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Gir Quee

Gir Quee

Member Since 28 Oct 2014
Offline Last Active Yesterday, 08:51 PM

The Dagger Poised, For Shallow Minds

19 May 2018 - 12:29 PM

Near the Dolash-Pike Excavation Site, Eryn III


Gir took a deep breath, fully reveling in the fragrant smell of the pines just after last night's storm. He gently stepped onto the woodland path in front of him, immediately feeling the unusual give beneath his feet as crumpled leaves and detritus gave way to the dark soil beneath. Why do I live among the stars again? He turned his eyes to a nearby, towering pine that seemed to stretch to the placid blue sky above. His eyes drifted back to the surface, he caught the sight of a large, blackened patch of bark near its base. His countenance shifted from natural wonder and ecstasy to sober remembrance. Mere months ago, this very track of woods had the sight of grueling battle between the forces of the self-styled Supreme General Kossk and locals and their Directorate allies. He paused for a moment, causing one of his companions to clear his throat.


Fossk is dead.”


Gir turned his eyes to face Dav Hannish. The unwilling time traveller's square jaw was set firmly in conviction, and Gir wondered how many times Hannish had told his father similar sentiments. Gir's eyes darted to the man's partially holstered blaster pistol, noting that the old freetrader had turned off the gun's safety. Fossk is dead but you're still worried too...


Fossk is dead,” started Gir, “but that doesn't mean that all of his men are.”


Dav briefly cocked his head to the side as he scanned the treelines, “Maybe, but the rangers and locals have scattered any survivors far from here. I bet they'd rather run from our sight than fight.”


And that's why your blaster is ready?”


It's ready for whatever's in there,” said the brown-haired man, jauntily pointing a finger at a hill covered in trees.


Gir knew better. A detailed scan from orbit showed that not only was the hill almost entirely hollow, but a large network of caves and artificial passageways spread out from its base, almost like the roots of a tree. But the ground was too deep to reveal anything else. Not even the locals knew what was in it. Maybe there is some truth to the local rumors about the Rataka. But they should be long dead by now, should they not? But his actions belied those thoughts. Here he was wearing blast armor underneath his faded field jacket, accompanied by a personal shield generator and his finely tuned pistolhanging from his belt.


Only one real good way to find out,” said Gir, starting to trudge up the path, “we just have to wait for the Mechanicum to arrive to figure out the lock at the gateway.”


With that, they continued forward on the path, disappearing into a glade of trees at the base of the hill.


Archim Calixis

Myntor Personal Shield

18 May 2018 - 10:45 PM




  • Intent: To provide a basic personal shield generator in Lucerne Personal Defense's line-up

  • Image Source: here 

  • Canon Link: N/A

  • Restricted Missions: N/A

  • Primary Source: N/A



  • Xythan Force Shield: Myntor's base shield is actually a variant of the Xythan Force Shield. Rather than producing a continuous deflector shield bubble, it produces a rotating sphere of energy hexagons that can absorb energy weapons fire like a molecular shield.

  • Auxiliary Shield Module: As the Xythan Force Field can only protect against energy weapons like blasters and lightsabers, Lucerne Personal Defense included a modular hardpoint that allows it to take a secondary shield module that allows it to incorporate other shielding technologies to make it more versatile, such as particle shielding, environmental thermal shielding, ionic shielding, rad-dampening shielding, and sonic dissipators.

  • Dataport: Myntor features a scomp-link accessible dataport on its underside. This allows its settings to be accessed and changed through a datapad, droid, or armor suit HUD.


  • Rotating Shield: Myntor's Xythan Force shielding appears as a sphere of rotating hexagonal panels that swiftly rotate around the user. This means that damaged shielding is continually replaced by a fresh area of localized shielding against sustained fire, such as from a blaster or prolonged lightsaber cutting, which in turn makes it more difficult to penetrate by such attacks.

  • Absorbent: Xythan Force Shielding acts much like molecular shielding, allowing to absorb energy attacks and use them to help power the device.

  • Modular: Each Myntor has a slot designed to accept a modular auxiliary shield, which allows it to be adapted to better suit different environments or foes.

  • Expandable Protection: Myntor shielding typically provides protection in an oblongfield just large enough to encompass its user, but it can be expanded up to a radius of three meters, allowing it to provide protection to people and objects besides the user in its field.


