Me: This is a list of weapons from the games, new movies and from other franchises. Weapons since the military itself doesn't have enough or a good variety of it. What I put down though, well, you'll just have to look them up yourselves. I'm only going to put how powerful they are, how they are handled, and how much ammo they have. I won't be putting anything else like length or weight. Also, unlike the battlefront games, blasters don't overheat, they have internal coolants that keep them cool to the touch. DICE just added that so no one can fire until the ammo was spent. And the ammo in a blaster was a lot! I also just saw the new Han Solo movie. I liked it, not too much, but I liked it. Though it's not canon in my story. There are a lot of things in the movie that do not follow the legends or even the canon. The critics were right, it does not bring anything new. Rogue One was better. No offense to the actors, I always blame the people in charge that direct and write the script. Like Michael Bay and M. Night Shyamalan. I don't own anything on this chapter.
Oh, and next to the weapons in bold lettering are either where they are from or what they look like.
WEAPONS - BLASTERS:
F-11D Blaster Rifle - The F-11 is the standard issue weapon of the Alliance military. Much more accurate and lighter then the old E-11's, it is favored by many troopers out there for its durability and the ability to equip underbarrel weapons and equipment. Ammo size: 500 (Star Wars Canon)
F-18B Designated Marksman Blaster - The F-18B DMB is an assault rifle based blaster. An up-sized version of the F-11D- much like the Clone Wars era DC-15A- with a longer barrel and larger body with longer range that trades in rate of fire for accuracy and stopping power. Though heavier, it comes with variable attachments including underbarrel based and has 2 fire modes: 3-shot burst fire and semi-auto. A much popular weapon among scout troopers. Ammo size: 250
G125 Projectile Launcher - Commonly used by Jet troopers the G125 is capable of firing standard bolts from its middle barrel or a more powerful explosive round from the outside triple barrels. Ammo size: 300 (Canon)
FWMB-10 Repeating Blaster - Also known as the megablaster, the FWMB-10 is basically a portable E-web blaster with strong armor-piercing/high-explosive bolts that's also useful against light vehicles. Ammo size: Varies (Canon)
FWMB-10K - A smaller variant of the megablaster, the 10K is lighter in weight thanks to the removal of the integrated stands with better handling, range and accuracy. Ammo size: 50 (Canon)
SE-44C Blaster Pistol - The standard-issue blaster pistol of Alliance troopers. Ammo size: 100 (Canon)
DH-21 Kaiken blaster pistol - With full automatic fire, it's lighter and smaller then the DH-17, but loses accuracy at long range. Ammo: 100 (COD Infinite Warfare)
EC-17 Hold-out Blaster - Also called the Scout pistol, it's so small and compact that you can fit it anywhere so the enemy wouldn't be able to see it until the end. With built-in targeting scope and short-range laser emitter, it was a deadly weapon for its size. Ammo: 20 (Star Wars)
IQA-22 'Vektor' Sniper Rifle - The Vektor is the new sniper rifle created to kill in one shot with an effective firing range of 1,000 meters. Ammo size: 12 (Laser Sniper Rifle From XCOM Enemy Within)
EE-4 Blaster Rifle - Replacing and improving on the design on the old EE-3, the EE-4 was better suited for accurate fire at close range with spread shots. Ammo: 300 (Star Wars)
TL-50 Heavy Repeater - Even after years of use, it still remains one of the strongest blasters around. In addition to sending storms of bolts from its triple barrels, it could also gather its energy into a powerful concussion blast. Ammo: 200 (Star Wars)
RGA-86 Shotgun blaster - Also known as the Banshee, this shotgun is a pump-action sonic blaster that is more useful against droids as it comes equipped with a C6 stun device, which increases the deafening effect of the weapon that causes the droid to freeze up and leaving it vulnerable. Ammo: 20 (COD Infinite Warfare)
RS-25 Erad SMG - The Erad is an SMG with wide dispersion muzzle dampers recoil and underbarrel scatterblaster. Ammo: 240 for full-auto and 20 for scatterblaster (COD Infinite Warfare)
DCM-8 - A scatterblaster that can switch from semi-auto to rapid fire capability supported by a high-capacity power cell. Ammo: 30 (COD Infinite Warfare)
Relby K-25 Blaster - The Relby is a police only weapon used by law enforcement forces and agencies throughout the Alliance. It is a reconfigurable weapon that can switch between pistol, rifle and heavy configurations with a stun setting strong enough to knock out a bantha. Ammo: 200 (Star Wars)
NT-242 Longblaster - Regarded as one of the heaviest rifles created, it is a powerful anti-material sniper rifle. Because of this, it is considered a tank buster as it can take out light-to-medium armored vehicles. Used only by the most experianced snipers. Ammo: 3 (Star Wars)
ATTACHMENTS:
Optics: J19 electroscopes provides 1x to 8x magnification, low-light capabilities and antifogging filaments.
Dot Laser - The Dot laser is the default scope on every infantry weapon, equivalent of old iron sights. Because of its brightness, it also can be turned off and a soldier can still use the iron sight.
Holo - The basic optic sight.
Recon - Though obscures some vision, it provides extreme accuracy at long range.
ELO - Emitted Light Optics similar to the holo sight, but with much less obstructive frame.
Thermal - Senses heat glow of enemy.
Smart Shot - The integrated IFF system that guides pellets to target. Used with both scatter blasters and slug throwers.
Variable Sniper Sight - The VSS provides different, more longer range levels of magnification for sniper rifles from 10x to 40x.
Underbarrel: Masterkey: The masterkeys are underbarrel weapons created by Blastech to work with its new F-11D and F-18B blaster rifles.
Grenade Launcher - Fires a variety of 50mm grenades farther then it would have been thrown by hand. Can only load one before reloading.
Shotgun - An underbarrel version of the 12 gauge shotgun that holds 4 rounds before reloading.
Flamer - Fire spewing flamethrower with short range.
Bayonet - The Bayonet is a Vibro weapon that is used for close quarters combat. Can easily piece a Super Battle Droid.
Collapsible Foregrip - Foregrips allow for a more natural handling and firing position for the soldier.
