Star Wars Roleplay: Chaos

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Personal Ronhar's Great Factory Entry Backup



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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • What the hell is that thing: When confronted with a ship like the Collateral Star, most enemies may not understand exactly what they are facing, giving the ship a temporary element of surprise
  • Miraculous: The fact the Collateral Star is even able to move at all is something of a small miracle
  • Refitted: The Collateral Star has been refitted yet again, with a number of small but important upgrades to it
  • Heavy armaments: Though it is primarily a carrier, the Collateral Star boasts an impressive array of weaponry, such as turbolasers, ion cannons, missile launchers and tractor beam projectors
  • Heavily armored: The MIN Collateral Star has been extensively fitted with both heavy interior and exterior armor plating, making it difficult to destroy in battle
  • Compartmentalized: Due to the unique nature of the Collateral Star, much of the ship is heavily compartmentalized, making it even more difficult to destroy in battle unless its Lucrehulk-class Battleship component is targeted
  • Carrier: Even with its extensive refit, the Collateral Star is capable of holding an astonishing 50 squadrons of starfighters and support craft
  • No obvious bridge: Trying to destroy the Collateral Star by destroying its bridge is immensely difficult as the vessel has several bridges integrated into its construction
  • Foundry: The Collateral Star's onboard Molecular Furnaces and Self-Regulating Droidmakers allow the vessel to construct TIE/D Vultures and other similarly sized droid starfighters.
  • Automated: Much of the Collateral Star is now heavily automated, which helps to reduce the vessel's previously high crew requirement
WEAKNESSES
  • Ugly: The Collateral Star is an incredibly ugly and unpleasant vessel to look at, which may cause some to develop preconceived notion about the Mahporeem Imperial Remnant
  • Maintenance Hell: Even with its extensive refitting, the Collateral Star requires an extreme level of maintenance to keep the ship up and running
  • Ungainly: The Collateral Star is extremely slow and sluggish, and the fact that it is even able to move at all is something of a small miracle. The ship is so ponderous that the Mahporeem Imperial Remnant hasn't even bothered to equip it with SLAB or AIMS
  • Spacebound: The MIN Collateral Star is so large and heavy that is only capable of operating in space, preventing it from landing on planets or even operating within a planet's atmopshere
  • Fused Core Ship: The Core Ship components of the Collateral Star is permanently attached to the vessel, preventing it from detaching and moving under its own power
  • Massive target: The MIN Collateral Star is such a large target that it is nearly impossible to miss, even at long range
  • Expensive: The refits done to the Collateral Star are easily the most expensive ever in all of Mahporeenian history. Should the Imperial Remnant lose the ship, another like it will never be built again, which can make commanders hesitant to deploy the Collateral Star into battle
  • Blind spots: Though the Collateral Star has excellent all around weapon coverage, a few blind spots still exists within the ship's design
  • Automated: Because much of the Collateral Star is now automated, the ship is far less capable of dealing with onboard emergencies and boarding actions
DESCRIPTION

With the collapse of the Imperial Confederation, the aggressive expansionist position adopted the Mahporeem Imperial Remnant and the acquisition of a number of Acheron-class Siege Carriers from Credit Wizard of the Trade Federation, it was decided that the MIN Collateral Star required yet another round of upgrades and refits, to ensure that the Imperial Remnant's Flagship was able to stay viable in an ever changing and constantly expanding galactic landscape. Though not as intensive as the vessel's first round of refits, the new modifications done to the Collateral Star did ensure that the ship was laid up in dry dock for several months before being completed.

The main changes done to the weapon systems aboard the Collateral Star revolved around adding additional laser cannons and point defense lasers, in order to better allow the ship to deal with overwhelming numbers of enemy starfighters and missile strikes. The twin NZ LC-2A Laser Cannons were replaced with quad mounts, as were the NZ ARD-1 Mono Type Point Defense System Turrets. These changes now give the Collateral Star a respectable 864 laser cannons and an absurd 1,920 point defense laser cannons, allowing the ship to defend itself from nearly any conceivable threat.

The rest of the ship's 40 ion cannons, 98 light turbolasers, 530 heavy turbolasers, 268 missile launchers, 46 tractor beam projectors and 89 anti-ship weapons were left virtually unchanged, though they were upgraded with NZ Dillinger Auto Aiming Systems to make targeting fast moving targets easier for the crew and robotic brain system aboard the ship. This allows the Collateral Star to output a near perfect 360° firing arc of laser, ion and missile fire, though the refits were still unable to account for the ship's few blind spots.

The ship's NZ CSS-DECIMUS Capital Shield System was upgraded with NZ Neirides CSEM/A Shield Enhancer Modules, allowing the Collateral Star to boost the strength and refresh rate of allied ships, much like with the KL-44 Commander Shield Projectors seen on the Mon Calamari Destroyer, though the Collateral Star herself is unable to benefit from the Shield Enhancer Modules. Furthermore, using these modules to increase shielding efficiency across other ship causes immense power drain, which is why the Imperial Remnant decided to install a number of OA "Yellow Dwarf" Sun Reactors aboard the Collateral Star.

The ship's Stray Kaleidoscopic Polymer coating was reapplied in areas where it had worn off, and an IFF Confuser was installed aboard the vessel to help throw enemy fleets into disarray when facing the ship in combat. Finally, the Molecular Furnaces and Self-Regulating Droidmakers installed aboard the Collateral Star were updated with the ability to create new models of droid starfighters, such as the TIE/D Vulture, the TIE Strider, the Tri-Wing TIE Droid and even PGEM/Droid Fighter-Bomber MK I droid starfighters, giving the ship an incredible amount of versatility and staying power, though the rate in which it can create these ships is still to slow to be used during active combat.

With this second and hopefully final round of refits, the MIN Collateral Star now possesses the firepower to be able to deal with any anything that the galaxy might be able to throw at it, whether those threats might originate from the ground or in space itself. Of course, the original weaknesses present in such a ship are still very much a factor in deciding how the vessel is used during combat, and they must be taken into account everything that the Collateral Star is deployed on a mission. Furthermore, though the Collateral Star is capable of acting as an entire fleet onto itself, the ship, like all Mahporeenian vessels, is most effective when properly supported, and the Collateral Star remains the centerpiece of Mahporeenian engineering and ship design.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
SPECIAL FEATURES
STRENGTHS
  • Extreme damage: The Model 216 "Big Game Hunter" was specifically designed to take down Sithspawn of incredible size, making it an extremely damaging weapon
  • Variety is the spice of life: Being a shotgun, the Model 216 "Big Game Hunter" is capable of firing a wide variety of different ammunition types, such as Buckshot, Bolo Shot and Metallic Slugs
  • Portable: For a weapon so damaging, the "Big Game Hunter" is relatively compact and portable, not much larger than a standard blaster rifle
  • Semi-Automatic: Curiously, the "Big Game Hunter" is Semi-Automatic, allowing its user to fire as quickly as the trigger is pulled
  • Recoil dampening: To help control the weapon's fearsome recoil, the "Big Game Hunter" is equipped with a Recoil Deflector system
  • Intimidating: There is something physiological about facing someone armed with a shotgun, which can cause organic units to be intimidated by the weapon
WEAKNESSES
  • Low ammunition count: The Model 216 "Big Game Hunter" holds a pitiful 4 shells in its magazine, forcing its user to make each shot count
  • Slow reload: Each individual shell must be loaded into the weapon one at a time, which slows the reloading process even further
  • Short range: Even when using Metallic Slugs or Electroshock Shells, the "Big Game Hunter" has an average range at best, and no provision for mounting scopes with aftermarket alterations
  • Wrist breaker: The "Big Game Hunter" is known for its fearsome recoil, even with its Recoil Deflector. This is made worse by the fact that the weapon is Semi-Automatic only
  • Heavy: The weapon and its ammunition are quite heavy, often limiting how many additional shells can be brought or carried on missions
  • Loud: The "Big Game Hunter" is extremely loud when fired, and their is no effective way to suppress the weapon or make it quieter
DESCRIPTION

During the Second Battle of Brosi, weapons such as the AAF-8 Scattergun proved invaluable against the numerous Sithspawn abominations crawling across the planet. That being said, Imperial reports soon came detailing how even these weapons were relatively ineffective against the largest land based Sithspawn creatures encountered, forcing the Mahporeem Imperial Remnant to create a handheld weapon that could deal with them.