  • Individually Weak Shield Faces: The rotating xythan shield panels are individually weak and prone to be penetrated by concentrated energy attacks, such as from a disruptor or heavy blaster. In such instances, the shield panel collapses and thus reduces the damage dealt by that weapon and, but it does not fully stop it. In some instances, the rotation of the collapsing shield itself can also partially deflect a portion of that attack away from the wearer (or a specific area of the wearer) itself.

  • Limited Duration: The power pack that comes with the Myntor only provides enough power for 10 minutes of continuous use or to absorb around 50 blaster rifle shots. While theoretically, it can recharge itself by being hit by blaster fire, the Myntor needs to be powered down for 1 minute after reaching its breaking point in order to not overheat. If it does overheat, there is an exponentially increasing chance that the device will melt down or its radiation scrubbers will fail, which would expose the user to harmful radiation.

  • Lack of stealth: Xythan Shielding is not remotely stealthy, forming a light, glowing blue sphere around the user, as well as a crackling sound which is exacerbated by the movement of air currents.

  • Thin shields: The more the Myntor's shielding is expanded, the weaker and even more susceptible the shielding (both Xythan Force Field and from the auxiliary shield) becomes to being penetrated. At its maximum radius of three meters, most blaster rifles and heavy blaster pistols can pierce through the xythan force shielding.

The Myntor Personal Shield is Lucerne Personal Defense's first foray into the realm of personal shielding. While motivated to be exceptionally competitive in the field by the successes of pioneering industry giants like ArmaTech, LPD actually turned turned to a more obscure and older shielding type for the basis of their system: the Xythan Force Shield. Originally developed for use on droids like the JK-13 security droid, LPD took the technology and modified it for use by organics. Unlike many energy shields, the Myntor's shielding does not present itself as a nearly invisible, continual placid sphere. Instead, it appears like a swiftly rotating sphere of cyan-tinged hexagons. Each hexagon is actually its own distinct energy shield facet, meaning that it operates independently of the rest of the shield hexagons. This means that each facet is relatively weak but easily recharged. However, because these hexagons are constantly rotating, it means that sustained fire or contact usually effects multiple facets that are rotated into place before or as the previous facet fails. This makes the shielding more resilient to rapid fire blasters and contact weapons like lightsabers, though it is conversely weaker against slower-firing weapons that are typically more powerful and penetrating. Realizing that many threats on the battlefield do not come only from energy weapons, Lucerne Personal Defense included a secondary modular slot within the Myntor to allow it to equip other types of more specialized shielding to allow its users to better adapt to different types of enemies and environments. This slot takes up approximately forty to fifty percent of theMyntor unit's power, making it about as formidable as the Xythan Force Shield. While a variety of devices can be easily plugged into the scomp-link and power supply of the shield with some modifications, the following are common aftermarket-options supplied directly by Lucerne Personal Defense:


Xythan Force Shield: This module is actually a duplicate of the main system, however, its shields rotate in the opposite direction of the primary shield, which lessens the ability of more powerful weapons to fully pierce through these energy shields.


Particle Shielding: This module contains a particle shield generator, providing the user from protection from slugs, shrapnel, many melee weapons, and other threats of a physical nature. This is probably the most commonly used auxiliary slot. Those who use it conjunction with a physical weapon, such as a slugthrower, often synchronize it to their helmet's HUD to allow it to briefly flicker off when they fire their own weapon.


Ion Shield: This module contains an ion shield generator, providing protection from Ion/EMP warheads as well naturally occurring ion storms.


Sonic: This shield is actually a sonic dissipator, which rapidly reduces incoming sound waves to a fraction of their volume and power. This not only protects the user's ears from loud noises, but actually breaks down the ultrasonic waves of sonic pistols, blasters, and other like weaponry.


Radiation Dampening: This shield absorbs and protects against radiation from both artificial sources (like reactors or radiation grenades) and natural sources (solar winds, etc). This is most commonly used by spacers onboard starships (especially when engaging in salvaging operations) or scouts on radiologically contaminated worlds.


Thermal: This shield provides an exceptional amount of insulation to the user, protecting them from extreme differences in cold or heat. This is useful to protecting its users from extreme environments and exotic weapons like flamethrowers or cyroban weaponry, but it does not provide protection against blasters, slugthrowers, and most common weapon types.


