Faction Name: The Holy Livonian Empire (Ieras Basileou Ton Livoniion)
Faction Core World Name: Livonia
Core World Description:
Livonia was previously a world dedicated for the rich and wealthy of the Golden Empire to enjoy themselves and relax. As a result, its natural resources were, mostly, untouched in favor for sweeping landscapes and massive terraforming projects to turn it into a rugged and beautiful landscape across the breadth of it. No one actually even knows if Livonia was the actual name of it, however, in the years of darkness, life mostly thrived and survived without much strife.
Dominant Economic Activity: Science/Religion (See Religion for more details.)
Secondary DEA: Ship Construction
Nation Perks:
* By The Grace Of Theos, We Persevere: The Livonian people are a unique combination of both exceedingly intelligent, and exceedingly loyal, due to their overarching social structures and religion, in addition to their history.
* Light In The Darkness: The people of Livonia came from a stock of scientists, nobility, and high-ranking citizens of all types. As a result, they actually understand many of the old technologies of the Star Empire, and even implement much of it in their day to day existence.
Nation Flaws:
* Hubris: Seeing oneself as the universe's hope in the darkness has a way of inflating people's egos, possibly even to an infuriating level.
* Divine Right: The religion of Livonia, Pharistism, holds no room for other faiths. At all. Period.
Short History:
The Holy Livonian Empire was, originally, little more than a gathering of the best and brightest before the sundering of the Golden Empire on the planet of Livonia, to talk about a variety of subjects. When the final death knell sounded for the Empire, many of the universe's scholars and nobles found themselves trapped on the luxury planet, unable to leave. As a result, they adapted, holding onto the remnants of their technology with a firm hand. By forming a religion, the higher-ranking members of society kept the lower rungs that lived on Livonia naturally in check, using their technological expertise as, essentially, miracles to the easily-impressionable lower classes.
Forming their governance around the best of the best, the Holy Livonian Empire was born, with a focus upon the Basileus (or Emperor) as the secular head of church and state, and the Patriarch as the spiritual head of church and state. As time went by, Livonia kept itself isolated in its own little area of space, not bothering the outside world, and simply holding on as the universe came back to life around them. Now a firm, devout, and culturally unified populace, the nobility has long forgotten the fact that Pharistism is made up, and pursues the religion fervently.
* * * * * *
Outposts:
Outpost Name: Agni Parthene
Planet Summary: Moon of Livonia
Asset: The moon of Livonia was formerly a large-scale military base in the era of the Golden Empire, and contains many examples of Archaeotech from that time period, in addition to an intact cruiser hull. It has not been extensively tapped into, due to the rather peaceful nature of Livonia thus far, but it is more than available.
Outpost Name: Library of Theoleptopoulis
Planet Summary: Located on Livonia
Asset: This is a massive archive of old blueprints, texts, and various other books from before the fall of the Empire, kept and preserved in perfect (or near perfect) condition over the years, in an attempt to save them. Livonia draws heavily upon this store of knowledge in order to construct its things, however, it is only a building, and if destroyed, would both deprive Livonia of a major strategic source of technical know-how, and also probably be a universal cultural tragedy.
Outpost Name: Ellipsis Belt
Planet Summary: Surrounds the Livonian System.
Asset: This is a large belt of asteroids and debris that surrounds the Livonian home system. Not really created on purpose, but it greatly hinders access in and out of the system, one of the reasons that Livonia has remained so isolated and intact over the years.
Outpost Name: Deiospakiremakon Shipyard
Planet Summary: Located in orbit.
Asset: This is an exceedingly large and ornate shipyard structure created in orbit by the Livonian craftsmen. It was designed entirely to fuel Livonian missionary and exploration needs, and as is such, pumps out a quite impressive amount of ships, in addition to being excellent quality.
Livoniianoi society is mostly covered below, as it is a unique genetic variant of humanity.
Physically, they are actually quite similar to humanity, however, they have smaller, slighter builds, with a slight amount of androgyny present in both sexes. Generally speaking, their hair ranges from an ashen grey, to platinum blonde, to blazing white. Their skin is, without fail, pale. Generally, eye colors are blue or variants thereof, although gray, yellow, or green eyes are not unheard of.