At the same time, the Imperial Remnant had in its inventory large amounts of Mass-Driver Cannon barrels that were supposed to have been installed on their IAAT/AAs but had failed quality control, making them essentially useless and impossible to install..or so the Imperial Remnant had thought. Though these barrels would be unable to handle firing projectiles fired from a Mass-Driver Cannon, they would be more than sufficient for firing lower pressure shotgun shells, leading to the creation of the Model 216 "Big Game Hunter".

Sporting a roughly 4 gauge bore, the Model 216 is capable of eliminating nearly anything that it fires at, thanks to the size of the massive projectiles that it is capable of firing. "Big Game Hunters" can utilize a variety of specialist ammunition, such as Metallic Slugs, Flechettes, Bolo Shot, Incendiary Shot and even Electroshock Shells, making the weapons effective against just about anything that the Sith might throw against them.

Of course, the Model 216 "Big Game Hunter" is not without downside: the weapon has short effective range, immense recoil and a pitiful magazine size of just 4 shells. That being said, these tradeoffs are most certainly worth it for the power that the weapon brings, as its 23mm projectiles can demolish anything unfortunate enough to be on its receiving or "business" end.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Elite Operations Armor.
  • Weight: Average.
  • Resistances:
    • Energy: High.
    • Kinetic: High.
    • Lightsabers: High.
    • Environmental: High.
    • EMP/ION: High.
    • Radiation: High.
    • Sonic: High.
    • Acid: High.
SPECIAL FEATURES
STRENGTHS
  • Superior protection: Veteran Trooper Armor is designed to provide a high degree of protection from nearly all conceivable threats, making the armor well suited for nearly any sort of battlefield
  • Deflector shields: Each set of Veteran Trooper Armor comes equipped with a Military Mobility Shield, a piece of equipment that grants personal deflector shields to its users
  • Storage: Veteran Trooper Armor comes equipped with a large number of storage pouches, granting its wearers excellent operational endurance
  • Relatively inexpensive: Because it is constructed from pre existing parts, Veteran Trooper Armor is relatively inexpensive to manufacture
WEAKNESSES
  • Best of the best: Only the most skilled and experienced Mahporeenians are granted the ability to use this armor, making it exceptionally rare to encounter in the field
  • Coverage: Like many special operation type armors used by the Mahporeem Imperial Remnant, Veteran Trooper Armor leaves a large portion of the legs exposed to incoming attack
  • Exotic: Though Shoretrooper Armor is relatively easy to come by, Death Trooper Armor and Mandalorian Armor is not, making it difficult to find the materials needed to assemble the armor
DESCRIPTION

Over the last two years, the Mahporeem Imperial Remnant has waged numerous wars against a variety of different foes, such as the Sith, Mandalorians and even High Republic Commandos. While many Mahporeenian soldiers have perished during the course of these conflicts, some particularly skilled and determined individuals have survived multiple tours of duty against some of the most frightening foes that the galaxy has to offer.

To celebrate the achievements of these brave men and women and to ensure that their knowledge and skills are best put to use, the Mahporeem Imperial Remnant has decided to create a new set of armor for them dubbed "Veteran Trooper Armor". Designed to supplement Tempest-class Storm Commando Armor and Reclaimer-class ARC Trooper Armor, Veteran Trooper Armor provides excellent all around protection against nearly all conceivable threats, making it an excellent choice for any special forces operator. Many Veteran Troopers also have one or both arms replaced with cybernetics scavenged from 3P0-series Protocol Droids, due to the extensive amount of injuries such troopers tend to receive in the line of duty.

Because Veteran Trooper Armor is only reserved for the very best of the best, and due to the difficulty of sourcing Death Trooper Armor and Mandalorian Armor components needed to make the armor, Veteran Trooper Armor is some of the least common armor used throughout the entire Imperial Remnant, only ever worn by the most elite individuals, ones who are able to get the most out of there armor and avoid being killed while wearing it.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
SPECIAL FEATURES
STRENGTHS
  • Versatile: The M35 "Bloodhound" can fire both bullets and plasma bolts depending on the type of magazine loaded within it
  • Specialist: When loaded with bullets, the M35 "Bloodhound" can utilize a variety of specialist rounds with a number of different effects
  • Mix and match: When equipped with bullets, the M35 "Bloodhound" can utilize multiple types of different ammunition within the same magazine, allowing its user to "mix and match" different types of bullets
  • High capacity: For a slugthrower pistol, the M35 "Bloodhound" has a surprisingly large magazine size of 35 rounds while still retaining a relatively slim profile overall
  • Silenced: The M35 "Bloodhound" can accept a NonSonic Silencer, reducing overall noise and muzzle flash when firing bullets
  • Powerful: Even when suppressed, the M35 "Bloodhound" is capable of delivering heavy amounts of damage to its targets, whether through brute force or bullet effects
  • One handed: The M35 "Bloodhound" is small enough to be carried and fired one handed, though it is naturally capable of being used with two hands as well
WEAKNESSES
  • One or the other: The M35 "Bloodhound" cannot fire bullet and Dornean Plasma at the same time, and its user must swap out the magazine to get the type of projectile they want
  • Confusing: Keeping track of what type of ammunition the M35 "Bloodhound" is loaded with can be difficult, especially when using different types of bullets
  • Chunky: Though relatively small overall, the M35 "Bloodhound" is a heavy piece of equipment, making it more difficult to hold and carry for extended periods of time
  • Height over bore: The space between a weapon's muzzle and its scope is called "height over bore", and one the M35 "Bloodhound", this space is quite large, potentially making aiming somewhat awkward
  • Two hands: Though the M35 "Bloodhound" can be fired one handed, doing so is inadvisable when equipped with certain types of ammunition
  • Expensive: The M35 "Bloodhound" is quite expensive to produce and manufacture when compared to most Mahporeenian produced designs
  • Loud: Though the weapon itself can be suppressed, some of the bullets that it fires cannot, as they explode or move faster than the speed of sound
DESCRIPTION

As the Mahporeem Imperial Remnant continues its attempts to expand its influence throughout the galaxy, it has come to increasingly rely on more covert type actions to do so, necessitating the creation of a concealable and suppressed weapon. A number of candidates were selected for testing, such as the EGR-16 and DC-19 "Stealth" Carbine, though both weapons were found to be too large to conceal, and in the case of the DC-19S, too compromised on power and ammunition capacity.

