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Galactic Alliance
Galactic Alliance Technology
Galactic Alliance Technology
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
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
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
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
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
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
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
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.]
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
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
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.
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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