Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Pre-Factory/Pre-Codex

f9e621ecbd48c228b2c0501a2d27a7fb--star-wars-rebels-rebel-soldier-star-wars.jpg
OUT OF CHARACTER INFORMATION
* Intent: Create a Basic Military Unit for the Republic Army
* Image Credit: https://i.pinimg.com/736x/f9/e6/21/f9e621ecbd48c228b2c0501a2d27a7fb--star-wars-rebels-rebel-soldier-star-wars.jpg
* Role: Light-Conscripts Infantry

GENERAL INFORMATION
* Unit Name: Republic Conscript Battalion
* Affiliation: The Republic
* Classification: Infantry
* Equipment:
Light Armed Vest and HUD Helmet
http://starwarsrp.net/topic/67941-snips-sniper-blaster/- Snips Sniper Rifle
http://starwarsrp.net/topic/67229-assassin/- Assassin Pistol
http://starwarsrp.net/topic/86707-droid-bold-rilfe/- Droid Bolt Rifle
http://starwarsrp.net/topic/65900-rx-329-blaster-rifle/- Blaster Rifle


COMBAT INFORMATION
* Availability: Very Common
* Deployment: Mass
* Strengths & Weaknesses:
Strength:
Numerical Advantage - Made up of Volenteers and non-issued armor, they have a massive force to assault any position.
Weaknesses:
Lesser Equipment - Only State Supplies they are Equipped with being a blaster and some clips, Conscripts are informed to get their own Armor, Helmet, and protective gear. All of the equipment are aged and low quality.
Low Morale - Really nothing more then a Lightly Trained Mob, if much of their forces start to falter, the entire unit will enter a panic and chaotic retreat or charge

* Description:
Often the Military Garrison Units of the Republic Reconstruction Government, these soldiers are the first line of defense and public order. They are chose from around the galaxy and many Republic secretly funded refugee centers from across the star systems. They are a large group of soldiers that are used to attack small fortifications as well as defend large garrisons where their large numbers outweigh the possibility of defeat. In the early times of the Republic Reconstruction of the Army, these units were used across their defensive line. Also acting a local militias, the Conscripts are to assist local safety officers with policing the outer reaches of the planets capabilities with outpost and regular patrols.

Volunteers that left their homes to join what remained of the once great Republic these men and woman joined to help rebuild the Democratic Government. Once they entered the ranks of the Republic Army, these individuals are given minimal equipment with only a blaster and what they have on their backs. Much like the resistance or Rebels of past, all soldiers of the Conscripted Units are to get their own armor and protective gear. The Republic is unable to provide such for such a large unit at the time. Since then, the uniformity of the Conscript Army is very Rag-Tag and non-unison.

Trained by the Republic General Jaster Awaud and his private Militia of Mandalorian Warriors. The Army is trained in the basics of military tactics and how to act as a group. They installed a mob mentality mainly due to the lack of training time as well as bad equipment it was determined that it would be the best training method. Any Republic Military Unit that receives less then 2 month of training and lower tier equipment joins the Conscripts Army.

Deployments:
  • Sector Army- 4 corps (163,840 units) led by a Command Marshal General
  • Division- 4 legions (40,960 units) led by a General
  • Legion- 4 regiments (10,240 units) led by a Senior Commander it Colonel
  • Regiment- 4 battalions (2,560 units) led by a Regiment Commander or Lieutenant Colonel
  • Battalion- 4 companies (640 units) led by a Battalion Commander or Major.
  • Company- 4 platoons (160 units) led by a captain.
  • Platoon- 4 squads (40 units) led by a lieutenant, second lieutenant, and sergeant-major.
  • Squad- 10 units led by a sergeant and corporal.
 
RFyO5T2.jpg

OUT OF CHARACTER INFORMATION:

Intent: To create an infantry armor for the Republic
Development Thread: If needed
Image Source: [X] https://i.imgur.com/RFyO5T2.jpg?1


PRODUCT INFORMATION:

Manufacturer: Unknown Trading Conglomerate and Republic Industries (The Republic Remnant)
Model: IA-NR-01T6 Infantry Armor
Affiliation: Republic
Production: Mass-produced
Modularity:
Style:

[*]Heavy Weapons Varient



Material: Duraplast, Armorweave, Flex-armor, Bodyglove, Electronics, EMP/Ion Resistant Materials, Electronics

TECHNICAL SPECIFICATIONS:

Classification: Multipurpose
Weight: 10kg
Quality: 7
Special Features
Resistances:
  • Blaster-resistance: The use of Armor-weave, and flex-armor, allows the armor to withstand blaster bolts.
  • Slugthrower-resistance: The use of flex-armor allows the armor to withstand slug-thrower projectiles.
  • EMP/Ion Resistance: To protect the armor's electronic systems, resistant materials are integrated into the armor.
Helmet:
  • Copper Faraday Cage: A mesh of conductive materials, that protects the armor's systems from electromagnetic radiation (e.g. EMP).
Audio/Video Systems:
  • Audio/Video Recorder: A device which records both audio, and video. Can store up to fifteen (15) hours of content.
  • Audio/Video Player: A device which displays the recorded audio, and video files.
  • Annunciator: A sound amplification device.
  • Broadband Antenna: A device which allows the user to pick up noises and sounds, on different broadband frequencies from far distances.
  • Sonic Dampeners: A device which limits the amount of sound that can reach the user's inner-ear.
Communication Systems:
  • Encrypted Comlink: A device that transfers voice signals from one location, to another.
Breathing Systems:
  • Environmental Filter: A device that removes harmful gases, such as poisons, and fumes from the air.
  • Oxygen Filtration System: A device that removes solid particles, such as dust, pollen, mould, and bacteria from the air.
  • Oxygen Supply: A storage vessel that holds sixty (60) minutes of oxygen.
  • Re-breather: A breathing apparatus that adsorbs the carbon dioxide of the user's breath, to permit the re-breathing of unused oxygen.
Scanner/Sensor Systems:
  • Multi-Scanner: A multi-role scanner, which combines the functions of the following:
    Combat Scanner: A sensor which employs targeting software, to increase the user's combat efficiency.
  • Life Form Scanner: A device that allows the user to detect living beings from a distance.

[*]Multi-Frequency Targeting and Acquisition System: A sensor system which provides assistance in acquiring targets in conditions of poor visibility, and at long ranges.
[*]Radar: An object detection system, that determines the range, angle, or velocity of objects.
[*]Motion Scanner: A device that detects objects via movement, and displays them on the helmet's radar.
[*]Sonar Mapper: A device that emits sonar pulses, to map an area through echolocation.
Transponder Systems:
  • IFF Transponder: A transponder sygnal which broadcasts the user's affiliation.
Visor Systems:
  • Anti-flash Visor: A visor that protects the user's eyes from bright flashes, such as those emitted by flash bangs.
  • Heads-Up Display: A transparent display that presents data, without requiring the user to look away from their viewpoint.
  • Rangefinder: A device that zooms in on distant targets, and displays visual data of the target observed.
  • Vision Technologies: The visor may cycle through the following visions:
  • Standard Vision
    Infrared Vision
  • Night Vision
  • Thermal Vision
  • Ultraviolet Vision

Body:
  • Power-Pack: A small power-pack that supplies energy to the Armor's systems.
  • Redundant Power-Pack: A small, redundant, power-pack that supplies energy to critical systems if the primary power-pack is damaged, or disabled.
  • Faraday Cage: A mesh of conductive materials, that protects the armor's systems from electromagnetic radiation (e.g. EMP).
  • Coolant System: An in-built system, designed to keep the user at a comfortable temperature, in high heat environments.
  • Pressurization System: The armor can be pressurized, so as to aid the user in surviving the vacuum of space.


Utility Belt:
  • 2x Energy Sink: A component designed to adsorb blaster energy.
  • 2x Combat De-Ionizer: A device that counteracts the effects of ionic energy
  • Ammunition Pocket: A pocket for storing additional clips of ammunition.
  • Grenade Pocket: A pocket for storing additional grenades.
  • Medpac: A small first-aid kit that contains limited-utility diagnosis equipment and other essential medicines for the treatment of wounds.
  • Field Ration: A prepackaged meal, easily prepared and eaten.
  • Multitool: A device that contains a variety of useful tools.
Arms:
  • Copper Faraday Cage: A mesh of conductive materials, that protects the armor's systems from electromagnetic radiation (e.g. EMP).

Legs:
  • Copper Faraday Cage: A mesh of conductive materials, that protects the armor's systems from electromagnetic radiation (e.g. EMP).
  • Magno-grip Soles: A device that allows the user to magnetize themselves to surfaces which they were standing on.
Description:
Uncovering many Ancient Republic Relics over the ages, the Republic engineering department build from the old archives, off the design of ancient Republic Commando Armor. With the UTC recourse supplies in secrete from their mines and research stations across the galaxy, and with basic designs recovered from bits of the Coruscant Archives that were taken while fleeing the failed republic, the outline was then improved with the latest technology. Again with the help of the Unknown Trading Conglomerate more factories and trade lanes with the Republic were able to put the old blueprints with new upgrades the government was able to put the Armor into full production.

Anyone withing the Republic Army was given this armor with basic white from the Duraplast with a red paint job to represent the Republic. Some Legions or Sectors will change the coloring of the army to show their seperations within the military though they are all Republic Force.