Majority Species Traits:
Perks:
* Premonition: Livoniianoi have a unique trait that differentiates them from humanity in a major way, namely, a very slight latent psychic potential that manifests itself as a "danger sense" of sorts. More purebred (read: noble) Livoniianoi have a stronger sense than lower classes.
* Beauty First: Livoniianoi have an inherent eye for creativity and beauty in everything that they construct, and as a result, build almost everything that they make to be aesthetically pleasing. This also has the side-effect of making just about everything they produce of excellent quality, as well.
Flaws:
* Frail: Livoniianoi are notably more frail than regular humans.
* One: The Livoniianoi are unique in the universe, and only exist within the borders of Livonia, due to unique factors. There is a certain sense of pride and entitlement that comes with such a thing, and they do not blend in easily with other cultures other than humanity.
Minor Species Traits:
Human Perks:
* Human: They're human. They're versatile, hardy, and they're you and me.
Human Flaws:
* Human: They're human. They're greedy, selfish, hateful, and they're you and me.
* * * * * *
Social Values (Social engineering of your nation. Go into detail about it.)
Government: Theocratic Absolute Empire. The Basileus rules by the right of the Pharistite God, Theos, and answers to no earthly authority for his actions. The only real check upon the Basileus' power is the Patriarch, who effectively commands the heart and souls of the Livonian populace, in addition to being, effectively, the voice of Theos in the Universe.
Economy: The economy is mostly let to run on its own, although the Basileus technically has the right to come in and break up whatever he so chooses. Free trade is the word of the day, and restrictions upon goods or anything like that are rare, at best.
Religion:
Pharistism
Pharistism is the monotheistic religion that the Holy Livonian Empire follows. Pharistism and the Empire came about at about the same time: The original founders of the empire created it as a method of population control.
In the mythology, Pharistism worships Theos, an all-powerful and notably female being who appeared and spoke to Pharistos atop a mountain near his home of Protheoka, later to become Theoleptopoulis. Theos is notable amongst deities in that she espoused peace, trade, serenity, and forgiveness over war-like tendencies and hatred of the infidel. It is also notable for having no creation myth associated with it.
Similarly odd is the tradition amongst both sects of Science complimenting Religion. Central to the belief structure is that to understand the world around them, and everything in it, is to understand Theos. Unsurprisingly, this results in some of the most fervent believers in Pharistism being scientists.
The structure of Pharistism holds that the Basileus is the secular hand of Theos, while the Ecumenical Patriarch is the spiritual hand of Theos. As a result, both are held in reverence. Underneath the Ecumenical Patriarch are many minor Patriarchates, each assigned to a broader region, and assigned to watch over the faithful in those areas. Under those are Bishoprics, and the clergy proper, who actively interact with congregations of the faithful.
The decision to make the main deity a female one was to reduce the hostile nature of the religion, making it one of peace before war, however, with the coming trials ahead, who knows if this nature will last?
Military: The Livonians hold military to be essential to their continued defense, and focus on a very specific kind of warfare. There is a firm trend at the moment of maintaining mobility at the expense of armor, and as a result, Livonian ships are very fast, in addition to being quite well armed. In addition, there is a great emphasis about increasing the individual versatility and fighting power of the average soldier by using massive mechanized armor, of which the Klibanophoros Kataphraktoi is the latest model.
Ideology: Above all else, Livonians hold Faith and Knowledge to be their main ideals.
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Starships (15 points to spend on starships, each ship has a perk and a flaw)
Transport- Large cargo hauling starships. Fragile and weakly gunned compared to warships, they are a necessary cog in an interstellar nation in hauling bulk cargoes beyond sublight haulers and to exploit outpost colonies. 1 pt. (Receive 1 free)
Corvette- Hybrid destroyer/frigates. Simple, basic, but rugged and easy to produce and maintain even with only minor civilian shipyards. Fragile though. 1 pt.
Destroyer- Glass cannons. Typically armed with heavy prow-facing weaponry like torpedo tubes or heavy beam cannons at expense to armor. Dedicated ship-killers. 2 pts.
Frigate- All rounder starships. Versatile and typically able to fulfill multiple roles within a fleet with a good mix of armor, weapons, troop-barracks, and engines. Demands significant shipbuilding skill though, and industrial support. 3 pts.
Heavy Frigate- Heavily armored and armed frigates, slower but meant for stand-up fights at expense to their flexibility. 3 pts.
