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

OUT OF CHARACTER INFORMATION
Anti_Tank_Missile_FGM_148_Javelin_Set_001.jpg_AFEB02_A3-1305-47_B7-.jpg

  • Intent: To provide the Republic Remnant an infantry carried heavy anti-tank missile launcher.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: FGM-148 Javelin
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (Republic Remnant)
  • Model: RR-42 Guided Ordnance Launcher
  • Affiliation: Republic Remnant
  • Modularity: No
  • Production: Minor
  • Material: Durasteel, synthmesh, missile launcher components.
TECHNICAL SPECIFICATIONS
  • Classification: Missile Launcher
  • Size: Very Large
  • Weight: Very Heavy
  • Ammunition Type: Missiles
  • Ammunition Capacity: One
  • Reload Speed: Very Low
  • Effective Range: Battlefield
  • Rate of Fire: Very Low
  • Stopping Power: Extreme
  • Recoil: Very High
SPECIAL FEATURES
Strengths:
  • Advanced Guidance Systems - The missiles fired from the RR-42 are all specially created for it, each one has an advnaced guidance system allowing it a higher chance to ignore jamming devices, it is also what allows the missile to 'curve' in order to hit the desired part of the enemy vehicle be it the top, rear or side armor.
  • Advanced Targeting Systems - As one can imagine, the large targetting system of the RR-42 allows it to attempt scans against enemy vehicles in order to pinpoint the best point of attack for maximum penetration. This system is also what allows the launcher to be used against fighter craft [However, the specialized flak missiles are needed to engage them.]
  • Long Range - Thanks to its advanced targeting and guidance systems, the effective range of the RR-42 is incredible allowing for long range harassment and destruction of enemy vehicles.
  • 'Bigga Boom' - The RR-42 is one of the most potent missile launchers on the market, built for maximum armor penetration and armor lethality over user ergonomics, reliability or cost effectiveness.
Weaknesses:
  • Low Ammunition - The missiles of the RR-42 are heavy. Each one is half the size of the launcher, itself. A normal squad that is lucky enough to have one of these will only have four missiles, one that is already in the launcher, and a separate ammo carrier who will carry two more AT rockets and one Flak rocket. Due to the limitations of production, some teams will only have three rockets compared to the ideal four [2 AT/1 Flak].
  • Large Heat Signature - When this weapon fires, it creates a large heat signature that is easily discovered letting people with active sensors not only see that a missile has been fired but also the location of the shooter.
  • Slow Missile Acceleration - The missile is diesgined to not reach maximum velocity until safely away from the crew, as such, if a vehicle has teh ability to intercept, it can intercept the missile before it is struck and doing so before the missile reaches its maximum velocity makes that job much easier.
  • Fragile - While the main 'tube' of the launcher is not fragile, the systems sure are. The targetting system and missiles, themselves, are all rather fragile and can be easily damaged if not taken care [Example: Missile Ammo Carrier gets hit by a grenade. He dies, his body is searched for in an attempt to scavenged the missiles, the oddes are most, if not all, the missiles are badly damaged from the concussive force or the blow from hitting the ground.]
  • Bulky - The RR-42 and its ammo are big. A soldier carrying this is not moving anywhere fast and is going to suffer from high levels of fatigue, however, more to the point, this weapon cannot be easily 'fired'. In order to fire this without risking personal injury, it must be braced against the ground [Using either a tripod or bracing it against another soldier] and another man is needed in order to properly aim and fire this weapon.
DESCRIPTION
The RR-42 is the infantryman's answer to heavy vehicles. It allows them a reliable method of destroying vehicles they, normally, would have no business doing anything to but running in terror from. The weapon has numerous advanced systems, particularly, its guidance and targeting systems that are there to further ensure that any missile fired will hit its target as missing with this weapon would be catastrophic. This weapon does not have a HE missile, as such, this weapon should never be used against infantry targets, this weapon is purely meant to go up against armor, or with the Flak missile, Fliers. This launcher was not designed with 'subtlety' or 'logistics' in mind, this is a specialized launcher meant only for specialized anti-armor troops or other elite forces that may require such potent equipment on a case by case scenario.


Its potent power is obvious to anyone who even sees it, however, this power has its draw backs, especially, in troop comfort as it, and its ammo, is heavy and firing it tends to be a real pain that requires a level of set-up that can be disastrous depending on the situation, compared to, say, the standard RR-22 which can be easily fired and stowed away on a moment's notice. The weapon has two standard missiles, the normal AT missile and the Flak missile. Unlike the AT missile, the Flak isn't quite as potent and, instead, uses its space to pact more fuel and a strong guidance system allowing it to chase after fighters, bombers and airspeeders to knock them out of the sky. The guidance system will resist many common defensive systems, such as flares, but it is not a sure fire system, and just like any, will fail depending on the situation or 'luck'.

All in all, this is a potent, expensive specialist weapon meant to pack an immense punch and be a pain in the booty to use.
 
OUT OF CHARACTER INFORMATION
hover_tank_by_therollingman-d5z0vot.jpg

  • Intent: To provide the standard Main Battle Tank (MBT) of 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: M3 Aegis MBT
  • Affiliation: Republic Remnant
  • Modularity: No
  • Production: Limited
  • 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 tank components.
TECHNICAL SPECIFICATIONS
Classification:: Tank
Role: Main Battle Tank
Size: Very Large
Weight: Very Heavy
Minimum Crew: Two [Driver/Gunner]
Optimal Crew: Three [Driver/Gunner/Commander]
Propulsion: Repulsorlift
Speed: 60 kph Slow
Maneuverability: Low
Armaments:

  • Heavy Repeating Blaster, Very Low
  • Heavy Rail Cannon, Very High
Defenses:
  • Heavy Composite Armor, Very High
  • Redundant Deflector Shields, High
Squadron Count: 3, Very Low
Passenger Capacity: 0 [Although, I suppose some can clamber on top and ride]
Cargo Capacity: Very Small


SPECIAL FEATURES
Strengths:

  • Advanced Armor - The Aegis, as befitting its name, is covered in thick composite plates, it wears multiple layers of the armor including reactive armor to further reduce damage from explosive and kinetic energy. Unlike most tanks, the armor is thickest on the sides, then the front, followed by the rear, bottom and, finally, the top.
  • Redundant Shielding - The tank has a series shield generators set up in two pairs. The shield generators are programmed to switch over to the others when the shield hits 60%, this allows the shields to better endure normal AT weaponry. The shielding does have a glaring weakness in that should an especially potent AT weapon hit, it will smash through the shielding before the second can rise to cover it.
  • Powerful Cannon - The main gun of the Aegis is an extremely potent rail cannon and is incredibly hard to resist for all but the heaviest of armor, and even then, it is a major threat to them. The cannon is very poor against 'soft' targets due to the nature of the Rail Cannon, it is a dedicated anti-vehicle weapon and that is a task to which it excels at.
  • Long Range - The rail cannon packs impressive range able to exceed the firing range of most other tanks, however, the rail cannon is very hard to 'arc' even with AI assisted trajectory as the hypervelocity nature means it is some time before it loses its forward momentum enough to properly curve.
Weaknesses:
  • Slow/Heavy - The Aegis, even for a tank, is exceedingly heavy and slow. It is not getting anywhere fast and urban environments are a nightmare for this thing, there is no 'dime turns' there is only, 'rams through the building'. This tank cannot be easily carried or drop by standard dropships and takes special, full scale deployment to get planetside.
  • Soft Targets - The Aegis is not meant to fight infantry, the only weapon it has is its heavy repeating blaster which will be of questionable use for any true infantry advance, this makes infantry armed with AT weapon the Aegis' greatest foe (as well as artillery and airsupport), however, the Aegis is never meant to be sent into battle without infantry support of its own.
  • Firing Rate - The firing rate of the Aegis' Rail Cannon is exceedingly slow. While the reload is fairly quick, the time it takes for the tank to 'power' the cannon up again is painfully slow and leaves it incredibly vulnerable to return fire, especially, in larger tank engagements as, due to their low numbers, they are nearly always going to be outnumbered.
  • Energy Draw - When the Aegis is firing, the main generators are tapped to power the main gun greatly weakening the shields leaving it dangerously exposed to counter fight. Once the weapon has discharged, the energy will be return to the shields bringing them back up to their previous level.
DESCRIPTION
The Aegis is the new MBT of the Republic Remnant. It is in limited production as it undergoes combat trials as the current tank, albeit weaker, is cheaper to produce. The Aegis was designed with a simple idea, 'Take the punch and knock them out', and that is a role it excels at. It is not fast and suffers from more then its share of weaknesses, especially, against large number of targets [due to the slow firing rate of its cannon] and soft targets [infantry]. Its strength lies in fighting other tanks and vehicles, using its superior range, armor and weaponry to turn them into scrap.

Technical Explanations

Crew: The Aegis has three crew members, the driver whose primary task is to, well, drive the tank. This is incredibly important as tanks need to keep a constant situational awareness and ensure the strongest armor is always pointed at their foe doing their best to keep the armor angled to stop a direct shot. The gunner controls only the Rail Cannon, as the heavy repeating blaster is remotely controlled by the commander, and his job is also a bit more complex as he needs to ensure he doesn't drain the shields at critical moments and, because of the slow reload, the gunner cannot afford to miss. The gunners of the Aegis are always prized for their accuracy and calm under pressure. The commander is in charge of observing the scanners to keep situational awareness up, controlling the heavy repeating blaster and is in charge of the communication systems.

Defensive Systems: The Aegis is a tank in all true meanings of the word. Its advanced composite armor is angled to better resist direct hits and it has a lot of this armor. It is a bit different from other tanks in that its frontal armor is not the thickest, that honor belongs to the side armor which tends to throw most opposition off as they often go for side, or rear, shots as, rule of thumb, tells them that tends to be thinner armor. Outside of the thick armor, the Aegis boast a redundant shielding system allowing it to better endure long, protracted engagements or battlefield conditions. When the shields are weakened, they switch over to the secondary shields allowing the primary time to rest and restore. This system does have the flaw in that the 'overall' shield is weaker then it would be otherwise and exceptionally potent anti-tank weaponry can smash through the primary shield before the secondary has time to rise, but its superior endurance in protracted engagements have made the researchers decide this was an acceptable trade off. Like most republic vehicles, the Aegis boast a 4x-Phantom short-range sensor jammer to disrupt targeting systems.