A major detail within the armor is that the layers between the Duraplast and the Armorweave is a meshed layer of copper that acts as a Ion Resistant layer that protects all the inner electronics of the armor from Ion and EMP discharges. Along with the basic Military necessities, the armor is also available to stand the vacuum of space for a short time to protect the wearer for recovery. The final and most important piece of the armor is the Helmet that holds nearly all the important electronic equipment so the Copper Cage that protects for Ion Discharge is build into the Duraplast to make sure that even the outer laying electronics are not effected by EMP burst meant to disable a soldiers capability in the battlefield.
 
jedi-knight-concept-001.jpg

OUT OF CHARACTER INFORMATION


  • Intent: To Update the Robes of the Jedi of the Republic Remnant
  • Image Source: Images by Lucasarts
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Remnant Industries
  • Model: Robes of the Jedi Order of the Republic Remnant - come in 6 designs based on the Jedi training of the wearer.
  1. Jedi Expeditionary Robes
  2. Jedi Sentinel Robes
  3. Jedi Healer Robes
  4. Jedi Consular Robes
  5. Jedi Guardian Armored Robes
  6. Jedi Shadow Robes
  • Affiliation: Semi-Unique (Can only be used by Jedi of the Republic Remnant and are not obtainable until reaching the status of Jedi Knight).
  • Material: Armored sections of the Jedi Sentinel, Jedi Guardian, and Jedi Shadow variants are made from Duraplast. All cloth materials are made from various cloth materials depending on the taste of the wearer but all are dyed with Norris Root, providing some protection from blaster and lightsaber attacks.
TECHNICAL SPECIFICATIONS
  • Classification: lightsaber and blaster resistant
  • Weight:
  1. Light (Jedi Healer, Jedi Consular, Jedi Expeditionary)
  2. Average (Jedi Sentinel, Jedi Shadow)
  3. Heavy (Jedi Guardian)
  • Resistances
  1. Average (Jedi Healer, Jedi Consular, Jedi Expeditionary, Jedi Sentinel, Jedi Shadow)
  2. High (Jedi Guardian)
- Blasters (And other plasma type weapons): Jedi Guardian Armor offer HIGH protection, all other robes offer AVERAGE protection
- Kinetic: Jedi Guardian Armor offers AVERAGE protection while all others off LOW
- Lightsabers: Jedi Guardian Armor offers HIGH, all others offer AVERAGE
- Other: LOW protection against all other forms and AVERAGE protection against the elements

SPECIAL FEATURES
  • Jedi Expeditionary Robes - The lightest of the robes, these are designed for use by Jedi diplomats and expeditionary forces who travel often. They are often worn by Jedi who spend a lot of time in flight as well, as they are the least restrictive and comfortable to wear while piloting a starfighter.
  • Jedi Sentinel Robes - Gauntlets allow the sentinel to interface with terminals more easily.
  • Jedi Healer Robes - Runes on the robes are made from crushed crystals that bolster the healers connection to the force, aiding in the meditation necessary to practice the healing arts.
  • Jedi Consular Robes - Similar to Jedi Healer robes, these robes have crystals within the fabric that aid the Jedi Consular in meditation.
  • Jedi Guardian Armored Robes - The most armored of the pieces, the Jedi Guardian Armor has Duraplast armor covered by robes dyed with Norris root, providing the most protection in combat of any of the robes.
  • Jedi Shadow Robes - Dark robes to aid in the stealth work of the Jedi Shadows. These robes also come with some duraplast armor to protect key areas (arms, legs, chest) but they do not cover the Jedi as extensively as the Jedi Guardian Robes. These robes are also more inconspicuous than the other robes.
Strengths:
  • Customization to your Jedi's path: Depending on what path you take as a Jedi, these robes can be tailored to you (e.g., Jedi Consular vs Jedi Guardian Robes).
  • Offers some blaster and lightsaber potection.
Weaknesses:
  • Specialized and non-adaptable: These robes are specialized for specific roles (e.g., Jedi Healer).
  • Easily Identifiable: You can not be inconspicuous in these robes, they label someone as a Jedi the moment they are seen with the only exception being the Jedi Shadow Robes.
  • Restrictive: When the outer portion of the robes are on, they can be somewhat restrictive. As such, this is typically removed when one is anticipating combat.
DESCRIPTION
(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)
 

Ever Dawnracer

Guest
E
untitled_by_ragebringer-d46ac3d.png

OUT OF CHARACTER INFORMATION
  • Intent: To create an ecumenopolis that's a trade center and financial hub in wild space.
  • ​Image Credit: "Untilted" by Ragebringer
  • Canon: N/A
  • Links: N/A
GENERAL INFORMATION
  • Planet Name: Enloc
  • Demonym: Enloci
  • Region: Wild Space
  • System Name: Philli
  • System Features:
    Sun: Philli
  • Moon: Relic
  • Other Planets: Four, three close to the star before Enloc, and one after. Designated Philli One through Five. Enloc was formerly Philli Four.
  • Orbital Period: 390 standard days
  • Length of Day: 27 standard hours

[*]Coordinates: AF-41, center of hex
[*]Major Imports: Food, Technology, Water
[*]Major Exports: Clones, Money, Ships

GEOGRAPHIC INFORMATION
  • Gravity: Standard
  • Climate: Temperate/Arid
  • Primary Terrain: City, Ocean, Wasteland
  • Major Locations:
Endmire City

tumblr_mmhynv6jsi1spl841o3_r1_1280.jpg
Found Here
The city home to numerous people and industries on Enloc, Endmire City also serves as the capital. Noted for it's high end markets, people here often live in studio apartments in order to afford the clothing and other items that are considered that days IT item. Clubs are notorious and often filled with members of the society deemed second class: the clones. They take on the mental work and often resort to selling themselves for credits. This city, while ritzy, is rife with corruption and an atmosphere of drudgery.

The Factory
BvDtV5U.jpg
Found Here
A mega city in its own right, The Factory is a sprawling metropolis of buildings which manufacture ships all the way up to frigate sized, as well as clones. Both are their major exports aside from money, and both are the reason that the planet is considered rich despite the relatively poor life that most of the citizens lead. This place is dirty and polluting, which is why it was forced to be constructed away from any major cities or water supplies. Life in The Factory is hot and dirty, and breathing masks are recommended.

The Wasteland
14bb1782-8ba3-4f42-ac02-8d23b1b4e3c5.jpg
Found Here
The wasteland is so named for the fact that it used to be heavily populated until the Empire came and assaulted the world. They deployed weapons of unconventional measure and turned a whole section of the world into a radioactive wasteland, hence the name. Much of it still stands, untouched, and nowadays the radiation levels are back to normal, but nothing grows there and everything is so destroyed that people just don't go back there. It does make it an excellent place for clones that are hiding from their owners.​
The Junkyard

Blade-Runner-2049-Ryan-Gosling-as-Officer-K-Overlooks-a-Wasteland.jpg
Found Here
The Junkyard is a populated place. Mostly the lower class people live there, scavenging what they need. It's essentially a giant dump. The world has a lot of trash output, and most of it gets sent into the sun, but metal scraps are often sent to the junkyard, where furnace farms smelt it down so that it can be reused. Due to the sheer amount of metal, it has piled up over time. This area is often considered lawless, and is relatively dangerous for city dwellers, who will likely be killed so that their clothing alone can be taken.


Force Nexus: N/A

POPULATION
  • Native Species: None
  • Immigrated Species: Humans
  • Population: Moderately Populated
  • Demographics: 98% Human/Clone, 2% aliens traveling to and from for business purposes
  • Primary Languages: Galactic Standard Basic
  • Culture: Most people work in the production and training of clones, but others work in hydroponic farming, arms manufacture, commercial endeavors, or the military. The average day includes going to work and returning for most, as many live outside their means. A few venture into clubs to listen to high octane dance music and synthwave. There is no government recognized religion, but there is religious freedom and churches of various types are tolerated. While there is some general akwardness between opposing churches, the government has made it clear it will not tolerate religious violence, which has kept that under control. Gooth Ball is a popular sport on the planet, and a league exists for playing it. People essentially spend their life trying to get the newest, best thing to make themselves feel relevant.
GOVERNMENT & ECONOMY
  • Government: Federal Republic
  • Affiliation: None
  • Wealth: High. Cloning is a lucrative business.
  • Stability: Medium. Some of the clones that were made fight back against their owners with the intention of gaining independence. Clone Wars have happened in the past. There are also lawless regions like the wasteland and junkyard.
  • Freedom & Oppression: It's a federal republic which generally allows people to live as they work for. Most people live in a state of self-imposed poverty as a result of trying to live to the trend, but there's no outward hatred of the government except from Clones, who don't possess the same rights as humans.
MILITARY & TECHNOLOGY

  • Military: It's a space-faring world with a moderate navy, which is how they were able to repel the Empire in the past. They maintain a standing army and navy because of how lucrative cloning is.
  • Technology: They are equivalent to the majority of the galaxy as far as technological advancement goes. They trade often with the rest of the galaxy and keep their technology up to par as a result.
HISTORICAL INFORMATION
Enloc, formerly known as Philli 4, was discovered over four thousand years ago by a settlement campaign launched by the old Galactic Republic. Because of its then fertile nature, it was settled and progressed quickly technologically. Some of those that had gone had done so in the hopes of starting a cloning operation outside of Republic control. At first they had to hide it, and it remained so for several thousand years until the Republic fell apart and became the Empire and Philli 4 was lost to most recollection. The inhabitants subsequently renamed it Enloc, and began trading heavily with surrounding worlds. The cloners came out of hiding and started selling clones to anyone who wanted one. They even had the ability to splice genetics to create cloned offspring for barren people.

Life was good until the first clone war happened. It turned out the clones weren't overly fond of not having the same rights as other people on the planet. They armed themselves and started attacking settlements. As a result, the government instituted a standing army with the assistance of another planet for arms manufacture and put down the revolt violently. Realizing that this could happen again, and that the cloning business was very lucrative and so would make them a target, they contracted out for warships, including a couple of cruisers. This proved to be enough, in wild space, to keep them safe from attack. At least until the Empire came.

When the Empire came they didn't get to the point of landing troops. Planetary defenses kept the landing craft at bay, and the fleet engaged them effectively. They did retaliate by using nuclear weaponry on several cities, creating the wasteland. The Empire was eventually repelled, and when it fell Enloc became even more lost to those who didn't know of existence. This allowed them to become very advanced with little reprisal. They continued with success until the advent of the gulag virus, which depleted their planetary population severely. The government, what remained of it, instituted mandatory quarantine for all individuals, and began a cloning operation to supplement the military. This proved detrimental and created the second clone war as these more heavily armed clones turned on their human counterparts. This rebellion was barely defeated, and the government instituted a policy banning clones from the military as a result.

