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Report: Gunner [Specialization]

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Specialisation - Gunner

[Image: GunnerMow.PNG]

Spoiler: Equipment:
Spoiler: Training:


The Heavy Gunner - A brief history

Victory through superiority.
The Maxim that assures sustainable victory,  with sheer overwhelming power, we need not suffer casualties.

The Gunner is one of the newest breed of Elite Imperial Soldiers which has since become a vital backbone in the military despite its youth. The Imperial conquest prior to the Treaty of Corruscant was optimised for a Lightning war strategy, exterminating defense forces with speed and efficacy to subjugate civilisations.  Heavy weapons specialists then were outfitted with the easily carried, light repeating rifles to enable the rapid mobilisation to mow down the futile, demoralised resistance efforts.
The republic then developed the highly deadly and successful next-generation heavy blasters, which triggered a galactic arms-race to develop bigger and more powerful armaments, our stream of unstoppable victories slowed.
The Treaty gave the greatest minds of the Empire time to tinker with these new toys. For what the republic can do, we will do far better.
Behold, the Gunner.
These soldiers are an embodiment of the Imperial military's ambitions. Unrivalled firepower, Professional perfectionism and Undying loyalty, they stand proudly among the most advanced fighting force to dominate the battlefield. Imperial engineers work overtime yearly to provide newer cutting edge weaponry and support tools to these advanced specialist, who are only comprised of the most disciplined candidates. The strength and training required to handle their war machines singlehandedly are staggering, allowing only the Elite to bear them.

Heavy Gunner - Pros:
Battlefield Control: The Gunner fulfills the support role optimally. No other infantry can provide the sheer firepower for the squad with surpressing fire like the gunner. Surpressive fire neutralises its intended target by forcing it into cover, impeding their ability to return fire and dissuading them from repositioning lest they deal with a wall of blaster fire. This gives the squad free reign, particularly the assault roles of the team to possibly reposition, carry out flanking maneuvers or advance to grenade range to eliminate the target.
Sheer Firepower: The next-generation blaster cannons renders personal armour moot, through its extreme rate of fire disables and ignores personal shield generators within fractions of a second. As Light repeater rifles punch through the armour of light armour vehicles, Heavy-blaster cannons negates them entirely, as with any non-reinforced improvised cover and everything short of heavily armoured vehicles. Anyone caught in inadequate cover under its fire are merely living on borrowed time, as they will soon become exposed.

Heavy Gunner - Cons:
Low Mobility: The cumbersome nature of the blaster cannon with portable power backpacks and sometimes the acompanying bipod or tri-pod mounts, makes the gunner the least mobile of the advanced specialisation role. Though the soldier can move in quick fashion to reposition or evade oncoming fire in combat, In extended campaigns, the use of armoured personel carriers(APCs), shuttles, walkers or other vehicles are necessary to speedily mobilise the Gunner transporting them, their gear and powerpacks between locations.
Limited Effective Range: The gunner is absolutely deadly in short to mid-range and is a champion support from mid to long, however it cannot deal with very long ranges effectively, as any attempt will expose it as an immobile target. Choosing to suppress a sniper's nest at extended range is an inadvisable tactic to say the least.

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Ongoing Crisis
The Republic Marches amongst lit fires!


The Balance of Power in the Northern Territories!

After the Republic liberated Pollus from Imperial influence, Anx Minor was devastated by I.T.E.C.’s nuclear mining and lingering Sith presence, while the Kesmere Ridge remained largely intact, enabling the Republic to steadily infiltrate and influence its powerful corporate systems. On Tertiary Kesmere—the largest hub—three megacorporations dominated: Oriyn Prospecting discovered resources, Kessdyne Resource Group extracted and profited from the capital Vethar’s Reach and its Ciivic Council, and Haeltor Maritime handled off-world transport. Beneath the façade of economic growth, however, The Republic secretly aimed to turn Tertiary Kesmere into a strategic launch point for operations in the Northern Territories. Contacted by Moff Vayen Korr, the Marshalling Prefect of the Northern Territories, the Pentarchy of House Horuset took on the job of delaying the Republic's actions. With preperations laid it culminated in a strike planetside lasting only two weeks to ignite anarchy. Acting covertly to sabotage Republic progress, they destabilized the region, leaving chaos in their wake as corporations collapsed under their own deception and local anti-corporate guilds rose up—unaware of the Empire’s hidden hand behind the unrest...

((OOC: Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state will determine how strong the Republic will be in given areas area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))

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