Quarrel-bolt - Based on the Wookiee made bowcaster, the quarrel launched from this weapon is basically both an armor piercing and high explosive projectile. When the quarrel is launched, its momentum is sped up by a magnetic field and enveloped in plasma. Can only hold one quarrel before needing to reload. Quite useful against heavy armored infantry.
Accessories:
Flashlight - Used to see in the dark and can be set to a bright flash which blinds the enemy.
Laser Sight - Enhances targeting by emitting a small invisible beam of light that can only be seen by the HUD in Alliance Troopers helmets. Mainly used for slug throwers.
Laser Designators - Small enough to be equipped onto blasters, the laser designators is a low-power laser pointer used to indicate a target for a precision-guided munition, typically launched from an aircraft. Troopers can also link up with the Remotes Weapons System on APC's. Simply 'paint' a target- both ground or air- with a laser designator and the mounted weapon will engage by putting suppressing fire on the target.
Stock - The removable firing stock can be attached to pistols to give the soldier better handling of the weapon with a fast firing rate and better handling of the recoil, though suffers loss of accuracy as such is better use in short range fighting.
Bipod - Mounted under blaster that helps support and steady it. Bipods permit operators to easily rest a weapon on objects, like the ground or a wall, reducing their fatigue and increasing accuracy and stability. Bipods can be of fixed or adjustable length. Some can be tilted and also have their tilting point close to the barrel's central axis, allowing the weapon to tilt left and right. Some designs also allow the weapon to be rotated side-to-side. There are three ways for bipods to be folded: away from the shooter, towards the shooter, or into a vertical foregrip.
Shields - Shields strong enough to stand up to both heavy blaster bolts and armor-piercing bullets. Various designs exist from small round shields to large tower shields. The most shield issued to Riot troopers is equipped with thousands of mini-cameras in the front, giving the shield bearer a view of the front without exposing his face. Variants include three: those equipped with mini flashbangs capable of blinding not only organics even with eye protection, but also blinding droid and Decepticon optics; Those equipped with tasers come with a ten foot range and three foot width that can stun a raging Wookie crazy on the strongest of drugs; And those that can enlarge and cover the entire bearer and anyone behind said bearer.
Energy pack - based on the old power pack used by the barrel shaped MWC-35c Staccato repeating cannon, it is more compact and lighter. Used by shocktroopers, this energy pack increases any blaster with tens of thousands of bolts. The weapon is connected to the pack via a belt feed.
Close Range Melee Weapons: There is no official weapon for soldiers of the Alliance. They vary from world to world. Combat knives and daggers are the most common with small axes and blunts also used. The only weapon stronger then all of them are kyber-crystal enhanced lightsabers.
Vibro - Vibro weapons are always bladed. With a cutting edge more sharp then monomolecular made weapons, a vibroblade can cut through the thick hide of a rancor with minimal effort.
Gravity - Grav weapons are blunt hammers and maces that releases a pulse on kinetic energy that can smash a fully armored trooper into paste.
Arc - Arc weapons come equipped with an electrical field that can shut down a droid with a single hit. Along with this it comes with two settings: stun and kill.
Fusion - Each weapon is encased in a plasma heated metallic core in a microthin magnetic field, enabling the weapon to cut through even tank armor.
Force - Force weapons are available to force-sensitive soldiers only for they are designed to enhance the power of the wielder and vice versa.
HEAVY WEAPONS:
Electromagnetic Plasma - Based off technology from Umbara, Electromagnetic Plasma is a combination of lethality and tactics. All high explosive weaponry use EMP for kill potential against organic targets and severely damaging electronic machinery if enemy vehicle is not destroyed. A jack-of-all-trades weapon many troopers say. Used in missiles, grenades, rockets, mines and mortar rounds.
HH-25 Takedown Smart Rocket - The Takedown is a missile/rocket hybrid capable of firing dumb-fire rounds or after firing it locks on to the nearest target. Light and often considered an RPG, the smart rocket, and other rocket launchers, are now equipped with different kinds of missiles for different purposes. Ammo: 1
Ammo types: Frag missile - The most common type of munition, the frag shell is designed to explode on impact with any surface, and with a 3 meter blast radius, shoots shrapnel all over the area in various directions. Though primarily anti-infantry, it can also be used against light vehicles with some success.
Frak missile - The frak round is the second most common munition, lethal against all types of armor with APHE, the frak is a powerful tracker that chases after either slow moving tanks or swift moving light vehicles and flying enemy units.
Concussion missile - Very effective at breaking up fortifications and stunning, or killing, anyone hiding behind it.
Other types - Anti-plant, stun, ion, flash, smoke, illumination, gas
PLX-5 - The latest missile launcher after the PLX-4 introduced almost thirty years ago, the PLX-5 has advanced tracking capabilities and can carry different types of munitions with an onboard machine that lets the soldier carrying the weapon switch ammo. Though larger and heavier, its more reliable and tougher then the smart rocket. Ammo: 6
M5 Zenith Mortar Launcher - The Zenith is an indirect fire weapon that lobs explosive projectiles in a high arc at a 100 meter distance with a large blast radius. Upgraded over the Republic Mortar used in the Clone Wars and light enough to be carried and operated by one man, the 60mm Zenith mortar can quickly turn the tide of battle in favor of whoever wielded it. It uses different types of shells and can fire all of its shells at once in rapid succession or simply one at a time. Can also be mounted in or on some vehicles for indirect fire. Ammo: 5
Mortar Shell types: High explosive, air-burst fragmentation, armor-piercing, inferno, illumination, smoke
M8 Draco Electromagnetic Plasma Mortar Launcher - Unlike its cousins, the Draco doesn't use physical based rounds, but instead lobs an Electromagnetic Plasma bolt at 4,000 meters away, making it quite effective against both infantry and light-to-medium vehicles. Despite its size, the Draco is still light enough that it can be carried and operated by two troopers. Ammo: 10
M11 Brader Heavy Mortar - The Brader is a large 160mm mortar with a firing range of over 8,000 meters. Because of its large size and weight, the Brader has to be either towed or carried via dropship carrier to its intended destination. Ammo: 1
Ammo types: Siege Shell - The siege shell is a special weapon that is fused to explode after burying itself in the ground, collapsing the foundations of buildings and causing it to cave in.
