Post by ALMIGHTY ALICE on Jan 31, 2012 23:11:44 GMT -5
F-187 Fusioncutter
A handheld cutting tool popular among engineers, it employs a high energy plasma beam to cut through almost any reinforced material. The beam can be adjusted from anything as fine as a millimetre across to a laser six centimetres wide, and can reach a length of twenty centimetres. The internal power cell supplies an hour’s worth of continuous operation.
BT X-42 Heavy Flamethrower[/b]
Also known as the Heavy Republic flamethrowers, this is a type of flame projecting weapon used by the Clone Flame Troopers and designed for use against unarmored targets.
PLX-1 Portable Missile Launcher[/b]
Also known as the Merr-Sonn PLX, or Plex, this is a power missile launcher developed to give the standard clone infantryman a powerful anti-vehicle or anti-emplacement weapon. It is small enough to be easily portable by a single soldier and powerful enough to destroy an Armored Assault Tank in a single well-aimed hit. It uses a miniature mass-driver barrel to launch specially designed projectiles which can be fired either ‘dumb’ (firing the projectile straight, to hit slow or non-moving line-of-sight targets) or in the ‘smart’ GAM (Gravity Activated Mode). This mode uses sensors in the missile to actively search for specific pre-programmed target gravity silhouettes (these generally focus on the distinctive gravity waves produced by repulsorlifts, but it can be used against enemy legged or tracked vehicles as well) and attempt to home in on them.
If a GAM target lock is achieved and the missile launch is initiated, the onboard guidance systems steer the missile towards its target and, with any luck, hit it, with predictable results. With two ready-to-fire missiles loaded at once, a soldier can pop out of concealment, fire a couple of quick rounds and duck back behind cover again while preparing his next salvo.
These are used mainly and primarily by ARC Trooper forces and Clone Heavy Troopers.
V-1 Thermal Detonator[/b]
This is a thermal detonator calibrated to maximize enemy casualties within its blast radius. It bears a similar design to a Class-A Thermal detonator but has a slate-grey shell instead of the Class-A’s reflective shell. It is the grenade of choice for the Clones, used mainly by Clone Sharpshooters, Clone Jet Troopers and Clone Heavy Troopers
HX2 Antipersonnel Mine[/b]
This is a hexagonal disc-shaped proximity mine that is easily concealed around the battlefield. It contains an explosive charge of detonate which is set off when tripped by a proximity sensor. This is used by skilled clone troopers only – Clone Heavy Troopers and ARC Troopers.
DC-15A Blaster Rifle[/b]
This is one of the standard issue Clone Weapons and weighs in at a heavy 9.5 pounds. Despite its size however, this is not a true dedicated repeating blaster rifle as the inherent instability of plasma gas in blasters reduces the weapon’s accuracy under sustained fire. Even so, the DC-15A is very powerful and deadly in the hands of the skilled clone troopers that have received extensive training in its use. This weapon’s tibanna gas cartridge carries enough gas for up to 500 shots depending on the power settings, while the charge pack lasts about 50 shots.
In addition to the standard iron sights on the rifle’s upper surface, the DC-15 can also interface with the helmets of the Clones to project a graphical gunsight on the helmet display. When mounted on a tripod, the maximum effective range of a DC-15A is around 10 kilometres. On maximum power, a shot from a DC-15A can leave a 0.5 meter hole in any ferroconcrete wall; however firing at maximum power demands a higher rate of power consumption than on the low power setting that lasts for 500 shots. It can also be outfitted with ascension cable projectors to climb up walls or cliffs.
Despite the power of the DC-15A however, Clone Troopers prefer to use the lighter and more compact DC-15S rifle. The DC-15A is preferred when fighting against larger and more heavily armoured droids like the Super Battle Droid and Dwarf Spider droids on open battlefields. It also has a stun setting.
