Pulse Weapons
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Weapons dating back to the Empire's beginning days, pulse weapons did not see much use in its later times, thanks to K-Corp-their main manufacturer-exploding under unknown circumstances. As such, these are not as available as other weapons in the armory, and cannot be reliably replaced if lost.
These fire rapid, hot energy pulses, and come in rifle and carbine forms. Pulse weapons are capable of piercing light armor, and their own power cells are very high-capacity, rendering reloading a moot point in combat.
EvR-1 and EvP-1 Blasters
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Evolution Industries blaster weapons largely replaced K-Corp pulse weaponry in the Empire's later days. These weapons' energy projectiles are not quite as powerful as the discharge from pulse weapons, and their power cells are limited. A rifle is limited to 30 shots before its power cells run out and must be replaced, akin to reloading. Pistols, being smaller, only have 12.
However, EI blaster power cells slowly recharge on their own over time. The blaster rifles also sport adaptable frames, suitable for numerous customizations. Should there be any of the magically-inclined around, the cells can be enchanted to use other more magical energies, and will automatically recharge with those instead.
EvIR, EvIP, and EvAT Ion Weapons
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Specialized energy weapons, these are specifically made to be extra-effective against high-tech foes, and are adept at scrambling circuitry and shattering energy shields. Unlike other EI energy weapons, these are not reliant on MACE tech, and so do not recharge, being limited to a number of shots depending on the specific weapon type before needing to be reloaded. They generally come in the same types as conventional EI weapons, sans exceptionally MACE-dependent examples like the heavy assault blasters and sustained-beam weaons.
EvAM-1 Magic Scrambler Grenade
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Resembling a spherical high-tech grenade, the EvAM-1 detonates to create a highly unstable field of various magical and not-so-magical energies, derived from a low-intensity MACE overload. This tends to play havoc with spells and other things, though it does not prevent their use entirely. It merely 'scrambles' them, meaning casters facing units equipped with it might want to be very careful about whether or not that next spell is worth risking.
EvD-1 Guardian Drone and EvD-1a Power Beamers
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The EvD-1 Guardian Drone and EvD-1A Power Beamers are meant to operate in tandem. The former, a skeletal humanoid robotic drone, is the main system. The Power Beamers use technology seen earlier in the Light of Evolution in Westside to beam power to the Guardian to grant it power levels normally impossible for a humanoid platform of its size. The Guardian, subsequently, has the power to project a powerful forcefield around itself that makes it nigh-impervious to small arms fire. Offensively, the Guardian's forcefields inflict electrical shocks on contact, and it can project an electric blast attack. Its main prowess is in its resilience, however. The Power Beamers are small, harmless hovering drones, and serve only to power the Guardian. Four go with a given Guardian. Obviously, destroying them tends to weaken the main drone, and as such, they have a tendency to zip around and generally be as evasive as possible while maintaining their power link. While not restricted, the Guardians are prohibitively expensive.
EvPC-1 Patrol Craft
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A lightly armed and armored hovercar, the EvPC-1 is meant for light police work, and is more or less a police hovercar. It features a single weapon mount for a weapon of choice, usually something light like a simple blaster or less-than-lethal weapons.
EvA-1 Light Armor
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A lighter armor type originally meant for Imperial Army scouts, it offers little protection against stronger attacks (though it'll protect against lighter weapons provided one is not under sustained fire) and is designed with maximum mobility in mind. The EvA-1 armor comes with a full helmet with a number of scanning features, including x-ray, infrared, night vision, and magic-detecting settings.
EvA-4 Stealth Armor
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This armor type, colored jet-black, is suited for special forces, and is fully sealed with some life support capabilities for extreme environments. It has a built-in cloaking device and its helmet comes with EvA-1-level scanners. On top of this, it is more protective than the EvA-1 armor, holding up better against sustained fire, though it will still not stop armor-piercing or heavy weapons.
EvA-5 Powered Flight Armor
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The EvA-5 is a newer type of powered armor created with the interests of the Altaran Irregulars seemingly in mind: Effectively doubling the user's strength, offering similar levels of protection, and coming with built-in flight systems in the form of a propulsion pack on the back and similar boots, it is arguably superior to the Basic Powered Armor used by Remnant and the Irregulars. The downside is that it is less customizable and theatrical, lacking the cape for instance, but that's just fine for many.
Melee Weapons
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There are a few melee weapons of note in the armory.
One is the Supercharger combat knife. A device in the knife's hilt transfers electricity into the blade, electrocuting it and allowing for greater power. This feature can be turned on or off at will by the push of a button.
EvM-1 Infernal Edges also appear, mostly in combat knife form as well. These have extra-sharp black blades that can be further amplified by a different device in the hilt that superheats the blade to a deadly degree. A few of these, oddly, seem to come in rapier and cutlass form.
Newer is the EvM-2 class of melee weapons. These are much rarer and take the form of weapons that look almost mundane. This is deceiving, however, as built-in systems allow them to generate a disruptive energy field that discharges when the weapon comes into forceful contact with something, giving the weapons significantly more power. The hilts and hafts, of course, don't have this effect, otherwise it'd be supremely dangerous. These weapons are very good at punching through armor, though it's sometimes impractical. Stabbing tanks isn't that great an idea.
Of course, it goes without saying that these are merely the highlights of the Irregulars' arsenal and materiel. Generally speaking, if something seems to be within their techbase's capabilities, they may very well have it. For example, they do possess more mundane firearms. These are simply some of the more common and signature pieces of equipment.