Light Cruiser- First form of capital craft available, they are like frigates in being all-rounder craft, simply scaled up much greater. They are at the extreme limit of colonial shipbuilding capability however, and "construction" is far more likely refitting an existing hull and engine. But they can carry small amounts of capital-grade weapon batteries. 8 pts.
Cruiser- Powerful capital craft, carrying mighty broadsides of weaponry, legions of soldiers in their holds, armor and shields that can fight squadrons toe to toe, a cruiser is nothing less than a flagship symbol of power made manifest. They are far beyond the capability of the colonies to build, and can only be obtained through salvage and intensive refitting. (None available at start of game, can only obtain through RP)
Name: LBT Kataphraktos (3pts)
Class: Fast Frigate
Weapons:
* 2 Plasma Arrays mounted on each side of the ship, firing large plasma flares out towards enemy ships. Drains quite a lot of power.
* 1 Forward-mounted Mag-Cannon. Fires large, solid slugs through electromagnetic propulsion.
Captain: Strategos Ilexanos Paraienki
Perk:
* Seven Times Faster: The Kataphraktos is a blazingly fast ship, incorporating experimental designs into both the sub-light and FTL drives. This renders it more maneuverable than just about any other ship in the galaxy.
Flaw:
*Experimental: The systems in use in the Kataphraktos are still in development, and as a result, may break down, especially when power surges from the Plasma Arrays firing both at once occur.
Name: LBT Batatezikon
Class: Medium Carrier (4 pt)
Weapons:
* Defense Laser: This is your average laser mounted on transports or freighters to destroy asteroid, debris, or even possibly intercept slower missiles. It's not really meant to dispose of actual targets.
* x45 Klibanophoroii. See Description Below.
* x5 Klibanophoroii Kanturii Modelos. See Description Below.
Captain: Strategos Alexios Kantakouzenos
Perk:
* Deiosia Eleison: The Batatezikon is known as a blessed ship. Completed greatly ahead of schedule, and completing all of the necessary (and incredibly numerous) safety checks the first time around with minimal effort from the crew, it is considered to be a ship watched over by providence. The greatest mecha pilots that the Empire knows clamor to be assigned to it, and only the best are taken, resulting in sky-high morale and skill levels across the board.
Flaw:
* Blinded By Thine Light: In blessing, however, comes pride. Many times, the Batatezikon is so assured of its own divine providence, that it ignores dangerous situations completely, charging forwards, blinded in its own zealousness. This results in many "death or glory" situations for the vessel.
Name: LBT-D Angelokastrioti
Class: Transport
Weapons:
* Unarmed physically, but armed to the teeth spiritually.
Captain: Metropolitan Patriarch of Theoleptopoulis, Kyrillios Lampinos
Perk:
*Walk In The Light: The Angelokastrioti is equipped with, quite literally, some of the most sophisticated shield and engine systems known to Livonian technicians, on par with some of the best designs of the Golden Empire. These are entirely custom-designed for the craft itself, and impossible to replicate on a massive scale, but for its purposes, they serve the Angelokastrioti perfectly. In addition, it is literally a mobile church, containing relics, texts, and translation algorithms that allow the Metropolitan Patriarch to preach the faith to just about anyone he may very well encounter. Of course, it can also serve admirably as a diplomatic vessel....
Flaw:
* We Do Not Wage War Of The Flesh: The Angelokastrioti is unarmed. Completely. Unless you count spiritually. In which case, it is armed to the teeth, WITH RELIGION.
* Experimental Plasma Cutter: This is an experimental design of the Livonians that is, on its surface, a very large plasma cannon. Indeed, the vast majority of the ship is taken up by the cannon itself, however, to call it a cannon is rather improper. What it does is simple: It gets up close, and it shoots an incredibly concentrated burst of plasma at close ranges to quite literally vaporize armor, shields, fuel, engine blocks, whatever might get in its way, in one horrific display of power.
Captain: Strategos Epharistos Mourtzaphon
Perks:
* What the hell was THAT?!: The Siphonatorias is, quite literally, the boiled-down essence of the Livonian Tactical Doctrine: Hit them hard as all hell, and be fast as all hell. It is little more than the Plasma Cutter strapped to a big-ass engine with a cockpit thrown in for good measure, and as a result, has a blistering speed.
Flaws:
* Woefully Short-Ranged: The Siphonatorias' main weapon (and only weapon) is horribly short-ranged, to the point where the Cutter needs to be within only a few kilometer's distance in order to do any damage whatosever.