To remedy these shortcomings, the Imperial Remnant, in cooperation with the N&Z Umbrella Corporation, created the M35 "Bloodhound", a combination blaster and slugthrower hybrid. Having experience with creating these kinds of weapons, the N&Z Umbrella Corporation helped Mahporeem create a powerful and unusual weapon system.

Depending on the type of magazine loaded, the M35 can fire either Bullets or Dornean Plasma, though it cannot fire both at the same time. For "general" or overt combat operations, the user might select Dornean Plasma, while for "covert" operations, the user might instead equip Bullet-fed magazine in conjunction with a NonSonic Silencer, creating a quiet and indiscernible pistol that still retains a respectable magazine size.

Unfortunately, the M35 can be tricky and confusing to use, forcing its user to remember what type of ammunition is loaded in the weapon at all times. The M35 is furthermore heavy and somewhat awkward to aim, though its capabilities tend to more than make up for any kinds of shortcomings that the weapon might have, and it excels in its given role as a covert and overt tool.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Heavy Blaster Rifle.
  • Size: Large.
  • Weight: Heavy.
  • Ammunition Type: Power Cell.
  • Ammunition Capacity: Average, 100 shots.
  • Effective Range: Long Range.
  • Rate of Fire: Average.
  • Damage Output: High.
  • Recoil: High.
SPECIAL FEATURES
STRENGTHS
  • Highly accurate
  • Long effective range
  • High damage per shot
  • Shorter than most comparable blaster rifles
  • Relatively simple and inexpensive to manufacture
WEAKNESSES
  • Heavy recoil
  • Slow rate of fire
  • Uncomfortable wireframe stock
  • Difficult to use in close quarters
  • Less effective range than comparable blaster rifles
DESCRIPTION

The origins of the ZB-41 Heavy Blaster Rifle are rather obscure, though it is believed that the design first originated from a criminal organization during the Galactic Civil War. After the downfall of the Galactic Empire, the weapon was quickly adopted for service by the Mahporeem Imperial Remnant, seeing widespread use among the many Junktroopers of Mahporeem due to its relative ease of manufacturing and low production cost.

Compared to most other heavy blaster rifles, the ZB-41 is relatively short, sacrificing some of its effective range for increased portability. That being said, the weapon is still accurate out to several hundred meters, and is more than capable as serving as a designated marksman rifle. While it cannot match the extreme range of longer blaster rifles and sniper rifles, it is still an effective weapon in the hands of a trained marksman.

The ZB-41 comes equipped with a number of different features, such as barrel mounted cooling ribs, a long range targeting scope and a wireframe stock. The stock in particular is relatively uncomfortable to use and liable to "wobble" when the rifle is being aimed, though it does help to save on weight while still providing the weapon's user with a point of contact when firing. It also makes the manufacture of the weapon just a little less expensive when compared to a full sized stock.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
SPECIAL FEATURES
  • Magnetic Clamps
  • NZ C.H.A.R.M.01 Reactor
  • NZ OS-HD3 Hyperdrive System
    • Can be configured anywhere from Class 5.0 to Class 1.0
  • Single use only: detonates and breaks apart upon pilot command
  • Capable of interfacing with N&Z Droid Brains and TIE Fighter Computer Systems
  • Able to physically fit all "standard" TIE Cockpits and most N&Z models of TIE Fighter
    • Magnetically clamps over the TIE Fighter's cockpit
STRENGTHS
  • Hyperdrive: The TIE Hyperdrive Ring allows nearly and model of TIE Fighter to become hyperdrive capable
  • Small: Compared to traditional hyperspace rings, TIE Hyperspace Rings are quite small and compact
  • One size: The TIE Hyperdrive Ring is designed to be compatible with nearly all models of "Legacy" TIE Fighters and most N&Z Umbrella Corporation models
  • Variable: The onboard NZ OS-HD3 Hyperdrive System can be configured from class 5.0 all the way up to class 1.0
  • Disposable: As they are designed to be disposable, TIE Hyperspace Rings are relatively easy and inexpensive to manufacture
WEAKNESSES
  • Fragile: TIE Hyperdrive Rings are incredibly fragile and can be easily damaged by even blaster bolts
  • One size: Though designed to fit most models of TIE Fighters, some TIE variants may not be able to equip the TIE Hyperdrive Ring due to the shape of their wings
  • Disposable: All TIE Hyperdrive Rings are designed to be disposable, and each example can only be used a single time
  • Debris: The debris left behind by a discarded TIE Hyperspace Ring can alert enemy forces to the presence of the TIE Fighter that used the hyperspace ring last
  • Vulnerable: When not in active use, TIE Hyperspace Rings tend to be left to float in space, leaving them vulnerable to theft or destruction
DESCRIPTION

Though potent combat craft in their own right, starfighters like the TIE/D Vulture, TIE Strider and NZ TIE/sb Strike Bomber all share one single, glaring weakness: a lack of any sort of functional hyperdrive system. This greatly limits the operational range and endurance of these starcraft forcing them to rely on mobile fleet carriers for long range transportation. The Mahporeem Imperial Remnant, in conjunction with the N&Z Umbrella Corporation, decided to tackle this issue with the creation of the TIE Hyperspace Ring.

Much like the hyperspace rings of old, the TIE Hyperspace Ring is designed to allow most types of TIE Fighter style craft to become hyperdrive capable by magnetically clamping over the cockpits of these starcraft. Each TIE Hyperspace Ring can be configured anywhere between a Class 5.0 and Class 1.0 hyperdrive, and will fit essentially all "Legacy" TIE Fighters and the majority of N&Z TIE Fighter models.

Though potent devices, TIE Hyperspace Rings are designed to be disposable, to help limit manufacturing costs and to ensure any pilots using them do not exercise too much independence from their Imperial handlers. This means that each device can only be used a single time, and must be disposed of once activated. The Imperial Remnant is exploring the viability of creating a multi-use version of the device, but for now, the TIE Hyperspace Ring remains very much a "one and done" type of technology.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Heavy Blaster Pistol.
  • Size: Small.
  • Weight: Heavy.
  • Ammunition Type: Blaster Power Pack.
  • Ammunition Capacity:
    • Small, 50 shots (Standard)
    • Extremely Small, 1 shot (Overcharge)
  • Effective Range: Personal.
  • Rate of Fire: Average.
  • Damage Output:
    • High (Standard)
    • Very High (Overcharge)
  • Recoil: High.
SPECIAL FEATURES
STRENGTHS
  • Highly durable
  • Relatively compact design
  • Powerful for a weapon of its size
  • Accurate within its effective range
  • Can "overcharge" shots for even more damage
  • Equipped with a targeting scope taken from the E-11 medium blaster rifle
WEAKNESSES
  • Relatively heavy
  • Short effective range
  • Awkward to hold with two hands
  • Heavy recoil limits effective rate of fire
  • "Overcharge" function depletes the entire blaster power pack when used
  • When held with two hands, the front most facing hand is precariously close to the barrel of the blaster
DESCRIPTION

Many of the starships used by the Mahporeem Imperial Remnant are deliberately designed to be as small and compact as possible, severely limiting the amount of available cockpit space to the pilots that fly them. As such, the Imperial Remnant had decided to create a compact yet powerful blaster pistol that could be used by their pilots as a survival and backup weapon in the event that they are shot down or forced to eject from their spacecraft. The resulting weapon is known as the SE-26p heavy blaster pistol.

