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.
WEAPONS - BLASTERS:
F-11D Blaster Rifle - The F-11 is the common 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. Ammo size: 500
R3K - The R3K is a new assault rifle based blaster with the same power, accuracy and range as the F-11D. Though heavier, it comes with variable attachments including underbarrel and has 2 fire modes: 3-shot burst fire and full auto. Ammo size: 300
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
FWMB-10K - A smaller variant of the megablaster, it is the evolution of the old T-21 blaster. Ammo size: 30
SE-44C Blaster Pistol - The standard-issue blaster pistol of Alliance troopers. Ammo size: 100
DH-17 MK.2 - Even after many weapons had been discontinued after the end of the Galactic Civil War, the DH-17 is one of a few weapons that's still produced because of its lethalness and reliability. Now with less power consumption and three settings: Semi-auto, full-auto, and three shot burst fire. Ammo: 500
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
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
ARC-9965 Blaster Rifle - A recently introduced rifle, the ARC blaster was designed with accuracy in mind. To achieve the desired results, designers consulted some of the best sharpshooters in the galaxy. The accuracy came at a price, with the bolts so powerful they use up more ammunition in a clip then other rifles. Still, the weapon has a maximum range of up to a 120 meters and is popular among scouts and snipers. Ammo size: 40
R-15 Repulsor submachine gun Blaster - Small, compact, and deadly at close to mid range, the Repulsor fills in the niche desperately needed for close range fighting. Ammo size: 500
A303 Storm Gun - A semi-automatic scatter blaster made for close range fighting that fires a concentrated set of beam pulses, piercing and melting the target across a substantial surface area. Ammo size: 15
DL-49 Darkclaw Heavy Blaster Pistol - The evolution of the older DL-44, the DL-49 has the same power and range, but better accuracy, based off of Han Solo's personal blaster pistol. Ammo size: 50
IQA-11 'Vektor' Sniper Rifle - The Vektor is the new sniper rifle created to kill in one shot at 800 meters. Ammo size: 12
EE-3 Carbine Rifle - Modeled after the E-11, the EE-3 is a triple burst fire weapon with extreme accuracy at long range. The only changes that were made over the years was better upgrades. Ammo: 300
EE-4 Blaster Rifle - Even though it was suppose to replace the EE-3, the EE-4 was better suited for accurate fire at close range with spread shots. Ammo: 300
R.A.W. - The RAW is a light machine gun, or LMG for short, that replaced the DLT-19 heavy blaster rifle with better handling, accuracy, range and stopping power. Ammo: 100
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
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: 15
RS-25 Erad SMG - The Erad is an SMG with wide dispersion muzzle dampers recoil and underbarrel shotgun. Ammo: 240 for full-auto and 30 for shotgun
DCM-8 - A full-auto scatterblaster with rapid fire capability supported by a high-capacity power cell. Ammo: 30
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
Special Forces:
Ohm - The Ohm is a special weapon that switches from a LMG to a fully automatic shotgun. Extremely popular with special forces, it is a culmination of power after years of technological restriction. Ammo: 80
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.
Type-3 Anooba - Same as the Womp Rat, except the Anooba's duel wield capability is short-range energy shotgun blasters.
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.
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 armored vehicles. Ammo: 3
A180 Blaster - Exclusive only to AIS agents, ARC troopers, 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
EBR-800 - The EBR is a special weapon that can switch from a sniper rifle that has a semi-auto and burst fire settings, to a fully automatic blaster rifle. Ammo: 20 for sniper rifle and 100 for blaster rifle
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: 20
ATTACHMENTS:
Scopes: Dot Laser - The Dot laser is the default scope on every infantry weapon equivalent of old iron sights with 1x magnification. Because of its brightness, it also can be turned off and a soldier can still use the sight.
Holo - 1.4x magnification.
Recon - 1.8x magnification.
Varix 3 - Hybrid sight with 1.5x and 3x magnification.
ELO - Emitted Light Optics similar to the holo sight, but with much less obstructive frame.
Thermal - Senses heat glow of enemy.
Underbarrel: Masterkey - The masterkeys are underbarrel weapons created by Blastech to work with its new R3K Assault rifle.
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.
Grip - Gifts the soldier with better handling of the weapon.
Accessories: Flashlight - Used to see in the dark and can be set to a bright flash which blinds the enemy.
Laser Sight - Increases hip-fire accuracy by emitting a beam of light. Mainly used for slug throwers.
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, tough suffers loss of accuracy as such is better use in short range.
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.
HEAVY WEAPONS:
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 turret or vehicle. 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.
Plasma missile - Even a small amount of plasma is dangerous, but a missile full of plasma is deadly. Considered a jack-of-all trades weapon, its useful against both infantry and vehicles, but doesn't excel at both.