While the base Xythan shielding unit is commonly run in conjunction with the secondary shield, it is possible to only divert power to one of the devices to boost its effects through the Myntor's capacitor overcharger. Overcharging one of the shields does not double its power, however, as the base shielding components are not able to fully withstand that power surge with remaining small enough to fit in its compact package. Instead, maximum protection in the overcharge mode is around 140-160% of its normal power depending on the shielding unit involved. It is possible to shift energy supplies in different ratios to either of the shields though, such as 75% to the Xythan Force Field and 25% to a particle shield further allowing the user to customize the shield to different situations. The shield can be further customized by altering its radius. By default, the shield only encapsulates the user and the immediate objects that the user is carrying. However, it is possible to expand the shield's radius up to three meters, allowing it to protect others in the immediate vicinity of the user. This setting comes with a number of limitations however, including lower relative shield density and the problems of battlefield coordination. As an example of this, someone could not leave the protection of the shield without the shield itself being deactivated, as the Xythan Force Field would fry them. Because each Myntor is fairly small, the only visible external controls are on and off switches for the main and auxiliary shield unit, and a powerpack release and insertion lever. The other shield settings must be altered through using the scomp-link port, either through a datapad, droid, or personal armor interface.


Myntor is entering a crowded market, and Lucerne Personal Defense is conservatively betting that it will not achieve high market penetration. However, the company's association with the Directorate as ensured a small, steady production which supply certain personnel and units within the group. However, it is expected that numbers of units will find their way into the hands of other groups with similar leanings to Lucerne Labs. LPD has decided to incentivize their sale by including them in packages with its armor suits, notably the Anakkona Heavy Armor.

Tidefall-class Brilliant Torpedo

12 May 2018 - 10:41 PM




  • Intent: To provide a capital scale warhead more capable of surviving a ECM dominated battlefield

  • Image Source: here

  • Canon Link: N/A

  • Restricted Missions: N/A

  • Primary Source: N/A



  • Classification: Anti-Capital Ship Warhead

  • Size: Very Large

  • Weight: Heavy

  • Ammunition Type: Plank Gas Plasma Warhead

  • Ammunition Capacity: 1 Warhead

  • Reload Speed: None

  • Effective Range: Battlefield

  • Rate of Fire: Average

  • Stopping Power: High

  • Recoil: Average


  • Plank Gas Plasma Warhead: This warhead uses ionized Plank Gas as a payload. Typically, upon impact, it creates a focused heat jet that is designed to cut through heavy armor. As it expends energy in this manner, it reverts to its gaseous state of being typical Plank Gas. In its gaseous form, it corrodes and eats away at objects it comes into contact with.

  • Droid Brain: Each Tidefall is piloted by a Psykhe Droid Brain located in the middle of the missile. This makes the Tidefall a larger variant of a brilliant missile, allowing it to think as it reacts to threats on the battlefield, whether its a hostile starfighter or electronic sensor jamming.


  • Defense in Principle: Much like the Statet Grav Missile or the Starcore-class Concussion Missile, the Tidefall is designed to survive many of the new electronic-based anti-missile technologies being employed through principles of design. This includes extensively using Biolux series organoform circuitry to make it resistant to EMP/Ion weapons and using an isolated droid brain for guidance purposes to make it resistant to sensor jamming and generally immune to missile deactivator transmitters.

  • Maneuverable: The Tidefall incorporates vectored thrust nozzles as well as lateral thrusters built into the midway point of the fuselage. This allows the warhead to sidestep some point defense fire and other obstacles, as well as allowing it to better adjust its trajectory to better hit fast and maneuverable targets.

  • Long-Range: The Tidefall has fairly long range for a warhead of its size, largely because it relies heavily on coasting, much like the Firelance-class Torpedo before it, to near its target before rapidly accelerating to strike its target.


  • Isolated Telemetry: While not having a wireless communications system of its own means that it doesn't have an access point from which to be deactivated, it also means that it does not have the ability to use sensor data from other sources or to communicate with other friendly forces. This also means that once the missile is launched, the users cannot deactivate it or change its target, as the missile can only receive its orders through a physical dataport located on the side of its fuselage.

  • Delayed Effect: While being designed to coast over long distance grants the torpedo exceptionally long range, it also means that it is relatively slow compared to other ordinance, even compared to other long-range ordinance like energy torpedoes. However, this is not true as the torpedo nears its target, as it shift all remaining fuel into the engine to rapidly accelerate the torpedo.