DC-15S Blaster[/b]
This is a blaster carbine variant of the DC-15A blaster rifle and is carried by the Clone Troopers. It is smaller in scale than its DC-15A cousin and lacks its superior range, but it is far easier to handle and with a higher rate of fire. It also features a folding stock for enhanced aiming with braced firing - the length of the trigger pull determines the firing setting (semiautomatic or automatic). Though this blaster is not a true repeating blaster, it handles braced firing better than its larger cousin, with more accuracy and less prone to overheating. It fires charged plasma bolts using tibanna cartridges activated by power magazines (replaced by sliding them out of the side of the gun and inserting a new one) and projected down a magnetic accelerating barrel. The gas cartridges always last for around 500 shots; due to the fact the DC-15S has no power settings, except for the nonlethal stun setting, while the power magazines lasted around 100. Many troops carry spare energizer packs on them, but due to the fragility and difficulty of replacing the tibanna cartridges in combat, few troops carried more than the one in their gun on them. Instead, the cartridges are replaced by the troopers in their spare time, by opening by a hatch near the back of the weapon, popping out the old cartridge, inserting the new one, and closing the hatch. They are extremely powerful weapons, especially in the hands of experienced clone troopers, and are more than capable of piercing heavy armor. This gun is known to be dual wielded. The blaster can also fire a grappling cable which is attached to the butt of the folded stock, requiring the stock to be folded when using the cable.
DC-17 Hand Blaster[/b]
This is a heavy blaster pistol wielded by the Clone Troopers, most notably by Arc Trooper Captains, Clone Trooper Commandos, and Clone Jet Troopers. It is a smaller version of the DC-15S Blaster and shares many similarities with the DC-15s side arm blaster used by Clone Commandos. They are carried in quick release holsters and elite clone troopers sometimes wield dual pistols in battle – a trait reminiscent of Jango Fett himself. This pistol should not be confused with the DC-17m Interchangeable Weapon System although it does share its designation with the larger weapon for a reason – they share many of their interior components, a fact which helps explain the DC-17 hand blaster’s unusually high stopping power and firing rate. This fact is widely appreciated by the user of the weapon, who tend to know them inside and out as part of their training, and so ARC’s in particular tend to look down on uninformed people who puzzled over the similarity of the naming for two such apparently different weapons. High Ranking ARC officers sometimes customize their DC-17’s by writing on them or adding attachments such as a revolving system or even a scope.
DC-17m Interchangeable Weapons System[/b]
This is a configurable combat weapons system used by Clone Commandos and has been designed to meet the demands of the elite special forces soldiers. It is an adaptable weapon, capable of fulfilling multiple combat roles due to its ability to reconfigure into either a standard blaster assault rifle, a compact sniper rifle or an anti-armor grenade launcher depending upon the needs of the user. For the Clone Commandos for whom the rifle is standard issue and who have trained with the DC-17m from a young age, changing the attachments was no more difficult than changing out a spent ammunition clip, and they appreciate the reduction in load the DC-17 affords them by combining three weapons in one platform. These traits make it an invaluable weapon to its Clone Commando owners. It is a lighter and more versatile version of the DC-15 blaster issued to the Clone trooper infantry, and manufactured to a higher level of specification. The design ensures that it never jams in the presence of excessive heat, cold, dust or grime though it requires periodic calibration. It shares many of its internal parts and components with the smaller and similarly designed DC-17 hand blaster. It is sturdy enough to be used as a melee weapon in close combat and the rifle has a safety setting to reduce misfires.
As a Blaster[/b]
Perhaps the most often used attachment, the blaster rifle attachment makes the DC-17m a powerful, rapid-firing ion pulse assault rifle. Drawing it's power from side-loaded power pack clips, the DC-17m blaster fires a maximum of sixty shots before requiring a reload; commandos typically carry ammunition for up to three-hundred rounds on their person.
As a Sniper Rifle[/b]
The second attachment for the DC-17m allows the blaster to convert into a long-range sniper rifle with electromagnetic targeting scope. The rifle fires projectiles encased in blaster energy, similar to the quarrels used by Wookiee bowcasters. Ammunition magazines for the sniper attachment carry five quarrels each. The electromagnetic scope has two levels of zoom, adjusting the range between 10x and 20x magnification. The sights also provide an effect similar to an x-ray at close range. A well-placed shot from the DC-17m's sniper attachment is known to be capable of killing many types of enemies, from droids to several species of organics.
