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Post by EmperorMyric on Dec 16, 2017 16:13:40 GMT
"We march under the banner of the Union, equal in rights and united in our service. We fight to protect those of the Union and to unite the worlds of the cosmos under the name of peace and prosperity. Together there is no foe we cannot overcome, and no threat to our people we cannot defeat. With fire in our hearts we stand together under the Union of Worlds. So say we all" Union Army Core Traditional Oath Union Army Core: The ground forces of the Union of Worlds. Men and women involved in this branch fight on the ground and help protect the Unions interests on both home soil and foreign worlds. Using ground based weapon systems from Seraphim MBTs all the way up to Oblivion Heavy Artillery pieces they defend the Union on the surface of worlds. Or when needed invade the enemy on the ground supported by elements of the other Cores. The Army Core is one of the largest of the Cores and its troops are on constant defensive actions or wargames, it also has strong ties with the PDF too.
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Post by EmperorMyric on Dec 16, 2017 16:15:33 GMT
Union Infantry: The backbone of the Union of Worlds and the true hero's of the Empire these brave men and women fight on the front lines against the enemies of peace and stand firm. Equipped with high tech gear and given extensive training before they even deploy these troopers are a force to be reckoned with. For those who join the forces it is a harsh regime, with rigorous physical and mental training constantly while they train with the various gear they will fight with. Each trooper is also taught strategically to allow them to act independently on the battlefield. When they are deemed ready they will take part along with other elements in combined arms exercise and then eventually in full blown blue on blue wargames, often with live ammunition. The Unions advanced medical procedures stopping the worst of the casualties. This means that when they finally deploy the men and women of the Union infantry are fully battle worn and able to take the fight to the enemy in the name of the Union of Worlds. Gear: Helmet: Armoured with Quantum lattice plate the helmet is able to stop small arms fire and incorporates a large amount of advanced features, padded, and aired to keep maximum comfortableness the helmet also has a non chafe strap. Along with this it has a fully linked coms system with a minor AI which assists in targeting as well as feeding directly into the HUD. The helmets HUD displays all kinds of features, objectives, enemy info, squad details, tactical battle plans, Night vision, assisted shots, enemy weak points and the best cover as well as a host of other functions designed for on and off battlefield roles. It also doubles up as Photo contacts, stopping sudden blindness from flash-bangs and other large flashes. The helmet also incorporates bafflers which prevent deafening in the field. The helmet also mounts a flash-light which can either be visible spectrum or infra red used. As well as real-time feed mini camera allowing a commander or sergeant to survey the battle from the troops view, picking out details or generally allowing them to make decisions on behalf of the safety of the men. Backpack: The typical soldiers backpack, this allows the trooper to carry all the essentials he/she needs to survive along with extra food, water and any spare parts needed for equipment. Often carry drones are used to stop the soldiers having to lug these around on the battlefield. Shoulder Pads: Often laughed at by those who fight against and alongside the Union the large shoulder pads are well armoured and can easily stop small arms fire, however they also mount a small force shield generator which while not able to stop sustained fire can stop or deflect a stray round or snipers bullet. These are powered by the troopers compact Fusion plant. Locator Beacon: Mounted on the left breast the Locator beacon relays information to command about the soldiers position and allows realtime updates. It also monitors the soldiers vital signs which are relayed to medics in the companies and also allows the soldier to call on precise battlefield co-ordinates to aid bringing down precise artillery or orbital support with the aid of the HUD AI. Union Emblem: The emblem of the Union of Worlds, soldiers wear this with pride and often touch it before the battle to grant them luck. Rank Patch: This denotes what rank the soldier is on the battlefield to others. Energy Blade Mounting: Mounted on the right gauntlet the Energy blade is mostly deactivated however when needed the soldier can activate it with a thought from the HUD, the blade itself is a hard light monomolecular edge. This also is incredibly hot and so is able to slice through heavy armour also providing the soldier with a cutting tool as well as breaching gear and also light close combat anti tank potential. The length and width of the blade can be adjusted and it runs off the troopers power pack. Some troopers have non standard left arm attachments or even both. Though troopers also carry Monomolecular knifes with them in case their energy blade runs out or just as a backup weapon. Arm Computer: Linked to the HUD this wrist mounted computer also functions as a small holo projector and can aid sergeants or troopers in directing their squads to the objectives, it also allows them to create very quick holograms of themselves at a location to draw enemy fire or reveal positions. It is also linked to the Union grid and can allow soldiers to contact others at home or read stories or listen to music etc. Magnetic Hand Grips and Grapple. Both armoured gloves on the trooper are fitted with magnetic clamp abilities, activated by mind impulse in the HUD the troopers hands clamp to the weapon stopping him from dropping it when knocked back or when he is down. Allowing him to quickly regain firing positions, it also allows troopers to climb metal walls and keep grip on heavy objects. The gloves also contain grapples, which can fire small hooks into walls and contain thin wire spools which can then pull the trooper upwards. Quantum Lattice Armour: emperormyric.deviantart.com/ar… The Troopers Armour is a thin layer of Quantum Lattice plate, able to stop small arms fire and absorb energy weapon fire. Underneath this thin layer is a large layer of auto-reactive Gel, this gel softens impacts and tightens when hit, absorbing kinetic impacts and also absorbing heat from energy blasts which are then dispersed by the armours cooling systems. The armour is able to somewhat cool or heat the trooper in cold or hot environments as well as keep him well ventilated. The back of the chest plate also mounts a small compact Fusion generator which can run for around 18 days before needing to be refuelled, each trooper carries extra fuel or an additional generator in case of damage. Carry Pouches: Carry pouches are used for carrying extra food or water, grenades or even Close Assault pistols and secondary weapons. Photo Reactive Camo: Interwoven with Quantum Lattice weave the cloth parts of the armour are photo-reactive and adjust their camo to the environment most suited. They also help keep in warmth and cool the trooper when needed. Mag Boots: The troopers boots while mainly there to keep his feet and legs safe, warm and comfortable also have the ability to lock down allowing the trooper to transverse zero G environments as well as walk on walls and ceilings, or protect from the knock back effects of blast waves. Other Types: Enclosed/Powered Suit: This suit adds a multitude of extras to the troopers arsenal, with a fully enclosed suit this means the soldier can fight in hostile environments and vacuums. The mainstay of the Union Navy Marine forces who operate in space this suit integrates full cooling and heating systems as well as a fully powered servo assisted system which allows the trooper to pick up large objects, carry heavier weapons or even their comrades. As well as run and hit faster. The protection of the soldier is massively increased too with extra plates added able to withstand small arms fire and micro-meteor impacts. The Fusion reactor also embedded in the back of the trooper is also upgraded to a larger variant and can function for around 2 months on average before needing to be recharged. Sergeant: This version of the infantry suit incorporates a more advanced squad level command and control suit, able to keep pace with all real time updates of each squad member and to look through their eyes of the HUD to direct them or advise them. As well as all health and ammo read outs available and a direct link to the platoon commander. Sergeants are denoted by their part golden helmet and stripes on them. Medic: Every squad contains at least one medic, denoted by his white pauldrons and red cross symbols medics are equipped with an advanced medical assistance unit which points out any wound or assists with locating medical problems and then programming nanites or other medical tools for the correct cures or aids. The medic has in his right greave a set of retractable medical tools such as laser scalpels and and assortment of other instruments and carries shots of medical nanites which can be used to heal wounds. Engineer: While not technically attached to the basic infantry squads, engineers can be assigned to squads as demolition experts or to advise in siege scenarios. Engineers typically carry heavy weapons sometimes or demolition charges, as well as mechanical tools to help fix vehicles. Engineers act as sappers to help build up defenses or clear the way and while they are denoted by their red uniforms they also have additional AI systems for interfacing with vehicle systems to help identify problems and making it easier to fix such. Intelligence: Intelligence forces are typically part of basic squads, equipped with heavy Quantum com gear to keep in constant contact with command elements and other forces in the Union military they have direct links to the Union grid and will help relay orders or even decrypt enemy signals to work as counter intelligence forces, jamming or hacking enemy communications. Additional: Union troopers have the standard AMX-50 Plasma autorifle and additional grenades. These along with advanced infantry will be covered in another section.
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Post by EmperorMyric on Dec 16, 2017 16:16:30 GMT
"I got selected for the Phoenix program once, went into the training too. As a Union Alpha I can safely say I'm one of the best, being through some of the toughest battles of the Draken war and then some. I got to day 5 of the training before I couldnt handle anymore, and that was BEFORE the gene enhancement tests and program, I cant imagine what those guys must have gone through after that but I would advise not to fuck with them. Ive seen them in combat before and hold their own against far greater odds. I respect them yea although it must get boring when defending the palace" Union Alpha on the Phoenix Guard. Union Phoenix Guard:The Union Phoenix Royal Guard are the most elite of the elite, to qualify one must have been at least a Union Alpha, Captain, Special forces or other high ranking position for 5 years, and have earned over 25 medals for bravery and service. You would then be entered into the initiation process, for every 500 applicants that apply only 1 is chosen, out of these around 89% of the indoctrinated individuals pass the rigorous mental, physical and finally genetic challenges. For each Phoenix Guard has been genetically altered to be completely immune to mind altering powers and they all have a massive resistance to powers of any kind. They are then gifted with the ceremonial Phoenix armour, this armour is gold, with flowing blue robes. Though the amour is very much ceremonial it is by no means useless. This armour is perhaps the best protection the Union can offer outside of a battlesuit and the armour of the Angel Guard and the Angels themselves. Made out of Athena plate and housing a powerful micro fusion generator that powers the suits fibre bundles as well as a compact shield generator the Phoenix Guards armour incorporates much decoration as well as dimensional sensors and other AI systems in the tower helms of the suit, made to be imposing but yet awe inspiring. For Weaponry the Phoenix Guard are gifted a Union manufactured Chronosceptre, the most powerful man portable weapon system ever created, able to slice tears in the fabric of reality any enemy touched by this blast is merely erased by the beam, not from time but from current existence onwards. The prongs as well on the Chronosceptre when energized create a distortion field that has the same effect as the blast when used in combat, this means the Phoenix Guard are rightly feared. They also carry side arms of plasma pistols and CAP pistols as well as an arm mounted energy blade. Phoenix Guard are most often seen guarding the Imperial Palace on earth but may often be found accompanying the Angels to the battle fields forming an elite and unstoppable fighting unit from which the forces of the Union can rally around. Physical capabilities wise the Phoenix Guard are far, far superior to a human and even more superior to a genetically enhanced human, not as powerful as the Angel Guard the Phoenix Guard are not intended in an offensive role and are mainly ceremonial, for this reason they rarely see action but remain one of the most awe inspiring organisations in the Union, at current there are 500 Phoenix Guard. The head of the guard is currently Hathor Rah.
