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Nation Building Echoes from the Void (An Interstellar Empire Roleplay)

Alator

The Scholar
Empire/Nation Template:


Do not include everything in between the "(" and ")"


I will be creating my own shortly to provide some form of a "Guideline" in how to create these :P


Empire/Nation Name:



Empire/Nation Location (Which zone your empire lies in, each zone is marked by a number from 1 to 24.):



Government (Is it ruled by an Emperor, High Council, is it a Democracy etc? Describe your government here!)



Species Name:



Technological Tier:



Population:



Colonised planets (Name them and give us a small overview (such as is it Continental, or maybe oceanic?) of them):



Fleet Strength (In all three ship classes):



Land Strength (In Army Groups):



Overview (Basic information):



Physiology (Describe your race, it's defining traits, appearence etc. Feel free to include an image):



History (Optional - Though preferred):



Technology (Give the rest of us an overview of your species' technology, aswell as a ship description):
 
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Hey, I have a really big sheet that explains most of the stuff here. Is it okay if I post that, and only do the parts of the form that aren't specifically mentioned in my big form?


When I say big, I mean really fucking big. As in, I've been working about a month on it and have yet to finish.
 
Hazeron said:
Hey, I have a really big sheet that explains most of the stuff here. Is it okay if I post that, and only do the parts of the form that aren't specifically mentioned in my big form?
When I say big, I mean really fucking big. As in, I've been working about a month on it and have yet to finish.
Yeah sure :)
 
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Empire/Nation Name: The United Federation of Dong'Ur (also known as the Empire of Dong'Ur)


Empire/Nation Location: 4


Government: The Federation is presided over by seven princes, each controlling a different region of the Empire. They meet in council to discuss important matters of the people and to make laws. The seven princes are controlled by a supreme overlord, the Grand Count of the Federation. The Grand Count has never been seen in person, and little is known about him, not even his name. The only individuals who have seen the Grand Count are the eldest prince, Sir Kulf Dg'Urn, and some of the senior military officers. The names of the seven princes (from eldest to youngest) are: Kulf Dg'Urn, Wraf Ok'Wuul, Pilt Ok'Wuul, Il Wd'Duuk, Quu Dg'Urn, Gad Dg'Urn, and Wes Wd'Duuk. The seven princes are from 3 different families: the Dg'Urn family, which is an extremely rich family of oil barons that control much of the Empire's petroleum supply; the Ok'Wuul family, a prestigious family of politicians who have ruled since ancient times; and the Wd'Duuk family, some of the best military minds in the Federation. For millennia, the Seven Princes of Dong'Ur have been constantly changing, but one thing has stayed the same. The Seven Princes have always ruled with an iron fist over their lands. The citizens have never been displeased with the government, but also have never been overjoyed with the system either. Under the Seven Princes rule a group of Barons, each presiding over an individual city or township. The Barons are the ones to hire city officials, plan improvements, conduct intrastate commerce, and raise armies to provide to the Empire. The production of fleets is allocated to the Princes. Capital punishment in Dong'Ur follows a generally simple system of "an eye for an eye." For example, if someone steals an item, they will be required to pay a fine equal to the value of the stolen goods. If someone commits murder, they will be executed. The government follows an ancient script written by the forefathers of the Federation. The script hasn't been amended in millennia, causing some citizens to question whether the laws are still valid.


Species Name (and description): The Kraaf, a species of surface-dwelling, scaly, dragon-like omnivores. They originated on the home planet of Dong'Ju, however a few thousand years after their rise, they also developed on the sister planet, Ikk'Vii, millions of years before they developed space travel. It is still unknown how this happened, although some theories exist. The only major differences between the two sub-species is that Dong'Ju Kraaf are usually orange-yellow in color, accustomed to the wide sulfur deserts of Dong'Ju. Ikk'Vii Kraaf are usually a patterned violet and blue in color, accustomed to the forests of leafy purple trees on Ikk'Vii. The Kraaf are a species of bipeds, meaning they walk on two legs. Kraaf are on average 2.74 meters (8 feet) in height. Many Kraaf are born with four arms, each with six fingers and claws. However, it is not uncommon for individuals to be born with only two arms, as a result of an ancient genetic mutation that still persists to this day. Kraaf have six senses, including: sight (Kraaf have two eyes, one on each side of their head); taste (Kraaf eat with their mouths, similar to humans); touch (Kraaf feel through their skin, much like humans); hearing (Kraaf have small ears on the sides of their heads, and they aren't as good as humans at picking up sound); as well as two other senses including the ability to detect fear and the ability to sense heat radiating from up to a mile away. Kraaf do not have a sense of smell. Male Kraaf typically grow large, curling horns on the sides of their heads, above their ears. Kraaf have voiceboxes and therefore are capable of processing and using language. There are several regional Kraaf languages.


Technological Tier (and tech description): The Kraaf are currently at Tier 3 (Space-Faring). They have recently developed ships capable of reaching outer planets in their solar system, and are on the verge of another breakthrough, soon allowing them to reach other systems. The Kraaf have developed many breakthroughs in weaponry, including weapons that super-heat gasses and fire them as plasma bolts, railguns that are capable of breaking the sound barrier, and most recently, experimental particle weaponry capable of breaking down particles around the weapon and then super-charging them and firing them as a bolt of super-heated charged particles. They have just recently begun to outfit their ships with these weapons in order to patrol their expanding Empire. Spaceships have been around for quite some time, as early on in the Empire's history the two planets (Dong'Ju and Ikk'Vii) were united and there needed to be an efficient way to travel between them. However, the Empire is historically unwelcoming to change, so the technology stayed the same for several thousand years. Only recently has some change been accepted, and a mass influx of new technology is being developed, like larger ships with longer ranges, terraforming systems, orbital laser weapons, advanced spacesuits, and other new, exciting technologies. These are new days for the Federation.


Colonized planets:


Dong'Ju


The first planet of the Federation, and home to the capital city, Thandilsdk. The planet is a medium distance away from the sun and has a medium-strength magnetic field. It is about twice as large as Earth. The atmosphere is made up of Nitrogen and Helium. Very little water vapor exists in the atmosphere, so much of the planetside is blanketed in desert, or shallow, salty seas. In ancient times, the people of Dong'Ju were nomadic tribes, until water was found deep underground and wells were dug. The earliest cities, including Thandilsdk, were developed around these wells. The planet's commerce used to be centered around the salt trade and rare minerals, but now specializes in offworld electronics trading and manufacturing, as well as asteroid mining. The largest city is Thandilsdk, followed by Frdwel and Drk'til. Many small villages still exist around salt and mineral deposits, and still trade these materials.


Ikk'Vii


The sister planet of Dong'Ju, it travels in orbit only a few hundred thousand miles away from Dong'Ju's orbital path. They have almost the same day length, planet size, and magnetic field strength. The difference between the two is that Ikk'Vii has a much higher concentration of H2O in its atmosphere, and much of the planetside is covered in rainforests and large seas. The early Kraaf here had no problem settling down and developing agriculture, as well as hunting the wide variety of beasts and fishing in the seas. To this day, Ikk'Vii still has massive fleets of ships that sail its magnificent seas. Its largest city is Huyak, which is also the largest spaceport in the whole system. There is a huge network of missile silos across the planet that are designed to shoot down incoming missiles in the event of a planetary invasion. The planet's primary industries are farming, fishing, deep sea oil mining, and asteroid mining.


Rakk 3


The most recent planet colonized by the Empire. It lies on the outer reaches of the Dong'Ur system. It is millions of miles from the sun and follows an elliptical orbit. It has a very weak magnetic field and thin atmosphere. When it is closest to the sun, daytime temperatures only reach about -150 degrees Fahrenheit. The surface of the planet is very rocky but rich in resources. The planet was colonized by the Federation recently to be used as an outer reach trading port and military base. It also serves as a scientific experiment, as scientists have been working nonstop on experiments to alter the climate of the planet. So far, there are no permanent settlements, only temporary mining bases. However, an orbital spaceport for military purposes is in position in the atmosphere.


Population:



Dong'Ju: approx. 10 billion


Ikk'Vii: approx. 8 billion


Rakk 3: insignificant, approx 5 million


Other/orbital bases, ports, etc: approx 200 million


Total: approx. 18.2 billion


Fleet Strength (In all three ship classes):


Corvettes (16 fit for military use, approx 150 in private use)


Names TBD, not going to name all of them right now.


Cruisers (5 fit for military use, 12 used for civilian purposes)


DRS Grox


DRS Kr'Axx



DRS Frdwel



DRS Drk'Til



DRS Emperor



Battleships (none ready for battle, two in development)


DRS Dong'Ju


DRS Thandilsdk



Land Strength (In Army Groups):



Stationed on Dong'Ju


1st division of Rifle


2nd division of Rifle


3rd division of Rifle


4th division of Rifle


5th division of Rifle


6th division of Rifle


7th division of Rifle


8th division of Rifle


9th division of Rifle


10th division of Rifle


11th division of Rifle


12th division of Rifle


13th division of Rifle


14th division of Rifle


15th division of Rifle


16th division of Rifle


23rd division of Rifle


24th division of Rifle


1st Prince's guard


2nd Prince's guard


3rd Prince's guard


4th Prince's guard


1st Marines


2nd Marines


3rd Marines


4th Marines


5th Marines


1st cavalry division


2nd cavalry division


1st Engineers


2nd Engineers


3rd Engineers


5th Engineers


1st shock infantry


Stationed on Ikk'Vii


17th division of rifle


18th division of rifle


19th division of rifle


20th division of rifle


21st division of rifle


22nd division of rifle


25th division of rifle


26th division of rifle


27th division of rifle


5th Prince's guard


6th Prince's guard


7th Prince's guard


6th Marines


7th Marines


9th Marines


12th Marines


3rd cavalry division


4th Engineers


8th Engineers


2nd shock infantry


(also a sizable navy, if that counts for anything.)


Stationed on Rakk 3


28th division of rifle


10th Marines






Stationed in orbit/ in space stations


8th Marines


11th Marines



13th Marines



14th Marines



6th Engineers



7th Engineers



Many militia units can also be raised in times of crisis.


Total army size= about 62 million, although more will be raised in times of war.


well, here it is :P


took about 3-4 good hours to write, the history will be coming soon, but I at least wanted to get this done first.
 
Empire/Nation Name: The Velt Imperium


Empire/Nation Location: 23



Government:
The Velt Imperium is led by the High Lords of the Imperium, a small ruling council of three who oversee the political, military, and economic activities of the Imperium.


Species Name:
The Velt.


Technological Tier:
Tier 3-Verge of Tier 2


Population:
Upwards of around 100 Billion


Colonized planets:
The Velt Imperium currently control 3 planets and a single habitable moon. The Capital World, Veltor, is made up entirely of mountains, with a small ocean in the northern hemisphere. Velt cities are built within these mountains, and they have large underground tunnels and caverns across the entire planet. Their homeworld has a twin planet, known as Katan, which is entirely covered in water. This world was the first to be explored by Velt scientists, and the first to be colonized. The third world under their control is a massive planet. By means unknown to them, the planet, Indal, is larger than several gas giants they have explored, and is covered nearly entirely in forests. Many scientific teams are always on the world, trying to discover how the planet doesn't crush itself under its own mass. Orbiting the world is a moon, the size of normal planet. Here, the Imperium has established several cities and listening posts. It is named Opal.


Fleet Strength:
The Velt Imperium has a relatively small fleet for military use, composed primarily of corvettes and cruisers.


17 Corvettes in active Military use, 6 in reserve


12 Cruisers in active Military use, 3 in reserve


3 Battleships in active Military use, 1 in reserve


Land Strength (In Army Groups):



Garrison of Veltor



First Velt Legion


Second Velt Legion


Third Velt Legion


Fifth Velt Legion


Sixth Velt Legion


Eighth Velt Legion


First Airborne Response Force


Second Airborne Response Force


First Armored Assault Division


Second Armored Assault Division


Third Armored Assault Division


First Renegade Battalion


Second Renegade Battalion


Garrison of Katan


Fourth Velt Legion


Third Airborne Response Force


Fourth Armored Assault Division


Garrison of Indal


Ninth Velt Legion


Fourth Airborne Response Force


Fifth Airborne Response Force


Fifth Armored Assault Division


Third Renegade Battalion


Fourth Renegade Battalion


Fifth Renegade Battalion


Sixth Renegade Battalion


Seventh Renegade Battalion


Garrison of Opal


Tenth Velt Legion


Sixth Airborne Response Force


Seventh Airborne Response Force


Sixth Armored Division


Seventh Armored Division


Orbital Defense Forces


First Imperial Marines-Veltor


Second Imperial Marines-Veltor


Third Imperial Marines-Katan


Fourth Imperial Marines-Katan


Fifth Imperial Marines-Indal


Sixth Imperial Marines-Indal


Seventh Imperial Marines-Indal


Eighth Imperial Marines-Indal


Ninth Imperial Marines-Opal


Army Make Up


1 Imperium Legion Numbers upwards of 1,000,000 soldiers. Included in this force, is the Legions own armored vehicles, airborne forces, engineer corps, and survival brigade. Velt Legions are built to be deployed on their own, and able to fight across any number of battlefields they are called upon. It is considered an honor to fight in the Velt Legions, and in times of war, several new legions are readily raised.


1 Airborne Response Force has a force of nearly 200 Air units, with crews of around 500 in total. This covers interceptors, gunships, transports, and bombers.


1 Armored Assault Division is a force made up of around 300 land vehicles. A majority of the units are front line attack units, tanks, and fast assault units. As well, they come with a siege squadron, as well as two anti air squadrons. They have a unit force of around 1000 men.


1 Renegade Battalion is made up of 1000 Velt soldiers. The elite units of the Velt Imperium, the Renegade Battalions use unconventional tactics, and adapt to any situation that comes there way. Often sent behind enemy lines, they are the special forces of the Imperium.


1 Imperial Marines unit is made up of 2000 Imperial Legionaries equipped and trained to fight in the void of space, and the upper atmosphere. Deployed in boarding tubes against enemy ships, they are used to defend the planets as a first line of defense, and they control all Imperial Fleet units held in reserve.


The listed forces are only the ones that are currently deployed. On stand by is...


The Eleventh Velt Legion


Twelfth Velt Legion


Thirteenth Velt Legion


Fourteenth Velt Legion


Fifteenth Velt Legion


Sixteenth Velt Legion


Seventeenth Velt Legion


Eighteenth Velt Legion


Eigth Airborne Response Force


Ninth Airborne Response Force


Tenth Airborne Response Force


Eleventh Airborne Response Force


Eighth Armored Assault Unit


Ninth Armored Assault Unit


Tenth Armored Assault Unit


Velt: The Velt are a bipedal upright species. The average height for both genders is around 8 feet tall, and the normal skin tones in pure white, or dark grey. All Velt have two arms and two legs, and a majority of them have hands with five fingers. A subspecies of Velt however only has four fingers. In temperament, Velt are a peaceful and quiet race. Warlike in nature, the Velt are quick to become aggressive to any race they perceive as a threat, but are willing to speak and be peaceful as well. The average life span is around 300 solar years (600 earth years.) They reproduce sexually, and in the course of their adult life, can have several dozen offspring.


History of the Imperium: The ancient race of beings who became the Velt once lived on the surface of their planet. but, due to some unknown disaster, were driven into the mountains of their world, were the few survivors began to adapt to their new homes. Gathering in large caverns within the mountains, the tribal groups began to dig within the mountains, establishing underground villages. For generations, the species as a whole lived apart, each branch living within a mountain, separate from another. For, any tribe members who explored outside their mountain home, never returned. Surviving on the species they found within the mountain, and a type of moss that grew in abundance, each individual tribal group developed new ideas, new technologies, and new beliefs.


Eventually, those enclaves that survived eventually became massive underground cities, with thousands of people each. As they began to grow larger, they began turning their eyes to the outside world. As scouts and explorers began to travel outside, they began to come in contact with each other. A few began to talk peacefully, but a majority of the mountain cities engaged in open war with each other, eager to take the resources of their neighbors. Over the course of hundreds of years, kingdoms and empires rose and fell across the planet, with one overthrown after another. All except, for a single, individual city. Calling themselves the Velt, this mountain group were located in the far north of the planet, surrounded on three sides by Veltor's only ocean. Allowed to grow on their own, the Velt invented technologies unseen to the rest of the world. Among them, were the earliest forms of firearms.


Eventually, the Velt were attacked by the worlds current ruling faction, and in a single battle, the Velt used their advanced weapons and technology to butcher the attackers. Their firearms and cannons decimated the empires swordsman and archers, and thousands were killed. Rising from the carnage of the battle, the young leader of the Velt declared his intentions to form their own global empire. Leading the Velt armies from their mountain, they quickly conquered large swaths of their world. When the last mountain city fell to the Velt armies, the first High Lord of the Velt established the Velt Imperium. With the resources of an entire planet at their disposals, the Velt rapidly advanced themselves. But, even as the a new technological age of wonder was beginning, a ancient threat was reemerging.


A ancient cult, long since thought dead, had secretly been growing in size, with millions of people worshiping its chaotic and evil god. Eventually, the arch priest of the cult rose up against the High Lord of Velt, and leading his fanatical masses with him, started a holy war to conquer Veltor. Millions died, and entire cities were razed in the ensuing war. As the fanatics and Imperial forces engaged in massive battles both above the land and below, the High Lord at the time began to look for outside means to achieve victory over the cult. Two new means were found. In the far east, a mountain city had developed a new flying device, and in exchange for a seat on a new High Council, the air unit became the Imperiums newest weapon. In the far west, a second mountain city had developed a armored vehicle, armed with cannons and other defenses. For the same deal, the leader of this city was made a High Lord, and the earliest form of a Velt tank was deployed in battle.


With the new weapons, the Velt Imperium quickly began to turn the tide of the war, slaughtering the cult forces in every battle. And, finally, after nearly 50 years of war, the last of the cult worshipers were killed. The shattered and weakened Velt Imperium began the long process of rebuilding. Using the weapons and tools developed from the holy war, the Velt rebuilt their world, establishing new cities and outposts. And, within another hundred years, the Velt Imperium began to enter a age of space exploration.


Now, hundreds of years later, the Velt Imperium prepares itself for the start of a new age, a age where they plan to become to new rulers of their galaxy.


Standard Corvette of Imperium Navy


space_ship_by_funkychinaman-d4s5vaq.jpg



Standard Colony Ship/Transport Ship of Imperium Navy


4.jpg



Standard Cruiser of Imperium Navy


_super_eikan__heavy_cruiser_by_adamkop-d63gz5p.jpg



Standard Battleship of Imperium Navy


terran_alliance_command_ship_commission_by_adamkop-d6u76pm.jpg
 
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Empire/Nation Name: Republic of United States



Empire/Nation Location (Which zone your empire lies in, each zone is marked by a number from 1 to 24.): 19



Government: In long thing



Species Name: Humanity



Technological Tier: Mixture of tiers 4 to 2; still uses combustion engines, nuclear, etc. Can travel to other systems, but not galaxies. Fast communication amongst systems using slipspace; however, requires large transmitters and receivers. No teleportation, replication, nanobots, etc. Can create semi-sentient AI's that can develop into truly sapient AI over the course of a year or so. More details in long thing.



Population:



40,890,825,130



Colonised planets: Earth (you all know this one). The green and blue gem of humanity. Their cradle and home. It is inhabited by 20 billion souls; the great cities are visible from orbit, yet the green and blue of nature still lives on.



Mars: The planet of iron and fire, turned to the planet of glass and forges. terraforming started in 2056, a joint initiative between the UN, RUS, and multiple private companies. By the present day, Mars hosts an acceptable Earth standard atmosphere, and desert creatures imported form Earth flourish in the Red Deserts. The melting of the poles have formed two great oceans, and the once Red planet now has two massive spots of blue and green. The planet is currently inhabited by 18 billion people, and is the industrial center of the RUS. A further 2 billion people live on Mars assorted moons.



Titan: The new middle East of the galaxy; massive deposits of carbon make this the drilling ground for thousands of derricks.



