by Vyral on Fri Sep 23, 2011 4:40 pm
(More to come, this will take time!)
Weapons of the Imperium:
Light Weapons
Flakpistol - Short-range anti-personnel weapons issued to all infantry troopers. The flakpistols rounds are propelled with huge amounts of kinetic energy, allowing for the diamante-tipped rounds to penertrate vests and armour, including light vehicles. The rounds themselves are designed to shatter after impact, spreading large amounts of deadly shrapnel through the air, or through a persons body. Often, if a shot itself is not fatal, the resulting wounds will prove fatal. Slow, but extremely powerful and accurate anti-personnel weapon.
Thumper - Short-range anti-personnel weapon. A shotgun-esque weapon firing slightly larger flak varients, designed to punch holes in people (or close-range armour). Often used for clearing buildings and in close-quarters. Slow, but always fatal at close range.
K-Stop - Short-range weapon. A shotgun-esque weapon that generates a kinetic blast without a physical round. Often used to blow open doors, hatches or walls. Causes blunt-force trauma against personnel.
Flakgun - Mid-to-short range anti-personnel weapons issued to infantry troopers. The flakguns's Slow, but extremely powerful and accurate anti-personnel weapon.
Flakrifle - Mid-to-long range anti-personnel weapons issued to infantry troopers. The flakrifles rounds are propelled with huge amounts of kinetic energy, allowing for the diamante-tipped rounds to penertrate vests and armour, including light vehicles. The rounds themselves are designed to shatter after impact, spreading large amounts of deadly shrapnel through the air, or through a persons body. Often, if a shot itself is not fatal, the resulting wound is. Modified with miniature gyro-stabilizers to increase accuracy over range. Slow, but extremely powerful and very accurate anti-personnel weapon.
Heavy Weapons
Flakcanon - Short-to-long range anti-armour weapon issued to heavy assault troopers. The flakcanon uses larger version of the standard Flakrounds, capable of exerting even larger amounts of kinetic force and sporting internal combustion-compartments to shred thick armour plates. A shot from a Flakcanon would likely completely shred a human body. Very slow (with lots of recoil) but incredibly powerful anti-armour weapon.
Heavy Repeater - Mid-range anti-perosnnel weapon issued to heavy assault troopers. The Heavy Repeater utilizes eye-sized ball-bearings designed to shred anything they come into contact with. The Repeater relies on its extremely fast rate of fire and mounted-accuracy to cut down enemies en masse. Slow to start, then extremely rapid-fire anti-personnel weapon.
Flamer - Short-to-mid range anti-personnel weapon issued to heavy assault troopers. The Flamer unleashes long spouts of high-temperature flames. The Flamers most effective asset is the spraying of flamable vapours that soak through clothing and skin causing irritation and quick ignition to enemy troops etc. Characterized by its pinkish flame. Slow, but sustainable and fearsome anti-personnel weapon.
Flak Tri-Rifle - Mid-to-long range anti-personnel range that requires mounting. Using a three-barrelled Flakrifle this weapon is a fast-firing infantry suppression weapon.
AP-58 - The Anti-Personnel version .58 is a state of the art computer-assisted suppression weapon. Incredibly light and durable, the AP-58 can be deployed anywhere and will automaticaly select targets and release rapid but accurate volleys of flak rounds without human assisstence. Perfect for defending flanks or covering retreats. Mid-to-long range
anti-personnel weapon, fast and accurate but unreliable at times.
D-M1 - The Defiler Mark 1 is a mid-range weapon implemented to wound and demoralize. It is not intended to be fatal. The D-M1 features three barrels pointing at 15-20 degree angles from each other. The D-M1 fires fist-sized metal pellets that contain tiny ballistic cores. When these ignite the shell casing is torn apart releasing between two and three meters or titanium barbed wire. Inaccurate, but horribly effective anti-personnel weapon.