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Post by EmperorMyric on Dec 16, 2017 16:17:14 GMT
Union Tempest Heavy Power Armour: Descript WIP
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Post by EmperorMyric on Dec 16, 2017 16:18:41 GMT
Union Infantry sheet WIP
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Post by EmperorMyric on Dec 16, 2017 16:19:28 GMT
Union Squad Firearms: APR-50 Plasma Autorifle: The Auto Plasma Rifle -50 is the Unions principle rifle firearm. Found from the PDF forces to the marine core the APR is a well renowned weapon that has its routes during the Draken war, replacing the old SPG-95 solid projectile rifle. Rather than using solid projectiles as its name implies the APR uses plasma as its main projectile. Designed for stopping power and high amount of shots rather than particularly long distances the weapon was created for the express purpose of firing large amounts of rounds being able to drop Draken warriors and other constructs, as well as being able to blast through infantry armour. While running on capacitor charges the APR-50 can have a max shot load of 8000 rounds before the capacitor needs recharging, troopers usually carry around 6 or more spare ‘Caps’ for plenty of rounds, alternatively the gun can be linked directly via power feeds to the Troopers own suit fusion reactor for essentially unlimited ammo until the suit runs dry. The APR-50 can fire on single round, semi auto up to bursts of 5 rounds or full auto capable of 950 rpm on full auto however firing in this mode will quickly overheat the barrel even with the Void cooling installed and cause it to have to be swapped out. MAAT Rifle-65 Magnetically Accelerated Anti-Tank Rifle: The Principle LAW of the Union of Worlds most squads carry at least one of these into combat however smaller fire support teams may carry more if needed. The MAAT rifle was designed as a light anti tank weapon capable of destroying up to medium armoured vehicles and also destroying heavy armour when flanked. However the weapon also is able to switch to a more anti infantry or heavy anti infantry role when fired in a separate mode, giving the squad a suppressive heavy AOE weapon system. When fired in anti-tank mode the MAAT rifle accelerates a continuous stream of plasma at the target through a magnetic tunnel, heating the hull to melting point and punching through also making it an effective bulkhead cutter with the marines. Continuous fire with this for 4 seconds is enough to melt medium armoured targets with anything more damaging the barrel. However in its AOE mode the rifle can fire 4 quick beams which due to lack of magnetic containment in this mode explodes on contact vaporizing enemy infantry in the blast zone. With around 15 seconds of beam time per capacitor charge and 18 quick beams a soldier carries up to 8 of these larger capacitors to engage with and again can link the weapon up to his own suits reactor. APR-45 Plasma SMG: Smaller and much more compact than the APR-50 the APR-45 is a favourite with the marine core. As a submachine gun the APR-45 was designed for close quarter warfare, to be able to be effectively aimed and used either in the confines of a starship or the streets of a city. With a greater Rof of up to 1200 rpm on full auto the APR-45 has a capacitor size of 1200 shots and can also be linked up to the soldiers suit, while it does come with a semi auto burst fire mode the APR-45 doesn’t come with single shot, not that the Union Marine Core complain about this problem. APR-55 Plasma Light Machine Gun: The principle LMG and squad support suppression weapon of the Union of Worlds the APR-55 LMG can be been in the majority of Union squads, with Fire support teams often carrying more when necessary. With a ROF of 1800 rpm and a larger capacitor for a capacity of 10,000 rounds and the capability of linking with the users suit the APR-55 is capable of suppressing the enemy with a high rof and having the stopping power to even put down other heavy infantry, sometimes operated by two soldiers, one gunner the other acting as a power pack with link to his suit the APR-55 saw great fame during the Draken wars and after a wealth of modifications is still in use today, the APR-55 LMG also has the capacity to do burst fire, which can be inputted the exact amount of shots the gunner wants via the suits connection to the gun like all Union weapons. Despite its size and capacitor size the APR-55 is actually very light allowing it to even be hip fired on the move if necessary. APR-35 Plasma Shotgun: A favourite of both the Marines and the Engineers the APR-35 is the Unions main shotgun and close quarter engagement weapon along with the APR-45. The APR-35 unlike other nation’s shotguns which use scatter shot techniques uses a straight up blast method. Forced into the firing chamber the plasma is exposed to the air just a fraction of a second before its mag accelerated out of the barrel in an expanding sheet wave. Anything caught in the wave is flash fried or horrifically burned, and while the AOE expanse can be tuned anywhere from room clearance to very precise shots the APE-35 is used when mainly prisoners are not to be taken or there are not friendlies. The shotgun has a total of 25 rounds before capacitor change with the option of linking to suit. APR-30 Plasma Assault Rifle: The APR-30 Plasma Assault Rifle is the second most common weapon to see among Union squads, using the same clips as the APR-50 the Assault rifle is used in more of an offensive role. While the APR-50 is used in all round situations the APR-30 is designed to give excellent capability just like the APR-50 but for storming enemy positions, the shorter nature of the weapon allowing easier moving of the firearm and assisting the user in not taking up too much space, the APR-30 while having slightly more Rof is designed to have less recoil too and is shorter ranged than the APR-50 and has a more chunky stock to improve shouldering. With a total of 8000 shots before recharging the APR-30 can also link to a suit in order to keep up sustained attack. APR-30A Plasma Carbine: The APR-30A is a more cut down version of the APR-30 assault rifle. The carbine version was developed for the Marine core who frequently engage in very close up and cramped environments. Designed to be just as powerful for a smaller size the APR-30A does however trade some of its ROF but is far more accurate than the APR-45 SMG allowing for it to be an excellent weapon of choice for situations which require precise firepower at close ranges. Dragonfire ATGM: The Dragonfire is the Union of Worlds infantry portable anti-tank guided missile launcher. Designed to fire a variety of missile warheads the Dragonfire platform is a quick and simple set up launcher which can come without a placement stand and be shoulder mounted (however larger set up versions are available) The launcher itself contains the necessary targeting computers linked to the users HUD and an on board Nano assembler unit. Most ATGM teams carry 6 missiles while dedicated launcher groups carry more. Each missile comes with its fuel and guidance however the warhead section is a set lump of inert material. When put into the launcher the operator chooses the warhead type and the nanites construct the warhead, this can be done during or before combat. Giving the ATGM excellent versatility. Dragonfire Warhead: Standard warhead, two stage explosive device for punching through enemy tank armour and detonating inside, also programmable for any angle of attack. Talon Warhead: Replaces the two stage warhead with a single warhead compacted with ball bearings and other shrapnel charges, when exploding the warhead scythes down infantry and other light targets around the area, most often airburst to ignore cover. Shrike Warhead: Replaces the material with a heavy kinetic penetrator warhead, this missile typically top down attacks and then explodes to punch through either heavy armour or reinforced positions, exploding within to destroy the insides. Phase Warhead: Replaces the material with a one stage detonator and phase engine, capable of phasing through the enemy armour and straight into the enemy to explode, however with such a small generator the further the missile is fired away the less fuel it has to convert to phase time meaning the less chance it has to get inside the target, best at closer ranges. Carry warhead: Build to carry either viral or biological weapons or even a drone UAV, can be used for a variety of reasons. Nuclear warhead: not produced but instead issued before combat these missiles carry a small 3 kiloton nuclear munition capable of flattening enemy companies or large columns. Guardian MANPAD: The Guardian MANPAD is the last piece in the jigsaw of the Unions massive emphasis on Air defense and superiority. Designed to be used and carried into combat by a single soldier the Guardian can be deployed by squads to destroy low flying CAS aircraft or gunships, with the missile only having semi limited use against high flying fighters. Equipped with 6 missiles just like the Dragonfire the Guardian also works on the inert missile and programmable warhead principle giving the Guardian other functions besides just man portable air defence for the squad. Guardian Warhead: The standard warhead for the MANPAD, equipped with a proximity detonator and guidance systems linked directly to the weapon itself either guided by the firer using their HUD or by another soldier who can link in to the weapon and use his HUD to guide. This warhead is good against CAS aircraft and even armoured gunships. Its missile height somewhat limits its ability vs enemy fighters. Eagle Warhead: Equipped instead without a warhead this version carries a drone controlled UAV which is then controlled by the firer to get a bearing on a bird’s eye view of the battle, scanning the area and reporting back to the squad or high command on updates and locations for enemies, helping call in precision airstrikes or artillery. Guardian Striker Warhead: This variant replaces the standard warhead with a multiple kinetic penetrator warhead designed to top down attack on medium armour or engage weak points on tanks, the missile breaking up overhead into multiple targetable kill vehicles all designed to use brute force to either destroy or damage the target. These are also used against air targets as well. Takeema standard Grenades: Each trooper carries around 6-8 grenades on him in any combination he wishes so long as he at least has one of each of the critical ones. These grenades have been the standard for years and have been used in all the Unions major conflicts providing the infantry with versatile explosive devices and aid where needed. Frag: Typical explosive device to scythe the area with shrapnel and pellets at high speeds. Considered one of the critical ones. Anti Tank: When detonated this grenade fires 4 shaped charges in multiple directions to destroy armour, while not effective vs MBTs it is effective against lighter vehicles, dedicated larger Anti heavy vehicle grenades are available. AT grenades are also critical kit to carry. HE: High explosive, typically either chemical or sometimes even plasma catalyst to destroy large areas with explosives, either buildings or infantry. One of the optional ones. AA: Equipped with a gravitic engine enough to propel it into the sky and towards a target this grenade explodes with linear sheet force to engage low flying craft or hovering gunships either damaging them or forcing them to withdraw from the battle. Targeted via the troopers HUD this is a critical kit piece. Phase: Equipped with a miniature phase engine these grenades when activated will phase for a few seconds then exit and explode, used for cracking either heavy armour targets or fortifications where they can phase through barriers such as armour and walls. Stun: Stun grenades are a mixture of flash bang, gas and smoke grenades. They can be set for room clearance in which it will explode with a deafening bang and flash of light often with rubber pellets too to stun all occupiers or it can be set to emit a cloud of smoke to cover troops.
