Hi, this is Advancebo from the SWMT (Star Wars Mapping Team). For those of you who are unfamiliar with the team, our goal is to bring accurate representations of Star Wars locales, weapons, vehicles, and bipeds from both the movies and Expanded Universe into Halo CE.

Here is a sampling of things to come:
Weapon List/Descriptions:
WEAPON STATISTICS:
Name: Description
STATS:
Power
Overheat
Battery
Notes
SECONDARY STATS (If applicable):
Power
Overheat
Battery
Notes

E-11: The Empire's primary blaster, which is typically held in the hands of Stormtroopers, the E-11 has the same advantage and flaws as other Imperial weaponry. Being mass-produced cheaply with as much power as possible, it is powerful and has a large battery, but it overheats quickly with very low accuracy.





"Ready" Animation:
http://www.youtube.com/watch?v=fsL5bmZK7bE

STATS:
2-3 shots/kill
3 shots to overheat
60 shots/battery
Accuracy: Low

A280: The Rebellion counterpart to the E-11 Blaster of the Empire, it is the opposite of the E-11 in virtually every way. It takes a while to overheat and is nearly perfect in its accuracy, but it has a smaller clip and does less damage than the E-11.



STATS:
4-5 shots\kill
10 shots to overheat
30 shots/battery
Accuracy: High

DL-44: Standard-Issue Imperial sidearm and the preferred weapon of smuggler Han Solo, the DL-44 has a fairly large battery with high power, but it overheats quickly and fires slowly.
STATS:
3-4 shots/kill
4 shots to overheat
12 shots/battery
Accuracy: Medium

DH-17: The Standard-Issue Rebellion sidearm, the DH-17 fires quickly and overheats slowly. While it has a smaller clip and lower power than its Imperial counterpart, it is formidable in its own right.
STATS:
5-6 shots/kill
6 shots to overheat
8 shots/battery
Accuracy: Medium

Imperial Heavy Repeater: A weapon which uses metallic bolts instead of blaster bolts, this "Slugthrower", as bullet-based weapons are called, is used to kill Jedi and annihilate any threat with a sheer volume of bullets. However, it can also fire a large glob of molten metal from its lower barrel. This metal is held together electromagnetically, and the electromagnetic layer dissipates upon impact with another surface, creating a large, hot explosion.
STATS:
33 shots/kill
420 shots to overheat
132 shots/clip
Accuracy: Low
SECONDARY STATS:
1 shot/kill
1 shot/overheat
3 shots/clip
Must use ballistic aiming

FC-1 Flechette Launcher: Another "Slugthrower" weapon, this weapon is descended from the shotgun of Pre-Republic times. While it has a measly amount of shots before it has to reload and every round must be "chambered" before firing, it is extremely deadly. It has an anti-vehicle mode as well, which, although it only has two shots before it needs to reload, can penetrate 10 centimeters of armor before stopping. The anti-vehicle mode launches a canister which tracks the nearest heat source, detonating after 10 meters of flight, spraying flechettes into its target. A pointed end at the front of the flechette allows for it to stick to a closer target before detonation.



STATS:
1-2 shots/kill
30 shots to overheat
4 shots/clip
Must be chambered
SECONDARY STATS:
1 shot/kill
16 shots to overheat
2 shots/clip
Homing rounds travel 10 meters before detonation and spread. Any closer sticks.

T-28 repeating sniper rifle: One of the best of its class, the T-28 is given to both Rebel and Imperial snipers. It features an extra-long barrel which helps to straighten out the blaster bolt, allowing for near-perfect accuracy when sniping. It has a fast overheat when compared to other weapons of its class, but it makes up for this by the sheer power of its bolts.
STATS:
1-2 shots/kill
3 shots to overheat
4 shots/battery
2 Zoom Levels

CR-24 Flame Rifle: The CR-24 is mainly used as a defoliant and riot control device. While not the most practical of weapons, it is designed to inspire fear in the enemy ranks. While neither side "officially" uses it for more than a defoliant, the CR-24 is commonly seen in both Rebellion and Imperial hands.




STATS:
1-2 seconds of flame/kill
6-7 seconds of flame to overheat
14-15 seconds of flame/clip
3 meter kill radius

Lightsaber: An elegant weapon from a more civilized time, the Lightsaber is the icon of the Jedi Knights-and the Sith. Featuring a blade which can cut through nearly any substance with ease, in the right hands a lightsaber is an extremely deadly weapon. It is restricted to close range attacks for the most part, however.


STATS:
1 shot/kill
No overheat
No Clip
Close range/Melee only

Assault Cannon: Developed as part of the Imperial's Dark Trooper project, the Assault Cannon was the primary weapon of the Dark Trooper Phase II. It featured a blue-white plasma shot capable of incinerating even the most heavily armored Stormtroopers as a primary weapon, with a dumb-fire rocket launcher as a secondary fire. Its deadliness is reflected in the long wait times before firing the primary weapon, and the fact that the secondary fire cannot be reloaded on the battlefield.
STATS:
1 shot/kill
1 shot to overheat
2 shots/battery
Must charge to fire
SECONDARY STATS:
1 shot/kill
No overheat
4 shots/clip
Cannot reload

PLEX Missiles: The PLX-2M Missile Launcher, sometimes referred to as the Plex-Twoem, was designed to take down vehicles with great ease. Rebel forces using the weapon on the battlefield reported taking down an AT-ST with 3 hits. It features a "Smart" tracking device, which is activated by holding down the fire button for longer than 3 seconds. This tracking device homes in on the largest heat source within range, decimating its target. It carries 6 Arakyd Industries 3t3 missiles per clip.


STATS:
1 shot/kill
No overheat
6 shots/clip
Has dummy and homing modes

Oddball Skull: Poor TK-264 lost his head for disobeying Lord Vader's wishes. However, the microcomputer built into his helmet had crucial information regarding Imperial strength and troop placement. If the Rebels can upload it to their base, the Empire will be in serious trouble. If the Empire can delete the data before the Rebels can upload it, however, the threat will be eliminated.



STATS:
2 hits/kill
No overheat
No battery
Melee Only

GRENADE STATISTICS:
Meter Kill Radius
Meter Shock Wave Radius
Rarity

Concussion Grenade: Standard-issue in both the Rebellion and the Empire, the Concussion Grenade disorients and stuns anything which is caught within its blast radius. While it is not designed to kill, it does have a small blast radius which can damage or kill anything caught within it.
STATS:
2 Meter Kill Radius
10 Meter Shock Wave Radius
Common

Thermal detonator: While technically outlawed on every major star system due to its sheer destructive power, it is still found in the hands of Rebels, Imperials, and Bounty Hunters alike. It has a huge blast radius, causing any sentient beings who saw a live detonator pulled out in front of them to run for cover.
STATS:
5 Meter Kill Radius
10 Meter Shock Wave Radius
Rare

AT-AT (All Terrain Armored Transport):




Older Shot demonstrating bay doors:



X-Wing:




TIE (Twin Ion Engine) Fighter:





Snowspeeder:



Stormtrooper:






Hoth (Slightly Outdated):




Tantive IV:

Outdated Ingame Shot:

Bulletin Board:

Ingame Video:
http://www.youtube.com/watch?v=MepEQVw7_Lk


Endor:



Arc Hammer:
http://www.xfire.com/video/68035/











SWMT Sidewinder (TESTING/DEMONSTRATION PURPOSES ONLY):









SWMT UI:



Pause Menu:



Postgame Carnage Report:



Team Members:
Advancebo
Nexus Halo
Jay2645

Website:
http://starwarsmt.tk/