The population began to grow again when the gulag virus died out. Cloning kept the planet in prominence with the rest of the galaxy. They rebuilt much of what was lost to the virus, and began to grow in rapidity. The populace became obsessed with technology because of what was lost prior. It turned into a rather unhealthy obsession as people began living beyond their means and accrued massive amounts of debt, which resorted in them being forced to work for nothing and live in communal housing or they disappear altogether, heading into the Junkyard to survive off the grid. Despite the warnings of this lifestyle, people have continued to try and live beyond their means, which has created a very rich upper class.

When the Netherworld crisis happened, the populace was cut in half. Some of the local planets, so hurt by the cut, abandoned their worlds and moved to Enloc for the chance to make money and actually survive. Some of them managed to become well off, but many fell into the trap of the lucrative world and became just like the rest of the lower class or resorted to military service in order to avoid serious debt. The world continues to be well off today, and no new clone revolts have happened, though the threat is always there and clones are still forbidden from military service, or holding high ranking jobs. Cloning is still their main means of making money, and their highest export. They are widely considered one of the most lucrative planets in the region.
 
MteBlxk.png


OUT OF CHARACTER INFORMATION
  • Intent: To add a new agency to the Republican Remnant
  • ​Image Credit:
    ​Lotus Director Liang, Capcom
  • Lotus Assistant Director, Capcom
  • Inspect General Burke, Blizzard Entertainment - Screencapped by myself
  • Logo - Myself, GR logo from Lucas Entertainment

[*]Role: Government agency
[*]Links: N/A

GENERAL INFORMATION
  • Group Name:
    Black Lotus (Officially listed as "Internal Affairs Agency" on public documents, colloquially known by other government agencies as Black Lotus)

[*]Classification:
  • Government agency​

[*]Headquarters:
  • N/A

[*]Loyalties:

[*]Group Sigil:
  • See above

[*]Description:
  • The IAA, more commonly referred to as Black Lotus, is an agency under the authority of the Department of the Interior. Handling anything from intelligence to protecting high class political figures, its members are trained for whatever situation may arise.


SOCIAL INFORMATION
  • Hierarchy:
    ​Lotus Director - Whoever is currently assigned to head the department by the Senate. Serves a maximum of 4 years, after which they are replaced or renewed. There is no maximum limit that a Director can serve, and many become regular agents after being replaced.
  • Lotus Assistant Director - Essentially a regular member who performs the roles of the Director should they become unable to fulfill them.
  • Lotus - Fully fledged member who has passed the training process
  • Lotus in training - Any recently recruited member currently undergoing training

[*]Membership:
  • Membership is a referral/invite only process. Current members can refer individuals, military or civilians for an invite, which undergoes approval from the department's Director.
  • Most members, bar the Director, will assume an entirely different identity during their time within Black Lotus, afterwards they may return to normal life under an oath of secrecy.

[*]Dogma/Doctrines:
  • ​Secrecy - All Black Lotus members are expected to maintain confidentiality at all times. Outside of service time, members are expected to keep all of the organisation's work classified.

[*]Curios:
  • ​Most members can be easily mistaken for regular Law Enforcement officials on-duty. They carry a simple badge with the Remnant's insignia at all times, underneath it stating "Internal Affairs Agency." Fully fledged members carry an additional emblem of a Black Lotus flower separately, though this is very rarely shown and is symbolic rather than carrying any legal authority.
  • Official uniform is something like this, a tight fitting body under armor combined with some sort of formal jacket and occasionally trousers. Depending on the situation, this could display the sigil or not, and most of the time, this is only worn in-office, during operations they typically wear a formal black suit and tie.

[*]Goals:
  • To provide additional security to government officials and their family members
  • To provide counter-intelligence concerning foreign attempts at political espionage
    ​And in rare instances, perform intelligence operations against foreign governments


MEMBERS


uNhVtyC.png


52, Liang Xiao has been regarded as the Department's most reliable Director by far. Nothing out of the ordinary.


8YUaBap.jpg


34, Ingrid Von Zweiz is much the same as her superior, though noticeably when she is in charge things around the office seem a bit more controlled than usual



I4FEufS.jpg


Lotus Ruth Burke, 48, has an extensive history in Law Enforcement Agencies across the galaxy primarily in Coruscant, serving as the chief of the local security forces for 10 years. Original founder.






HISTORICAL INFORMATION

The IAA, or better known as Black Lotus, was formed by none other than Ruth Burke. At its conception, Black Lotus was little more than a formality, generally holding no real power due to the Remnant's lack of actual power, and as such was essentially left in a state of disrepair for quite some time, during which Burke sought employment elsewhere through a failed attempt at financing a private police force. The organisation's main goal was to protect the Chancellor solely, though this later expanded to other individuals. Black Lotus saw some activity following a series of attempted assassinations on key political figures of the Remnant, some were thwarted and others succeeded. With threat of complete shutdown, current Direct Liang, formerly an agent, suggested major overhauls to the membership process along with increased funding to purchase equipment to actually protect aforementioned political figures.

Shortly following this time, the Remnant came out of the shadows, seeing exponential growth, during which many Directors came and went. The most recent, Liang, was appointed by an overwhelming majority in the senate thanks to high approval ratings for work within the organisation. His Assistant Director, Ingrid got her position simply because of personal ties to Liang.
 

Aeth Deschart

Guest
A

OUT OF CHARACTER INFORMATION

  • Intent: To create a powerful ion canon to be used in an artillery ship.
  • Image Source: N/A
  • Canon Link: Ion Cannon
  • Restricted Missions: N/A
  • Primary Source: N/A

PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (The Republic Remnant)
  • Model: RLC-100 Anti-Ship Ion Cannon
  • Affiliation: The Republic Remnant
  • Modularity: None
  • Production: Limited
  • Material: Ion cannon components

TECHNICAL SPECIFICATIONS
  • Classification: Ion
  • Size: Very Large
  • Weight: Very Heavy
  • Ammunition Type: Ionic Plasma
  • Ammunition Capacity: 500 shots. Theoretically Unlimited as it's a capital ship vessel.
  • Reload Speed: Low
  • Effective Range: Battlefield
  • Rate of Fire: Low
  • Stopping Power: Very High
  • Recoil: Low

SPECIAL FEATURES
  • It's a massive ion canon that must be mounted in a dedicated ship, but possesses the same power as the planetary ion canon used on Hoth.

Strengths:
  • I have the power!: It's as strong as the planetary ion cannon on Hoth, which was capable of knocking out a star destroyer in a single shot, and designed to fit into an artillery ship for battlefield scale sniping.

Weaknesses:
  • No Retro: This cannot be retrofitted into a ship. The ship has to be designed specifically to hold it and all its components.
  • Power Drain: Firing this canon takes a lot of power, meaning a ship firing it must sacrifice movement or shields in order to do so.
  • Massive: The size of this device is such that a ship essentially has to be designed around it. This means the ship isn't going to do much but fire this canon. It also won't fit into any ship smaller than a frigate.
  • Slow Down: it takes a bit for the chargers to spin up, so the gun can only fire once per minute.

DESCRIPTION
The RLC-100 was designed to really catch an opponent with their trousers down. The intention was to take the power of a planetary ion canon and fit it inside of an artillery ship so that it can maneuver on the battlefield, and take out enemy ships.
With their shields knocked down and power systems offline, an enemy vessel is vulnerable. This means that hitting them with the RLC-100 can shorten combat and save lives. It is rather large, being unable to fit in any ship smaller than a frigate. It's a little slow by comparison to the planetary guns, but it does the trick. One shot can knock out ships that aren't designed to withstand it. That one shot can seal a victory.
 
spaceship_sketch_by_peteamachree.png
OUT OF CHARACTER INFORMATION

  • Intent: To provide an updated personal ship for Jedi of The Republic Remnant.
  • Image Source: From this artist.
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: This link is the Republic Remnant forming deals with Saotome.
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Corvette
  • Length: 200 Meters
  • Width: 38 Meters
  • Height: 30 Meters
  • Armament: Moderate
  1. 4 x Point Defense Laser Canons (2 above, 2 below)
  2. 1 x Advanced Concussion Missile Tube (4 missiles)
  • Defenses: High
  1. Ray Shielded
  2. Particle Shielded
  • Hangar: None - no hangar, capable of holding two starfighters locked to docking ports.
  • Maneuverability Rating: Average
  • Speed Rating: Moderate
  • Hyperdrive Class: 1.5
STANDARD FEATURES
  • Flares
  • Encrypted Communications Array
  • Encrypted Holoterminal
  • Conference Room
  • Mess Hall
  • Escape Pods
  • (3) Meditation Chambers
  • (4) Living Quarters
  • (2) Tractor Beam
  • Fully Equipped Training Room
  • Standard Medical Bay
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Advanced Shield Systems
  • Inertial Compensator
  • Advanced Sensor Arrays
  • Superior Targeting Systems
  • Ray Shielded Bridge Blast Door

ADVANCED SYSTEMS
Strengths:
  • Some advanced systems
Weaknesses:
  • No hangar - only able to hold two starfighters
Description: During the days of the Galactic Republic, the Jocasta-Class Light Corvette was developed for use by the Jedi. This vessel was meant as a home away from the academy, acknowledging the reality that many Jedi would spend a great deal of time away from the temple on Ossus.