Fleet Strength (In all three ship classes):



5 Sirius class corvettes


1 HALO class cruiser


12 Sabers


1 D-10 landing ship


5 D-8 landing ships


Land Strength:



1.5 million combat personnel, 6 million support personnel


Breakdown of combat personnel:


250,000 are Imitantur Autem


100,000 units of A-1 power armor, which are broken up into 50000 heavy support models, 40000 grenadier models, and 10000 incineration models


Drones:



250000 runners


150000 Goliaths


1 million Quakers


2 million Quakers (combat models)


Armor:



17000 hulks


7000 Badgers


7000 Hellions


10000 Carrions


500 Mjilnors


5000 Morgar Systems 34 artillery pieces


40000 Bobs


200000 Rorschs


Aircraft:


2500 clear skies


5 Furies


600 A-12s


500 Sand Devils


50 Albatrosses


1500 Sea Hawks


80 Pave Lows


400 Chinhooks


Overview (Basic information): In long thing


Physiology (Describe your race, it's defining traits, appearence etc. Feel free to include an image): In long thing



History (Optional - Though preferred): In Long thing



Technology (Give the rest of us an overview of your species' technology, aswell as a ship description): In long thing



Now for the real deal...



DISCLAIMER: NO IMAGES USED IN THIS SPECIES SHEET ARE OWNED BY ME. ALL IMAGES ARE USED FOR NON-PROFIT ACTVIITY (IN THIS CASE, HAVING FUCKING FUN).



[species Sheet]



Name:Homo Sapiens



General Life-Span (Eternal Allowed): 90 years without surgery, several hundred with surgery and augments



Appearance: Human beings have a wide variety in their appearance, but in general they shared a bipedeal humanoid shape with 2 arms attached to their chest, and two legs attached to their pelvis. They have two eyes, a nose, and a mouth with both incisors and grinding teeth. They are generally 5 to 6 feet tall when mature, and are of average build.



Attributes: Human beings are possessed by a strong sense of curiosity. They are known for trying to discover anything they can, and have a long history filled with exploration. With training, they also make adept fighters. They are also quite industrious. They are generally accepting and can be considered an amicable people; however, there are still some racist groups in existence.



History: Humans arose several million years ago on the planet Earth, in the Sol system. For most of the existence of humanity, they lived in extremely simple hunter-gatherer societies. However, around ten thousand years ago, humans began to domesticate plants and animals, allowing them to form advanced civilizations. In the year considered 2030 by their calendar, scientists in Germany discovered how to build viable space elevators, greatly increasing their ability to utilize space. 20 years later, another nation known as Japan discovered the key to space; practical FTL. The Trans-Fukishaw engine (named in honor of it's inventor, Fukishaw Kojima) operates by ripping open a "hole" in space, leading to an alternate dimension referred to as Slip-space. Distances in this dimension are greatly dilated; 100 miles in Slip-space is about a tenth of a light year in real space (meaning a ship that can travel 600 MPH can reach the nearest star to Earth, which is 4 light years away, in seven hours). However, the size of the engines mean it can only be mounted on ships, and Slip-space is filled with exotic radiation, meaning ships must be specially shielded to ensure the survival of the crew. Around this time, Russia and most of the EU united to form the RUS, one of the first modern continental super powers. Several decades later, in 2094, it achieved full unification of Earth. It is now the year 2113, and the RUS is poised to enter the galaxy.



[Faction Sheet]



Name:Republic of United States



Type of Government:Representative Democracy



Leader(s): President



Home Planet: Earth, Sol System



Morality: Lawful Neutral



History: Established in 2055 by Russia and Europe, the RUS has spread throughout Sol and multiple surrounding systems. It is a capitalistic system, with laws in place to prevent abuse by corporations. Laws are proposed by a house of elected representatives from the colonies, while a President commands the military and heads the government. A senate of 12 judges also goes over laws, ensuring the following the RUS constitution. The main points of the constitution include:



Freedom of religion, speech, and press



The right to bear arms to defend yourself



Rights to protect citizens from governmental abuse



Limits on mechanization of industry to make sure people can still be employed



Synthetic lifeforms that are proven to be fully sapient are considered human and have the full rights of any other citizen of the RUS



Alien lifeforms that are proven to be fully sapient are considered human and are eligible to be granted citizenship to the RUS



They have had many encounters with hostile "swarm races" (non-sapient races characterized by a hive-mind and an insane desire to expand) as they colonized the space around Sol. They have fought fungal, insectoid, and more exotic swarm races, leading to them having a relatively medium sized standing army.



A strange thing about the human race is that there are still multiple nations; the RUS is simply the largest and most powerful on Earth.



Economy: Capitalistic. Paper currency known as Euros. Most space exploration and colonization efforts are privatized.



Organizations:



RUS high command; contains all the command elements of all branches of the RUS military.



RUS air-force;responsible for in-atmosphere aircraft.



RUS Infantry; contains infantry commanders



RUS Mechanized: commands mechanized vehicles



RUS Navy; Commands all spaceborne ships owned by the military.



RUS Central Government: Contains all civic and governmental institutions and positions.



CLASSIFIED UNDER ORDER OF HIGH COMMAND



PLEASE INPUT PASSWORD TO CONTINUE.



*Access Granted*



Loading BOPI files



Burea of Paranormal investigation



Classified organization dedicated to the defense of the RUS from anomalous artifacts. When miners unearth an ancient alien artifact and suddenly start a death cult dedicated to some unknown diety and begin practicing blood magic, these are the guys who cover it up.



They have facilities throughout RUS space. The most "prominent" is Site 7, a secure holding facility on the planet REDACTED, in the REDACTED system. Site 7 stores multiple artifacts currently being studied by the BOPI.



The BOPI maintains a military branch known as the Mobile Task Force. They also maintain a small fleet, usually used for transporting MTF squads and raining down hellfire when a threat is unable to be contained.



Culture: There is a massive variety of cultures in the human race, because of natural geologic borders during humanity's early history. However, several main groups exist. There is a massive amount of mix between the groups, and even then there are massive mixtures in the groups themselves, so this is a rough outline.



European: Characterized by classic (modern day) architecture, a strong sense of innovation, and classic European values, Europeans are a ambitious people who love their ancestors culture. They mainly speak German or english, and follow Christianity.



Neo-Arabic: A strange blend of cutting edge technology and down to Earth values characerize the Arabic people. Arabic people are known for being extremely inventive and strive for modernization, in an attempt to bring back the Golden Age of the Muslim world. Many Arabic cities have skyscrapers next to humble stone Mosques, and traditional Muslim garb goes alongside vests and suits. Liberal Islam is commonly followed, but radicals still exist amongst fringe groups.



Asiatic: Asiatic culture is heavily influenced by ancient Chinese values (due to their prevalence in early human history), leading to many similarities in the region amongst eachother, such as a honor focused society and what is known as "Far East architecture". This has decreased in modern times, but it can still be found in a common respect for elders and a strong sense of pride intheir culture.



Slavic: Located mainly in central and northen Asia, Slavs are an...interesting group, with dozens of different languages and culture. However, they share a common majority of Russian Orthodox christianity, and a efficient style of building. However, they are quickly trying to make up for the damage the USSR did while it was in power.



African: Another mixture of the old and new, African culture has a very homely feel to it; known for their powers in trade, and many of the largest manufacturing corporations are based in Africa due to it's large open space, workforce, and resources.



Technology:



Power systems: Mainly fission and fusion for cities; use of fossil fuels mainly for land vehicles or generators for smaller installations, as well as renewable energy.



FTL: Slip-Stream; utilizes an alternate dimension where distance is greatly dilated in comparison to real space.



Space travel engines: Fusion drive for forward momentum. A deuterium fusion reactor ejects it's plasma out a series of rockets on the back of the ship, propelling it forward at high speeds. Fine maneuvering is accomplished by small rockets firing out compressed air along the ship, and all ships have emergency shaped charges for quickly dodging attacks or getting some extra thrust.



Medical: Shadowrun level genetic and mechanical augmentation, anti-aging treatments, reliable cancer treatment.



Space to surface: Vast majority of space borne ships cannot make planetfall without being trapped. Most movement of cargo is performed by orbital elevators. The only ships that can make planetfall and take off again are large, specialized transports, usually used for military landing operations or for civilian shipping. Smaller shuttles for transporting people are ineffecient for usage as military transports due to their large profile and slow speed.



Industrial: Mostly modern technology for production. Most raw materials are collected from asteroids or large scale ground mining operations.



Corporations



Mars Tech



CEO: Torgue Johnson, 70 years old. Born 2020, March 7th
http://vignette2.wikia.nocookie.net/borderlands/images/6/65/Torgue_Intro_1.jpg/revision/latest?cb=20121121054124


Assests: Mines and factories on Mars, Africa, and other planets



History: Established in 2043 by Torgue Johnson, Mars tech was the foremost provider of mining equipment and a major investor in the mining industry for the first colonies in Sol. However, this changed in 2050, August 3rd, on the day the first slip space engine was succesfully tested. The activation of the engine caused one of the main mining complexes Mars Tech owned on Deimos, one of the moons of mars, to go silent. Unfortunately, Torgue was touring the facility on that day to inspect word of ruins found on the planet. 2 days later, when a recovery team was sent, it was discovered that they had done the impossible; they had unlocked the gates to Hell itself. The facility was overrun by gibbering horrors; however, what they didn't expect was that one man would drive them back. Torgue was determined to not let these Demon motherfuckers take over the facility; he organized the few survivors left to barricade themselves into the repair bay, using mining equipment and mining hardsuits to hold off the demons. Meanwhile, Torgue grabbed a chainsaw, a sawn off shotgun, an automatic rifle, and a set of security armor, and delved into the depths of the facility. He fought his way through hordes of demons, before going into hell itself. He managed to destroy the artifact keeping the gate open, barely escaping Hell before it was locked forever. (Still iamge taken from camera near digsite:
http://static.giantbomb.com/uploads/square_small/12/120457/2136167-3.jpeg) With the portal closed, the remaining survivors decided that it was now their duty to create the biggest, baddest weapons to fight any further threats to humanity. Today, Torgue is now a hardass that personally advertises for Mars Tech's products, and they produce some of the most badass weaponry available.


ARMA Corp



CEO: John Kondrad, Age unknown, Birth Date unknown
http://vignette3.wikia.nocookie.net/specops/images/a/a9/Konrad.jpg/revision/latest?cb=20120713123726


Assests: Arms manufacturing plants across universe



History: Established in 2031 by it's founder Richard Harrison, ARMA Corp was a major weaponry producer on Earth. However, in 2053, a man named John Konrad managed to outmanuever other share holders and acquire the trust of the board, gaining a majority in the company's stocks and being assigned CEO of ARMA corp. It is unknown where he comes from, and any of his background; he showed up one day in the former United States with a large sum of money and an entire mercenary outfit that he identified as "The Damned 33rd". He immediatly set out to expand ARMA corp, outsourcing to foreign vehicle manufacturers and absorbing DHB Industries' Point Blank Body Armor. This allowed them to become one of the largest arms manufacturers in the RUS, with multiple government contracts.



(Prepare for wall of text)



General tactics: RUS tactics rely on heavy amounts of support and electronic warfare. Command structures are high priority targets, and electronic warfare forces will incessantly attack enemy communications and guidance systems. Combat wise, infantry rely on Fire and Manuever tactics, using heavy volumes of fire to suppress enemies, while another group advances on the enemy. Once there, the advancing squad will either flank the enemy to cut them down from an angle where they aren't protected by cover, use grenades to kill them, or in rare cases, advance into melee combat. Artillery, air support, and orbital bombardment are also heavily used during Fire and Maneuver, replacing the advancing squad; a squad suppresses the target, before requesting a strike on the target's position. Trapped by the supressive fire, they will hopefully be destroyed by the attack.



Armored vehicles are ALWAYS supported by infantry riding in APC's to help screen for infantry and prevent flanking, along with IFV's. However, these tactics require large amounts of supplies to support, and a massive support unit. A regular army group requires many mechanics, drivers, and other such personnel to keep the army supplied.



Infantry



Equipment



AV-73



Frontier



An...unorthodox melee weapon, the AV-73 can best be described as a chainsaw with a sword handle. For safety reasons, one edge of the blade (the one facing the wielder) has a cover built in. Usually used in close quarters jungle combat by the especially insane.



Tru-Steel Machete



Frontier



Military Grade Machete made with a tungesten-steel alloy, making it hard and still letting it have a thin blade. Can be used to cut (studs on back of blade), chop, or carve. Standard equipment for jungle operations. Very good at killing eldritch abominations or parasitic aliens.



Parachute



ARMA corp



Literally just a parachute. Used by paratroopers, or orbital troopers (they parachute from orbital landers. Yes, they are that insane.)



Tactical flash-light



ARMA corp



Steel frame heavy duty flashlight designed to be used in any environment. Watertight, vaccum resistant, and comes with a spike for insertion into the ground. Standard issue.



M3-Combat knife



Frontier



Tempered steel combat knife. Standard issue. Can also function as a bayonet.



MT-37



http://vignette4.wikia.nocookie.net/avp/images/5/59/Alien-motion-tracker.png/revision/latest?cb=20120217202431


Dyson Tech



With a range of 40 meters, the MT-37 is a valuable tool in close quarters or urban combat. It is capable of detecting motion; however, this can be a detriment when in industrial areas, due to machinery.



http://www.darkknightarmoury.com/images/Product/large/MCI-2878.png


ARC-Riot Shield



ARMA corp



A heavy riot shield used in CQC and riot control. Capable of stopping 15 7.62x39mm rounds.



M5-Laser Designator



ARMA corp



Laser designator used to call in guided munitions. Rugged and waterproof. Has minor EMP hardening.



M80-Anti personnel mine



Mars tech



Area of denial device. Buried underground and activated; when the sensors on top indicate movement, it launches four charges through the ground and into the air, where they will detonate, sending lethal shrapnel flying in a 180 arc around it. Range of detonation is variable, allowing you to detonate it at knee, stomach, head, or any other level up to 10 feet. Can be fitted with incendiary and white phosporous explosives.



Also comes in an anti-tank variety, where the 4 launch tubes are replaced with one large launch tube that shoots a heavy AT charge directly upwards into the bottom of a passing vehicle. Has anti-tamper systems that causes the device to detonate if not properly disarmed.



Weaponry and Armor



RUS weaponry is designed to be reliable and highly modifiable. They purely use kinetic weaponry; while lasers have better penetrative power, the fact that the beam doesn't tumble or expand while it goes through the body means that it doesn't deal as much actual damage as a bullet. Overheating issues and limited range due to energy dispersion have also blocked their attempts to make reliable laser weaponry.



http://4.bp.blogspot.com/-hg8yjhmXHuw/Ty1CNFFsJOI/AAAAAAAACOM/WP8cDr60TQg/s1600/M82_Assault_Rifle.jpg


AR-34



Black Water



7.62×39mm



30 round magazine



700 RPM



This reliable assault rifle is the main weapon of the RUS infantry corps. Utilizing a bullpup design to cut down on weight, it is highly customizable, with multiple grips for attachments, including:



Large selection of scopes, under-barrel launchers/shotguns, laser sights, multiple barrel attachments.



The round can penetrate most modern body armor in several shots from standard engagement range (150 meters)



Jurgen 14.5



Black Water



14.5 x 114mm APFSDS



5 round magazine



Semi automatic, bolt action



The Jurgen is the premiere long rifle of RUS forces, wielded by marksmen. The massive armour piercing rounds resemble a large needle, and are constructed out of depleted uranium. A single shot from one of these will turn a man's torso into a bloody mist, or penetrate the rear armor of some lightly armored vehicles.



.338 Surton



http://i.imgur.com/cHq8YfW.jpg


Frontier



.338 Lapua



10 round magazine



Semi automatic, bolt action



The .338 Surton is a long range, anti infantry sniper rifle. The .338 Lapua round gives it a good mixture of range and power, allowing it to smash through standard infantry armor in one shot.



MP30



ARMA Corp.



9mm



900 RPM



45 round magazine



The light MP09 is usually used by scouting forces, military police, support defense units, and as a secondary weapon by heavy weapon users. Very ineffective against any form of body armor.



Hellstorm Flamethrower



Mars Tech



Napalm-liquid gas mix



Effective range of 40 meters



Canister contains enough fuel for 10 seconds of consecutive fire. Backpack mount contains enough fuel for 2 minutes of fire.



Seemingly out of place on the modern battlefield, this terrifying weapon still excels in close quarters combat and in clearing fortifications. It is also highly effective against the myriad swam races RUS faces.



KSV 5 semi-automatic shotgun



https://s-media-cache-ak0.pinimg.com/736x/9d/54/b0/9d54b0f68acfe2d344b377559bb6e29d.jpg


ARMA Corp.



12 gauge buckshot/flechette/grenade/slug



12 shell capacity



Semi-automatic



50 yards effective range



This advanced CQC weapon is constructed out of a plastic polymer for high strength. It is effective in clearing buildings or tunnels, and has a wide range of shells available, some of which are listed above.



Mataba 45



Redirect Notice


Black Water



.308



6 shot cylinder



Revolving



Issued to officers as a sign of rank, the Mataba 45 is a heavy hitting self defence weapon that can easily drop unarmored targets.



Raven handgun



Black Water



10mm



semi-automatic



15 round magazine



The standard sidearm of RUS military forces, the Raven is intended as a weapon of last resort. Soldiers normally carry only 3 extra magazines for their sidearm.



Grenades



Frag (M100, ARMA corp): 15 meter kill radius, hundreds of fragments of shrapnel
https://s-media-cache-ak0.pinimg.com/736x/00/92/92/009292d121462fc37a3090aac86d5792.jpg


Incendiary (M100-I, Mars Tech): Napalm, 10 meter radius, 1500 to 2200 degrees fahrenheit
http://i.imgur.com/UBWX6.jpg (On right)


Smoke Screen (M100-S, ARMA corp): 30 meter smoke radius
http://i.imgur.com/UBWX6.jpg (On left)


Flashbang(M100-F, ARMA corp): Causes temporary blindness and deafness



RPK-25



http://robinkarlsson3d.com/img/content/sf-machinegun/machinegun-lp1-xl.jpg


ARMA Corp



7.62x39mm



Automatic



125 round drum magazine, 500 round belts for usage when mounted



The son of the RPK series of machine guns, the RPK 25 is a general purpose machine gun, able to be carried by infantry as an LMG or mounted onto a tripod for use as a medium machine gun. Packing as much punch as an assault rifle, the RPK-25 is not a gun to be trifled with.



Browning .50 machine gun



https://s-media-cache-ak0.pinimg.com/736x/50/42/e8/5042e8ed7a86467952b1346ffb1a8ecc.jpg


Mars Tech



12.7x99mm rounds



900 RPM



500 round box magazine, much higher if attached to internal ammo supply



The longest used weapon in history, the Browning has proven itself to be a reliable, effecient, and deadly weapon system for longer than an entire century.



XM30



http://img02.deviantart.net/8e4b/i/2008/037/2/7/grenade_launcher_by_biometal79.jpg


Black Water



A 6 shot, revolving cylinder grenade launcher. Launches 40mm grenades for anti-infantry purposes. Can be equipped with fragmentation, HE, incendiary, or WP rounds. Comes with an internal range finder that lets it detonate at any range.



M5 Multi-threat system



ARMA Corp.



One AT or AA warhead



Effective range: 800 meters



The M5 is a multi-purpose anti vehicle weapon. It can be fitted with a HEAT round designed to penetrate the armor of a tank and kill the crew, or a proximity air burst warhead designed to destroy aerial vehicles. It has a back-blast of about 20 feet.



Power Armor weaponry and equipment: Weapons too large to be fired by unarmored humans. Mainly made by Mars Tech



http://orig13.deviantart.net/31f6/f/2012/133/7/0/flamethrower_aft_2l_heat_by_karanak-d4zkm49.jpg


Incinerator



Mars Tech



Napalm/gasoline mix



50 yards effective range



A massive flamethrower that literally cannot be held up by normal humans. Can melt through hordes of infantry, and slag light vehicles.



http://www.darkknightarmoury.com/images/Product/large/MCI-2878.png


ARC-PA Shield



A massively upscaled version of the ARC shield, it is capable of surviving 100 7.62x39mm rounds or 1 12.7mm round



XM35-PA



https://s-media-cache-ak0.pinimg.com/736x/b8/d7/38/b8d7387ee8e24850590007b6ef23964b.jpg


Mars Tech



A collobartive effort with Black Water, the XM35 is a special grenade machine gun for use by troops in power armor. It fires out 40mm grenades at a rate of 80 rounds a minute, and an internal range finder allowing them to detonate at any range. Comes with fragmentation, HE, WP, or incendiary grenades.