The SE-26p, also known as the "50/50" blaster due to its 50 meter maximum range and 50 shot capacity, is a heavy but highly durable blaster pistol that is capable of inflicting serious damage for weapon of its size. It comes equipped with an E-11 targeting scope that is interchangeable with E-11 medium blaster rifles and a built in grip vibrator that alerts the user when the blaster only contains 5 shots. Such weapons are popular with pilots, as they are easily stowed aboard even the smallest starfighters, though they can be uncomfortable to hold for extended periods of time.

Many SE-26p heavy blaster pistols have also found their way into the hands of Mahporeenian Special Forces, who appreciate a compact weapon that can be fired one handed while still packing a considerable amount of punch. Of particular note is the blaster pistol's ability to "overcharge" its shots, depleting its entire ammunition reserve in exchange for a single but especially powerful shot.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Modified Stormtrooper Armor.
  • Weight: Average.
  • Resistances:
    • Energy: Low.
    • Kinetic: High.
    • Lightsabers: Very Low.
    • Environmental: Very High.
    • EMP/ION: Average.
    • Radiation: High.
    • Sonic: Low.
    • Acid: High.
SPECIAL FEATURES
STRENGTHS
  • Feel the heat: Fire Suppression Trooper Armor grants its users excellent protection against fire and extreme heat, giving them time to escape or put out the fire
  • Clean air: Fire Suppression Trooper Armor also comes equipped with advanced life support systems, being able to provide clean air to their users in even the most heavily polluted environments
  • I see you: Because it is painted bright red and yellow, it is quite easy to identify anyone wearing the armor, even in smoky or darkened environments
  • Morale boost: The mere presence of Fire Suppression Trooper is often enough to provide a boost in morale for organic troops, regardless of their user's effectiveness
WEAKNESSES
  • Firefighter: Fire Suppression Trooper Armor is not really designed for active combat, though it can be used in active warzones or during combat operations
  • Weak: Fire Suppression Trooper Armor is especially vulnerable to attacks from energy weapons and lightsabers, offering almost no protection from those types of weapons
  • Specialized: Fire Suppression Trooper Armor is specialized for dealing with fires and burn victims, making it ill suited for performing other tasks or treating those with non burn related injuries
  • I see you: Because Fire Suppression Trooper Armor is so brightly colored, it is nearly impossible to hide or remain stealthy while wearing the armor
DESCRIPTION

The improvised nature of many Mahporeenian vehicles and the Mahporeem Imperial Remnant's liberal use of Rhydonium and other flammable materials has often lead to elevated levels of fire risks during military operations. In fact, it is something of a small miracle that there aren't more fires popping up across Imperial Remnant held space. Yet, when these fires do break out, the Imperial Remnant stands ready to deal with them, relying on Fire Suppression Troopers to get the job done.

While designed to be used with Firehoses or CyroBan Projectors, Fire Suppression Trooper Armor does come equipped with a number of firefighting devices built into the armor itself, such as an arm mounted Fire Extinguisher, Firefoam Projectors and Fire Suppressant Capsules. The armor is also well suited for treating burn victims, possessing Burn Kit Storage, and also comes equipped with a Door Cutter and advanced life support systems to help aid in search and rescue efforts.

Naturally, Fire Suppression Trooper Armor is highly specialized for dealing with fires and burn victims, and does poorly when used in direct combat, though it is capable of protecting its users from a number of battlefield threats to a limited extent. Nonetheless, the equipment used on Fire Suppression Trooper Armor and its bright color scheme regulates use of the armor to non-combat duties, though it fulfills these specific duties rather well when used properly.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Landmine.
  • Size: Small.
  • Weight: Average.
  • Explosive Type: Detonite.
  • Delivery Method: Placed.
  • Effective Range: Point Blank.
  • Area Of Effect: Large.
  • Damage Output: Very High.
SPECIAL FEATURES
  • Proximity based fuse detonates the mine when someone steps on it
  • Produces a reasonable amount of shrapnel when detonated, though not to the extent that it is the mine's primary form of damage
STRENGTHS
  • Lightweight
  • Inexpensive
  • Easily concealable
  • Produces shrapnel when detonated
  • High effective against organic units
  • Can be set to target low flying repulsorlift craft
WEAKNESSES
  • Indiscriminate
  • Relatively easy to disarm if revealed
  • Time consuming to place in large numbers
  • Passive weapon that requires someone to step on it
  • More effective against infantry than against vehicles
DESCRIPTION

Though an effective weapon in its own right, the Rhydonium Mine is sometimes too specialized for widespread use, which has lead the Mahporeem Imperial Remnant to develop even simpler, more easily produced landmine systems. The Scrap Mine is a classic example of an area denial weapon, one that is inexpensive to manufacture and simple to use.

Like most other landmine systems, the Scrap Mine is designed to detonate when someone moves in close proximity to the weapon or steps on top of the weapon itself. When triggered, the Scrap Mine will activate its Detonite payload, exploding within a relatively large radius. Scrap Mines have the added benefit of producing a moderate amount of shrapnel when activated, though the Detonite payload remains the weapon's primary form of inflicting damage.

Though simple, the Scrap Mine does come with a host of disadvantages: they are quite easy to disarm, far less effective against armored targets than organic units and can be time consuming to place in large numbers. Regardless, they remain effective area denial weapons, ones that can be produced in large numbers for any sort of military operation.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Vectored cannons: The QIE/FN is armed with four vectored cannons, allowing it to fire in a 180° foward or backward, giving the ship an effective 360° firing arc
  • UNLIMITED POWER: The KX10B Laser Cannons equipped on the QIE/FN are capable of using "Ultra-Power Blast", expending their entire energy reserves for a single extremely damaging shot
  • High performance: The QIE/FN boasts impressive speed and maneuverability, which it can boost further with its SLAM and PIMS (Proprietary Internal Maneuverability System) subsystems
  • Scrambled eggs: The QIE/FN possesses a number of electronic warfare subsystems, allowing the ship to jam enemy comms and sensors
  • Double take: The QIE/FN bears a visual resemble to the X-Wing, which may momentarily confuse enemy pilots into not firing at the starfighter
WEAKNESSES
  • UNLIMITED POWER: When using its "Ultra-Power Blast" settings, the QIE/FN expends its entire energy reserves for its KX10B Laser Cannons, preventing them from being used until they are recharged
  • Skill issue: The QIE/FN is a difficult starfighter to fly for even experienced pilots, requiring large amounts of practice for them to get the most out of their fighter
  • Exclusive: QIE/FNs are costly and time consuming to produce, greatly limiting their overall availability to Imperial and Mahporeenian pilots
  • Double take: The QIE/FN bears a visual resemble to the X-Wing, which may lead to increased instances of friendly fire from Imperial forces
DESCRIPTION

THE QIE/FN Starfighter was developed by the Mahporeem Imperial Remnant using the numerous lessons that it learned from its production run of unique starfighters. The QIE/FN takes those lessons and incorporates them into its design, creating a powerful and highly capable starfighter in the process for its most skilled and experienced pilots.

The QIE/FN comes equipped with four KX10B Laser Cannons, two G-41 Imperial Heavy Rotary Blasters and two M-g-2 General-Purpose Warhead Launchers, giving the starfighter heavy firepower for a vessel of its size. Furthermore, the KX10B Laser Cannons are Vectored Cannons, allowing them to pivot forward or backward 180°, giving the vessel an effective firing arc of 360°.