Weapon Systems: The Aegis has two weapons, the first, and weakest, is the heavy repeating blaster. This weapon is its primary, and only, anti-infantry weapon, however, its slower rate of fire mean it is not nearly adequate enough to defend the tank or keep infantry sufficiently suppressed which is why the Aegis lives off of Infantry support, to guard its flanks from soft targets. The second, and main, weapon of the Aegis is its Rail Cannon, the large cannon pacts a massive punch able to destroy, or mission kill, most enemy vehicles with a single shot if under ideal conditions [And not piloted by a PC]. The Rail Cannon fires at hypervelocity speeds making it incredibly accurate as there is very little, if any, shot displacement or drop. The weapon is very potent.. as is its draw. When this weapon is priming to fire, it draws most of the power from the generators greatly weakening the shields, if the shields are already weakened, this can cause them to completely deactivate until the weapon discharges allowing the energy to restore back to its secondary systems, like its shielding.
 
OUT OF CHARACTER INFORMATION
dii_dsc_hplmg_267_flare_pulsed_laser_machine_gun_by_lord_draco.png

  • Intent: To provide a light repeating blaster for the Republic Remnant infantry forces.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Industires [Republic Remnant]
  • Model: RR-LRB 'Suppressor' Model 32
  • Affiliation: Republic Remnant
  • Modularity: Yes (Top and bottom rails for add-ons, most commonly, a scope and forward grip/tripod. Either standard magazine or drum)
  • Production: Mass-Production
  • Material: Durasteel, synthmesh, blaster components.
TECHNICAL SPECIFICATIONS
  • Classification: Blaster
  • Size: Large
  • Weight: Heavy
  • Ammunition Type: Power Cell
  • Ammunition Capacity: Standard Magazine: 30, Drum: 70
  • Reload Speed: Magazine [Average] / Drum [High]
  • Effective Range: Average [Might drop this to low just because it feels right, whichever judge is looking at this, let me know your thoughts ,if you don't mind.]
  • Rate of Fire: High
  • Stopping Power: High
  • Recoil: High
SPECIAL FEATURES
Strengths:
  • Modularity - The Suppressor can be easily modified to meet a soldiers needs and purpose. If they are a light, rapid moving infantry force, they can slap on a standard mag, forward grip and reflex scope allowing it to be more easier carried and help deal with some of the accuracy issues. A heavier soldier can take a drum and tripod to get a heaver weapon that is better at laying down large amounts of fire to do its namesake, suppress.
  • Reliable - The suppressor was designed for the common infantryman and his, often, inability to reach proper cleaning supplies in the heat of a warzone, as such, it was designed to be as simple and durable as possible. This thing will rarely jam or suffer from disastrous malfunctions making it an economic choice.
Weaknesses:
  • Wonderfully Mediocre - The Suppressor is nothing to write home about, at the end of the day, its just a light repeating blaster and has little more to offer compared to other light repeating blasters and has a weaker punch then quite a few of them on the market.
  • Lacking Range - The Suppressor is designed to provide suppressing fire to keep enemy heads down, it's bolts quickly lose their strength, and the natural inaccuracy of the weapon makes its effective range even lower.
  • Inaccurate - The Suppressor is not a marksmen's weapon designed for good shot placement. It is designed to put out high amounts of blaster bolts towards the enemy to force them into suppression and take down those unlucky enough to duck in time. A soldier can try and make it so with a tripod and high-powered scope, but it will still suffer from weight and shot deviation and, coupled with its lower range, a soldier would be better off with a rifle. It should go without saying, however, the heavier the weapon, so using a drum, will lower the accuracy and, of course, the more shots are placed with this weapon at once, the less the accuracy the firer is going to have. Unless suppressing, burst fire should be the default mode.
DESCRIPTION
The Suppressor was designed to provide infantry carried fire-support to squads, especially, that of the suppression variety. It was a relatively plain weapon made rugid and durable, the options to give it a highly modular nature was purely an economic one as it meant the weapon could be 'improved' upon by soldiers and suited to fill more roles allowing the Republic to 'skimp' on more specialized weaponry... Of course, some Senators didn't quite hear this as they gave the Go-Ahead for the Equalizer prototype, but it is a very economic weapon built for a large military and a nation not wanting to spend an extreme amount on outfitting their common infantry. This weapon was designed to stay in service for quite awhile before needing a true replacement and this is unlikely to change anytime soon.
 
OUT OF CHARACTER INFORMATION
d_i_i_xfr_f3_conduit_experimental_fusion_rifle_by_lord_draco.png

  • Intent: Provide the Republic a mass-produced SMG for its infantry, especially, for ship operations.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries [Republic Remnant]
  • Model: RR RF-3
  • Affiliation: Republic Remnant
  • Modularity: Yes (Top rail for add-ons).
  • Production: Mass-Produced
  • Material: Durasteel, synthmesh, blaster components
TECHNICAL SPECIFICATIONS
  • Classification: Blaster
  • Size: Small
  • Weight: Light
  • Ammunition Type: Power cell || Gas canister
  • Ammunition Capacity: Power Cell [70] || Gas Canister [120]
  • Reload Speed: High
  • Effective Range: Personal
  • Rate of Fire: High
  • Stopping Power: Average
  • Recoil: High
SPECIAL FEATURES
Strengths:
  • Compact - The RF-3 is a very compact smg, it is small in size and light in weight making it ideal for close ranged fighting such as the kind that takes place on ships during boarding actions or in tight urban environments.
  • User Friendly - The RF-3 was built to be as user friendly as possible, this includes a relatively simpler design and purpose, ease of cutsomization and, the best part, a magazine that allows the user to quickly, and easily, see how much ammo they have left and how much ammo is left in any magazine they may have or find. The lights on the side of the magazine, this is displayed on the gun or HUD once inserted, show how many shots it has remaining. For Power Cell, each light represents ten shots, slivers of the light disappearing with each shot until it is gone, for Gas Canisters, each light represents twenty shots. This allows soldiers to quickly get a rough estimate of how much energy is left before they insert it.
  • Fast - The RF-3 is fast. Its reload is fast able to quickly eject and smoothly slid in the new magazine with no hassle or ruse and the firing rate of the RF-3 is very impressive letting it pour blaster bolts out at a very respectable rate which is useful in tighter fighting environments where aim is less important and soldiers have less time, or space, to place their shots properly.
Weaknesses:
  • Kicks Like A Mule - Due to the small size and light weight coupled with the high firing rate, the RF-3 kicks like a mule. It lacks the weight needed to absorb some of that recoil, and its high firing rate makes it climb like no other. This makes it incredibly hard, near impossible, to control the weapon when firing it in anything more then burst.
  • Whites Of Their Eyes - The RF-3 was designed for very close fighting, the kind that takes place in dense urban environments and on ships, as such, the smg is not ideal for engaging foes at moderate to long distances.
  • Inaccurate - The RF-3 is an inherently inaccurate weapon. Its small, compact size, short range and large recoil mean this weapon will climb whenever fired, does not hand recoil well and is small enough that it doesn't have a long barrel to help compensate for range. However, this weapon was designed for close quarters fighting, using it to engage units far away or in open environments defeats its primary purpose and would be user error.
DESCRIPTION
The RF-3 is a compact smg designed for close quarters fighting, specifically, for dense urban environments and ship boarding actions. Because of this, some cutbacks were made, especially, to accuracy and range as such a weapon doesn't need either. The close quarters demands a compact, light weapon with decent stopping power and a high rate of fire to allow soldiers to suppress, or otherwise, fill a corridor with bolts quicker then the enemy can. This is a task the weapon excels in, but it is a specialist weapon, this is the only thing the weapon excels in and the only thing it should be used for.
 
mon_calamari_shipyards_mc85_command_cruiser_by_shoguneagle-dbpkbbj.jpg

OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Republic Remnant (Republic Remnant Industries)
  • Model: Lightbringer-class Star Defender
  • Affiliation: The Republic Remnant
  • Production: Mass-Produced
  • Material: Alusteel, Titanium, Durasteel, starship components
TECHNICAL SPECIFICATIONS
  • Classification: Star Defender
  • Length: 1270m
  • Width: 310m
  • Height: 230m
  • Armament: Very High
- 60 Long Range Megamasers
- 40 Long Range Ion Cannons
- 20 Point Defense Cannons
- 4 RLC-CMC Continuous Megamaser Cannons
  • Defenses: Average
Deflector Shields

Alusteel Hull Plating
  • Hangar: None: 0
  • Maneuverability Rating: Low
  • Speed Rating: Average
  • Hyperdrive Class: Average: 2
STANDARD FEATURES

Communication Systems

- Sensor Array
- Subspace Transceiver
- Hyperspace Transceiver
- Holonet Transceiver

Movement and Navigational Systems:

- Engines
- Atmospheric Thrusters
- Navigational Thrusters
- Class 2.0 Hyperdrive
- Inertial Dampeners
- Navigation Systems

Weapon and Defense Systems:

- Shields
- Alusteel Hull Plating
- 60 Long Range Megamasers
- 40 Long Range Ion Cannons
- 20 Point Defense Laser Cannons
- 4 RLC-CMC Continuous Maser Cannons

Crew-Oriented Systems:

- Life Support & Artificial Gravity Systems
- Captain Quarters
- Workout Rooms
- Crew Quarters
- Mess Halls
- Medbays

Miscellaneous:

- Cargo Hold
- Hangar Bay
- Powerplants
- Escape Pods
- Distress Beacon

ADVANCED SYSTEMS

- RLC-CMC Continuous Maser Cannons

- Emergency Bridge: There is a secondary bridge near the ship's engine room. This bridge is capable of performing all of the functions that the main bridge can carry out.


Strengths:
  • Heavy Armament: Lightbringer-class Star Defenders bring a large amount of firepower to engagements.

  • Secondary Bridge: The emergency bridge located near the rear of Lightbringer Star Defenders allows the ship to fight on in the event that the primary bridge is lost. This bridge also adds an additional required target for boarding parties.
Weaknesses:
  • No Hangar Bay: Lightbringer Star Defenders have no hangar bays and only have one external docking ring on the port side of the vessel. This class of vessel can bring no starfighter or bomber squadrons into battle.