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Post by EmperorMyric on Dec 16, 2017 16:23:11 GMT
Seraphim Union of Worlds Main Battle Tank: "That tank has served me well, and saved my life more times than I can count, if I ever meet the man or women who designed it I will definitely buy them all the drink I can find" Union Tanker Overview: The battle tanks of the early 21st century were extremely advanced, boasting the best armour weapons and electronic warfare capabilities they were a force to be reckoned with. Alas the world policies of combat rapidly changed to the strike first yet remain unseen tactic and many questioned the armoured tanks role in future warfare. With the tanks future uncertain the third world war soon saw that the world was reduced to ash. What evolved after were wars of rapid dominance and the tank resurrected from the old world played major parts in the wars of unification. The coalition forces needed a tank which would prove effective in combat and so looked to the pre-war Abram’s and Challenger tanks, deciding to combine the two awesome designs into one. They dubbed it the Seraphim and so the Unions MBT starts here. The seraphim performed incredibly well, both against the pre-war tanks of prophet Xing and the Tripod robot walkers of the AI E.R.A. The seraphim then went to the stars and was at the fore front of campaigns and assaults. Fighting from the heart of the empire all the way out to the outer rim the Seraphim is renowned for its capabilities, robustness and history throughout the Union. The Seraphim is the mainstay of the Union armoured brigades and the rapid Blitzkrieg doctrine of the Unions army makes the Seraphim’s role well embedded in warfare. Many a time have Seraphim outperformed other tanks from races and empires beyond the Unions borders. The Seraphim has proved its worth against Draken devastators, Violar Triskele’s and many more, and the tank itself is loved by the crew. Though advanced the Seraphim is easy to use and all Union tank crews love the tank for its interface systems are user friendly and provide much comfort to the crew. Crew comfort is also a good point here as crews may be forced to stay in their tanks for a long while due to airless environments or harsh atmospheres, even in these conditions the Seraphim’s duty will not be denied. The Seraphim despite its venerable design has been upgraded over the centuries, its design now very far from what its original looks were. Incorporating the Unions newest designs and more the current Mark is the Mk.9 or ‘Centurion’ upgrade. The coming upgrade which is planned for the next decade is the MK.10 or ‘Babylon’ Upgrade, which has been shown here for reference. Capabilities: Armament wise the Seraphim boats a 150mm Rail gun which has an effective range of many miles, its accuracy is also tremendous and thanks to the near instant contact of the accelerated slug the target is hit where the gunner aims. Using an auto stabilised turret the tank can easily engage enemies and has multiple ammo types available. AP needle rounds, HE concussive rounds or Frag rounds. Each one capable of handling different scenarios, the tank has an auto loader feature and along with Nano assemblers allow the Seraphim an unprecedented rate of fire of around 10 rounds a minute more than capable of destroying enemy tanks and armoured columns on its own. The Seraphim is also equipped with 2 Cascade cannons mounted either side of the main gun as co-axial weapons. These heavy machine guns fire up to 10,000 rounds a minute and thanks to Nano assemblers and void cooling these guns can fire indefinitely to combat infantry, cupola mounted versions can also be installed for added 360 defence. The tank carries around 50 shells which due to the 3D printer nature of the Nano assemblers allow it to choose which type of round as it loads. Preventing the run out of a particular shell. As for secondary systems the Cascade cannons carry around 6000 rounds each and are mainly used in bursts. Defensive measures and armour wise the Seraphim are a very safe vehicle. Able to withstand huge amounts of fire and still work the Seraphim’s main armour is one meter thick quantum ceramic plate with limited nano repair ability. Quantum Lattice plate is an advanced form of Union armour which incorporates a unique two way ERA defence. Using the Unions void cooling systems which link up to the armour the armour can 'absorb' energy weapons or the like and store energy in capacitors, when a kinetic target or even a bolt energy one the capacitors can empty in a 'flashfry' manoeuvre which vaporises or destabilises the incoming projectile and defending the tank. Giving an incredible defence. In worst case scenarios the tanks own fusion reactor can 'overdrive' itself to create power for a flashfry even though no energy weapons are being absorbed. This however causes the tanks reactor to drain fuel quicker than usual. As also a secondary factor the capacitors can also be released to create a form of 'plasma shield' on a limited target area, to intercept and destroy incoming projectiles while the other active armour or defences engage other targets. Along with the Quantum Lattice plate additional armours are sandwiched between the plates constituting a multi layer defence. Behind the main armour plates lie a layer of Violar Nano Lathe which can harden with impact and disperse kinetic energy effectively, constituting the main defence against kinetic weaponry, this also gives the tank its nano repair capabilities and can passively heal damage in combat. Frag Launchers: Studded across the hull are reactive frag launchers, working in concert with the flashfry and mainly used in place of to save energy these launchers fire of high velocity flechettes which destroy incoming rounds or missiles, or knocks them off target. Cascade Cannons: Remotely computer targeted cascade cannons allow the Seraphim to engage enemy munitions before they impact the tank, firing off 50 round bursts the Cascade cannons function as CIWS for the tank and provide it with its primary active defence abilities. ARMOUR PACKAGES: Additional packages can also be given to the Seraphim to increase survivability against a type of weapon or warzone. Grid Armour package: Grid or ‘Slat’ armour as it is called is used to stop short range infantry LAWs which use kinetic projectiles, the grid armour catching the projectile in the grid or stopping it altogether, those that do get through are reduced impact and are easily ignored, the grid armour is then mostly reduced down to materials by nanites after each mission and then ‘reconstructed’ at the start of a new engagement. ERA Package: Explosive reactive armour package is the placement of explosives on the surface of the armour, when the Seraphims own flashfry system proves ineffective vs large or powerful projectiles the plates explode outward to stop heavy projectiles and protect the tank, once such panels are used they are useless and must be replaced. Ultra heavy package: See heavy defense variant Heavy Plate package: Normally referred to as Extra armour this is the most common package and involves merely adding extra plates of Quantum lattice and additional flashfry systems to the tank. Spaced Armour: Spaced armour is a specialised package for mostly kinetic weapons, additional Violar Nano lathe plates are fitted on a separate armour sheet kept at a distance away from the MBTs hull leaving a gap. When projectiles impact it is either absorbed by the spaced sheets or if penetrated will then have to use whatever energy it has left to try and penetrate the main armour. While this armour system cannot flashfry it does have remarkable self-repair capabilities thanks to the nanites. Electronic abilities wise the Seraphim carries a AI capable of taking over much of the tanks systems if an emergency is called for, it also allows rapid lock on full spectrum sensor suite detection and also an enemy lock warning system. This sophisticated array of electronics is now operated by the loader. The tanks crew consists of a driver, gunner, commander, electronics operator and radio officer. Together they benefit from the electronics suite and thanks to failsafe’s and firewalls ECM can be broken through or ignored all together by the tank. ECM systems: The Seraphim also comes with battlefield ECM systems, capable of hacking into enemy guided munitions and stopping them from locking into the tank or cutting the link so they go dud. As well as this the ECM system can screw with enemy lock on and sensor systems preventing an accurate target. In addition a laser dazzler system is installed to combat guided munitions either by destroying their guiding equipment or by dazzling their sensors so they cannot effectively target or lock on. All of which are controlled by the Seraphims on board computer. Speed wise the Seraphim is average for the tank speed, around 50mph is the maximum its compact fusion engine will allow it to go, and the engine is very small and powers the tank while allowing for added crew space and Nano assembler space. This tank is all terrain and can function in any warzone thanks to its deployment it is loved by all. Variants: Main frontline combat variants: Demo variant: this variant is designed for siege or urban warfare where the Rail gun is replaced with a Shockwave cannon which uses pulsed energy concussive blasts to obliterate any building or fortification in its way and pulverises infantry by the sheer overpressure of the blast. Even tanks are crushed or damaged heavily by the blast though the slow charge time of the gun means it isn’t a great choice for AT battles, it is also relatively short ranged. But to compensate for this the tanks armour has been significantly upgraded to around 2 meters of armour plating reducing speed greatly but allowing it to survive urban environments. Flame variant: armed with a giant flamethrower this tank is designed for urban warfare or use against swarms where its main weapon can douse swathes of infantry or buildings in a liquid jelly type substance that burn variously, the flames also cannot be put out with water or conventional ways meaning the enemy will always burn to death if caught. This tank s are rarely used and are very susceptible to fire into their fuel tanks, the crew of which are very pyromaniac and infantry refuse to go near the tank. But the sheer fear factor of these machines and the fact they can reduce a city to a giant conflagilation in minutes is well appreciated. Sniper variant: used to pick off enemy commanders at miles away and destroy armoured divisions before they get in range the sniper tank carries a long barrelled rail gun which can hit its target almost instantly, it is also aided by a magnetic tunnel which stops the projectile veering off course so a guaranteed hit will be made every time. These tanks carry less armour in place for an extensive ECM and electronics suite, this means the sensor range of these tanks are incredible and they mainly function as Intel as well. The armour of this tank is also covered with a substance called Ghostanium, it is inert when left in its natural state but when a current is run through it refracts light, heat and any other spectrum rendering the tank invisible and allowing ambushes to take place. Drone variant: A new variant to the Venerable Seraphim, the Drone variant is completely unmanned and mounts a more sophisticated AI bundle which can operate the tank with ease, groups of these tanks can even operate without guidance pooling their collective porcessing power into one massive virtual AI, groups of these tanks have been known to fight solo wars with the enemy even after the Union prescence on a planet has been defeated. Heavy defence variant: Equipped with extra Quantum lattice plate and Missile cages this variant is designed to be used in either urban combat or siege assault where it can easily take punishment, it is also equipped with a additional mounted AI Meson laser which can shoot down incoming missiles, these tanks are fairly rare in the Union and highly specialised. Experimental line combat variants: Plasma cannon variant: More of an experiment in incorporating Violar Plasma Fusil technology into Seraphim MBTs, equipped with a short range heavy plasma cannon this tank can create large AOE blasts effective against entrenched infantry and close up vehicles, alas its short range puts it at a disadvantage however the power of the gun more than makes up for it. Meson Laser Variant: Another experiment the Meson Laser variant was made to be an effective long range anti tank and stop gap AA vehicle, however the tank suffers from no AOE and so can only engage one enemy target at a time, however the power of the Meson laser can punch through enemy armour and also aircraft, making this tank a more regularly seen variant. Heavy Cascade cannon variant: Replacing the 150mm Rail cannon with a 40mm Heavy cascade cannon was a decision made during the Draken war. Capable of taking down even heavy creatures with barrages of fire this variant is death incarnate to light vehicles and infantry alike and capable of punching through nearly all cover that vehicles may use, making it excellent in urban scenarios. Full stealth variant: Made full hover mode, plus adding a Sheath mobile stealth generator means this Seraphim variant is completely invisible to the naked eye and doesn’t show up on most scans, modulating its hover unit in such a way means it doesn't kick up dust or dirt and so can sneak round the sides. This is all theoretical of course, the tank is very expensive and hasn’t been used yet in combat scenarios. Optical Camouflage variant: Another prototype system to give the Seraphim optical stealth rather than full spectrum stealth, giving it precious few seconds to engage the enemy, it is still being tested. AA Variants: Viper AA variant: used as the mainstay of Union air defence the Rapier is armed with 4 heavy cascade cannons can reduce the sky to a choking place of flak in seconds give it the nickname ‘widow maker’ for once the tank has you in its sites you are as good as doomed. The AI on board tracks its targets and uses calculations to predict the targets movements allowing a kill ratio above all others to be attained. This tank can also be used against ground targets destroying infantry and light armour with ease. All those who have faced the Union have stories to tell about the Viper and its incredible enforcement of a No fly zone. Hellfire AA variant: used alongside the Viper but a lot rarer the Hellfire amounts a Hellfire ML which uses Nano assemblers to achieve a high rate of fire, in minutes the sky is filled with homing missiles which are hard to evade. When used in combination with the Viper the sky is a death trap to all. Unfortunately the Hellfire’s missiles cannot be fired at ground targets and so the Viper seems to be a better choice than this old tank, it is slowly being phased out but many still insist it is useful. Cobra SPAAG variant: Replacing the quad cascade cannons with two 60mm rail autocannons means the Cobra variant can engage enemy heavy gunships and aircraft at long ranges with descent rate of fire. Working alongside the other AA variants this can also deal with medium tanks too, the ROF of the 60mm cannons able to smash armour apart. Command and control variants: Company Command Tank Variant: this variant mounts improved coms and an upgraded battle field uplink hosting AI. This allows the commander to coordinate his forces with greater accuracy, another way this tank can be used is to use it as a Drone Hub tank controlling any unmanned drone tanks in the area. This variant rarely sees combat due to its hang back and command role. Battlefield reconnaissance variant: with a reduced 120mm Rail cannon this variant is outfitted with the latest sensor gear and optics systems, designed to hand back at a vantage point and relay real time information to the commander and units this variant also roves ahead of the main force to scope out any enemy positions, while its gun is less potent it is still able to take heavy hits and defend itself. Platoon command with Ripper ATML: the platoon command tanks like the company command have an increased AI capability to help with commanding on platoon based levels. Along with this it also mounts a Ripper Anti tank missile launcher with 4 shots. This long range ML is available to any of the Seraphim chasis but are typically used by those types which hang back out of the fight. Combat Support Variants: Nano Repair variant: The Unions purpose built repair tank in its dome contain billions of Nanites which self-replicate and swarm over the battlefield repairing damage and returning wrecked tanks to function in short order, they can also be used as a shield in some way and can protect the repair tank as well as be used to destroy enemy vehicles and eat away infantry but sanction must be granted for it to be used in this way. Mobile shield generator variant: Mounting a MK 3 Crenelated Shield generator this variant cannot directly defend itself but can protect everything in a mile radius from artillery and direct fire, units can however move through the shield. These are frequently seen throughout the Union forces. This can however be mounted with a defensive Cascade cannon if needed. Mobile stealth field generator: Mounting a full displacement stealth field projector this tank is used if certain areas or moving forces need to be concealed, both from visual and scanner detection. Often seen used in the artillery and AA companies these are also found alongside any sort of flanking forces or when things need to be hidden. This can however be mounted with a defensive Cascade cannon if needed. MK.10 Babylon Upgrade: The new Seraphim upgrade will increase all aspects of the Seraphim MBT. For firepower the main gun has been upgraded to a 155mm Mass driver, with an increased 15rpm ROF and holding up to 60 shells in a reworked larger chassis. Also accommodating a second compact Cold fusion reactor this means the power to the tanks drive system allows it up to 65MPH speeds and can also power a more potent flash fry system which can be used more often. To complement this 3 new small Meson lasers have been installed for active defence, capable of destroying shells and missiles in flight or switching to dazzling their guidance and allows the tank a measure of defence against gunships. A more advanced AI also controls the whole system and oversees the new defences, overall the Seraphim MK.10 is still undergoing trials but will be the new face of the Union of Worlds tank core.