As an Anti-armor Grenade Launcher[/b]
The third configuration for the DC-17m is made possible by an attachment that transforms the rifle into an anti-armor grenade launcher. The launcher is loaded, one at a time, with dumb-fire grenades that can be launched several feet away from the user, and detonated on impact with any hard surface. Though the grenades are especially effective against heavily armored targets, the wide blast radius of the explosion make them good for damaging or destroying small enemy formations.
DC-15s Side Arm Blaster[/b]
These weapons are used by Clone Commandos as a backup in addition to the heavier DC-17m Interchangable Weapons System. It is a heavy blaster pistol that fires charged plasma bolts and while not as powerful as regular DC-15 blasters, this weapon is handy in close-quarters combat or when conserving ammo is necessary. The DC-15s has a recharge rate of seven rounds per second and is capable of 8 consecutive shots with energy fully recharged. After 8 shots, the user must wait for recharge of energy for at least one shot to fire again.
Vibroscalpel[/b]
A Medical tool used to reattach severed limbs and for a variation of surgeries.
Laser Scalpel[/b]
A laser-based surgical tool used to make highly accurate incisions in a variety of surgeries.
Laser Cauterizer[/b]
A portable device used to disinfect and burn wounds shut by emitting a low-frequency laser beam. Medkits typically come equipped with these.
DC-15x Sniper Rifle[/b]
This is an enhanced version of the DC-15A blaster rifle featuring additional sights and exceptional accuracy in the hands of an elite sharpshooter specialist. It fires powerful blue plasma shots that are highly effective against both droids and organics. It has a 6 shot capacity, and carries additional ammo and has a long firing range. While this is the primary sniper rifle of the Clone Army, the DC-17m weapons system can be converted into a high powered ion sniper rifle.
Z-6t Rotary Blaster Cannon[/b]
This is a powerful rotating blaster cannon chain gun, incorporating a rotary assembly of 6 barrels, each with its own actuating chamber, wrapped around a coolant lined core. The Galven circuitry used in the blaster means that the Z-6 has both a high cyclic discharge rate and good cooling, allowing for a tremendous sustained rate of fire – up to roughly 166 discrete full-powered shots per second. Despite its impressive firepower though, the weapon has several notable limitations. More specifically, the high rate of energy pack consumption, significant weight and powerful recoil. Due to this, it is considered a special-issue arm deployed only in specific situations rather than being a general purpose weapon.
AV-7 Antivehicle Cannon[/b]
This is a self-propelled artillery unit, operated by one clone tank gunner in a seat on the side of the gun and has a chamber for refilling shells to the side of the lower chassis. The vehicle is moved with its built in repulsorlifts until it reaches a suitable firing position and then entrenches itself on the ground using four metallic feet for support. Its artillery shells creates a fairly large blast radius, able to take out both vehicles and surrounding droids in a single shot.
WESTAR-M5 Blaster Rifle
Used mainly by ARC Troopers and Galactic Marines, they are efficient and deadly weapons. This blaster rifle can be calibrated to fire in semi-automatic, automatic and burst-fire modes and can be equipped with a variety of attachments including an under-barrel grenade launcher that can be used against armoured enemies.
Fragmentation Grenade[/b]
Also known as Frag Grenades, they are cheap and low damage. It has a similar use to the thermal detonator in use, with the significant difference that the frag grenade is far less powerful. This standardized version of the grenade utilizes metal shrapnel when they explode, designed to explode on contact. The typical blast radius is about 4 meters. While this is somewhat smaller than the blast radius of a typical thermal detonator, in short range battles this is advantageous as it makes it easier to use the Frag grenades without friendly forces being caught in the blast. These items are highly restricted to ARC Troopers.
Reverse-Polarity Pulse Grenade[/b]
A specialized grenade that emits a reversing polarity pulse wave upon detonation. This has the effect of disabling droids and machines caught within the blast radius by overloading their systems. The RPP grenade is one of the many weapons of ARC Troopers. However, using the grenade also disrupts the sensors of the ARC trooper’s armor, requiring a few minutes to re-calibrate for full function of the sensors, thus it is not commonly employed by standard clone troopers.