  • Low Maneuverability: Despite its average speed, the Lightbringer-class' design causes the ship to turn relatively slowly and awkwardly.
Description:

Designed by Mon-Calamari and Chiss engineers, the Lightbringer-class Star Defender was built to strike down the fleets of darkness wherever the Republic may find them.


  • Minimum Crew Compliment: 800
  • Optimal Crew Compliment: 2,800
  • Passenger Capacity: 160 (80 marines. Prisoners, rescued personnel, and passengers)
  • Consumables: 1 Year
  • Cargo Capacity: 16,000 Metric Tons
 
OUT OF CHARACTER INFORMATION
maket_by_hrukapuka-d5ynioz.jpg

  • Intent: To provide the standard sidearm of the Republic Remnant military.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (Republic Remnant)
  • Model: RR Blaster Model 7, the 'Lucky Seven'
  • Affiliation: Republic remnant
  • Modularity: No
  • Production: Mass-Production
  • Material: Durasteel, synthmesh, blaster components
TECHNICAL SPECIFICATIONS
  • Classification: Blaster
  • Size: Small
  • Weight: Light
  • Ammunition Type: Power Cell || Gas Canister
  • Ammunition Capacity: 75 [Power Cell] || 150 [Gas Canister]
  • Reload Speed: Average
  • Effective Range: Personal
  • Rate of Fire: Average
  • Stopping Power: Low
  • Recoil: Very Low
SPECIAL FEATURES
Strengths:
  • Large Ammo Capacity - Thanks to the low power and larger magazine for power packs or canisters, the Lucky Seven can hold more charge then most other pistols of its size and type. This allows the user to carry less magazines for it and better endure long battlefield conditions where logistics become strained.
  • Accurate - Thanks to the low recoil and comfortable grip, the Lucky Seven is an accurate pistol that allows great shot placement and minimum spread.
  • Reliable - The Lucky Seven is designed to be a reliable sidearm, something that can be dropped in water, mud, kicked and used as a bludgeoning weapon and still function.
Weaknesses:
  • Mediocrity - The Lucky Seven is not a pistol to write home about, it's incredibly mundane. It pales in comparison to even other basic sidearms, its main advantage being its cheap production and reliability [further cutting down cost].
  • Low Range - The Lucky Seven lacks range, while it is accurate within its range, it requires people get fairly close to the enemy, or have them in close range, before the bolts are effective.
  • Low Power - The punch of this pistol is very low, most body armor will resist, or outright stop, the bolts. This low power does mean they aren't quite as lethal as other pistols. [Although, obviously, you still wouldn't want to take a bolt to the chest].
DESCRIPTION
The Lucky Seven was created to be the standard military sidearm used by both the naval and landbased military forces. It's cheap, reliable and cost effective which is about all that the republic needs of most of its standard armaments. The nickname Lucky Seven came from its model number, and, its reliability since it rarely suffered any kind of malfunctions making soldiers dub it the 'Lucky' Seven.

------------------------------------------------------------------

OUT OF CHARACTER INFORMATION
m_2189_diplomat_machine_pistol_by_blackdonner-d6bqstd.jpg

  • Intent: To provide a rapid firing sidearm 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 Tempest Model 12
  • Affiliation: Republic Remnant
  • Modularity: No
  • Production: Limited
  • Material: Durasteel, synthmesh, blaster components
TECHNICAL SPECIFICATIONS
  • Classification: Blaster
  • Size: Small
  • Weight: Average
  • Ammunition Type: Power cell || Gas Canister
  • Ammunition Capacity: 50 [Power Cell] || 100 [Gas Canister]
  • Reload Speed: Average
  • Effective Range: Personal
  • Rate of Fire: High
  • Stopping Power: High
  • Recoil: High
SPECIAL FEATURES
Strengths:
  • User Friendly - The Tempest is very user friendly. It is a simple design, comfortable in the hand and on the side of the pistol is an ammunition counter allowing people without HUDs, such as support staff, to quickly see how much power they have remaining in the weapon.
  • Rapid Fire - The Tempest can put out a torrent of fire, able to fill a hallway or corridor with bolts in no time. Its firing rate is much greater then most pistols on the market and enough to give even other machine pistols a challenge.
  • Stopping Power - Despite being a machine pistol, the Tempest packs a punch. It lets it threaten body armor.
Weaknesses:
  • Accuracy - The Tempest is not an accurate pistol. While it does have semi and burst fire options along with its full auto, it was not designed to be a marksmen's pistol. The kick and heft of the pistol draw even further from what accuracy this would have.
  • Reliability - The Tempest is not nearly as reliable as the simpler Lucky Seven pistol of the Republic Armed Services. It has been known to jam and overheat, especially,if its fully auto function is heavily used which will cause it to rapidly overheat which can lead to barrel deformation and even catastrophic weapon failure.
  • Recoil - The Tempest packs a kick and despite being heavier then many pistols, the weight is not enough to offset the mean kick it has, especially, since it is used in one hand. The faster rate of fire being used, the more recoil it will have. When in full-auto, it tends to climb.
DESCRIPTION
The Tempest was designed to give the Republic Remnant a potent, rapid fire sidearm to better deal with urban and enclosed environments [like starships]. The autopistol is rather new and has been, mostly, well recieved in the hands of support soldiers or naval marines who don't often engage in long drawn out campaigns or firefights where the unreliable nature of the tempest will start to effect them and where the rapid fire nature can help some overcome their skill deficiencies or better serve in the close environments where rate of fire will cause more damage then shot placement. The Tempest has found some use with some of the more specialized branches of the Republic Remnant military, however, its use in front line infantry is not nearly as high as the average infantryman prefers something he knows will work reliably and they won't need to baby everytime it rains or they have to crawl through the mud.

------------------------------------------------------------------

OUT OF CHARACTER INFORMATION
pavol-humaj-pavolhumaj-sc-shotgun.jpg

  • Intent: To provide the Republic Remnant a scatter gun for close quarters combat.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (Republic Remnant)
  • Model: RR KA-D12 Assault Scatter Gun
  • Affiliation: Republic Remnant
  • Modularity: Yes, can use the standard column magazine [6], a drum [24] or a saddle-drum [40]
  • Production: Mass-Produced
  • Material: Durasteel, synthmesh, scatter gun components
TECHNICAL SPECIFICATIONS
  • Classification: Scatter Gun
  • Size: Large
  • Weight: Heavy [Very Heavy with Saddle-Drum]
  • Ammunition Type: Scatter Shot/Slugs
  • Ammunition Capacity: Standard column magazine [6]. drum [24], saddle-drum [40]
  • Reload Speed: Low
  • Effective Range: Personal
  • Rate of Fire: High
  • Stopping Power: High
  • Recoil: High
SPECIAL FEATURES
Strengths:
  • Assault Weapon - The D12 scatter gun is optimized for close quarters fighting such as urban environments or ship boarding actions where it excels in assault enemy positions and clearing out rooms and corridors.
  • Rapid Fire - Being an assault scatter gun, the D12 can rapid fire if the trigger is held down. This lets it fill the space with either large slugs or numerous pelts to give it a better chance at quickly overwhelming foes, especially, in closed environments and at close range.
  • Magazine Options - The D12 comes with three magazine options allowing soldiers to tailor the weapon to their needs. If they want it lighter, they can take the standard mag, or if they don't mind the weight and need the sustained fire they can take the drum or even the large saddle-drum magazine.
Weaknesses:
  • Heavy - While the D12 is meant to be used to assault enclosed positions, its weight also acts as a deterrence from this as it is much slower on the draw allowing people with lighter weapons that also excel at short range, such as smgs, to outdraw and, possibly, kill them before they have time to unleash their shells. This lack of mobility can be the difference between life and death in an urban environment. The weight increases, dramatically, with the larger magazine sizes and it is important to note that the larger magazines, especially the saddle-drum, is prone to jamming.
  • Short Ranged - The D12 lacks range, while the slugs will be lethal at further ranges then the scatter shot, the weapon is still not meant to be used further then close range which is why it was designed, and excels, at such engagements. Anyone who has it in their hands in an open field against someone with a rifle is likely to be pushing up daisies by noon.
  • High Recoil - The D12 has quite the kick to it especially if using full auto and larger clips, the scatter gun will buck and climb very quickly if not tightly controlled as well as maintained firing control.
DESCRIPTION
The D12 was created to further reinforce the armaments of naval marines and republic troopers engaged in close urban warfare. While it could be used in other environments and for other purposes, its primary purpose is to give soldiers a potent punch when they are forced to face their foe up close. While being a scatter gun, and if using scatter shot, it will have greater effect against force users then standard blasters, however, this was not the primary intent and more of a nice bonus to the weapon [The Republic does not endorse engaging force users in close quarters combat unless unavoidable].
 