* * * * * *
Major Characters: (For major leaders or heroes in your nation)
Name:
Species:
Skills:
Personality:
Short History:
* * * * *
Technology of the Livonian Empire:
* Klibanophoroii
The Klibanophoroii are the latest model of mechanized armor suits designed for use in air and space combat environments for the Holy Livonian Empire. Equipped with a set of lasers in addition to a set of bombs, they are designed to work together in tactical and strategic harmony, with four regular units and a fifth commanding unit, serving a vital role as Fighter/Bombers, relieving the need for a split construction for both kinds of craft. The Fifth commanding unit is usually a member of the lesser nobility, and in addition has a more customized craft, called the Kanturii Modelos.
These units have replaced all other fighters and bombers in the Livonian tactical doctrine, and in the hands of a skilled Livoniianoi pilot, they are deadly.
Texas, where the men are men and the cattle know it.
Posts
601
Added a very brief section concerning planetary warfare for the T'Tiri which can be found at the bottom of my first post. I didn't list any specific technologies since I expect those to change during the course of the roleplay.
Roleplay is a cooperative effort. We're all working together to craft a story here and it's important people remember this even when you are in heated combat with another player.
~An administrator from a NWN2 Persistent World
Current roleplays I'm in (this is more a note to myself than to you, but feel free to take a peek):
I prefer it over any other iv'e seen, and imo it's one of the better ones.
"The Draconian race was forged in the merciless crucible of war. It is all they know. War defines them, and their quest for dominion drives them ever onward. The weakling and the fool have no place among the Draconian. Victory is all that matters, and it must be achieved by any means and at any cost."
Species Name: Draconian
Life span: No one has known a Draconian to die of old age as most die either in battle or a rare few continue on for many decades.
Average Eye Description: Red or gold
Average Eye Description: Reptilian like eyes
Average Height Range: 6'2" - 6'8"
Average Physique: Heavily built
Weight: 220 - 320 lbs
Race: Humanoid
Hair: On the back of the head a crest of hornlike scales form what resembles a mess of ropy hair.
Species Description
Due to the brutality of their surroundings on their home world, natural selection has played a significant role in the evolution of the Draconian, as they possess remarkable ability to heal the most severe wounds, and have evolved axillary organs in the case of massive trauma. Unlike most species, Draconian eyes are wide-set - on Earth this is distinctive of prey animals, and in this case it gives the Draconian 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Draconian can also reproduce and mature at an astonishing rate. They also stand on average between 6'2" and 6'8", making Draconian impressively tall with a heavy weight to match, commonly possessing a mass between 220 and 320 lbs. Draconian feet are ended with three strong talon-like claws with a fourth claw in the back as are their hands, with the replacement of the rear claw with one thumb on each hand. A Draconian's head features a blunt snout, a strong brow, and reptilian frills on the cheeks and ears. On the back of the head a crest of hornlike scales form what resembles a mess of ropy hair. Draconian eyes are usually red or gold in hue.
Draconian resemble in many ways what their name suggests: humanoid reptiles (or dragons). Draconian exhibit many draconic features, including a scaly hide and the capacity to use breath like flames. The scales a Draconian wears are scarlet, gold, rust, ocher, bronze, or brown in hue, usually identified by it's clan. The scales are typically in their greatest concentration around forearms, lower legs, feet, shoulders, and thighs, with a very fine leathery covering over the rest of the body.
Young Draconian, grow at an impressively rapid rate, much faster than most other races, reaching the equivalent maturity of a human child of 10 by age 3. However, this rate of maturation slows dramatically within a few short years and Draconian are not considered physically mature for another fifteen years. Once they do reach adulthood, like most reptile equivalents, will continue to slowly grow throughout their life time.
Draconian are often mistaken for reptiles but are in fact warm-blooded draconic creatures. In fact, the internal body temperature of the Draconian is warmer than that of most similar races, being so hot as to seem feverish to the human touch. While this might seem disadvantageous the lack of hair and large mouth allow the Draconian to displace body heat at an effective rate, meaning Draconian are comfortable in cold climates while remaining no more vulnerable to heat than humans.
Draconian nurse their hatchlings for several months before teeth begin to come in. A Draconian will then slowly introduce soft food and then move towards normal Draconian eating habits, which contain more meat than is typical of most other races.