In a similar vein, the Sebatyne-Class Jedi Corvette is designed to provide a home away from home for Jedi of the Republic Remnant. This vessel is designed to provide all that is necessary for a Jedi on extended absences from the Jedi enclave. It has multiple meditation chambers and quarters to allow for several Jedi to use a single vessel if on mission together and training chambers to keep Jedi training even when away from the academies.
 
koensayr_etl_14_assault_starfighter_by_shoguneagle-d9pbnt8.jpg
OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: The Republic Remnant
  • Model: AS-B19 Bomber
  • Affiliation: Republic Remnant
  • Production: Mass-Produced.
  • Material: Durasteel, starfighter components
TECHNICAL SPECIFICATIONS
  • Classification: Bomber
  • Length: 24.3 meters
  • Width: 19.5 meters
  • Height: 3.57 meters
  • Armament: High
    2 Maser Cannons
  • 3 Proton Torpedo Launchers (4 Proton Torpedoes each)
  • 3 Proton Bomb Launchers (2 Proton Bombs each)

[*]Defenses: Moderate
- Shields
- Hull Plating
  • Squadron Count: Low: 8
  • Maneuverability Rating: Very Low
  • Speed Rating: Low
  • Hyperdrive Class: Average: 2
STANDARD FEATURES
  • Standard Communications Array
  • Deflector Shield Generator
  • Class 2.0 Hyperdrive
  • Standard Ion Engines
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Repulsorlift Engines
  • Standard Sensor Array
  • Standard Targeting Computers
  • Can Enter Atmosphere and Land

ADVANCED SYSTEMS
  • N/A

Strengths:
  • Lots of ordnance: The AS-B19 Bomber carries a lot of ordnance into engagements.
Weaknesses:
  • Poor Maneuverability: The AS-B19 has poor maneuverability which means that it can't easily turn to bring its maser cannons to bear on enemy starfighters if threatened by them.
  • Big Target Silhouette: The AS-B19 is pretty long and has a wide wingspan. This makes it an easy to hit target for hostile fighters.

Description:

The AS-B19 Bomber was mainly developed by a Remnant engineer from the planet Koensayr, with the typical maser weapon of the Remnant fleet being added after the fact by Chiss engineers.

The role of the AS-B19 on the battlefield is simple, get a lot of ordnance from Point A (A remnant fleet) to Point B (A hostile target). While the AS-B19 is quite capable of doing this task, it is obvious that this ship is not built with any other purpose in mind during engagements, and much has been sacrificed to get this bomber to carry more bombs and torpedoes.

  • Minimum Crew Compliment: 1
  • Optimal Crew Compliment: 2
  • Consumables: 3 Days
 
laser_rifle_concept_by_hazzard65-d7dcu56.jpg
OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: The Republic Remnant
  • Model: M-1016
  • Affiliation: Republic Remnant
  • Modularity: Yes (Interchangeable scopes, underslung rail allows for various attachments)
  • Production: Mass-Produced
  • Material: Durasteel, blaster components
TECHNICAL SPECIFICATIONS
  • Classification: Blaster Rifle
  • Size: Average
  • Weight: Light
  • Ammunition Type: Power cells
  • Ammunition Capacity: 25 Blaster bolts
  • Reload Speed: Low
  • Effective Range: Long Range
  • Rate of Fire: Low, 1 second.
  • Stopping Power: High
  • Recoil: High
SPECIAL FEATURES

Strengths:
  • Lightweight: The M-1016 is a lightweight blaster rifle.
  • Stopping Power: The M-1016 has enough stopping power to disable armored enemy infantry.
  • Mid-Long Range: The M-1016 excels at fighting opponents at medium to long range.
  • Swap-able Attachments: The M-1016 has an underslung rail which can be used to attach various weapons and tools to the bottom of the rifle. The rifle's scope is also interchangeable.
Weaknesses:
  • No Full Auto: Designed to conserve ammo and make troops aim before firing, the M-1016 has no full-auto firing mode. The rifle is solely a semi-automatic blaster.
  • Kicks like a Donkey: The M-1016's high stopping power and average size means that it has quiet a kick when firing.
  • Low Ammo Capacity: The ammo capacity of the M-1016 was also designed to encourage troopers to conserve their ammunition. This means that users of this weapon will have to swap out their power cells more often if they are being liberal with their ammunition.
  • Short Range: Due to the lack of a fully automatic fire mode, this blaster rifle is not as effective in close range engagements as it is in medium to long range battles.
DESCRIPTION

With the Republic Remnant stepping out of its infancy, the need for standardized weaponry, equipment, and armor has become apparent. The M-1016 blaster rifle was designed to create a standardized blaster rifle to be used by Republic Army soldiers and Navy units.

Designed to promote ammunition conservation among its users, the M-1016 has a relatively low ammunition capacity and only offers a semi-automatic firing mode. Power cells used in this weapon only permit the firing of 25 blaster bolts before the weapon needs reloaded, which can be quickly accomplished by ejecting the empty cell and slapping a new one in on the right side of the blaster.

The M-1016 excels at medium to long range engagements, and has enough stopping power to disable armored infantry in the field.
 
these_droids_are_not_for_sale_by_nx3fox-d9azm6n.png

OUT OF CHARACTER INFORMATION

  • Intent: To Develop Security Droids for use at the Jedi Temples of the Republic Remnant.
  • Image Source: From this artist.
  • Canon Link: n/a
  • Restricted Missions: n/a
  • Primary Source: Based loosely on the YVH-2 Design
PRODUCTION INFORMATION
  • Manufacturer: The Republic Remnant Industries.
  • Model: JT-1 Security Droids
  • Production: Minor (Open to Jedi of the Republic Remnant)
  • Affiliation: Faction Name - The Republic Remnant (The Jedi Order).
  • Modularity: Other than color this droid is not designed to be modified.
  • Material: Armorplast, Titanium, misc. droid parts.
TECHNICAL INFORMATION
  • Classification: Fourth Degree
  • Weight: 180KG
  • Height: 1.6 Meters
  • Movement: Bipedal
  • Armaments:
  1. Particle Beam Blasters mounted on their right arm.
  2. Stun Blaster mounted inside left hand.
  3. Retractable vibroblade on right arm.
  • Misc. Equipment:
  1. Personal Energy Shield - mounted on the left arm. Generates a circular energy shield that is 2.5 feet in diameter.
  2. Strong Servomotor providing exceptional strength relative to the size of the droid.
SPECIAL FEATURES
  • Advanced Friend-and-Foe detection specialized for security.
Strengths:
  • Good armament
  • Well guarded - good armor and personal shield provide decent defense
  • Strong - relative to their size, this droid is physically strong.
Weaknesses:
  • Vulnerable to tampering - as a droid this can be hacked by skilled slicers
  • Non-versatile - this droid is meant for one purpose and one purpose only
  • Weakness to ion/droid based force attacks
DESCRIPTION
With the growth of the Jedi of the Republic Remnant, the decision to establish a Jedi Temple on the planet of Ciomia was decided. Ciomia, a wild planet with dangerous fauna and flora, is a lively planet rich in the force. For this reason, and its importance to the Republic Remnant, the Jedi choose it for their Temple. Working with the Ciomian Government, who agreed to fund the Temples construction for the aid of the Jedi in planetary defenses and disputes, the Jedi engineering team developed these droids with securing the Jedi Temple in mind.
 

Aeth Deschart

Guest
A
cltray1.jpg
OUT OF CHARACTER INFORMATION

Intent: To create a standard heavy beam weapon for Republic warships.
Image Source: http://www.gvsdestoroyah.dulcemichaelanya.com/CLTank.htm
Canon Link: Maser
Restricted Missions: N/A
Primary Source: This submission possesses similarities to this one: L Beam. This was initially unintentional, but the prior submission helped me to develop strengths and weaknesses that actually seemed valid to this weapon type.

PRODUCTION INFORMATION

Manufacturer: Republic Industries (The Republic Remnant)
Model: RLC-CMC Continuous Megamaser Canon
Affiliation: The Republic Remnant
Modularity: None
Production: Minor
Material: Focusing crystals, Durasteel, titanium, Maser components

TECHNICAL SPECIFICATIONS

Classification: Maser Beam Weapon
Size: Very Large
Weight: Very Heavy
Ammunition Type: Ship Reactor
Ammunition Capacity: Theoretically infinite as long as the reactor keeps running.
Reload Speed: Very Low (60 second recharge)
Effective Range: Average
Rate of Fire: Very Low (30 second continuous beam with 60 second recharge)
Stopping Power: Extreme
Recoil: None

SPECIAL FEATURES

  • Maser Weapon
  • Continuous Beam Canon
Strengths:
  • It's a continuous Maser beam canon that fires for a consistent thirty seconds before recharging.
  • Because of its focus and continuous beam, the RLC-CMC is capable of directly targeting a ships critical systems area and firing a beam continuously on it.
  • Due to being a continuous beam, the weapon is more likely to eat through a shield and hull than a standard canon that fires a single shot which is absorbed and then allows the enemy shield to regenerate at the affected area.
  • As a Maser weapon it is stronger than your average laser beam because of the addition of the kinetic energy to the blast.
Weaknesses:
  • This weapon is larger and more dedicated than the standard turbolaser. Because of it's size, it is a ready made target for enemy craft.
  • Relatively fixed in it's location, it has a roughly 45 degree firing arc, meaning that at close range it can't adjust for as much cover as it can at it's furthest reach.
  • Standard turbolaser canons can fire once every few seconds. While this canon fires constantly for thirty seconds, it has a long cool down time.
  • While the weapon can traverse in it's 45 degree arc while firing, an adept captain of a smaller capital class vessel with good maneuverability can outmaneuver the guns.
DESCRIPTION
Standard weapons systems have become antiquated. In the modern era of increased technological advancement, a normal response to a technological downturn, new weapons systems are constantly being developed which push the limit of capability and bring a new age of warfare to all the galaxy. Because of this, it has become necessary for governments, even ones who don't prefer to take the hostile route, to prepare themselves for the inevitability of having to deal with hostile situations involving forces with superior firepower. Not everyone is a hold out of a bygone era flying around in an ancient star destroyer ripe for destruction.