The QIE/FN is also equipped with a rather unusual Ultra-Power Blast ability, allowing it to expend its entire energy reserves for its KX10B Laser Cannons in one single extremely powerful shot, though this does mean that the vessel will be unable to utilize its KX10B Laser Cannons until they are fully recharged.

The QIE/FN is a highly capable and impressive starfighter overall, though one that is rather difficult to fly and expensive to produce and maintain, greatly limiting its overall availability to the forces of the Imperial Remnant. Nonetheless, the QIE/FN can easily punch above its weight class and able to perform a variety of different mission profiles with ease.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Jack of all trades: The MIN Stryker is capable of fulfilling a wide variety of roles at any given time, giving the vessel and excellent amount of versatility
  • Armored: For a ship of its size and class, the MIN Stryker is surprisingly heavily armored, giving the ship an excellent amount of survivability
  • Scrambled eggs: The MIN Stryker comes equipped with a number of electronic warfare subsystems, giving it good all around jamming capabilities
  • Fast: For a ship of its size, the MIN Stryker is relatively fast moving, allowing it to outrun threats that it cannot outgun
  • Automated: Many of the systems installed aboard the Stryker are heavily armored, greatly reducing crew requirements
WEAKNESSES
  • Underarmed: Though it possesses a good variety of armaments, the MIN Stryker is somewhat underarmed when compared to similarly sized enemy vessels
  • Limited capacity: Even with the reduced crew requirements, the MIN Stryker is only capable of carrying 8 starfighters and 4 support craft at any given time, forcing it to rely on dedicated carriers for support
  • Automated: Because it is heavily automated, is it far more difficult for the crew aboard the ship to deal with boarding parties or internal emergencies
  • Unique: Though the Arquitens-class Light Cruiser is a relatively common design throughout the galaxy, the modifications done to the MIN Stryker make it one of a kind and nearly impossible to replace
DESCRIPTION

During the Mahporeem Imperial Remnant's raid over the planet Doan, the young and upcoming officer Captain Charles displayed great tactical flexibility in defeating a trio of much larger and more powerful ships without any outside support, earning him the praise of the Imperial Remnant's naval command. Impressed with his skill and unwilling to let such a promising tactician risk further injury, the Imperial Remnant decided to upgrade his ship with a large number of components from the N&Z Umbrella Corporation and Dornean Braha'ket Fleetworks Conglomerate.

Much of the ship was upgraded in this manner, with additional armor plating installed throughout key areas of the ship and weapons from the N&Z Umbrella Corporation. Furthermore, the ship's tractor beam projector was replaced with a Q7 model and a Space Mine Ejector was added to the vessel's rear, in order to give the ship even more versatility and tactical flexibility than it had before. The Stryker also received a host of electronic warfare subsystems, allowing the vessel to more easily complete with contemporary competitors during space battles.

New engines, sensor arrays and software and hardware systems were installed throughout the MIN Stryker allowing Captain Charles to utilize his vessel to its full potential, assisted in this regard by an ATLAS Mk I High Efficiency Droid Brain. The automating of Charle's ship now allows him to carry far more soldiers and cargo than he was able to before, and vastly cuts down on crew requirements to the point that the entire ship can be properly operated by less than 200 men if needed.

With the new upgrades applied to his ship, Captain Charles will now have all the tools he might need to deal with the dangers of the galaxy, allowing him to more effectively respond to shifting battlefield threats. Naturally, such an impressive ship has caught the attention of Imperial engineers, who hope to be able to replicate at least some of the modifications seen in the ship into a whole new line of Arquiten style vessels.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Prime mover: The three heavy duty cranes attached to the Arquitens-class Cargo Cruiser allow the vessel to carry and transport large loads with ease
  • Cargo bay: The Arquitens-class Cargo Cruiser can hold a massive amount of cargo within its hull.
  • Atmospheric: The Arquitens-class Cargo Cruiser is capable of hovering within a planet's atmosphere and landing on a planet's surface without the use of specialized technology
  • Low maintenance: The Arquitens-class Cargo Cruiser is a rugged and reliable design, requiring little maintenance to keep it in operational shape
  • Available: The Arquitens-class Cruiser was made in a number of different models, making it a rather common ship within the Mahporeem Imperial Navy
WEAKNESSES
  • Laughable combatant: The Arquitens-class Cargo Cruiser is woefully unprepared to engage in battle, and should avoid doing so at all costs
  • Tiny hangar: As most of its hangar space is devoted to carrying cargo, the Arquitens-class Cargo Cruiser holds a pitiful 8 ship compliment, of which 6 are dedicated starfighters
  • Prime target: The Arquitens-class Cargo Cruiser's lack of defenses makes it a prime target for enemy attack
  • Atmospheric: The loading cranes of the Arquitens-class Cargo Cruiser can only function within a planet's atmosphere
  • Locked in: Once converted into a cargo vessel, it is difficult to change the Arquitens-class Cargo Cruiser back into its base model without extensive modification
DESCRIPTION

Though the Von Strauss-class Cargo Ship continues to serve the Mahporeem Imperial Remnant admirably, there are far too few of those ships to fulfill all of the Imperial Remnant's transport needs. In response, the Imperial Remnant began to ramp up production of its Arquitens-class Cargo Cruisers to fill the gap, giving the Imperial Remnant the ability to transport large amounts of men and material across the galaxy.

This model of ship is easily identifiable by the three large loading cranes located on the vessel's outer hull. Each crane contains even more loading power than that of an All Terrain Heavy Salvage Walker, and all three cranes can be operated simultaneously, allowing the Arquitens-class Cargo Cruiser to handle multiple cargo loads with ease.

Unfortunately, the Arquitens-class Cargo Cruiser has had most of its weapons stripped off of it in order to maximize cargo space inside the vessel, greatly reducing its combat effectiveness against anything that isn't a starfighter size vessel. Arquitens-class Cargo Cruisers should always be kept away from any sort of serious fighting or always escorted by dedicated warships when entering and exiting active combat zones.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification:
    • Bomber
    • Shuttle
    • Salvage
    • Starfighter
    • Interdictor
    • Electronic Warfare
  • Length: 7.8 meters.
  • Width: 8.6 meters.
  • Height: 5 meters.
  • Armament:
    • Low
      • Passenger Module
      • Hyperdrive Module
      • Interdiction Module
      • Electronic Warfare Module
      • Combat Engineering Module
    • Average
      • Anti-Starfighter Module
    • High
      • Standard Assault Module
      • Heavy Cannon Mount Module
    • Very High
      • Composite Beam Module
  • Defenses:
    • Average
      • Hyperdrive Module
      • Interdiction Module
      • Composite Beam Module
      • Standard Assault Module
      • Anti-Starfighter Module
      • Electronic Warfare Module
      • Combat Engineering Module
      • Heavy Cannon Mount Module
    • High
      • Electronic Warfare Module
  • Squadron Count: Average, 12.
  • Maneuverability Rating: Low.
  • Speed Rating: Low.
  • Hyperdrive: The TIE/sa SLEP only comes equipped with a hyperdrive when its hyperdrive module is installed, giving the craft a class 1.0 hyperdrive unit.
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Variety is the spice of life: The TIE/sa SLEP is capable of equipping nine different modules depending on its mission profile, giving the craft an unprecedented amount of versatility
  • Inexpensive: Because it is built off of existing TIE/sa frames, the TIE/sa SLEP is relatively simple and inexpensive to manufacture
  • Unpredictable: Because it can equip so many different modules, it is nearly impossible to predict what weapons the TIE/sa SLEP may be armed with, or what its capabilities are
  • Armored: The TIE/sa SLEP is decently well armored for a starcraft of its size, allowing it to absorb some punishment before being destroyed
WEAKNESSES
  • Push it to the limit: The addition of new equipment and B.A.M.T.O.P has pushed the TIE/sa SLEP's engines to their limits, resulting in greatly reduced speed and maneuverability
  • Refit: Because it is essentially a refit package, the TIE/sa SLEP does not benefit from the inclusion of more modern materials in its construction
  • Master of none: Though it is exceptionally versatile, the TIE/sa SLEP may struggle to compete against more specialized starcraft
  • Reduced: The TIE/sa SLEP generally only has a squadron size of 12, which can leave it vulnerable to being swarmed
DESCRIPTION

