Introduction
To differentiate ARCs from other Imperial troops - and to allow for freer movement in non-Imperial space - a different set of armor and weapons systems have been developed by your use.

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The Kerberos armor system, with its distinctive red spectacles, is an update on an older design that once belonged to an elite government military unit in charge of defending a Capital district. Similar to the Coruscant Guards in purpose, this unit was brought in to take out terrorist and rebellious elements challenging the ruling power.

The armor is lightweight, modular, and capable of deflecting blaster bolts better than standard Stormtrooper armor. This is due to an improvement of the original Impervium composite used by Clone troopers on down.

Mobility has been deemed more important than coverage, thus the armor kit is not a full-body enclosing design. Instead, a micropore utility coverall will be worn. It is a self-sealing garment and provides some protection against chemical and biological weapons, and emergency protection against vacuum.

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While, as often stated, personal preference will be the final determining factor on what weapons load is carried by each ARC member, Imperial weapons designers have come up with some new models of tactical weapons which may be employed by ARC teams.

Through subcontractors of Merr-Sonn Munitions we have been able to come up with a variety of weapons rarely found in the galaxy, yet also easy to find ammunition for.


Image credit: Killzonegame.com

Merr-Sonn BC10 Blaster Carbine

Our first offering is the standard assault weapon for the ARC teams, the Merr-Sonn BC10 blaster carbine. It utilizes the charge cell from any standard commercial repulsorlift cart as opposed to a standard power pack. The same cell is used in thousands of commercial and residential items. Standard power packs can be used in an auxiliary port if need be. The charge cell makes the weapon a bit heavier, equal to the weapon of a standard blaster rifle in fact, but provides triple the amount of available energy than a power pack.

Image credit: Killzonegame.com

Merr-Sonn PLX-3MX Portable Missile Launcher

For heavy munitions purposes, Merr-Sonn has provided the limited PLX-3MX. This was an unheralded multi-purpose weapon that was quickly superceded in the market by the PLX-4. We have chosen it for the ARC teams for its greater portability and expanded weapons load capability. Its complement of three weapons tubes include two "live" barrels and one reserve. It care fire "dumb" missiles that had to be aimed by the trooper, or "smart" missiles that can locate their target based on heat signature, or gravity-activated moed (GAM) missiles. In addition, it can fire chips, or large shrapnel-like projectiles, as well as the advanced Savant anti-air missile.

The Savant missile is known as a "surprise attack" weapon. They appear to be "dumb" bombs to their targets, used only to establish line-of-sight and not dangerous. When a pilot moves to avoid the seemingly dumb bomb, the Savant's internal computer system kicks in after a short delay. The computer then re-establishes its target lock and slams into the target from behind, well before the pilot can react to the new threat.1

Image credit: Killzonegame.com

Merr-Sonn Acklay-12 Projectile Assault Rifle

On occasion, projectile weapons are preferred by either team members or the mission at hand. When such conditions exist, the Merr-Sonn Acklay-12 is the preferred weapon. It is a combination of a Prax Arms APX-60 projectile rifle and Merr-Sonn's GL-12b grenade launcher.

The rifle is a three setting (single, semi-auto, automatic) projectile rifle using 40-round clips of 7mm Acertron-tipped bullets with an effective range of 1100 meters. The grenade launcher is capable of using C-16 fragmentation grenades, C-21 Glop grenades, as well as C-10 and C-14A stun grenades.

 

1 Definition courtesy: Completely Unofficial Star Wars Encyclopedia

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