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Post by EmperorMyric on Dec 16, 2017 16:24:04 GMT
Oxen Union of Worlds Heavy Logistics Vehicle: Overview: The Oxen is a rugged and tested design that has served the Union for sometime in its history and has benefited from a wave of upgrades from its inception. Designed to transport logistical supplies to the frontline and other locations the Oxen is not designed for combat, however is protected if it comes under attack. Able to traverse any terrain with good speed and with a variety of variants and platforms based off the Oxen it is a well used vehicle and is well liked by Union forces for its ruggedness and reliability. Capabilities: Armament wise the Oxen is typically unarmed however can be mounted with a singular Cascade cannon these heavy gatling guns fire up to 10,000 rounds a minute and thanks to Nano assemblers and void cooling these guns can fire indefinitely to combat infantry, in this case it is purely for self defense. Defensive measures and armour wise the Oxen is an armoured vehicle despite being used for typically behind the lines operations. With enough armour to protect from small arms and light cannon fire as well as active defenses to stop missiles. Quantum Lattice plate is an advanced form of Union armour which incorporates a unique two way ERA defence. Using the Unions void cooling systems which link up to the armour the armour can 'absorb' energy weapons or the like and store energy in capacitors, when a kinetic target or even a bolt energy one the capacitors can empty in a 'flashfry' manoeuvre which vaporises or destabilises the incoming projectile and defending the tank. Giving an incredible defence. In worst case scenarios the tanks own fusion reactor can 'overdrive' itself to create power for a flashfry even though no energy weapons are being absorbed. This however causes the tanks reactor to drain fuel quicker than usual. As also a secondary factor the capacitors can also be released to create a form of 'plasma shield' on a limited target area, to intercept and destroy incoming projectiles while the other active armour or defences engage other targets. Along with the Quantum Lattice plate additional armours are sandwiched between the plates constituting a multi layer defence. Behind the main armour plates lie a layer of Violar Nano Lathe which can harden with impact and disperse kinetic energy effectively, constituting the main defence against kinetic weaponry, this also gives the tank its nano repair capabilities and can passively heal damage in combat. Frag Launchers: Studded across the hull are reactive frag launchers, working in concert with the flashfry and mainly used in place of to save energy these launchers fire of high velocity flechettes which destroy incoming rounds or missiles, or knocks them off target. Cascade Cannons: Remotely computer targeted cascade cannons allow the Seraphim to engage enemy munitions before they impact the tank, firing off 50 round bursts the Cascade cannons function as CIWS for the tank and provide it with its primary active defence abilities. Electronic abilities wise the Oxen carries a AI capable of taking over much of the vehicles systems if an emergency is called for, it also allows rapid lock on full spectrum sensor suite detection and also an enemy lock warning system. It is fully connected to the Union grid to help it get to its destination and typically help find the least dangerous route. ECM systems: The Oxen also comes with battlefield ECM systems, capable of hacking into enemy guided munitions and stopping them from locking into the vehicle or cutting the link so they go dud. As well as this the ECM system can screw with enemy lock on and sensor systems preventing an accurate target. In addition a laser dazzler system is installed to combat guided munitions either by destroying their guiding equipment or by dazzling their sensors so they cannot effectively target or lock on. Speed wise the Oxen is fairly average in speed, thanks to its hover units the Oxen can go anywhere from 50-70mph over any terrain making it the perfect transport for supplies to hard to reach areas. Variants: Mobile Fusion Reactor: With Union forces typically being powered by fusion reactors of multiple sizes starting such fusion processes requires a large input of energy to kick off the reactors. Portable large reactors are usually kept around allowing them to plug into the smaller reactors of tanks, trooper armour, vehicles or whatever is needed to 'jumpstart' them. These are also used to power temporary bases or hooked up to say Star Lance in batteries to help power the larger weapon systems. Heavy Shield Generator: With a much more powerful reactor powering the shield array than on the Seraph version the heavy shield generator variant of the Oxen is typically used to cover bases, static emplacements and AA batteries from retaliatory artillery strikes. Able to withstand heavy fire before collapsing and needing recharging typically several of these vehicles are used for overlapping defense and when hooked up to mobile fusion reactors they can absorb even more fire and recharge faster. Star Lance Heavy AA/ABM: The Unions primary and most powerful long range anti air platform. Capable of engaging both high altitude long range targets, short range low level fast targets and even Ballistic missiles the Star Lance is typically deployed in batteries of 3 launchers, a Long range Sensor system, a Mobile Fusion reactor, several heavy shield generators and a CIC. Armed with a mix of Bloc 2 and 3 missiles its launcher contains 6 Bloc 2 Javelin missiles capable of engaging low flying and very fast targets out to around 120km for close range defense against aerial threats or cruise missiles it also contains 4 Bloc 3 Lancer missiles capable of performing high altitude aerial intercepts out to around 600km or engaging ballistic missiles at around the same distance. The missiles in the launcher can be changed, able to replace either of the types for 12 Bloc 2s or 8 Bloc 3s per launcher. Both missile types speed are Mach 8 with the Bloc 2 using an additional booster system to give it the speed needed for rapid intercept. The Bloc 3 is a multistage missile with a height ceiling of around 100km capable even engaging targets in low orbit. Poseiden ASM System: While the Union has a very well developed and equipped Oceanic defense force ground units operating on planets where the enemy forces have Oceanic capability are prey for enemy vessels to engage them both with very long range missile strikes and even direct/indirect naval gunfire. For this reason the Union uses the Poseiden ASM system, deployed into launcher batteries of 5 launchers, Long range sensor systems and a CIC each launcher contains 9 Bloc 2 Sea Dart missiles. These missiles travel at mach 9 around 40ft from the oceans surface, fully capable of making defensive maneuvers and equipped with decoy projectors and other ECM systems to fool enemy CIWS the Sea Darts are kinetic impact missiles. With no explosive inside them they rely on brute force contact to destroy the enemy ship with sheer impact at mach 9. They have a range of around 400km. Long Range Sensor System: Used in concert typically with Star Lance, Poseiden or other AA systems the Long Range sensor system uses very high powered Radar and other wavelengths to detect incoming targets relaying them to the units AI systems or CIC for the data to be used in tracking enemy targets. Able to track targets at full power OTH up to around 2000km the sensor system often requires a CIC to help process the vast amounts of target data, and the Long range sensor system requires a Mobile fusion reactor to function at full power. Locally without such full power it can detect targets out to around 500km.
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Post by EmperorMyric on Dec 16, 2017 16:24:35 GMT
Harasinth Violar (Phantom) Protectorate Light Tank Overview: The Harasinth is a well known asset in the Violar arsenal, dedicated to speed and protection the Violar doctrine is that while their weaponry may be underpar they believe speed and defense will allow them to whittle their opponent down. The Harasinth encapsulates this, with very high speed and descent armour for a light tank its weaponry isn't so effective. Essentially a recon or infantry killing tank the Harasinth is ineffective in tank on tank warfare, in the Phantom Wars they struggled against the Union Rapiers however proved very effective at supporting Violar fast infantry assaults. Now they fight with the Union and their speedy and armoured nature means they function now as frontline fast infantry support, able to help in areas where other light tanks would be quickly destroyed. Capabilities: Armament wise the Harasinth carries a Medium Plasma cannon, using linear accelerators to fire a bolt of plasma towards the foe. This is as hot as a small star and so can melt the enemy armour, though due to its volatile nature the plasma also explodes giving it a good AOE and being very effective vs infantry. It carries no secondary weapon Defensive measures and armour wise the Harasinth is equipped with typical Violar Nano Lathe armour 29mm thick which is very tough and highly resistant to enemy fire, able to absorb and shed any damaged layers the armour however is weak to very high powered shots that overwhelm and EMP the nanites. It also has amazing Nano repair qualities and so if not destroyed totally the tanks hull and systems can eventually repair themselves. Electronic abilities wise the Harasinth mounts a Violar AI unit which links with the driver and gunner which are the only crew giving them a sort of symbiotic relationship with the tank. This technology is under development to integrate into other Union tech though is slow progress. This AI also shows resistance to hacking and ECM interference making it hard to hide from. Speed wise The Harasinth is very fast, able to go around 150MPH over any terrain thanks to hover platforms it can redeploy in a moments notice. Variants: Plasma Cutter Variant: Armed with a very close range Plasma cutter this functions similar to the Violar phased laser array but instead of a laser fires a very concentrated stream of Plasma, used for mining primarily this weapon while massively short ranged can cut through heavy tank armour and buildings and forms a very effective weapon on a fast paced platform. Drone net AA variant: A smaller variant of the Wezkatha, only mounting 6 drones for the AA net purposes this variant provides light AA defense for light tank formations and also infantry assaults.
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Post by EmperorMyric on Dec 16, 2017 16:25:11 GMT
Oblivion Union of Worlds Ultra Heavy Artillery Overview: Fairly rare and not often seen outside of dedicated artillery companies the Oblivion is the largest artillery the Union can deploy outside of the Colossi maniples and orbital strikes for star ships. The Oblivion was designed to combat the massive swarms of creatures in the Draken war and so its designers turned to the Achilles land fortress for the base. Deeming one massive gun was not enough they decided to give it 3 smaller guns which acted as rapid fire artillery. These guns are by no means small. Huge barrels which rotate denote the Oblivion as a devastating piece of gear and when at full fire rate entire armies will disappear under a relentless hail of heavy shells. Even Colossi struggle under this barrage and when a siege breaker is needed or a stalemate must be broken, Or if the Unions strength must be shown in firepower the Oblivion is always deployed to the field. Capabilities: Armament wise the Oblivion mounts 3 650mm cannons in a rotating mount, these spin to create its high Rate of fire of around 3 shells a minute, for such a heavy artillery piece this is a high RoF. Nano assemblers and void cooling stop the Oblivion from needing ammo of cooling time but take up most of the tank itself. As secondary armaments the Oblivion is still incredibly powerful and a direct assault would be suicide, retaining most of the weapon systems used on the Achilles the Oblivion mounts 2 155mm rail cannons. It also mounts 8 cascade cannons for all round infantry defence, making the Oblivion still a fortress. Defensive measures and armour wise the Oblivion is a fortress. Able to withstand huge amounts of fire and still work the Oblivions main armour is 400mm thick quantum ceramic plate, this allows the tank to wither shaped charge, sabot rounds, lasers, plasma and other more exotic types of weapon. Auto reactive armour and RPG cages can also be attached is necessary. All round the Fortress as well are emplacements of Frag launchers, these functions as two different abilities. The first is when the Fortress detects missiles or incoming objects and fires a frag cloud into the object to cause it to either explode prematurely or to be destroyed, rendering missiles and rockets useless against Oblivion. The second use is that these can affect infantry who approach the tank to attach grenades or other close combat AT weapons. The Oblivion also mounts a mark 3 Shield generator for defensive purposes. Electronic abilities wise the Oblivion carries a AI capable of taking over much of the tanks systems if an emergency is called for, it also allows rapid lock on full spectrum sensor suite detection and also an enemy lock warning system. The Oblivion also mounts an AI which is able to assist gun firing and lock on meaning set up time is only around 15 minutes, it can also make the gun full auto if nessecary. Speed wise The Oblivion is incredibly slow, only able to muster around 12 MPH on land and rough terrain is even slower, Due to its bulk the Oblivion usually has to ford rivers though this generally isn’t a problem. Variants: Plasma Destroyer Variant: Trading the Triple 650mm cannons with a much shorter range Plasma Howitzer this variant is more suited to destroying other Ultra heavies or Colossi from range. Due to the power of this weapons most shields are often overloaded and armour melted by the blast meaning cover from the weapon is also useless. Though rarely seen these are also found in dedicated Artillery companies or in Anti Colossi companies. AOBM variant: Trading the triple 650mm cannons for MRLS variant with 4 launch tubes is designed to either provide anti orbital support or to deploy a WMD. Either carrying a Anti Orbital Ballistic Missile to destroy anything up to a cruiser in one shot or a Plasma coil or thermo nuke for long range destruction this variant is one associated with utter destruction.