The adoption of the NZ TIE/sb Strike Bomber and TIE/AN Annihilator into the ranks of the Mahporeem Imperial Naval made existing TIE/sa Bombers obsolete overnight, as such craft were simply unable to compete with their newer and more advanced cousins. Yet, the large quantity of existing TIE Bomber frames gave the Mahporeem Imperial Remnant an idea. Rather than just scrapping them, the Imperial Remnant decided to modify the many TIE Bombers left in their inventory into TIE/sa SLEP Starcraft.

Standing for "Service Life Extension Program", the TIE/sa SLEP radically changes the role of the TIE Bomber. Using a proprietary module system that allows the TIE Bomber Ordinance Pod to be removed and swapped out, the TIE/sa SLEP is now capable of equipping nine different modules that allows the craft to participate in a wide variety of different mission profiles.

For combat, the TIE/sa SLEP can be equipped with its standard Ordinance Pod, an E-s7 Heavy Laser, an AG-1H Dual Laser Cannon or even a RX-006 Composite Beam Laser. For support duties, the TIE/sa SLEP can be equipped with a Hyperdrive Module, a Passenger/Cargo Module capable of carrying up to eight heavily armed soldiers at a time, a Heavy Duty Grasping Claw, an LQ-7/c Tractor Beam Array or an Electronic Warfare Module. The TIE/sa SLEP's bombing chute can also be replaced with an AG-1H Dual Laser Cannon or Concussion Missile Launcher if desired.

The modifications done to the TIE/sa SLEP allow the craft to fulfill nearly any role that might be required of it, though the starcraft is only capable of equipping a single module at a time. While inferior to more specialized starfighters and support craft, the TIE/sa SLEP is an economic choice for any naval force looking to expand its ability to engage in different forms of combat and support duties, without having to purchase or develop an entire fleet of different naval craft to do so.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
SPECIAL FEATURES
STRENGTHS
  • General purpose: The TIE Crusher is designed to effectively deal with a variety of different threats, thanks to the six laser cannons installed aboard the vehicle
  • Squish: The large tank threads attached to the TIE Crusher allows the vehicle to crush both infantry and defensive positions alike
  • Sensor array: The large Sensor Rectenna attached to the NZ SAP-2A Sensor Systems Array allows the TIE Crusher to identify hostile targets from great distances away
  • Shielded: Each TIE Crusher is equipped with a NZ SS-1 Primera Shield System, greatly increasing the survivability of the weapon's platform
WEAKNESSES
  • General purpose: Though armed with a plethora of laser cannons, the TIE Crusher may struggle to damage more heavily armored targets
  • Sluggish: Though decently fast for a tracjed vehicle, the TIE Crusher is relatively unmaneuverable, especially in tight or enclosed spaces
  • Weak point: The large viewport on the TIE Crusher is a rather notable weak point in an other robust and reliable design
  • Lightly armored: Owing to its TIE heritage, the TIE Crusher is only lightly armored, relying on its deflector shields to survive in combat
DESCRIPTION

Though relatively effective in combat, the original TIE Crusher suffered from a variety of different weaknesses, leading to unacceptable losses during combat operations. In response, the Mahporeem Imperial Remnant brought in the N&Z Umbrella Corporation to help upgrade the vehicle in order to increase its effectiveness and operational lifespan.

Changes to the original designed included the addition of an NZ SS-1 Primera Shield System, an NZ SAP-2A Sensor Systems Array, an NZ CoreCom Scammer and NZ CoreCom Disruptor and a Proton Mk I Droid Brain, which allowed the TIE Crusher to most optimally utilize its newly installed N&Z subsystems. All TIE Crushers are now furthermore capable of firing Dornean Plasma, vastly increasing the power of their six laser cannons.

Unfortunately, the TIE Crusher is a rather slow moving, lumbering land vehicle, one with a massive weak point: its Quinta-Polycarbonite Lamellar Compound viewport. Luckily, the newly installed deflector shield system better allows the TIE Crusher to survive prolonged engagements, and each vehicle is capable of putting out a surprisingly frightful amount of firepower.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
SPECIAL FEATURES
STRENGTHS
  • Transporter: The Imperial MAVw-Subter Rover is capable of transporting up to 20 heavily armed soldiers within its armored hull
  • Durable: The MAVw-Subter Rover can absorb a fair amount of punishment due to its medium armor and deflector shield system
  • Firepower: The MAVw-Subter Rover comes equipped with four LC-2A Laser Cannons and four NZ/HBR-01A "Haltbar" Blaster Cannons, allowing the vehicle to defend itself and its troops when unloading
  • Back and front: Each MAVw-Subter Rover comes equipped with a front facing and rearward facing loading ramp, allowing troops the opportunity to exit the vehicle on multiple sides
  • Small(ish): Compared to other vehicles, the MAVw-Subter Rover has a relatively low profile, making it easier to operate in dense populated areas such as cities
WEAKNESSES
  • Transporter: Because it carries large numbers of troops, the MAVw-Subter Rover may be a priority target for enemy fire
  • Vulnerable: Though relatively heavy armed and armored, the MAVw-Subter Rover may be unable to deal with certain enemy targets, and is not intended as a front line combat vehicle
  • Flanks: MAVw-Subter Rovers are especially vulnerable to being targeted from the flanks or sides, as they lack the ability to target enemies on either side of them
  • Clumsy: Though relatively fast, the MAVw-Subter Rover possesses mediocre maneuverability at best, especially when traveling at high speed
  • Exposed: Any infantry entering or exiting the vehicle are highly exposed to enemy attack, with no effective way to avoid incoming fire
DESCRIPTION

Developed in response to changing operational needs, the Imperial MAVw-SubTer Rover is one of the Mahporeem Imperial Remnant's newest and smallest troop transport vehicles. Since the Imperial Remnant has found itself often fighting on heavily urbanized worlds, a relatively compact but still high capacity transport vehicle was found to be needed in order to support current and future Imperial operations across the galaxy.

Simple but effective, the Imperial MAVw-SubTer Rover is capable of holding up to 20 soldiers within its armored hull, and comes equipped with a respectable amount of firepower for a vehicle of its size and role: four NZ LC-2A Laser Cannons and two twin NZ/HBR-01A "Haltbar" turrets. This gives the Imperial MAVw-SubTer Rover the ability to defend itself from enemy attack and to cover disembarking troops, who can choose to enter and exit the vehicle from either the from of it or the rear.

