GA Tech: Pistols to Star Destroyers

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Jiang Winters

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Galactic Alliance
Galactic Alliance Technology


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This thread outlines Galactic Alliance vessels, weapons, and creations for use in roleplay and as a reference for vocabulary, force strength, and fleet capabilities. Any created items (via roleplay or discussion) will be added as the list expands.

Small Arms

M15 MDEWS
Modular Directed Energy Weapon System, Model 15​

The M15 is a high-powered blaster rifle unique to the Galactic Alliance Military. As modular as it is powerful and accurate, the M15 can be altered and outfitted to suit any mission. Its attachments are myriad; it can fit an underbarrel grenade launcher, shotgun, forward pistol grip, or flashlight/grip combo beneath the barrel, and its universal mounting rails allow nearly anything to be attatched to the sides of the weapons. Its sight rail has built-in iron sights for backup, which are fitted with tritium for low-light combat, though the rifle is typically issued with a holographic sight with 2x zoom.

Heavy, modular, and reliable to an extreme, the M15 has earned tremendous popularity among GA forces and, despite its considerable weight and low ammo capacity, will likely be the Alliance's service rifle for years to come.

Range: 550M Maximum, 350M Optimum
Rate of Fire: 600 Rounds per Minute; 1,200 for 2-round burst.
Bolt Velocity: 2,240 FPS
Bolt Color: Red
Damage Per Shot: Medium-High
Power Cell Capacity: 20 Shots

ER64
Blaster Rifle

The ER64 is a fairly simple blaster rifle with no unnecessary frills. It's heavy, rugged, and reliable, packs a decent punch at long range, and has enough accuracy in-close to be a serviceable close-quarters weapon, though it lacks accuracy at range. While not the most advanced of weapons by any means, its toughness and ease of use has allowed it to gather some acceptance among GA soldiers.

Range: 250M Maximum, 80M Optimum
Rate of Fire: 900 Rounds per Minute
Bolt Velocity: 1,240 FPS
Bolt Color: Red
Damage Per Shot: Low-Medium
Power Cell Capacity: 40 Shots

ER40
Heavy Blaster Rifle

The ER40 is a semi-automatic heavy blaster rifle designed to deliver accurate long-range fire. It's roughly as powerful as a sniper rifle, and can punch through most standard infantry armor without any difficulty. Like the ER64, it's heavy, soundly built, and doggedly reliable. As a battle rifle, it is issued alongside standard blaster rifles, as well as to scout snipers. For a full-sized rifle it's very compact and ergonomic, making the gun a pleasure to shoot and easy to pack into confined spaces. Needless to say, it's very popular with everyone who has a chance to use it.

It's fitted with a reflex scope as standard, but can also be fitted with a 4x magnification scope for long-range work.

Range: 750M Maximum, 650M Optimum
Rate of Fire: Semi-Auto Only
Bolt Velocity: 2,300 FPS
Bolt Color: Red
Damage Per Shot: Medium-High
Power Cell Capacity: 20 Shots

ESR9
Blaster Sniper Rifle

The ESR is the standard sniper platform of the Republic. While a little maintenance intensive, the gun is lightweight and packs a nasty punch into a small package. It has decent range and solid accuracy, and will tear holes through all but the thickest of standard infantry armor.

It's fitted with a 1-12x scope as standard. The scope features an infrared vision mode for nighttime work and a lit reticule.

Range: 1,150M Maximum, 850M Optimum
Rate of Fire: Semi-Auto Only
Bolt Velocity: 4,000 FPS
Bolt Color: Red
Damage Per Shot: High
Power Cell Capacity: 8 Shots

CER78 PDW
Compact Blaster Rifle, Personal Defense Weapon Model

The CER78 is a tiny little blaster designed to pack maximum firepower into the smallest possible package. Although it has short range and low damage, it makes up for it with a devastating rate of fire and high shot capacity. The little CER will absolutely tear apart enemy infantry at close range, making it the go-to weapon for Alliance CQC teams and special forces. Interestingly, it can also be fitted with a silencer for stealth work, though the silencer does nothing to hide the visible bolt the weapon fires.

Range: 150M Maximum, 100M Optimum
Rate of Fire: 950 Rounds per Minute
Bolt Velocity: 1,500FPS
Bolt Color: Red
Damage Per Shot: Low
Power Cell Capacity: 60 Shots

K8 'Katie'
Heavy Blaster Pistol

The Katie is, like most Alliance weapons, built to last. It's virtually indestructible, it's easy to maintain and modify, and it'll punch gaping holes through whatever is stupid enough to get in front of it. Its only downsides are its low power cell capacity and relatively short range, but most users feel that the raw firepower it packs into a single shot and the gun's fairly low recoil more than make up for its disadvantages.

Range: 40M Maximum, 30M Optimum
Rate of Fire: Semi-Auto
Bolt Velocity: 1,500FPS
Bolt Color: Red
Damage Per Shot: Medium
Power Cell Capacity: 12 Shots

Explosives

Kraig M88 MLRS/AT
Kraig Multiple Launch Rocket System/Anti Tank, Model 88

The Kraig MLRS/AT is the Republic's answer to any armored behemoths that happen to stroll in front of their infantry. A lightweight and powerful anti-tank rocket launcher, the Kraig carries no less than 3 hypervelocity 70MM anti-tank rockets with inexpensive Dual-Purpose Frag/HEAT warheads. While a single rocket is a bit weak to outright kill an enemy main battle tank, the effects of all three rockets striking a target near-simultaneously are very, very impressive to say the least, and can overwhelm the armor of the average battle tank.

Infantry have also taken to using the 70MM Dual Purpose rockets for 'door knocking' and bunker-busting; when used against a relatively soft, easily penetrated surface such as wood or fabric, the rocket tends to penetrate the obstacle and then explode, making the Kraig highly effective against entrenched targets. Its blast radius, however, is unimpressive, and it has a very poor wounding radius, making it somewhat ineffective against infantry outside of a structure.

It's equipped with a 1-4x lit reticule scope as standard. Back-up iron sights are provided for emergencies. The rockets are not capable of tracking targets. Reloading is accomplished by removing individual rockets from rocket supply canisters issued to the rocket launcher's user. Each canister 2 rockets, which must be individually reloaded. On average, it takes 20 seconds to fully reload the rocket launcher.