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Post by EmperorMyric on Dec 16, 2017 16:25:42 GMT
Rapier Union Of Worlds Hover Tank: Overview: The Rapier has been in service with the Union ever since the Cylaurian wars. Created to be a rapid response armoured vehicle it uses gravity cancellers to hover over the battlefield and over any terrain, this allows for troops to call upon the Rapiers capabilities no matter the environment. The Rapier and its variants as well are all extremely fast, able to redeploy at a moment’s notice Rapier squadrons function as outriders and flanking units for the main Union advances, Each tank as well is more than capable of holding its own, despite its appearance the tank is heavily armoured and sports impressive weaponry, Rapiers operate in squadrons of 3 to 5 and also work as infantry support tanks. A wealth of modifications have been made to the original design all those years ago but the tank still remains a firm favourite by the troops, many a life has been saved by a well-timed Rapier attack... Capabilities: Armament wise the Rapier mounts a 70mm Rail auto cannon, capable of 12 rounds a minute this can put holes in medium to light enemy tanks easily and its high RoF coupled with potential high ex rounds makes it devastating vs. infantry too. The Rapier is also armed with a co axial cascade cannon for infantry defence and can as well be armed with an additional cupola mount as well. Either side of the turret also sports 2 Anti-tank missile launchers. These launchers do not incorporate Nano assemblers like the main gun and are one shot each, despite this these use the latest ‘Vigilance’ AT missile capable to taking out enemy MBTs with great ease. Defensive measures and armour wise The Rapier has 35mm of Quantum lattice plate, it also mounts numerous frag launchers to destroy missiles and close in infantry. It also relies on its speed more than anything else. Electronic abilities wise the Rapier mounts a full battle field uplink unit to keep it in the battle, and also mounts a small ECM suite, this is solely to distort the Rapiers signature and make it even more hard to target, this coupled with its speed makes it almost unhittable. Also some of the more recent Rapiers are being tested with OS or optic stealth but this is still experimental. Speed wise the Rapier is extremely fast and this is where its true power lies. Able to easily go 150MPH with 200 max as its only wind resistance which hampers it the Rapier is almost unstoppable at top speed and impossible to hit. Variants: Saviour Ambulance variant: This model trades out all weapons for a carrying capacity, this tank uses its speed to reach casualties on the front, the medics inside can then help the casualty and administer pain killers as well as heal him with Nano assemblers. If the damage is too extensive then they will be taken away to hospitals behind the lines. Raker AA Variant: Armed with a Hellfire launcher this vehicle uses its speed to provide rapid AA coverage over the battlefield, though less armoured than the Viper and Hellfire tanks this vehicle can make up for its ability to redeploy and provide assistance at all points of the Union attack. Shield Destroyer Variant: Armed with a phased plasma fusil the shield destroyer can easily overlord shields with but a few shots, though not very armoured it uses its speed to avoid fire while downing shields for other units to destroy the enemy. Drone Variant: Armed with a smaller exposed turret the drone variant is operated by command tanks or behind the line AI systems, these units typically are used as expendable harassment units or to support infantry in assaults where the tank being destroyed will not threaten crew.
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Post by EmperorMyric on Dec 16, 2017 16:26:19 GMT
Warrior Union of Worlds LAV: Overview: The Warrior LAV is a very common vehicle found and used in nearly all Union of Worlds army organisations and beyond, its main use is transport,as an armoured vehicle to transport officers and such to the front-line or around the battle. Very fast and able to redeploy at a moments notice the Warrior is also very well armoured and able to protect its charge. It can also mount a Cascade cannon for defense and can be also loaded out for a variety of mission packages and is also used for rapid mission objectives and stop gap measures when other better units are available. The Warrior is well seen and it also sees civilian use too all in all is a fantastic vehicle and will see plenty of action in the Unions forces. Capabilities: Armament wise the Warrior is typically unarmed however can be mounted with a singular Cascade cannon these heavy gatling guns fire up to 10,000 rounds a minute and thanks to Nano assemblers and void cooling these guns can fire indefinitely to combat infantry. It can also if needed be fitted with a Ripper missile system of up to 4 ATGMs to engage enemy armour if desperately needed. Defensive measures and armour wise the Warrior is a surprisingly well armoured LAV, able to withstand small arms and autocannon fire to keep its passengers safe. Quantum Lattice plate is an advanced form of Union armour which incorporates a unique two way ERA defence. Using the Unions void cooling systems which link up to the armour the armour can 'absorb' energy weapons or the like and store energy in capacitors, when a kinetic target or even a bolt energy one the capacitors can empty in a 'flashfry' manoeuvre which vaporises or destabilises the incoming projectile and defending the tank. Giving an incredible defence. In worst case scenarios the tanks own fusion reactor can 'overdrive' itself to create power for a flashfry even though no energy weapons are being absorbed. This however causes the tanks reactor to drain fuel quicker than usual. As also a secondary factor the capacitors can also be released to create a form of 'plasma shield' on a limited target area, to intercept and destroy incoming projectiles while the other active armour or defences engage other targets. Along with the Quantum Lattice plate additional armours are sandwiched between the plates constituting a multi layer defence. Behind the main armour plates lie a layer of Violar Nano Lathe which can harden with impact and disperse kinetic energy effectively, constituting the main defence against kinetic weaponry, this also gives the tank its nano repair capabilities and can passively heal damage in combat. Electronic abilities wise the Warrior carries a AI capable of taking over much of the LAVs systems if an emergency is called for, it also allows rapid lock on full spectrum sensor suite detection and also an enemy lock warning system. ECM systems: The Warrior also comes with battlefield ECM systems, capable of hacking into enemy guided munitions and stopping them from locking into the LAV or cutting the link so they go dud. As well as this the ECM system can screw with enemy lock on and sensor systems preventing an accurate target. In addition a laser dazzler system is installed to combat guided munitions either by destroying their guiding equipment or by dazzling their sensors so they cannot effectively target or lock on. All of which are controlled by the Warriors on board computer. Speed wise the Warrior can go up to 60mph on rough ground with around 80mph on roads thanks to its powerful compact fusion reactor and separate wheel drives giving it a level of redundancy with its main propulsion. Variants: Light Missile Launcher Variant: Designed to provide rapid and light artillery support to forces in the field the Light MRLS variant has 8 missiles ready to fire, these can deliver anti tank, anti infantry or even UAVs to target areas and can be easily reloaded and fired in rapid succession so the Warrior can then redeploy. These vehicles are typically used in airborne forces or rapid deployment forces where heavy artillery is not available. Recon Variant: Equipped with Union Multi spectrum sensors and the best optics available the Warrior recon variant is the outrider of the Union forces, identifying enemy positions and formations from well out of range and constantly relaying the information through powerful data uplinks to the Union grid. With its power sensors as well the Recon variant can typically uncover enemy stealth forces or ambushes with ease. Stallion Logistics Variant: The Stalion is one of the Unions many logistics vehicles, able to carry a large load of supplies to the battlefield to help re-arm and re-supply troops they have no weapons and an elongated and widened chassis to help carry more. The Stalion is also found in civilian use, albeit stripped of armour and advanced systems and can be found on many worlds.
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Post by EmperorMyric on Dec 16, 2017 16:27:10 GMT
Farstrike Union of Worlds medium artillery: Overview: The Farstrike is the Unions principal artillery unit and has its origins in the beginning of the civil war. As the new Coalition re armed both sides of the civil war acquired the new units that were being created. The Farstrike was one of them. Though the plasma variant came later the ML and cannon variant were well known and have provided fire support for the Union ever since. Often far behind the line the Farstrike is in fact well armoured and well protected, able to take hits and still operate under fire. Because the gun is so large a Firing alarm has to sound 5 seconds before a shot to alert troops around otherwise they could die or be incapacitated by shock. Working together in artillery companies the Farstrikes can direct fire and despite the Railgun being immensely large each shell has a on board tracking and guidance system meaning it can strike within a metre of the target every time, considering the blast of the guns shells a metre is all it needs to be. Capabilities: Armament wise the Farstrike is armed with a 250mm Railgun with guided shells with a range of 150 miles. Its main gun uses a self-filing barrel to keep the gun on target and massive recoil compensators and cooling systems stops the gun from overheating or going off target. It is also equipped with nano assemblers to produce unlimited ammo, meaning there can be a constant accurate but devastating barrage. These shells can almost certainly destroy a MBT and will decimate infantry or buildings. A number of shells can be fired, either HE, chemical or biological weapons or nuclear munitions can be fired though the latter two require special codes. Defensive measures and armour wise Farstrike carries 50mm of armour quantum lattice work able to soak huge amounts of damage. It also has frag assault launchers to stop missiles and infantry. Electronic abilities wise the Farstrike possess a Mark 5 AI for targeting and firing purposes and a full battlefield tactical unit to alert it to any changes in the battle field or where the next strike will be needed as all infantry and Union units have a direct request line to the artillery units. The Farstrike also carries an ECM suite to not give away it position. Speed wise the Farstrike is slow and cumbersome when moving but its range far outweighs this. Its deployment time though is very quick the gun can be set up in 1 and a half minutes and it can be ready to move in that time as well. Variants: MRLS variant: swapping the 250mm railgun for a MK.VII Hellfire missile launcher this has a range of 190 miles and is capable of firing many different kinds of munitions, though this vehicle takes longer to set up its weapons are far more accurate as each missile is guided by the on-board AI to the target. Thanks to nano assemblers the Farstrike can fire over 18 missiles a minute (3 every 10 seconds) meaning it can carpet bomb an area against tanks or infantry. Plasma variant: made with help of the Phantoms the plasma variant replaces its 250mm railgun for a Heavy plasma destructor, with only a range of 60 miles and less electronic capabilities this vehicle is closer to the front line and more susceptible. Also a lot more room is given over to the reactor which powers the beast’s main weapon. But this weapon can destroy even super heavy tanks with but one shot. The power of the plasma cannon is usually used for heavy attack and to break enemy armour, not much can survive against it and shields are even more susceptible to the blast.
