Miss Blonde
Trying to be straight in a crooked Galaxy
Imperial DC-18
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Intent: To create a standard interchangeable rifle for the imperial remnant military 
Development Thread: NA
Manufacturer: Reclaimer Arms & Industrial
Model: NA
Affiliation: Imperial Remnant
Modularity: Different attachments, sights, barrels
Production: Mass
Material: Durasteel, blaster components
Classification: Submachine gun/ compact sniper, assault rifle. Blaster
Size: handheld
Length:
Assault rifle/Breach: 756 mm
CQB: 570 mm
Sniper: 1100 mm
Weight:
Assault rifle/Breach: 3.4 kg
CQB: 2.7 kg
Sniper: 6.7 kg
Ammunition type: energy cell
Ammunition Capacity: 40 shots per energy cell on all platforms
Effective Range:
Assault/breach: 500 meters
CQB: 125 meters
Sniper: 900 meters
Blaster: 50 meters
Maximum range:
Assault/breach: 700 meters
CQB: 300 meters
Sniper: 1100 meters
Rate of Fire: Semi automatic/ 3 round burst
Special Features:
•Interchangeable parts/multi platform weapon
Description:
With the imperial remnant under the new leadership of grand Moff Corvinus Palpatine a man frozen in time he commissioned a weapon that was a updated version of the old Blastech DC-17 from Reclaimer Arms & Industrial. The Imperial DC-18 (pls don't sue us) an interchangeable weapon system that could cover every role for a stormtrooper in the field, a weapon not just for the elites. But for the every day stormtrooper on patrol In literally every environment.
How it's built. Every unit starts with the same lower receiver component, it's standard across all units and it functions like any blaster rifle's lower components would. It's where the energy clips are fed and it's the most sacred part of the rifle. You can break your barrel and easily snap on a new barrel, but if you break the lower receiver the weapon is done. As for how each platform of the weapon transfers over it's a simple snap on snap off process. Simply remove the pegs connecting the lower receiver to the upper receiver and push forward hard to snap off the piece, then simply attach your new upper receiver and go to town. But there is a part to each upper receiver that is a little added bonus for the weapon. Commonly mistaken as a ejection port as if it were a Slugthrower this weapon system had a breach in the barrel that allows air to move through it faster whenever it overheats. Reducing cool down time and making the weapon more reliable. Just remember not to fire with the breach open or you will experience a weapons malfunction that will destroy the weapon.
Power. The weapon packs the punch of a heavier blaster rifle across all systems as it needs a universal round for each weapon. This is capable of piercing most heavy durateel armors with a few bolts but more rare metal armors such as phrik and Beskar will hold up to the weapon's bolts. Each weapon is built to last and can be used in almost any environment, it's tough and sturdy so breaking this us hard to do. But each variant will be gone over in moderate detail.
Assault: Your standard base variant assault rifle. Nothing special about it, you pull the trigger and make the bad guys go away. It comes in a semi automatic and 3 round burst rate of fire and if you run out of ammo you can always use it as a club. It's for the average soldier in a platoon and will be a reliable weapon.
Breach: Breach is your assault variant but with a few added twists, those twists being the ability to add an under barrel shotgun, grenade launcher, or whatever under barrel attachment suits your fancy. This weapon is for taking out both infantry and light armored vehicles with it's grenade launcher. It gets it's name breach for the attachment of an under barrel shotgun that is used to blow open doors. It's sturdy weapon and with the attachment of a under barrel grenade launcher it's a deadly opponent on the battlefield.
CQB: Also good for breaching and clearing or dealing with those tight urban areas the CQB is a weapon that can get you moving faster through tighter areas and keep you fighting. It has the shortest range of all the weapons but it's a killer on the battlefield at short ranges. The CQB variant is a capable weapon and will perform in urban firefights or invasions.
Sniper: The heaviest and largest of all the platforms this weapon is for the guardian angels of the stormtrooper corps. The crack shots who can put a hole in a wamp rat at 800 meters. This weapon is of course not meant to be fired with the three round burst variant and is quite accurate for a rifle caliber blaster. It maxes out at around 1100 meters which is rather low for a sniper but for a compact sniper operating on a rifle caliber bolt it operates very well for urban based combat and sniping.
Drawbacks. As it is a interchangeable weapon system a lot of the platforms are not up to par compared to weapon systems in the galaxy solely dedicated to those functions. A dedicated sniper rifle can out snipe this rifle in almost any aspect technically speaking. This doesn't of course mean that when facing a person with a dedicated weapon they will lose, it just means statistically weapons that are solely dedicated to that certain field will out perform this weapon system. Another weakness you will find as each weapon system shares the common weaknesses of each platform. Example being the CQB has a short range, the sniper is unruly, the assault rifle isn't all that great for clearing rooms, etcetera etcetera.
Summary. A kick ass weapon system for a brand new imperial remnant the Imperial DC-18 is a great interchangeable weapon system. Simply carry the different variant's upper receivers in a back pack and you have yourself four different weapons for any occasion you may run across.