Striker - Long-range computer-assisted RPG. The Striker is used by heavy infantry to immobilze and destroy the enemies heavy armour and gunships. Rather than releasing a large fireball or visuel display, the Striker converts any latent energy into its kinetic shockwave, allowing it to tear massive rents in even thick armour. There is some
fire, of course.
Stalker Rifle - An extremely long-range varient of the flak weapons. Capable of firing accurately from distances of up to three miles, the stalker is the most powerful sniper in the Imperium. Though the ammunition is similar in nature to the Flakrifles, they are modified to produce low sound signatures and to include advanced miniature gyro-stabilizers to produce a steady and accurate shot over extreme distances. Very slow, but incredibly accurate and powerful anti-personnel weapon.
Explosives
Flak Grenade - A standard-issue anti-perosnnel grenade. After a three-second cooking period the grenade will explode, showering the surrounding four meters of space in deadly shrapnel of twisted metal and ball-bearings.
Flashbang - Anti-personnel grenade using a blue magnesium flare and a deafening concussion blast.
Vapo Grenade - A two-stage anti-personnel grenade. The stages fire simultaneously. The first stage acts as a flashbang with a magnesium flash and a concussion blast. This is followed by the release of noxious vapours into the air that cause chemical burns to flesh and are easily ignited (such as by magnesium residue, gunfire or exposed heat sources. Characterized by their green glash followed by pinkish-coloured plumes of flame.
Flakmine - A typical anti-personnel mine triggered via a pressure-release pad. When detonated, the Flakmine releases a large lateral explosion, spreading shrapnel of a distance of up to four meters.
APM - Armour-penertrating mines are specifically designed to immobilze enemy vehicles, most commonly by dismantling gears and tracks with large concussive blasts.
Melee Weapons
Combat Knife - A standard issue titanium combat knife with a diamante-edged blade (blade 9", handle 4")
Chopper - A light-weight hatchet adapted for military use, the Chopper is used for quick, ferocious strokes, though it has less stopping power than the War Axe (blade 4", handle 8").
War Axe - A heavy-duty titanium war axe edged with diamante (axe head measuring 13" and handle measuring 18"). The short handle of the war axe allows for short, fast and powerful strokes to be dealt at close quarters. The war axe is typically strapped onto the back of a soldier, being unsuitable for wearing at the hip.
Turiq - A light-weight titanium short sword with a diamante-edged blade (blade 17" and handle 5") made for short, sharp and violent strikes. The blade has multiple ribs designed to cause copious amounts of arterial spray, demoralizing on-lookers.
Mace - A heavy-duty titanium mace designed to siply stove in an opponents head. With a ball the size of a small melon and a handle of 16", the mace is heavy but simplistically effective in its own way.
Vehicles of the Imperium
Light Craft
Darea APC - The standard armoured personnel carrier of the Imperium. The Darea is an adaptable light craft capable of both ground and amphibious transport with a capacity of twelve troops (not including crew). The Darea APC typically sports two twin side-mounted Flakrifles alongside a top-mounted Flakcanon. Closeable slits in the side of the Darea allow for up to six troopers to fire when needed.
Vardun ATS - The standard anti-tank support tank for the Imperium. The Vardun offers essential support to ground infantry during battles. The Vardun ATS boasts two side-mounted Flakrifles, alongside two top-mounted Flakcanon and a single top-mounted Range-Assisted Flakcanon.
Velox APT - The standard anti-personnel tank of the Imperium. The Velox is a small, lightly-armoured assault vehicle used for providing quick suport for infantry assaults. The Velox sports three side-mounted Flakrifles, two top-mounted Flakrifles and a front-mounted Flamer.
ASP - A lightly armoured reconaissence drone used to create live-stream imaging of battlefields. Whilst a vital piece of technology on a tactical level, the Ariel-strike Package also possesses a small-scale MIRV delivery package utilizing 15 kt explosive warheads.