OUT OF CHARACTER INFORMATION
Storm_Troopers_descent.jpg

  • Intent: To provide the Republic Remnant with a VTOL troop transport.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Valkyrie
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (Republic Remnant)
  • Model: RR-RDV 'Jumper'
  • Affiliation: Republic Remnant
  • Production: Limited
  • 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: Transport
Length: 18.5 m

Width: 16.9 m
Height: 4.8 m
Armament: Average
  • Two door-mounted heavy repeating blasters
  • Two sixteen-pack concussive missile pods
Defenses: Low
  • Shield Deflector
  • Composite Armor Plating
  • Thermal Flares [Counter-Measure System]
  • Jamming System
Squadron Count: Average | 12
Maneuverability Rating: High
Speed Rating: High


STANDARD FEATURES
  • Range Transceiver
  • Subspace Transceiver
  • Ion Drive
  • Maneuvering Jets
  • Ejection Seats
  • Distress Beacon
  • Inertial Dampener
  • Lift Support
  • Com-Scan
  • Comm Laser
  • Targeting Computer
  • Targeting Laser
  • Targeting Sensor
​Advanced Features
4x-Phantom short-range sensor jammer

Strengths:
  • Quick and Agile - The Jumper is very quick and agile, especially, for a transport ship, this lets it better avoid incoming fire and, most importantly, get troops ground side as quickly as possible before doubling back for another run. It also allows it to deploy troops in tighter quarters like urban or heavily forested environments.
  • Strafing Run - The Jumper does not have weaponry designed for ship to ship combat, its weaponry is primed for ground targets, to strafe the target area before it drops off its troops. Each launcher has four AT missiles and twelve HE missiles, each missile is fairly low yield as the AT missiles are not optimal for punching through heavier armor and the HE missiles are meant to saturate in area in their numbers rather then, individually, have a great impact. But, it does allow the Jumper to better clear out LZ's.
  • Rapid Deployment - The Jumper is ideal for rapidly deploying, and redeploying, squads. Its VTOL nature allows it to easily maneuver around, hover a few feet above the ground and for the soldiers to storm out, it does have a series of emplacements to allow soldiers to rappel to the ground four at a time if they can't get to the ground fast enough.
Weaknesses:
  • No Hyperdrive - The Jumper lacks a hyperdrive meaning it needs to be carried to and from battlefields. While this, itself is not overly bad, the fact that it takes up space is an issue as ships need to decide if, and how many, Jumpers they bring and for each jumper they bring that is one less fighter, one less bomber or one less large deployment transport.
  • Small Load - The Jumper is a small scale transport. It carries only ten soldiers, a single squad, and can only carry a single light vehicle on the bottom. Anything heavier will dangerously unbalance the Jumper or not even allow it to fly. The Jumper is meant to drop a single squad, or light vehicle, and quickly redeploy it if necessary, this makes it unsuitable at mass landings.
  • Fragile - The Jumper is a fragile flier, it is meant to avoid fire using its speed and agility, not to tank hits, especially, to its flanks where only a rather thin door protects the soft interior of the vehicle. This weapon cannot stand up against even moderate powered weapon able to be quickly crippled.
Description
The Jumper was designed to help supplement the Remnant's RRATD. Unlike the RRATD, the Jumper is a small scale rapid deployment vehicle. While the RRATD excels at mass deployment, the Jumper is about mobility and lightning deployment, often, behind enemy lines or to secure forward positions, dropping off a single squad and its equipment before taking off to complete its next drop. Because it will often be dropping comrades behind enemy lines or forward to secure possible LZ's, the Jumper was designed with a strong strafing ability letting it give fire-support to the squads it drops off. It isn't ideal at it, however, as its fragile state mean exposing itself like that could lead to it being knocked out, but war and desperation sometimes leave no other option and the Jumper was designed should it have to fill that need.

Technical Explanations

Crew: The Jumper has a crew of two, a pilot and a gunner. The pilot does exactly as it sounds, flies the Jumper. The gunner controls the concussive missile pods, flare counter-measures and also acts as the communications specialist aboard the jumper, communicating with both central command, its parent ship or landing base and, occasionally, squads requesting pick-up or emergency firesupport.

Capacity: The Jumper has the ability to carry ten soldiers, and their kits, as well as a light vehicle on the bottom, however, most often, it carries supply crates for drops rather then vehicles as there aren't a lot of light vehicles in the Remnant's arsenal.

Defensive Systems: Like a lot of Republic Remnant vehicles, it has a composite armor composition to give it superior protection, however, the armor on the Jumper is light in order to make more internal room and allow for a higher speed without overly increasing the cost of the vehicle. This armor is designed to stand up to small arms and is not rated for heavier, dedicated, AT weaponry. Along with its armor, it maintains the standard shield deflector generator to help keep its compartment vacuum-sealed in the case of hull breach or failure. It provides a level of support and protection against weaponry, however like the armor, it is not rated for dedicated AT weaponry. Along with this, it contains a thermal flare counter-measure system for missile defense and a jammer to help it interrupt targeting solutions or tracking systems.

Weapon Systems: The main armament for the Jumper are its two, sixteen-pack concussive missile pods. The missiles are low-yield, even the eight AT missiles, and are meant to be used for area saturation and not precision strikes. These missiles are entirely air-to-ground missiles as they lack both the advanced guidance systems and acceleration needed to target other flying ships. Besides these missiles, it has two heavy repeating blaster door-mounted guns. The guns cannot be fired unless the doors are open, they are not automated and must be manned, as the two dedicated crew of the Jumper are a little too busy, the guns are manned by whatever squad they are dropping, and if no squad is within the ship, the guns are unmanned. The guns allow the squad to provide suppressing covering fire for their comrades as they disembark.
 

Aeth Deschart

Guest
A
krzysztof_bielenin_02.jpg

OUT OF CHARACTER INFORMATION
  • Intent: To create a specialized Battlecruiser to act as a shield and starfighter defense.
  • Image Source: Krzysztof Bielenin
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A


PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (The Republic Remnant)
  • Model: Yularen-class Shield Cruiser
  • Affiliation: The Republic Remnant
  • Production: Limited
  • Material: Alusteel frame with Neutronium Impregnated Alusteel Hull


TECHNICAL SPECIFICATIONS
  • Classification: Escort
  • Length: 480m
  • Width: 1200m
  • Height: 4000m
  • Armament: Low​Ion Cannons
  • RLC-CMC's
[*]Defenses: Extreme
  • ​Triple Redundant Shields
  • Large amount of point defense lasers
  • Armor
[*]Hangar: Average: 15
[*]Maneuverability Rating: Average
[*]Speed Rating: Low
[*]Hyperdrive Class: Average: 2


STANDARD FEATURES
  • Communication Wave De-scrambler
  • Encryption Module
  • Frequency Jammer
  • Holonet Transceiver
  • Hyperwave Transceiver
  • Ranger Transceiver
  • Subspace Transceiver
  • Escape Pods
  • Life Support
  • Medical Bay
  • Cap Drains
  • Shields
  • Long-range Scanner
  • Sensor Dampener
  • Targeting Lasers
  • Tractor Beams
  • Maneuvering Jets
ADVANCED SYSTEMS
Strengths:
  • Heavily defended
  • Good sized hangar
  • Large amount of anti-starfighter capability


Weaknesses:
  • Low armament
  • Low speed


Description: When your enemy is fond of long range attacks, and you are built for close quarters, how do you counter their advantage? One method is speed. Another is a powerful shield. The Yularen-class utilizes the latter. The intent is simple:
with high powered and redundant shield systems the ship can approach the enemy at the lead of a fleet and soak up the enemy attack before the fleet reaches close combat quarters. With the high focus on point defense lasers, the ship also acts as an anti-fighter screen, deploying it's own when the defensive systems are not enough. What it lacks in speed and armament it makes up for in defense and hangar capabilities. It's not going to destroy many enemy capital craft, but it's a beast against fighters, not to mention physically imposing.
 

Aeth Deschart

Guest
A
carrier32-1024x576.jpg
OUT OF CHARACTER INFORMATION

  • Intent: To create a destroyer sized carrier for the Republic Remnant.
  • Image Source: Fractalsponge
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (The Republic Remnant)
  • Model: Nunb-class Star Carrier
  • Affiliation: The Republic Remnant
  • Production: Minor
  • Material: Alusteel frame with neutronium impregnated alusteel hull
TECHNICAL SPECIFICATIONS
  • Classification: Dedicated Carrier
  • Length: 1950m
  • Width: 800m
  • Height: 400m
  • Armament: Low
    ​Ion Cannons
  • Megamasers

[*]Defenses: Moderate
  • ​Redundant Shields
  • Point Defense Lasers
  • Armor

[*]Hangar: High: 11
[*]Maneuverability Rating: Average
[*]Speed Rating: Low
[*]Hyperdrive Class: Average: 2
STANDARD FEATURES
  • Communication Wave De-scrambler
  • Encryption Module
  • Frequency Jammer
  • Holonet Transceiver
  • Hyperwave Transceiver
  • Ranger Transceiver
  • Subspace Transceiver
  • Escape Pods
  • Life Support
  • Medical Bay
  • Cap Drains
  • Shields
  • Long-range Scanner
  • Sensor Dampener
  • Targeting Lasers
  • Tractor Beams
  • Maneuvering Jets

ADVANCED SYSTEMS

Strengths:
  • Large hangar size
  • Moderate defensive capabilities
Weaknesses:
  • Low armament
  • Low speed
Description: Designed to be the go to fleet carrier of the Republic, the Nunb-class is focused on defense and carrying capacity. Where some ships sacrifice starfighter squadron numbers in the name of keeping heavier armament, this carrier does not. Instead, it relies upon the rest of the fleet force to keep it protected, and hangs back behind the big guns in order to deliver its fighter payload. Additionally, the space required to house all of the fighters has necessitated that the engines be somewhat weaker, making the ship slower by comparison to many other ships its size. Regardless, it has shown itself capable of performing the task that it was made for, and so the Republic has instituted it as one of the main ships of the line.
 

Aeth Deschart

Guest
A
archers_of_space___artillery_cruisers_by_euderion-dbgs2p7.jpg
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (The Republic Remnant)
  • Model: Sovv-class Artillery Frigate
  • Affiliation: The Republic Remnant
  • Production: Limited
  • Material: Alusteel frame with Neutronium impregnated Alusteel Hull

TECHNICAL SPECIFICATIONS
  • Classification: Artillery Frigate
  • Length: 500 meters
  • Width: 90m
  • Height: 75m
  • Armament: Moderate Megamasers
  • Long-Range Megamasers
  • 1 RLC-100 Anti-Ship Ion Canon
[*]Defenses: High
  • ​Redundant Shields
  • Point Defense Lasers
  • Armor
[*]Hangar: None
[*]Maneuverability Rating: Moderate
[*]Speed Rating: Average
[*]Hyperdrive Class: Average: 2

STANDARD FEATURES
  • Communication Wave De-scrambler
  • Encryption Module
  • Frequency Jammer
  • Holonet Transceiver
  • Hyperwave Transceiver
  • Ranger Transceiver
  • Subspace Transceiver
  • Escape Pods
  • Life Support
  • Medical Bay
  • Cap Drains
  • Shields
  • Long-range Scanner
  • Sensor Dampener
  • Targeting Lasers
  • Tractor Beams
  • Maneuvering Jets
ADVANCED SYSTEMS

Strengths:
  • Long range weaponry packs a wallop
  • Good maneuverability allowing it to readdress ranged fire as needed.

Weaknesses:
  • No hangar.
  • RLC-100 runs axial through the ship, so ship must be pointed at the target to fire.
  • While it is listed at Moderate damage, this is due to the stopping power of the RLC-100. When the latter is not in use/recharging, it's firepower would be considered Low.

