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Galactic Alliance
Galactic Alliance Technology
Galactic Alliance Technology
This thread outlines Galactic Alliance vessels, weapons, and creations for use in roleplay and as a reference for vocabulary, force strength, and fleet capabilities. Any created items (via roleplay or discussion) will be added as the list expands.
Small Arms
M15 MDEWS
Modular Directed Energy Weapon System, Model 15
Modular Directed Energy Weapon System, Model 15
The M15 is a high-powered blaster rifle unique to the Galactic Alliance Military. As modular as it is powerful and accurate, the M15 can be altered and outfitted to suit any mission. Its attachments are myriad; it can fit an underbarrel grenade launcher, shotgun, forward pistol grip, or flashlight/grip combo beneath the barrel, and its universal mounting rails allow nearly anything to be attatched to the sides of the weapons. Its sight rail has built-in iron sights for backup, which are fitted with tritium for low-light combat, though the rifle is typically issued with a holographic sight with 2x zoom.
Heavy, modular, and reliable to an extreme, the M15 has earned tremendous popularity among GA forces and, despite its considerable weight and low ammo capacity, will likely be the Alliance's service rifle for years to come.
Range: 550M Maximum, 350M Optimum
Rate of Fire: 600 Rounds per Minute; 1,200 for 2-round burst.
Bolt Velocity: 2,240 FPS
Bolt Color: Red
Damage Per Shot: Medium-High
Power Cell Capacity: 20 Shots
ER64
Blaster Rifle
The ER64 is a fairly simple blaster rifle with no unnecessary frills. It's heavy, rugged, and reliable, packs a decent punch at long range, and has enough accuracy in-close to be a serviceable close-quarters weapon, though it lacks accuracy at range. While not the most advanced of weapons by any means, its toughness and ease of use has allowed it to gather some acceptance among GA soldiers.
Range: 250M Maximum, 80M Optimum
Rate of Fire: 900 Rounds per Minute
Bolt Velocity: 1,240 FPS
Bolt Color: Red
Damage Per Shot: Low-Medium
Power Cell Capacity: 40 Shots
ER40
Heavy Blaster Rifle
Heavy Blaster Rifle
The ER40 is a semi-automatic heavy blaster rifle designed to deliver accurate long-range fire. It's roughly as powerful as a sniper rifle, and can punch through most standard infantry armor without any difficulty. Like the ER64, it's heavy, soundly built, and doggedly reliable. As a battle rifle, it is issued alongside standard blaster rifles, as well as to scout snipers. For a full-sized rifle it's very compact and ergonomic, making the gun a pleasure to shoot and easy to pack into confined spaces. Needless to say, it's very popular with everyone who has a chance to use it.
It's fitted with a reflex scope as standard, but can also be fitted with a 4x magnification scope for long-range work.
Range: 750M Maximum, 650M Optimum
Rate of Fire: Semi-Auto Only
Bolt Velocity: 2,300 FPS
Bolt Color: Red
Damage Per Shot: Medium-High
Power Cell Capacity: 20 Shots
ESR9
Blaster Sniper Rifle
Blaster Sniper Rifle
The ESR is the standard sniper platform of the Republic. While a little maintenance intensive, the gun is lightweight and packs a nasty punch into a small package. It has decent range and solid accuracy, and will tear holes through all but the thickest of standard infantry armor.
It's fitted with a 1-12x scope as standard. The scope features an infrared vision mode for nighttime work and a lit reticule.
Range: 1,150M Maximum, 850M Optimum
Rate of Fire: Semi-Auto Only
Bolt Velocity: 4,000 FPS
Bolt Color: Red
Damage Per Shot: High
Power Cell Capacity: 8 Shots
CER78 PDW
Compact Blaster Rifle, Personal Defense Weapon Model
Compact Blaster Rifle, Personal Defense Weapon Model
The CER78 is a tiny little blaster designed to pack maximum firepower into the smallest possible package. Although it has short range and low damage, it makes up for it with a devastating rate of fire and high shot capacity. The little CER will absolutely tear apart enemy infantry at close range, making it the go-to weapon for Alliance CQC teams and special forces. Interestingly, it can also be fitted with a silencer for stealth work, though the silencer does nothing to hide the visible bolt the weapon fires.
Range: 150M Maximum, 100M Optimum
Rate of Fire: 950 Rounds per Minute
Bolt Velocity: 1,500FPS
Bolt Color: Red
Damage Per Shot: Low
Power Cell Capacity: 60 Shots
K8 'Katie'
Heavy Blaster Pistol
Heavy Blaster Pistol
The Katie is, like most Alliance weapons, built to last. It's virtually indestructible, it's easy to maintain and modify, and it'll punch gaping holes through whatever is stupid enough to get in front of it. Its only downsides are its low power cell capacity and relatively short range, but most users feel that the raw firepower it packs into a single shot and the gun's fairly low recoil more than make up for its disadvantages.