With the Republic's recent turn towards maser weaponry, as it increases the damage output over conventional laser weapons thanks to its greater velocity and kinetic impact, a new, more powerful maser was needed. Thus the RLC-CMC was born. This weapon fires a thirty second continuous beam of maser energy at the target before recharging is needed. It would seem not as great as conventional weapons because of this. However, because of advances in technology, utilizing better focusing crystals and reactor level power increases the output of the maser substantially over that of a standard megamaser weapon, approaching levels not seen since the superlasers of old.

The limitations of the weapon, the slow reload time, and size, were deemed within optimal limits based on the output of the weapon itself. The weapons system is not designed with the intention of instilling fear in the populace of governed worlds, but as a deterrent against attack from hostile forces. Stay back or taste the carnage that the RLC-CMC can inflict upon you.
 
tau_tetra_by_ranin.jpg

OUT OF CHARACTER INFORMATION
  • Intent: To provide the standard Advanced Reconnaissance Vehicle (ARV) for the Republic Remnant.
  • Image Source: X [Vehicle created by Games Workshop, specific model presented by Daren Parrwood, photo manipulated by Ranin]
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Tetra
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (The Republic Remnant)
  • Model: R-series Mk. I Pathfinder ARV
  • Affiliation: Republic Remnant
  • Modularity: No
  • Production: Mass-Produced
  • Material: Ferrocarbon frame, composite armor plating (Ferrocarbon [Top layer] Trimantium [Second layer], Dura-armor [Final layer]. between each layer is a thin layer of Quantum Fiber), standard vehicle components.
TECHNICAL SPECIFICATIONS
Classification:: Combat Speeder
Role: Reconnaissance
Size: Small
Weight: Light
Minimum Crew: 1
Optimal Crew: 2
Propulsion: Repulsorlift
Speed: 600 km/h Very Fast
Maneuverability: Very High
Armaments: Low

Defenses: Low
Squadron Count: 3
Passenger Capacity: N/A
Cargo Capacity: Very Small

SPECIAL FEATURES
Strengths:
  • Fast: The Pathfinder is exceptionally fast and agile over a variety of terrains.
  • AI Tracking: AI assisted targeting system, additional functionality to give control of the weapon systems over allowing it to become automated.
  • Advanced Optics: The Pathfinder is equipped with potent optics in its top 'turret' allowing them to preform their recon role.
  • Advance Communication Systems: Strong communication equipment and hard to disrupt.
Weaknesses:
  • Weak Firepower: Its Spitfire Rapidfire Laser Cannons are only a threat to light targets, such as other speeders and infantry.
  • Light Armor: Its armor composite, while advanced, is frighteningly thin with only the front having anything resembling true protection.
  • Exposed Canopy: The side and rear of the vehicle are dangerously exposed, protected only by the deflector shield.
  • EMP Vulnerability: EMP will fry most of its sensitive systems, such as navigation which is critical for the Pathfinder as it does not have a common viewport, the flier needs the AI assisted navigational system to drive.
DESCRIPTION
Information is key to the battlefield and situational awareness the lifeblood of victory, the Pathfinder is the Remnants weapon of choice for advanced recon. Its incredible speed and mobility is to both scout out the terrain and opposition and establish field control early in any engagement. With its sensor jamming ability, potent optical systems and advanced communications, it is more then capable of eluding detection as it scouts out the enemy composition and keep a constant, steady, flow of information back to headquarters. Its advanced communication systems can also be used to boost the systems of other squads or vehicles nearby, however, this does come with a higher chance of discovery from any enemy that may be searching for them. This vehicle is a favorite among sniper teams as it allows both the sniper and his spotter to scout out a position, deploy leaving on the jammer to hide the vehicle and letting the LV-F shield strengthen, as they take up positions to harass and suppress the enemy, using the incredible speed and agility of the pathfinder to redeploy or fall back as needed.


Technical Explanations

Crew: The Pathfinder can be operated by just one person as the AI system can operate the guns if needed, however, for optimal performance, two crew is needed. The first of the crew acts as the pilot making use of the AI assisted navigational systems and advanced sensors to enhance their ability. The second acts as gunner and operates the sensor and optical turret as well as manages the communication's array. Should they gunner become too busy with his other duties, fire controls can be handed off to the AI system. The vehicle is often used by sniper pairs to allow them to scout and then rapidly deploy in advantageous positions and then quickly redeploy on demand.

Engine Systems: It packs two Nebulon-Q thruster jets allowing it to safely hover 4 meters over most terrain. The potent power of the Nebulon-Q thruster jets is where the Pathfinder finds its incredible speed (as well as from its lighter build).

Defensive Systems: The Pathfinder is protected by a LV-F deflector shield as its primary means of defense, the deflector shield's strength is dependent on how many of the auxiliary systems the Pathfinder is using as it draws from the same source. A pathfinder zipping around, scanning the area as it lays down suppression fire, coupled with the already low stopping power of the LV-F deflector shield, would be lucky to resist even squad support weaponry [Light Repeating Blasters and the like]. However, due to the nature of the LV-F deflector shield, if the Pathfinder remains stationary and deactivates most of its auxiliary systems, its shield will be magnified and become resistant to weaker anti-vehicle weaponry. The Pathfinder also boast a 4x-Phantom Short Range Sensor Jammer to disrupt targeting systems.

Weapon Systems: The Pathfinder weapon system is very basic, consisting of twin-linked Spitfire Rapid Fire Laser cannons on a turret located on the bottom of its hull. It has a 360º firing arc able to fire in any direction around it, however, as it is located on the bottom, it is only capable of firing at, or below, its level making it unsuitable at firing at higher elevations [However, as a speeder capable of sitting 4 meters in the air, this is usually not an issue]. Its twin-linked turrets are designed to fire in tandem, making the already incredibly rate of fire of the Spitfire turn into an an unending stream of laser fire. The laser cannons are 'stuck' together and may not move away from one another. The Spitfire's actual bite is much less then its bark; it is entirely meant to suppress enemy with rate of fire, especially heavy weapon teams or emplacements, so that it may escape and is not meant to be used to any true lethal effect.
 
OUT OF CHARACTER INFORMATION
3940307981_79bb0fb452_z.jpg

  • Intent: To provide a anti-material rifle for the Republic Remnant.
  • Image Source: X [Created Ribbitz, lightly modified by myself. Original weapon created by Games Workshop.]
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Rail Rifle
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (The Republic Remnant)
  • Model: AM-2 Rail Rifle
  • Affiliation: Republic Remnant
  • Modularity: Yes (top rail for interchangeable scopes or add-ons).
  • Production: Limited
  • Material: Durasteel, synthmesh, railgun components
TECHNICAL SPECIFICATIONS
Classification: Rail Rifle
Size: Large
Weight: Heavy
Ammunition Type: Darts [Tungsten or Neuranium]/Power Packs
Ammunition Capacity: 1/5 Tungsten or 1/1 Neuranium
Reload Speed: Average/Very Low
Effective Range: Battlefield
Rate of Fire: Low
Stopping Power: Very High

Recoil: High

SPECIAL FEATURES
Strengths:
  • Stopping Power - The Rail Rifle hits like a hammer capable of blowing apart limbs or torsos. Anyone hit by the potent weapon is sure a swift ride to the afterlife.
  • Armor Penetration - As a Rail Rifle firing dense metal darts, body armor is as protective as wet paper and even lighter vehicles [and heavy depending on the dart] are not safe.
  • Accuracy - The Rail Rifle is an Anti-Material Sniper Rifle, it has incredible range and the sheer speed the darts attain ensure minimal drop or deviation on placement.
  • Silence - When firing, the Rail Rifle produces a slight whine as it charges up before unleashing the shot, however, the dart, itself, does not leave any trails nor does it make noise allowing the shooter to undergo stealth operations.
Weaknesses:
  • Ammo Capacity - The Rail Rifle is only designed to hold a single dart before it must be reloaded. It has a power pack that powers the rails to accelerate the round to hypervelocity, the power pack is good for five shots for Tungsten and one for Neuranium before it must be changed out.
  • Weight - The Rail Rifle is heavy as is the ammunition for it as each dart is incredibly dense and the power packs are rather bulky.
  • Reload - The Rail Rifle must have a new dart inserted through the action after each shot and replacing the power pack can take awhile leaving the user dangerously vulnerable.
  • Durability - The Rifle needs constant maintenance in order to preform correctly, firing more then one Neuranium round, without maintenance, risk catastrophic weapon failure.
DESCRIPTION
The AM-2 Rail Rifle is the RR's infantry answer to light vehicles and heavy infantry. It is an immensely potent rifle with a barbaric purpose. It fires super dense darts made of one of two metals, Tungsten or Neuranium. Against infantry, these darts will punch through with enough force to take off limbs and pierce the thickest body armors regardless of material. Against vehicles is where the Rail Rifle shows its barbaritiy for the dart is not designed to explode or cause large amounts of physical damage to the vehicle, instead, it is designed to punch through one side of a vehicle and out the other, the sheer speed creating a vacuum as everything inside the vehicle is sucked out through the tiny hole it created. Due to its power and nature, it is classified as an Anti-Material rifle and is not supposed to be used against infantry targets, however, many soldiers will claiming they were 'taking out their weapons or communications equipment that just so happened to be on the person'. The Rail Rifle is heavy and hard to move, as such, it is not meant to be used in close quarter or in any situation where rapid fire is desired, it is a weapon designed for snipers who have time to set up before each shot. It currently has two ammunition that is issued out to soldiers, Tungstan and Neuranium darts. The Tungstan darts are the common ones fired and issued, however, some specialist troops, or those under special missions, will be given one, or more, Neuranium darts. Neuranium is far heavier and denser then Tungstan and hits with a far greater force able to punch through the armor of even heavier vehicles [Depending on the vehicle, angle of shot and location]. Neuranium, however, messes with sensors so it cannot be used with advanced scopes as it will cause the scope to malfunction, the Neuranium takes far more power to accelerate to hyperveloity and will drain the entire power pack with a single shot [If used with a power pack that has already been used, it will fail to charge and the safety measures of the rail rifle will not allow it to be fired] and the strain the dart puts on the rails and internal systems of the rifle mean only one should be fired before the gun is taken apart, cleaned and repaired. Anymore then one shot risk catastrophic failure which includes the rails shattering, power pack exploding and other less then desirable effects.