MR24



http://img14.deviantart.net/cf16/i/2011/234/e/3/grenade_concept_by_s620ex1-d47ituz.png


A massively oversized hand grenade the size of a water bottle, it is designed for usage by people in power armor. The top of the grenade has to be twisted to arm it, before pushing the button. Has an effective kill radius of 30 meters



Mataba 47



http://i684.photobucket.com/albums/vv206/Hardwarejunkie/2425215a-6a51-4804-8b9f-7c93098830ce.png


Black Water



A massive handcannon designed for use by PA troopers. It fires 14.5mm armor piercing rounds, and has a cylinder with enough room for 6 rounds. Will snap a man's arm without PA.



https://s-media-cache-ak0.pinimg.com/736x/18/dd/62/18dd62d87839787e5697f5431830f067.jpg


RM-45 Standard Issue Combat Vest *KNEE PADS AND ELBOW GUARDS NOT SHOWN IN PICTURE*



ARMA corp.



Including a helmet with an integrated Heads up display, the standard issue armor of the RUS infantry corps is an all around good suit of armor. The chest armor is a empty frame that can be inserted with a variety of armor plating; different sizes and strengths are used depending upon the situation. The common plate is a solid block of specialized ceramics that shatter on impact to spread the force of the bullet around, coated by a layer of steel. It can stop around 5 7.62x39 rounds at standard engagement range. It has enough space for around 12 magazines, several grenades, a bayonet, and a sidearm. It comes in multiple camouflage patterns, including digital, jungle, desert, and many more. The uniform underneath is made out of a high strength synthetic fabric that traps heat and is easy to wash. Comes in as many color variants as the armor itself.



Heavier versions with full limb protection are available.



Also comes with an optional hazmat variant; a enclosed hazmat suit with integrated air filter and air supply, made out of flak weave, and with metal reinforced boots. Chest plate and full limb armoring cover the suit.



http://img00.deviantart.net/61f6/i/2015/103/e/8/uscm_flight_crew_uniform_by_wolff60-d8o56q4.png


Flight uniform



Dyson Tech



Standard issue for all pilots; it has specialized heating coils to ensure the pilot stays warm while in-flight, and are equipped with equipment that helps prevent pilots from falling unconcious during high stress, high speed maneuvers.



http://vignette3.wikia.nocookie.net/tomclancy/images/9/93/Spetsnaz-guard-brigade.jpg/revision/latest?cb=20100806044613


Winter combat gear



Frontier



Consists of a snow white uniform, snow white standard combat armor, and snow pattern cold weather jacket. Also comes with choice of fur cap or hood.



Mark 1 Stealth Suit



Dyson Tech



This advanced suit of armor is intended for cover operations. It is a stripped down version of standard issue body armor, with the inclusion of a black undersuit. Every single inch of the armor is covered in micro cameras and screens. Each screen broadcasts the footage from the camera behind it, giving the wearer the appearance of being see-through. The armor also changes it's heat to match it's surroundings, helping to fool IR sensors.



LG Sniping Armor



Frontier



http://4.bp.blogspot.com/-A5VIBdxRGbc/UhYC5UeR-VI/AAAAAAAAAcw/2rghqHHil5M/s1600/Helmets.jpg


A modified form of the RM-45, LG armor is designed for long distance engagements. Heat sinks in the armor help disguise heat, and a complicated array of computers and sensors in the helmet assist with target acquisition and aiming.



MK23 Low Pressure atmosphere suit



Dyson Tech



http://img08.deviantart.net/a825/i/2014/324/1/5/space_suit_designs_by_anthon500-d871spn.jpg


Advanced space suit hardened to resist punctures and radiation, which is very common in space.



Naval Uniforms



Various



http://img08.deviantart.net/65c4/i/2010/277/4/f/alliance_navy_uni_redux_wip_4_by_madeinjapan1988-d302v54.jpg


Uniforms issued to naval personnel



http://media.moddb.com/images/games/1/10/9998/Jetpack_Concept.jpg


Frontier



Harrier Jetpack



A light jetpack given to some soldiers in terrain that can require the use of a jetpack. It has enough fuel for 2 minutes of continuous flight, and can hold up a grown man in full combat gear.



Power Armor: The RUS fields several models of power armor. Power armor is controlled by the operator through a nueral interface that allows them to move the armor like it is an extension of their body, and use onboard systems without physical input.



A1 Model (
http://orig09.deviantart.net/e149/f/2015/288/f/1/cod_ghost___juggernaut_for_xnalaraxps_by_kalash_1947-d9cdh8u.jpg): 7 feet tall. Produced by Mars Tech. Has a series of servo-motors that enhance the wearers strength, allowing them to flip a car and lift 15 times their body weight. Protection is offered by a series of extremely thick padded titanium-tungesten plates, with a heavy flak underweave. Hazmat variety comes completely self contained. Armor plating is capable of withstanding 300 rounds of 7.62, or 1 12.7 (.50) shells. Actual armored vehicles beat it in every way, and anything vaguely resembling an anti-armor weapon will easily defeat it. Can maintain a slow walking pace of 3 MPH, and a running pace of 7 MPH. Runs off of pre-charged energy cells, powering the armor for 24 hours of intensive activity. Comes with an inbuilt HUD that counts the amount of ammo in the integrated weapons, integrity of the suit, and environmental conditions.


B1 Model (
http://vignette1.wikia.nocookie.net/blacklighttangodown/images/b/b8/BLR_Hardsuit_White.jpg/revision/latest?cb=20130313083807): 8 feet tall. Also produced by Mars Tech, the B1 model of power armor has improved defensive capabilities over the A1 model. It's armor can resist 500 rounds of 7.62x39mm or 3 12.7 rounds. It also has a nuclear fuel cell, allowing it to operate for several days without recharge. Like the A1 model, it has a HUD. It also allows the wearer to lift 30 times their body weight. However, it can only move at a slow pace of 3 MPH; it cannot sprint at all. To offset this, it has built in jump jets, allowing it to reach the upper stories of building or quickly jet across the ground. Has a built in motion tracker with a range of 40 meters.


A1-Heavy Support Model



Mars tech



Issued to heavy gunners. Mainly used in close quarters and urban combat as a mobile firing platform.



2 MR24s



Optional upgrades:



Extra armoring that increases durability by 100 shots of 7.62x39mm and 2 12.7, but makes it impossible to run.



Jetpack attached to back of armor with two minutes of fuel; however, it makes the armor even more bulky and has to be removed first before removing the ammo container on the back of the armor, slowing down reloading



Shoulder mounted 20mm cannon, single shot, 30 rounds, airburst HE



A1-Incineration Model



Mars tech



Issued to troops going into close quarters combat against Swarm Races or in jungles, the incineration variant of the A1 fields an Incinerator into combat. Comes with extra insulation to resist high temperatures, and improved air filters to prevent carbon dioxide poisoning.



2 MR24s, 2 MR24s (incendiary model)



Optional Upgrades:



Back mounted fuel tank, 10 minutes of fuel. Extreme explosion hazard



Wrist mounted ARC-PA riot shield, extendable



Wrist mounted AV-73 (cannot be taken with ARC-PA)



A1-Grenadier Model



Mars Tech



A heavy anti-infantry PA unit, Grenadiers are designed to ruin anything vaguely resembling a soft target. Able to turn entire bunkers into shrapnel filled deathtraps, they excel at clearing out infantry.



Optional Upgrades:



Wrist mounted ARC-PA riot shield, extendable



Unit Composition



RUS ground forces operate with the same command structure of the former USA, described here Military organization - Wikipedia, the free encyclopedia.



Standard infantry loadout:



Standard issue body armor



2 Fragmentation grenades



Melee weapon



Bayonet



Entrenching shovel



Days worth of food and water



Raven handgun, 3 reloads



Non support weapon chosen for specific situation, 10 reloads. Includes assault rifles and shotguns.



Smoke Grenade (optional)



Support grenades (optional)



Support unit



Body armor



2 fragmentation grenades



(One):LMG, flamethower, XM30, rocket launcher



5 reloads for LMG, 10 canisters or fuel tank for flamethrower, 5 of each rocket for Multi Threat Response launcher, 24 grenades of various types



SMG with 10 reloads



Rations



Smoke Grenade



Melee weapon



Anti-fungal response squad



Same as support unit, but always equipped with a hazmat suit and a flamethrower with a backpack mounted fuel tank.



Support team



Squad of 3 men, with standard infantry loadout. They also carry either a portable mortar or a MV1 in separate parts, along with a sizable amount of ammunition.



Marksman team



One support unit armed with an LMG and normal gear for supression and defense of sniper



One sniper equipped with normal infantry gear, LG Armor, switching out the main weapon for either an anti infantry or anti material rifle with 10 magazines. They are also equipped with laser designators.



A-1 Heavy Gunner



Belt fed Browning with a 1000 round ammo backpack



Shoulder mounted rocket launcher (5 HEAT, 5 HE)



2 MR24's



1 AV-73



Mataba 47, 6 speed loaders



Any optional equipment for that model



A-1 Incinerator



Incinerator Unit, 5 tanks for 1 minute (or 10 minute back mounted tank)



2 MR24's



1 AV-73



Mataba 47, 6 speed loaders



Any optional equipment for that model



A-1 Grenadier



1 XM35 with a 400 round backpack



4 MR24's



1 AV-73



Mataba 47, 6 speed loaders



Any optional Equipment for that model



Combat engineer



Shotgun or SMG, with 10 reloads each



Combat knife



1 day of rations and water



Standard combat armor



Tools for bypassing electronic and mechanical locks, including cutting barbed wire



Several satchel charges or antipersonnel mines (optional)



Fortification tools



EOD unit



Power armor, with no attached weaponry and extra armor plating



Defusal tools



Covert-Op's unit



One Stealth Suit



Machete



Suppressed Raven, 3 magazines



Suppressed MP09, 10 magazines



Laser designator



4 satchels of C4



Vehicles



V5 Hulk



ARMA Corp



This 4 tracked tank is designed to be able to conquer any terrain. The tracks give it unparalleled traction and suspension, allowing it to traverse even the rockiest terrain. It has 3 layers of armor: a 8 inch thick layer titanium-tungesten alloy, a 8 inch thick layer of ceramic plating designed to spread out the force of an impact to reduce penetration, and a second 8 inch thick layer of titanium-tungesten alloy. It is angled at strategic areas to increase the chance of richochet. The surface of the armor is also coated in bricks of high-explosive; when a projectile of sufficient mass and velocity strikes it, the brick detonates, sending out an explosive blast that either nuetralizes or negates some of the energy of the projectile. The armor is held at an angle, increasing the chance incoming projectiles will ricochet off. It is powered by a high grade diesel turbine, and can sustain a pace of 60 MPH on flat roads, and around 40 on rough terrain.



Crew:1 commander, 1 gunner, 1 pilot



Armanent: Pintle mounted Browning, 500 round box magazine



Coaxial RPK-25 pounder, autoloader containing 2000 rounds



Hull mounted RPK-25, autoloader with 2000 rounds



120 MM rifled cannon (Can fire HEAT, SABOT, canister, or HE). Can carry up to 80 shells in total, of any mix of shell types



Defensive systems:



Active defense system; a miniature "grenade launcher" on top of the tank is hooked up to a series of sensors around the tank. When it detects incoming projectiles, it fires a high speed grenade at the incoming projectile in an attempt to redirect or detonate it. It is ineffective against multiple targets coming from different directions, or kinetic perpetrators (SABOT shells). Connected to an internal supply of 25 grenades.



Smoke grenade launchers: Two three barreled grenade launchers on the front of the tank fire out smoke grenades. The smoke, besides hiding the vehicle from view, also fools IR sensors and smart missiles.



Badger IFV



Blackwater



A fast and light vehicle designed for anti-infantry work. During armored assaults, they ensure that the MBT's are protected from infantry attempting to flank them. It has much lighter armor than the Behemoth, with each layer only being 4 inches thick, to reduce weight. It is powered by a high performance gasoline engine.



Crew: 1 pilot/commander, 1 gunner



Armanent:



25mm cannon, with an internal ammo capacity of 600 rounds.



Coaxial RPK-25, 2000 round internal ammo supply



Two rocket pods attached on either side of the turret, each one containing six rockets. They can fire incendiary, high explosive, or white-phosphorous. A pod can be replaced with a single shot anti-tank TOW launcher.



Equipped with an active defense system that is weaker than the MBT mounted versions.



Hellion APC



ARMA corp



A large APC designed to support MBT's during advances, it has a medium amount of armor. Each layer is 4 inches thick. It also has an APS system, and explosive reactive armor. It has a ram on the front for clearing debris during urban operations, and its wheels are designed to be able to handle sudden elevation changes (going over wrecked cars, rocks, etc.). Powered by a diesel engine.



Armament:



25mm auto cannon, designed to deal with infantry. It fires high explosive shells, and has an internal auto loader with 900 rounds.



Two barreled turret mounted TOW launcher.



Coaxial RPK-25, 2000 round internal ammo supply



Crew:1 pilot, 1 gunner



It can carry around a squad's worth of infantry.



Carrion Mobile AA



ARMA corp



A tracked, mobile AA platform used to protect mobile forces from air attack. It has armoring as strong as an APC. It is equipped with a high power radar that can detect planes up to 5 miles away. It uses a gasoline engine.



Crew: One pilot, one gunner



Armanent:



Quad-linked 23mm cannons, with an internal ammo supply of 4000 rounds. Used to fill the air with an ungodly amount of lead.



4 rocket pods. Each one contains 16 air-burst rockets, designed to either shred planes apart with the shrapnel from their detonation or knock them around with the blast wave.



https://s-media-cache-ak0.pinimg.com/736x/a3/8e/d8/a38ed813a4dc473237dab01a3e98160a.jpg


Mjilnor Mobile Artillery



Mars Tech



This all terrain vehicle is designed to set up behind the front lines and bombard enemy troops and fortifications. Each round is guided by a targetting computer, increasing accuracy.



Crew:1 driver, 1 loader, 1 gunner, squad assigned to defend it



Armament: 120 MM rifled cannon, capable of firing HE, white phosphorous, smoke, or chemical shells. It can hold 45 shells in internal storage. Range of 40 KM.



Rocket Variant



Cannon can be replaced by 24 cylinder heavy rocket launcher capable of firing cluster, HE, white phosporous, or chemical rockets. Has a range of 60 KM, but takes longer to reload.



http://www.indiastrategic.in/image/img_628.jpg


Morgar Systems 34 artillery piece



ARMA corp



Produced by a sub-division of ARMA corp, the Morgar Systems 34 is a vehicle towed 120mm artillery cannon, intended to be put in entrenched positions.



Crew: 1 loader, 1 gunner



Armament: 120mm rifled cannon, fires HE, WP, Smoke, or chemical shells



M4 "Bob"



Frontier



Named for the way it bobs up an down when going over rough terrain, the M4 is a heavy duty transport truck. Capable of hauling up to 10 tons, these trucks are the backbone of RUS ground supply lines. It can be converted to hold a large gas tank, or up to 20 men in the back.



Powered by a diesel engine.



https://s-media-cache-ak0.pinimg.com/736x/cf/92/7f/cf927f844961c3bd94e8b9ff7b353137.jpg


Rorsch Humvee MK2



Blackwater



This lightly armored transport vehicle is used to safely transport single fireteams during combat situations, usually in urban areas. Equipped with a 5 shot active protection system (only rated against light anti-tank rockets), 1 inch thick single layer titanium-tungesten armor, bulletproof glass, and blast-protected undercarriage.



Crew:1 driver, 1 gunner



Armament: Pintle mounted Browning, uses box magazines OR XM35 with 50 round magazines OR RPK-25 with box magazines



Wunder Weapons



Rare, extremely powerful vehicles that can annihlate anything in their path. May or may not be designed after binges of science fiction movies and old Nazi blueprints.



WW Gott



Mars Tech



Based off of German "Wunder Weapon" designs (and maybe one or two science-fantasy novels), the V1 Gott is an ungodly killing machine. It is the size of a two story suburban house, and covered in weapon emplacements. Modern materials and power supplies enable to to actually be a feasable combat vehicle, and improvements in anti-air weaponry have negated the threat airplanes face to tanks as large as this. Deployed in wide open areas to remove anything vaguely resembling an armed vehicle. Usually acts as the command vehicle of an armored regiment. Powered by several high grade diesel engines; can manage about 30 MPH on flat roads, and 15 on rough terrain



Crew: 1 commander, 1 pilot, 30 gunners



Armament: 480mm rifled cannon, mounted onto a limited rotation turret. Can carry up to 200 shells in total



24 hull mounted RPK-25's, covering all sides of the vehicle. 2000 rounds each



Coaxial 30mm cannon, 4800 round autoloader



4 hull mounted Brownings, 1000 rounds each



Pintle mounted Browning; uses box magazines



2 turreted 20mm cannons to the sides of the main cannon, 240 degree rotation. 1000 rounds each



2 back mounted Anti-air rocket pods, on small extendable platforms for use when immobile. 24 rockets each. Also have twin linked 23mm cannons, 2000 rounds each



Frontal hull mounted rocket cannon, firing out a massive 400mm rocket propelled explosive shell. Based off of the main cannon of the German Sturmtiger.



Defensive systems:



Sloped, double triple layer armor; each layer is 1 foot thick. Also equipped with explosive reactive armor



Multiple APS launchers all across vehicle, providing protection from attacks from all sides



Smoke launchers



WW Far Tod



https://s-media-cache-ak0.pinimg.com/736x/be/71/1d/be711dc90c6046c1902e1fd52728bd86.jpg


Mars Tech



Another German design, the Far Tod is infact a Carl Gustav (one of the few German superweapons that made it past the planning stages) upgraded with modern materials to increase it's lethality. Usually escorted into battle by other forces.



Crew: 1 gunner/pilot



Armament: Rocket propelled 600mm mortar, range of 70 km. A single shot can destroy several houses. No internal ammo storage, loaded by ammo crane and hauled in shells



Drones



RUS makes usage of many types of drones to augment their infantry forces. RUS drones usually act independantly, but can be remote controlled.



Quaker R43



Dyson Corp



4 fan rotor engines



The Quaker R43 is an unarmored, small drone used for recon in urban combat scenarios. A camera mounted on the front relays information to soldier's HUDS, allowing them to spot enemies and monitor the flow of battle more easily. The drones are about the width and length of a human torso, and can fly for several days without recharge. Comes with thermal, IR, and NV modes.



Quaker R43-C



4 fan rotor engines



Belly mounted, turreted 400 round MP09



A lightly armed version of the Quaker R43, the C model is made for taking care of infantry and security. They are usually deployed in swarms of dozens to hundreds of drones. The engineers in the drone design department deny hosting weekly matches of old Call of Duty games.



Goliath CD



Mars Tech



Quadrapedal



Top mounted turreted Browning, 1000 rounds



Tow missile launcher



Frontal mounted flamethrower, 4 minutes capacity



6 missile rocket pod, loaded with HE or WP



Protection: 4 inches titanium-tungesten composite



Smoke launchers



Operates for 48 hours without recharge



The Goliath is an infantry support drone that is used for supression and light anti-armor work. It can be used for transporting ammunition on it's topside. It's legs are able to navigate jungles and rubble strewn cities, allowing it to travel where most vehicles cannot.



Runner Mk4



http://www.bulgarov.com/images/ScoutDogs_02.jpg


Dyson Corp



A scouting and search and rescue robot, the Runner is unarmed and lightly armed. Many units are equipped with basic AI modules that can eventually adapt into full sentience, up to the emotional range and intelligence of a dog. Comes with a head mounted camera with IR and NV modes.



Imitantur Autem V6



https://i.kinja-img.com/gawker-media/image/upload/s--C_I5w4py--/c_scale,fl_progressive,q_80,w_800/190fp1czt6al8jpg.jpg


Dyson Corp



A combat android designed to augment human forces, the Imitantur is equipped with a self learning artifical intelligence that can eventually grow to a full human conciousness. Each unit is given a monthly turing test, and once it unanomiously passes it it is declared a full citizen of the RUS and allowed to choose it's own career; if it chooses to leave the military, it's conciousness is transfered into a demilitarized shell. The militarized Imitantur shell is a tungesten-steel composite frame, with hydraulics granting it the strength of 15 men. The AI core is located inside of it's chest, along with a rechargeable 48 hour battery. The 'chest' of the chassis can survive 2 7.62x39mm rounds at standard combat range, and they are generally equipped with standard issue armor to increase their survivability. The "eye" on the front has up to 3 times the power of the human eye, and comes with NV, IR, and a HUD built in.