Description:
The Sovv-class was designed around the RLC-100 Anti-Ship Ion canon. It's intent is to be used as a long range artillery frigate.
Hanging back at a distance it can fire it's main gun and a few long range megamasers, but when it isn't firing the main gun it isn't doing a whole lot by comparison to some artillery ships.
It possesses no hangar, relying on external ports to ferry personnel, and support craft to provide protection from enemy capital ships that converge into close range on the vessel. Despite the few limitations, the ship has performed well in testing and is expected to perform admirably in the field.
 
OUT OF CHARACTER INFORMATION
goodwp.com_31860.jpg

  • Intent: To provide a heavy AA/Artillery hybrid walker to enhance the air defense and long range power of 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 HW Scorpion Series-4
  • Affiliation: Republic Remnant
  • Modularity: No
  • Production: Limited
  • 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:: Walker
Role: Anti-Aircraft/Artillery
Size: Very Large
Weight: Heavy
Minimum Crew: Two ]Driver/Gunner]
Optimal Crew: Three [Driver/Gunner/Loader]
Propulsion: Quadrupedal
Speed: Very Slow, 40 km/h
Maneuverability: Very Low
Armaments: Extreme

  • Kinetic Cannon - Extreme
Defenses: Low
  • Composite Armor - Very Low
  • Shield Generator - Low
Squadron Count: 4 | Very Low
Passenger Capacity: None
Cargo Capacity: Very Low

SPECIAL FEATURES
Strengths:

  • Multi-Role Platform - The Scorpion walker is a very simple machine, in principle, being just a gun on legs, however, thanks to the simplistic nature of its main gun and physical make-up, it can provide AA coverage, using high velocity rounds, or as artillery using heavier HE rounds. This does help in large scale invasions as, thanks to its dual nature, they can help fill two roles with one and free up space for other equipment.
  • Shock and Awe - The walker isn't just a gun on a walker, its a big gun on a walker. The immense booms as each round is fired can echo over large distances and the impacts of this weapon are a sight to behold especially the HE variety which is designed to provide maximum explosive impact and radius.
  • Advanced Targeting Systems - The Scorpion has an advanced targeting computer as, thanks to its dual role, it needs to quickly make the necessary calculations from firing heavy HE rounds in a parabola to strike at the desired area to firing a quick succession of high velocity rounds to engage vehicles zipping through the air and be able to switch between them on the fly. This advanced targeting computer is designed to aid in firing at vehicles with jammers.
  • Firing Angles - The Scorpion has an impressive amount of gun firing angles. Its gun can raise and lower, swivel in 360 degrees and, most importantly of all, its legs can raise and lower independently of the other, what this allows it to do is 'arc' its gun, and so fire the shell in trajectories that other weapon systems would struggle to replicate allowing it to better fire around obstacles.
Weaknesses:
  • Lumbering Beast - The Scorpion is a very large and very slow walker. Its legs were built to give it more firing angles and handle the immense recoil from its weapon and is not built for speed or maneuverability. This weapon platform is meant to deploy and then sit, if it has to move, it had better be for a good reason as it will be awhile before it gets there especially if the terrain is tight.
  • Multi-Role - As much as, on paper, a multi-role vehicle is useful, it can also be a handicap especially if the roles are as diverse as AA and artillery. When most think of this, they can only see the ability to flip between each on a dime, what they fail to consider is what happens when you need both support options? You are forced to choose, AA or Artillery. Which is more important at that exact moment in time as, due to its nature, you can't have both at once. Yes, it saves space and gives you more options, however, if you are facing both situations in close proximity, which is often the case on the battlefield, you have to pick one or the other, if you attempt to split in half, you get a half-hearted effort and control in both fields.
  • Long Range Fighter - As one can imagine, the Scorpion is geared towards long range combat, spewing fire at fliers up in the sky or shelling targets at ground level miles away. It is not meant to engage targets up close and while it 'can' aim at targets up close and personal, its pathetic defenses and very large size means it is very easy to spot and nail, and because of its low armor, it wasn't designed to resist damage. Soft targets [infantry], up close, are especially brutal as AA rounds are horrendous for the job and the HE roudns can pose just as much danger to itself when firing danger close as it can the enemy infantry.
  • Vulnerable - As previously alluded to, the Scorpion is a very vulnerable platform. Its defenses are low, its armor plating light enough to only resist light small arms and its shielding, while stronger, is meant to resist glancing hits from return artillery fire or a lightning airstrike. This vulnerability is only heightened by its weight and it being a walker as it has, literal, tons resting upon its weak joints just begging for heavy weaponry to come swinging by.
  • Large Target Acquisition - While the Scorpion can fire at smaller aircraft, that is not its primary design purpose. It was designed to engage larger, more durable aircraft such as gunships, heavy bombers, freighters and other such fliers where the large, powerful shells can be employed to maximum efficiency. This is why it is best coupled with the lighter AA vehicle the Republic Remnant Hunter.
DESCRIPTION
The Scorpion was designed to round out the Republic Remnant's ground-based areal denial weapon systems, meant to be used in tandem with the Hunter. The Scorpion was not designed with the purpose to engage large, fast, nimble fighter or other smaller aircraft, it was designed to go up against larger, better armored fliers such as gunships, heavy bombers or freighters thanks to its large, portent kinetic cannon. However, quick in its development, the engineers discovered that its chassis was a perfect fit for an artillery walker, in an effort to save money, [Force save the blessed Republic Bureaucracy], they merged the designs together rather then create two different variants as the debate was still raging over if this was a correct decision with the Prowler series.

The project was a claimed to be a success as it preformed its artillery role well thanks to its heavy HE rounds that quickly became dubbed 'Earthshakers' for the 'feel 'of the earth trembling beneath the feet of those standing near the site of impact. Despite, what they claim to be a success, generals and military theorist are still debating on if multi-role, when the roles are so drastically different, are truly worth employment rather then separate, specialized, vehicles.

Technical Explanations

Crew: The scorpion has two crew members, a driver and a gunner. The gunner's job is the most important as he works the main, and only, gun and sole purpose of the vehicle. The gunner is always chosen from the most experienced of tank crews as they have to have steel in their veins to properly learn fire discipline and control as they will have to change on a dime, most of the time, they will watch the skies, but they need to be ready to providing firing support ASAP and return to airspace control just as fast. The driver has a much easier time as the Scorpion doesn't tend to move much once planted, however, once it is set, the driver takes over the communications systems as well as punching in coordinates and relaying them to the gunner for firing solutions for artillery support. The loader's position is a bit odd as the gun, itself, has an autoloader, however, the walker does not hold much ammo, as such, the loader's job is to stay outside the vehicle 'feeding' ammo on demand into the walker's bay. The loader's position is not.. desired as they are the most exposed and have the high mortality rates, especially, from returning artillery strikes.

Defensive Systems: The defensive systems, or lack there of, of the Scorpion leaves it dangerously exposed. The armor plating is incredibly light designed to resist small arms fire but its light plating, coupled with its walker platform, means it was not rated against even moderate firepower. The shielding, while decent enough to give it some protection, was not designed to resist direct fire, instead, it was focused on resisting glancing blows from in-direct return artillery fire or from strafing runs from fighters that break through the defensive networks. The Scorpion is also one of the few Republic walkers without a jamming system in order to cut cost as the expectations of this walker was to be well within the back lines where, theoretically, it would be safe.

Weapon Systems: The Scorpion has a single weapon, its massive kinetic cannon firing 16-inch shells. These large shells are in an auto-loader within the walker able to switch between them, however, it only holds 12 of these massive shells before it must be reloaded, this is why it is common place to place the supplies, and why the loader usually remains outside of the walker to ensure the weapon can fire unimpeded. The weapon can fire two different shells, a lighter shell with a superior propellant that is designed to target fliers, especially heavily armored fliers, with its high velocity AA shells, or, HE 'earthshaker' rounds to provide long range artillery support.
 
mon_calamari_shipyards_mc85_command_cruiser_by_shoguneagle-dbpkbbj.jpg

OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: Republic Remnant (Republic Remnant Industries)
  • Model: Bulwark-class Star Defender
  • Affiliation: The Republic Remnant
  • Production: Mass-Produced
  • Material: Alusteel, Titanium, Durasteel, starship components

TECHNICAL SPECIFICATIONS
  • Classification: Star Destroyer
  • Length: 1320m
  • Width: 310m
  • Height: 290m
  • Armament: Low
- 60 Megamasers
- 40 Point Defense Cannons
  • Defenses: Extreme
Deflector Shields
- Double Redundant particle and ray shielding based on Mon Calamari shield designs.
Hull Plating
- Alusteel hull reinforced with underlayers of durasteel and titanium
  • Hangar: Very Low: 2 Squadrons
  • Maneuverability Rating: Low
  • Speed Rating: Average
  • Hyperdrive Class: Average: 2

STANDARD FEATURES
(Provide all of your submission's standard features, including non-combat items, here in a list. This includes all features that are common for vessels of this class. Please link to all Factory Submissions used. Links: Starship Weapons, Approved Technology, Shields, Engines)

ADVANCED SYSTEMS
(Provide all of your submission's advanced systems, including non-combat items and special weapons, here in a list. Please link to all Factory Submissions used. Stealth technology and other advanced systems may require other weaknesses or reduced ratings for balance. Ensure significant capabilities from systems are included in the Strengths and Weaknesses lists. Examples include: Stealth systems, Advanced ECM systems, Crystal gravfield traps, HIMS, Molecular shields. Links: Starship Weapons, Approved Technology, Shields, Engines)

Strengths:

  • (Provide, in list format, a minimum of 1 strength of this submission.)