The largest complaint soldiers in the field have about the weapon is the reload system. To reload the darts, it is a simple task to pull back the action and insert the dart, however, the power pack is located in a compartment just ahead of the action which requires some work to open, pull out the power pack [sometimes the power pack will 'melt' into the gun due to overheating requiring a fair amount of effort to dislodge and then clean] and then work the power pack in before shutting it to resume operations. This can take upwards to a minute or two depending upon stress, skill and malfunftion. This weapon is currently in limited production as it undergoes its test trials and is, for the most part, issued only to special operation groups.
 
OUT OF CHARACTER INFORMATION
jakuta_front_by_peterku-d5s0skg.jpg

  • Intent: Provide the common issued Sniper Rifle to Republic Remnant forces.
  • Image Source: X [Design created by Peterku]
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (The Republic Remnant)
  • Model: RISRS21 [Republic Industries Sniper Rifle Series-21, often referred to as the 'Old Lady/Man']
  • Affiliation: Republic Remnant
  • Modularity: Yes. [Top and underslug rails for various attachments, collapsible stock]
  • Production: Mass-Prduced
  • Material: Durasteel, synthmesh, blaster components
TECHNICAL SPECIFICATIONS
  • Classification: Blaster
  • Size: Large
  • Weight: Heavy
  • Ammunition Type: Power Cell/Gas Canister
  • Ammunition Capacity: Power Cell [10], Gas Canister [25]
  • Reload Speed: Average
  • Effective Range: Battlefield
  • Rate of Fire: Low
  • Stopping Power: High
  • Recoil: Average
SPECIAL FEATURES
Strengths:
  • Reliable - The RISRS21 is an incredibly reliable rifle, it can be put through figurative, and literal, hell before suffering malfunctions.
  • Modularity - Thanks to its design, the RISRS21 is fully customable and it isn't uncommon to have each RISRS21 in a regiment completely different from the next as it has been tailored to its shooters' liking.
Weaknesses:
  • Low Power - The power isn't as great as other sniper rifles on the market, it can punch through most body armor and the lightest of vehicle armor.
  • Blaster - As a blaster, it creates a very visible and easily seen shot allowing people to easily trace the shooter's location.
DESCRIPTION
The RISRS21 has been in service with the Republic Remnant since its founding and is a rather old, in terms of military development, rifle. Its reliability, ease of upgrade and cheap cost to produce have let it hold onto its position as the chief sniper rifle of the RR and the desire to find a new rifle, or create one, is fairly low and this is fueled even further by the men and women of the Republic Remnant who consider the old rifle to not 'need fixing'. Its nickname, my Old Lady/Man, came from the soldiers, themselves, who grew attached to the old, reliable rifle often making crude jokes comparing their spouses or parents to the rifle, 'I've been with my old ladies for ten years now, the difference? One of them still looks pretty.'

The rifle is nothing to write home about and is average as far as its stats go, even lagging behind such as in power, however, it is a solid weapon.
 
OUT OF CHARACTER INFORMATION
image.jpg

  • Intent: Provide infantry carried fire support for the Republic Remnant
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (The Republic Remnant)
  • Model: Mk.3 Light Ordnance Launcher
  • Affiliation: Republic Remnant
  • Modularity: Yes [Sports top and bottom rails for modifications, has multiple options for magazines from standard cylindrical, box and even belt fed, firing pin can be shortened to greatly increase the rate of fire turning it into an automatic, albeit unwieldy, weapon often used as an emplacement or pintle-mounted weapon]
  • Production: Mass-Produced
  • Material: Durasteel, synthmesh, grenade launcher components
TECHNICAL SPECIFICATIONS
  • Classification: Concussion Grenade Launcher
  • Size: Large
  • Weight: Heavy
  • Ammunition Type: 40mm Grenades
  • Ammunition Capacity: Cylindrical [6], Box [14], Belt [30]
  • Reload Speed: Low
  • Effective Range: Average
  • Rate of Fire: Average
  • Stopping Power: High
  • Recoil: High
SPECIAL FEATURES
Strengths:
  • In-Direct Fire - The fact that the rounds are 'lobbed' allows the user to excel at clearing out cover.
  • Ammo Selection - Grenades can come in a massive variety of shapes and sizes, due to the simplistic design of the Grenade Launcher, if it will fit, it will fire.
Weaknesses:
  • Heavy - The grenade launcher, and its grenades, are all heavy which makes carrying them, along with the normal kit, difficult.
  • Expensive - The weapon, and its ammo, is far from the cheapest weapons out there, as such, they are given out to specialist and heavy support units within squads.
DESCRIPTION
The Light Ordnance Launcher, or just Grenade Launcher, is simply another rehash of the time tested weapon. It is a great support and specialist weapon allowing a squad to better clear out defensive positions and, thanks to the very nature of grenade launchers, have tools issued to meet nearly any job or situation. The grenades can come in HE, AT, Incendiary, Smoke, Stun, Flash, etc, the limits are simply on the creativity and willingness to spend on ammunition. As previously mentioned, the Launcher is incredibly customizable and can even be turned into a heavy support weapon via increasing the magazine with a belt feed and shortening the fire pin, however, as what should be obvious, the larger the magazine, the faster the firing rate, the heavier the weapon, greater the recoil, more likely for malfunctions and greater the reload time required. On malfunctions and jamming, the cylindrical magazine is very stable and rarely, if ever, jams and is incredibly easy to unjam due to its design, while the likelihood of jamming or malfunctions increases with capacity size.
 
trek_tank_4_by_shimmering_sword-d6jqm8f.jpg

OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: The Republic Remnant
  • Model: R-91B "Liberator"
  • Affiliation: Republic Remnant
  • Modularity: N/A
  • Production: Mass-Produced
  • Material: Durasteel
TECHNICAL SPECIFICATIONS
  • Classification: Hover Tank
  • Role: Infantry Fighting Vehicle
  • Size: Small:
- Length: 4.5 Meters
- Height 2.6 Meters (Hovers 1.25 meters above surfaces when active)
- Width: 3.2 Meters
  • Weight: Light
  • Minimum Crew: 1
  • Optimal Crew: 3 (1 pilot, 1 gunner, and 1 commander)
  • Propulsion: Repulsorlift
  • Speed: Fast
  • Maneuverability: High
  • Armament: Low
- 1 Light Blaster Cannon Turret (360 Degree turning radius)
- 1 Concussion Missile Launcher (4 Missiles)
  • Defenses: High
- Durasteel Armor
- Deflector Shields
- Smokescreen Cannisters
  • Squadron Count: Very Low: 4
  • Passenger Capacity: 0
  • Cargo Capacity: Very Small
SPECIAL FEATURES
Strengths:

  • Fast: The R-91B was designed to be fast so that it could respond to changing scenarios quickly.

  • Turns on a Dime: The R-91B is highly maneuverable.

  • Defensive Systems: The R-91B is equipped with a deflector shield and has durasteel armor to increase its survivability.
Weaknesses:


  • Light Armament: The R-91B is an Infantry Fighting Vehicle first and foremost. As such, it is only armed with a light blaster cannon and four concussion missiles, meant for softening up infantry defenses.

  • Explosives may Overturn: The R-91B hovers four feet above surfaces. If the surface it is hovering over is solid, an explosive discharged under the tank can effectively flip the R-91B, rendering it useless.

  • Expensive Production: The deflector shields and repulsorlift technology used to produce the R-91B make it an expensive IFV. To negate the costs of making these vehicles, the Remnant only permits four vehicles per squadron.

DESCRIPTION:

Designed by Republic Remnant engineers from Mon Cala and Aridus, the R-91B "Liberator" is a repulsorlift vehicle designed for combating enemy infantry. The R-91B's speed and manueverability allow it to swiftly move around battlefields, and its defensive capabilities and repulsorlifts allow it to fight alongside allied soldiers on frontlines across the galaxy.
 