Aircraft



RUS maintains a large air-presence during any ground operations. RUS vehicles designated as aircraft are flying vehicles unable to operate out of atmosphere. They are used for fire support and transport.



MK3 Clear Skies



Dyson Corp



2 jet-turbine engines



Mach 2.5 capable



Range:10000 miles without refuel



Armament:



Twin 20mm cannons, internal ammo supply of 1000 rounds



4 missile hard points. Each one can accept either a bundle of 3 heavy, long range anti-air missiles, or a missile pod containing six shorter range light anti-air missiles. Both are heat seeking. Long range has a range of 8 miles, short range a range of 4 miles.



Defensive measures:



6 use flare system; dispenses a series of multiple flares used to confuse IR and heat-guided missiles. Doesn't affect active radar.



Chaff system; launchers that dispense a cloud of chaff (small strips of metal) that confuse radar. 3 uses.



The MK3 Clear Skies is the premiere air-superiority fighter of the RUS planetary air force. As it's name suggests, it is mainly an anti-air fighter, focusing on clearing the skies of enemy fighters and bombers.



Fury HGS



Mars Tech



4 fan rotor engines



15000 miles without refuel



Armament



Frontal: 2 Twin linked turreted Browning turrets with 3000 round ammo capacity each, one turreted 20mm cannon 500 round ammo capacity, 2 six tube turreted missile launchers that fire out HE, WP, or AT rockets



Sides: 6 Brownings (3 for each side) 2000 rounds each, missile mounts for 24 heavy missiles (12 each side)



Top: 2 quad linked turret Brownings 4000 rounds each, 4 turreted 12 tube turreted Anti air missile launchers



Bottom: 2 twin linked turreted Browning turrets 3000 rounds each, 4 20mm cannons 500 rounds each, 2 six tube turreted missile launchers that fire out HE, WP, or AT rockets



Back: 2 Browning turrets, 2000 rounds each



Defensive measures:



50 use flare system



Chaff launchers



APS system with 100 rounds



Triple layer armor system, 4 inches each layer



Crew: 22 (1 pilot, 1 copilot, 20 gunners)



The Fury is one of the most insane in atmosphere vehicles devised by the engineers of the RUS. It bristles with guns, and has the same armor an APC would use. All the guns are remotely controlled from inside the ship. The engineers who designed it resolutely deny that they were watching James Cameron's Avatar the night before, and any similarities with a certain giant gunship are purely a coincidence. Furys serve to lead aerial assaults and as a floating area of denial device. As once said by a wise person on the classic forum of 4chan, "Basically, you park it in a place and forget about that place, because it is now Defened".



A-12 Warthog



Mars Tech



Mach 1.5 capable



12000 mile range without refuel



Crew:Pilot, co-pilot



Co-pilot controls missile system



Armament:



GAU-8 Avenger: 30mm autocannon, firing out massive depleted uranium shells. 4200 RPM. Internal ammo supply of 4200 rounds.



6 missile hardpoints. Each one can be armed with either a Hellfire-2 missile, a laser guided JDAM, a heat seeking anti-armor missile, or a rocket pod containing 6 HE rockets.



Has a 6 use flare system.



Based off of the highly popular A-10 Warthog from the United states, the A-12 Warthog is a heavy fire support aircraft. Focusing on an anti armor role, it's cannon and compliment of missiles can reduce multiple tanks into scrap metal. It usually flies at a slow speed, allowing it more time to line up and fire on their targets.



MK5 Sand-Devil



Blackwater



8000 mile range



250 MPH



Crew:Pilot, co-pilot



Armament:



30mm Autocannon, firing out high explosive armor piercing rounds. Controlled by co-pilot. 2000 round internal ammo capacity



2 missile pods, containing 6 HE, incendiary, or white phosporous rockets



2 bundles of AT rockets, with 3 rockets in each one. Uses IR targetting.



Defensive systems:



10 use flare system



1 inch titanium/tungsten armor



The MK5 Sand-Devil is an anti-tank and infantry attack helicopter. Utilizing it's cannon and rockets, it can devastate infantry and armor. However, it's low altitude when in combat compared to other attack craft leave it vulnerable to infantry or armor mounted anti-air weapons.



V5 Albatross



Blackwater



4 tilt rotor engines



Load capacity: 400 tons



Troop capacity:80



Max range: 15000 miles



Crew: Pilot, co-pilot, 2 door gunners



Armament: *NOT SHOWN IN PICTURE*



Two door mounted MV1 cannons, internal ammo supply of 5000 rounds



The V5 Albatross is a heavy transport helicopter designed to transport large amounts of supplies or vehicles into areas too tight to allow the landing of heavier aircraft.



http://www.boeingimages.com/Docs/BOE/Media/TR3_WATERMARKED/3/b/b/c/BI230239.jpg


Blackwater



Mark 3 Chinhook



Load capacity: 120 tons



Troop capacity: 24 troops



Max range: 7000 miles



Crew: Pilot, co-pilot, one door gunner (OPTIONAL)



Armament: One rear mounted Browning, 1000 rounds (OPTIONAL)



A lighter transport helicopter dedicated for smaller transport operations, the Chinhook can still haul a good sized tank and two squads.



Sea-Hawk



Blackwater



Two fan rotor engines



6000 mile range



Capacity:8 troops



Crew: 1 pilot, 1 co-pilot, 2 door gunners



Armament: 2 door mounted RPK-25's, 1000 rounds each



The Sea-Hawk is a light transport helicopter designed to quickly transport single squads into combat. It is unable to carry any vehicles.



V5 Pave-Low



Mars Tech



Range: 15000 miles



Weight capacity: 200 tons, 150 troops



6 use flare system



The V-5 Pave-Low is an absolute behemoth of a plane. It is used to carry massive amounts of supplies and troops to front line operations, and can air-drop even tanks.



Space-Craft



XV-1 Saber



Dyson Corp



Range:10 light seconds



High grade rocket fuel engine, two nozzles. Maneuvering thrusters located around craft.



Armament:



30mm nozzle mounted cannon, 2000 round internal feed



4 missile hardpoints, utilizing either two of the missiles used by the Clear Sky. Large ones have been modified to have a range of 10000 miles, and small ones have a range of 2500 miles.



Defenses: 10 use flare system



Crew: 1 pilot, 1 co-pilot



The XV-1 Saber is the space-superiority fighter of the space branch of the RUS air-force. This advanced fighter is mainly used to deter enemy fighter-bombers, but can also be used in a scouting role.



V5-Striker



Dyson Corp



Two high-grade rocket engines



Range: 25 light seconds



Crew: 1 pilot, 1 co-pilot, 2 gunners



Armaments:



*NOT SHOWN* One roof mounted and one belly mounted twin linked 23mm cannons, remote controlled. Internal ammo feed of 5000 rounds each.



16 missile hardpoints, intended to be equipped with large anti-ship missiles. Missiles are designed to penetrate and then detonate. Can also be equipped with nuclear ordinance.



The V5-Striker is a heavy bomber intended for anti-corvette and cruiser work. It is usually escorted by several swords while it makes an attack run.



Sirius-Class Corvette



Dyson Corp



Deuterium Fusion engine



Range: 5 light years



Slip space drive



Armament:



Spinal mounted 200mm railgun, firing a 10 ton rod of depleted uranium capped with a tungsten penetrator. Fired at 3 percent light with 5 tons of force speed using an electrically charged pair of rails. 8 minute recharge rate, 5 rods



6 Phalanx missile launchers, with 15 anti-ship rockets each. 2 are on the front top of the ship, and there are 2 each for the sides of the ship. Each missile is the size of a car, and can blow through 10 feet of triple layer armor.



6 twin link 300mm cannons. Three are on the back and front of the ship each, and each one fires out a gryo-rocket; the initial charge is a solid block of caseless propellant, while a secondary stage composed of a large rocket on the back activates, launching the shell faster. The shells (Which have a tungesten penetrator) are desgined to detonate after penetration, maximizing damage. Used for closed quarters combat.



24 200mm cannons, 6 on the front and back of the ship, and 6 are on each side of the ship



Defenses:



Triple layer armor, each layer is 3 feet thick.



Cyber-warfare suite, utilizing advanced computers and multiple communications arrays to fill enemy communication channels with junk-data and white noise. Can also display false positives for radar contacts.



Dozens of point-defense autocannons, each composed of twin linked 30mm cannons and a missile pod with 12 anti-fighter missiles. Connected to an IFF system that fires on nearby craft without proper authorization



Sensors: 500 light second active sensors, 50 light second passive sensors



Crew:750



500 meters long, 150 meters wide, 100 meters tall



The Sirius is a "light" spaceship, used to screen carriers and battleships. It is mainly intended for anti-pirate and harassment work, but they can take down heavier ships in numbers.



HALO-class Cruiser



Dyson Corp



Deuterium Fusion engine



Slip space drive



Range: 8 light years



Armament:



Spinal mounted 300 MM railgun, firing a 15 ton DU slug with a tungsten penetration cap at 5 percent light speed, for 8.5 megatons of force, 16 minute recharge rate. 3 rods



One 200 MM railgun for each "arm" of the ship, two in total. 10 ton slug, 3 percent light speed. 8 minute recharge rate, 5 rods each



12 twin link 400mm cannons. 3 in a row for the front, back, bottom front, and bottom back of the ship.



36 200mm cannons, 6 for the front, back, bottom front, and bottom back, and six for each side of the ship



12 Phalanx missile launchers, 15 anti-ship missiles each. Brick of 6 on topfront and topback of ship



4 launch tubes for nuclear "torpedos"; the largest one they can fire is a Minuteman



20 warheads, up to 10 missiles



Dozens of point defense turrets



Hanger space for 12 fighters or 3 bombers



Defenses: Triple layer armor, each layer is 4 feet thick



750 meters long, 450 meters wide, 200 meters tall



Crew:1500



Sensors:1000 light second active sensors, 150 passive



HALO class cruisers (named after the popular 21st century series) are the main attack craft of the RUS navy. Capable of fielding a small fighter compliment, HALO's are not meant to be messed with.



Bull-class battleship



Dyson Corp



Deuturium Fusion engine



Range:15 light years



Slip space Drive



Armament:



Dual spinal mounted 400mm rail-gun, firing a 25 ton DU Tungesten penetrator rod at 8 percent lightspeed for 101 megatons of force. 32 minute recharge rate, 3 rods



Two twin linked 300 mm railguns, 15 ton, 5 percent lightspeed. 16 minute recharge rate, 10 rods



24 Phalanx launchers, 15 missiles each. Brick of 6 for top front, top back, bottom front, and bottom back.



24 twin link 500mm cannons. 6 are fitted in 3 rows of 2 on the front, and the same is for the back, front bottom, and back bottom of the ship.



32 twin link 200mm cannons. 8 for front, back, front bottom, and back bottom of the ship



8 nuclear torpedo tubes, able to fit Fat-Men or smaller



50 Warheads, 15 missiles



Hundreds of point defense turrets



Hanger space for 40 fighters or 10 bombers



Defenses: double triple layer armor (Has 6 layers in total, 3 tungsten, 3 ceramic). Each layer is 4 feet thick



Highly advanced electronic warfare suite



Sensors:



300 light seconds active, 500 light seconds passive



Crew: 4000



1750 meters long, 1000 meters wide, 500 meters tall



This behemoth of a ship is made to annihilate the opposition. Packing enough nukes to incinerate anything vaguely resembling a settlement on the Eastern Seaboard, and railguns that can blow a Sirius Class Corvette in half with one shot, this ship can kill anything resembling a ship.



D-10 Landing Ship



http://khannea-suntzu.zerostate.net/wp-content/uploads/2012/06/prometheus-ship1.jpg


Mars Tech



4 high grade rocket engines, 4 tilt rotor engines



Crew: 6 (Pilot, co-pilot, 4 bridge crew)



Weight capacity: 10000 tons, 1000 troops. Able to carry about 40 tanks, or 2 Gotts



250 meters long, 50 meters wide, 30 meters tall



Defenses: 1 inch thick triple layer armor, 50 use flare system, dozens of point defense turrets



The D-10 is one of the few ships in the RUS navy that can go from orbit to atmosphere. Used for landing actions, and for ferrying troops and cargo to the ground. Usually attached to naval ships. Capable of air-dropping vehicles, and launching aircraft from mid-air to help defend it while landing or provide cover to troops while they secure a staging area.



D-8 Landing Ship



https://s-media-cache-ak0.pinimg.com/736x/88/7a/7b/887a7bf28ec1444e57f821439b199fb6.jpg


Dyson Tech



4 high grade rocket engines, 4 tilt rotor engines



Weight capacity: 500 tons, 100 troops. Able to carry 2 tanks



100 meters long, 25 meters wide, 15 meters tall



Defenses: half an inch thick triple layer armor, 50 use flare system, 12 point defense turrets



A smaller landing ship designed to drop off small amounts of infantry and a few armored vehicles, such as a scouting force or check-up squad. Frequently used by civillian shipping corporations, without the weaponry.



WMD'S



WARNING: FILES RESTRICTED UNDER ORDERS OF HIGH COMMAND



Nuclear Warheads



MFDD-Tactical Nuke



Payload:1 kiloton of TNT



A infantry portable miniature-nuclear weapon. Intended for clearing out entrenched enemies, or for destruction of hardened fortifications.



V4-Hellstorm



Payload:15 kilotons



Tactical nuclear weapon used to destroy enemy divisions with acceptable collateral damage.



W100



Payload:1 megaton



Heavy nuclear weapon used in space combat or for destroying cities.



D-10



Payload: 50 megatons



Able to scorch entire forests, the D-10 is made for absolute destruction.



delivery Platforms:



Patriot missile: Can contain 8 V4 MIRVS/1 W100



Firestorm missile: 16 V4 MIRVS/4 W100 MIRVS



Tsar Missile: 1 D-10



Biological



RUS has access to the entire chemical and biological arsenal of the 21st century world. They have also designed many deforestation agents and anti-fungal agents, to assist in jungle combat.



MUSIC:



When invading planet: Hell march 3



Bayonet charge: Panzerkampf



Space battle: Midway (by Sabaton)



Air battle: Aces In Exile
 
Last edited by a moderator:
Hazeron said:
Empire/Nation Name: Republic of United States


Empire/Nation Location (Which zone your empire lies in, each zone is marked by a number from 1 to 24.): 19



Government: In long thing



Species Name: Humanity



Technological Tier: Mixture of tiers 4 to 2; still uses combustion engines, nuclear, etc. Can travel to other systems, but not galaxies. Fast communication amongst systems using slipspace; however, requires large transmitters and receivers. No teleportation, replication, nanobots, etc. Can create semi-sentient AI's that can develop into truly sapient AI over the course of a year or so. More details in long thing.



Population: 398 million



Colonised planets: Earth (more specifically Russia and most of Europe)



Mars: The planet of iron and fire. Small holdings, mainly composed of mining colonies



Titan: The new middle East of the galaxy; massive deposits of carbon make this the drilling ground for thousands of derricks.



Fleet Strength (In all three ship classes):



5 Sirius class corvettes


1 HALO class cruiser


12 Sabers


1 D-10 landing ship


5 D-8 landing ships


Land Strength:



1.5 million combat personnel, 6 million support personnel


Breakdown of combat personnel:


250,000 are Imitantur Autem


100,000 units of A-1 power armor, which are broken up into 50000 heavy support models, 40000 grenadier models, and 10000 incineration models


Drones:



250000 runners


150000 Goliaths


1 million Quakers


2 million Quakers (combat models)


Armor:



17000 hulks


7000 Badgers


7000 Hellions


10000 Carrions


500 Mjilnors


5000 Morgar Systems 34 artillery pieces


40000 Bobs


200000 Rorschs


Aircraft:


2500 clear skies


5 Furies


600 A-12s


500 Sand Devils


50 Albatrosses


1500 Sea Hawks


80 Pave Lows


400 Chinhooks


Overview (Basic information): In long thing


Physiology (Describe your race, it's defining traits, appearence etc. Feel free to include an image): In long thing



History (Optional - Though preferred): In Long thing



Technology (Give the rest of us an overview of your species' technology, aswell as a ship description): In long thing



Now for the real deal...



DISCLAIMER: NO IMAGES USED IN THIS SPECIES SHEET ARE OWNED BY ME. ALL IMAGES ARE USED FOR NON-PROFIT ACTVIITY (IN THIS CASE, HAVING FUCKING FUN).



[species Sheet]



Name:Homo Sapiens



General Life-Span (Eternal Allowed): 90 years without surgery, several hundred with surgery and augments



Appearance: Human beings have a wide variety in their appearance, but in general they shared a bipedeal humanoid shape with 2 arms attached to their chest, and two legs attached to their pelvis. They have two eyes, a nose, and a mouth with both incisors and grinding teeth. They are generally 5 to 6 feet tall when mature, and are of average build.



Attributes: Human beings are possessed by a strong sense of curiosity. They are known for trying to discover anything they can, and have a long history filled with exploration. With training, they also make adept fighters. They are also quite industrious. They are generally accepting and can be considered an amicable people; however, there are still some racist groups in existence.



History: Humans arose several million years ago on the planet Earth, in the Sol system. For most of the existence of humanity, they lived in extremely simple hunter-gatherer societies. However, around ten thousand years ago, humans began to domesticate plants and animals, allowing them to form advanced civilizations. In the year considered 2030 by their calendar, scientists in Germany discovered how to build viable space elevators, greatly increasing their ability to utilize space. 20 years later, another nation known as Japan discovered the key to space; practical FTL. The Trans-Fukishaw engine (named in honor of it's inventor, Fukishaw Kojima) operates by ripping open a "hole" in space, leading to an alternate dimension referred to as Slip-space. Distances in this dimension are greatly dilated; 100 miles in Slip-space is about a tenth of a light year in real space (meaning a ship that can travel 600 MPH can reach the nearest star to Earth, which is 4 light years away, in seven hours). However, the size of the engines mean it can only be mounted on ships, and Slip-space is filled with exotic radiation, meaning ships must be specially shielded to ensure the survival of the crew. Around this time, Russia and most of the EU united to form the RUS, one of the first modern continental super powers.



[Faction Sheet]



Name:Republic of United States



Type of Government:Representative Democracy



Leader(s): President



Home Planet: Earth, Sol System



Morality: Lawful Neutral



History: Established in 2055 by NATO, the RUS has spread throughout Sol and multiple surrounding systems. It is a capitalistic system, with laws in place to prevent abuse by corporations. Laws are proposed by a house of elected representatives from the colonies, while a President commands the military and heads the government. A senate of 12 judges also goes over laws, ensuring the following the RUS constitution. The main points of the constitution include:



Freedom of religion, speech, and press



The right to bear arms to defend yourself



Rights to protect citizens from governmental abuse



Limits on mechanization of industry to make sure people can still be employed



Synthetic lifeforms that are proven to be fully sapient are considered human and have the full rights of any other citizen of the RUS



Alien lifeforms that are proven to be fully sapient are considered human and are eligible to be granted citizenship to the RUS



They have had many encounters with hostile "swarm races" (non-sapient races characterized by a hive-mind and an insane desire to expand) as they colonized the space around Sol. They have fought fungal, insectoid, and more exotic swarm races, leading to them having a relatively medium sized standing army.



A strange thing about the human race is that there are still multiple nations; the RUS is simply the largest and most powerful on Earth.



Economy: Capitalistic. Paper currency known as Euros. Most space exploration and colonization efforts are privatized.



Organizations:



RUS high command; contains all the command elements of all branches of the RUS military.



RUS air-force;responsible for in-atmosphere aircraft.



RUS Infantry; contains infantry commanders



RUS Mechanized: commands mechanized vehicles



RUS Navy; Commands all spaceborne ships owned by the military.



RUS Central Government: Contains all civic and governmental institutions and positions.



CLASSIFIED UNDER ORDER OF HIGH COMMAND



PLEASE INPUT PASSWORD TO CONTINUE.



*Access Granted*



Loading BOPI files



Burea of Paranormal investigation



Classified organization dedicated to the defense of the RUS from anomalous artifacts. When miners unearth an ancient alien artifact and suddenly start a death cult dedicated to some unknown diety and begin practicing blood magic, these are the guys who cover it up.



They have facilities throughout RUS space. The most "prominent" is Site 7, a secure holding facility on the planet REDACTED, in the REDACTED system. Site 7 stores multiple artifacts currently being studied by the BOPI.