Other types - Anti-plant, stasis, 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 a newly produced indirect fire weapon that lobs explosive projectiles in a high arc at a 100 meter distance with a three meter blaster radius. 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 and using 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
Brader Heavy Mortar - The Brader is a heavier 120mm mortar that is stronger then its smaller cousin, but has to be either towed or sometimes carried in specific vehicles. 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.
Other types - High explosive, fragmentation, 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
P-LAW - A semi-auto charged energy launcher that deploys volatile plasma charges that explode for extreme splash damage. Ammo: 16
Darklance Assault Cannon - The Darklance 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 MAAT gunships. 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 carrying this blaster can also carry a backpack energy source much like the energy pack used by the old MWC-35c Staccato repeating cannon, though more compact, and increasing the ammo of the Maverick by tens of thousands of bolts.
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 are a common weapon for light vehicles such as the AT-ST as an anti-armor weapon and can be sponson or hull-mounted to provide a secondary weapon to a vehicles primary turret. Light lasers can also be crew-served for anti-armor work and stronger species can even carry and should-fire a lascannon with ease. Medium laser cannons are the next common weapon, mounted on tanks. The Heavy lascannon, 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.
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.
BGM-80 Swingfire Launcher - The Swingfire launcher is a 152mm Anti-tank missile capable of obliterating even the largest of armored vehicles. It comes with three firing modes: Remote guided, lock-on and fire-and-forget.
Gatling Laser - The Gatling laser is a rapid firing, multi barrel, multi-laser that can tear platoons of enemies apart.
AMMO TYPES AND EXPLOSIVES:
Grenades: Nowadays, new grenades have the power of a thermal detonator, but with additions that make them twice as lethal. All these grenades also have a special feature. When activated, it detonates in 5 seconds. When fully cooking a soldier can hold it indefinitely as it doesn't explode, but is set to impact mode which detonates when it comes into contact with any solid matter. Highly advised for soldiers to train with these new grenades as grievous injuries have been reported both on and off the battle field when they drop it on the ground near them.
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 sticking onto vehicles and bunkers and punching holes in the armor.
Plasma - The Plasma grenade is considered a jack of all trade weapon that performs the power of both the frag and the krak, but doesn't excel at both.
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 - Used to cripple vehicles and droids. Also known as droid poppers.
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.
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.
Stun - Also called a flashbang, it is a non-lethal grenade that can temporarily disorient an enemy's senses.
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.
Threat - Temporarily shows enemies through walls within a 30 foot radius. Can be manually detonated.
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 is said units were in close proximity upon detonation.
SPECIAL FORCES ONLY- Variable Grenades: Specialized grenades used only by the best soldiers with multiple effects.
Lethal (Smart, Contact, Default)
Tactical (Threat, Flash, Ion)
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
KBS Longbow - A bolt-action ballistic rifle commonly used for long range assassination. Ammo: 6 Caliber: 10.6x83mm
DMR-1 - Designated marksman rifle with moderate stopping power and low recoil with mid to long range action. Ammo: 12 Caliber: 7.62mm
SN9 Weevil - The Weevil is a fast firing SMG with semi-auto and full-auto capabilities. Ammo: 50 Caliber: 5.7x29mm
SG12 - The semi-automatic 12 gauge SG12 shotgun was created after many requests from soldiers who wished for a slugthrower with strong killing power. Ammo: 12
Imperial Heavy Repeater - Or IHR for short, the repeater is favored among shock troopers for its rate of fire, effective suppression fire capabilities, and crowd control effect. And after years of improvement, now comes equipped with a 20mm grenade launcher that fires the same ammo as the War Machine, only smaller. Ammo: 400 metallic bolts and 50 grenades
FC-1 Flechette Launcher - An anti-personnel and anti-vehicle weapon that fires a spray of metal flechettes that were effective at close range against both soft and armored targets with a range from 100 to 250 meters. Ammo: 6
Stouker Concussion Rifle - The Stouker is a ranged weapon built from scratch by the vicious Trandoshan gang known as the Sissks. Though unusually obtained, the Stouker is a special weapon that fired either a concussive blast at a thirty meter range that creates a four meter diameter explosion with enough force to send a human flying a short distance. It also possesses a secondary firing mode, the blast from which was less devastating in terms of radius, but has grater impact on target. Ammo: 400
SHOTGUN AMMUNITION:
Scatter - Standard buckshot ammunition.
Solid Slug - Longer range bullet.
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.
*****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. The HAAT Also comes in two variants. A carrier to transport vehicles, such as an AT-ST. And a medical transport for injured troops.
LENGTH: 14.5 METERS
WIDTH: 12.78 METERS
HEIGHT: 4.2 METERS
CREW: 1 x PILOT
1 x CO-PILOT
PASSENGERS: 12 x TROOPERS
ARMAMENT: 1 x MULTI-LASER or LIGHT LASER CANNON
2 x MASS DRIVER LAUNCHERS or MEDIUM LASER CANNONS
2 x WING MOUNTED COMPOSITE-BEAM LASER TURRETS
2 x OPTIONAL UNDER WING MOUNTED WEAPONRY
BRK-110 MUSTANG INFANTRY CARRIER VEHICLE:
The Mustang 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 and tremendous speed plus the variants turned the tide of battle during the Ithor campaign when the 5th Anaxes Armored Battalion ran circles around Dark Imperial forces and practically annihilated an entire brigades worth of heartless.