OUT OF CHARACTER INFORMATION
image_21186.jpg

  • Intent: To provide infantry carried fire support.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (The Republic Remnant)
  • Model: RRHSW-RC 'The Equalizer' Mk.1
  • Affiliation: Republic Remnant
  • Modularity: No
  • Production: Minor
  • Material: Durasteel, synthmesh, rotary cannon components.
TECHNICAL SPECIFICATIONS
  • Classification: Blaster
  • Size: Very Large
  • Weight: Extreme
  • Ammunition Type: Large Power Pack [Put on like a backpack and is fed to the bottom of the cannon with a cable]
  • Ammunition Capacity: 1,000 shots [Not sure about this one, your normal heavy repeating blasters/sniper rifles don't have a ton of ammo due to their power, but the clone rotating cannon had 200 rounds with a standard pack but that was slower firing and less hard hitting then this one, but this one has a very large, bulky power backpack to power it. I feel 1,000 is a too much, but at the same time, that just might be me overthinking it as trying to get a weapon that has enough ammo to make its extreme firing rate worthwhile {granted, this should be more burst fired then someone holding down the trigger}, 700-750 feels right to me, but whomever is judging this, please let me know your thoughts on the matter, if you don't mind.]
  • Reload Speed: Very Low
  • Effective Range: Average
  • Rate of Fire: Extreme
  • Stopping Power: Very High
  • Recoil: High
SPECIAL FEATURES
Strengths:
  • Rapid Fire - The Equalizer has an incredible rate of fire able to put bolt after bolt down range and force squads to scramble for cover from its wrath. Thanks to its three, rotating, tri-linked barrels [so nine blaster barrels in total], it rarely overheats.
  • Hard Hitting - Thanks to the large power backpack needed to power it, the Equalizer can draw more power each shot then most other rotary cannons could hope to achieve allowing it to threaten the heaviest of infantry and light vehicles.
  • Large Ammo Capacity - The large power backpack gives the Equalizer a very large power source to draw upon allowing it to stay in the field for a very long time, on the back of the gun there is an ammo counter to let the user know how many shots are left.
Weaknesses:
  • Bulky - The Equalizer is a bulky weapon, the cannon itself requiring two hands and an impressive physique, but there is also the large power backpack to take into account as well. Anyone wearing this is not moving anywhere quickly and is going to suffer from high levels of physical fatigue and even mental fatigue knowing that the weapon marks them out as a high priority target from enemy fire.
  • Inaccurate - The Equalizer is not an accurate weapon thanks to its weight, sheer rate of fire and the fact that, unless braced against the ground with the tripod, is fired from the hip. While its shots can be 'lead' to the target thanks to the stream of easily seen bolts, that requires not only giving away the position but requires exposed firing long enough to lead the shots there [but as most infantry will be keeping their heads down from suppression, this isn't as bad as it could possibly be].
  • Fragile - Despite its appearance, the weapon is not the most durable. The backpack can be easily damaged which will greatly lessen, or stop, the charge, the cable can break, be cut or in other way be damaged stopping the weapon from working and due to its firing rate, the metal can warp if smacked against something too hard after fired [It resist /over/heating that would prevent serious firing malfunctions, however, as it is still metal and not magic, the barrels still get hot enough to easily warp under physical strain or impacts].
  • Reload? Ha! - The Equalizer is not a weapon that can be easily reloaded in the field. The entire backpack must be changed out, as it takes a few hours to charge to max once again and the cable and import slot of the weapon must be cleaned to ensure no malfunctions as it isn't uncommon for the two to 'fuse' together from the heat of the large amount of energy passing between the two making the metal more malleable.
DESCRIPTION
The Equalizer was created to give the Republic Remnant a powerful infantry support weapon to, primarily, act as a weapon of suppression supremacy. Early in their works, however, they found a problem, such a weapon needed either low power and a high capacity or a high power and low capacity, otherwise, the weapon is too large to easily be carried and used by a single soldier. To fix this, they experimented with other means, until they finally came to the conclusion that a backpack fed powerpack was the best solution. As it is a backpack, the weight is better distributed on the soldier's body allowing them to better deal with the added burden and, with it, they could attain the power, capacity and firing rate they desired. This success is here, the Mk.1. It still suffers from numerous issues such as its fragile nature, utter nightmarish nature to reload (which would become increasingly difficult the more taxed logistics became) and immense weight, but it is a potent weapon of the Republic and was pressed into service. This weapon is still more of a prototype and is in minor production as it undergoes field-testing as the Republic Remnant is not sure if this weapon is potent enough on the battlefield to justify the high cost, of both production and logistical drain, to warrant its use.
 
(Yes, I had to. Not sure if I will submit it or not, but I wanted to get a baneblade variant down.)

OUT OF CHARACTER INFORMATION
Shadowsword.jpg

  • Intent: To provide armor supremacy and a symbol of power for the Republic Remnant.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Shadowsword
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (Republic Remnant)
  • Model: SHTD 'Goliath' Mk.1
  • Affiliation: Republic Remnant
  • Modularity: No
  • Production: Limited
  • Material: Reinforced Ferrocarbon coated Titanium superstructure, composite armor plating (Ferrocarbon [Top layer] Trimantium [Second layer], Dura-armor [Final layer]. between each layer is a layer of Quantum Fiber), standard vehicle components.
TECHNICAL SPECIFICATIONS
Classification:: Tank
Role: Superheavy Tank Destroyer
Size: Extreme

  • Length: 13.5 meters
  • Width: 8.4 meters
  • Height: 6.3 meters
  • Ground Clearance: 1.2 meters
Weight: Extreme, 316 Tonnes of Republic Glory
Minimum Crew: Two [Driver/Gunner]
Optimal Crew: Five [Driver/Gunner/Commander/Comms-Operator/Engineer]
Propulsion: Tracks
Speed: Very Slow, 40 km/h
Maneuverability: Very Low
Armaments:

  • Nova Cannon, Extreme
  • Two Twin-Linked Blaster Cannons, Average
  • Pintle-Mounted Heavy Repeating Blaster, Low
Defenses:
  • Composite Armor, Extreme
  • Redundant, Overlapped Shield Generators, High
Squadron Count: None, 1
Passenger Capacity: 0 (Although, I suppose, soldiers could climb on top and ride it).
Cargo Capacity: Very Small


SPECIAL FEATURES
Strengths:

  • The Last Thing You Shall See Is A White Light - The main cannon of the Goliath is a weapon of terrifying power, the condensed laser beam vaporizing all in its path, strong enough to turn men to ash and tanks to slag if they are even close to the beam when fired.
  • Armored Behemoth - The Goliath is truly a Goliath, even the weakest of its armor is covered in 200 mm of advanced composite armor, further enhanced by its redundant shield generators.
Weaknesses:
  • Onward Full! Approaching Snail's Pace! - Thanks to its size, the Goliath is painfully slow. It is one of the slowest vehicles in the galaxy, if not the slowest. It is a task for this thing to move and due to its sheer bulk, it isn't sneaking anywhere and there is no 'driving down streets' with this monster, it is more 'driving through the city block'.
  • One Shot Is All You Get - The immense power of the Nova Cannon is awe-inspiring but so to is its draw. Firing the great laser completely drains the power generator within Goliath, it takes eight to twelve minutes for the generators to come back online, often, damaged. It must return to base for repairs as firing again risk catastrophic failure [Often in the form of a titanic explosion]. The shields will also go down during this time, however, the tank can move again after three minutes.
  • Support or Else! - The Goliath is not meant to be a one tank army. It is incredibly vulnerable to fighters as while its armor can soak up damage like no other, heavy ordnance, such as from bombers, will punch through eventually, also, as it has limited self-defense weaponry and a massive bulk, it is easily outflanked and surrounded. This monster is meant to be supported by an army, leaving it unsupported will result in its destruction.
Description
The Republic understand the need for symbols and strong propaganda, its entire government base is built upon it, unifying the people behind an ideology, bringing worlds of various races together, united for the betterment of the entire galaxy. Sometimes this is lost in translation, sometimes a few of the corrupt rise to promience and prevert the idea, but the spirit of the republic remains unbowed and unbroken. The Goliath is that spirt. The Goliath, and its variants, are the symbol of Republic might and resiliance that even in a galaxy beset on all sides by war, a galaxy where the Republic had failed its people before.. it would rise, so long as people had freedom in their hearts and heard the call to justice, the Republic would never fall... And to ensure it didn't happen, the mighty Goliath would crush the opposition. With its mighty cannon, it would turn the Sith war monstrocities into ash and dust.

It is every bit a symbol as it is a weapon of war, and it is this cause that was used to justify the expenses.

Technical Explanations

Defensive Systems: The defensive systems of the Goliath are impressive, its advanced composite armor is layered over and over again creating a superstructure that can withstand immense punishment, as previously mentioned, the weakest parts of the hull has 200 mm of composite armor, the most which is the armoring on the turret is 220 mm. Within the great tank is a potent scrambling device to limit long distance targeting systems, this system is more to help stop artillery and missile strikes then stop anything close ranged as even someone that can't hit the broadside of a barn can hit the broadside of the Goliath. Along with this armor, the Goliath has six shield generators, these are not all on at once, instead, they work in pairs, alternating when one has taken too much damage, this allows the tank to have sustainability throughout a firefight as the shields constantly reinforce and relieve one another. This does mean a single, powerful shot can break through better then multiple smaller ones, however, the engineers behind the Goliath were confident in the armor to handle such occurrence until the shields could be brought back up.

Communications System: Due to the sheer size of the tank, a state of the art communications array was installed on the inside with a dedicated crew member tasked to managing it. This communications system is strong enough to allow the communicator constant contact with orbital assets and is fully capable of serving as a mobile command HQ if needed. This system is incredibly difficult to jam.

Weapon Systems: To address the unimportant, it has two twin-linked blaster cannons on its sponsons. These have a 120º firing arc, able to cover the tank's flanks... somewhat as there is a lot of flank to cover. The rear is only covered by the pintle-mounted heavy repeater, the repeater is fully automated and can be controlled remotely by the commander on the inside of the tank. However, this heavy repeater is fragile and easily taken out. The repeater is also tasked with covering the front of the tank for the Nova Cannon, being something that can only be fired once, cannot be simply used for defensive purpose.

But, the Goliath is brought for one thing and one thing only, the Nova Cannon. This immense laser cannon is the greatest of its kind constructed by the Republic. Before firing, the tank builds up its power then it unleashes it, bathing the area in glorious republic fury. A single beam of blinding white light is unleashed from the barrel utterly vaporizing everything in its path. Anything even close to the beam is either turned to molten slag, be it metal, or ash, if organic. People looking at the beam will suffer from light flashes for extended periods of time. Even the Goliath suffers from this blast, its armor glowing hot and, even melting, in some places despite its advanced cooling systems. The barrel suffers the worst from it all despite the advanced material that allows it to better endure the heat, a second shot is ill-advised as, often, the inside of the barrel deforms and melts, which causes a buildup of energy, and, well, when that happens.. Boom. As such, once fired, and the tank has recovered enough to move [Three minutes to move, Eight to Twelve Minutes for shield restoration] it must return to allied positions for field repairs.
 