  • Large Launcher: Tidefalls are exceptionally large torpedoes, meaning that this needs heavy warhead launchers such as the Harpoon-class General Purpose Launcher to effectively deploy. It is too large to be carried by starfighters or to be fired through typical hypervelocity cannons like the Angon-class.


The Tidefall Brilliant Torpedo was conceived around the same time as the Starcore-class Concussion Missile as another munition type designed to better survive on a battlefield increasingly being dominated by electronic warfare. However, the Tidefall took the opposite approach of the Lightcore. Rather than essentially reverting to an unguided shell when struck by ECM, the Tidefall is actually a larger variant of the brilliant missile, essentially making each missile a disposable battle droid. Because it is operated by a droid brain, Tidefalls can rationally solve problems as they are encountered on the battlefield, making them harder to destroy before they hit their targets.


The Tidefall's basic fuselage uses carbo-plas plating laminated in several layers to form a solid hull. Thus the fuselage plating also serves as its framework. While this makes it less durable upon impact, and thus does not penetrate as much as many warheads, it also makes it more survivable against point defense weapons like laser cannons or flechette launchers as the plating overall is thicker than many of its contemporaries. Several small chemical fuel slug engines are mounted in a ring at the rough center of the missile and at the aft. This engines can be ignited individually, providing the Tidefall with exceptional maneuverability that is almost comparable to a typical starfighter. The rear of the fuselage contains a VASIMR drive that is almost directly copied from its predecessor, the Firelance Torpedo. Typically this engine is fired in short bursts, allowing the warhead to stealthily coast on inertia towards its targets. At full throttle though, combined with its auxiliary chemical thrusters, the Tidefall becomes quick and agile, behaving much like a drone starfighter. Just ahead of the engine and its fuel supply is the Tidefall's Psykhe Droid Brain, which acts essentially as the torpedo's pilot. Its dual-core processor is well-suited for this task, as one bio-computer can focus exclusively on flying the missile to avoid obstacles and immediate threats, while the other processor can focus on analyzing the battlefield, such as deciding if a new target should be selected if the target is destroyed or otherwise disappears, or processing through sensor noise caused by sensor jamming. Its ability to provide some of these tasks is enabled by its quartet of knowledge cylinders. Typically one is devoted to understanding realspace environments, another to common starship tactics, another to starship schematics and starship subcomponents, and another to processing sensor data in the context of electronic warfare. Just in front of the droid brain is the sensors that allow this to happen. This includes a trio of passive electro photo receptors for short-range guidance and a long-range heat detector. This sensor package is entirely passive, which allows it to target objects without pinging back enemy sensor operators. Using a composite sensor signature also means that it is less likely to fall victim to blanket noise jamming, especially in conjunction with its sensor processing software. Just ahead of the sensors is the plasma warhead itself. This warhead contains magnetically sealed plank gas that has been superheated into a plasma form. When this warhead hits its target, the magnetic seal at the tip of the warhead disappears, causing the superheated plasma to rush into the impact zone. Its high heat is thus focused forward and designed to superheat and/or burn through materials. In the event that the material rapidly absorbs this high heat, the plasma loses its energy reverts to plank gas, which then begins to eat through any material it comes into contact with. It is possible in some instances for the plasma to cut through a weakly armored section hull, flood a compartment and in the process lose all of its energy and turn into plank gas, which will then eat away at whatever is in that compartment.


Tidefalls are fairly large missiles which limits their deployment, meaning that they can only be carried on capital ships with large warhead launchers like the Harpoon General Purpose Warhead Launcher. Those ships that can carry the weapon find it useful as a means of long-range harassment, especially in obstacle-ridden environments such as asteroid fields. Typically they are deployed en mass, where their numbers and maneuverability improve the odds of at least some of them hitting their targets. As precision weapons, these warheads are typically programmed to hit specific components on a ship, where their plasma jet warheads can surgically disable or destroy targets. 

1st Directorate Jump Troopers Regiment - "The Admiral's Fist"

09 May 2018 - 08:23 PM








  • Availability: Unique

  • Deployment: Mass 

  • Strengths & Weaknesses:

Jump Infantry: Everyone in the regiment is outfitted with Anakkona Heavy Armor that has an integrated Hush-About Jet Pack integrated into it. This allows them an unusual amount of speed and vertical maneuverability on the battlefield. It's not uncommon to see them deploy from high altitudes, using their jet packs to slow their descent to the ground, or to quickly scale up buildings or other obstacles.