Heavy Craft
Corde APT - A heavily-armoured anti-personnel tank used to support infantry. The Cord APT is armed with two top-mounted AP-58's, one front-mounted Flakcanon and six side-mounted flakrifles (three on each flank).
Deluc ATS - A heavily-armoured anti-tank support vehicle. The Deluc ATS is armed with two side-mounted flakrifles, two front-mounted flakcanon and an MIRV delivery system that is loaded with Stalker explosive shells.
Airborne Craft
Vatyr - The main method of airborne transport for the infantry. Extremely fast and capable of transporting up to twelve troopers at a time. The Vatyr is typically mounted with a two Long-range Flakrifles and two sets of missile pods. Capacity of twelve.
Adenec Gunship - A heavily-armoured gunship capable of ariel support and unit transport. The Adenec features a
complement consisting of two AP-58's, two flakcanons, two missile pods and a Striker. Maximum transport capacity of twenty-four.
Drop-pods - Thickly-armoured orbit-to-surface drop pods used for the quick and effective deployment of specialized infantry units or equipment. The pods thick outer hull means that the pod can break through most walls and roofs without harming the occupants. Capacity of six per pod.
Artillery
Snout - An incredibly long-range artillery weapon, the Snout is a single-barreled canon mounted upon a two-tracked tank chasse. The Snout is capable of shelling up to a distance of six miles accurately, releasing shells with a 2 kt detonation. Each Snout must be manned by four men.
MIRV - Multiple independently targetable reentry vehicles are the prefered delivery method for warheads in the Imperium. Instead of delivering a single warhead (easily targetable with ABS) the MIRV releases a multi-sectioned warhead capable of carpeting a larger area with smaller-yeld warheads, although generating a much larger area of damage. Imperium MIRV's release a warhead that splits into ten sections each capable of a 15 kt detonation.
Mortar Teams - Teams of two men whom operate standard issue mortals, capable of shelling with some accuracy over two miles. The shells detonate with a similar capability of a flakcanon shell.
Artillery Teams - Often used en masse, the Artillery Teams operate a model similar to the Snout but modified for faster delivery at the cost of a three mile range. Often used to smother enemy positions ahead of an infantry advance.
Fleet of the Imperium:
Technology
Matter-Reduction Drive Core (MRDC) - These are the drives that enable FTL travel by Tasiran vessels in space. The drives operate by reducing the effective mass of a ship to indiscernible point whilst at the same time expanding mass around the ship to create a tunnel through which a vessel can travel with minimal interference. The effect has similar properties to a wormhole, in that this method works as a short-cut rather than actual FTL travel, and that no time dilation affects whatever is within the MR-Drives field.
Drive Safety Configuration (DSC) - A complex system that configures the trajectory of an FTL jump using existing and projected data to calculate the safety of a jump. In the instance that something may interrupt or block a jump, the DSC will prevent or re-allocate the jumps destination, avoiding potential disaster. The DSC is also set to automatically release a Matter Reduction Field as it appears from an FTL jump. The resulting field expands to repel mass away from the area in which the ship will appear. This is particularly effective when appearing in debris fields, or asteroid belts but is ineffectual if a foolish captain attempts jumping into a planet.
Rotating Particle Barriers (RPBs) - An adaption to the standard shield array, these shields work by continually shifting numerous layers of shielding around the ships exterior, creating a cyclone of shielding that deflects, rather than halts, incoming attacks. These shields are most effective against heat and radiation based weapons systems, and are less effective against physical missiles.
Static Kinetic Barrier (SKB) - Behind the RPBs sits the SKB. A single, static layer that works by simply halting incoming projectiles by expending kinetic energy. While this shield is extremely effective at preventing missiles, it is highly ineffective against head and radiation based weapons systems. As such, it relies of the RPB's as its first line of protection.
Matter-Reduction Field (MRF) - A temporary field that can be generated by the MRDC when it is not otherwise operational. A field is generated around the ship which is capable of reducing the mass of an incoming missle or projectile. This has the effect of slowing mass down to a point where it is no longer moving, or so slow that its effectiveness is no longer capable of seriously damaging the ships primary shielding arrays.