LENGTH: 6.95 METERS
WIDTH: 2.72 METERS
HEIGHT: 2.64 METERS
CREW: 2
PASSENGERS: 8 x TROOPERS
ARMAMENT: 1 x MULTI-LASER or STOMPER GRENADE LAUNCHER or LIGHT LASER CANNON
VARIANTS - BRK-111 MUSTANG RECONNAISSANCE VEHICLE: The Mustang/RV's passenger complement is reduced to 6, but managed to keep its weaponry with the added ability of advanced surveillance systems for recon units.
BRK-112 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.
BRK-113 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.
BRK-114 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.
BRK-115 MUSTANG MEDICAL EVACUATION VEHICLE: The Mustang/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 internetted combat forward formation. 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.
BRK-116 MUSTANG NUCLEAR, BIOLOGICAL, CHEMICAL, RECONNAISSANCE VEHICLE: The Mustang/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.
BRONCO VARIANTS: Broncos are tougher versions of the Mustang that is more suited for better firepower against infantry and armored vehicles.
BRK-117 BRONCO INFANTRY FIGHTING VEHICLE: Bronco/IFV's are more suited for use against infantry with fast firing weaponry. This includes twin-linked multi-lasers and twin-linked stomper grenade launchers and its passenger count is reduced to 4.
BRK-118 BRONCO ARMORED FIGHTING VEHICLE: The Bronco/AFV, unlike the IFV, is more suited in roles against armored vehicles. Weapons include twin-linked light laser cannons, one medium laser cannon, and twin-linked mass driver launchers. Passenger count is reduced to 4.
BRK-119 BRONCO MORTAR CARRIER: The Bronco/MC is armed with a 120mm Brader mortar that provides in-direct fire support to fellow infantry with screening obscurants, suppressive forces and on-call supporting fires. Passenger count is reduced to 3 for operating the mortar.
BRK-120 BRONCO TANK-DESTROYER: The Bronco/TD is a tank-hunter that has its passenger complement removed to be outfitted with heavy weaponry capable of taking out armored enemy vehicles. Though lacking in armor, its speed and maneuverability rectifies this. Its armament includes either a heavy laser cannon or a Swingfire missile launcher with auto-loading capabilities.
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. It can also be operated by an organic pilot, but only small sized ones such as Ugnaughts and Talpini. (Call of Duty: Black Ops III)
LENGTH: 1.5 METERS
WIDTH: 2.75 METERS
HEIGHT: 2.62 METERS
CREW: 1 x AUTOMATED DROID BRAIN or 1 x ORGANIC PILOT
ARMAMENT: 1 x MAVERICK MINIGUN or 1 x LIGHT LASER CANNON
1 x ANTI-PERSONNEL ROCKET BATTERY
MANTICORE MECHA UNIT:
The Manticore is a newly created vehicle/mech that's larger and stronger then the PAWWS, but smaller and weaker then the AT-ST. It comes equipped with a number of weapons for various purposes and assignments. (Call of Duty: Black Ops III)
LENGTH: 2.9 METERS
WIDTH: 4.5 METERS
HEIGHT: 4.4 METERS
CREW: 1 x PILOT
ARMAMENT: 1 x 3 BARREL GATLING LASER or 1 x MEDIUM LASER CANNON
1 x HEAVY ANTI-PERSONNEL ROCKET BATTERY or 1 x SWINGFIRE LAUNCHER
HOUND:
The Hound is a newly created droid that, despite its stunted appearance, is a vicious little machine that acts as an anti-personnel ground vehicle. It provides fire support for allied troops and with its tough armor it takes AP weaponry to take care of it quickly. (Black Ops 3)
LENGHT: 90 CM
WIDTH: 90 CM
HEIGHT: 1 METER (Extends to 2 meters)
ARMAMENT: 1 x FWMB-10 MEGABLASTER
1 x ANTI-PERSONNEL ROCKET SYSTEM
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.
LENGTH: 102 CENTIMETERS
WIDTH: 102 CENTIMETERS
HEIGHT: 22 CENTIMETERS
ARMAMENT: 1 x FWMB-10K BLASTER or 1 x ANTI-PERSONNEL MICRO-ROCKET SWARM LAUNCHER
ME: You think this is all of them? Nope. There will be a few more introduced after a couple other chapters. It will be about the world Thrawn was about to attack, but you'll have to guess. The weapons used in this are from Call of Duty, X-Com, Star Wars Legends, Star Wars Canon, and Warhammer 40K. See you next time.