Iron Discipline: Almost 90% of the Regiment is actually composed of Hopite Series Synthetic Soldiers. These biomechanical troops are loyal to a fault and have exceptional endurance compared to their organic counterparts. Consequently, the organic officers who run the regiment have little computation about giving them difficult missions or tasks, as the droids can oftentimes better physically endure the demands, nor is there any loss of actual life if they are destroyed in the process.


Overwhelming Offense: Jump Troopers carry a fairly high amount of firepower on the individual level in the form of flechette carbines, grenade launchers, and hand grenades, providing them with the means to quickly clear out small groups of opponents or damage infrastructure.


Burst Fighting: The 1st Jump Troopers primarily carry weaponry designed primarily to overwhelm their enemies suddenly through high firepower at the cost of limited ammunition. Likewise, their jetpacks have only a limited amount of fuel. They are consequently not suited for lengthy or protracted engagements.


Followers: Being composed primarily of droids with limited intellectual capability, the 1st is highly reliant on its relatively few organic leaders to provide the creativity to effectively react to oftentimes rapidly changing conditions on the battlefield. Killing the sole organic trooper in a squad can quickly degrade their performance not only because the organics provide the creativity and much of the unique responses to the conditions, but also severely disrupts their coordination.


Targets in the Open: While the jetpacks allow them a high level of mobility, they also fairly easy targets when airborne and their presence is expected: there is oftentimes no cover or concealment for their movements, and they often have to rely on rapid speed and surprise to survive their aerial movements.


Description: The 1st Directorate Jump Troopers Regiment are jetpack-equipped troopers who are specifically trained and equipped to assault and overwhelm enemy positions using rapid movements and heavy firepower. While initially compared to the old Clone Jet Troopers for their daring aerial maneuvers, the 1st JTR has since developed a reputation within the Directorate as unsettling, super-soldiers who strictly carry out Admiral Quee's orders to the letter, earning them the moniker “The Admiral's Fist”. Unknown to those outside the Regiment, most of the 1st Jump Troopers is actually composed of Hoplite series Synthetic Soldiers, which are human-appearing droids. Admiral Quee has striven hard to keep this fact concealed, stationing them within his own fleet and even then secluded from his other forces. This has served to only heighten the air mystique surrounding the regiment.


History: The Directorate began studying the concept of a high-altitude flying soldier since the group's inception, recalling the famed Republic Rocket-Jumper Troopers and the later Clone Jet Troopers. However, finding sufficient qualified volunteers that were capable of this service limited their employment to small field testing units. As these field testing units continued to study and refine the doctrine for this potential troop type, Lucerne Labs invented the Hoplite Synthetic Soldier, which finally solved the lack of qualified manpower. The field testing units were recalled back to Camp Shipwright on Hast and turned into the training cadre the newly formed 1st Directorate Jump Troop Regiment. Small groups of volunteer Directorate Marines along with the first large batch of the Hoplite series Synthetic Soldiers soon joined them, becoming the rank and file soldiers of the new unit. Despite being stationed at a secluded part of the camp, the 1st quickly attracted attention to itself because of their grueling training regimen and their own notorious running cadence: “Blood on the Bulkheads”, which details the death of a jump trooper whose jetpack was accidentally ignited while inside of a starship. Needless to say, this tradition combined with many of the 'recruits' one-dimensional, fully “amped up” personality (actually the droid's limited personality programming) gave the regiment a reputation for being grim and somewhat crazy. This unsettling presence largely kept other Directorate personnel away, further enhancing the secrecy of the Regiment's true, droid-based nature. Once fully activated, the 1st Jump Troopers was assigned to Admiral Quee's command, mostly to his flagship. The admiral seems to be more involved with the 1st Jump Troopers than many of his other ground forces. Aside from being more frequently seen with its leadership, the admiral has shown a preference for placing them at the forefront of engagements. This has garnered them much respect from many of their counterpart units, which in turn is largely negated by the admiral's tendency to employ them also for shore patrol duties: the 1st Jump Troopers follow the rules and regulations to the point, and cannot be persuaded or bribed for any infractions (largely because most of them are actually droids). They also tend to act the Admiral's honor guard for ceremonies as well as his personal security detail. These associations with Admiral Quee has led to them being referred to as “The Admiral's Fist”, in a half-parodied reference to Darth Vader and the original 501st.