Range: 40M Maximum, 30M Optimum
Rate of Fire: Semi-Auto
Bolt Velocity: 1,500FPS
Bolt Color: Red
Damage Per Shot: Medium
Power Cell Capacity: 12 Shots
The Kraig MLRS/AT is the Republic's answer to any armored behemoths that happen to stroll in front of their infantry. A lightweight and powerful anti-tank rocket launcher, the Kraig carries no less than 3 hypervelocity 70MM anti-tank rockets with inexpensive Dual-Purpose Frag/HEAT warheads. While a single rocket is a bit weak to outright kill an enemy main battle tank, the effects of all three rockets striking a target near-simultaneously are very, very impressive to say the least, and can overwhelm the armor of the average battle tank.
Infantry have also taken to using the 70MM Dual Purpose rockets for 'door knocking' and bunker-busting; when used against a relatively soft, easily penetrated surface such as wood or fabric, the rocket tends to penetrate the obstacle and then explode, making the Kraig highly effective against entrenched targets. Its blast radius, however, is unimpressive, and it has a very poor wounding radius, making it somewhat ineffective against infantry outside of a structure.
It's equipped with a 1-4x lit reticule scope as standard. Back-up iron sights are provided for emergencies. The rockets are not capable of tracking targets. Reloading is accomplished by removing individual rockets from rocket supply canisters issued to the rocket launcher's user. Each canister 2 rockets, which must be individually reloaded. On average, it takes 20 seconds to fully reload the rocket launcher.
Range: 1,500M Maximum, 300M Optimum
Rate of Fire: Semi-Auto, 3-round ripple
Rocket Velocity: 1,500FPS
Kill Radius: 2M [Infantry]
Wounding Radius: 5M [Infantry]
Damage Per Shot: A lot. A whole freakin' lot.
Ammo Capacity: 3 Rockets
G10 HE/DP Hand Grenade
The G10 High Explosive Dual Purpose is a baseball-sized hand grenade made in the shape of a simple cylinder with heavy vertical grooves to provide grip and to facilitate the production of shrapnel. A bit on the heavy side, this grenade packs a nasty punch as it has a shaped charge that focuses the blast at the bottom of the grenade, while still producing an impressive amount of shrapnel with which to affect the surrounding area.
The grenade's base is covered with a simple plastic cap, which protects a very powerful adhesive that will stick to absolutely anything even remotely solid, regardless of the target's surface moisture or texture. The timer is adjustable, and varies between 3 and 20 seconds. A secondary 'Impact' fuze is also present.
Kill Radius: 5M
Wounding Radius: 10M
Effective Against: Infantry, Light Armored Vehicles, Flimsy Structures.
SC40 Demolitions Kit
The SC40 contains 8 5-pound blocks of Kushari-made Comp 15 High Explosive and a variety of timer fuzes, remote fuzes, proximity fuzes, and weight-sensitive fuzes. The kit is issued in the form of four individual olive drab satchels, each containing two 5-pound blocks. A fifth satchel, marked with two black stripes, contains the fuzes and detonators. Typically, these charges are employed against armored vehicles, entrenched positions, and anything that needs to be blown sky-high in a real hurry.
Note that Composition 15 is extremely stable and very, very dense. A 5-pound 'block' isn't much bigger than a baseball, yet packs tremendous punch. It's nigh-impossible to accidentally detonate Composition 15, as it requires tremendous heat and pressure to simultaneously be applied in order to detonate. If merely lit on fire, it'll burn hot and fast but it won't explode. If struck with a hammer, it'll squish out around the hammer but it won't explode. Just don't set it on fire and THEN hit it with a hammer - you're pretty much screwed if you try that.
[All statistics are for 5-pound charges.]
Kill Radius: 10M
Wounding Radius: 20M
Effective Against: Structures, Infantry, Light Vehicles, Bipedal Assault Mechs. [Can damage or disable some light vehicles, and can destroy tank treads and damage exterior parts. Highly effective against bipedal mecha, such as an AT-ST. A full 40-pound charge, properly placed, will almost always condemn a main battle tank to a fiery death.]
The MCU is the standard combat uniform for the Alliance Military. It consists of lightweight Armorweave combat trousers and combat jacket, which protect against shrapnel to some extent; a lightweight composite helmet with ballistic glasses, which protects against some blaster pistols and and most lower-powered handgun rounds as well as shrapnel; and a heavy-duty armorweave plate carrier with ceramic composite trauma plates, which is capable of stopping blaster rifle bolts and rifle bullets without much trouble.
It features multiple attachment points for pouches, holsters, and other important items, allowing the MCU to serve in many roles. All MCU's are issued in flat green with a black plate carrier and matching helmet, but they are sometimes issued in flat white or flat tan to match local environments. In any case, the plate carrier and helmet are always black.
M89
Special Action Uniform
Special Action Uniform
The Special Action Uniform is a customized suit of armor designed for use by Alliance specops teams. Lightweight and highly mobile, this suit allows Operators to get in and out of an area quickly without making much of an impact. The armor's base suit conceals the wearer's body heat, allowing him to blend in with his background, and also provides limited protection against electricity, heat, and shrapnel. The hard armor plates are proof against handguns and provide some protection against rifles, but they're designed for maximum mobility, not maximum protection.
It comes issued with a full-head thermal hood, equipped with wide field of vision goggles that sync with any carried weapon to provide a targeting indicator and an ammo count. The armor's ultralight helmet has a mounting point for secondary goggles; it's fairly typical for special forces to use thermal optics or night vision gear on this mount.
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