Automated Defence Network/Automated Assault Network (ADN) - Considered the last line of defence (or attack!), CASI operates this defence system. Made up of multiple rail-guns situated across the ships hull, each utilizing twin-barrels. These are most effective at combating missiles, enemy fighters and boarding teams, and are less effective against heat and radiation based attacks. Working on the same principles as the larger EBPs, the AAN has sacrificed both range and power in return for a much higher rate of fire. It's main use is defending against boarding craft, enemy fighters or ships that get a little too close. Projectile based weapons that are a slow and steady source of raw power and accuracy. These can be operated manually at a diminished rate of fire.
EMP Generator (EMPG) - A generator that emits a single EMP blast that fries all near-by systems and communications. This is always a last-ditch defence to prevent attacks for near-by enemy ships and boarding parties, as it also affects the host ship, rendering it defenseless.
Drone Guided Missile Systems (AWTS) - Fired from multiple missile-pods spread across the ships, hundreds of these missiles can be launched to swarm enemy fighters or to strike an enemy shield relentlessly. Because each missile has its own drone, targeting and tracking are extremely effective. These are also utilized in orbital bombardments.
- EMP Torpedoes are designed to detonate before impact with an opponents ship, typically targeting the bridge or the engines of a ship so as to disable its weapons system, and ability to escape.
- Contaminant Torpedoes are designed to puncture a hull and release dangerous biological toxins, poisoning and thus disabling the crew while leaving the ships systems intact.
Core Artificial Systems Intelligence (CASI) - CASI, while primarily used a systems analysis and maintenance tool is also a highly advanced Cyber Warfare unit. Within close proximity to an enemy vessel, CASI works at hacking the firewalls and disabling vital systems such as shields, weapons, targeting, propulsion and life support. Simultaneously, CASI works are preventing this from happening to her vessel.
Classes
Decistor-Class Battlestar (Orbital) - The largest ship in the Imperium's fleet, the Decistors are their most prized possessions and regularly assume the role of flag-ships during battles. The colossal size of the Decistors mean that they are usually incapable of landing on the surface of a planet, and thus they are used mainly for orbital bombardment and blockades.
Cerberus-Class Battlestar (Orbital) - The little brother to the Decistors, the Cerberus' are perfect for lending support to flanks and weakening points along the line. Their size prevents them from landing on a planets surface, and they are usually assigned to orbital bombardment and blockades.
Nemeroth-Class Cruiser (Assault Carrier/Destroyer) - Assault Carrier's form the backbone of the Imperium's fleet, operating both as ship-to-ship combatants and the main source of troop transport. Their reduced size means they are occassionally capable of landing on the surface of a planet, and are at worst able to drop low enough to allow ship-to-surface transports.
Vendictor-Class Cruiser (Assault Carrier/Destroyer) - Assault Carrier's form the backbone of the Imperium's fleet, operating both as ship-to-ship combatants and the main source of troop transport. Their reduced size means they are occassionally capable of landing on the surface of a planet, and are at worst able to drop low enough to allow ship-to-surface transports.
Abdicat-Class Space Cruiser (Atmospheric Gunship) - The Atmospheric Gunship is the smallest combat-class vessel
in the Imperium fleet, and is used mainly for the removal of surface defences or enemy fighters. They are commonly able to land on a planets surface, or to sit in the low atmosphere for bombardments. Typically used for drop-pods.
Scarab-Class Cruiser (Atmospheric Gunship) - The Atmospheric Gunship is the smallest combat-class vessel in the Imperium fleet, and is used mainly for the removal of surface defences or enemy fighters. They are commonly able to land on a planets surface, or to sit in the low atmosphere for bombardments. Typically used for drop-pods. The Scarab is defined by its 'scorched earth' policy. Using a combination of flames and chemical weapons, the Scarab is used to poison land and enemy combatant alike.