Majority Species Traits:
Born Soldiers
Draconian are known to have a high tolerance to pain, and their immune system is something to behold, and it has not been known for a Draconian to remain sick for more then a day and for severe cases two days. Draconian are also far larger and stronger then most humanoids and grow to be heavily built, Draconian Warriors are also vicious predators whose very bodies have evolved to maximize their fighting potential in close combat and survival, which allows them to adept to even the most harsh of conditions. Their bony crests and tough, scaly hides can turn aside the surest of blows. Even unarmed, Draconian Warriors are formidable foes, with sharp claws and teeth capable of tearing out throats and biting off limbs, along with a powerful tail that can smash a man's rib-cage. Though it should be noted not all Clans and species of Draconian's a born with tails, in fact only those of the Blood Legion. Their reptilian heritage has also grants them the capability to regenerate lost limbs, albeit very slowly, over the course of several days. Though this is most true of those in the Ash Legion who can regrow limbs in even shorter time. Draconian's also possess incredibly durable hides well suited for battle, older Scar-veterans (500-600 years old) have been known to have scales as hard as rock and Oldbloods (800-1200 years old) grow to have hides so strong they can deflect glancing fire from smaller arms fire. Draconian also, however this is extremely rare, can sometimes grow very long and strong pair of leathery wings allowing those few lucky ones limited flight and gliding abilities. Most are known to be able to spit a caustic substance that once it hits the air ignites into a flammable burning liquid, effectively giving Draconian's the ability to breath fire like the legendary dragons of old in human myths, while those of the Ash legion spit a caustic substance like acid. Modern day battlefields have turned this into more of a psychological weapon. Draconian's also are quite durable and when injured have an inner strength that can push them to accomplish even more than when they are at their best. Draconian's also heal more easily than other humanoids, making putting one out of a fight difficult in most cases. Some Draconian have additional abilities. For instance, while most Draconian have vision comparable with humans a number have enhanced vision to see in low-light conditions. Some Draconian learned to shrug of wounds and enter into what has been widely known as Draconian rage, which gives gravely injured Draconian the resolve to get back on their feet and keep fighting for a little longer however they become incredibly reckless.
Draconian Warmachine
The Draconian Imperium has a highly trained, disciplined, and powerful army thanks to their warrior culture, and easily hold one of the most powerful military's in their collective star cluster, if not most feared. They are well equipped and well funded, there are few armies with the zeal and ferocity of the Draconian Imperium's soldiers. The Draconian are also very highly industrious by nature, Building massive Forge Plants that build quality arms, and are renowned and feared for their military technology — weapon development, war machines and mass production. Their rifles and pistols, though still technically primitive when compared with rail gun or energy based weaponry of other nations, are still particularly finely made and have numerous weapon load outs.
Disadvantages
Divided we stand
The Draconian suffer from lack of an real central government, Since the death of the Great Khannat, none among their kind have risen up to unify them, they fight among themselves more then anything else and the different clans and High Legions find it difficult to near impossible to ever work together. Not to say they will not unit against a foe that endangers them as a whole, but such alliances are short lived until such enemies are defeated.
Feral instincts
Draconian well natural warriors, but are also quite primitive, they are easily angered and go into fits of rage over the smallest or imagined of slights, making them easily baited. Their technology is fairly backward, as they still widely use slugthrowers over more advanced energy weapons. Draconian code also dictates that fighting at a distance is cowardly, and often favor combat in close quarters. It is known that Draconian see scars, and mended wounds to be a badge of honor and treat scars from battle like trophies, they show that one was grievously wounded but has survived through skill or determination. They are also very racily divided and are only extremely loyal to another Draconian if they are of the same warband or clan. However these same mannerisms and attitudes make it difficult for them to make allies.
Trust no one: Xenophobic
Due to past grievances caused by the first intelligent alien race they came across, Draconian's by and large find it hard to trust other alien power's. Specially ones that are vastly different from them, such as none humanoids. For this reason their usual order of business went met with another alien power is to assume hostility and at worst cases shoot first and ask questions never.
Racial Psychology
Draconian's have a well-known dedication to honor and how deeply rooted this trait is remains debatable. However, all Draconian tend to view all living things, even hated enemies, as deserving of courtesy and respect. To Draconian's, honor is more than a word and is often considered more important than life itself. Cowardice is not simply undesirable amongst Draconian's, it is considered outright repulsive.