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Post by EmperorMyric on Dec 16, 2017 16:27:44 GMT
Whirlwind MK.2 Union of Worlds Mobile APC Overview: The Whirlwind is the principle APC of the Union of Worlds, however the old design became too obsolete and has now been substantially upgraded, equipped with hover units instead of tracks and much more advanced electronics and defence systems the Whirlwind MK.2 as its known has been well received by Union forces who appreciate the upgrade. The APC is widely seen in all Union regiments due to the rapid blitzkrieg doctrine of the Union forces, able to redeploy at a moments notice as well as provide support for the Union troops the Whirlwind has also a very versatile set of variants which are also well seen and used. Capabilities: Armament wise the Whirlwind APC is very light, mounting a Cascade cannon on a cupola or Remote control mount this anti infantry weapon can shred all enemy targets with its punishing rate of fire of 11,000 rounds a minute. This is also equipped with nano assemblers and void cooling. Up to two of these guns can be put on an APC. The APC can also be mounted with Ripper Mk.4 AT missiles so it can engage enemy vehicles at range. Though these are less effective against heavy tanks and Super heavies. Defensive measures and armour wise the Whirlwind is fairly armoured. It has a thick Quantum armour plate which is 20mm thick which can easily stop SP, lasers, plasma and more exotic weapons. The tank also has Frag defence launchers to destroy incoming missiles or infantry and smoke launchers are attached to provide a smoke screen defence. Missile cages and additional armour can be added if necessary. Electronic abilities wise the Whirlwind has a sophisticated ECM suite and can be very hard to target by any missile or tracking weapons relying on manual guidance only. It also has a full connection to the other vehicles and infantry in the company for communication. Full spectrum sensors also allow the Whirlwind to spot the enemy from miles away and the tank has a mark 4 AI for processing and operational processes. Speed wise The Whirlwind is incredibly fast, thanks to its hover upgrade it can easily got 120MPH over any terrain to deploy its troops meaning the Union fast attack tactics just got better. Variants: Striker variant: the striker variant also doubles up as the Unions light artillery piece, the APC forfeits its transport capacity for a dedicated light artillery role. The APC is equipped with 2 deployable hellfire ML which contain 4 missiles per tube that are then reloaded by the loader as the internal space is taken up by the launchers and the nano assemblers required to provide unlimited ammunition for the tank. Falchion variant: the APC is given a Rapier tanks turret but with a downgraded 50mm cannon instead of the 80mm one on the hover tank, this also includes 4 anti tank missile tubes that cannot be reloaded in battle, this reduces the capacity to 10 men but Falchions are normally supporting Seraphim attacks. Raker variant: equipped with a turret mounted anti air missile system containing 4 missiles each with nano assemblers gives the APC a AA ability that can help turn the tide in certain key areas, these tanks are normally used when access to Vipers or Hellfire’s cannot be gained. This reduces the transport to 8. Whirlwind Area Denial Variant: This variant can be used in two ways, it is equipped with a medium laser projector with rapid lock on capabilities. This can either be used as a stop gap AA vehicle but is instead mostly used as an counter for SP artillery by shooting down enemy missiles and shells in flight. Whirlwind SP artillery variant: Equipped with a 60mm mortar this variant lobs shells and is an effective close range artillery vehicle, designed to closely support infantry the mortar bay takes up the vehicles transport capacity and the extra space has also been used for more armour due to its close support role. Whirlwind Drone variant: Developed alongside the Unions extensive drone usage following the Draken wars due to the shortage of manpower the Drone variant of the Whirlwind uses a slaved AI to deliver troops to the battlefront without the loss of life should the APC be taken out, as well as preventing the APC to be taken out of action should the driver be killed. Whirlwind Command Variant: The backbone typically of a Union assault force these command tanks contain vital personel and a very, very powerful AI core. This core oversees and maintains the entire Union hub of a battlezone and is linked to every unit and soldiers respective AIs. It can direct forces and help the commander oversee the battlefield in realtime. It also carries an extensive ECM unit to help mask the vehicle from enemy fire. Whirlwind Battlefield observation variant: This variant is equipped to help survey the battlefield, often perched on a high vantage point or in a hard to reach area this variant scans and relays information to command on enemy movements, using advanced scanners and optics this unit is also the principle anti stealth ground unit the Union uses and can successfully stop enemy stealth at long ranges unless it is a very advanced stealth system.
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Post by EmperorMyric on Dec 16, 2017 16:28:17 GMT
Titan Mk.2 Union Of Worlds Heavy Tank: Overview: A byword of armoured might across the Union of Worlds the Titan was originally designed during the Draken war as a bulwark against the mass swarms of creatures and to create an anchor to help defensive lines as well as break through enemy forces. The Titan Mk.1 however suffered from design flaws and the new Titan Mk.2 was entirely redesigned, with less armament and bulk it still retained its armour and even got a boost in speed. Able to keep up with Seraphim MBTs the Titan typically spearheads armoured assaults taking heavy fire from enemy forces and drawing attention away from the Seraphim and mechanized infantry forces while dealing out heavy damage of its own. Just like the Seraphim the Titan Mk.2 boasts multiple variants and even can be found in dedicated Heavy armour companies. Capabilities: Armament wise the Titan Mk.2 is equipped with a singular 300mm Railcannon capable of punching a hole through most enemy vehicles and can fire a variety of ammo types thanks to the tanks internal 3D nano printer. It has an autoloader capable of giving the Titan Mk.2 a ROF of up to 3 rounds a minute easily able to help destroy enemy targets in quick succession and has a total capacity of 42 rounds. In addition to this main gun the Titan Mk.2 is also equipped with 2 Cascade cannons mounted either side of the main gun as co-axial weapons. These heavy gatling guns fire up to 10,000 rounds a minute and thanks to Nano assemblers and void cooling these guns can fire indefinitely to combat infantry, cupola mounted versions can also be installed for added 360 defence. The Tank is also equipped with a light Meson laser to either engage enemy gunships at low altitude or to act as additional ADS to shoot down incoming projectiles. Defensive measures and armour wise the Titan Mk.2 is able to withstand heavy fire with over a few metres effective thickness in armour and multiple ADS the Titan is a foe to be reckoned with. Quantum Lattice plate is an advanced form of Union armour which incorporates a unique two way ERA defence. Using the Unions void cooling systems which link up to the armour the armour can 'absorb' energy weapons or the like and store energy in capacitors, when a kinetic target or even a bolt energy one the capacitors can empty in a 'flashfry' manoeuvre which vaporises or destabilises the incoming projectile and defending the tank. Giving an incredible defence. In worst case scenarios the tanks own fusion reactor can 'overdrive' itself to create power for a flashfry even though no energy weapons are being absorbed. This however causes the tanks reactor to drain fuel quicker than usual. As also a secondary factor the capacitors can also be released to create a form of 'plasma shield' on a limited target area, to intercept and destroy incoming projectiles while the other active armour or defences engage other targets. Along with the Quantum Lattice plate additional armours are sandwiched between the plates constituting a multi layer defence. Behind the main armour plates lie a layer of Violar Nano Lathe which can harden with impact and disperse kinetic energy effectively, constituting the main defence against kinetic weaponry, this also gives the tank its nano repair capabilities and can passively heal damage in combat. Frag Launchers: Studded across the hull are reactive frag launchers, working in concert with the flashfry and mainly used in place of to save energy these launchers fire of high velocity flechettes which destroy incoming rounds or missiles, or knocks them off target. Cascade Cannons: Remotely computer targeted cascade cannons allow the Tank to engage enemy munitions before they impact the tank, firing off 50 round bursts the Cascade cannons function as CIWS for the tank and provide it with its primary active defence abilities. Meson Laser: A small Meson laser provides additional ADS support to engage enemy missiles or smart projectiles, working in concert with the Cascade cannons to give the tank full hardkill capability and also able to engage lightly armoured gunships if needed. Electronic abilities wise the Titan Mk.2 carries a AI capable of taking over much of the tanks systems if an emergency is called for, it also allows rapid lock on full spectrum sensor suite detection and also an enemy lock warning system. This sophisticated array of electronics is now operated by the loader. The tanks crew consists of a driver, gunner, commander, electronics operator and radio officer. Together they benefit from the electronics suite and thanks to failsafe’s and firewalls ECM can be broken through or ignored all together by the tank. ECM systems: The Titan also comes with battlefield ECM systems, capable of hacking into enemy guided munitions and stopping them from locking into the tank or cutting the link so they go dud. As well as this the ECM system can screw with enemy lock on and sensor systems preventing an accurate target. In addition a laser dazzler system is installed to combat guided munitions either by destroying their guiding equipment or by dazzling their sensors so they cannot effectively target or lock on. All of which are controlled by the Titan on board computer. Speed wise the Titan is fast for the tank speed, around 45mph is the maximum its compact fusion engine will allow it to go, and the engine is very small and powers the tank while allowing for added crew space and Nano assembler space. This tank is all terrain and can function in any warzone thanks to its deployment it is loved by all. Variants: Ripper Variant: A variant of the original Titan Mk.1 produced during the Draken war and subsequently kept on in the Titan Mk.2 armed with a 70mm plasma gatling cannon this variant was built to tear apart swarms of heavy infantry and light vehicles. Produced to destroy swarms of Draken heavier creatures it can fire for up to 40 seconds of continious fire before the gun overheads however it draws power directly from the tanks reactor allowing it a great deal of firing before having to be refueled. Foehammer MRLS: A frontline MRLS variant the Foehammer is designed to deliver multiple warhead cluster munitions over enemy positions just before an assault. With 28 missiles all guided the Foehammer can be loaded with incendiary thermobaric munitions, regular plasma warhead munitions, anti-armour cluster munitions or even tactical nuclear munitions if needed. Able to fire its entire payload in 30 seconds its renowned for its ability to get rounds on target incredibly quickly and accurately. Pulsar Heavy AA: Armed with a Hyperfrequency laser and high powered radar and tracking systems the Pulsar variant is designed to engage enemy aircraft at even high altitudes many hundreds of km away. Providing long range heavy AA cover the Pulsar compensates for atmospheric diffraction by pumping extra power into the emitter array meaning it cannot move and fire, however it is capable of punching through even armoured aircraft in less than 3 seconds of beam on target. It can also be fired at ground targets as well excellent against light vehicles and infantry the beam can be defocused to give a very wide area of effect.