The BOPI maintains a military branch known as the Mobile Task Force. They also maintain a small fleet, usually used for transporting MTF squads and raining down hellfire when a threat is unable to be contained.



Culture: There is a massive variety of cultures in the human race, because of natural geologic borders during humanity's early history. However, several main groups exist. There is a massive amount of mix between the groups, and even then there are massive mixtures in the groups themselves, so this is a rough outline.



European: Characterized by classic (modern day) architecture, a strong sense of innovation, and classic European values, Europeans are a ambitious people who love their ancestors culture. They mainly speak German or english, and follow Christianity.



Neo-Arabic: A strange blend of cutting edge technology and down to Earth values characerize the Arabic people. Arabic people are known for being extremely inventive and strive for modernization, in an attempt to bring back the Golden Age of the Muslim world. Many Arabic cities have skyscrapers next to humble stone Mosques, and traditional Muslim garb goes alongside vests and suits. Liberal Islam is commonly followed, but radicals still exist amongst fringe groups.



Asiatic: Asiatic culture is heavily influenced by ancient Chinese values (due to their prevalence in early human history), leading to many similarities in the region amongst eachother, such as a honor focused society and what is known as "Far East architecture". This has decreased in modern times, but it can still be found in a common respect for elders and a strong sense of pride intheir culture.



Slavic: Located mainly in central and northen Asia, Slavs are an...interesting group, with dozens of different languages and culture. However, they share a common majority of Russian Orthodox christianity, and a efficient style of building. However, they are quickly trying to make up for the damage the USSR did while it was in power.



African: Another mixture of the old and new, African culture has a very homely feel to it; known for their powers in trade, and many of the largest manufacturing corporations are based in Africa due to it's large open space, workforce, and resources.



Technology:



Power systems: Mainly fission and fusion for cities; use of fossil fuels mainly for land vehicles or generators for smaller installations, as well as renewable energy.



FTL: Slip-Stream; utilizes an alternate dimension where distance is greatly dilated in comparison to real space.



Space travel engines: Fusion drive for forward momentum. A deuterium fusion reactor ejects it's plasma out a series of rockets on the back of the ship, propelling it forward at high speeds. Fine maneuvering is accomplished by small rockets firing out compressed air along the ship, and all ships have emergency shaped charges for quickly dodging attacks or getting some extra thrust.



Medical: Shadowrun level genetic and mechanical augmentation, anti-aging treatments, reliable cancer treatment.



Space to surface: Vast majority of space borne ships cannot make planetfall without being trapped. Most movement of cargo is performed by orbital elevators. The only ships that can make planetfall and take off again are large, specialized transports, usually used for military landing operations or for civilian shipping. Smaller shuttles for transporting people are ineffecient for usage as military transports due to their large profile and slow speed.



Industrial: Mostly modern technology for production. Most raw materials are collected from asteroids or large scale ground mining operations.



Corporations



Mars Tech



CEO: Torgue Johnson, 70 years old. Born 2020, March 7th
http://vignette2.wikia.nocookie.net/borderlands/images/6/65/Torgue_Intro_1.jpg/revision/latest?cb=20121121054124


Assests: Mines and factories on Mars, Africa, and other planets



History: Established in 2043 by Torgue Johnson, Mars tech was the foremost provider of mining equipment and a major investor in the mining industry for the first colonies in Sol. However, this changed in 2050, August 3rd, on the day the first slip space engine was succesfully tested. The activation of the engine caused one of the main mining complexes Mars Tech owned on Deimos, one of the moons of mars, to go silent. Unfortunately, Torgue was touring the facility on that day to inspect word of ruins found on the planet. 2 days later, when a recovery team was sent, it was discovered that they had done the impossible; they had unlocked the gates to Hell itself. The facility was overrun by gibbering horrors; however, what they didn't expect was that one man would drive them back. Torgue was determined to not let these Demon motherfuckers take over the facility; he organized the few survivors left to barricade themselves into the repair bay, using mining equipment and mining hardsuits to hold off the demons. Meanwhile, Torgue grabbed a chainsaw, a sawn off shotgun, an automatic rifle, and a set of security armor, and delved into the depths of the facility. He fought his way through hordes of demons, before going into hell itself. He managed to destroy the artifact keeping the gate open, barely escaping Hell before it was locked forever. (Still iamge taken from camera near digsite:
http://static.giantbomb.com/uploads/square_small/12/120457/2136167-3.jpeg) With the portal closed, the remaining survivors decided that it was now their duty to create the biggest, baddest weapons to fight any further threats to humanity. Today, Torgue is now a hardass that personally advertises for Mars Tech's products, and they produce some of the most badass weaponry available.


ARMA Corp



CEO: John Kondrad, Age unknown, Birth Date unknown
http://vignette3.wikia.nocookie.net/specops/images/a/a9/Konrad.jpg/revision/latest?cb=20120713123726


Assests: Arms manufacturing plants across universe



History: Established in 2031 by it's founder Richard Harrison, ARMA Corp was a major weaponry producer on Earth. However, in 2053, a man named John Konrad managed to outmanuever other share holders and acquire the trust of the board, gaining a majority in the company's stocks and being assigned CEO of ARMA corp. It is unknown where he comes from, and any of his background; he showed up one day in the former United States with a large sum of money and an entire mercenary outfit that he identified as "The Damned 33rd". He immediatly set out to expand ARMA corp, outsourcing to foreign vehicle manufacturers and absorbing DHB Industries' Point Blank Body Armor. This allowed them to become one of the largest arms manufacturers in the RUS, with multiple government contracts.



(Prepare for wall of text)



General tactics: RUS tactics rely on heavy amounts of support and electronic warfare. Command structures are high priority targets, and electronic warfare forces will incessantly attack enemy communications and guidance systems. Combat wise, infantry rely on Fire and Manuever tactics, using heavy volumes of fire to suppress enemies, while another group advances on the enemy. Once there, the advancing squad will either flank the enemy to cut them down from an angle where they aren't protected by cover, use grenades to kill them, or in rare cases, advance into melee combat. Artillery, air support, and orbital bombardment are also heavily used during Fire and Maneuver, replacing the advancing squad; a squad suppresses the target, before requesting a strike on the target's position. Trapped by the supressive fire, they will hopefully be destroyed by the attack.



Armored vehicles are ALWAYS supported by infantry riding in APC's to help screen for infantry and prevent flanking, along with IFV's. However, these tactics require large amounts of supplies to support, and a massive support unit. A regular army group requires many mechanics, drivers, and other such personnel to keep the army supplied.



Infantry



Equipment



AV-73



Frontier



An...unorthodox melee weapon, the AV-73 can best be described as a chainsaw with a sword handle. For safety reasons, one edge of the blade (the one facing the wielder) has a cover built in. Usually used in close quarters jungle combat by the especially insane.



Tru-Steel Machete



Frontier



Military Grade Machete made with a tungesten-steel alloy, making it hard and still letting it have a thin blade. Can be used to cut (studs on back of blade), chop, or carve. Standard equipment for jungle operations. Very good at killing eldritch abominations or parasitic aliens.



Parachute



ARMA corp



Literally just a parachute. Used by paratroopers, or orbital troopers (they parachute from orbital landers. Yes, they are that insane.)



Tactical flash-light



ARMA corp



Steel frame heavy duty flashlight designed to be used in any environment. Watertight, vaccum resistant, and comes with a spike for insertion into the ground. Standard issue.



M3-Combat knife



Frontier



Tempered steel combat knife. Standard issue. Can also function as a bayonet.



MT-37



http://vignette4.wikia.nocookie.net/avp/images/5/59/Alien-motion-tracker.png/revision/latest?cb=20120217202431


Dyson Tech



With a range of 40 meters, the MT-37 is a valuable tool in close quarters or urban combat. It is capable of detecting motion; however, this can be a detriment when in industrial areas, due to machinery.



http://www.darkknightarmoury.com/images/Product/large/MCI-2878.png


ARC-Riot Shield



ARMA corp



A heavy riot shield used in CQC and riot control. Capable of stopping 15 7.62x39mm rounds.



M5-Laser Designator



ARMA corp



Laser designator used to call in guided munitions. Rugged and waterproof. Has minor EMP hardening.



M80-Anti personnel mine



Mars tech



Area of denial device. Buried underground and activated; when the sensors on top indicate movement, it launches four charges through the ground and into the air, where they will detonate, sending lethal shrapnel flying in a 180 arc around it. Range of detonation is variable, allowing you to detonate it at knee, stomach, head, or any other level up to 10 feet. Can be fitted with incendiary and white phosporous explosives.



Also comes in an anti-tank variety, where the 4 launch tubes are replaced with one large launch tube that shoots a heavy AT charge directly upwards into the bottom of a passing vehicle. Has anti-tamper systems that causes the device to detonate if not properly disarmed.



Weaponry and Armor



RUS weaponry is designed to be reliable and highly modifiable. They purely use kinetic weaponry; while lasers have better penetrative power, the fact that the beam doesn't tumble or expand while it goes through the body means that it doesn't deal as much actual damage as a bullet. Overheating issues and limited range due to energy dispersion have also blocked their attempts to make reliable laser weaponry.



http://4.bp.blogspot.com/-hg8yjhmXHuw/Ty1CNFFsJOI/AAAAAAAACOM/WP8cDr60TQg/s1600/M82_Assault_Rifle.jpg


AR-34



Black Water



7.62×39mm



30 round magazine



700 RPM



This reliable assault rifle is the main weapon of the RUS infantry corps. Utilizing a bullpup design to cut down on weight, it is highly customizable, with multiple grips for attachments, including:



Large selection of scopes, under-barrel launchers/shotguns, laser sights, multiple barrel attachments.



The round can penetrate most modern body armor in several shots from standard engagement range (150 meters)



Jurgen 14.5



Black Water



14.5 x 114mm APFSDS



5 round magazine



Semi automatic, bolt action



The Jurgen is the premiere long rifle of RUS forces, wielded by marksmen. The massive armour piercing rounds resemble a large needle, and are constructed out of depleted uranium. A single shot from one of these will turn a man's torso into a bloody mist, or penetrate the rear armor of some lightly armored vehicles.



.338 Surton



http://i.imgur.com/cHq8YfW.jpg


Frontier



.338 Lapua



10 round magazine



Semi automatic, bolt action



The .338 Surton is a long range, anti infantry sniper rifle. The .338 Lapua round gives it a good mixture of range and power, allowing it to smash through standard infantry armor in one shot.



MP30



ARMA Corp.



9mm



900 RPM



45 round magazine



The light MP09 is usually used by scouting forces, military police, support defense units, and as a secondary weapon by heavy weapon users. Very ineffective against any form of body armor.



Hellstorm Flamethrower



Mars Tech



Napalm-liquid gas mix



Effective range of 40 meters



Canister contains enough fuel for 10 seconds of consecutive fire. Backpack mount contains enough fuel for 2 minutes of fire.



Seemingly out of place on the modern battlefield, this terrifying weapon still excels in close quarters combat and in clearing fortifications. It is also highly effective against the myriad swam races RUS faces.



KSV 5 semi-automatic shotgun



https://s-media-cache-ak0.pinimg.com/736x/9d/54/b0/9d54b0f68acfe2d344b377559bb6e29d.jpg


ARMA Corp.



12 gauge buckshot/flechette/grenade/slug



12 shell capacity



Semi-automatic



50 yards effective range



This advanced CQC weapon is constructed out of a plastic polymer for high strength. It is effective in clearing buildings or tunnels, and has a wide range of shells available, some of which are listed above.



Mataba 45



Redirect Notice


Black Water



.308



6 shot cylinder



Revolving



Issued to officers as a sign of rank, the Mataba 45 is a heavy hitting self defence weapon that can easily drop unarmored targets.



Raven handgun



Black Water



10mm



semi-automatic



15 round magazine



The standard sidearm of RUS military forces, the Raven is intended as a weapon of last resort. Soldiers normally carry only 3 extra magazines for their sidearm.



Grenades



Frag (M100, ARMA corp): 15 meter kill radius, hundreds of fragments of shrapnel
https://s-media-cache-ak0.pinimg.com/736x/00/92/92/009292d121462fc37a3090aac86d5792.jpg


Incendiary (M100-I, Mars Tech): Napalm, 10 meter radius, 1500 to 2200 degrees fahrenheit
http://i.imgur.com/UBWX6.jpg (On right)


Smoke Screen (M100-S, ARMA corp): 30 meter smoke radius
http://i.imgur.com/UBWX6.jpg (On left)


Flashbang(M100-F, ARMA corp): Causes temporary blindness and deafness



RPK-25



http://robinkarlsson3d.com/img/content/sf-machinegun/machinegun-lp1-xl.jpg


ARMA Corp



7.62x39mm



Automatic



125 round drum magazine, 500 round belts for usage when mounted



The son of the RPK series of machine guns, the RPK 25 is a general purpose machine gun, able to be carried by infantry as an LMG or mounted onto a tripod for use as a medium machine gun. Packing as much punch as an assault rifle, the RPK-25 is not a gun to be trifled with.



Browning .50 machine gun



https://s-media-cache-ak0.pinimg.com/736x/50/42/e8/5042e8ed7a86467952b1346ffb1a8ecc.jpg


Mars Tech



12.7x99mm rounds



900 RPM



500 round box magazine, much higher if attached to internal ammo supply



The longest used weapon in history, the Browning has proven itself to be a reliable, effecient, and deadly weapon system for longer than an entire century.



XM30



http://img02.deviantart.net/8e4b/i/2008/037/2/7/grenade_launcher_by_biometal79.jpg


Black Water



A 6 shot, revolving cylinder grenade launcher. Launches 40mm grenades for anti-infantry purposes. Can be equipped with fragmentation, HE, incendiary, or WP rounds. Comes with an internal range finder that lets it detonate at any range.



M5 Multi-threat system



ARMA Corp.



One AT or AA warhead



Effective range: 800 meters



The M5 is a multi-purpose anti vehicle weapon. It can be fitted with a HEAT round designed to penetrate the armor of a tank and kill the crew, or a proximity air burst warhead designed to destroy aerial vehicles. It has a back-blast of about 20 feet.



Power Armor weaponry and equipment: Weapons too large to be fired by unarmored humans. Mainly made by Mars Tech



http://orig13.deviantart.net/31f6/f/2012/133/7/0/flamethrower_aft_2l_heat_by_karanak-d4zkm49.jpg


Incinerator



Mars Tech



Napalm/gasoline mix



50 yards effective range



A massive flamethrower that literally cannot be held up by normal humans. Can melt through hordes of infantry, and slag light vehicles.



http://www.darkknightarmoury.com/images/Product/large/MCI-2878.png


ARC-PA Shield



A massively upscaled version of the ARC shield, it is capable of surviving 100 7.62x39mm rounds or 1 12.7mm round



XM35-PA



https://s-media-cache-ak0.pinimg.com/736x/b8/d7/38/b8d7387ee8e24850590007b6ef23964b.jpg


Mars Tech



A collobartive effort with Black Water, the XM35 is a special grenade machine gun for use by troops in power armor. It fires out 40mm grenades at a rate of 80 rounds a minute, and an internal range finder allowing them to detonate at any range. Comes with fragmentation, HE, WP, or incendiary grenades.



MR24



http://img14.deviantart.net/cf16/i/2011/234/e/3/grenade_concept_by_s620ex1-d47ituz.png


A massively oversized hand grenade the size of a water bottle, it is designed for usage by people in power armor. The top of the grenade has to be twisted to arm it, before pushing the button. Has an effective kill radius of 30 meters



Mataba 47



http://i684.photobucket.com/albums/vv206/Hardwarejunkie/2425215a-6a51-4804-8b9f-7c93098830ce.png


Black Water



A massive handcannon designed for use by PA troopers. It fires 14.5mm armor piercing rounds, and has a cylinder with enough room for 6 rounds. Will snap a man's arm without PA.



https://s-media-cache-ak0.pinimg.com/736x/18/dd/62/18dd62d87839787e5697f5431830f067.jpg


RM-45 Standard Issue Combat Vest *KNEE PADS AND ELBOW GUARDS NOT SHOWN IN PICTURE*



ARMA corp.



Including a helmet with an integrated Heads up display, the standard issue armor of the RUS infantry corps is an all around good suit of armor. The chest armor is a empty frame that can be inserted with a variety of armor plating; different sizes and strengths are used depending upon the situation. The common plate is a solid block of specialized ceramics that shatter on impact to spread the force of the bullet around, coated by a layer of steel. It can stop around 5 7.62x39 rounds at standard engagement range. It has enough space for around 12 magazines, several grenades, a bayonet, and a sidearm. It comes in multiple camouflage patterns, including digital, jungle, desert, and many more. The uniform underneath is made out of a high strength synthetic fabric that traps heat and is easy to wash. Comes in as many color variants as the armor itself.



Heavier versions with full limb protection are available.



Also comes with an optional hazmat variant; a enclosed hazmat suit with integrated air filter and air supply, made out of flak weave, and with metal reinforced boots. Chest plate and full limb armoring cover the suit.



http://img00.deviantart.net/61f6/i/2015/103/e/8/uscm_flight_crew_uniform_by_wolff60-d8o56q4.png


Flight uniform



Dyson Tech



Standard issue for all pilots; it has specialized heating coils to ensure the pilot stays warm while in-flight, and are equipped with equipment that helps prevent pilots from falling unconcious during high stress, high speed maneuvers.



http://vignette3.wikia.nocookie.net/tomclancy/images/9/93/Spetsnaz-guard-brigade.jpg/revision/latest?cb=20100806044613


Winter combat gear



Frontier



Consists of a snow white uniform, snow white standard combat armor, and snow pattern cold weather jacket. Also comes with choice of fur cap or hood.



Mark 1 Stealth Suit



Dyson Tech



This advanced suit of armor is intended for cover operations. It is a stripped down version of standard issue body armor, with the inclusion of a black undersuit. Every single inch of the armor is covered in micro cameras and screens. Each screen broadcasts the footage from the camera behind it, giving the wearer the appearance of being see-through. The armor also changes it's heat to match it's surroundings, helping to fool IR sensors.



LG Sniping Armor



Frontier



http://4.bp.blogspot.com/-A5VIBdxRGbc/UhYC5UeR-VI/AAAAAAAAAcw/2rghqHHil5M/s1600/Helmets.jpg


A modified form of the RM-45, LG armor is designed for long distance engagements. Heat sinks in the armor help disguise heat, and a complicated array of computers and sensors in the helmet assist with target acquisition and aiming.



MK23 Low Pressure atmosphere suit



Dyson Tech



http://img08.deviantart.net/a825/i/2014/324/1/5/space_suit_designs_by_anthon500-d871spn.jpg


Advanced space suit hardened to resist punctures and radiation, which is very common in space.



Naval Uniforms



Various



http://img08.deviantart.net/65c4/i/2010/277/4/f/alliance_navy_uni_redux_wip_4_by_madeinjapan1988-d302v54.jpg


Uniforms issued to naval personnel



http://media.moddb.com/images/games/1/10/9998/Jetpack_Concept.jpg


Frontier



Harrier Jetpack



A light jetpack given to some soldiers in terrain that can require the use of a jetpack. It has enough fuel for 2 minutes of continuous flight, and can hold up a grown man in full combat gear.



Power Armor: The RUS fields several models of power armor. Power armor is controlled by the operator through a nueral interface that allows them to move the armor like it is an extension of their body, and use onboard systems without physical input.



A1 Model (
http://orig09.deviantart.net/e149/f/2015/288/f/1/cod_ghost___juggernaut_for_xnalaraxps_by_kalash_1947-d9cdh8u.jpg): 7 feet tall. Produced by Mars Tech. Has a series of servo-motors that enhance the wearers strength, allowing them to flip a car and lift 15 times their body weight. Protection is offered by a series of extremely thick padded titanium-tungesten plates, with a heavy flak underweave. Hazmat variety comes completely self contained. Armor plating is capable of withstanding 300 rounds of 7.62, or 1 12.7 (.50) shells. Actual armored vehicles beat it in every way, and anything vaguely resembling an anti-armor weapon will easily defeat it. Can maintain a slow walking pace of 3 MPH, and a running pace of 7 MPH. Runs off of pre-charged energy cells, powering the armor for 24 hours of intensive activity. Comes with an inbuilt HUD that counts the amount of ammo in the integrated weapons, integrity of the suit, and environmental conditions.