Electro Magnetic Pulse Grenade (EMP Grenade)[/b]
This is an anti-droid weapon used specifically by the ARC troopers against battle droid opponents. Like any grenade, they are activated and thrown into the vicinity of nearby droids in order to immobilize them. The detonation results in a shell of disruptive electrical energy that damages and disables electronic signals however its effectiveness is diminished with the distance from the blast area. It is not quite as effective against organics but is still capable of electrocuting (or stunning) life-forms caught in the blast. Detonations also temporarily disrupt the sensors and visual displays of a clone trooper's helmet systems for a few seconds, somewhat similar to the effects of the reverse-polarity pulse grenade. Since the clone commandos had a more electronic helmet, the effect on them lasts closer to an hour than just a few seconds.
Electro Magnetic Pulse Launcher (EMP Launcher)[/b]
A devastating weapon when used against the droid forces of the CIS due to their ability to both deactivate droids by shorting out their electronics and destroy their interior circuitry with power EMP waves. Clone Jet Troopers tend to use these as their primary weapon although the slow rate of fire often frustrates troopers trying to deal with multiple enemies at once. The EMP launcher is an ion weapon intended to deal massive amounts of damage against enemy CIS droids. Upon impact with a solid object, the projectile would detonate dealing ion damage to surrounding enemies. The electricity short-circuits the droids’ neural network and render the droid useless. Droids hit by a blast from an EMP launcher have a tendency to fly apart as the electromagnetic couplings for their limbs were overloaded by the pulse. The rounds fired from this are actually EMP grenades, not blasts or bolts of EMP energy.
Reciprocating Quad Blaster[/b]
This is an experimental weapon which draws power from a power cell strapped to a soldier’s back and is mounted on a specialized hardness featuring microrepulsorlifts. The four barrels can be fired either one or two at a time depending on the rotation pattern selected and are cooled on the recoil by coolant tanks located within the rig itself. Only ARC Heavy Gunners use this weapon and are outfitted with specialized armor that includes a head-up display in the helmet and links to the harness that allow them to make the best use out of the weapon. It is best used against the slower vehicles or the Separatist army as infantry is often able to outmaneuver this weapon.
Repulsor Pack[/b]
A repulsor pack is similar to a jetpack except that it utilizes repuslorlift technology and are typically much more efficient than jetpacks as they allow for prolonged sustained flight. However, because they are based on Repulsorlift technology, they only work inside of a gravity well.
Jetpack[/b]
This is an aerial personal transportation device that offers a great degree of mobility in the air, though often at the personal risk of the user. They are worn on the back and controlled by a wrist-mounted device or through verbal commands issued into a visor or helmet. To launch, a jetpack funnels both air and fuel through miniaturized turbines. In the device’s intake system, the air-fuel mix is ignited, providing the thrust needed to propel the wearer through the air. They are not reliable for use in zero, low or high atmospheric situations, since they require atmospheric gases to produce thrust. The launch of most jetpacks is also accompanied by a cloud of exhaust which is useful for quick getaways requiring a handy smoke screen. In flight, directional exhaust nozzles controlled the user’s flight path while a gyrostabilizer counterbalances the jetpack’s velocity for descent.
Concussion Grenade[/b]
There are three varieties of Concussion Grenade
Physical[/b]
This is a fairly standard grenade used by many factions. It explodes with a small blast radius, releasing a blast of kinetic energy that kills most organics and damage equipment. A sonic shockwave is expelled in the explosion that suns anyone right outside the 4 meter blast radius.
Sonic[/b]
This grenade does not detonate in the traditional sense. The common blast radius is 4 meters, fairly large for a hand held explosive. It creates only the sonic shockwave, stunning anybody hit by it rather than killing or wounding them.
Anti-Armor[/b]
This third kind is designed for use against vehicles and equipment. It is very useful against vehicles that are fast or slow moving because of its tendency to stick to a vehicle’s armor. The grenade is not much used against organics due to its small blast radius.
V-6 Haywire Grenade[/b]
These grenades are small and hand-held EMP grenades used by Clone Troopers. They are calibrated so that it will cause massive electrical disruptions to a circuitry and while the effectiveness is reduced against organic beings, it is still capable of electrocuting and even killing any organisms within the blast radius.[/blockquote][/blockquote][/justify][/size][/font][/color]