Range: 1,500M Maximum, 300M Optimum
Rate of Fire: Semi-Auto, 3-round ripple
Rocket Velocity: 1,500FPS
Kill Radius: 2M [Infantry]
Wounding Radius: 5M [Infantry]
Damage Per Shot: A lot. A whole freakin' lot.
Ammo Capacity: 3 Rockets

G10 HE/DP Hand Grenade

The G10 High Explosive Dual Purpose is a baseball-sized hand grenade made in the shape of a simple cylinder with heavy vertical grooves to provide grip and to facilitate the production of shrapnel. A bit on the heavy side, this grenade packs a nasty punch as it has a shaped charge that focuses the blast at the bottom of the grenade, while still producing an impressive amount of shrapnel with which to affect the surrounding area.

The grenade's base is covered with a simple plastic cap, which protects a very powerful adhesive that will stick to absolutely anything even remotely solid, regardless of the target's surface moisture or texture. The timer is adjustable, and varies between 3 and 20 seconds. A secondary 'Impact' fuze is also present.

Kill Radius: 5M
Wounding Radius: 10M
Effective Against: Infantry, Light Armored Vehicles, Flimsy Structures.

SC40 Demolitions Kit

The SC40 contains 8 5-pound blocks of Kushari-made Comp 15 High Explosive and a variety of timer fuzes, remote fuzes, proximity fuzes, and weight-sensitive fuzes. The kit is issued in the form of four individual olive drab satchels, each containing two 5-pound blocks. A fifth satchel, marked with two black stripes, contains the fuzes and detonators. Typically, these charges are employed against armored vehicles, entrenched positions, and anything that needs to be blown sky-high in a real hurry.

Note that Composition 15 is extremely stable and very, very dense. A 5-pound 'block' isn't much bigger than a baseball, yet packs tremendous punch. It's nigh-impossible to accidentally detonate Composition 15, as it requires tremendous heat and pressure to simultaneously be applied in order to detonate. If merely lit on fire, it'll burn hot and fast but it won't explode. If struck with a hammer, it'll squish out around the hammer but it won't explode. Just don't set it on fire and THEN hit it with a hammer - you're pretty much screwed if you try that.

[All statistics are for 5-pound charges.]
Kill Radius: 10M
Wounding Radius: 20M
Effective Against: Structures, Infantry, Light Vehicles, Bipedal Assault Mechs. [Can damage or disable some light vehicles, and can destroy tank treads and damage exterior parts. Highly effective against bipedal mecha, such as an AT-ST. A full 40-pound charge, properly placed, will almost always condemn a main battle tank to a fiery death.]


Infantry Armor

MCU
Modular Combat Uniform

The MCU is the standard combat uniform for the Alliance Military. It consists of lightweight Armorweave combat trousers and combat jacket, which protect against shrapnel to some extent; a lightweight composite helmet with ballistic glasses, which protects against some blaster pistols and and most lower-powered handgun rounds as well as shrapnel; and a heavy-duty armorweave plate carrier with ceramic composite trauma plates, which is capable of stopping blaster rifle bolts and rifle bullets without much trouble.

It features multiple attachment points for pouches, holsters, and other important items, allowing the MCU to serve in many roles. All MCU's are issued in flat green with a black plate carrier and matching helmet, but they are sometimes issued in flat white or flat tan to match local environments. In any case, the plate carrier and helmet are always black.

GAMCA
Galactech Arsenal Modular Combat Armor

The new armor of the Alliance Special Forces, the GAMCA can be altered in the field to fit a variety of mission profiles and requirements. It is a complex armor system designed to not only protect the troopers from incoming fire but also to expand their utility and capabilities. The idea was to have a single consolidated armor system for all troopers in the Alliance, whether they be desk jockeys, shock troops, engineers, or scouts. The armor was the end result of several months of development, reverse-engineering captured enemy armors, and industrial espionage.