Weaknesses:
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)

Description:
 
OUT OF CHARACTER INFORMATION
Vulture1.png

  • Intent: To give the Republic Remnant a Gunship for strong ground support.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Vulture
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (Republic Remnant)
  • Model: RR-GSV 'Lancer' Model-V
  • Affiliation: Republic Remnant
  • Production: Minor
  • 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: Gunship
  • Length: 19.2 m
  • Width: 14.2 m
  • Height: 4.9 m
Armament: High
  • Nose-Mounted Rotary Cannon
  • Two Twenty-Pack High Explosive Rocket Pods [10 AT/30HE]
  • Two Wing-Mounted Heavy Laser Cannons
Defenses: Average
  • Deflector Shield Generator
  • Composite Armor Plating
  • Thermal Flares [Counter-Measure System]
  • Jamming System
Squadron Count: Low | 8
Maneuverability Rating: Low
Speed Rating: Very Fast
Hyperdrive Class: N/A

STANDARD FEATURES
  • Range Transceiver
  • Subspace Transceiver
  • Ion Drive
  • Maneuvering Jets
  • Ejection Seats
  • Distress Beacon
  • Inertial Dampener
  • Lift Support
  • Com-Scan
  • Comm Laser
  • Targeting Computer
  • Targeting Laser
  • Targeting Sensor
ADVANCED SYSTEMS
Strengths:
  • Strafing Run - The Lancer was designed to provide ground fire support and this is a role it excels in. Its rapid fire rotary cannon and large amount of HE rockets allow it to quickly saturate a large area and its potent laser cannons are designed to provide accurate anti-tank fire. This is all to make the Lancer's strafing run very effective on single runs, this design decision made to help reduce the possible AA fire the Lancer would face by shortening the airtime.
  • Lightning Strike -The Lancer's incredible speed allows it to preform its strafing runs at blinding speed, able to quickly deploy for its fire mission, complete its object and return for resupply. This has the added bonus of lowering its time spent in hostile airspace.
  • Varied Payload - The Lancer contains a mixture of weaponry allowing it to better engage the variety of ground-based forces it will be called upon to engage.
  • Two Crew - The Lancer has two dedicated crew members, while this does add weight and put forward more lives in danger, it also serves the purpose of reducing stress on both crew members as the pilot can concentrate on keeping them on target, and avoiding fire, while the gunner can concentrate on causing maximum damage potential.
Weaknesses:
  • No Hyperdrive - The Lancer lacks a hyperdrive meaning it needs to be carried to and from battlefields. While this, itself is not overly bad, the fact that it takes up space is an issue as ships need to decide if, and how many, Lancers they bring and for each Lancer they bring that is one less fighter, one less bomber or one less deployment transport.
  • Flies Like A Brick - The Lancer is not an agile flier, its built for maximum forward thrust, to get in and out, it was not created for aerial acrobatics. So, while its speed my lessen the amount of time it spends in enemy airspace, its mobility lowers the Lancer's chances at avoiding enemy fire.
  • Poor Dog-fighter - As its weaponry is designed for anti-ground work, the Lancer is not suited for aerial combat. It can engage in aerial combat if needed, by relying on its rotary and laser cannons, its targeting computer is ill-suited for tracking other fliers.
  • Unguided Weaponry -The Lancer's weaponry are all unguided. While the aiming of the gunner is enhanced by the targeting computer, it is all based upon the gunner's skill from the rocket placement, rotary cannon fire or laser cannon precision strikes.

Description:
(Describing your submission's history is optional. Please provide a detailed account or link of each special feature that is listed in this submission. All miscellaneous descriptive elements go here, such as Cargo Capacity, Passengers, Consumables, Crew, etc.. There is no requirement for amount of words here so long as you meet the minimum requirements for your advanced systems.)

Technical Explanations

Crew: The Lancer has two crew, a gunner and a pilot. The pilot's job is fairly obvious, to fly the Lancer. This job is highly stressful and demanding as running strafing runs, especially with the laser cannons, requires a level pf precision and calm under pressure [and fire] that many cannot do. The gunner controls the weaponry from the nose-mounted rotary cannon, rocket pods and heavy laser cannons. Due to the weaponry all being unguided, the gunner needs to use his skills and his targeting computer to their maximum efficiency as while the rotary cannon and rockets are all about ground saturation, the heavy laser cannons are precision weapons requiring accuracy in order to preform to its optimal proficiency.

Defensive Systems: The defenses of the Lancer is fairly average for most gunships. It has a thin composite plating, thinner then the standard armor adorned by most gunships but its strong nature helps give it a RHA strength of similar levels. The armor was kept light so as to not lower the speed of the Lancer as to do so would defeat its design purposes. Its other main defensive strength lies in its deflector shields to help protect it further from weapons, however, the deflector shield is nothing to write home about and is not particularly strong. It contains thermal flares to help defend it against launched missiles and other such attacks that rely on thermal targeting. The Lancer also has an advanced jamming system to further increase its protection.

Weapon Systems: The Lancer has its fair share of weaponry with the primary purpose of ground warfare. Its first, and most basic, is the rotary cannon mounted upon the nose of the Lancer. Its high rate of fire allows it to saturate an area with bolts, designed to combat large bodies of infantry, or, to cover an area with bolts to increase the odds of striking lone targets. It is nose-mounted meaning it cannot fire above the nose of the Lancer. The second are its rocket pods, unguided, moderate yield rockets. It contains 10 AT rockets [five in each pod] and 30 HE rockets [15 in each pod], the rockets are not missiles, which means they are completely unguided and they are not meant to be precision weapon, instead, like the rotary cannon, they are designed to be fired in rapid succession to deliver high damage over a large area. The last is the only true precision weapon the Lancer has, its twin heavy laser cannons which are designed to defeat heavy armored targeted by delivering a quick, accurate and high powered shot. Both cannons are fairly slow firing so accuracy is key as the Lancer is unlikely to get more then a few shots off in a single pass.
 
OUT OF CHARACTER INFORMATION
99120113043_Tau_Empire_TY7_Devil_Fish01.jpg

  • Intent: To provide an APC to the Republic Remnant.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Devilfish
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (Republic Remnant)
  • Model: RR-ICS Advanced Deployment APC
  • Affiliation: Republic Remnant
  • Modularity: Yes [It is used as a standard chassis of which there are two different, existing, variants that are IFVs, outside of these two, separate, vehicles, no, it does not offer much modularity].
  • Production: Mass-Produced
  • 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:: Repulsorcraft
Role: Armored Personnel Carrier
Size: Average
Weight: Average
Minimum Crew: One
Optimal Crew: Two
Propulsion: Repulsorlift
Speed: Average, 80 km/h
Maneuverability: Very High
Armaments: Average [Each weapon is fairly low, however, the large amount of the low weapons make me feel like I should place this at average. Let me know your thoughts on this, if possible, whomever is judging this. If it should be low, I'll knock it down and bump squadron count up by one to balance the stats again.]

  • Rotary Cannon - Low
  • Two Dual Light Repeating Blaster Turrets - Low
Defenses: Low
  • Deflector Shield Generator - Low
  • Composite Armor - Low
Squadron Count: Low
Passenger Capacity: Twelve
Cargo Capacity: Average


SPECIAL FEATURES
Strengths:
  • Vertical Jump - The APC can 'jump' or 'rise' using its thrusters allowing it to 'rise' up to one hundred meters. It cannot hold this for long and so is used to scale tall buildings or objects either to rest and deploy its troops on them, or, to go over them. This ability, coupled with its power engines, gives it incredible maneuverability compared to most other APCs especially in urban environments where buildings become possible deployment zones instead of obstacles. .
  • Suppression Priority - The APC has very rapid firing weaponry designed to engage infantry and keep them suppressed to the best of its ability while its occupants disembark as safe as they can.
  • Rapid Deployment - The APC has four hates, a top emergency exit hatch, two side hatches capable of fitting one person at a time and the back, main, hatch which can fit two people entering or leaving at a time. This gives the infantry a lot of options in disembarking increasing their odds of leaving in safety, allows them a redundant system should there be any malfunctions and, in the case of emergencies, they can quickly vacate the vehicle thanks to the options available.
Weaknesses:
  • Fragile - The APC is not very durable, its armor was sacrificed to allow it to preform its vertical movement which makes it less resilient to direct attacks then most APCs and while it does have deflector shields, they aren't enough to recover this as most of the APC's energy goes towards its maneuvering jets.
  • Low Penetration - The weapon systems of the APC are entirely geared towards infantry, and not particularly heavy infantry. They were not designed to engage armor, be it vehicle or of the heavy infantry variety.
  • Rear Blind Spot - The APC's weaponry only cover its front and flanks. It cannot fire behind itself which leaves it vulnerable also comes with the downside that it cannot provide covering fire to its read, and largest hatch, if the situation is demanded [However, deploying soldiers directly into the line of fire is not advisable].
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.)


Technical Explanations
 
OUT OF CHARACTER INFORMATION
bulldog_future_weapon_design_by_drzoidberg96-da8aby2.jpg

  • Intent: To provide a specialized SMG for infiltration operations to be used by the Republic Remnant forces.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (Republic Remnant)
  • Model: M-12 Submachine Gun
  • Affiliation: Republic Remnant
  • Modularity: (Yes, top rail for add-ons, silencer or muzzle brakes)
  • Production: Mass-Production
  • Material: Durasteel, synthmesh, blaster components
TECHNICAL SPECIFICATIONS
  • Classification: Slugthower
  • Size: Small
  • Weight: Light
  • Ammunition Type: 8.5mmx25mm Caseless
  • Ammunition Capacity: 30
  • Reload Speed: Low
  • Effective Range: Personal
  • Rate of Fire: Average
  • Stopping Power: Average
  • Recoil: Average
SPECIAL FEATURES
  • Subsonic Ammunition Option
  • Modular
  • Compact
  • Transparent Magazine
  • Top Mounted Horizontal Magazine
Strengths:
  • Compact - The M-12 is a compact, light smg ideal for use in tight corridors where it becomes harder to turn corners or where a quick draw is needed.
  • Quiet - The M-12 is designed for infiltration missions and gives its users plenty of options to engage it it such as subsonic munitions and optional silencer to allow it to become deathly quiet.
Weaknesses:
  • Finicky Reload Mechanism - The top mounted magazine can be finicky as they have to release it, wiggle it out, slide in the new one, slap it down and then secure it down once again which takes precious seconds more then standard detachable bottom fed magazines.
  • Low Range - The M-12 was designed for close quarter environments where a team would need to infiltrate buildings, ships or other such environments, as such, the ideal range is very up close and personal. It is not rated for medium to long ranges.
DESCRIPTION
The Republic is still branching out into its submachine gun armaments as, currently, they are lacking. The M-12 is not a truly special weapon, it is fairly simple in make, design and purpose. It is meant to be a quiet, easy to use weapon for soldiers needing to preform infiltration ops. However, the weapon does not impress anyone with its power or firing rate, and while it is compact, so great for dealing with the tight quarters, the compact nature of the weapon does nothing for its range and the reload mechanism is a bit finicky and frustrating. The M-12 is not an 'ideal' weapon, but it is a solid weapon and is an important stepping stone in the submachine gun development as the Republic looks into making more potent, specialized, variants.
 