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Post by EmperorMyric on Dec 16, 2017 16:28:51 GMT
Goliath Mk.2 Union Of Worlds Anti-Colossi Destroyer: Overview: With the advent of the Titan Mk.2 The Goliath was also redesigned having used the same chasis. Replacing its Laser Destroyer for something even more potent a Super Cavitating Relativistic Railgun (SCRR) capable of destroying an enemy Collossi or Super heavy unit in a single hit from many km away the Goliath Mk.2 is far more reliable. Having its origins in the Draken war to fight the huge Colossi beasts arranged against them the Goliath has always been a rare sight, and even with its new update the Goliath is rarely seen unless deployed against Colossi and super heavy vehicles. Typically deployed in a specialized squadron of 3 vehicles supported by various shield generator vehicles, stealth field vehicles and support vehicles the Goliaths then wait for their prey, destroying it in one massive salvo. Then withdrawing to a new position. Capabilities: Armament wise the Goliath Mk.2 is equipped with a singular Super Cavitating Relativistic Railgun (SCRR) Normally firing a Relativistic weapon inside an atmopshere leads to not only the targets destruction but also your own and everything within the continent the SCRR creates a vacuum corridor to the target mere moments before firing. Equipped with additional generators the Goliath then accelerates a metre long kinetic slug at 0.99c into the target more than enough to vaporize the entire area of the target and its surroundings. However the weapon then needs 7 minutes before the capacitors can fire again and requires the Goliath to redeploy. It is also equipped with a cupola mounted and fully controlled Cascade Cannon. These heavy gatling guns fire up to 10,000 rounds a minute and thanks to Nano assemblers and void cooling these guns can fire indefinitely to combat infantry. Defensive measures and armour wise the Goliath is able to withstand very heavy fire with over a few metres effective thickness in armour and multiple ADS the Goliath has to rely on the first shot as most of its prey can easily destroy it in a single shot with return fire even with its prestigious Armour. And often relies on shield vehicles nearby for additional protection. Quantum Lattice plate is an advanced form of Union armour which incorporates a unique two way ERA defence. Using the Unions void cooling systems which link up to the armour the armour can 'absorb' energy weapons or the like and store energy in capacitors, when a kinetic target or even a bolt energy one the capacitors can empty in a 'flashfry' manoeuvre which vaporises or destabilises the incoming projectile and defending the tank. Giving an incredible defence. In worst case scenarios the tanks own fusion reactor can 'overdrive' itself to create power for a flashfry even though no energy weapons are being absorbed. This however causes the tanks reactor to drain fuel quicker than usual. As also a secondary factor the capacitors can also be released to create a form of 'plasma shield' on a limited target area, to intercept and destroy incoming projectiles while the other active armour or defences engage other targets. Along with the Quantum Lattice plate additional armours are sandwiched between the plates constituting a multi layer defence. Behind the main armour plates lie a layer of Violar Nano Lathe which can harden with impact and disperse kinetic energy effectively, constituting the main defence against kinetic weaponry, this also gives the tank its nano repair capabilities and can passively heal damage in combat. Frag Launchers: Studded across the hull are reactive frag launchers, working in concert with the flashfry and mainly used in place of to save energy these launchers fire of high velocity flechettes which destroy incoming rounds or missiles, or knocks them off target. Cascade Cannons: Remotely computer targeted cascade cannons allow the Tank to engage enemy munitions before they impact the tank, firing off 50 round bursts the Cascade cannons function as CIWS for the tank and provide it with its primary active defence abilities. Electronic abilities wise the Goliath carries a AI capable of taking over much of the tanks systems if an emergency is called for, it also allows rapid lock on full spectrum sensor suite detection and also an enemy lock warning system. This sophisticated array of electronics is now operated by the loader. The tanks crew consists of a driver, gunner, commander, electronics operator and radio officer. Together they benefit from the electronics suite and thanks to failsafe’s and firewalls ECM can be broken through or ignored all together by the tank. ECM systems: The Goliath also comes with battlefield ECM systems, capable of hacking into enemy guided munitions and stopping them from locking into the tank or cutting the link so they go dud. As well as this the ECM system can screw with enemy lock on and sensor systems preventing an accurate target. In addition a laser dazzler system is installed to combat guided munitions either by destroying their guiding equipment or by dazzling their sensors so they cannot effectively target or lock on. All of which are controlled by the Goliaths on board computer. Speed wise the Goliath is slow, compared to the Titan the extra weight from the gun, armour and additional reactors means it can only muster around 25mph. This tank is all terrain and can function in any warzone.
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Post by EmperorMyric on Dec 16, 2017 16:29:20 GMT
Achilles Union of Worlds Ultra Super Heavy Tank Overview: One of the most renowned units of the Union of Worlds the Achilles Super Heavy Tank is a bastion on the battlefield, unstoppable on the attack and immovable in defence this super heavy tank is a force to be reckoned with. First developed as a cheaper alternative to Colossi in order to defend against the Skia Shadow walker the Achilles is designed to either anchor a defensive line or break the heaviest front lines with its devastating fire-power and fortress like defence. The Achilles usually operates in the Super heavy companies and is deployed in groups to combat other enemy super heavy tanks and even enemy colossi. Though the Achilles doesn’t mount colossi sized weapons a company of them is more than enough to bring down an enemy war machine. Many commanders use Achilles as their mobile frontline command base and it is equipped with such electronics to act as such. It is a inspiring sight for Union soldiers to see an Achilles fighting on the battlefield. Capabilities: Armament wise the Achilles mounts in its massive turret 2 650mm Railcannons capable of breaking other super heavy tanks in a single salvo, this is supported by nano assemblers and void cooling. As well on the turret the Achilles mounts 2 Viper 50mm Railgun Autocannon AA turrets for AA defences as well as 2 VLS modules which can fire AA missiles, ground attack missiles or function as a missile interceptor, the turret also mounts 5 remote controlled cascade cannons. As secondary armaments the Achilles is still incredibly powerful and a direct assault would be suicide, 4 150mm Railcannons as well as numerous more Cascade cannons prevent direct assault. . Defensive measures and armour wise the Achilles is a fortress. Able to withstand huge amounts of fire and still work the Achilles main armour is 400mm thick quantum Lattice plate, this allows the tank to wither shaped charge, sabot rounds, lasers, plasma and other more exotic types of weapon. Auto reactive armour and RPG cages can also be attached is necessary. All round the Fortress as well are emplacements of Frag launchers, these functions as two different abilities. The first is when the Fortress detects missiles or incoming objects and fires a frag cloud into the object to cause it to either explode prematurely or to be destroyed, rendering missiles and rockets useless against the Achilles. The second use is that these can affect infantry who approach the tank to attach grenades or other close combat AT weapons. The Achilles also mounts a mark 3 Shield generator for defensive purposes. Electronic abilities wise the Achilles carries a AI capable of taking over much of the tanks systems if an emergency is called for, it also allows rapid lock on full spectrum sensor suite detection and also an enemy lock warning system. The Achilles also mounts a full command and control suite for commanders who wish to use the Tank as a C&C centre. Speed wise The Achilles is incredibly slow, only able to muster around 17 MPH on land and rough terrain is even slower, Due to its bulk the Tank usually has to ford rivers though this generally isn’t a problem. Variants: Ultra Heavy Transport: pioneered in the great siege of Oregan 4 this variant removed the main turret from the tank and replaced it with a Titan heavy tank turret, this meant the space could be turned over to infantry transport and even transport for smaller vehicles. Together there is rooms for 150 men inside and up to 2 small vehicles. This variant however is rarely seen and mainly used in siege warfare.
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Post by EmperorMyric on Dec 16, 2017 16:29:44 GMT
Rokar Violar (Phantom) Protectorate Hover Super Tank Overview: The Rokar is the Violars largest tank classified unit in their arsenal and provides an anchor point for mostly either defensive or offensive purposes. Its main role is to soak huge amounts of fire while being able to redeploy fast. In the Phantom war these tanks were not able to best the Union Achilles but were more numerous and so cancelled out the Achilles advantage of superior firepower and equal armour. The Rokar has extremely good point defence as well and can deal with aircraft and nearby close up units with ease, however it needs to get close to its target for its plasma weaponry is very close ranged compared to other weaponry. The Rokar now fights alongside other Union Super tanks and is instrumental when working alongside the Achilles, the two have become a byword for line breaker. Capabilities: Armament wise the Rokar is equipped with two turret mounted Phased Plasma Fusils. These guns are one of the most powerful land based guns the Violar can deploy, these guns can destroy enemy positions and tanks with ease and are especially effective vs shields. However these guns are very short ranged and so the Rokar is normally in the thick of it in order to fire them. In addition to this the Rokar mounts 2 Turreted Heavy Plasma cannons like those mounted on the Triskele MBT and engage smaller targets that the main gun can ignore. Additionally 4 small rapid fire plasma cannons are mounted on each of the 4 hover units, these provide short range all round defence but are very powerful and able to take out MBTs with ease. The Rokar also mounts a Violar AA laser drone net launcher for AA defence. Defensive measures and armour wise the Rokar is equipped with typical Violar Nano crystalline armour 120mm thick which is very tough and highly resistant to energy weapons but slightly more vulnerable to SP. It also has amazing Nano repair qualities and so if not destroyed totally the artillery can eventually repair itself. This has since been upgraded to Union Quantum Lattice plate around 100mm thick. Electronic abilities wise the Rokar mounts a Violar AI unit which links with the driver and gunner which are the only crew giving them a sort of symbiotic relationship with the tank. This technology is under development to integrate into other Union tech though is slow progress. This AI also shows resistance to hacking and ECM interference making it hard to hide from. Speed wise The Rokar is fast, able to go around 70MPH over any terrain thanks to hover platforms it can redeploy in a moment's notice.
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Post by EmperorMyric on Dec 16, 2017 16:30:26 GMT
Wezkatha Violar (Phantom) Protectorate Drone Net AA Overview: The Wezkatha is perhaps one of the weirdist methods of AA yet encountered and is incredibly effective. Instead of the traditional lock on and fire method this Hover tank deploys 12 refractor drones from its huge turret. These drones then deploy in a certain formation in front of the projected aircrafts paths, now these drones only deploy when the tanks AI deems it the point where the aircraft will not be able to evade the drones. Once the drones are deployed the Tank will fire its heavy laser projector into one of the drones. In a couple of nano seconds the beam will refract off of all the drones and create a laser net. The aircraft (or multiple the net can be made very big to take out groups of aircraft) will then fly through the net and be sliced apart by the energy beams. During the Phantom wars these vehicles were called death webs by the Firestorm fighter pilots. Capabilities: Armament wise the Wezkatha mounts a Heavy Laser Projector to make the laser net with and is equipped with a very advanced Violar AI to control it, however the Heavy Laser projector can also be used against ground targets for just as good effect. For a secondary weapon the Wezkatha mounts a Plasma caster to defend against infantry and light vehicles coming near it. Defensive measures and armour wise the Triskele is equipped with typical Violar Nano Lathe armour 45mm thick which is very tough and highly resistant to enemy fire, able to absorb and shed any damaged layers the armour however is weak to very high powered shots that overwhelm and EMP the nanites. It also has amazing Nano repair qualities and so if not destroyed totally the tanks hull and systems can eventually repair themselves. Electronic abilities wise the Wezkatha mounts a Violar AI unit which links with the driver and gunner which are the only crew giving them a sort of symbiotic relationship with the tank. This technology is under development to integrate into other Union tech though is slow progress. This AI also shows resistance to hacking and ECM interference making it hard to hide from. Speed wise The Wezkatha is fast, able to go around 80MPH over any terrain thanks to hover platforms it can redeploy in a moments notice.
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Post by EmperorMyric on Dec 16, 2017 16:30:55 GMT
Triskele Violar (Phantom) Protectorate Hover MBT Overview: The Triskele is the Violars main MBT and is based around the principles of speed and armour. While the Triskele mounts a powerful armament it lacks somewhat against certain targets. Mainly designed to destroy groups of infantry, light to medium tanks and fortifications. Against other MBTs or heavy tanks the Triskele lacks, in the Phantom Wars the Triskele couldn't hope to stand up to the Seraphim MBT due to its armour being immune to melting which the Triskeles cannon relies on. However now that the Violar are in the Union the Triskele has found an excellent placement in the Unions fast tactics and plays the role of a medium tank which support mechanized infantry companies by providing heavy armour and a descent heavy weapon system. Capabilities: Armament wise the Triskele is mounted with a turreted Plasma cannon which launches bolts of energy as hot as the heart of a star at the enemy. This is more than able to melt pretty much anything it contacts with, however its main damage comes from the plasmas volitile nature as it will explode on contact in a quite large explosion making it an excellent weapon against groups on infantry and light and medium tanks. The Triskele also mounts an underslung plasma caster for engaging infantry and light vehicles near the tank. Defensive measures and armour wise the Triskele is equipped with typical Violar Nano Lathe armour 45mm thick which is very tough and highly resistant to enemy fire, able to absorb and shed any damaged layers the armour however is weak to very high powered shots that overwhelm and EMP the nanites. It also has amazing Nano repair qualities and so if not destroyed totally the tanks hull and systems can eventually repair themselves. Electronic abilities wise the Triskele mounts a Violar AI unit which links with the driver and gunner which are the only crew giving them a sort of symbiotic relationship with the tank. This technology is under development to integrate into other Union tech though is slow progress. This AI also shows resistance to hacking and ECM interference making it hard to hide from. Speed wise The Triskele is fast, able to go around 80MPH over any terrain thanks to hover platforms it can redeploy in a moments notice. Variants: Phased Laser Variant: developed by the Violar to combat the Unions MBT and heavy vehicles, it mounts a very high powered phased Laser derived from the HIT lasers the Violar use on their starships. However they changed the laser to instead bypass armour and fry electrical systems, as well as drain shields. and so it relies on the phased photons nature to bypass armour and they succeeded in making a threat to the Unions armoured forces, Now these variants are deployed to combat enemy vehicles from long range due to the lasers incredibly long range. Mobile Shield Generator Variant: replacing its main turret with a Violar shield generator this variant provides mobile protection from air and artillery support. able to cover a wide area this variants shields are very strong however it is relatively lightly armed and so easily destroyed if within the shield envelope. Mobile Stealth Generator: Also replacing its main turret with a powerful stealth array this covers a wide area with a light bending field and also ECM jamming. Attached to Violar forces to prevent enemy detection this variant is also lightly armed, and can be countered with powerful sensors. Mobile Repair variant: The original from which the Unions was derived the repair variant houses Trillions of nanites which swarm across the battlefield and repair friendly vehicles and other armaments, and can be used to form physical barriers or shields as well as in dire situations be used to eat away enemies. Though this requires special clearance.