The GAMCA suit is central to the Alliance's Project Reforger initiative, and will eventually be phased into all echelons of the Alliance Army. Currently, it is only in use by the Alliance Special Forces and select deploying units.
  • Cresheldyne Industries Multi-Camouflage Combat Jumpsuit: The basic layer of the armor is an armorweave jumpsuit that covers the wearer's body, including gloves, boots, and a hood. The jumpsuit has pockets on the shoulders, chest, the forearms, the waistline, cargo pockets on the thighs, and pockets on the sides of the calves. The Alliance designed the jumpsuit for utility and comfort, and it has a high-tech 'smart dye' that the AI can reprogram to different camouflage patterns in order to match new terrains. While not quite a chameleon system, it is simply better than previous disastrous attempts at universal camouflage patterns.
    The armorweave jumpsuit disperses energy weapons fairly well, and thanks to the tightly-woven fiber and the panels of zersium-impregnated ballistic gel that hardens on impact it also does a fair job of protecting against shrapnel and small-caliber slugthrowers such as most pistols - as well as quite readily absorbing the impacts from melee attacks and dispersing the heat of a blaster shot. The combat jumpsuit is not heavy armor, however, and not meant for more than a few shots in a location.
  • Karflo Thinsuit: The armor can incorporate a sealed body glove beneath the armorweave jumpsuit. This body glove includes a transparent face-mask and breath mask compatible with the helmet. The breath mask has two settings. On filtration setting, it can pick out most poisons and nearly all hostile life-forms from an atmosphere indefinitely but requires an oxygen-based atmosphere to function. On sealed setting, it draws from compressed air secreted on the body and can provide an hour's worth of breathable atmosphere. The body glove also has climate-controlled temperature regulation capability, enabling the wearer to survive and adapt to a wide variety of unpleasant conditions. It protects against heat, cold, vacuum, radiation, and corrosive environments, albeit for limited periods of time. The wearer can even rely on the thinsuit as a space suit so long as the air supply lasts, enabling troopers equipped with it to expect to survive ship-board fighting.
  • Biorestorative Underlay: A network of bacta-filled capillaries and medical sensors lay next to the wearer's skin, ready to provide treatment in case of injury or illness. Though the underlay's ability to render aid is somewhat limited, it can sustain life and prevent uncompensated shock provided the basic mechanisms of life remain.
  • Galactech Arsenal Battle-Buddy AI: A major concern on the modern battlefield is not a dearth of intelligence, but rather an over-abundance of information. While one solution is to keep intel at headquarters where the command is the only element that receives it, that rather defeats the purpose of collecting intelligence. With the advent of the Battle-Buddy AI and similar computer systems, the common soldier can now receive information intelligently tailored to his particular situation as well as have a constant comrade to help keep him focused on the mission and on the objectives.
    Battle-Buddies AIs are also programmed to be the first line response to the psychological trauma of combat, loaded with psychological treatment data and not only able to provide medical professionals with much-needed in-depth information (as they spend nearly every hour of a deployment with their troopers), they can provide treatment and counseling for their trooper themselves. Battle-Buddy AIs can utilize a wide variety of custom-made or prebuilt avatars and personas in their interactions with their partners.
    The Battle-Buddy AI is a second-degree droid brain with a protocol chip. It is integrated into a low-profile harness worn beneath the shirt, a pair of processing units strapped to the thighs beneath the clothing, and a belt buckle power supply about the size of a deck of cards. It includes a number of biometric sensors to read the trooper's life-signs, and a comlink and emergency beacon to independently contact other elements.
  • Blast Vest and Helmet: For combat duties, the armor can also include a duraplast blast vest and an open-faced model of helmet. While fairly light, they provide the wearer with more protection than just the armorweave alone. The vest includes attachment points, hooks, and pouches for the wearer to secure a variety of gear. The helmet includes ballistic eye protection and noise-filtering headphones. The eye pro can take shrapnel and reflexively polarizes against energy emissions, while the headphones not only protect against hearing damage they also pick up and emphasize sounds the wearer would want to hear - such as footsteps, voices, servomotors, and someone else's breathing - to better detect a sneaking enemy. The eye pro scores up pretty easily, but it can be easily swapped out for a new lens.
  • Cuirass and Upgrade Plates: For heavier duties, the armor can equip a shaped cuirass of duranium plating and a helmet cover to match. It can upgrade further with shoulder plates, groin protection, greaves, and armored gauntlets for maximum protection. They are constructed of duranium laminate with a backing of ballistic gel, all the better to absorb incoming attacks and protect the wearer from the traumas of the battlefield. This provides significant protection, able to withstand several shots from a blaster pistol and three-four shots from a blaster rifle, and similar protection against projectile weaponry. The armor also has a high melting point, enabling it to resist lightsabers better than most metallic armors though it cannot withstand a direct hit. The cuirass and upgrade plating are fairly lightweight, and though well-designed they do add some bulk and mass that many troopers try to avoid unless necessary. Like the blast vest, the cuirass has a belt and harness with attachment points, hooks, and pouches to secure gear, tools, ammo, and grenades.
  • Galactech Arsenal Warfighter-5 HUD: The suit employs a heads-up display that subtly highlights moving objects, helping the wearer track creatures within his field of view. As it is located on a headset separate from the helmet, the trooper can wear a Warfighter-5 with or without the helmet. The transparent LCD panel over the wearer's dominant eye provides him a targeting reticule for appropriately linked weapons as well as ammunition and power counts for them. It can also link with external sensors (including friendly remote-linked droids) to provide easy access to display data, and can even link to vehicles to enable the wearer to look at his vehicle's display panels without taking his eyes off the fight. By interfacing with the AI, the HUD can also display overlays to show mission objectives, be they maps, imagery, or even highlighting objects in the field of view or providing the image of a trail, arrows, and other indicators where the commander wishes for the suit's wearer to travel.
    The Warfighter-5 HUD has a built-in Fabritech PAC20 Visual-Plus comlink with a 75-km range, able to reach up to most standard orbits. The helmet comlink has the capability for holographic display, either through the HUD or through a panel on the wearer's forearm, as well as multi-band encrypted communications.
    The comlink also includes a basic datapad, able to store and receive data from droids, com signals, and direct computer links as well as standard data cards.
  • MFTAS: The Multi-Frequency Targeting and Acquisition System is a sensor system used in helmets to provide assistance in acquiring targets in conditions of poor visibility and at long ranges. A vision augmenter, the system allows the wearer to see through darkness, smoke, rain, and through other poor visibility hazards. MFTAS grants the wearer no/low-light amplification and multi-spectrum vision. It is a module which fits over the eye protection and beneath the piercing visor (if equipped).
  • Idellian Arrays IPV-3000 Piercing Visor: The helmet can mount a drop-down visor that enables the wearer to view a computer-rendered image of what lies beyond intervening objects. Activating the visor can be done manually, or the wearer can order the suit's AI to do it for him. It utilizes motion-sensor data, gravity fluctuations, electromagnetic radiation, sonar and seismic activity, radar, and allies' sensor systems to see through any barrier with a range of approximately thirty meters. The suit's AI edits the image appropriately, making sure the wearer sees what he's looking for.
  • Draxton-18 Micro-Yield Explorer Pack: An optional backpack (worn over the armorweave or attached to either of the torso armors) can hold more air, up to two canisters that provide four hours apiece. The backpack also houses a micro-generator capable of charging four power packs at a time as well as having a single generic outlet and a power uplink to the rest of the suit; power packs stowed in the standard-issue pouches attached to the vest or cuirass on the abdomen are linked to the explorer pack's generator. Third-party merchants sell thigh panels that do the same thing, but secure the power pack cases to the outsides of the thighs. The pack's main compartment, located above the air canisters and micro-generator, has space for about 10 kg of items. The pack can also have other items secured to it, such as additional pouches.
  • Aratech R167 Flight System: A combination of three components, this is issued out to air-mobile and special forces units to increase their mobility. All three components require the Draxton-18 explorer pack's power supply or similar energy source to function, as they use not chemical fuel but fusial thrusters. The system is deliberately over-engineered to provide almost excessive power, able to not only lift a 200-kilo trooper in full kit but also move him quickly and have the capability to carry a comrade. The flight system is not designed for use in a firefight, though it does provide surprisingly excellent maneuverability, as the word most commonly used to describe flying troops in a firefight is 'skeet'.
    The first component is what appear to be a pair of heavily armored boots that reach to just above the knee. They are armored, with duranium plating on par with the upgrade plates, but their main purpose is the powerful plasma jet thrusters located one on each calf and two to either side of each ankle. The jet boots can lift about 150 kg.
    The second component is a jetpack armored with duranium plating. It boasts an array of two main thrusters and four auxiliary thrusters, high-performance plasma jets with surprising maneuverability for a jetpack. The jetpack can lift about 250 kg.
    The third component is a repulsor belt. It features a pair of repulsorlift modules on each hip, able to lift about 200 kg and hover in place. The main purpose of the repulsor belt, however, is to negate the hefty weight of the flight system and the extra gear troopers operating in advance of the lines often require.
M89
Special Action Uniform

The Special Action Uniform is a customized suit of armor designed for use by Alliance SpecOps teams. Lightweight and highly mobile, this suit allows Operators to get in and out of an area quickly without making much of an impact. The armor's base suit conceals the wearer's body heat, allowing him to blend in with his background, and also provides limited protection against electricity, heat, and shrapnel. The hard armor plates are proof against handguns and provide some protection against rifles, but they're designed for maximum mobility, not maximum protection.