Cluster shell - The cluster munition is an air-launched explosive weapon that releases smaller submunitions. Perfect against tightly packed enemy infantry, especially heartless.
Breacher shell - Sacrificing explosive yield for additional propellant that gives the weapon greater armor penetrative capabilities, making it especially useful in bunker-busting roles.
Other types - High explosive, frag, armor-piercing, inferno, illumination, smoke
M32 Grenade launcher - Also called the War Machine, the M32 is a 50mm grenade launcher that uses different types of grenades for various purposes. Ammo: 6
Ransack Assault Cannon - The Ransack is a heavy weapon that was once used by the now defunct Dark trooper droid program, now used by heavy infantry. 1.2 meters long, the wide body has two barrels with two triggers. The first is a deadly blue-white plasma shot that fires at an approximate rate of 540 RPMs while the second is a compact, dumb-fire missile launcher. Ammo: 400 plasma shots and 20 missiles
Stomper Grenade Launcher - The stomper is a fully automatic 50mm grenade launcher created to use different types of grenades and be mounted on vehicles such as the AT-ST and APCs. Ammo: Varies
Z-7 Maverick Rotary Blaster Minigun - The new Z-7 Maverick is the improvement over the old Z-6 blaster. Now equipped with energy shielding for the gunner with an intense rate of fire double then what the older model produced. The gunner can charge the weapon to unleash an armor piercing blast that can be used against armored enemy troops and lightly-armored vehicles. Ammo: Varies
Laser Cannons - Newer laser cannons, or lascannon for short, are categorized in three kinds and are often twin-linked to improve accuracy.
Light laser cannons- also called multi-lasers- can switch from high explosive/armor-piercing bolts with a slow rate of fire to rapid fire mode with a fire rate of 2,000 bolts a minute. They are a common weapon for vehicles such as the AT-ST and MAAT gunship and can be sponson or hull-mounted to provide a secondary weapon to a vehicles primary turret. Multi-lasers can also be crew-served for anti-armor work and stronger species can even carry and shoulder fire a multi-laser with ease.
Medium laser cannons are the next common weapon, mounted on tanks. The Heavy laser cannon, on the other hand, is a potent tank-killer mounted on the largest of vehicles such as the AT-AT. One can even be mounted on a few light vehicles to turn them into tank-hunters. It is also noted that despite its role against armored targets, the laser cannons bolts have a high explosive force capable of destroying groups of infantry.
D93 Incinerator Flamer - A powerful flamer primarily designed to turn any battlefield into a blazing inferno using the flammable gel known as conflagrine-14. Though many detest flamers, even evil has to be used to fight evil.(Star Wars)
BGM-80 Swingfire Launcher - The Swingfire launcher fires Anti-tank missiles capable of obliterating even the largest of armored vehicles with a maximum range of 6 kilometers. If need be, the Swingfire can also be used in bunker buster roles, capable of penetrating up to two feet of duracrete. It comes with four firing modes: Remote guided, laser-guided, lock-on and fire-and-forget. The Swingfire launcher is capable of being used on tripod by infantry Heavy weapons teams and can even be mounted on vehicles and walkers. This even includes civilian turned military speeders and repulsorcrafts.
Gatling Laser - The Gatling laser is a rapid firing, multi barrel, multi-laser that can tear platoons of enemies apart.
S-02 Anti-Air Razorback Turret - A short-ranged anti-air defense weapon equipped with two quad-launchers that fire contact/airburst surface-to-air missiles specially designed to take down fast flying aircraft, droids, heartless and even enemy missiles, small or big. The missile it uses is called the Chiru, named after a deadly large wasp found on the planet Socorro. The razorback is also quipped with a multilaser for ground defense.
S-05 Anti-Air Flak Pod - A 6-barrel anti-air flak launcher used for long range air defense capable of tracking targets up to 8 kilometers with AA missiles larger and stronger then the Chiru. Commonly mounted on the weapon mounts and the AT-AT
M45 Quadmount - An anti-air weapon, the M45 Quadmount - nicknamed the meat chopper - features four rapid-fire medium laser cannons that are used against swift flying targets, or firing all four lasers at once, equaling the strength of a heavy laser cannon that can destroy heavily armored bombers or dropships. Useful against infantry also.
Electromagnetic Plasma Pulse Cannon - The V99 Mangonel EMP pulse cannon is a massive and powerful artillery weapon that can destroy both heavily armored vehicles and groups of infantry in a fiery ball of plasma with a range of 15 kilometers.
Manticore Anti-Personnel Rocket Launcher - The Manticore is a 15-barrel launcher that fires target-seeking rockets with an explosive force of a grenade. Useful against both infantry and light vehicles.
Dozer Blades - Metal armor equipped to track-based vehicles that enable the vehicle to move more safely through difficult terrain by pushing aside anything in its way and cane safely detonate mines, clearing up a mine field for allies to safely pass through.
Mine-Clearing Line Charge - It is used to create a breach in minefields under combat conditions that can clear a path up to 200 meters long and 10 meters wide. Infantry can use a smaller mine clearer with a length of 50 meters and a width of 2 meters.
Anti-Personnel Mines - When stepped on, the AP mine launches an immense high-explosive EMP force upwards to enemy target.
Anti-Tank Mines - Large mines that severely damage/destroy armored target, even repulsorcraft. As soon as something heavy and metal crosses over, it launches upwards, sticks to bottom frame and detonates with immense explosive force.
Bounce bombs - Buried unto the ground, as soon as an enemy comes within range, the bounce bomb launches three to five feet into the air and launches poisoned coated shrapnel in a 360 degree radius. With a kill radius of up to 20 meters and capable of inflicting casualties at 100 meters with some troopers reporting even farther. Can kill enemy troops, droids, even heartless.
Trophy System - Countermeasure projectile system that creates a specialized shield that defends within a 10 meter radius from rockets, missiles and grenades. Commonly mounted on almost all Alliance military ground based vehicles and can even be carried by infantry and be mounted on the ground. Has limited use. Can only block up to two projectiles at the same time in quick succession, anymore and allies are at risk.
