| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Typical Equipment Loadouts

Page history last edited by Kristopher Garrett 14 years, 3 months ago

 

Universal Notes:

 

Power Cells: Police will have two or three weapon-sized power packs for blaster pistols or sonic stunners, more for longarms. Soldiers leaving for extended patrols or expecting heavy combat might carry as many as twenty or thirty C cells to use in blaster rifles. For sensors and similar gear, assume a 24 hour supply of power cells or a week's supply if expecting to be without more power cells.

 

Planetary Police/Corporate Security:

Armor and Built-In Sensors: Depending on local law enforcement attitude, funding (milsurp or outdated armor in less-funded areas) and Control Rating, police and corporate security might wear anything from concealed Ablative or Ablative Nanoplas anti-blaster vests, to Light or Heavy Clamshell armor to Heavy Clamshell backed with Ablative Nanoplas armor. Night Vision Optics (p.UT60) goggles, glasses, or visors are fairly standard across the galaxy. Better funded or higher security areas will have infrared or hyperspectral gear.

 

Weapons: Depending on Control Rating, funding, social outlook, etc., police weapons may range from nonlethal weapons like electrolasers (p.UT119-120), sonic nauseators (p.UT125-126) or sonic stunners (p.UT125-126), tangler guns (p.UT139-140), electronet launcher, or stun blasters, up to blaster pistols and carbines (p.UT123). A few isolated police forces have sadistic members who prefer hot-shotted heavy blasters, plasma flamers or even neural disruptors. The average policeman carries a blaster pistol or heavy blaster pistol, or in jurisdictions where life is more respected (or criminals are needed for work camps, government scientific experiments, to boost arrest statistics, etc.) sonic stun pistols (p.UT125-126).

 

Other Equipment:

 

SWAT Teams:

Armor and Built-In Sensors: These usually wear either outmoded TL9 Combat Hardsuits, for dangerous or brutal jurisdictions that aren't quite dangerous enough for every cop to wear one, or TL10 Hardened Clamshell armor back by TL10 Ablative Nanoplas suits.

 

Weapons: SWAT Teams carry different weapons, or augment their arsenal with under-barrel weapons, depending on whether they want a target alive or dead. They are armed much heavier than the beat cop, (obviously) the unit being used for special situation needing much more firepower.

 

A series of sonic stun weapons (equivalent to a Bulk-2 Sonic Stun Pistol) that mount under blaster carbine barrels, feed off the same power supply, and act as a forward handgrip (no game effect, but are part of what makes a Fine weapon), are popular galaxy-wide, as a stun setting for normal blaster rifles is much more expensive than this simple add-on.

 

Other Equipment: Stun, tangler, and smoke grenades and better vision and weapon optics are typical of SWAT teams.

 

Imperial Army/Navy Troopers:

 

Armor: Most Imperial soldiers wear the TL10 Heavy Clamshell Armor (DR 60 torso [DR 12 vs. blasters]), Light Infantry Helmet (skull DR 24 [4 vs. blasters]) and Visor (DR 20, [DR 4 vs. blasters]) or Armored Shades (15 [DR 3 vs. blasters]). All p. UT176. As well, they wear nanoweave anti-fragmentation sleeves and pants (3.8 lbs, $500, 18/6* DR [high DR only vs. piercing/cutting]).

Scouts, vehicle drivers, second-line troops or similar soldiers use the Light Clamshell Armor (DR 45 [DR 9 vs. blasters]). Assault troops wear Hardened Heavy Clamshell armor (DR 60 torso, reduces blaster armor divisor to (3), DR 20 vs. blasters).

 

The glasses or visor have a HUD, are glare-resistant (providing protection vs. dazzle, flash, and strobe weapons), and function as Infrared Imaging Sensors (p. UT61) for average units or Night Vision Optics (p.UT60) for low-priority units. Active duty units have upgraded to Hyperspectral visors (p.UT61). The helmet provides Protected Vision and contains an encrypted radio.

 

Weapons: The fire team of four men consists of one rifleman armed with a blaster rifle (p.UT123), one support man with a heavy blaster (p.UT123), one man with a splat gun (p.UT136), an IML, MLAWS or TML (p.UT145-146), or similar weapon for destroying armor and taking out enemy strongpoints and a blaster carbine, and a sergeant or corporal, who has an underbarrel grenade launcher on his blaster carbine. He carries a selection of grenades for marking targets, supporting and obscuring advances, etc. He carries eighteen grenades, which include High Explosive Concussion, Radiant Prism smoke (often colored), illumination, and sometimes nonlethal gas grenades. The missiles are usually multispectral homing or infrared homing missiles. The IML is the standard anti-armor weapon, the MLAWS is used for assaults and when encountering groups of light vehicles, TMLs are used against hard targets, such as tanks, IFVs, or starfighters that have heavy particle shields and armor to penetrate. A full squad consists of two fireteams like this one, a medic and a communications specialist, who would either stay with one fireteam or be split up between the two fireteams.

 

Other Equipment: Each man is armed with two Radiant Prism smoke grenades (p.UT160), two High Explosive Concussion grenades (8dx2+8 cr ex damage), a can of Bandage Spray (p.UT197), a pack of four Plasti-skin dressings, and a First Aid Kit (TL10) (both p.UT198), as well as a Filter Mask (p.UT177) and possibly an approriate Survival Suit depending on the environment (p.UT177-178). The communications specialist carries a blaster carbine and TL10 Medium Radio Communicator with a range of 200 miles. The medic carries a Crash Kit (p.UT198), in addition to more medical supplies. All soldiers use a Compact Targeting Scope (p.UT149) on their weapon and have a TL10 Tiny Radio ear-piece with a range of 2 miles.

 

Vehicle crews are armed with blaster pistols or carbines, Tiny or Small TL10 Radio Communicators.

 

Stormtroopers: TL10 Combat Hardsuit (p.UT180) with a Combat Infantry Helmet (p. UT180). 

Comments (0)

You don't have permission to comment on this page.