It comes issued with a full-head thermal hood, equipped with wide field of vision goggles that sync with any carried weapon to provide a targeting indicator and an ammo count. The armor's ultralight helmet has a mounting point for secondary goggles; it's fairly typical for special forces to use thermal optics or night vision gear on this mount.


Tools & Equipment

TD-MD Flutterpack

The TD-MD is a multi-purpose air mobility device designed for use with the GAMCA in conjunction with the R167 Flight System component. Capable of allowing Alliance SpecOps and SpecForces to stealthily enter a planetary atmosphere from as high as the stratosphere, the TD-MD is capable of controlling entry speeds while also providing a minimal radar signature. In addition to allowing Alliance operatives the ability to enter a planet from the upper reaches of an atmosphere, where they can accelerate to speeds in excess of 1,000km/h before slowing down to more survivable speeds, the TD-MD is capable of functioning as a limited anti-gravity device, allowing a wearer to make short, controlled jumps of up to eight meters, as well as allowing the wearer to conduct a free fall an unlimited number of feet downwards without risk.

The Chiewab Amalgamated Pharmaceuticals Company EMC-598 is designed as an all-purpose emergency medical kit. It includes a standard medical kit (basic scanner and medical computer, a spray hypo with several medical vials, a laser cauterizer, a spray splint and bandage, a sonic scalpel, bone stabilizer compound, several bacta patches and geltabs, and a basic sample analyzer with a few sample vials), a collapsible repulsorlift stretcher capable of carrying 150 kg, a simple diagnostic scanner, and a medical procedures database. The database is designed to have a very intuitive, user-friendly interface that utilizes a synthetic intelligence program to assist the medic.
This is standard-issue for all field medics in the Alliance military.

Medics are also issued a Fabreth Medical Biochemicals Shock Cloth, which they carry rolled up at the top of the medical backpack. As the name suggests, it is used to prevent shock and hypothermia. The shock cloth is a special temperature-controlled thermal blanket equipped with hundreds of tiny injectors and a small store of medical chemicals. When attached to a medical scanner, computer, or datapad, it can administer medications as needed to specific parts of a patient's body while stabilizing body temperature.

The last important piece of equipment in a medic's kit is the Nilar Med/Tech Corporation Field Cauterizer. It is a slender rod sixteen centimeters long with a button at one end. When activated, it emits a low-frequency laser that disinfects and cauterizes wounds, as well as stimulating cell growth and hastening the healing process.
 
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Jiang Winters

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Armored Vehicles

M2 Organa MBH
M2 Organa Main Battle Hovertank

Named after the esteemed Organa family which benevolently ruled over the planet of Alderaan and fostered some of the Alliance's most notable hero's, such as Princess Leia Organa Solo, the Organa MBH is designed to eliminate any enemy hard target as required by the mission parameters. In conjunction with mechanized Solo IFS, the Organa MBH is capable of linking with the local GAMCA network and tracking potential targets as designated by ground, aerial, and space forces. Equipped with a powerful composite-beam laser, the Organa MBH brings extremely heavy firepower to the table, though it lacks more refined weapons for dealing with personnel in any efficient means.

In order to power such a powerful weapon, the Organa MBH is fitted with an anti-matter annihilator which occupies the rear four meters of the craft, as well as capable heat sinks and several cryogenic reserve power cells. The Organa is fitted with a modest shield generator capable of absorbing incoming fire, though its primary purpose is to absorb damage and allow the Organa to relocate out of enemy firing arcs. The Organa's primary defense is its starship-grade quadanium armor, which significantly boosts the crafts mass in comparison with its counterpart, the M1 Solo IFS. Fitted with depleted uranium mesh and composite ceramite plates on the forward glacis, the Organa is capable of receiving quite a punishment, though even it would be unable to withstand its own weapon.

Armor Rating: Heavy [Proof against light cannons, simple anti-tank weapons.]
Speed Rating: 300 km/h
Weight: 70 tons
Flight Ceiling: Low
Crew: 1 Driver + 1 Gunner + 1 Commander
Armament:
-1x "Starspear" Composite-Beam Laser
-4x "Buster" Anti-Tank Missiles
-1x Automated Surface Defense Blaster Cannon
Equipment:
-GAMCA Network
-Commo Suite
-Multi-Spectrum Sensor Suite
-Deflector Shield
-Blaster-Dampening Aerosol Emitters
-Short-Range Sensor Jammer

MAT 54 Steadfast
Medium Assault Tank, Model 54, 'Steadfast'

The MAT54 is the embodiment of all the traits the Alliance desires in its weapons. It is inexpensive, it is powerful, it is doggedly reliable, and it adapts well to most any situation.

A lightweight repulsorlift tank, the MAT54 carries a single Heavy Laser Cannon for its primary armament. This weapon can punch holes in most anything short of another tank, but even other main battle tanks will quickly succumb to the MAT54's ability to pummel hostiles with rapid, accurate fire. It features twin coaxial heavy blaster cannons, one on either side of the main gun, allowing it to pepper infantry and light vehicles with hundreds of bolts of destructive energy. A cupola-mounted heavy repeating blaster serves as a light anti-aircraft weapon, and also helps defend the craft from hostile infantry.

As the Steadfast is a jack-of-all trades sort of tank, it does not excel in any one area, but rather is very well rounded. It has decent firepower, thick armor, fair speed and agility, and plenty of power generation to provide itself ammunition. While not the most advanced tank on the field, it's definitely one of the most practical and demands the respect - and fear - of its enemies.

Armor Rating: Medium [Proof against all small arms, light cannons.]
Speed Rating: 195 km/h cruise, 320 km/h top.
Weight: 30 Tons
Flight Ceiling: Low
Crew: 1 Driver + 1 Gunner + 1 Commander
Armament:
-1x Heavy Laser Cannon, ROF is 1 round every 3 seconds.
-2x Coaxial Heavy Blasters, combined ROF is 1,800 rounds per minute.
-1x Cupola Heavy Repeating Blaster, ROF is 1,200 rounds per minute.
Equipment:
-Thermal Optics
-Night Vision Gear
-Up to 20x Optical Zoom w/main gun's sensor package
-Air filters/radiation shielding to protect against NBC attacks.

M1 Solo IFS
M1 Solo Infantry Fighting Speeder

Named after the famed Alliance General Han Solo, the M1 Solo IFS is designed to deliver a squad of soldiers to a high-intensity conflict zone and linger, providing supporting fire when essential and increasing unit mobility to adapt to the changing pace of a mobile battlefield, the M1 Solo IFS is designed to increase squad mobility by transporting fire teams or sections, increasing mobility and allowing for rapid re-deployment in a combat environment. The M1 Solo IFS is designed to provide fire support to the infantry in order to eliminate staunch enemy resistance.