B1 Model (
http://vignette1.wikia.nocookie.net/blacklighttangodown/images/b/b8/BLR_Hardsuit_White.jpg/revision/latest?cb=20130313083807): 8 feet tall. Also produced by Mars Tech, the B1 model of power armor has improved defensive capabilities over the A1 model. It's armor can resist 500 rounds of 7.62x39mm or 3 12.7 rounds. It also has a nuclear fuel cell, allowing it to operate for several days without recharge. Like the A1 model, it has a HUD. It also allows the wearer to lift 30 times their body weight. However, it can only move at a slow pace of 3 MPH; it cannot sprint at all. To offset this, it has built in jump jets, allowing it to reach the upper stories of building or quickly jet across the ground. Has a built in motion tracker with a range of 40 meters.


A1-Heavy Support Model



Mars tech



Issued to heavy gunners. Mainly used in close quarters and urban combat as a mobile firing platform.



2 MR24s



Optional upgrades:



Extra armoring that increases durability by 100 shots of 7.62x39mm and 2 12.7, but makes it impossible to run.



Jetpack attached to back of armor with two minutes of fuel; however, it makes the armor even more bulky and has to be removed first before removing the ammo container on the back of the armor, slowing down reloading



Shoulder mounted 20mm cannon, single shot, 30 rounds, airburst HE



A1-Incineration Model



Mars tech



Issued to troops going into close quarters combat against Swarm Races or in jungles, the incineration variant of the A1 fields an Incinerator into combat. Comes with extra insulation to resist high temperatures, and improved air filters to prevent carbon dioxide poisoning.



2 MR24s, 2 MR24s (incendiary model)



Optional Upgrades:



Back mounted fuel tank, 10 minutes of fuel. Extreme explosion hazard



Wrist mounted ARC-PA riot shield, extendable



Wrist mounted AV-73 (cannot be taken with ARC-PA)



A1-Grenadier Model



Mars Tech



A heavy anti-infantry PA unit, Grenadiers are designed to ruin anything vaguely resembling a soft target. Able to turn entire bunkers into shrapnel filled deathtraps, they excel at clearing out infantry.



Optional Upgrades:



Wrist mounted ARC-PA riot shield, extendable



Unit Composition



RUS ground forces operate with the same command structure of the former USA, described here Military organization - Wikipedia, the free encyclopedia.



Standard infantry loadout:



Standard issue body armor



2 Fragmentation grenades



Melee weapon



Bayonet



Entrenching shovel



Days worth of food and water



Raven handgun, 3 reloads



Non support weapon chosen for specific situation, 10 reloads. Includes assault rifles and shotguns.



Smoke Grenade (optional)



Support grenades (optional)



Support unit



Body armor



2 fragmentation grenades



(One):LMG, flamethower, XM30, rocket launcher



5 reloads for LMG, 10 canisters or fuel tank for flamethrower, 5 of each rocket for Multi Threat Response launcher, 24 grenades of various types



SMG with 10 reloads



Rations



Smoke Grenade



Melee weapon



Anti-fungal response squad



Same as support unit, but always equipped with a hazmat suit and a flamethrower with a backpack mounted fuel tank.



Support team



Squad of 3 men, with standard infantry loadout. They also carry either a portable mortar or a MV1 in separate parts, along with a sizable amount of ammunition.



Marksman team



One support unit armed with an LMG and normal gear for supression and defense of sniper



One sniper equipped with normal infantry gear, LG Armor, switching out the main weapon for either an anti infantry or anti material rifle with 10 magazines. They are also equipped with laser designators.



A-1 Heavy Gunner



Belt fed Browning with a 1000 round ammo backpack



Shoulder mounted rocket launcher (5 HEAT, 5 HE)



2 MR24's



1 AV-73



Mataba 47, 6 speed loaders



Any optional equipment for that model



A-1 Incinerator



Incinerator Unit, 5 tanks for 1 minute (or 10 minute back mounted tank)



2 MR24's



1 AV-73



Mataba 47, 6 speed loaders



Any optional equipment for that model



A-1 Grenadier



1 XM35 with a 400 round backpack



4 MR24's



1 AV-73



Mataba 47, 6 speed loaders



Any optional Equipment for that model



Combat engineer



Shotgun or SMG, with 10 reloads each



Combat knife



1 day of rations and water



Standard combat armor



Tools for bypassing electronic and mechanical locks, including cutting barbed wire



Several satchel charges or antipersonnel mines (optional)



Fortification tools



EOD unit



Power armor, with no attached weaponry and extra armor plating



Defusal tools



Covert-Op's unit



One Stealth Suit



Machete



Suppressed Raven, 3 magazines



Suppressed MP09, 10 magazines



Laser designator



4 satchels of C4



Vehicles



V5 Hulk



ARMA Corp



This 4 tracked tank is designed to be able to conquer any terrain. The tracks give it unparalleled traction and suspension, allowing it to traverse even the rockiest terrain. It has 3 layers of armor: a 8 inch thick layer titanium-tungesten alloy, a 8 inch thick layer of ceramic plating designed to spread out the force of an impact to reduce penetration, and a second 8 inch thick layer of titanium-tungesten alloy. It is angled at strategic areas to increase the chance of richochet. The surface of the armor is also coated in bricks of high-explosive; when a projectile of sufficient mass and velocity strikes it, the brick detonates, sending out an explosive blast that either nuetralizes or negates some of the energy of the projectile. The armor is held at an angle, increasing the chance incoming projectiles will ricochet off. It is powered by a high grade diesel turbine, and can sustain a pace of 60 MPH on flat roads, and around 40 on rough terrain.



Crew:1 commander, 1 gunner, 1 pilot



Armanent: Pintle mounted Browning, 500 round box magazine



Coaxial RPK-25 pounder, autoloader containing 2000 rounds



Hull mounted RPK-25, autoloader with 2000 rounds



120 MM rifled cannon (Can fire HEAT, SABOT, canister, or HE). Can carry up to 80 shells in total, of any mix of shell types



Defensive systems:



Active defense system; a miniature "grenade launcher" on top of the tank is hooked up to a series of sensors around the tank. When it detects incoming projectiles, it fires a high speed grenade at the incoming projectile in an attempt to redirect or detonate it. It is ineffective against multiple targets coming from different directions, or kinetic perpetrators (SABOT shells). Connected to an internal supply of 25 grenades.



Smoke grenade launchers: Two three barreled grenade launchers on the front of the tank fire out smoke grenades. The smoke, besides hiding the vehicle from view, also fools IR sensors and smart missiles.



Badger IFV



Blackwater



A fast and light vehicle designed for anti-infantry work. During armored assaults, they ensure that the MBT's are protected from infantry attempting to flank them. It has much lighter armor than the Behemoth, with each layer only being 4 inches thick, to reduce weight. It is powered by a high performance gasoline engine.



Crew: 1 pilot/commander, 1 gunner



Armanent:



25mm cannon, with an internal ammo capacity of 600 rounds.



Coaxial RPK-25, 2000 round internal ammo supply



Two rocket pods attached on either side of the turret, each one containing six rockets. They can fire incendiary, high explosive, or white-phosphorous. A pod can be replaced with a single shot anti-tank TOW launcher.



Equipped with an active defense system that is weaker than the MBT mounted versions.



Hellion APC



ARMA corp



A large APC designed to support MBT's during advances, it has a medium amount of armor. Each layer is 4 inches thick. It also has an APS system, and explosive reactive armor. It has a ram on the front for clearing debris during urban operations, and its wheels are designed to be able to handle sudden elevation changes (going over wrecked cars, rocks, etc.). Powered by a diesel engine.



Armament:



25mm auto cannon, designed to deal with infantry. It fires high explosive shells, and has an internal auto loader with 900 rounds.



Two barreled turret mounted TOW launcher.



Coaxial RPK-25, 2000 round internal ammo supply



Crew:1 pilot, 1 gunner



It can carry around a squad's worth of infantry.



Carrion Mobile AA



ARMA corp



A tracked, mobile AA platform used to protect mobile forces from air attack. It has armoring as strong as an APC. It is equipped with a high power radar that can detect planes up to 5 miles away. It uses a gasoline engine.



Crew: One pilot, one gunner



Armanent:



Quad-linked 23mm cannons, with an internal ammo supply of 4000 rounds. Used to fill the air with an ungodly amount of lead.



4 rocket pods. Each one contains 16 air-burst rockets, designed to either shred planes apart with the shrapnel from their detonation or knock them around with the blast wave.



https://s-media-cache-ak0.pinimg.com/736x/a3/8e/d8/a38ed813a4dc473237dab01a3e98160a.jpg


Mjilnor Mobile Artillery



Mars Tech



This all terrain vehicle is designed to set up behind the front lines and bombard enemy troops and fortifications. Each round is guided by a targetting computer, increasing accuracy.



Crew:1 driver, 1 loader, 1 gunner, squad assigned to defend it



Armament: 120 MM rifled cannon, capable of firing HE, white phosphorous, smoke, or chemical shells. It can hold 45 shells in internal storage. Range of 40 KM.



Rocket Variant



Cannon can be replaced by 24 cylinder heavy rocket launcher capable of firing cluster, HE, white phosporous, or chemical rockets. Has a range of 60 KM, but takes longer to reload.



http://www.indiastrategic.in/image/img_628.jpg


Morgar Systems 34 artillery piece



ARMA corp



Produced by a sub-division of ARMA corp, the Morgar Systems 34 is a vehicle towed 120mm artillery cannon, intended to be put in entrenched positions.



Crew: 1 loader, 1 gunner



Armament: 120mm rifled cannon, fires HE, WP, Smoke, or chemical shells



M4 "Bob"



Frontier



Named for the way it bobs up an down when going over rough terrain, the M4 is a heavy duty transport truck. Capable of hauling up to 10 tons, these trucks are the backbone of RUS ground supply lines. It can be converted to hold a large gas tank, or up to 20 men in the back.



Powered by a diesel engine.



https://s-media-cache-ak0.pinimg.com/736x/cf/92/7f/cf927f844961c3bd94e8b9ff7b353137.jpg


Rorsch Humvee MK2



Blackwater



This lightly armored transport vehicle is used to safely transport single fireteams during combat situations, usually in urban areas. Equipped with a 5 shot active protection system (only rated against light anti-tank rockets), 1 inch thick single layer titanium-tungesten armor, bulletproof glass, and blast-protected undercarriage.



Crew:1 driver, 1 gunner



Armament: Pintle mounted Browning, uses box magazines OR XM35 with 50 round magazines OR RPK-25 with box magazines



Wunder Weapons



Rare, extremely powerful vehicles that can annihlate anything in their path. May or may not be designed after binges of science fiction movies and old Nazi blueprints.



WW Gott



Mars Tech



Based off of German "Wunder Weapon" designs (and maybe one or two science-fantasy novels), the V1 Gott is an ungodly killing machine. It is the size of a two story suburban house, and covered in weapon emplacements. Modern materials and power supplies enable to to actually be a feasable combat vehicle, and improvements in anti-air weaponry have negated the threat airplanes face to tanks as large as this. Deployed in wide open areas to remove anything vaguely resembling an armed vehicle. Usually acts as the command vehicle of an armored regiment. Powered by several high grade diesel engines; can manage about 30 MPH on flat roads, and 15 on rough terrain



Crew: 1 commander, 1 pilot, 30 gunners



Armament: 480mm rifled cannon, mounted onto a limited rotation turret. Can carry up to 200 shells in total



24 hull mounted RPK-25's, covering all sides of the vehicle. 2000 rounds each



Coaxial 30mm cannon, 4800 round autoloader



4 hull mounted Brownings, 1000 rounds each



Pintle mounted Browning; uses box magazines



2 turreted 20mm cannons to the sides of the main cannon, 240 degree rotation. 1000 rounds each



2 back mounted Anti-air rocket pods, on small extendable platforms for use when immobile. 24 rockets each. Also have twin linked 23mm cannons, 2000 rounds each



Frontal hull mounted rocket cannon, firing out a massive 400mm rocket propelled explosive shell. Based off of the main cannon of the German Sturmtiger.



Defensive systems:



Sloped, double triple layer armor; each layer is 1 foot thick. Also equipped with explosive reactive armor



Multiple APS launchers all across vehicle, providing protection from attacks from all sides



Smoke launchers



WW Far Tod



https://s-media-cache-ak0.pinimg.com/736x/be/71/1d/be711dc90c6046c1902e1fd52728bd86.jpg


Mars Tech



Another German design, the Far Tod is infact a Carl Gustav (one of the few German superweapons that made it past the planning stages) upgraded with modern materials to increase it's lethality. Usually escorted into battle by other forces.



Crew: 1 gunner/pilot



Armament: Rocket propelled 600mm mortar, range of 70 km. A single shot can destroy several houses. No internal ammo storage, loaded by ammo crane and hauled in shells



Drones



RUS makes usage of many types of drones to augment their infantry forces. RUS drones usually act independantly, but can be remote controlled.



Quaker R43



Dyson Corp



4 fan rotor engines



The Quaker R43 is an unarmored, small drone used for recon in urban combat scenarios. A camera mounted on the front relays information to soldier's HUDS, allowing them to spot enemies and monitor the flow of battle more easily. The drones are about the width and length of a human torso, and can fly for several days without recharge. Comes with thermal, IR, and NV modes.



Quaker R43-C



4 fan rotor engines



Belly mounted, turreted 400 round MP09



A lightly armed version of the Quaker R43, the C model is made for taking care of infantry and security. They are usually deployed in swarms of dozens to hundreds of drones. The engineers in the drone design department deny hosting weekly matches of old Call of Duty games.



Goliath CD



Mars Tech



Quadrapedal



Top mounted turreted Browning, 1000 rounds



Tow missile launcher



Frontal mounted flamethrower, 4 minutes capacity



6 missile rocket pod, loaded with HE or WP



Protection: 4 inches titanium-tungesten composite



Smoke launchers



Operates for 48 hours without recharge



The Goliath is an infantry support drone that is used for supression and light anti-armor work. It can be used for transporting ammunition on it's topside. It's legs are able to navigate jungles and rubble strewn cities, allowing it to travel where most vehicles cannot.



Runner Mk4



http://www.bulgarov.com/images/ScoutDogs_02.jpg


Dyson Corp



A scouting and search and rescue robot, the Runner is unarmed and lightly armed. Many units are equipped with basic AI modules that can eventually adapt into full sentience, up to the emotional range and intelligence of a dog. Comes with a head mounted camera with IR and NV modes.



Imitantur Autem V6



https://i.kinja-img.com/gawker-media/image/upload/s--C_I5w4py--/c_scale,fl_progressive,q_80,w_800/190fp1czt6al8jpg.jpg


Dyson Corp



A combat android designed to augment human forces, the Imitantur is equipped with a self learning artifical intelligence that can eventually grow to a full human conciousness. Each unit is given a monthly turing test, and once it unanomiously passes it it is declared a full citizen of the RUS and allowed to choose it's own career; if it chooses to leave the military, it's conciousness is transfered into a demilitarized shell. The militarized Imitantur shell is a tungesten-steel composite frame, with hydraulics granting it the strength of 15 men. The AI core is located inside of it's chest, along with a rechargeable 48 hour battery. The 'chest' of the chassis can survive 2 7.62x39mm rounds at standard combat range, and they are generally equipped with standard issue armor to increase their survivability. The "eye" on the front has up to 3 times the power of the human eye, and comes with NV, IR, and a HUD built in.



Aircraft



RUS maintains a large air-presence during any ground operations. RUS vehicles designated as aircraft are flying vehicles unable to operate out of atmosphere. They are used for fire support and transport.



MK3 Clear Skies



Dyson Corp



2 jet-turbine engines



Mach 2.5 capable



Range:10000 miles without refuel



Armament:



Twin 20mm cannons, internal ammo supply of 1000 rounds



4 missile hard points. Each one can accept either a bundle of 3 heavy, long range anti-air missiles, or a missile pod containing six shorter range light anti-air missiles. Both are heat seeking. Long range has a range of 8 miles, short range a range of 4 miles.



Defensive measures:



6 use flare system; dispenses a series of multiple flares used to confuse IR and heat-guided missiles. Doesn't affect active radar.



Chaff system; launchers that dispense a cloud of chaff (small strips of metal) that confuse radar. 3 uses.



The MK3 Clear Skies is the premiere air-superiority fighter of the RUS planetary air force. As it's name suggests, it is mainly an anti-air fighter, focusing on clearing the skies of enemy fighters and bombers.



Fury HGS



Mars Tech



4 fan rotor engines



15000 miles without refuel



Armament



Frontal: 2 Twin linked turreted Browning turrets with 3000 round ammo capacity each, one turreted 20mm cannon 500 round ammo capacity, 2 six tube turreted missile launchers that fire out HE, WP, or AT rockets



Sides: 6 Brownings (3 for each side) 2000 rounds each, missile mounts for 24 heavy missiles (12 each side)



Top: 2 quad linked turret Brownings 4000 rounds each, 4 turreted 12 tube turreted Anti air missile launchers



Bottom: 2 twin linked turreted Browning turrets 3000 rounds each, 4 20mm cannons 500 rounds each, 2 six tube turreted missile launchers that fire out HE, WP, or AT rockets



Back: 2 Browning turrets, 2000 rounds each



Defensive measures:



50 use flare system



Chaff launchers



APS system with 100 rounds



Triple layer armor system, 4 inches each layer



Crew: 22 (1 pilot, 1 copilot, 20 gunners)



The Fury is one of the most insane in atmosphere vehicles devised by the engineers of the RUS. It bristles with guns, and has the same armor an APC would use. All the guns are remotely controlled from inside the ship. The engineers who designed it resolutely deny that they were watching James Cameron's Avatar the night before, and any similarities with a certain giant gunship are purely a coincidence. Furys serve to lead aerial assaults and as a floating area of denial device. As once said by a wise person on the classic forum of 4chan, "Basically, you park it in a place and forget about that place, because it is now Defened".



A-12 Warthog



Mars Tech



Mach 1.5 capable



12000 mile range without refuel



Crew:Pilot, co-pilot



Co-pilot controls missile system



Armament:



GAU-8 Avenger: 30mm autocannon, firing out massive depleted uranium shells. 4200 RPM. Internal ammo supply of 4200 rounds.



6 missile hardpoints. Each one can be armed with either a Hellfire-2 missile, a laser guided JDAM, a heat seeking anti-armor missile, or a rocket pod containing 6 HE rockets.



Has a 6 use flare system.



Based off of the highly popular A-10 Warthog from the United states, the A-12 Warthog is a heavy fire support aircraft. Focusing on an anti armor role, it's cannon and compliment of missiles can reduce multiple tanks into scrap metal. It usually flies at a slow speed, allowing it more time to line up and fire on their targets.



MK5 Sand-Devil



Blackwater



8000 mile range



250 MPH



Crew:Pilot, co-pilot



Armament:



30mm Autocannon, firing out high explosive armor piercing rounds. Controlled by co-pilot. 2000 round internal ammo capacity



2 missile pods, containing 6 HE, incendiary, or white phosporous rockets



2 bundles of AT rockets, with 3 rockets in each one. Uses IR targetting.



Defensive systems:



10 use flare system



1 inch titanium/tungsten armor



The MK5 Sand-Devil is an anti-tank and infantry attack helicopter. Utilizing it's cannon and rockets, it can devastate infantry and armor. However, it's low altitude when in combat compared to other attack craft leave it vulnerable to infantry or armor mounted anti-air weapons.



V5 Albatross



Blackwater



4 tilt rotor engines



Load capacity: 400 tons



Troop capacity:80



Max range: 15000 miles



Crew: Pilot, co-pilot, 2 door gunners



Armament: *NOT SHOWN IN PICTURE*



Two door mounted MV1 cannons, internal ammo supply of 5000 rounds



The V5 Albatross is a heavy transport helicopter designed to transport large amounts of supplies or vehicles into areas too tight to allow the landing of heavier aircraft.



http://www.boeingimages.com/Docs/BOE/Media/TR3_WATERMARKED/3/b/b/c/BI230239.jpg


Blackwater



Mark 3 Chinhook



Load capacity: 120 tons



Troop capacity: 24 troops



Max range: 7000 miles



Crew: Pilot, co-pilot, one door gunner (OPTIONAL)



Armament: One rear mounted Browning, 1000 rounds (OPTIONAL)



A lighter transport helicopter dedicated for smaller transport operations, the Chinhook can still haul a good sized tank and two squads.



Sea-Hawk



Blackwater



Two fan rotor engines



6000 mile range



Capacity:8 troops



Crew: 1 pilot, 1 co-pilot, 2 door gunners



Armament: 2 door mounted RPK-25's, 1000 rounds each



The Sea-Hawk is a light transport helicopter designed to quickly transport single squads into combat. It is unable to carry any vehicles.