Titavian-Class Bunker Busters - Titavian BB's are powerful munitions designed to penetrate hardened targets or targets buried deep underground, such as military bunkers. From 500 to 30,000 pound explosives that can be launched and guided either from starships or heavy bombers.
Weapon Platforms - Heavy weapons used in the military that, unlike their self-propelled cousins, have to be either towed or air-lifted by transports. These include turbolasers, V99 Mangonels, anti-air flak pods, anti-air M45 Quadmount, anti-vehicle laser, mass driver launcher and ion cannon. These platforms can either be manned, remotely operated or set to self-automated mode. The platforms can be used for artillery assault and defensive purposes.
Mobile Shield Unit - The MSU is a mobile vehicle pad that's capable of carrying a shield generator for protecting allies from enemy fire in a large area. Based on the shield generators used by the Gungans during the Invasion of Naboo of 32 BBY, multiple MSU's can protect a large force of infantry and vehicles on the move.
AMMO TYPES AND EXPLOSIVES:
Grenades: Nowadays, new grenades are installed with Electromagnetic Plasma energy designed to work against both organic and non-organic targets with additions that make them twice as lethal. Each grenade also comes in four different variants such as default, which explodes in four to five seconds; Impact, which, as the name implies, explodes after contact with physical target; Sticky that sticks to target then detonates in two seconds; and Smart, in which the AI in the bomb seeks out the nearest target and detonates upon impact.
Frag - Anti-personnel explosive that sends a hail of thousands of tiny and deadly shards of metal with a kill radius of 6 meters and injury radius of 16 meters.
Krak - A shaped explosive charge capable of mag-locking onto vehicles and bunkers and punching holes in armor.
Concussion - Packed with volatile explosives that creates a powerful shock wave and a deafening din upon impact. Lethal in close quarters like ship compartments and inside buildings.
Ion - Uses electromagnetic pulses to cripple vehicles, personal shields, weapons and droids. Also known as droid poppers.
Electro - An overload of electricity capable of not only shutting down droids, but can kill a human being with a fatal high voltage.
Anti-Plant - A lethal weed killer that releases a vicious cocktail of toxins, viral agents, defoliants, and anti-fungal agents on detonation that reduces even the heartiest of flora to foul-smelling muck in minutes.
Choke - Produces a non-lethal gas which causes those who inhale it to choke, making them easy targets.
Inferno - Uses conflagrine-14 to burn its target. Especially effective against armored units.
Thermite - Uses specially designed liquid that troopers have taken to calling 'plasma acid' that can melt through tank armor, albeit at a slow pace. Also used in breaching procedures against tough walls.
Cryo - Flash freezes on impact. Those frozen are shattered as soon as they are hit.
Cluster - On impact it breaks into three smaller grenades to cover a larger area.
Needle - Releases dozens of poisoned darts.
Stun - Also called a flashbang, it is a non-lethal grenade that can temporarily disorient an enemy's senses.
Toxic - Releases cloud of poisonous gas capable of killing up to three Wookies in seconds. Harmlessly dissipates into the air afterwards.
Tear Gas - Used mostly by Police Officers, it is a chemical weapon that causes severe eye and respiratory pain, skin irritation, bleeding, and even blindness.
Knock-Out - Gives off a gas which sends any creature to sleep unless they use some form of respirator equipment.
Stumm - Used by law-enforcement agencies that emits a debilitating gas, designed to be persistent and spread over a wide area. Any unprotected persons in the area can suffer in several different non-harmful ways, and will generally end up in a state of confusion.
Smoke - A specialized grenade used as a signaling device, target or landing zone marking device, or as a screening device for unit movements.
Taser - An electrical grenade with a lower electrical setting that can stun organic enemies.
Sting - Releases dozens of rubber balls to stun unarmored targets without injury.
Threat - Temporarily shows enemies through walls within a 30 foot radius. Can be manually detonated. (COD Advanced Warfare)
Thermal Imploder - The imploder functions by compressing and heating the surrounding atmosphere, this creating a vacuum that provides a powerful implosion in a large 10 meter radius.
Sonic Imploder - It uses sound waves to temporarily blind and weaken enemy units within its vicinity, though it could kill if said units were in close proximity upon detonation.
Traps - Explosive traps that can be stuck to entrances and explodes as soon as an enemy steps through.
SLUGTHROWERS: Though considered relics, primitive, and unconventional, the new slugthrowers created work better then those of the past, now equipped with magnetic accelerators like miniature railguns that fires the bullets as fast as a blaster bolt and hits just as hard, though suffers from small ammunition storage. Useful even against droids and even more useful since they use sound and flash suppressors for covert use. Perfect for snipers and assassins.
MR6 Pistol - The is a specialized pistol used for quiet killing and able to go through the skull of a reek easily. Ammo: 20 Caliber: 9x21mm (COD Black Ops 3)
KBS Longbow - A bolt-action ballistic rifle commonly used for long range assassination. Ammo: 6 Caliber: 10.6x83mm (COD Infinite Warfare)
DMR-1 - Designated marksman rifle with moderate stopping power and low recoil with mid to long range action. Ammo: 12 Caliber: 7.62mm (COD Infinite Warfare)
SN6 - The SN6 is a fast firing SMG with semi-auto and full-auto capabilities. Ammo: 60 Caliber: 9x21mm (COD Advanced Warfare)
SG12 - The semi-automatic 12 gauge SG12 shotgun was created after many requests from soldiers who wished for a slugthrower with strong killing power capable of taking down a super battle droid. Ammo: 12 (COD Black Ops 4)
FC-1 Flechette Launcher - An anti-personnel and anti-vehicle weapon that fires a spray of metal flechettes that are effective at close range against both soft and armored targets with a range from 100 to 250 meters. Ammo: 10 (Star Wars)
SHOTGUN AMMUNITION:
Scatter - Standard buckshot ammunition.
Solid Slug - Longer range shell.
Air-Burst Explosive - ABE shells that rupture within inches before impact violently detonating in a combustion pocket which hits with incredible concussive force with a kill radius of 5 meters. Used best against tightly packed infantry and heavily armored droids.
Inferno - Fire rounds.
Flechette - Razor sharp, mono-edged, poison coated darts that are useless against heavy armor, but can easily pierce light armor.