Equipment: The 1st Jump Trooper Regiment's role as airborne assault troopers has largely dictated their equipment. All troops are outfitted with Anokkona Heavy Armor that has been outfitted and seamlessly integrated with a Hush-About Jet Pack, which allows the troopers to fly or descend onto the battlefield. The armor's vambrances are outfitted with a Dur-24 wrist blaster and a Magnaforce Personal Shield, which act as auxiliary offense and defense systems for the trooper respectively. A Hammerstrike Grenade Launcher or a Hailstorm Flechette Carbine serves as the primary weapon for a trooper, typically with a 50-50 ratio within a squad. While each weapon is well-suited to overwhelming enemies with bursts of heavy firepower, they also have different specialities. The grenade launchers provide the the troops with a variety of powerful effects while the flechette carbines are particularly good airborne interceptor weapons, particularly when encountering enemy surface to air missiles. Troopers are also given a number of grenades, which are typically used as their main source of indirect firepower, as they do not have any vehicles or artillery of their own.


Tactics: The 1st Drop Trooper's role as airborne assault troops has dictated almost all of its tactics. This role has thrust two important factors to prominence within the group's tactics at all levels: speed and overwhelming firepower. On regimental level, this manifests as rapidly deploying troops from low orbit, sometimes even directly from capital ships, which includes taking into account the relative speed of the launch vessel and the world's rotation. By factoring these two variables together and relying on the trooper's individual inertia, it's possible to deploy troops without endangering the launch ships to direct counter fire from the target site. To aid in this, the 1st command staff frequently coordinates closely with the command crews of capital ships to provide precise, initial orbital strikes to support the landings. A strategic level, the regiment's elements are designed to deploy almost on top of their targets and even then remain almost in direct line of sight of other regimental elements. This means that they are often dispersed on a battlefield, each can rapidly respond to and reinforcement other elements if heavy resistance is encountered. The 1st command staff often coordinates these actions, led by the circumspect Colonel Sal Saar , a leader more renowned for his quiet competence and predictive abilities than battlefield theatrics. On a smaller unit level, squads of drop troopers frequently use coordinated bombardments of flechette carbines and grenade launchers to try and overwhelm opponents combined with their arrival to catch their opponents off guard and in the open before moving in to mop up in two or four man elements. In particularly dense terrain and/or areas where collateral damage is a cause for concern, it's not uncommon to the troopers almost act as precise aerial bombers, flying in just close enough to toss or drop a grenade with precision in a small area. Another tactic particular to the 1st Jump Troopers is using their flechette carbines to intercept surface to air munitions, a difficult feat accomplished by using the expanding cloud of flechettes, their helmet's own targeting system, and countless combined arms training sessions over Hast. In part because of their limited ammunition and the expendability of most of their troops, the 1st Jump Troopers favor being quick and decisive actions over careful maneuvering and probing. After all, many times their mission is simply to seize and secure a landing area for other troops, who then carry out much of the rest of the fighting.


Deployment: The 1st Directorate Jump Troopers are subordinated directly to Admiral Quee's mission to the Silver Jedi, and thus travel and deploy almost exclusively with him. That means that most of the time, they are stationed in starships or space stations under Quee's command. Groundside time is usually pretty quick and fleeting, lasting only until the area has been secured enough for more conventional (and better equipped) troops to more permanently hold an area. However, Admiral Quee does occasionally detach up to company-sized elements of the group to support allied missions or to provide extra security to VIPs with whom his relationships with, such as several ambassadors whose nations are part of the ISAF.

Legionnaire Battle Droid

07 May 2018 - 08:27 PM



  • Intent: To provide a common, heavy battle droid in Lucerne Labs product line-up

  • Image Source: here

  • Canon Link: N/A

  • Restricted Missions: N/A

  • Primary Source: N/A


  • Manufacturer: Lucerne Labs

  • Model: Legionnairre Battle Droid

  • Production: Mass-Produced.

  • Affiliation:Directorate, Silver Jedi, Galactic Alliance, Closed Market

  • Modularity: None

  • Material: Dura-Armor & plasteel plating, durasteel frame, typical droid components



  • Assault Cannon: The Legionnaire uses a knockoff of the assault cannon used by Phase II Darktroopers, providing it with good firepower for its size.

  • Retractable Vibro-cutters: The Legionnaire has four retractable vibrocutters embedded in its right hand, which allow allow it to cut through barriers or act as a melee weapon.