To this point, the M1 Solo IFS is equipped with light deflector shields capable of resisting enemy return fire. The shields can be easily overwhelmed, but are designed to buy the Solo the time it needs to escape enemy fire. The Solo is a durable design, and its crew and passengers have a high probability of surviving crash landings. Because of the nature of this vessel, it may be delivered by a capital ship directly into the atmosphere of a planet, or alternatively be deployed via lander.

Armor Rating: Medium [Proof against all small arms, light cannons.]
Speed Rating: 450 km/h
Weight: 35 Tons
Flight Ceiling: Low
Crew: 3 + 6 passengers
Armament:
-1x "Firelance" Heavy Blaster Autocannon.
-6x "Buster" Anti-Tank Missiles or
-8x "Vigil" Anti-Air Missiles
Equipment:
-GAMCA Network
-Commo Suite
-Multi-Spectrum Sensor Suite
-Deflector Shield
-Blaster-Dampening Aerosol Emitters
-Short-Range Sensor Jammers

RTT 89 'Widowmaker'
Rapid Tactical Transport, Model 89, 'Widowmaker'​

The Widowmaker did not earn its name for its incredible speed, its agility, its small size, or its devastating firepower. [Or, rather, lack thereof.] Instead, it earned its nickname because of its incredibly low survival rate in the field. Light, speedy, and tiny, the RTT holds no more than 6 men in its bed, sitting on the edges of its flatbed platform so that they can 'hook in' to D-rings built into the bed to keep them from falling off. Even heavy blaster pistols have been known to down Widowmakers, giving them a reputation as flying deathtraps.

However, they are still a favorite of special forces, because their diminutive size and near-unmatched speed makes it easy for them to slip through hostile defenses and offload troops, allowing rapid tactical insertion and extraction from battlefields that no other craft can reach. It is for this simple reason that Widowmakers are still fielded by the GA; were it up to the soldiers who aren't special forces, the thing would likely have been retired years ago.

Armor Rating: None [Proof against dust and that's it.]
Speed Rating: 250MPH Top, 170MPH Cruising
Weight: 1 Ton
Flight Ceiling: 200 Meters
Crew: 1 Driver + 1 Passenger
Passengers [Bed]: 6
Armament:
-Angry thoughts
Equipment:
-Lucky rabbit feet and fuzzy dice on the rear-view mirror.

M75 MRAAP 'Stallion'
Multi-Role Anti-Aircraft Platform, Model 75, 'Stallion'

The Stallion holds many distinctions in the Alliance. It is their slowest vehicle, their most heavily armored, and their only tracked vehicle. Some have called for it to be replaced with a more modern vehicle, but all those with Stallions in their command respond with overwhelming support for the relatively primitive M75.

Its quad 25MM rotary-breech autocannons - the only ballistic weapons fielded by the Republic- are the reason why it is held in such favor. These four guns can lay down an unmatched onslaught of fire, capable of tearing through men, buildings, tanks, and of course aircraft with terrifying ease. They are long ranged, accurate, and hold thousands of rounds of high-explosive incendiary ammunition.

Its secondary armament consists of a pair of dual missile pods, each of which holds a dual-purpose Thunderbird heavy missile. This missile is big, fast, and powerful, can engage any painted by the Stallion's fire control computer or by a targeting laser, and boasts a powerful dual-purpose fragmentation/HEAT warhead capable of punching gaping holes in tanks and aircraft alike.

Lastly, it boasts a sizable ammunition storage area in the rear of the vehicle, but this storage is sometimes cleared out to allow it to function as an APC. In this role, the vehicle will carry only one or two reloads for its missiles, along with 2,000 rounds of extra ammo for each gun.

To make up for its low speed, it is typically carried into battle by a heavy repulsorlift truck, to allow it to keep up with fast-moving transports and APC's.

Armor Rating: High [Proof against light cannons, simple anti-tank weapons.]
Speed Rating: 40MPH Top, 35MPH Cruising
Weight: 45 Tons
Crew: 1 Gunner + 1 Loader + 1 Commander + 1 Driver
Passengers: 6
Armament:
-4x 25MM Rotary-breech cannons. Range is 3KM against aircraft, 1.5KM against ground targets. Rate of fire per-gun is 1,200 rounds per minute. Ammunition carried is 1 600 round belt per gun, belt being 3 rounds Armor Piercing to 1 round proximity-fuzed high explosive incendiary tracer. Reserve ammo is 3 reloads per gun in storage area.

-2x 130MM High-Velocity High-Agility Multipurpose Missile Pods, 2 missiles per pod. Effective against most targets, but incapable of damaging reinforced structures. Blast radius is 35M. Range is 15KM.

Equipment:
-Thermal Optics/Night Vision Package
-Fire Control Computer [used to calculate ballistic drop for guns and control guns/missiles with pinpoint accuracy.]

M8 'Stilleto' LSW
Light Scout Walker, Model 8, 'Stilleto'

The Stilleto is an experimental combat mech designed to serve as the Alliance's version of the venerable AT-ST. Equipped with very similar firepower but far more nimble, the lightweight little Stilleto can dart in and out of hostile territory with impunity, using its tremendous speed and excellent firepower to carve a swath of fire and confusion through enemy ranks. Its intended role is that of a forward scout and flanking unit, and it fulfills that role very nicely.

It has also found a niche as a sort of 'CQC' tank, in that it is useful in urban terrain as it can fit itself into tight streets and alleyways that most tanks wouldn't dare go. For this reason it is increasingly common for 2 or 3 Stilletos to be deployed in lieu of 1 tank as an infantry support force.

Armor Rating: Low [Proof against small arms, resistant to heavy machine guns.]
Speed Rating: 60MPH Top, 35MPH Cruising
Weight: 2 Tons
Crew: 1 Pilot
Armament:
-2x Light Repeating Laser Cannons, Rate of Fire is 60 rounds per minute per gun. Range is 1 kilometer.
-2x Light Blaster Cannons, Chin-mounted. Rate of fire is 900 rounds per minute per gun. Range is 500 meters.

Equipment:
-Thermal Optics/Night Vision Package with up to 16x zoom.
 
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DeathToll

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​Galactic Alliance Legendary-class Star Dreadnought


The gargantuan Legendary-class Star Dreadnought originally served as a command vessel and defensive mobile fortress for Kuat Drive Yards, much like the Mandator-class of the Clone Wars era. However, as the war has escalated, several Legendary-class vessels have been refitted with long-range hyperdrive systems, allowing them to be deployed on the front lines.