[Undergoing a rework, no format as this is just for me to save the information]
OUT OF CHARACTER INFORMATION
Tank_Concept_Art_by_Galan_Pang_01.jpg
Intent: To provide the Republic Remnant an Assault Walker.
Image Source: X
Canon Link: N/A
Primary Source: N/A
PRODUCTION INFORMATION
Manufacturer: Republic Industries (Republic Remnant)
Model: RR-AW 'Prowler' Mk.3
Affiliation: Republic Remnant
Modularity: Yes [Main gun can be changed out to other variants, will list other weapons and their power in the correct section]
Production: Mass-Produced [Standard]/Limited [Destroyer/Eradicator]
Material: Ferrocarbon frame, composite armor plating (Ferrocarbon [Top layer] Trimantium [Second layer], Dura-armor [Final layer]. between each layer is a layer of Quantum Fiber), standard vehicle components.
TECHNICAL SPECIFICATIONS
Classification:: Heavy Walker
Role: Assault Walker
Size: Average
Weight: Heavy
Minimum Crew: Two [Gunner/Driver]
Optimal Crew: Three [Gunner/Driver/Commander]
Propulsion: Quadrupedal
Speed: 100 km/h Fast
Maneuverability: Very High
Armament:
Pintle-Mounted Heavy Repeating Blaster, Low [All Variants]
Six-Pack Concussive Missile Launcher, Average [Standard Only]
Twin-Linked Blaster Cannons, Average [Standard Only]
Heavy Autocannon, High [Eradicator Only]
Railgun, Very High [Destroyer Only]
Defenses:
Composite Plating, Average
Redundant Shielding, Average [Standard and Eradicator Only]
Squadron Count: Eradicator/Standard Variants 12, Average || Destroyer Variant 8, Low
Passenger Capacity: N/A
Cargo Capacity: Very Small

SPECIAL FEATURES
Strengths:
Wall Crawler - The Prowler's leg design allows it to climb and scramble up surfaces normally considered impassable by other vehicles as it 'digs' them into the surface. This isn't always safe and the harder the surface, the more likely the Prowler is to not be able to dig in deep enough to climb. High surfaces have an increased chance of slips, however, it is a potent tactical advantage the Prowler enjoys over the 'chicken walkers' of other nations.
Fast - The prowler is fast for its size and being a walker. Able to out run and maneuver most other heavy walkers.
Weaknesses:
Vulnerable - The defenses of the Prowler are lacking compared to other heavy walkers.
Walker - Walkers come with a number of inherent weaknesses, such as incredibly vulnerable joints. The eggheads at the Republic did their best to mitigate these by adding more legs so the loss of one wasn't the end as well as building it lower to the ground allowing it to 'crouch' behind cover, however, there is only so much that can be done for hte inherent weaknesses of the chassis.
DESCRIPTION
The Prowler was designed to fill the role of assault walker for dense urban environments, jungle environments and other environments where standard tanks and other such vehicles would have trouble moving around it. Due to the bureaucratic, and cheap, nature of the Republic Remnant, the walker was made to be a 'one-size' fits all design with three different variants excelling at three different purposes allowing them to be deployed to meet their foe at optimal efficiency. As is becoming common of the Republic Remnant vehicles [at least the ones I make], speed and mobility, coupled with high stopping power, is far more important to them then raw durability which the Prowler exemplifies.
Technical Explanations
Crew: The Prowler has three crew members, the driver's job is a bit more complicated then others as they have to be mindful of the structural integrity of walls that wish to climb, this is aided by a powerful sensor giving it readouts on the material and a rough estimate of likelihood of collapse, as well as a strong spacial awareness as the prowler is meant to be able to flank and 'crouch' behind cover, using its smaller silhouette to its advantage. The Gunner operates the main gun, be it the Railgun, twin-linked blater cannons or heavy autocannon as well as the AT missile but will only fire the missile on the Commander's, well, command. Their job is rather simple, on the vehicle's down time, the gunner can act as an engineer making needed repairs on the vehicle if given supplies and enough time. The Commander acts, well, as the commander, keeping an eye on the tactical displays and sensors to remain on top of the situation and controls, via remote, the pintle-mounted heavy repeating blaster.
Defensive Systems: The Prowler is protected by advanced composite plating, however, the plating is not thick as they didn't want to slow the prowler down, its mobility and speed were to be its strengths, not its pure durability. The armor is slanted to better resist direct hits, however, like all walkers, its joints are incredibly vulnerable as it isn't something that could be plated effectively. It has two shield generators set up in a 'redundant' system, only one is ever active at a time, when it gets to 40%, the second generator will kick on allowing the first time to recover. This is designed to endure over long firefights, however, due to its nature, high power weaponry canpunch through the first shield before the second comes up, however, the Republic Remnant researches feel this is an acceptable trade-off for better protection against 'common' AT weaponry. It is important to note that the Destroyer variant of the Prowler does not have shielding, this is because the power draw of the railgun is too great to allow adequate shielding. The Prowler, like nearly all Republic Remnant vehicles, comes with a 4x-Phantom Short Range Sensor Jammer to help protect it further by disrupting targeting systems.
Weapon Systems: The Prowler comes in three different variants suited for different foes. All prowlers share the same chassis and share a single weapon, a pintle-mounted heavy repeating blaster that is remotely controlled by the commander. It has a 360° firing arc able to fire in any direction around the Prowler, it is only a threat to infantry and the lightest of vehicles [unarmored speeders], but is good for suppression. The large turret on the back of the prowler hosues one of three main weapons, however, it should be noted that all of the Prowler's weaponry is unable to fire 'down' beneath it, (It can fire at lower elevations, however, by lowering its front legs).

The first of three variants, the twin-linked blaster cannon, is the fastest firing rate available to the Prowler and is the 'standard' Prowler variant. it is primarily an anti-light vehicles and infantry weapon as the blaster cannons can put up quite the firing rate and maintain it for long periods of times, whoever, the cannons lack the potency needed to breach heavier armor. This variant also comes with a six-pack concussive missile launcher to reinforce its primary armament.

The next is the heavy autocannon, this prowler is referred to as the 'Prowler: Eradicator'. The autocannon fires kinetic rounds in either HE or AT variety. The gunner picks which he wants before firing and the autoloader inserts the correct ammo. The heavy autocannon can fire burst of four rounds in quick succession before the auto-loader needs to slide in more shells. This weapon is good against infantry, in cover and out, as well as light to medium vehicles.

The last variant is the Prowler Destroyer. It boast a potent railgun on its back capable of coring most vehicles and threatening even the heaviest of vehicles with its power. In order to fire the weapon, the Prowler must 'dig' itself into the ground, planting its two front legs deep into the earth as the recoil of the railgun is brutal, if it doesn't do this, it risk damaging itself. The railgun is incredibly accurate thanks to the hypervelocity speeds ensuring little drag or deviation is placed on the round, however, once fired, the gun must cool, this is easily seen with the large amount of steam it gives off as the coolant rushes to fill the firing mechanism, this leaves it dangerously vulnerable after each shot. Due to the expense of this variant, these come in smaller squadrons and, most importantly of all, the powerdraw of the main gun is such that the Destroyer is not afford the protection of shield generators.
 
OUT OF CHARACTER INFORMATION
lav_15_rocket_launcher_by_neolupetrooper9893.jpg

  • Intent: To Provide a light anti-tank infantry weapon for the Republic Remnant.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (Republic Remnant)
  • Model: RR-22 Directed Ordnance Launcher
  • Affiliation: Republic Remnant
  • Modularity: Yes (Top rail for desired scope or add-on. Optional retractable tripod addition)
  • Production: Mass-Production
  • Material: Durasteel, synthmesh, rocket launcher components.
TECHNICAL SPECIFICATIONS
  • Classification: Rocket Launcher
  • Size: Large
  • Weight: Heavy
  • Ammunition Type: Rockets
  • Ammunition Capacity: One
  • Reload Speed: Low
  • Effective Range: Long Range
  • Rate of Fire: Very Low
  • Stopping Power: Very High
  • Recoil: Very High
SPECIAL FEATURES
Strengths:
  • Right Tool for the Job - The Ordnance Launcher can be loaded with a variety of rockets from AT to HE to Plasma and beyond. The only limit is the rocket, itself as the Launcher, for the most part, is just an advanced firing tube.
  • Reliable - As it is just an advanced firing tube, the Launcher, itself, is incredibly reliable and will rarely, if ever, suffer from malfunctions. If there is a malfunction, it tends to be an issue with the rocket.
Weaknesses:
  • Rockets - Rockets, by their very nature, are unguided and while this means sensory jamming technology will not mess with the rocket, itself, it means the user has to 'eyeball' his shots and aim manually at whatever they are firing at, lowering the effective range of the weapon and putting more strain on the user. As it only holds a single rocket before it must be reloaded, they are unlikely to get a second shot if they miss as rockets leave distinct trails.
  • Unwieldy - The Directed Ordnance Launcher is a heavy, unwieldy weapon and while it does come with a few add-ons to allow it to be easier carried by soldiers, the weapon, and ammo, are bulky enough that a Ordnance Launcher is more a 'firing' team then a single soldier as one carries the Launcher and a rocket or two, the rest of the ammo is carried by a separate member of the team. Anyone carrying this thing is not moving fast.
DESCRIPTION
The RR-22 Directed Ordnance Launcher is a durable and, relatively, cheap weapon meant to give the fighting men and women of the Republic an answer to vehicles they may encounter. The design of the weapon allows it to be fed rockets making it able to fire as many times as there is ammo for it making it great for drawn out engagements and the variety of rockets on the market allow it to, theoretically, fight a multitude of targets. As the Launcher, itself, is just a firing tube, aftermarket rockets could be fired from it although any exotic ammunition is likely to cause advanced degradation to the weapon as it was not constructed to handle more exotic components. The rockets fired from the Directed Ordnance Launcher are unguided, as they are Rockets not Missiles, meaning skill, accuracy and a certain level of calm are needed to be an operator of this weapon, however, the 'punch' of this weapon doesn't match up to stronger missile launchers, especially some fire and forgett models, and should be used to go up against the heavier vehicles (unless an angle permits the striking of vulnerable areas), but, overall, it is a solid anti-tank choice of the Republic... and best of all, it can often be reused and easily scavenged from the fallen making it a strong economic choice.
 

Users who are viewing this thread

Top Bottom