Stun - Shock generated round used for target capture.
MASS DRIVER LAUNCHER: Specially created missile launchers capable of storing and firing different types of missiles for multi-role combat.
Hellstrike - Standard anti-armor missile used for both air-to-ground and air-to-air targets.
Skystrike - Air-to-air missiles that launch 6 air-burst/fragmentation mini-rockets midair capable of taking out multiple enemy air units such as swarms of insectoids and flying heartless.
Skyfury - Packed with concussion sub-munitions that kill and/or incapacitate enemy troops.
Hellfury - Packed with incendiary sub-munitions which burst in the air to cover a wide area.
Hellfire - Ion missile capable of severely damaging the electrical systems of enemy equipment, droids and vehicles.
Skybuster - Bunker buster missile. Not as powerful as the Titavian-class, but comes in handy when needed.
Frostfire - Carbonite based missiles capable of releasing a flash of supercooled carbonite upon detonation, the sudden decrease in temperature capable of slowing enemy vehicles and infantry. Especially wrecks havoc in the mechanical systems of droids and severely injuring organic infantry with frostbite and hypothermia.
WARHEADS/PROJECTILE LAUNCHERS: With proton now being replaced with electromagnetic plasma energy and the same EMP upgrading concussion based missiles, both ships and starfighters are capable of launching different types of torpedo's stored within for use against different enemy units.
Mag-pulse - The most common torpedo used, mag-pulse torpedo's work well against both starfighters and enemy starships, even shielded.
Concussion - With better speed and a smaller size, concussion missiles are used in anti-starfighter work. They've also been upgraded by being able to launch shrapnel when they explode, making them more efficient.
Heavy rocket - The heavy Mag-pulse rocket is a type of warhead used to destroy heavily shielded or armored targets. Compared to other projectiles, the rocket pack considerably greater firepower, though at the cost of being larger in size along with less speed and maneuverability.
Conner net - Used for capture purposes, the net is launched much like a missile and, when it unfurls and wraps around the target, it discharges and shorts out the ship, leaving it stranded.
Discord - Each missile contains up to seven buzz droids that can disable instead of destroying their targets.
Mag Bombs - A common type of bomb used by Y-wings and K-wings against fixed or slow moving targets such as fortifications, space stations, capital ships and can be used in ground side bombing runs.
Ion - Bombs/torpedo's capable of shorting out even the largest capital ships, leaving them open for attack or capture.
Cluster - Capable of launching 6 target-seeking missiles to strike individual targets.
SPECIAL FORCES ONLY:
Ohm - The Ohm is a special weapon that switches from a blaster rifle to a fully automatic scatter blaster. Extremely popular with special forces, it is a culmination of power after years of technological restriction. Ammo: 150 (COD Advanced Warfare)
DL-49 Heavy Blaster Pistol - The evolution of the older DL-44, the DL-49 has power, accuracy and range, based off of Han Solo's personal blaster pistol. Ammo size: 50
Type-2 Womp Rat - The Womp Rat is a small SMG, light enough to be used one handed, but comes with the ability to be split and be used as duel wield pistols. Ammo: 200 (COD Infinite Warfare)
Type-3 Anooba - Same as the Womp Rat, except the Anooba's duel wield capability is short-range scatter blasters. Ammo: 200 (COD Infinite Warfare)
R-VN - The R-VN is a 2-round-burst, auto-fire, energy rifle that can split and turn into melee weapons that can either stun or kill whatever it hits. Ammo: 300 (COD Infinite Warfare)
MORS - Military Operational Rail Sniper. Only one bullet per reload, but each round's a 15mm armor-piercing bullet fired at 6,000 feet a second with an integrated electromagnetic plasma pulse current strong enough to stop a rancors heart. It can leave a hole in an MTT a foot in diameter in its side with the EMP shutting and or damaging important internal systems. Caution must be taken when firing for recoil can dislocate the shooters shoulder. Ammo: 1 (COD Advanced Warfare)
A180 Blaster - Exclusive only to AIS agents, SCAR troopers and Oniwaban, the A180 is a versatile weapon that can be easily reconfigured, even on the battlefield into a blaster rifle, sniper rifle, or ion launcher and is now further upgraded with grenade launcher and mini-rocket. Ammo: Varies (Star Wars)
EBR-800 - The EBR is a specialized weapon that can switch from a sniper rifle that has a semi-auto and burst fire settings, to a fully automatic blaster rifle. Ammo: 200 (COD Infinite Warfare)
CEL-3 Cauterizer - The Cauterizer is a beast of a weapon. A fully automatic scatter blaster with enough power to literally cut a human being in half at the waste at 3 feet away. Light enough for a Wookiee to use with one hand. Ammo: 25 (COD Advanced Warfare)
Armor Panels - A portable blaster proof panel that can be rolled like a blanket and can hold against explosives. A barricade for doorways and windows.
Brimstone BC-3 Exothermic Charges - Thermite that has a three second deployment time, but capable of breaching through any reinforced wall. Remote detonable and can kill anyone standing even five feet in front of it.
Shock Drones - Small droids capable of slipping in through small cracks to scout out potential ambushes and capable of taking out gadgets, shutting down explosives and stunning enemy targets.
ADS-MKlV Magpie - A unique gadget that can be stuck next to a solid surface and can intercept live explosive projectiles before they detonate.
Shock Wires - Stick these electrical devices to metal- such as blast doors and barbed wire- and can injure or kill anyone that comes into contact.
APM-6 Cluster Charges - Capable of clearing rooms by deploying sub-grenades through walls, floors, and windows.
Mute Charge - Generates a vibration-dampening field around itself when activated. Within this field, blaster fire, explosions, shouting and even whispering can go unnoticed by other enemies in adjacent rooms. Because of this, timing was essential because an enemy will definitely notice when they can hear no sound so SpecForces have to act fast.
Harmonic Device - When four are placed on a wall, it creates a 'window', allowing Specforces to see what's on the other side while remaining unseen.
Variable Grenades: Specialized grenades used only by the best soldiers with multiple effects.