V5 Pave-Low



Mars Tech



Range: 15000 miles



Weight capacity: 200 tons, 150 troops



6 use flare system



The V-5 Pave-Low is an absolute behemoth of a plane. It is used to carry massive amounts of supplies and troops to front line operations, and can air-drop even tanks.



Space-Craft



XV-1 Saber



Dyson Corp



Range:10 light seconds



High grade rocket fuel engine, two nozzles. Maneuvering thrusters located around craft.



Armament:



30mm nozzle mounted cannon, 2000 round internal feed



4 missile hardpoints, utilizing either two of the missiles used by the Clear Sky. Large ones have been modified to have a range of 10000 miles, and small ones have a range of 2500 miles.



Defenses: 10 use flare system



Crew: 1 pilot, 1 co-pilot



The XV-1 Saber is the space-superiority fighter of the space branch of the RUS air-force. This advanced fighter is mainly used to deter enemy fighter-bombers, but can also be used in a scouting role.



V5-Striker



Dyson Corp



Two high-grade rocket engines



Range: 25 light seconds



Crew: 1 pilot, 1 co-pilot, 2 gunners



Armaments:



*NOT SHOWN* One roof mounted and one belly mounted twin linked 23mm cannons, remote controlled. Internal ammo feed of 5000 rounds each.



16 missile hardpoints, intended to be equipped with large anti-ship missiles. Missiles are designed to penetrate and then detonate. Can also be equipped with nuclear ordinance.



The V5-Striker is a heavy bomber intended for anti-corvette and cruiser work. It is usually escorted by several swords while it makes an attack run.



Sirius-Class Corvette



Dyson Corp



Deuterium Fusion engine



Range: 5 light years



Slip space drive



Armament:



Spinal mounted 200mm railgun, firing a 10 ton rod of depleted uranium capped with a tungsten penetrator. Fired at 3 percent light with 5 tons of force speed using an electrically charged pair of rails. 8 minute recharge rate, 5 rods



6 Phalanx missile launchers, with 15 anti-ship rockets each. 2 are on the front top of the ship, and there are 2 each for the sides of the ship. Each missile is the size of a car, and can blow through 10 feet of triple layer armor.



6 twin link 300mm cannons. Three are on the back and front of the ship each, and each one fires out a gryo-rocket; the initial charge is a solid block of caseless propellant, while a secondary stage composed of a large rocket on the back activates, launching the shell faster. The shells (Which have a tungesten penetrator) are desgined to detonate after penetration, maximizing damage. Used for closed quarters combat.



24 200mm cannons, 6 on the front and back of the ship, and 6 are on each side of the ship



Defenses:



Triple layer armor, each layer is 3 feet thick.



Cyber-warfare suite, utilizing advanced computers and multiple communications arrays to fill enemy communication channels with junk-data and white noise. Can also display false positives for radar contacts.



Dozens of point-defense autocannons, each composed of twin linked 30mm cannons and a missile pod with 12 anti-fighter missiles. Connected to an IFF system that fires on nearby craft without proper authorization



Sensors: 500 light second active sensors, 50 light second passive sensors



Crew:750



500 meters long, 150 meters wide, 100 meters tall



The Sirius is a "light" spaceship, used to screen carriers and battleships. It is mainly intended for anti-pirate and harassment work, but they can take down heavier ships in numbers.



HALO-class Cruiser



Dyson Corp



Deuterium Fusion engine



Slip space drive



Range: 8 light years



Armament:



Spinal mounted 300 MM railgun, firing a 15 ton DU slug with a tungsten penetration cap at 5 percent light speed, for 8.5 megatons of force, 16 minute recharge rate. 3 rods



One 200 MM railgun for each "arm" of the ship, two in total. 10 ton slug, 3 percent light speed. 8 minute recharge rate, 5 rods each



12 twin link 400mm cannons. 3 in a row for the front, back, bottom front, and bottom back of the ship.



36 200mm cannons, 6 for the front, back, bottom front, and bottom back, and six for each side of the ship



12 Phalanx missile launchers, 15 anti-ship missiles each. Brick of 6 on topfront and topback of ship



4 launch tubes for nuclear "torpedos"; the largest one they can fire is a Minuteman



20 warheads, up to 10 missiles



Dozens of point defense turrets



Hanger space for 12 fighters or 3 bombers



Defenses: Triple layer armor, each layer is 4 feet thick



750 meters long, 450 meters wide, 200 meters tall



Crew:1500



Sensors:1000 light second active sensors, 150 passive



HALO class cruisers (named after the popular 21st century series) are the main attack craft of the RUS navy. Capable of fielding a small fighter compliment, HALO's are not meant to be messed with.



Bull-class battleship



Dyson Corp



Deuturium Fusion engine



Range:15 light years



Slip space Drive



Armament:



Dual spinal mounted 400mm rail-gun, firing a 25 ton DU Tungesten penetrator rod at 8 percent lightspeed for 101 megatons of force. 32 minute recharge rate, 3 rods



Two twin linked 300 mm railguns, 15 ton, 5 percent lightspeed. 16 minute recharge rate, 10 rods



24 Phalanx launchers, 15 missiles each. Brick of 6 for top front, top back, bottom front, and bottom back.



24 twin link 500mm cannons. 6 are fitted in 3 rows of 2 on the front, and the same is for the back, front bottom, and back bottom of the ship.



32 twin link 200mm cannons. 8 for front, back, front bottom, and back bottom of the ship



8 nuclear torpedo tubes, able to fit Fat-Men or smaller



50 Warheads, 15 missiles



Hundreds of point defense turrets



Hanger space for 40 fighters or 10 bombers



Defenses: double triple layer armor (Has 6 layers in total, 3 tungsten, 3 ceramic). Each layer is 4 feet thick



Highly advanced electronic warfare suite



Sensors:



300 light seconds active, 500 light seconds passive



Crew: 4000



1750 meters long, 1000 meters wide, 500 meters tall



This behemoth of a ship is made to annihilate the opposition. Packing enough nukes to incinerate anything vaguely resembling a settlement on the Eastern Seaboard, and railguns that can blow a Sirius Class Corvette in half with one shot, this ship can kill anything resembling a ship.



D-10 Landing Ship



http://khannea-suntzu.zerostate.net/wp-content/uploads/2012/06/prometheus-ship1.jpg


Mars Tech



4 high grade rocket engines, 4 tilt rotor engines



Crew: 6 (Pilot, co-pilot, 4 bridge crew)



Weight capacity: 10000 tons, 1000 troops. Able to carry about 40 tanks, or 2 Gotts



250 meters long, 50 meters wide, 30 meters tall



Defenses: 1 inch thick triple layer armor, 50 use flare system, dozens of point defense turrets



The D-10 is one of the few ships in the RUS navy that can go from orbit to atmosphere. Used for landing actions, and for ferrying troops and cargo to the ground. Usually attached to naval ships. Capable of air-dropping vehicles, and launching aircraft from mid-air to help defend it while landing or provide cover to troops while they secure a staging area.



D-8 Landing Ship



https://s-media-cache-ak0.pinimg.com/736x/88/7a/7b/887a7bf28ec1444e57f821439b199fb6.jpg


Dyson Tech



4 high grade rocket engines, 4 tilt rotor engines



Weight capacity: 500 tons, 100 troops. Able to carry 2 tanks



100 meters long, 25 meters wide, 15 meters tall



Defenses: half an inch thick triple layer armor, 50 use flare system, 12 point defense turrets



A smaller landing ship designed to drop off small amounts of infantry and a few armored vehicles, such as a scouting force or check-up squad. Frequently used by civillian shipping corporations, without the weaponry.



WMD'S



WARNING: FILES RESTRICTED UNDER ORDERS OF HIGH COMMAND



Nuclear Warheads



MFDD-Tactical Nuke



Payload:1 kiloton of TNT



A infantry portable miniature-nuclear weapon. Intended for clearing out entrenched enemies, or for destruction of hardened fortifications.



V4-Hellstorm



Payload:15 kilotons



Tactical nuclear weapon used to destroy enemy divisions with acceptable collateral damage.



W100



Payload:1 megaton



Heavy nuclear weapon used in space combat or for destroying cities.



D-10



Payload: 50 megatons



Able to scorch entire forests, the D-10 is made for absolute destruction.



delivery Platforms:



Patriot missile: Can contain 8 V4 MIRVS/1 W100



Firestorm missile: 16 V4 MIRVS/4 W100 MIRVS



Tsar Missile: 1 D-10



Biological



RUS has access to the entire chemical and biological arsenal of the 21st century world. They have also designed many deforestation agents and anti-fungal agents, to assist in jungle combat.



MUSIC:



When invading planet: Hell march 3



Bayonet charge: Panzerkampf



Space battle: Midway (by Sabaton)



Air battle: Aces In Exile
Im gonna be honest, I stopped after reading the tier stuff.
 
((I intend to not involve myself too heavily with all except the main storyline, and my Empire is quite preoccupied with more internal matters. Do dont worry even if it looks a bit OP at first glance :P , so pretty much, imagine me as the friendly observer))


Empire/Nation Name:
The Asgardian United Systems (AUS)


Empire/Nation Location: Zone 8


Government: The governing body for the Asgard race is a High Council composed of five members. Each new Councillor is renamed according to the position they possess, something that has lead to much confusing for non-Asgard with their seemingly immortal leaders.


Species Name: Asgard (Asgarðr)


Technological Tier: 1


Population:
Around 31 000 000 000 Asgardian Citizens, not counting roughly two billion immigrants of different races living on their planets.


Colonised planets:


Aegir: The Capital of the asgardian Empire, it is a continental planet with a nitrogen, oxygen atmosphere that is somewhat larger than Earth and is very rich in minerals such as Neutronium, a mineral used in asgard buildings and means of transport/warfare. The sea covers about 50% of the surface, and much of the planet's surface if covered with grand cities. Aegir's is mainly covered in temperate, fertile grasslands and woods, with barely any really dry areas. However, the poles are covered in a very thick layer of ice, and temperatures there are very extreme. To be able to survive, one needs to wear special equipment. No wildlife can be found at the poles. About sixteen billion live here.


t8vxax.jpg



Civilian ships flying in over Aegir.


Elskar: The first planet that the Asgard race ever colonised about 100,000 years ago. It is simillar to Aegir in nearly every aspect. However it is covered with high mountain ranges and very fertile valleys. It is, however, considerably less rich in minerals. Around Eleven billion live on Elskar.


Kyria: This is the newest planet belonging to the Empire, and it was colonised only a few thousand years ago. It is oceanic and the sea covers 85% of the surface. It has some rather extraordinary lifeforms living beneath the waves, with some being truly massive. Most are peaceful however, and rarely cause problems. About six billion people live here.


Fleet Strength: Total military strength: 289


Battleships: 152


Cruisers: 108


Corvettes: 29


Land Strength: The total active military strength is currently at 200 Army Groups, this can however be heavily increased in the event of an imminent threat to around 500 Army Groups, if all reserves were called into service. These massive forces are mainly stationed on the three planets and manning orbital defence platforms. Constantly ready to defend the planet in the event of an attack from the Yuht, should the military stations and fleet around their system fail to keep them contained.


Overview: The Asgard is an extremely advanced race hailing from the planet Aegir. They heavily value free thought and has taken it upon themselves to protect primitive species closer to them, pretending to be primitive gods as a cover, something that led to the Norse mythology appearing on a few planets (Borrowed that idea). They also value the nature, and try to damage it as little as possible. They are not fond of war and have very rarely started them, however they do keep a strong defensive fleet in the unlikely event of an attack. Although powerful, the AUS is not without it's problems. An Asgard attempt to create a species that would serve as vassals spectacularilly backfired a few thousand years ago when the physically powerful species they created, called the Yuht, rose up, both for being neglected and treated poorly for decades... Aswell as having developed a taste of Asgardians (Much to their dismay). Not willing to risk losing a large portion of their fleet in an all-out assault, the Asgard focuses on keeping them contained in their home system: Riak. However having reverse engineered Asgardian technology has gotten the Yuht quite far, raising them to a Tier 2 and thus dangerous opponents. This difficult predicament is the AUS' main concern at the moment.


Physiology: The asgard are highly intelligent humanoids with a grey skin. Due to a higher gravity than planets the size of Earth, the asgard race enjoys a stronger body structure overall. Male Asgard are somewhat larger than their female counterparts, usually standing at around 1,9 meters, compared to the 1,85 which is a female Asgard's overall height. The Asgard however have notorious problems with biological adaptability, and are usually forced wearing powered exoskeletons when exploring new planets. An average asgard lives to be about three hundred years.


25jgvap.jpg



An average Asgard male.


History:
The modern Asgard is considered to have evolved about 250,000 years ago in the forests of Aegir, lacking natural enemies in the area, they enjoyed a swift population increase and technological discoveries, reaching the Industrial age about 120 000 years later. Up until then, Aegir had been divided in three nations, however following a disease that nearly wiped them out, the three nations united for the benefit of it's people. Something that led to the asgard becoming a technological tier 3 nation after four hundred years. The Asgard however spent the last twenty thousand years in their own system, fearing what was out there, only first leaving their system properly once they had the techonoly to be called a Tier 2 Empire, even though they didn't know what it was at the time.


Once they finally took their first step out into the Galaxy however, they did it properly, and within fifty years they had settled the planet they had spotted relatively close to their original one, Aegir. The new planet was given the name Elskar. They proceeded to remain within their closest zones, rarely interfering with other species' affairs. It was with the development of Zero Point Modules however that finally raised them to a Tier 1 species, providing tremendous amounts of clean energy. This of course made the Asgard proud, and this very pride would later lead to a great tragedy.


Three thousand years ago, the asgard has grown so confident in their technology, that they decided to attempt to create their own race. Seeking to have them as vassals, making them physically powerful to make the more efficient workers and more dangerous fighters. They were given the name Yuht. This succeeded to some extent, but it became evident that this species was violent, more so than the Asgard wanted to. And they proved to possess a few traits that the Asgard found... Unsetting. Such as their taste for Asgardian flesh. Eventually, the Governor's neglect of them led to an uprising on the planet Riak, where the Yuht siezed power.


zyj76v.png



Yuth warriors overlooking an asgard structure on Riak.


Unwilling to wipe them out, the asgard ignored them. Up to the point when the Yuht had grown so advanced that they tried to assault Aegir, they were beaten back, yet proved that they were no easy targets. This has forced the asgard to keep a strong fleet presence around the Yuth home system, thus weakening their defensive capabilities against other threats. This has made them even more unwilling to intervene or meddle in others' affairs.


Technology:
The asgardian technology is extremely advanced, they rely Zero Point energy for everything, having abandoned fission and other methods for this more efficient one. Amongst the tier 1 species, with efficient technology for terraforming and everything else that is required to be of that tier, the asgard excels at knowledge of particles, utilizing that in their teleportation, weaponry and shield technology.


For warfare, the asgard relies on their kiron technology. Kirons are particles that are more or less overloaded with energy, and generate extreme temperatures. That is partly why the Asgard is more or less required to use Neutronium Alloys, seeing as they Equipment and ships would have melted very easily otherwise. Their main weapons are heavy kiron particle beams, looking like blue pillars of light due to the vast amount of energy that they are containing, and particle cannons. The principle of these are the same as the beam, these however fires bolts of these at a high rate. Usually burning through or overloading what they are firing at quickly. Both of these are being used for everything from Battleship weaponry, to the far smaller hand-to-hand weaponry.


Their highly effective shields are not only used for ships however, the military has taken to implementing shields into the exoskeleton suits of the more valued Soldiers, making them withstand considerably more damage.


The Asgardian military relies mainly on the heavy firepower of their fearsome battleships, using cruisers as support. Corvettes are only being used for intercepting missions.


Battleship: Sleipner-class


These massive and powerful ships are the pride of the Asgardian fleet, equipped with extremely advanced technology, and capable of carrying thousands, including hundreds of Asgard fighter ships. This makes them formidable in action.


xdbcz8.jpg



An Asgard fighter.


Length: 5,200 Meters


This heavy ship is equipped with:


4x Zero Point modules


6x Shield generators


4x Particle beam weapons


12x Particle cannons


2vwcy93.jpg



A sleipnir-class vessel accompanied by cruisers.


Cruiser: gungnir-class


The cruisers used by the Asgard are mainly used for chases and planetary invasions, although battleships can also be used for the latter.


Length: 2,500 Meters


This medium ship is equipped with:


2x Zero Point modules


3x Shield generators


2x Particle beam weapons


8x Particle cannons


Corvette: Spjot-class


Although they can be used for hit and run tactics, the Asgard finns such tactics beneath them, and corvettes are only used to protect trade and civilian ships from dangers such as piracy.


Length: 750 Meters


This light ship is equipped with:


1x Zero Point modules


1x Shield generators


1x Particle beam weapons


4x Particle cannons
 
Last edited by a moderator:
Wow, I really appreciate the effort that you guys and putting into this, spent a few hours doing my own (even though everything wasn't original haha).


@Hazeron


Just wow, impressive effort, however Earth is United at this time. Something that you can find in the description of the Roleplay, mind editing that? Sorry about the inconvenience :P


@Most Notable Gareth


Really well done! Accepted :)
 
STILL IN PROGRESS


Empire/Nation Template:


Empire/Nation Name:
Kruahm Empire


Empire/Nation Location (Which zone your empire lies in, each zone is marked by a number from 1 to 24.):
Sector 11


Species Name:
Kruanians


Technological Tier:
2


Overview:
Hailing from a harsh and toxic planet named Iltonian, the Kruanians are known to be ruthless, intelligent, and ambitious to expand and conquer. This species has struggled and sacrificed so many lives to get to where they stand today. Having tried many different governments, economies and such but to no avail. That was until three men rose to power and reunited the Kruanians, but with a heavy cost of lives. Since then there has been drastic plannings to expand and quickly search for resourceful planets. They have managed to make contact with several other different species on the planets they discovered.Most of them were still equivalent to either medieval times or the atomic age. This gave the Kruanians an advantage of offering protection, technology, and citizenship as long as these planets provided the resources and troops.With that the Kruanians now had access to these planets resources and more loyal subjects. Their ideology of nationalism and militarism has slowly transformed these planets into military fortresses/industrial planets that would be the sole fuel to the Kruanian empire. The next course of action is the continuation of the empires expasion and quest for more resources and power.


Population:
49.3 billion


Colonised planets (Name them and give us a small overview (such as is it Continental, or maybe oceanic?) of them):






Iltonian-A toxic aired planet that is filled with barely any life and ocean. This is the capital planet of the Kruahm empire and has been built up by peer blood and sacrifice. Certain parts of the planet require the use of gas mask since there are still some things that the Kruanians are adapted to but won't get killed right away. To the Kruanians this was a sacred place of their ancestors.


population-21.0 billion


Pryod-A desert planet that is inhabited by the Qingonians. This specie are lizard like people who are able to endure high scorching temperatures and natural scaly armor. They were at first not seen in the first couple of months when their planet was found until one of the drill teams from a the Kruanian fleet had accidently stumbled upon one of the major underground cities of these Qingonians who were at the stage of the Industrial era. At first it would seem that war would come, but it was luckily avoided after a small detachment of scouts rescued a caravan and safely got them to their destination. This allowed the Kruanians to at least establish a meeting with the Qingonians which went well and misunderstandings of the incident was resolved. With that the Kruanians managed to persuade these lizard people to be vassalized when they were offered with technology that would expand their economy immensely. When word of these weird creatures from the sky had come, many of the other factions of Qingonians had decided to show themselves and eventually they all decided to form a federation and serve and share 25% of the natural resources with this empire in exchange for tech and protection.


Population-9.8 billion


Oyon-A fertile and beautiful planet that is abundant with agriculture and paradise. However behind that was a bloody war with hundreds of thousands of small kingdoms fighting amongst each other for power. The specie is known to be the humanoid like and share similar physical features to the Kruanians. The only difference was that these people had a eye colors of red, orange, and grey. They also were rather shorter of an average height of 5'5-5'8. However they have shown a impressive intellect even in the medieval phase. Yet at the downside they were shown to be a very aggressive and hot-headed type and could turn violent within seconds. Which explains why there were so many kingdoms and wars ravaging everywhere. When the Kruanians arrived they were treated as if they were gods, which of course was taken advantage of and the planet within a month was under their rule without any bloodshed being spilt.