OUT OF CHARACTER INFORMATION
hover_tank_gramr_by_bloo_ocean-d8liki7.jpg

  • Intent: To provide a more potent tank to reinforce the armored divisions of 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 M42-s
  • Affiliation: Republic Remnant
  • Modularity: No
  • Production: Minor
  • 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:: Tank
Role: Assault Tank
Size: Average
Weight: Average

Minimum Crew: Two [Driver/Gunner]
Optimal Crew: Three [Driver/Gunner/Commander]
Propulsion: Repulsorlift
Speed: Low, 50km/h
Maneuverability: Low
Armaments: Very High

  • Particle Beam Cannon - Very High
Defenses: High
  • Deflector Shield - Average
  • Composite Armor - High
Squadron Count: 12 | Average
Passenger Capacity: Very Low
Cargo Capacity: Very Small


SPECIAL FEATURES
Strengths:
  • Well-Armored - The M42 is very well armored in its composite plating which is reinforced by its shield generator all of which are designed to allow it to take a punch and keep on floating.
  • Potent Weapon - The M42 has a potent main cannon designed to face heavy armor and makes it ideal at facing other vehicles especially tanks.
  • Beam Weapon - The particle beam fires in long 'burst' which allows the M42 gunner to 'sweep' the beam if needed to cover a larger area or, should they miss initially, move the beam to the correct target allowing them to correct their aim which gives it a very high accuracy.
Weaknesses:
  • Ponderous - The M42 is a slow and ponderous tank lacking maneuverability which is further harmed by the fact it only has a single, turret mounted weaponry making it very easy to sneak up on and hit in the flanks or rear before it can react in time.
  • Short-Ranged - The main cannon, while potent, is short ranged due to its very nature of being a particle cannon as the atoms and excited molecules will quickly disperse until they lose their potency as it travels making the M42 only lethal at short ranges, especially, compared to other tank main armaments.
  • Slow Firing - The M42 takes time in reloading as the molecules must be energized before they can become lethal, this takes a bit of time and the cannon will make a distinct whine as it powers up giving anyone nearby a pretty decent idea of what is about to happen.
DESCRIPTION
The M42 was created and produced to add a anti-armor punch to the Republic's armory that could be produced at a greater rate then its current selections and reinforce its numerous, albeit, weak mass-produced tanks. While it was designed with a potent main weapon, the main weapon has a fairly short range and took a bit of charging before the weapon could fire creating more then its fair share of vulnerabilities, however, as it is designed to support, and be supported, by other armor and infantry, this was viewed as an acceptable risk and the tank was pushed to the assembly lines.

Technical Explanation

Crew: The M42 is designed to run with a crew of three. The gunner does exactly as their job implies and mans the main gun. The gunner is usually fairly raw in terms of experience as thanks to the ease of the beam cannon in turns of accuracy and accuracy correction, it often serves as the tank most gunners earn their stripes on. This is not always the case as some gunners fall in love with their tank and won't leave the model, but it is common for M42 crews to have gunners that come and go as they garner experience, and aptitude, before being switched out to other, more challenging, vehicles. The driver, well, drives. Due to the vulnerability of how ponderous the tank is, and lacking weapon systems to cover its exposed areas, the driver's job is a bit more difficult then most as they need to maintain as much environmental awareness as possible to ensure they lessen exposure as much as possible. The commander's main job is to oversee the crew, maintain communications with chain of command and guide the tank on its path to complete its objective. Should either of the other crew be injured, the commander can fill in for them. All three members of the crew pitch in for maintenance when possible.

Weapon Systems: The M42 has only a single weapon, its particle beam cannon. The particle beam cannon is designed to face armor, the continuous assault by atoms and particles moving at near-light speed is ideal for defeating armor over periods of exposure to the beam. As it is a beam that fires in 'pulses', the beam can be 'swept' across an area which makes it adequate at engaging infantry and allows the gunner to quickly correct their aim should the initial placement be off. However, because it is a particle beam cannon, the range is fairly short as the particles within the beam will start to spread out as the beam travels distance lessening its potency until they dissipate so much it becomes relatively harmless. The cannon also fires fairly slowly as before each shot the molecules must be electrified to excite them once again so they can reach their lethal speeds, this process is not quickly done and, while doing it, it creates a soft whine which makes it clear to those near what it is about to do.

Defense Systems: The M42 has fairly standard defensive systems for a Republic Remnant vehicle. It carries the 4x-Phantom short-range jammer like many Republic vehicles to help protect it as it was designed to 'mess' with the targeting systems, especially, that of missiles and other such weaponry. It also has a standard shield generator designed to help supplement its armored chassis, however, the shield is not anything to write home about and is not designed to resist heavy fire for long. The main defense of the M42 is its multiple layers of composite armor plating as well as the reactive armor on it to protect it against enemy fire.
 
OUT OF CHARACTER INFORMATION
laser_hovering_tank_by_spidermc-d5kk0kc.jpg

  • Intent: To provide the Republic Remnant a light MBT to fill out its armored inventory.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Not the intent, but I believe the artist was doing their take on a House Ordos tank from Dune.
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (Republic Remnant)
  • Model: RR M21
  • Affiliation: Republic Remnant
  • Modularity: No
  • Production: Mass Production.
  • 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:: Tank
Role: MBT
Size: Small
Weight: Light

Minimum Crew: Two [Gunner/Driver]
Optimal Crew: Three [Gunner/Driver/Commander]
Propulsion: Repulsorlift
Speed: Fast, 100 km/h
Maneuverability: High
Armaments: Low

  • Laser Cannon - Low
Defenses: Low
  • Shield Generator - Low
  • Composite Armor Plating - Low
Squadron Count: High | 20
Passenger Capacity: N/A
Cargo Capacity: Very Small

SPECIAL FEATURES
Strengths:
  • Agile - The M21 is a very quick and mobile tank allowing it to quickly engage opponents, reposition itself or move to support assets that would be a bit too far out for other tanks to get to in time. The small, mobile M21 is also better at dealing with tighter quarters like urban environments or heavily forested terrain then most other tanks.
  • Small - The M21 is a small tank which lets it better find cover and helps lessen its profile making it a bit harder to hit then other tanks which aids in its survival. This small, light size is also what lets them fit more of them onto transports which is how they can be fielded in such large sizes as they must make up for quality with quantity.
Weaknesses:
  • Fragile - The M21 is a very fragile tank. It lacks armor plating and doesn't have the power generation necessary to give it a potent shield generator. More to the point its small size means all of its potent systems and crew are fairly close together meaning any penetrating shots are very likely to mission kill, if not outright destroy, it.
  • Weak Armament - The M21 does not have a potent weapon, while it is still a tank gun, and so, deadly to most targets, it lacks the potency to seriously threaten other armored targets unless luck is on their side or it hits a particularly vulnerable spot.
DESCRIPTION
The M21 was designed to be the 'main' battle tank of the Republic Remnant. Its cheap cost in production makes it ideal for a nation 'on the rise' like the Remnant to better deal with their mass production cost. The M21 had a few 'short cuts' built in by its creators, taking loss on weapons and defensive systems in order to lessen the cost. This does come at the cost of a higher risk to the crew, but the bureaucrats deemed it an 'acceptable risk'.

The M21 is never meant to go in unsupported, instead, is meant to travel along the other, more advanced and potent, tanks in the Remnant's armory that, because of their expense, cannot be mass produced like the cheap, almost disposable, M21 can.

Technical Explanation

Crew: The M21 has three crew members, a gunner, driver and commander. The gunner crews the only weapon the M21 has, its laser cannon. The laser cannon is fairly rapid firing so the gunner is capable of engaging most foes, but shot placement means the most in their field as lasers, by their very nature, are incredibly accurate and sense the M21 lacks a punch, the gunner needs to be able to hit the most vulnerable sections of its target in order to achieve their goal.

Weapon Systems: The M21 has a single weapon, its laser cannon. The laser cannon is not particularly potent as it doesn't have a large enough generator to create a laser potent enough for true heavy anti-armor work. The laser cannon, however, does have a pretty high rate of fire letting it excel against softer targets like infantry or lighter vehicles. Any shots aimed at heavy armor would likely need a fair share of luck or great shot placement at a weak section to have a chance at doing much.

Defensive Systems: The M21 doesn't have potent defensive systems, its biggest defensive system is its speed and small size as its meant to avoid being fired at, or obscure the shot as much as possible, rather then directly take the shot. To aid in its shot avoidance, it has a sensor jamming system to help this out as much as possible as if it is hit by any decent anti-armor weapon, it is not likely the light armor plating or shield generator will resist such attention for long.
 