Lethal (Smart, Contact, Default) (COD Advanced Warfare)
Tactical (Threat, Flash, Ion) (COD Advanced Warfare)
*****NEW VEHICLES*****
HIGH ALTITUDE ASSAULT TRANSPORT:
The HAAT was created to be just as capable of carrying troops like the bigger MAAT, but with its smaller size it was faster and more maneuverable at the loss of armor and capable of carrying underwing mounted weaponry for multiple attack purposes, though suffers from loss of speed due to weight. Unlike the larger MAAT, the HAAT comes with collapsible, crash safe seats for the troopers to sit until ready to be deployed.
LENGTH: 12 METERS
WIDTH: 4 METERS
WINGSPAN: 11.2 METERS
HEIGHT: 4.2 METERS
CREW: 1 x PILOT
1 x CO-PILOT/GUNNER
PASSENGERS: 12 x TROOPERS
ARMAMENT: 1 x MULTI-LASER
2 x MASS DRIVER LAUNCHERS (15 missiles each)
2 TO 6 x OPTIONAL UNDER WING MOUNTED WEAPONRY
VARIANTS:
HIGH ALTITUDE MEDICAL TRANSPORT: The HAMT is extensively modified with medical mission equipment. Components include an external rescue hoist, integrated patient configuration system, environmental control system, on-board oxygen system (OBOGS), and crashworthy ambulatory seats. Only equipped with chin-mounted weapon.
HIGH ALTITUDE VEHICLE CARRIER: The HAVC removes its troop compartment to be equipped with magna grapples, allowing it to carry light-to-medium vehicles. This includes the AT-ST and APC's. Though its Mass Driver Launchers were removed, it still comes armed with a chin mounted multi-laser and two optional underwing mounted weaponry.
HIGH ALTITUDE ATTACK GUNSHIP: The HAAG removes its troop compartment, given extra armor and added weaponry for use against multiple types of enemy targets. The HAAG can hold six kinds of weaponry under wing without loss of speed.
HIGH ALTITUDE LIGHT TRANSPORT: Removing its wings and being almost half the size of the HAAT, the HALT can be equipped with outboard benches capable of carrying up to three human sized troopers on each side, totaling up to six per dropship. Though less armed with only a nose-mounted FWMB-10 repeating blaster, the HALT can carry the troops easily through a tight city metropolis with little difficulty. If need be, the HALT can remove the benches and be equipped with stub wings with 4 light underwing hardpoints. Can equip Maverick miniguns and 7-barrel rocket pods. Also, the stub wings can carry one heavy weapon each, such as multi-lasers, racks and even bombs. Because of this, it is commonly used for personnel transport, escort and fast attack missions, casualty evacuation, recon and observation.
HIGH ALTITUDE STEALTH TRANSPORT: The HAST has all weapons but its nose-mounted gun removed and its wings shortened with one optional weapon hardpoint under each wing. The reason for this is that while it still carries the same amount of troops such as the HAAT, HAST comes equipped with a cloaking device. Because of this, the HAST is reserved for Special Forces only in its assignments such as night-time raids, anti-terrorism tactics, hostage rescue and stealth insertion missions.
UNDERWING WEAPONRY - Mounted under HAAT gunships and variants in inner, middle and outer hardpoints. This includes multi-lasers.
Groundpound Rocket Pods - A 19-barrel launcher that fires unguided rockets for use against both infantry and light-to-medium vehicles. This includes armor-piercing/fragmentation, inferno, smoke and illuminating.
Racks - Capable of carrying 4 Swingfire missiles or high explosive bombs and bunker busters, either dumb, guided or smart types. This includes three 500 pound bombs, two 1,000 pound bombs, or one 1,500 pound bomb.
Shrieker Munitions Dispenser Container - The Shrieker MDC is a large munitions bomb capable of dispensing a huge amount of either 120 anti-personnel mines or 60 anti-tank mines across a very large area of up to almost 400 meters across in all directions. Because of their deadliness against civilians if forgotten, each mine can be manually detonated by forward command when the battle is finished. One MDC per rack.
Cluster Bombs - In midair, launches 200 submunitions that explode on contact across a large area. This includes fragmentation, ion, concussion, smoke, inferno, cryo, toxic and more. One bomb per rack.
Composite-Beam Laser - Focusing multiple laser beams, which meet at a central angle, into a single, considerable powerful beam that can cut through light armor like a knife through flesh. Can only be equipped on outer hardpoints.
(INTERIM ARMORED VEHICLE) IAV-80 MUSTANG INFANTRY CARRIER VEHICLE:
The Mustang/ICV is a new apc that only after its introduction a short time ago has become a much loved war machine in the Alliance armed forces. Its Protector Remote Weapons Station is also capable of operating on its own if necessary with smoke launchers. Its toughness, small size, tremendous speed and maneuverability makes the IAV and its variants perfect in the urban, tight quarters and alleys of cities. Its under chassis is well armored for a vehicle of its size, capable of withstanding an explosive force of up to 10 kilograms. It also comes with a special design. When encountering countermeasures that can jam repulsorcraft based vehicles, 8x8 wheels can unfold from below so the APC can still function in battle. Because of this, with the repulsorlift being shut down, the IAV doesn't give off a large heat signature, giving it a small stealth advantage.
Its primary duty is to accompany tanks and walkers into battle and provide protection for the troopers as they disembark from the APC. The Mustang/ICV and its variants had other roles such as quick pick up of infantry and protection of the flanks and other weak spots of the slower allied vehicles along with carrying extra gear, including med-kits, communication equipment and ammunition. The hull sealed off with onboard oxygen tanks to protect the troopers stationed inside from gas and contamination. It's even amphibious, able to traverse dense swamps and marshes, even rivers, in order to flank the enemy. Because of its adaptability, many variants exist for various combat situations.
LENGTH: 7.76 METERS
WIDTH: 3.20 METERS
HEIGHT: 3.72 METERS WITH WHEELS
CREW: 1 x PILOT
1 x COMMANDER
PASSENGERS: 10 x TROOPERS
ARMAMENT: 1 x MULTI-LASER or BGM-80 SWINGFIRE LAUNCHER
VARIANTS - IAV-81 MUSTANG ARMORED RECONNAISSANCE VEHICLE: The Mustang/ARV's passenger complement is reduced to 6, but managed to keep its weaponry with the added ability of advanced surveillance systems for recon units.