At 14,894 meters in length, the Legendary-class is by far the largest vessel in the Alliance fleet, as well as the most heavily armed. Due to its sheer bulk and near-unmatched reactor output, it also has access to an incredible shield network, and surprising straight-line speed and acceleration for such an enormous vessel, thanks to its incredible engine banks.

Length: 14,894 meters
Hyperdrive: Class 1 primary hyperdrive, class 7 backup.

Armament:
x6 Shield generators, Sectuple-redundant system
x4 Gravity Well Generators
x900 Class 8 Turbolaser cannons, fire-linked in groups of 8
x1400 Class 10 Heavy turbolaser cannons, fire-linked in groups of 8
x200 Assault concussion missile tubes
x250 Heavy ion cannons
x25 Tractor beam projectors
x650 Point-defense laser cannons

Complement:
x144 Long-Range Starfighters
x144 Short-Range Starfighters
x20 Assault Walkers
x10 Scout Walkers
x1 Prefabricated garrison bases
x150: Various other assault and support craft (ie dropships, shuttles, light freighters)

Crew: 96,287
Minimum crew: 14,000
Passengers: 30,000 troops
Consumables: 1 year​

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Image used with permission by Lordnarunh

Galactic Alliance Valiant-class Star Dreadnought

At eleven kilometers long, the new Valiant-class Star Dreadnoughts serve fleet command vessels for the Galactic Alliance navy. Though significantly smaller then comparative Sith Imperium designs, the Valiant-class uses refined Mon Calamari technology and design techniques to create a more efficient, well armored and cost-effective design. The Valiant's twin beam cannon turret batteries are hidden beneath a heavily armoured cowl on the dorsal side, restricting the firing arc but making the weapons nearly completely inaccessible by enemy strike craft. Though incredibly heavy and slow to manoeuvre these weapons, the effects are deadly - either as a long range bombardment weapon, or to make devastating strikes against heavily armoured and shielded forces.

Length: 11 kilometers
Hyperdrive: Class 1 primary hyperdrive, class 8 backup.

Armament:
x4 Shield generators, Quadruple-redundant system
x4 Gravity Well Generators
x750 Class 6 Turbolaser cannons, fire-linked in groups of 8
x1250 Class 8 Heavy turbolaser cannons, fire-linked in groups of 8
x150 Assault concussion missile tubes
x150 Heavy ion cannons
x15 Tractor beam projectors
x500 Point-defense laser cannons
x6 Class 18 Beam cannons, fire linked in groups of 3

Complement:
x72 Long-Range Starfighters
x72 Short-Range Starfighters
x10 Assault Walkers
x10 Scout Walkers
x1 Prefabricated garrison bases
x100: Various other assault and support craft (ie dropships, shuttles, light freighters)

Crew: 75,849
Minimum crew: 10,000
Passengers: 20,000 troops
Consumables: 1 year

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Image used with permission by Lordnarunh

Galactic Alliance Heroic-class Star Destroyer

The two kilometer long Heroic-class Star Destroyer forms as the main ship of the line for the Galactic Alliance in major fleet deployments, but is also able to serve as a command ship for smaller deployments, or even operate solo, or on long distance missions. Somewhat more heavily armed then previous Alliance warships, the Heroic-class reflects the escalating tensions in the Alliance/Imperium conflict.

Length: 2,014 metres
Hyperdrive: Class 1 primary hyperdrive, class 10 backup.

Armament:
x3 Shield generators, Triple-redundant system
x4 Gravity Well Generators
x20 Class 5 Turbolaser cannons, fire-linked in groups of 5
x30 Class 9 Heavy turbolaser cannons, fire-linked in groups of 5
x15 Assault concussion missile tubes
x15 Heavy ion cannons
x2 Tractor beam projectors
x40 Point-defense laser cannons

Complement:
x48 Long-Range Starfighters
x24 Short-Range Starfighters
x1 Prefabricated garrison bases
x10: Various other assault and support craft (ie dropships, shuttles, light freighters)

Crew: 8,000
Minimum crew: 1,000
Passengers: 2,000 troops
Consumables: 2 years

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Galactic Alliance Intrepid-class Carrier/Destroyer

At just under a mile in length, the Intrepid-class Carrier/Destroyer serves as a base of operations for the Alliance's active and considerable long-range fighter force. Capable of holding three wings of shielded, long-range starfighters and a wing of short-range snub fighters, the Intrepid also sports a pair of giant armor doors that cover the central space in the hull, defending against attack and boarding parties against the enormous hangar bays and the bridge itself. When these doors are closed, the bridge instead relies on a series of high-definition holoscreen projectors over the transparisteel viewports, negating the issue of visibility.

Length: 1,542 metres
Hyperdrive: Class 1 primary hyperdrive, class 10 backup.

Armament:
x3 Shield generators, Triple-redundant system
x10 Class 4 Turbolaser cannons
x30 Class 6 Heavy turbolaser cannons
x10 Assault concussion missile tubes
x8 Tractor beam projectors
x60 Point-defense laser cannons

Complement:
x216 Long-Range Starfighters
x72 Short-Range Starfighters
x20: Various other assault and support craft (ie dropships, shuttles, light freighters)

Crew: 8,000
Minimum crew: 1,000
Passengers: 2,000 troops
Consumables: 2 years



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Galactic Alliance Interdictor-class Star Destroyer

With Virtually little reason to change basic design the Alliance class Star Destroyer follows in the footsteps of its predecessors as a functional warship capable or producing and projecting artificial gravity wells to prevent enemy craft from entering hyperspace, or pulling targets out of hyperspace. It is not as heavily armed as the Heroic class craft in order to make room for the gravity well generators.

Length: 1,600 meters
Hyperdrive: Class 1 primary hyperdrive, class 10 backup.

Armament:
x4 Gravity well projectors
x3 Shield generators, Triple-redundant system
x5 Class 4 Turbolaser cannons
x15 Class 6 Heavy turbolaser cannons
x5 Assault concussion missile tubes
x3 Phylon tractor beam projectors

Complement:
x24 Long-Range Starfighters
x24 Short-Range Starfighters
x1 Prefabricated garrison bases
x10: Various other assault and support craft (ie dropships, shuttles, light freighters)


Crew: 6,000
Minimum crew: 580
Passengers: 1,500 troops
Consumables: 2 years


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Galactic Alliance Justicar-class Star Defender

Slightly longer than a kilometer, the Justicar-class Star Defender is modestly armored for a ship of its class due to the AEC's attempt to design a vessel that could be easily replaced. Despite weaker armor than its more expensive Chiss and Empire counterparts, heavy compartmentalization of the ship and an advanced damage control AI allows quick identification and quarantining of breaches in the hull. Unlike the Justicar's smaller counterparts, the Justice and Sanction, the Justicar is equipped with redundant deflector and ray shielding, interceptor missiles, and advanced electronic warfare suites.