OUT OF CHARACTER INFORMATION
totalcg_M1_A_2050_0366_Promo_01.jpg

  • Intent: To provide the Republic Remnant a Supremacy Tank to complete its armored inventory.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (Republic Remnant)
  • Model: RR P-HBT M71
  • Affiliation: Republic Remnant
  • Modularity: No
  • Production: Limited
  • 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:: Tank
Role: Assault Tank
Size: Large
Weight: Heavy
Minimum Crew:
Two [Gunner/Driver]
Optimal Crew: [Gunner/Driver/Commander]
Propulsion: Repulsorlift
Speed: Slow, 40km/h
Maneuverability: Low
Armaments: Very High

  • Heavy Gauss Cannon - Very High
  • Two Six-Pack Concussive Missile Launchers - Average
  • Dual Light Blaster Cannons - Low
  • Rotary Cannon - Very Low
Defenses: Very High
  • Composite Plating - Very High
  • Redundant Deflector Shield Generators - High
Squadron Count: Very Low | 4
Passenger Capacity: N/A
Cargo Capacity: Very Small

SPECIAL FEATURES
  • Gauss Cannon
  • Advanced Targeting Computer
  • Advance Tracking System
  • Point Defense Targeting Relay
  • Fire Control System
  • Composite Armor
  • Redundant Shield Generators
  • Comm-Array
  • Sensor Suite
  • 4x-Phantom short-range sensor jammer
Strengths:
  • Strong Cannon - The main weapon of the M71, the Heavy Gauss Cannon, is a very potent weapon able to accelerate rounds to hypervelocity and is designed to combat enemy heavy armor.
  • Heavily Defended - The M71 is heavily defended with multiple layers of composite plating and a strong redundant shielding system to better increase its ability to survive in engagements.
  • Automated Anti-Air Defense - The M71 has dual light blaster cannons set up on its own turret base that is fully automated. Its purpose is to engage enemy fliers that come within range, this gives it some protection and control over its airspace.
Weaknesses:
  • Ponderous - The M71 is a slow, ponderous tank, it is not design for rapid response or agile movements especially in tight environments. This makes the tank slower to respond then others of its kind and easier to get the 'jump' on especially for small targets such as light vehicles or infantry.
  • Expensive - The M71 is an expensive tank, as such, it isn't produced in large capacity as it is not feasible to be keep it as a main battle tank. This limited production is what keeps it rather rare on the battlefield and its purpose is to supplement more prolific tanks such as the M21 or M42. The lose of any one of these tanks is a blow to the local Remnant forces.
  • Forward Mounted Weaponry - With the exception of its light blaser cannons, all of its weaponry is located on its primary turret, locked to a forward facing and as it lacks a pintle-mounted weapon, the entire turret must turn in order to fire at any targets which can be incredibly inconvenient against targets that are hitting it in the flank or rear as the gunner must decide if engaging one target is worth making itself vulnerable to another. On the blaster cannons, they cannot fire at a level lower then itself [as they are designed to fire up], so while they can aim in a different direction, thanks to being on a smaller, separate, turret, they are unsuitable for land defense unless what they are firing at happens to be at a higher elevation.
  • Energy Draw - Like the M3 Aegis, when the M71 fires, it heavily draws upon its power generators to power the magnetic coils enough to get its munitions to its lethal speed. When it does this, secondary systems such as its jammer, comm systems, sensors and, most importantly, its shields are drawn away greatly reducing their effectiveness, and if they are already weakened or damaged, shutting them off completely.
  • Slow Firing Rate - The main gauss cannon of the M71 is not a rapid firing weapon. It must 'charge' up before firing, taking power from the secondary systems, and once discharged, the system must cool before it can be fired again.
DESCRIPTION
The M71 was designed to be a supremacy tank, a tank designed to go up against other armor and prevail and is the final tank in the Republic Remnants active series of tanks to round out their armored divisions. Coupled with the tank destroyer M3 and meant to supplement the M21 and M42, the M71 is the heavy fist of the Republic Remnant armor able to engage a variety of foes be they ground or in the air. These tanks are expensive to create, and brutal when lost, so their production is very limited and they are meant to supplement the deployments of the M21 and M42, not, to replace them in any real capacity. Designed to be the tip of a spear in any armored assault, but the main thrust will always be with the other, more numerous, tanks at its flanks.

Technical Explanation

Crew: The M71 is designed to run with a crew of three. The gunner does exactly as their job implies and mans the weaponry. Their primary duty, of course, lies with the primary weapon. Due to the drain and slow firing rate of the primary weapon, the gunner can not afford to miss, they must make each shot count. The gunner also takes responsibility of the rotary cannon designed to engage infantry and to keep them surprised with a rapid, high area saturation rain of bolts as well as the two six-pack concussive missile launchers. The driver does exactly as it sounds like, they drive the tank. When downtime is there, the driver concentrates on maintenance of the vehicle. Just like with other ponderous vehicles, the driver needs to ensure they do everything in their power to not expose their flanks and rear to the enemy as the tank is a bit too slow to quickly reorient itself in the case of an ambush. The commander maintains the communication systems, directs the others, acts as an emergency replacement for the gunner or driver and, if needed, take control of the light blaster cannons on the top of the tank however these are normally automated so they do not require oversight.

Weapon Systems: The M71 has more then its fair share of weaponry starting with the small turret mounted rotary cannon and two six-pack high yield concussion missile launchers. Both are designed to engage infantry. The rotary cannon is designed to provide suppression fire through high saturation and the concussion missile launchers are designed for clearing out infantry in cover or those that cluster together. Next, mounted on its own small turret, is the light blaster cannons. They cannot fire at anything lower then themselves due to how they rest, however, that is not their purpose, they were designed to provide limited anti-air support with their rapid firing cannons. They are not designed for heavily shielded and armored filers like bombers or freighters and due to being fully automated, are not excellent AA weapons as they are more of a deterrent then a true Anti-Air weapon system. The final weapon, and main weapon, is its Gauss Cannon. The Gauss Cannon has four large coils that begins the acceleration, within the barrel are smaller coils to keep the acceleration a steady increase after the primary acceleration from the main coils. It is a very potent weapon designed purely for anti-heavy armor work.

Defensive Systems: The M71, like most Republic Remnant vehicles, comes with a potent jammer designed to better defend it against guided weaponry or sensors, but that is not its main defense. Its main defense is its think composite plating that is layered on its superstructure, it gives it a strong resistance and durability enough to make it a tough nut to crack, however, like most tanks its flanks and rear are weaker then its front and are more susceptible to damage. The armor is slanted to better deny direct hits against them, this armor is supplemented by its redundant shield generators. When the shields hit 60%, the backup generator is designed to kick on and allow the primary generator time to recover. This system is far from full-proof as while it allows better endurance over long engagements, the raw shielding isn't as strong as it could be as half of it is always kept in reserve. As such, potent anti-armor weaponry can punch through the weak shield and smash into the plating before the secondary shield can kick on to cover it.
 
OUT OF CHARACTER INFORMATION
timur-kvasov-1.jpg

  • Intent: To provide the Republic Remnant a potent battle rifle.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries (Republic Remnant)
  • Model: RR N-9s Battle Rifle
  • Affiliation: Republic Remnant
  • Modularity: Yes (Top rail for add-ons or scopes)
  • Production: Mass-Produced
  • Material: Durasteel, synthmesh, blaster components
TECHNICAL SPECIFICATIONS
  • Classification: Blaster
  • Size: Large
  • Weight: Average
  • Ammunition Type: Power Cell | Gas Canister
  • Ammunition Capacity: Power Cell [100] | Gas Canister [250]
  • Reload Speed: Average
  • Effective Range: Long Range
  • Rate of Fire: Average
  • Stopping Power: High
  • Recoil: High
SPECIAL FEATURES
  • Long Range
  • High Power
  • Firing Modes [Semi/Burst/Full]
  • Recoil Reducing Stock
Strengths:
  • Long Range - The rifle has a potent range especially when a powerful scope is attached allowing its user to engage targets at further ranges then most other rifles.
  • Stopping Power - The battle rifle packs a punch designed to allow the holder to take down heavier armored enemy they may come across, coupled with its range, it helps support the M-1016 as a designated marksman weapon.
Weaknesses:
  • Large - The battle rifle is fairly large which, by itself, is not an issue, but it becomes an issue when people need to fight in tight environments like dense forest or urban terrain where the weapon's length becomes a hindrance and weakness.
  • High Recoil - The rifle packs a kick thanks to its power, the faster the rate of fire, the more it will kick, on full auto, it will climb rapidly making accuracy a hopeless dream unless the firing rate is kept low and controlled.
DESCRIPTION
The N-9s was designed to help pad out the rifles for the Republic Remnant. It is a large, accurate, long ranged rifle that packs a mean punch and recoil to match. It makes a solid DMR for squads and a secondary option to the M-1016 as while it lacks the M-1016's light weight and modularity which makes the M-1016 great for those who are going to be moving around a lot or need to customize their weapon based on their mission [like special forces], the N-9s is great for soldiers who need the option for more rapid fire such as if they need to suppress the enemy if they get too close.


The rifle is very easy to produce and is a common armament for Remnant forces who need the long ranged fire support for their infantry.
 
OUT OF CHARACTER INFORMATION
chronicles_of_man_3_0_assault_rifle_by_breizh87-das8aga.png

  • Intent: To provide the Republic Remnant a rapid fire assault rifle.
  • Image Source: X
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Republic Industries [Republic Remnant]
  • Model: RR R4 Spitfire
  • Affiliation: Republic Remnant
  • Modularity: Yes (Top-rail for add-ons)
  • Production: Mass-Produced
  • Material: Durasteel, synthmesh, blaster components
TECHNICAL SPECIFICATIONS
  • Classification: Blaster
  • Size: Average
  • Weight: Average
  • Ammunition Type: Power Cell | Gas Canister
  • Ammunition Capacity: 100 [Power Cell] | 500 [Gas Canister]
  • Reload Speed: Average
  • Effective Range: Average
  • Rate of Fire: Very High
  • Stopping Power: Low
  • Recoil: Low [Semi] - High [Full]
SPECIAL FEATURES
  • Rapid Fire
  • Firing Modes [Stun, Semi, Burst, Full]
  • Top Rail
Strengths:
  • Suppressing Fire - The spitfire has potent a potent firing rate when flipped to full making it great for suppressing actions and very potent in tight environments where its bolts can fill the small area lessening the need for accuracy.
  • Solid Weapon - Its reload, range and recoil when not using full auto are all fairly good making it a solid rifle for most situations. The rifle is also fairly reliable and rarely suffers malfunctions on its own outside of some overheating issues.
Weaknesses:
  • Recoil - When fired at semi or burst, the recoil is manageable, however, when flicked to full, it will kick back and has a tenancy to 'walk', the longer the trigger is held down, the faster and harder it will walk.
  • Low Power - The individual bolts do not pack as much punch as most other blasters. This was done to allow the rifle to better fulfill its faster firing suppressing nature without risking anyone's wrist.
DESCRIPTION
The Spitfire was designed to allow a soldier a higher rate of fire for suppression work. The Spitfire is not meant to be handed out to every soldier as its low power reduces its potency against heavier armored infantry, instead, this weapon is handed out only to one or two soldiers in the squad and is meant to support the efforts of the rest of the squad rather then be truly lethal, themselves.

The weapons have been met with a level of success as suppression until heavy fire support in the form of air support or artillery is the true key to infantry success rather then the individual lethal effect of each infantryman without slowing or tiring them out with heavier suppression weaponry like LRB or HRB.
 

Users who are viewing this thread

Top Bottom