Unfortunately, such infantry remain quite vulnerable when disembarking from the Imperial MAVw-SubTer Rover, as they have no effective way to avoid incoming fire, nor any room to move or dodge out of the way of enemy attacks. It is recommended for troops riding in the Imperial MAVw-SubTer Rover to use the vehicle's rear ramp when entering and exiting, as they are far less likely to attract enemy fire when preparing to sortie out into the field of battle.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
SPECIAL FEATURES
STRENGTHS
  • Behemoth: The All Terrain Heavy Salvage Walker is an immensely large ground vehicle, something that can be highly intimidating for ground troops to face
  • Firepower: Though it is not intended as a combat vehicle, the All Terrain Heavy Salvage Walker boasts a powerful array of weapons, including light turbolasers, heavy turbolasers and a highly unusual lightning gun
  • Recovery: The All Terrain Heavy Salvage Walker can easily lift and recover any ground vehicle in Imperial Remnant inventory, along with being able to lift certain capital ship sized vessels
  • Armored: The All Terrain Heavy Salvage Walker is heavily armored, making it difficult to destroy during combat operations
WEAKNESSES
  • Behemoth: Because it is so large, the All Terrain Heavy Salvage Walker is nearly impossible for enemy forces to miss, even from long range
  • Lumbering: The All Terrain Heavy Salvage Walker is easily the slowest and least maneuverable ground vehicle within the Mahporeem Imperial Remnant
  • Priority: Because it is capable of recovering nearly and ground and many aerial assets, the All Terrain Heavy Salvage Walker is often a priority target for enemy forces
  • Walker: The All Terrain Heavy Salvage Walker can easily become unbalanced if operated incorrectly, and the loss of just one of it's legs will cause the vehicle to come crashing down to the ground
DESCRIPTION

Though an immensely important military asset to the Mahporeem Imperial Remnant, the original All Terrain Heavy Salvage Walker was starting to show its age by 904 A.B.Y, prompting the Imperial Remnant to contact the N&Z Umbrella Corporation for upgrades and refurbishments to the salvage walker. To ensure that the vehicle would be able to serve for decades to come, the N&Z Umbrella Corporation decided to increase it combat abilities and add new mechanical and electronic subsystems to the walker.

A Quad NZ HP1 Turbolaser Turret and a Twin NZ HP2 Heavy Turbolaser Turret was added to the vehicle to better allow it to survive during combat operations, along with a highly unusual Lightning Gun. Ostensibly added to allow the walker to power damaged planetary shield generators, the Lightning Gun would prove to be a powerful weapon in its own right, capable of frying infantry, vehicles and starcraft alike.

Other improvements to the walker included a new sensor array, the installation of a droid brain and new operating system and the ability for the walker to use Dornean Plasma within its weaponry. Beyond that, the original function of the All Terrain Heavy Salvage Walker remains unchanged, that being asset recovery and salvaging. The walker does naturally retain nearly all the weaknesses of its original model, including laughably slow speed, horrendous mobility, a massive target profile and an inability to be carried onto other planets by most dropships and transports.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
SPECIAL FEATURES
STRENGTHS
  • Need for speed: The TIE Bolt is capable of reaching absurdly high speeds during racing, in excess of 950 kilometers per hour
  • Nitro: When the TIE Bolt's booster system is engaged, the podracer is capable of achieving even higher speeds for a short amount of time
  • Agile: The TIE Bolt is supremely agile, capable of performing incredible maneuvers even under high speeds
  • Viewscreen: Though the original TIE Podracer's cockpit was cut open to allow its pilot a better view, the transparisteel viewport was retained to help protect against oncoming hazards
  • Armed: The TIE Bolt is armed with a variety of different weapons, allowing it to actively eliminate other contestants during podraces
WEAKNESSES
  • Need for speed: The TIE Bolt is essentially uncontrollable at its top speed unless its pilot is force sensitive or cybernetically augmented
  • Temperamental: The TIE Bolt requires constant maintenance to keep the vehicle in anything resembling operable condition
  • Armed: It is extremely difficult to hit anything with the TIE Bolt's weaponry, especially when the vehicle is moving at high speed
  • Crash landing: Should the vehicle crash during a race, it is almost guarantee that its pilot will suffer serious injury or even death, especially when moving at high speed
DESCRIPTION

Though Ronhar Tane Ronhar Tane 's TIE Podracer proved to be an impressive racing machine, it was decided to modify the craft even further in order to improve the vehicle's overall performance. A number of changes were made to the body of the podracer, and the newly constructed craft was renamed to "TIE Bolt" to signify the nature of the improvements made.

The podracer's cockpit was modified to be open on its top and sides, in order to give the pilot better peripheral vision when racing, though the Transparisteel viewport was retained to protect the pilot from oncoming hazards and debris, striking a good balance between visibility and personal protection. Of course, should the podracer crash during racing, no amount or lack of cockpit armor is likely to save the person piloting the vehicle.

The chassis of the TIE Bolt was also modified, with its podracing engines being enlarged and its TIE Bomber wing replaced with TIE Interceptor wings. The podracer's weapons were also reworked, with the original TIE Podracer's cockpit mounted L-s1 laser cannons being replaced with four wingtip mounted L-s9.3 Laser Cannons. This was done to ensure that the TIE Bolt's pilot was no longer able to shoot its own engines with its laser cannons.

A single Magna Spike Launcher and a pair of Engine Mounted Flamethrowers were kept from the original model, giving the TIE Bolt the ability to target other podracers from all sides. Though the TIE Bolt lacks the raw physical and battering power of the TIE Podracer, the quality of life improvements done to the vehicle make the TIE Bolt a much more efficient and effective racing machine than the TIE Podracer ever was.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
SPECIAL FEATURES
STRENGTHS
  • Repair bay: The AT-LSW serves as a mobile repair bay, being able to carry and repair two small to medium sized vehicles or starfighters at once
  • Armored: The AT-LSW is quite heavily armored for a salvage vehicle, being able to absorb a large amount of punishment before being destroyed
  • Firepower: The AT-LSW is heavily armed for a salvage and recovery vehicle, sporting two heavy laser cannons and two medium repeating blasters
  • SMASH: The AT-LSW can easily smash through infantry and defensive positions with its reinforced durasteel footpads
  • Lighter(er): Compared to the AT-HSW, the AT-LSW is a magnitude of order lighter and smaller, though it is still a large vehicle overall
WEAKNESSES
  • Backline: Though it can act as a front line combat vehicle, the AT-LSW is best used behind friendly lines, as it is often a priority target
  • Large: The AT-LSW is a large and lumbering target, making it easy for enemies to hit even at long range
  • Unbalanced: Should just one of the AT-LSW's legs be destroyed, the entire walker will come crashing down to the ground in spectacular fashion
  • One size: The AT-LSW cannot lift particularly large or irregularly shaped objects into its cargo hold, though it can potentially leave them suspended from the sides
  • Exposed: When the AT-LSW is open on its side, it is far more vulnerable to being damaged or destroyed by enemy fire
DESCRIPTION

Although the All Terrain Heavy Salvage Walker possesses unparalleled lifting power when compared to other vehicles in Mahporeenian service, its usage is not always appropriate for every given situation that it might be called for. As such, the Mahporeem Imperial Remnant has developed the All Terrain Light Salvage Walker in response to this, although the usage of the word "light" is something of a misnomer.