Length: 1040 meters
Hyperdrive: Class 0.75, Backup Class 15

Armament:
2x Shield Generator, Double Redundant system
8x Triple Heavy Ion Cannons
36x Dual Heavy Laser Cannons
6x Tractor Beam Projector
24x Dorsal Assault Concussion Missile Ports
2x Composite Beam Pinpoint Gigalasers

Complement:
8 Shuttles
16 Ground Assault Vehicles
1 Battalion of Marines

Crew: Crewmembers (7,250), Gunners (850)
Minimum Crew: 2,950
Passengers: 3,000
Consumables: 1 Year


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Galactic Alliance Dauntless-class Star Destroyer

The multi-role Dauntless-class Star Destroyer is the largest vessel in the Alliance fleet capable of atmospheric flight. Serving an an efficient patrol ship, base of operations, planetary assault craft and much more, the Dauntless is also the most versatile, and arguably one of the most efficient. However, this versatility does come at the cost of being able to face more heavily armed adversaries, unless deployed in sufficient numbers.

Length: 947 metres
Hyperdrive: Class 1 primary hyperdrive, class 13 backup.

Armament:
x2 Shield generators, Double-redundant system
x10 Class 5 Turbolaser cannons
x30 Class 8 Heavy turbolaser cannons
x10 Heavy Ion cannons
x20 Assault concussion missile tubes
x8 Tractor beam projectors
x40 Point-defense laser cannons
x2 Class 14 Beam Cannons

Complement:
x12 Long-Range Starfighters
x12 Short-Range Starfighters
x10 Assault Walkers
x10 Scout Walkers
x1 Prefabricated Garrison Bases
x10: Various other assault and support craft (ie dropships, shuttles, light freighters)

Crew: 4,000
Minimum crew: 500
Passengers: 2,000 troops
Consumables: 3 years

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Galactic Alliance Indominable-class Assault Frigate

The Indominable-Class Assault Frigate is a multi-role warship, one of the largest classes capable of atmospheric flight. Serving primarily as a troop transport and escort frigate, this vessel is also resilient enough to patrol deep space routes solo if need be. The Indominable is, however, rarely deployed in assault scenarios without a more heavily armed escort - as a mass troop transport, the loss of a single craft can turn the tide of an entire battle.

Length: 832 metres
Hyperdrive: Class 1 primary hyperdrive, class 14 backup.

Armament:
x2 Shield generators, Double-redundant system
x10 Class 6 Turbolaser cannons
x30 Class 9 Heavy turbolaser cannons
x2 Tractor Beam Projectors
x30 Point-defense laser cannons

Complement:
x12 Starfighters
x10 Assault Walkers
x10 Scout Walkers
x1 Prefabricated Garrison Bases
x20: Various other assault and support craft (ie dropships, shuttles, light freighters)

Crew: 5,000
Minimum crew: 600
Passengers: 4,000 troops
Consumables: 3 years

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Galactic Alliance Sanction-class Medium Cruiser

At slightly longer than half a kilometer in length and well armed and armored, the Sanction-class is dwarfed by the typical principal combatants of both the Galactic Alliance and Sith Imperium. Recognizing this, the AEC chose to adopt easily manufacturable materials upon which to construct the Sanction-class, sacrificing technical ingenuity to cut costs and design a vessel that could be fielded in large numbers and be easily replaced in a galaxy-wide conflict.

Length: 600 meters
Hyperdrive: Class 0.6, Backup Class 12

Armament:
x2 Shield generators, Double-redundant system
2x Dual Heavy Ion Cannons
21x Dual Turbolaser
26x Dual Laser Flak Cannons
12x Dorsal Assault Concussion Missile Ports
6x Tractor Beam Projectors

Complement:
(Depending on configuration)
12x Starfighters
2x Shuttles
10x Ground Assault Vehicles
1x Company to 1x Battalion of Marines

Crew: Crewmembers (1,280), Gunners (340)
Minimum Crew: 436
Passengers: 400
Consumables: 15 months (24 months for Deep Space Patrol variant)

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Galactic Alliance Marauder MK IV Pocket Cruiser


Like its ancient predecessor, the Marauder Mk IV is designed as a pocket cruiser. It carries surprising firepower for its size as well as having the capability to serve as the mother ship for a starfighter squadron, incorporating . The Marauder can also carry about two platoon's worth of troopers, and has the supplies to last for extended patrols. In the Alliance military, they are typically paired up with larger mother ships (such as the Traquia-class Super Star Defender) to provide them extended endurance and interdictors to operate on blockade duties. Marauders are commonly found functioning as patrol ships, a role their sturdy shielding, resilient armor plating, high sublight speeds and heavy firepower allows them to excel in.

Length: 195 meters
Hyperdrive: Class 0.6

Armament:
8x Double-turbolasers
3x Tractor beam projector
4x Diamond-boron missile launchers
12x Point-defense laser turrets
Deflector shields
Dedicated Energy Receptor Projector
Full-Spectrum Distortion Projector
Missile Deactivation Transmitter

Complement:
12x Starfighters
2x Shuttles

Crew: 117
Minimum crew: 52
Passengers: 80 passengers
Consumables: 6 months

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Galactic Alliance Justice-Class Gunship

The AEC FF/X M.011, dubbed the Justice-class Gunship, was a vessel capable of delivering firepower wherever necessary, supremely designed to exploit enemy weaknesses and threaten even the best armed vessels. A modular, cost-effective vessel, the Justice-class combined competitive defensive abilities with superb speed and agility as well as high powered weaponry. The Justice-class is forced to sacrifice shield power in order to maximize weapon and engine efficiency, and therefore is equipped with strong armor capable of absorbing damage from all but the rarest and most powerful missiles. The design focuses on protecting the vessel from enemy fighters and bombers, but is not capable of surviving a focused attack by enemy capital weaponry. Because of this, the gunship must exploit angles-of-attack that bring it within enemy vessels weak gun arcs. The Justice-class is designed to follow standard gunship strategies, charging for a direct attack against the enemies weakest gun arcs before speeding past the enemy vessel and moving to increase transversal speeds in relation to the target vessel, outpacing enemy turbolaser tracking and allowing the gunship to accelerate away for another attack run. Wolfpacks of gunships excel at harassing enemy ships while also bringing enough firepower to bring down the best defended Star Destroyers, even proving a threat to Star Dreadnoughts in enough numbers.