Part of the roots of this honorable attitude lies in the Draconian's drive for self-improvement. The Draconic nature of Draconians gives them a strong self-consciousness and a tendency for strong emotions. Both of these combine to make a Draconian particularly wanting of the approval of others. Draconian's place great value on the skill of an individual, including themselves. Failing at a task is anathema to Draconians and as a result they can sometimes push themselves to unhealthy extremes of effort. This aspect of the Draconian mind means few of the race take a laidback approach to any skill or ability, striving ever to become the masters of a particular skill and Draconians respect those among other races that approach life in the same manner. As a result most Draconian's mercenaries come to their way of life through a desire to prove themselves and win respect from their brethren.
Other races may see Draconian's as proud or even arrogant because of this dedication to excellence and high standards. It is true that Draconian's are typically proud of their race's accomplishments. However, Draconian's are also more than willing to recognize with respect the accomplishments of other races in turn, whether or not the race in question is an ally or enemy.
More so than other races, Draconian's often wear their hearts on their sleeves, typically hiding neither anger nor joy. Draconian's are enthusiastic about life, particularly success, and brooding about failure for only a short time before their disappointment is shaped into a strong drive for improvement. Only a handful of Draconian's actually demonstrate traits that might be considered timid or reserved and the vast majority of the race have no qualms asking for what they need or taking time to improve themselves. Trust is a major factor in the lives of all Draconian's and each expects others to be just as open and forthcoming with them as they are.
Perhaps paradoxically given the often rigid conditions of their society, Draconians have a strong sense of independence and self-worth. Most Draconian's however do not view this as a need to break away from society or their clan as other individuals might, but rather to shape it for the better through their own unique strengths and weaknesses. Likewise, Draconian's see themselves as responsible for those around themselves, the group ultimately reflecting on the individual. In this way the successes and failures of each Draconian are the failures and successes of the group they associate with, giving Draconian's a very collective sense of self while retaining their individuality. Ultimately, Draconians hold themselves accountable for their choice of allies and poor judgment is considered no excuse for failing to uphold the standards all Draconian's hold themselves to.
Most of the Draconian's race's history is shrouded in war and violence, more often then not the race has been at war with something. When they lack enemies to fight they will usually turn inward and the many Tribes would often war with one another.
It is said that long ago when the Draconian had been new to interstellar travel that their home world was lost in a great struggle. Early in their infancy as they came into the space age, the Draconian first contact with another sentient race had been a violent one. The war with the Sorian, what the Draconian's called those of the Golden EMpire, had almost annihilated the Draconian race and brought them to the edge of extinction. The Sorians had come in with force seeking to possibly wipe out the Draconian's in order to then use the Draconian's as soldiers for the Golden Empire. The Sorian invasion force were large and had far more advanced technology then the Draconian's, and they steadily lost ground, soon The Golden Empire had all but enslaved the Draconian race. In the next few centuries the Draconian's would be blatantly used as shock troopers and soldiers in the Golden Empire. They were mentally conditioned to be the best and most trained, and genetic imprinting coupled with their natural advantages made them virtual living war-machines.
However it was countless decades later, after forceful gene manipulation and slavery, that the Draconian Rebellions began. The uprising begun began first with outer-rim worlds of the Golden Empire. While they had been able to quell their violent tendencies to an extent, they had been unable to break their spirit, in the late stages of the rebellions one Draconian rose to power having united many other tribes under him. In the wake of the war, this Draconian, Sil'izza, took advantage of the weakness of several key tribes bringing them under his control. Though did not have undisputed claim of all Raptora and it's outer colonies, he quickly earned his place as leader in the battle of Seven Stone, a great battle in the rocky swamp hinterlands on the Draconian home world. With this victory the remaining tribes united under his banner, an event that had never happened before in their history, and with his united force was able to push the Sorian off the Draconian's home world. Soon they brought the fight to the Sorian on one of their main colony worlds and in a last desperate effort by the Sorian, they activated and launched a powerful super weapon.