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Post by EmperorMyric on Dec 16, 2017 16:31:22 GMT
Geetza Violar (Phantom) Protectorate Hover Plasma Artillery Overview: The Geetza Plasma artillery is the Violars principle Artillery vehicle and has been used in their wars both before with and after the Unions contact. Due to its hover nature the Geetza is capable of rapid redeployment and so the Union found the war with the Violar to be rapid blitzkrieg against rapid blitzkrieg with lightning fast forces trying to out manuver each other. These vehicles earned high priority on the Unions kill list and though its gun is short ranged its power is that enough to vaporise a MBT in a single blast. Now they mainly serve alongside the Union artillery companies providing rapid fast artillery where it’s needed as well as frontline SPGs which can be used for select heavy tank hunting. For the Violar now stand as allies and will fight for the Union where needed. Capabilities: Armament wise the Geetza mounts a long range plasma cannon capable of sending bursts of plasma over around 12 miles, these will then violently explode and destroy vehicles or infantry alike, due to its speed and very short set up time this is a hit and run artillery and so can easily support lightning combat which the Union is built around. As a secondary weapon it also mounts a hull mounted plasma caster to kill infantry or light vehicles close by. Defensive measures and armour wise the Geetza is equipped with typical Violar Nano Lathe armour 16mm thick: emperormyric.deviantart.com/ar… It also has amazing Nano repair qualities and so if not destroyed totally the artillery can eventually repair itself. Electronic abilities wise the Geetza mounts a Violar AI unit which links with the driver and gunner which are the only crew giving them a sort of symbiotic relationship with the Geetza. This technology is under development to integrate into other Union tech though is slow progress. This AI also shows resistance to hacking and ECM interference making it hard to hide from. Speed wise The Geetza is fast, able to go around 90MPH over any terrain thanks to hover platforms it can redeploy in a moments notice as it only takes around 40 seconds to set up and begin firing.
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Post by EmperorMyric on Dec 16, 2017 16:31:50 GMT
Dragoon Union Of Worlds Light Colossi: Overview: The Dragoon is the smallest of the Unions Colossi Core and designed to give heavy support to Union ground formations on a division scale. At 50m the Dragoon towers over most units and some buildings but is protected by powerful shield generators and a very effective SENTINEL ADS system to intercept incoming rounds or missiles. To defend against enemy gunships or aircraft the Dragoon is armed with two carapace mounted missile launchers, one with long range hyper sonic Star Lance ABM/AA missiles and the second with either shorter range Star Lance AA missiles or it can be equipped with Farstrike ground to ground missiles to engage other enemies. Able to be fitted with a variety of very heavy weapon and surprisingly fast for such a huge vehicle the Dragoon proves to be a firm favorite of the Union forces that gain such a large morale boost from fighting alongside them. Capabilities: Armament Dragoon is armed with two carapace mounted missile launchers one armed with 18 Bloc 3 Lancer missiles capable of performing high altitude aerial intercepts out to around 600km or engaging ballistic missiles at around the same distance. The second missile launcher can either be armed with 36 Bloc 2 Javelin missiles capable of engaging low flying and very fast targets out to around 120km for close range defense against aerial threats or cruise missiles Or with 36 MRLS missiles which can be keyed to either perform HE, AT, Incidence or even Nuclear payloads to be used against enemy ground forces. The Dragoon also for tertiary weapons is armed with two dual turrets each with 2 40mm railmachine guns for infantry defense close in or to engage enemy missiles. For main primary weapons however the Dragoon can be armed with two 530mm gatling cannons capable of firing shells at around 240 rounds per minute for around 40 seconds of continuous fire. It can alternatively be armed with two heavy missile launchers capable of firing either hundreds of MRLS missiles or 12 cruise missiles per pod. For a third option it can be armed with two high intensity Meson lasers able to vapourise enemy vehicles and even engage targets at high altitudes. For a fourth option it can mount two Heavy Plasma Fusils capable of firing huge roiling bolts of plasma at 6500 degrees C able to wipe out most things fired at however are quite shorter ranged due to their magnetic containment tunnels and blooming. Finally the Dragoon can be armed with two quad 600mm Railcannons for long range over the horizon fire. Defensive measures and armour wise the Dragoon is able to withstand heavy firepower, while only heaving mediocre armour for such a large mech it relies heavily on its 3 Crenelated Phase shields able to withstand another colossi attack or tank fire from entire companies of enemy units. In addition to this the Dragoon also mounts an extensive SENTINEL array of small Meson lasers for intercepting enemy missiles or rounds fired at it. Quantum Lattice plate is an advanced form of Union armour which incorporates a unique two way ERA defence. Using the Unions void cooling systems which link up to the armour the armour can 'absorb' energy weapons or the like and store energy in capacitors, when a kinetic target or even a bolt energy one the capacitors can empty in a 'flashfry' manoeuvre which vaporises or destabilises the incoming projectile and defending the tank. Giving an incredible defence. In worst case scenarios the tanks own fusion reactor can 'overdrive' itself to create power for a flashfry even though no energy weapons are being absorbed. This however causes the tanks reactor to drain fuel quicker than usual. As also a secondary factor the capacitors can also be released to create a form of 'plasma shield' on a limited target area, to intercept and destroy incoming projectiles while the other active armour or defences engage other targets. Along with the Quantum Lattice plate additional armours are sandwiched between the plates constituting a multi layer defence. Behind the main armour plates lie a layer of Violar Nano Lathe which can harden with impact and disperse kinetic energy effectively, constituting the main defence against kinetic weaponry, this also gives the tank its nano repair capabilities and can passively heal damage in combat. Electronic abilities wise the Dragoon carries a full Union AI system capable of keeping the Colossi in line with its crew of 12 helping out and fully piloting the machine. The crew use neural interfaces to get all round realtime information of both their colossi and the battle at large with a full CIC capability and links into the Union Grid. The AI is capable of hacking enemy smart projectiles and defending against EW attacks. ECM systems: The Dragoon also comes with battlefield ECM systems, capable of hacking into enemy guided munitions and stopping them from locking onto the Colossi or cutting the link so they go dud. As well as this the ECM system can screw with enemy lock on and sensor systems preventing an accurate target. In addition a laser dazzler system is installed to combat guided munitions either by destroying their guiding equipment or by dazzling their sensors so they cannot effectively target or lock on. All of which are controlled by the Dragoons AI. Speed wise the Dragoon is actually rather fast, able to go 54kph over most terrain and is a very stable platform even when running at full combat speed.
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Post by EmperorMyric on Dec 16, 2017 16:32:16 GMT
Fusilier Union Of Worlds Heavy Colossi: Overview: The second and larger of the two Union built Colossi, the Fusilier is designed for overwhelming fire support either from long range or up on the frontlines obliterating entire enemy contingents with a variety of large weaponry. The Fusilier is a much rarer sight than the Dragoon its sheer size preventing it from being deployed on many battlefields or simply being too impractical for use in certain situations. However when the Fusilier is deployed it can be done so with a modular weapon selection either for near cross continental fire support with large guided railguns and ballistic missile launchers or for frontline fire support with Heavy Meson lasers, Heavy Gatling cannons or smaller but still heavy Railcannons. Whether on the frontline or providing massive indirect fire support the Fusilier is able to smash entire divisions worth of enemy forces and take immense damage on its advanced shield systems and ADS system before needing to withdraw. When deployed on the frontline the Fusilier is usually supported by three Dragoons and a veritable army worth of other supporting units. Capabilities: Armament the Fusilier is armed with a single carapace mounted missile launcher armed with 21 Bloc 4 Nova missiles capable of mach 7 flight and with a range of IRBMs these missiles can deploy up to 10 warheads per missile, each one either equipped with Star Lance missiles for AA and ABM duty or Dragonfire warheads with KT range thermonuclear weapons . The Fusilier also for tertiary weapons is armed with five dual turrets each with 2 80mm railcannons for infantry and light vehicle defense close in or to engage enemy missiles. For main primary weapons however the Fusilier can be fitted with a variety of different load outs. For indirect fire support the Fusilier can be kitted out with quad 900mm Railcannons which can fire rocket assisted shells with cluster warheads cross continent for precise strikes on enemy columns (these can also be used up close for frontline to do direct combat) it can also be equipped with a singular Mass Driver, this weapon is not for direct use rather for firing a SSTO into orbital paths capable of them performing precision orbital strikes on ground forces around the planet. For more direct combat the Fusilier can be equipped with a Heavy Meson laser capable of vaporizing armored targets and even engaging aircraft of ballistic missiles in flight, it can also be fitted with a triple 530mm Gatling cannon similar to the Dragoon. Defensive measures and armour wise the Fusilier is able to withstand heavy firepower, while only heaving mediocre armour for such a large mech it relies heavily on its 5 Crenelated Phase shields able to withstand another colossi attack or tank fire from entire companies of enemy units. In addition to this the Fusilier also mounts an extensive SENTINEL array of small Meson lasers for intercepting enemy missiles or rounds fired at it. Quantum Lattice plate is an advanced form of Union armour which incorporates a unique two way ERA defence. Using the Unions void cooling systems which link up to the armour the armour can 'absorb' energy weapons or the like and store energy in capacitors, when a kinetic target or even a bolt energy one the capacitors can empty in a 'flashfry' manoeuvre which vaporises or destabilises the incoming projectile and defending the tank. Giving an incredible defence. In worst case scenarios the tanks own fusion reactor can 'overdrive' itself to create power for a flashfry even though no energy weapons are being absorbed. This however causes the tanks reactor to drain fuel quicker than usual. As also a secondary factor the capacitors can also be released to create a form of 'plasma shield' on a limited target area, to intercept and destroy incoming projectiles while the other active armour or defences engage other targets. Along with the Quantum Lattice plate additional armours are sandwiched between the plates constituting a multi layer defence. Behind the main armour plates lie a layer of Violar Nano Lathe which can harden with impact and disperse kinetic energy effectively, constituting the main defence against kinetic weaponry, this also gives the tank its nano repair capabilities and can passively heal damage in combat. Electronic abilities wise the Fusilier carries a full Union AI system capable of keeping the Colossi in line with its crew of 20 helping out and fully piloting the machine. The crew use neural interfaces to get all round realtime information of both their colossi and the battle at large with a full CIC capability and links into the Union Grid. The AI is capable of hacking enemy smart projectiles and defending against EW attacks. ECM systems: The Fusilier also comes with battlefield ECM systems, capable of hacking into enemy guided munitions and stopping them from locking onto the Colossi or cutting the link so they go dud. As well as this the ECM system can screw with enemy lock on and sensor systems preventing an accurate target. In addition a laser dazzler system is installed to combat guided munitions either by destroying their guiding equipment or by dazzling their sensors so they cannot effectively target or lock on. All of which are controlled by the Fusiliers AI. Speed wise the Fusilier is mediocre in speed, able to go 32kph over most terrain and is a very stable platform even when running at full combat speed.
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