Length: 190 meters
Hyperdrive: Class 0.5, Backup Class 5

Armament:
2x Shield Generator, Double Redundant system
1x Dorsal Turret (8 Turbolasers, 2 Ion Cannons; Fire Arc: fore, starboard, port)
1x Ventral Turret (8 Turbolasers, 2 Ion Cannons; Fire Arc: fore, starboard, port)
8x CIWS Octet Turrets (2x Octet Projectile Cannons each, Fire Arc: 2 ventral starboard, 2 dorsal starboard, 2 ventral port, 2 dorsal port - Role: Anti-fighter, Anti-Missile)
2x Proton Torpedo Batteries (24 tubes, 4 torpedo per tube; 12 per each wing, Forward Arc only)

Crew: Crewmembers (48), Gunners (36)
Minimum Crew: 25
Passengers: 10
Consumables: 3 months (12 months for Deep Space Patrol and Reconnaissance variant)


Galactic Alliance Space Fighter/a-908 Shrike


The Shrike is startlingly agile thanks to her advanced vectored thrust drives and oversized, overpowered engines - most line fighters will find it difficult to shake a Shrike off their tail, especially given that Shrike pilots commonly 'cut drives' and coast along or to use maneuvering thrusters to float sideways, or use their raw thrust to overcome their weight. The clever use of Newtonian physics is common among SSF/A 908 pilots, and among Kushari pilots, dogfighting with one is often compared to a 'dance with an angel'. As a general rule of thumb, the Shrike is similar in agility to a typical multirole fighter-bomber, such as the classic X-Wing, and could be expected to perform, in terms of turn rate and other measures of agility, somewhat similarly a modernized variant of that craft.

Length: 22 meters
Hyperdrive: Class 2

Armament:
2x twin-linked XM-114 LIACS cannons
2x M67E3 Rotary Ordinance Launchers
2x Heavy Ordinance Pods
1x Bomb Bay
6x CN120 Chaff/Flare Dispensers
1x M18 'Pipsqueak' AMS

Crew: 1
Passenger: 4
Consumables: 2 weeks


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Image used with permission by Lordnarunh

Galactic Alliance R-25 Rogue-class Long-Range Starfighter

Light and agile but with enough staying power to survive even the heaviest firefight, the R-25 Rogue's heritage can be traced all the way back to the Rogue Squadron of the New Republic and their trademark Incom X-Wing starfighters. Combining the design principles of agility and hardiness from the X-Wing with advanced double-redundant shield technology from the Mon Calamari, the Rogue boasts a higher survival rate in heavy-fire situations then any other comparative fighter of its class. Coupled with a relatively simple and user-friendly interface, training pilots for the Rogue is an inexpensive and painless process, leading to widespread use throughout both the fleet and local security and defence forces.

Length: 14 meters

Hyperdrive: Class 0.75 primary hyperdrive

Armament:
x1 Shield generator
x4 Class 1 Blaster cannons
x2 Proton torpedo launchers
x1 Astrogation droid socket.

Crew: 2
Minimum crew: 1
Consumables: 6 days

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Galactic Alliance Razorback R-12 Starfighter


Trying to stay away from the expensive mechanisms in the Foil Technology, Kuat solved the heating problems by adding 4 alternating light laser cannons. Two standard size laser cannons rest on each side of the cockpit; far away from other strong heat sources, and are also connected to large fin-shaped heat sinks. KDY decided to move the ship’s avionics package behind the cockpit in order to shorten the nose of the craft, and give the pilot a better forward view. While the R-12 is technically the superior starfighter to that of the X-Wing, the combination of its difficulty to pilot, its high-strung maintenance schedule (The vehicle really needs to be pampered, when not in use), and its similar price point to that of the X-wing, meant the craft receives very little exposure during the war.

Length: 14 meters

Hyperdrive: Class 1.0 hyperdrive

Armament:
Light laser Cannons (4)
Laser Cannons (2)
Proton Torpedo Launcher (1) 3-round silo

Crew: 1
Minimum crew: 1
Consumables: 1 Week

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Galactic Alliance LR-7 Outreach Long-Ranger Recon Bomber

Although shorter then a Rogue Starfighter, the LR-7 Outreach is considerably more heavily armed, bulkier and less nimble. As a mixed-role recon craft and attack bomber, squads of LR-7s are often sent deep into enemy territory, where powerful sensors equipment can relay tactical information back to Alliance naval command. In battle, the LR-7's heavy shield and powerful armament make them an exceedingly deadly foe against even the heaviest of warships.

Length: 12 metres

Hyperdrive: Class 0.75 primary hyperdrive

Armament:
x1 Shield generator
x4 Class 2 Blaster cannons
x2 Proton torpedo launchers
x1 Concussion missile launcher
x1 Class 1 Tail-mounted Blaster cannon
x1 Astrogation droid socket.

Crew: 3
Minimum crew: 1
Consumables: 2 years

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RZ-5 'A-Wing' Interceptor/RZ-5a 'A-Wing Advanced' Interceptor

An evolution on the RZ-1 Design of the Galactic Civil War, the RZ-5 follows similar design principles and takes them to a new extreme. At only 5.2 meters long, the new design boasts unparalleled speed and manoeuvrability, even when compared to its predecessors. Recent improvements in miniaturization of technology not only means that the RZ-5 is still capable of being equipped with the systems of its forebears, but also has the additional bonus of an astrogation droid socket on an advanced model.

Like the original A-wing, the RZ-5 is capable of rotating its blaster cannons 60 degrees, granting an exceptional firing arc in addition to its speed and agility. While the pilot can handle the weapons systems, many who use the advanced variant of the ship prefer to leave the targeting to their astrogation droid, allowing them to focus on piloting the nimble vessel. In addition, the RZ-5 boasts highly powerful blasters even compared to multi-role fighters like the R-25 Rogue Starfighter, capable of taking out even shielded fighters with a direct hit. However, like similar heavy weapons on smaller fighters, the RZ-5 is unable to provide continuous fire for more then a strafing run, due to the increased power requirements.

Length: 5.2 Meters

Hyperdrive:
Class 1 primary hyperdrive

Armament:
x1 Shield generator
x2 Class 1.75 Blaster Cannons
x2 Concussion missile launchers or
x2 Class 1 Ion Cannons
x1 Astrogation droid socket (available only on Advanced model)


Crew:
1
Consumables:
1 month

 
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