The thermal charged warhead impacted on the home world of the Draconian's killing untold millions. Before impact many had been evacuated, though the warning may have come to late for many other souls. The weapon rendered most of the planet uninhabitable. So though they had won the war and the Draconian Rebellions had come to a bloody end, beating back the Sorians from their home system, they had lost their own planet in the process. The Draconian's learned an important lesson that day, that has stayed with them to present time. Though the Draconian's where able to migrate to a new world, in another star cluster in order to escape the long arms of the crumbling Golden Empire, and adopt a planet as their new home word, Tyranus, the Draconian's would never be the same again and to this day have a deep hatred for the Sorian race and find it difficult to trust foreign alien powers.
Over the course of many countless years, the Draconian have spread around their new home system, and have come to dominate them to an agreeable level. In recent times Draconian' have sated their warlike ways by selling themselves as mercenaries and bodyguards and are still some of the best warriors in the galaxy.
Faction Overview
Faction Name: The Draconian Imperium
Faction Core World Name: Tyranus
Core World Description:
Tyranus is a high-gravity planet located in the Tyranus system of the Atican sector. It had rugged terrain and is covered with thick swampy forest and vast dense jungles. Life grows in fierce abundance under the F-class star Ragnaroka (a Blood Legion clan word meaning "Eye of Wrath"). Tree analogs grow in thick jungles, their roots growing out of shallow silty seas. The terrain of Tyranus was rough; there were many rocky hills, mountains, and vast desert plains, with thick lush jungles covering much of everything else of the landmasses. Much of Tyranus remains untamed wilderness, with thick jungle foliage soon choking any trails blazed through it. The jungles were full of indigenous creature predators, many large and dangerous, it also houses natural and toxic flora, including man eating planets and dense impenetrable groves of sallap trees. Much of Tyranus surface is covered by large oceans, while murky swamp lakes dot the landmasses and rivers of white-water vicious rapids cross the landscape.
Secondary DEA: Harvest: The Natural flora of Tyranus is plentiful in unique plants which are very beneficial for medical purposes.
Nation Perks:
Industrial masters
The Draconian have long since been experts in manufacturing and construction. Their fortresses and Citadels can easily stand the test of time as easily as they can withstand the mightiest of sieges. Siege cannons built on planet surfaces insure only the most foolish dare attack their core worlds. The Draconian's have long ago invented ground breaking minifacturing fabricator's which they use to optimal effect to supply their ground assaults. They can easily supply wars of Attrition, few can match the industrial might of the Draconian warmachine.
Masters of Ground warfare
As per Draconian doctrine, the race and nation as a whole have mastered the art of ground warfare, thanks in large part to their cutting edge power armor technology, and their highly industrious nature. It is in their blood. On the ground, it is often joked, a single unseasoned Draconian is worth five men of any other nations or races soldiers. This is specially true of their older Scar-veterans and Oldbloods, who practically make war a living art form to a religious practice. Only for any true Draconian's, their church is the battlefield and their choir are the cries of battle and the booming of guns.
Nation Flaws:
Flying Wrecks
The Draconian Imperium's fleet is lackluster at best, while it can hold the ground it does not have that same ability in space combat. They either relay on Superior maneuvering or numbers to win these types of battles. If all else fails, they will likely just avoid space combat like the plague and as often and as much as they can.
Fear the Witch
Well Draconian Imperium has a powerful ground army and a adequate navy. However the Draconian's have a deep fear and hatred for psionic's. Well they realize how effective they are and how useful such beings can be, the Imperium has a strict anti-psionic mandate. This, and the fact few Drake's understand psionic's itself, and the fact they hold racial discrimination against such individuals'. Means The Imperium will sooner kill psionic's then allow them to infect their nation, or god's forbid, ally with them. Draconian's themselves, well disciplined, can sometimes still be ruled by their more feral instincts. This means they lack the mental discipline to use psionic's properly, once more due to their own inability. They see it's use as for those who are weak or weak of will. Thus psionic users are seen as cowards.
Outposts are lifeblood of the factions. Critical sources of resources, archeotech, manpower, trade, and military bases
Each faction starts with four outposts, each of which contributes a unique asset to a faction. This could be a major industrial site, a key military base, ancient ruins, a local ship junkyard, or simply a very large population base. Losing these outposts is a major blow to a faction, and establishing new outposts takes time and resources.