  • Ionization buffers: The Legionnaire has multiple ionization buffers built into its circuitry, making it resistant, but not immune, to ion and EMP attacks.

  • Magnetic Attractor: The Legionnaire has a magnetic attractor built into the palms of its right hand, allowing it to yank metallic objects towards it at a distance as well as provide a better grip of metal objects in its right hand.

  • Weapons Detector: The Legionnaire has a weapons detector suite built into its processor and sensor suite, allowing it to better detect weapons when placed ina security or sentry role. It does this through using a specialized DER to detect powercells, a chemical sensor to sniff out objects like explosives, chemical weapons, and blaster gas. This Weapons Detector cannot detect particularly primitive weapons (like a simple dagger) or some weapons particularly designed to defeat detection scans, but is useful for detecting typical weapons in up to a 40 meter radius of the droid.


  • Juggernaut: The Legionnaire boasts exceptionally thick dura-armor plating with secondary plasteel plating to help protect it against common battlefield weapons and uses multiple ionization buffers to protect it against EMP/Ion weapon threats. This makes Legionnaire's exceptionally durable on the battlefield.

  • Security Experts: Legionnaires boast additional bodyguard programming and a weapon's detector sensor suite, making them useful as a security detail, whether its as a honor guard detail for a diplomat or providing protection to officers on the battlefield.


  • Lumbering: While the Legionnaire's exceptionally thick armor makes it durable on the battlefield, it is also is heavy, which strains the locomation servo-motors. This heavy weight required the droid to have specially designed servo-motors which can stand the strain of moving and supporting this bulk. Unfortunately, this has also made the droid relatively slow, meaning that most humans can easily outrun it.

  • Bulky: The Legionnaire is not a small droid, which makes that it can have difficulty moving around in confined areas, such as within small starships or dense urban areas. Unsurprisingly, this size also means that it is easier to hit than many similar threats of the battlefield.

The Legionnaire Battle Droid is a hefty and conventional battle droid designed to act as heavy infantry, particularly to supplement smaller battle droids such as Lucerne Labs own IX-6 Combat and Security Droid. Unlike the IX-6, the Legionnaire is a committee design that attempted to carefully pull elements of other successful battle droids into a single, mass-produced package. Most of the droid's heavily armored chassis is influenced by the FLTCH-series battle droid, though there are also clear YVH droidelements visible in the droid's head as well. Like YVHs, the Legionnaire also incorporates a specialized sensor suite optimized for detecting threats for its secondary role. Other elements borrowed include ionization buffers from the SD-9 and the assault cannon from the Phase 2 Darktrooper. Yet despite this proliferate borrowing, the Legionnaire not only manages to seamlessly incorporate these features into a single design, but it also managed to incorporate some innovations of its own.


Perhaps the most unusual feature of the droid is its right arm. While at first it appears to be a simply powerful hydraulic arm, the armored palm actually conceals a magnetic attractor, which allows it a limited ability to manipulate many metals on the battlefield at short distances. It originally was incorporated as a means to quickly snatch or move objects away from a distance, such as unattended weapons or live munitions, but it has also been surprisingly effective in hand to hand combat. In this capacity, the droid can firmly hold onto opponents wearing metal-based armor or pull objects like swords and daggers towards it. This is further heightened by the right hand's other unusual feature, the inclusion of a quartet of vibrocutters on the inside of the palm that are designed to shred whatever is in the droid's grasp. Aside from its use as weapon, these cutters can also be used to carve through obstacles, such as bulkheads or impromptu barriers thrown in the droid's way. Combined with thick armor plating and powerful hydraulic appendages, this can make Legionnaire's terrifying in close-quarters combat.


Aside from their use as basic line battle droids, Legionnaires are also employed as bodyguards. All of the features that make them effective battle droids have direct and obvious parallels to protecting others, but the Legionnaire also features some minor refinements of its own for its secondary role. The most salient of these is the inclusion of a weapon's detector sensor suite, which allows the droid to better detect potential threats before they reveal themselves. It also includes a programming subroutine in which the droids prioritize and attack threats based on the danger to their charge. The droids will also not hesitate to arbitrarily carry or move their charge if needed, or even act its shield. Because of these traits, it's not uncommon to find several in the surrounding of VIPs or areas where they are expected to be encountered, such as command centers or political rallies.