Population-15.4 billion


Ruoin-A small oceanic planet that has several large islands within it. The species on this island were similar to the Qingonians but of different stature. They were rather more violent and brutal then there lizard like counterparts, there scales were hard as iron and were still in the tribal stage. At first there was some complications and blood was spilt. For a few months there was nothing happening and high command was wondering if they should consider annihilating this specie. They in the end decided to orbital bombard several of the large tribal civilizations and succeeded on convincing these aggressive species to surrender and serve them.


Fleet Strength (In all three ship classes):


145 battleships


91 cruisers


130 corvettes


Land Strength (In divisions):



50 Army Groups: 1 army group consist of 100 divisions which each division is consisted of 10,000 division. Army groups are established with 35 infantry based divisions, 25 armored divisions, 20 support divisions, 10 logistical/mechanized divisions, and 10 reserve divisions to fill in any replacements or gaps within the ranks.


Army Theatre Wolf: Led by Supreme Commander Yogen Victofen, known to be getting to the point and mastered the art of blitzkrieg.the Army groups in this Theatre are known to be brutal and quick fighters. Using blitzkrieg like tactics they use their advance tanks to overwhelm the enemy lines and cause havoc as they continue onto the enemy rear lines. While the support of infantry and mechanized vehicles and ariel bombardment/air support cleans up the rest. This tactic is seen to be rather risky as it leaves the tank force vulnerable to isolation and ambushes from enemy tanks and infantry. However they make up this error with elite training in tank warfare and thoroughly planning out their routes and terrain.These army groups are well trained in flat and cold terrain.


Army Theatre Hawk: Led by Supreme commander Peter Iscovich, known to be patient, cruel and unforgiving to both his subordinates who fail him and enemies that are weak and defeated. This Army Theatre is trained in fighting in long range combat and secrecy. Army groups are trained to carefully and precisely find out enemy strong points and weaknesses and deliberately scout and spy the enemy. Even using harassing tactics to tempt the enemy of coming out or stepping to a trap.Once they see a weak point they will immediately exploit it without haste and destroy it from afar or from above. Records have been shown that this Theatre is unforgiving of enemies and won't hesitate to put their enemies on the firing squad. Tho many other Army theatres and even the council denounce this sort of action, none are actually willing to oppose them due to the risk of mutiny. However there haven't been any proof of such action. This army group is best used in fighting at night and deserts.


Army theatre Golem: In charge of this Theatre is Supreme Commander Willicker Vortin, a commander who is observant, and known to be stubborn. This Army group is a defensive juggernaut, having armored units, plasma railguns, and the latest experimental weapons at their disposal to test out. This Theatre are able to turn simple areas into death zones. Troops are trained to defend areas that are vital to the last man and counterattack when the moment is right. Having the best defense is of course the best offense. These men are practically suitable for defensive purposes in any terrain except for deserts, and jungles.


Army Theatre Guardian: The council is in charge of this army theatre. These soldiers are trained and sent off to occupied planets and suppress and hold the peace. Usually these troops are also kept in reserves for other theatres that require more manpower. It is also known that this army theatre works on experiments and other secret classified assignments. The main army group in this theatre is entirely made up of genetic elite soldiers that are only used when the council believes to be necessary.


Army theatre Scorpian: The Supreme Commander of this army is led by Giovinni Mession, a man who is described as charismatic and cunning. This army group is trained in the art of deception, having tricked the enemy of false locations, numbers, and visual perception. These troops attack at the most unexpected places and do quite well in small organized groups. Utilizing everything at there disposal and of taking advantage of the enemies confusion. They also use the surrounding terrain to there advantage as much as possible. These men are suitable for urban, desert, and forested area's.


Physiology (Describe your race, it's defining traits, appearence etc. Feel free to include an image):
Kruonians are averaged tp be 5'10 inches-6'3 inches. Their skin is gray and they show signs of no hair on any part of the body. there very resistant to most known diseases and toxins that have been exposed due to the radiation they have adapted on the capital planet. The average life span is ages 88-125.


History (Optional - Though preferred):



Technology (Give the rest of us an overview of your species' technology, aswell as a ship description):
The Kruanians technology are mostly focused on the military and industrial path rather then improving everyday living and other such things that are seen as useless and a waste of time. Geothermal energy is the sole power of the empire, why waste building power plants and waiting for the sun or drilling for oil and other such energy materials when the planet you are standing on already is producing within. So every planet that has been colonized has several large Geothermal power plants underground which is usually hundreds of miles deep and completely safe from above. Tho it is very dangerous if any sabotage and such were to fiddle around. Industries are also built to pump out cruisers and corvettes in the tens per month and battleships are considered to vary while the others are of the same modules but with modifications now and then.


Genetically modifying soldiers has also been an improvement as soldiers are given better and improved perceptions and physical attributes in strength, speed, and stamina. Most of these elite soldiers are assigned to the Army Theatres that require much help. Tanks, artillery, and small arms have been immensely improved small arms. Chemical warfare is also used which are mostly from the capital planet and experimented. Breathing in these chemicals will kill or scar any specimen for life.
 
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Empire/Nation Name: United Federation of the Vand’jin Nations (UFVN)


Empire/Nation Location:
Zone 12


Government:
Government is run by a central power. Nations live by own rules but run by the same standards as everyone else. Leaders of Nations join together every so often to speak to the Central government on problems within the different nations. Central government is on the home world of Farren but still keeps up with all other Vand'jin planets. Military affairs are completely controlled by Central but individual nations are capable of making “private armies” as long as Central is notified and the private armies are put under high surveillance by Central. Central is ran by a group of men divided into separate branches to help break down separate issues in different nations. Five Central officials take care of economic affairs. four officials take care of military affairs. Three take care of social affairs (segregation in nations would be an example of social affairs).


Species Name: Vand’jin


Technological Tier:
Tier 2- interstellar


Colonized planets:



Farren(home world)- A once dense jungle of a planet, it has been tamed by the Vand’jin. The ecosystems had almost been completely destroyed by the Vand’jin’s need of resources, including trees. Luckily, solar power had finally shown its worth. Cities everywhere began running solely on solar power. Although almost all the jungles have been decimated, the Vand’jin have ended their insane resource consumption. Most of the planet is covered in cities and miles solar energy plants now.


Alibastern- Named after the first Vand’jin to set foot on it, Captain Krux Alibaster, this is a young planet which has just begun sprouting more complex flora and Fauna. Small trees and shrubs that bare little fruits are spread all around and the main wildlife includes lizard-like organisms, rodent-like creatures, one celled marine life, squid-like marine animals, fish, and other basic life forms. The planet is mainly used for scientific observation and experiments. It has been well preserved and untouched by high amounts of construction on the ground, making it continue to have its natural look and grow to hopefully contain more complex organisms. Light mining is done on the planet but is limited to key areas on the planet. Most people who live here live in subterranean cities scattered across the planet.


Talgrinor- A rocky, mineral and ore rich planet covered by high mountains, this planet has been the jewel of the mining business. Many people come to this place for work, making it extremely busy all the time. Natural living organisms here include a wide range of flora and fauna. The most dominant species on the planet, excluding the Vand’jin, is a species of large, omnivorous birds that have proven to be quite dangerous if threatened.


Sa’alu- Being the first planet to ever be colonized by the Vand’jin, it was named “future” in their native language. The large planet’s balanced annual climate makes it the perfect planet when it comes to living in. Rich in all resources, from raw material to rare minerals and ores, it quickly grew. To this day, it is the largest colony and has already passed their home world in number of population.


Population:


Farren- 9 billion


Alibastern- 900 million


Talgrinor- 4 billion


Sa’alu- 10 billion


Total- 23.9 billion


Fleet Strength:



Corvettes- 200


Cruisers- 85


Battleships- 6 (4 other battleships exist but are used as reserves)


Named after the six laws of Vand’jin.


Law of Vengeance (Flagship of the military, slightly larger than the others), Law of Truth, Law of Peace, Law of Justice, Law of Life, Law of Mercy.


Land Strength:



70 rifle divisions (skilled riflemen, 70 million strong all over the Vand’jin solar system. Main attack force)


5 elite divisions (feared warriors, only sent in during the most desperate of times. Usually set up as guards during meetings between Nations)


20 assassin divisions (deadly warriors, trained for quick and silent missions. Work in close and long range fighting)


30 tank divisions (armored vehicle brigades. Consists of mainly plasma and solar based weaponry)


40 heavy divisions (tank killers. Sent in to take down heavy armor land/air/sea vehicles and structures)


50 assault divisions (first to go in with rifle divisions. Usually equipped with automatic solar and plasma weaponry)


30 light air divisions (consists of fighter classes. Best in dog fights or scouting missions)


25 air divisions (mainly transports. Equipped with high powered weaponry but not as effective in air battles as light or heavy air divisions)


15 heavy air divisions (usually used for bombing runs and support ships in air battles. Heavily armored, heavily equipped, highly dangerous)


20 naval divisions (sea fairing vehicles. Usually used as troop transports and bombing of enemy coastlines. Bombing equipment is mainly plasma based but defense turrets are averagely solar based)


10 artillery divisions (mainly plasma based artillery, sound wave based artillery weapons are being put into use but are still not as popular as plasma or solar based)


Total divisions: 315


Total land strength: 315 million


Overview:
An intelligent, yet powerful race of a genetically modified species that was destroyed long ago. Using their unparalleled technology and their own brute strength, they became a prosperous and relatively peaceful nation, now holding a total of three colonies on different planets


Physiology:
Height ranges between 6 and 7.5 feet once at a mature age. Their blue skin color (originally green before being modified) can change color and patterns to camouflage them when they are completely still. To human comparison, their strength and speed are almost double that of a human. Their eyes are a dark navy blue and give them the ability to see in the dark and have vision equal to an eagle’s. Although their full build is relatively normal to a human’s other than being slightly taller and having larger muscle density, their one most noticeable characteristic is their extra set of arms behind their backs on their shoulders. The arms are able to retract and fold to a point where they are almost completely unnoticeable when loose clothing is put over them. The arm length varies, but is usually around the length of 5.5 feet long. At the end of them are 3 to 4 inch long, crab-like claws that can be used like a pair of scissors or a knife. The strength in these claws is enough to cut through a hollow tube of steel. Another interesting modification is their ability to adapt to most severe climates quite quickly. Frozen tundra to hot deserts, they are able to withstand almost anything.


<p><a href="<fileStore.core_Attachment>/monthly_2016_07/upload_2016-7-19_4-34-47.png.ee945de9aa38693139f9918971f9d432.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="144001" src="<fileStore.core_Attachment>/monthly_2016_07/upload_2016-7-19_4-34-47.png.ee945de9aa38693139f9918971f9d432.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


(Basic idea of how the claws look and work on the extra arms, the actual claws are about half an inch thick except for at the ends where they are sharper. They are sometimes personally sharpened and even serrated by the Vand’jin for easier kills)


History: Long ago, during their early stages of space exploration, the Vand’jin race had been plagued by a global-wide genetic alteration; the people who were modified were commonly called Jun’tar, which was basically the nicest way of saying “mutants”. Over 30% of their home world’s, which was their only colonized planet at the time; population had become genetically altered and seen as mutated monsters, both highly feared and hated. After years of prejudice and segregation, multiple groups of the new species came about, tired of the bad treatment and heavy segregation that kept them locked away from the rest of the world. These groups were soon attacked by local government authorities under the suspicion of treason. This sparked a conflict between the two species, which soon turned into a war. After almost 200 years of bloody fighting, the genetically altered species won, nearly wiping out the other race. Almost 100 years later, the remaining original remnants of the species died out, due to under-population with other unmodified partners. The Junt’ar had finally become the true Vand’jin, and with their superior mental capacity, they sent their society’s technology skyrocketing. Light speed had become child’s play. Soon after that, colonization of planets was well on the way, with one already showing good results as the small colony began to flourish. Ever since the great war, the Vand’jin has prospered greatly, finding better and cleaner energy resources. But they did not lose their fears of once again becoming targets as they once were before. They built their fleets and armies and built them strong.


Technology:
Sound vibrations have been weaponized into planetary artillery cannons. Although they are only capable of being used on planets with an atmosphere, they are a devastating weapon able to level entire structures and the effects on living creatures are equally as effective. The high powered vibrations are capable of going through almost any material and crippling, if not killing, any living organisms within a 200 kilometer range of the blast. Although the effects can be heard within an 800 kilometer range, the lethal range is 200 kilometers


Solar energy is used in every way, from agriculture to military. Almost all weapons are capable of absorbing solar energy, but have ammunition cartridges in case solar energy is not present.


Projectiles fire near the speed of light and can burn through most materials. Range of the energy projectile depends on weaponry. Short ranged weapons for ground troops can go a total of 1000 meters before losing stability and dispersing into the air as normal light particles but only accurate at 500 meters. Medium ranged weapons can fire up to 2000 meters in total but only accurate at 1000 meters. Long ranged weapons can go a total of 4000 meters but only accurate at 3500 meters


Solar energy-based weaponry on higher caliber guns, such as ship or planetary defense turrets have high ranged attacks that can scale across ranges of 30,000 to even 60,000 kilometers.


Complicated AI systems have been accomplished and are primarily put into ships as navigators and co-pilots for ship captains. AI units have been put to use as soldiers in combat, but is still experimental.


Medicine has come to a point where high physical damage to an appendage is the equivalent of a paper cut. Replacing and reattaching a new or old body part is a simple and easy process. Replacing the brain is impossible, due to complete loss of memory. Doing this procedure would only allow the body to survive and not the individual itself. Complete replicas of one’s brain, memories and all, is an undergoing process, but is still experimental and may not come around for another few years


Battle-ready ships are equipped with the best technology there is within the Nation. Solar powered turrets are also equipped with solar energy batteries in case of a lack in sufficient natural energy sources. Charges fire near the speed of light, giving them phenomenal accuracy when it comes to timing hits right. Every ship is equipped with an AI system that can do various things depending on ship variant. Light speed is a necessity that is on every ship. Energy shields are on every ship as well and are highly concentrated around the bridges for maximum bridge protection.


Weapon power types(all variation. Solar, plasma, etc.):


Light- Mark 1: most basic turret. Only really capable of taking on light space faring targets such as fighters or drone spacecrafts. Mark 2: higher range and power. Capable of taking out other Corvettes when there are multiple turrets of this mark. Mark 3: easily could take on Corvettes when paired with multiple other Mark 3s. fast firing but slightly less accurate than the other Light Marks


Medium- Mark 1: Reliable. Commonly called “Corvette Destroyers”. Firing speed and range is lower than mark 3 light turrets. Mark 2: quicker, slightly more powerful. Mark 3: Quick, high range, powerful. Capable of crippling Cruisers when fired in groups. Prone to overheating if fired for a prolonged amount of time.


Heavy- Mark 1: Slow but powerful. Capable of crippling corvettes with only a few good hits. Mark 2: slightly quicker and range is superior compared to lower marks. Mark 3: most deadly mark of any weapon. Range is by far the best in the mark. Powerful enough to split a corvette in half with one good hit to the hull. Speed is its only downfall. Usually fires around six to seven shots in one minute


Turrets- smaller weapons. Meant more for taking down individual fighters or to fire onto larger ships when in groups.


Blasters- versatile weapon. Weak against most armor but can still pack a punch if fired in the right places.


Cannons- large, powerful weapons. Meant as the main means of attacking larger ships like Corvettes or battleships.


Hybrids- when a weapon is mixed with different types of ammunitions, technology, (ex. plasma cannon with solar energy blasters) or even spliced to fire and mix blasts into one. Highly versatile in power, speed, range, and accuracy.


Corvettes: Small, agile, primarily runs on solar energy in which it absorbs through retractable solar panels. AI systems are mainly used for navigation and ship status reports. Weaponry includes two Mark 1 medium solar energy cannons mounted at the sides near the front. Two sets of four mark 2 light turrets are mounted on the top near the sides and can turn 360 degrees. Three mark 2 light turrets are also set under the Corvette with the same maneuverability. Extra engines are set on each side for extra maneuverability and more successful evasive maneuvers; capable of changing angle of engine. Also equipped with light energy shields for extra protection and are capable of camouflaging when speed is slowed down or at a complete halt.


<p><a href="<fileStore.core_Attachment>/monthly_2016_07/upload_2016-7-19_4-34-13.png.75228cc6621832d51484677550fd58e6.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="144000" src="<fileStore.core_Attachment>/monthly_2016_07/upload_2016-7-19_4-34-13.png.75228cc6621832d51484677550fd58e6.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


Cruisers: A larger ship with notable maneuverability. Three mark 2 heavy solar cannons are mounted on the front. 10 mark 3 light solar turrets are set on each side of the ship. 5 mark 1 medium solar turrets rest at the bottom with 360 degree turning maneuverability and 3 of the same type on the top. AI system is capable of taking the place of the captain. Only possible if the captain has given the command in person or has been lost in combat. Medium power energy shields and thick armored hulls protect the inside of the ship. Sneaking up on this ship is near impossible with its wide range scanning equipment. Solar panels are set on all sides of the ship and are retractable for when in combat. Although they are easily broken when open, they are just as easy to replace and/or fix. Although the Bridge is in an easy-to-hit area, it was built to withstand multiple hard hits and has a constant energy shield around it at all times as long as there is power to spare for it.


<p><a href="<fileStore.core_Attachment>/monthly_2016_07/upload_2016-7-19_4-32-52.png.81429bfeb432db1f0dacea7dcfe651d3.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="143998" src="<fileStore.core_Attachment>/monthly_2016_07/upload_2016-7-19_4-32-52.png.81429bfeb432db1f0dacea7dcfe651d3.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


Battleships: This giant of a vessel is the true meaning of power. Equipped with a Mark 3 heavy hybrid cannon at the front, the solar/plasma hybrid cannon uses concentrated light energy to blast through most thick armor and then corrode the insides of a ship’s hull with the plasma which naturally moves slower than the solar charges. Although the solar charges do not always blast through thicker armor, the plasma works very well as a softener and effectively blasts away at its target with sheer power alone. Two mark 1 heavy blasters are mounted to the sides and are made to change angles. Two mark 1 heavy cannons are set near the bottom front of the ship. Multiple mark 2 medium turrets are set on the top and bottom of the ship. Multiple mark 3 light turrets are set on both sides as well. This hulking vessel of pure destruction is large enough to cover entire cities in darkness, but despite its insane size, speed is not a problem. Its only downfall is maneuverability. It makes it up with its armored hull and insane amount of weapons. The solar panels on all of its sides are much larger than the average solar panel. They scale to nearly half the size of a corvette. AI system is highly sophisticated. Capable of taking complete control of the ships weapons, communications, and all other tasks. This is only possible through direct authority of the captain or if no one is able to take his place if he was to die or go missing. The AI is also able to take control of a physical, cybernetic form to help with social interactions amongst the crew. Since the AI is hardwired in the ship systems, it is able to control the ship even if both bridges were to be destroyed. Due to the ships size and for worst-case-scenario type events, there are two bridges; a lower and upper bridge. Although they split the work on the ship, they are both capable of doing all tasks alone if they needed to do so. The captain is in control of the upper bridge while the co-captain is in control of the lower bridge.


(sorry for the crummy turret design, I didn’t feel like drawing a bunch of tiny turrets all night…)


<p><a href="<fileStore.core_Attachment>/monthly_2016_07/upload_2016-7-19_4-33-26.png.214fb64f1a82891dd0a9e566e17c286b.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="143999" src="<fileStore.core_Attachment>/monthly_2016_07/upload_2016-7-19_4-33-26.png.214fb64f1a82891dd0a9e566e17c286b.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


@Alator







 

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@Ryan Ports


Accepted, I'll start this up tomorrow :)


Just letting your know that one Army Group contains a well-balanced collection of all sorts of different Groups, but all the division detail is appreciated :P


@general ostruppen Been waiting a few days, so I suppose you can just join in later x)
 
Alator said:
@Ryan Ports
Accepted, I'll start this up tomorrow :)


Just letting your know that one Army Group contains a well-balanced collection of all sorts of different Groups, but all the division detail is appreciated :P


@general ostruppen Been waiting a few days, so I suppose you can just join in later x)
just need to finish the tech requirement and I'll be done, there will be more stuff such as military vehicles and weapons and such I wanna add but that will take me a long time. I should be done with the minimal requirements within the hour.
 
Was celebrating my father's birthday today, so was unable to do the final things. Will be making the first post tomorrow :D
 

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