IAV-82 MUSTANG COMMAND VEHICLE: The Mustang/CV is used within the armed unit to provide means to receive information, analyze and transmit data, and control forces carrying out combat missions.
IAV-83 MUSTANG FIRE SUPPORT VEHICLE: The Mustang/FSV provides automated enhanced surveillance, target acquisition, target identification, target tracking, target designation, position location and communications functionality. Targets will be transmitted instantly to the fire support system and shooter.
IAV-84 MUSTANG ENGINEER SQUAD VEHICLE: The Mustang/ESV provides mobility and limited counter mobility support. Integrated into the ESV are obstacle neutralization and lane marking systems and mine detection devices. The ESV with its attachments provides a partial solution to the obstacle clearance role, primarily for clearance of hastily emplaced mines on hard surfaces and rubble, plus will enable the Engineer squad to control robotic based systems. Comes with a Protector RWS and multilaser.
IAV-85 PALFREY NUCLEAR, BIOLOGICAL, CHEMICAL, RECONNAISSANCE VEHICLE: The Palfrey/NBCRV automatically integrates contamination information from detectors with input from navigation and meteorological systems and transmits digital NBC warning messages to warn follow-on forces. The core of the NBC RV is its on-board integrated NBC sensor suite and integrated meteorological system.
IAV-86 PALFREY MOBILE ELECTRONIC WARFARE SUPPORT SYSTEM: The main missions of the Palfrey/MEWSS are data collection, locating and positioning of enemy force, intercepting and jamming enemy communications. It is also capable of conducting electronic attacks against designated targets and might be operated in the forward area of operations. It is capable of operating in a variety of tactical situations.
IAV-87 SAMARITAN MEDICAL EVACUATION VEHICLE: The Samaritan/MEV is the en route care platform for brigade units, part of the battalion aid station, providing treatment for serious injury and advanced trauma as an integrated part of the interknitted combat forward formation. An attendant's seat that will allow the attendant to change position and visually monitor all patients while the vehicle is in motion. Medical personnel must be seated for safety while the vehicle is in motion, but able to visually monitor patients. Weapons are removed.
IAV-88 DRAFT HORSE RECOVERY TOWING VEHICLE: The Draft Horse/RTV comes equipped with a boom crane, and recovery winch, for use in recovery of vehicles, specifically other IAV's. No room for infantry, but still equipped with a Protector RWS with either a FWMB-10 megablaster or Stomper grenade launcher.
IAV-89 BRONCO ARMORED FIGHTING VEHICLE: Bronco/AFV's are frontline war machines armed with a triple-barrel gatling laser capable of puncturing light armor and hosing down enemy infantry. It also comes equipped with a twin-swingfire launcher for anti-armor assignments, though the drawback is a maximum range of 2.7 kilometers. Its passenger count is reduced to 4.
IAV-90 BRONCO INFANTRY FIGHTING VEHICLE: The Bronco/IFV main armament is one rapid-fire medium laser cannon with a FWMB-10 megablaster or Stomper grenade launcher on a specialized Protector system known as the Medium Caliber Remote Weapons Station. The MCRWS is not a true turret so it doesn't extend into the crew compartment and take up space, allowing the IFV to still carry up to 6 troopers straight into battle. Can even defend against low flying enemy units.
IAV-91 COURSER ARMORED MORTAR CARRIER: The Courser/AMC is equipped with a turret called the Advanced MOrtar System - AMOS for short - with 360 degree turn capability/field of fire and a 85 degree fire arc elevation. The turret is armed with twin long-barreled draco plasma mortars; Providing fire support for the 4 troopers stationed inside as they dismount the vehicle, it can fire its mortars either one at a time or both at once. The plasma mortars not only provides quick-action fire support, but it can also turn the Coursier/AMC into an armored fighting vehicle, using its mortars as battle cannons against both armored targets and infantry.
IAV-92 COURSER HEAVY MORTAR CARRIER: The Courser/HMC is armed with a 160mm Brader heavy mortar that provides in-direct fire support to fellow infantry with screening obscurants, suppressive forces and on-call supporting fires. Unable to carry passengers, the Brader system is capable of auto-loading and working itself thanks to the operator stationed on board and advanced mechanical systems.
IAV-93 TARPAN MOBILE AIR DEFENSE: The Tarpan/MAD removes its passenger complement in order to be equipped with the Razorback turret for use in short-range air defense against flying enemy fighters and long range missiles/rockets.
IAV-94 DESTRIER ANTI-TANK GUIDED MISSILE VEHICLE: The Destrier/ATGMV is a long ranged destroyer equipped with a 5-barrel Swingfire launcher with a range of over 5 kilometers; It can even destroy heavily armored airborne targets when necessary. Also comes with a Protector RWS mounted with either a FWMB-10 megablster or Stomper grenade launcher for close range defense.
IAV-95 DESTRIER MOBILE GUN SYSTEM: The Destrier/MGS is a tank-hunter that has its passenger complement removed to be outfitted with heavy weaponry capable of taking out heavy armored enemy vehicles at long range. Though lacking in armor, its speed and maneuverability rectifies this. Its main armament is a heavy laser cannon capable of taking out an AAT with one hit.
IAV-96 HIPPO AMPHIBIOUS TRACKED VEHICLE: The Hippo/ATV is larger APC with tracks and made for amphibious assault to land 18 shoretroopers and their equipment from the water to inland objectives and to conduct mechanized operations and related combat support in subsequent mechanized operations ashore. Comes equipped with onboard oxygen tanks and pressurized hull armor that protects the onboard troopers from water pressure until deployment. Can carry a larger Protector RWS system with various weapons. This includes twin-linked multi-lasers or one medium laser cannon for use against armored enemies.