Based upon the chassis of a standard All Terrain Armored Transport, the AT-LSW works in much the same manner of its even more massive cousin, possessing a pair of heavy duty crane arms that can lift large loads with ease. The AT-LSW is capable of lifting and repairing two small to medium sized vehicles at the same time.

As one might imagine, the AT-LSW is a rather enticing target for enemy attack, although it is heavily armed and armored. As such, the AT-LSW should not be used as a front line combatant, though it is more than capable of being pushed into this role should push come to shove. Of course, keeping the AT-LSW away from any sort of fighting is generally a wise idea.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Ax.
  • Size: Small.
  • Weight: Light.
SPECIAL FEATURES
STRENGTHS
  • Choppa: Like all Vibroblade weapons, the Sonic-Strike Hatchet is exceedingly lethal at close range, able to chop through metal, flesh and bone alike
  • Quadranium Edge: Even when not powered on, the Sonic-Strike Hatchet can deal serious damage thanks to its Quadranium edged blade
  • Straight edged: Because its blade is straight instead of being curved, the weapon is marginally more effective against armored opponents
  • Sonic discharge: To make the weapon even more effective against armored opponents, it is fitted with a Sonic Discharge Cell, which deals additional sonic damage to anything that the weapon touches
  • Knuckleguard: To further protect its user in close combat, the Sonic-Strike Hatchet comes equipped with an integrated knuckle guard
  • Multipurpose: In addition to its function as a weapon, the Sonic-Strike Hatchet can be used as a survival tool, such as by chopping branches, hewing wood, crushing rocks and digging fortifications
  • Long haft: Though the weapon has a very obvious grip placement, most of it can be grabbed with either one hand or two hands, allowing its user to block more effectively or to "choke up" and use the weapon as a tool
  • Durable: Though it does not use any lightsaber resistance materials in its construction, the Sonic-Strike Hatchet is nonetheless rather durable
WEAKNESSES
  • Choppa: The Sonic-Strike Hatchet is optimized for chopping, and is nearly impossible to stab with, making the weapon somewhat predictable
  • Energy cell: When activated, the Sonic-Strike Hatchet consumes energy at a fairly constant rate, making the weapon far less effective if it runs out of power
  • Straight edged: Unlike most axes, the Sonic-Strike Hatchet has a straight edged blade, which may require additional practice to get used to
  • BOOM: Like all vibroblades, the Sonic-Strike Hatchet is liable to explode should the weapon's blade come into contact with electricity
  • Knuckle Guard: Though it offers its user more protection, the Sonic-Strike Hatchet's integrated knuckle guard makes using its reverse facing hammer head more difficult, and prevents the user from throwing their weapon
  • Long haft: Technically, the only dangerous part of the weapon is its blade, making it difficult but possible to grab the weapon without getting hurt
  • Lightsaber bait: The Sonic-Strike Hatchet does NOT use any lightsaber resistance materials in its construction, making the weapon nearly useless against them
DESCRIPTION

The widespread proliferation of heavy armor across the galaxy has often made melee weapons either ineffective, inefficient or simply unattractive for the average person to carry into battle. In order to combat this unfortunate facet of life, the Mahporeem Imperial Remnant has developed the Sonic-Strike Hatchet, a piece of equipment that doubles as both a weapon and a tool.

Like all Vibroblade based weaponry, the Sonic-Strike Hatchet can be downright lethal in close quarters combat, with the weapon being capable of chopping through metal, flesh and bone with ease. Unlike most Vibroblades, however, the Sonic-Strike Hatchet is equipped with a Sonic Discharge Cell, giving the weapon both cutting based and sonic based damage. This allows the Sonic-Strike Hatchet to be effective against most forms of armor, and everything about the weapon is optimized for defeating heavily armored opponents.

The Sonic-Strike Hatchet also doubles as a survival tool, allowing its user to engage in a number of important survival based functions such as chopping branches, hewing wood, crushing rocks and digging fortifications. Of course, the weapon is far from perfect: it is short, really only capable of performing cuts, incapable of being thrown and, most importantly, completely useless against lightsabers due to its complete lack of lightsaber resistant material. Nonetheless, the Sonic-Strike Hatchet is a potent and versatile weapon and tool overall, one that can easily fit a variety of different roles.

Though it is being offered for sale by the N&Z Umbrella Corporation, the weapon has yet to incorporate any of the advanced materials used by N&Z in the construction of their various products, though the Imperial Remnant hopes to remedy this deficiency in the near future.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Knife.
  • Size: Very Small.
  • Weight: Very Light.
SPECIAL FEATURES
STRENGTHS
  • Compact: The Ion Slicer Vibroknife is a physically small weapon, making it quite easy to carry and handle, especially in enclosed or tight spaces
  • Lightweight: The Ion Slicer Vibroknife is rather lightweight, allowing it to be held for extended periods of time without causing fatigue or discomfort
  • Concealable: Because it is so small, the Ion Slicer Vibroknife can be easily concealed and hidden without much effort
  • Streamlined: Based on the way that it is designed, the Ion Slicer Vibroknife is unlikely to snag on clothing when drawn from its scabbard
  • Handy: All Ion Slicer Vibroknives are designed to be used one handed, making them especially easy to wield
  • Balanced: All Ion Slicer Vibroknives are balanced for throwing, giving the weapon additional versatility
  • Ion: Each Ion Slicer Vibroknife is equipped with an Ion Cell and an Ionite Edge, making the weapon especially effective against droids and powered armor systems
  • Slicer: As their namesake might suggest, the Ion Slicer Vibroknife can be used to overload door control panels and terminals
WEAKNESSES
  • Compact: Because they are so small, Ion Slicer Vibroblades have a very short reach, requiring their users to get especially close to their targets
  • Streamlined: Because of its Zabrak style grip, the Ion Slicer Vibroblade is especially ill suited to parrying enemy attacks
  • Dangerous: The lack of a proper crossguard makes the Ion Slicer Vibroblade especially dangerous to its user, particularly when trying to throw the weapon
  • Energy cell: When activated, the Ion Slicer Vibroblade consumes energy at a fairly constant rate, making the weapon less useful if it runs out of energy
  • BOOM: Like all vibroblades, the Ion Slicer Vibroblade is liable to explode should the weapon's blade come into contact with electricity, though the use of Ionite somewhat mitigates this risk
  • Lightsaber bait: The Ion Slicer Vibroblade does NOT use any lightsaber resistance materials in its construction, making the weapon nearly useless against them
DESCRIPTION

The Ion Slicer Vibroknife was developed for use by Mahporeenian Storm Commandos and ARC Troopers, who have often found themselves needing a way to quickly get through locked doors and other security systems. While traditional slicing techniques have proven effective in bypassing these security measures, they often take valuable time that Storm Commandos and ARC Troopers may simply not have.

As such, the Ion Slicer Vibroknife utilizes an Ion Cell and an Ionite Edge to quickly and efficiently overload electronic systems, allowing their users to simply "brute force" their way through door control panels and terminals without having to take time to properly slice them. As a consequence, these weapons are also especially effective against droids and powered armor systems while retaining their traditional lethality against organic beings.

Of course, such a weapon does come with a number of downsides, namely its poor reach and lack of defenses features. Nonetheless, it is hoped that the Ion Slicer Vibroknife will prove to be another useful tool in the Mahporeem Imperial Remnant's arsenal, and plans to create additional variants of the weapon under the N&Z Umbrella Corporation are currently in the works.

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