PILOTABLE/AUTONOMOUS WALKING WEAPONS SYSTEM:
The P.A.W.W.S. is a large autonomous bipedal combat droid, or mech, that provides fire support for infantry squads where an AT-ST wouldn't be able to make it in time or in tight places such as starships and buildings. The droid walker is also equipped with jump jets so the PAWWS can be dropped from high altitude for quick response and be able to quickly avoid enemy fire. It can also be operated by an organic pilot. (Call of Duty: Black Ops III)
LENGTH: 2.25 METERS
WIDTH: 3.75 METERS
HEIGHT: 3.62 METERS
CREW: 1 x AUTOMATED DROID BRAIN or 1 x ORGANIC PILOT
ARMAMENT: 1 x MAVERICK MINIGUN
1 x D-93 INCINERATOR
1 x MANTICORE ANTI-PERSONNEL ROCKET BATTERY
TALON:
The Talon is an autonomous droid drone that flies fast to lay down suppressive fire against enemy units. Though its fragile, it's maneuverable and fast.
WIDTH: 102 CENTIMETERS
HEIGHT: 22 CENTIMETERS
ARMAMENT: 1 x FWMB-10K BLASTER or ANTI-PERSONNEL MICRO-ROCKET SWARM LAUNCHER
SAWFISH SINGLE PERSON WAVESKIMMER:
A small and lightweight aquatic based vehicle capable of reaching 200 kpm easly both under and over water.
LENGTH: 2 METERS
WIDTH: 1.5 METERS
HEIGHT: 1.8 METERS
CREW: 1 x PILOT
ARMAMENT: 1 x FWMB-10 REPEATING BLASTER
AQ-6 SAILFISH WAVESKIMMER:
The Sailfish is a repulsorlift surface ship supported by two sturdy legs angling down from either side of the cockpit. Each of these legs terminated in a pontoon that allowed the vehicle to float on the surface of water and glide over it at over 100 mph.
LENGTH: 7 METERS
WIDTH: 10 METERS
HEIGHT: 11 METERS
CREW: 1 x PILOT
ARMAMENT: 2 x MULTILASERS
1 x MANTICORE ANTI-PERSONNEL ROCKET LAUNCHER
TIE/AQ FIGHTER BOAT:
A Tie variant created for underwater combat.
LENGTH: 4.3 METERS
WIDTH: 5.8 METERS
HEIGHT: 5 METERS
CREW: 1 x PILOT
ARMAMENT: 2 x MULTILASERS
2 x MISSILE LAUNCHERS
AQUATIC ARMORED TRANSPORT:
The AQ-AT is the aquatic equivalent of the land-based AT-AT, designed to transport troops into battle. Scubatroopers would be protected until ready to be deployed and the AQ-AT would transport Shoretroopers for beach assaults.
LENGTH: 20 METERS
WIDTH: 10 METERS
HEIGHT: 7 METERS
CREW: 5
COMPLEMENT: 40 x TROOPERS
or 20 x TROOPERS AND 1 x IAV
or 20 x TROOPERS AND 2 x P.A.W.W.S.
or 4 x P.A.W.W.S.
or 2 x IAV'S
ARMAMENT: 2 x HEAVY LASER CANNONS
2 x REAR MOUNTED MEDIUM LASER CANNONS
HEAVY AQUATIC ARMORED TRANSPORT:
A variant of the AQ-AT, the HAQ-AT is larger and able to carry vehicles into battle along with troops.
LENGTH: 42 METERS
WIDTH: 21.4 METERS
HEIGHT: 14.78 METERS
CREW: 12
COMPLEMENT: 80 x TROOPERS
or 20 x TROOPERS AND 2 x CANDEROUS HEAVY TANKS
or 20 x TROOPERS AND 4 x IAV's
or 40 x TROOPERS AND 6 x AT-ST WALKERS
ARMAMENT: 2 x HEAVY LASER CANNONS
MFB-5 LEVIATHAN LANDING CRAFT:
Based on the Mobile Repulsor base, the Leviathan has its research labs removed and is upgraded to operate at depth levels of miles underneath the surface and capable of withstanding the crushing pressure of the ocean- depths of over 500 meters- easily before beach landing and off loading its troops and vehicles. It comes with weapons more suited for defense from enemies both under and above water.
LENGTH: 200 METERS
WIDTH: 80 METERS
HEIGHT: 35 METERS
CREW: 50
PASSENGERS: 300 x TROOPERS
ARMAMENT: 1 x LONG RANGE TURBOLASER
4 x RETRACTABLE 21-BARREL MISSILE PODS
10 x 6-BARRELED GATLING LASERS
COMPLEMENT: 15 x TIE BOATS
or 150 x SAWFISH WAVESKIMMERS
or 6 x CANDEROUS HEAVY TANKS
or 8 x HIPPO/ATV's
or 12 x IAV's
or 16 x AT-ST WALKERS
ME: You think this is all of them? I hope. I've been rewriting this chapter for a good while now. You might think this is too much, but based on our own military, you have to be prepared for anything. In the next few chapters will feature a battle that shows off these war machines. Wish me luck, I'm not that good at describing army battles. The weapons used in this are from Call of Duty, Rainbow Six Siege, X-Com, Star Wars Legends, Star Wars Canon, and Warhammer 40K.
When it comes down to it, the Star Wars universe, and practically every other Sci-Fi franchise are not capable of amphibious warfare. Its almost sad to be honest, I've never seen a Sci-Fi show, movie or even comic that shows soldiers marching up from the water onto a beach. It would be so cool to see. That level in Star Wars: Fallen Order doesn't count. The AT-AT's just walk up to the beach.
Looking at the US military in comparison, the MAAT gunship is compared to both the CH-47 Chinook and the V-22 Osprey, the HAAT to the UH-60 Black Hawk, the HALT to the MH-6 Little Bird, the HAAG to the AH-64 Apache gunship and the HAMT to the HH-60L medical helicopter. I added in some Warhammer 40K Valkyrie elements for tactic purposes.
I also based the Mustangs and Broncos on the US Stryker APC with many variants and the mortar carriers on the Patria armed with the AMOS and NEMO. As I have stated before a military must be prepared for anything. The Hippo/ATV I based on the assault amphibious vehicle used by US marines.
Fun facts: The word hippo is ancient Greek for horse and potamus for river. So hippopotamus means 'horse of the river'.
The courser, destrier and palfreys were archaic types of horse from the middles ages used by nobles for riding, jousting and warfare.
The tarpan is the extinct Eurasian wild horse. The name itself derives from one of the Turkic languages which means wild horse.
See you next time.