Outpost Name: Gargh
Planet Summary: Gargh has a large diameter but light gravity and dense atmosphere. With a weak magnetic field, harsh solar radiation storms and massive sandstorms are common, and on occasion mass extinctions occur. The most persistent surface organisms were humble red rock algae. The planet consisted of a diminutive molten core with a rocky mantle forming a rocky, desert world subject to flash floods that carves great highland canyons. Water makes up 5% of the surface. A major underground Citadel of the Iron legion can be found on the planet, also Known as the Gamma Foundries.
Asset: The Gamma foundries were massive subterranean weapon and war-machine factories, located on the planet of Gargh deep in a desert under a large mountainous region. The Gamma wastelands are an indisputable and hostile region even Draconian's have a hard time of surviving in, and that is otherwise unremarkable and undesirable, the planet as a whole is. Aside from that fact it houses a large couch of natural resources and is actually the sight of a crashed ancient Golden Empire warship. Thanks to the buried and now excavated Imperial warship, The Draconian's have unearthed advanced technology, most of which is currently beyond their understanding. Part Lab and mostly a industrial factory, The Imperium creates some of it's most quality and advanced arms here. Gargh is ideal as a base for weapon foundries in many regards: it was home to a technologically-advanced but lost warship, which inner workings would aid in weapon production; its rugged, forbidding terrain more or less isolated it from outsiders, and its large underground caverns provided excellent camouflage against prying eyes. Another prime benefit of locating the foundries on Gargh is the planet's mineral-rich ring-system, used to provides the factories with ample raw metal and alloys
Outpost Name: Versvesh
Planet Summary:
Versvesh, is a young planet with an age of no more than one billion years, compared to the 4.6 billion years of Earth, Versvesh is also remarkably geologically stable. Versvesh is also larger than Earth, having a diameter of 15,273 kilometers, compared to the 12,756 kilometers diameter of Earth. Mostly a rugged and harsh wilderness fills the towering mountains, deserts and weather-beaten forest, Versvesh's surface is also pockmarked with meteor impact craters, some of these forming large seas. Versvesh is also located near a small nebula, which has a visible effect on the planet and its moons, casting an "aura" similar to the Aurora Borealis, though this could be caused by a stronger magnetic field.
Asset: A large military base and training facility exist on Versvesh, it is also one of the Blood Legions largest Citadels. Here most legions have set up their most intense training programs and maintain a strong presence. Versvesh is one of, if not the most important headquarters for The Draconian Imperium and the main supplier of military and civilian spacecraft, and the location of the TDI's largest and most active shipyard. It was also where the TDI's most elite troops, are trained, as it is the site of many of their rites of passage. Versvesh's purpose is not solely military however; the surface of the planet also features farmland for cattle, and civilian towns and districts for many clans. The largest cities on Versvesh are Tokeq, Quezon and Versa.
Outpost Name: Finrai
Planet Summary: A common methane-ammonia gas giant, Finrai is best known for the infamous Kal'thor Camp. Established on the ice moon of Gesiska, Kal'thor was a Ash Legion hostile environment training facility run by a decorated Oldblood who first started the Special Intervention Unit operators. Several years ago a cluster-wide scandal broke out when it was revealed that the mortality rate of recruits sent to the camp might be as high as 18 percent. Gesiska has a thin atmosphere of carbon dioxide and ethane. Its first geological surveys were performed by the Ash Legion, and suggested areas of great mineral wealth. Iron Legion mining concerns spent billions of Sceel's hustling to the distant system and sinking test bores to claim the planet for themselves. But Gesiska had only an average level of mining wealth – valuable, but hardly worth the rush and expense. Iron Forge Legion Industria, a large Iron Legion company hoping to strike it rich in their first extrasolar mining venture, left much of their mining equipment and base behind. It was later taken by the Ash Legion and reformed into a small training base.
Asset: The Ash Legion military has a special forces division known as the Special Intervention Unit. All that is known about the SIU is that their training program is brutal. An investigation by agents in the Burning Legion into the camp found that the mortality rate was as high as 18%.
Outpost Name: Yor 4
Planet Summary: Yor 4 is composed of a molten metallic core with a thick, immobile low-relief silicate crust. The surface is made up of four continents which accounts for sixty-seven percent of the moon's surface. These continents were mostly covered in large sprawling tropical jungles with tall canopies though there were also a few mountain ridges like the Yunteh Mountains, dominated by volcanoes such as the Hexlith and Borundi Peaks. Yor 4 also has six interconnected oceans which covers the remaining thirty-three percent of the moon. There is also a large landlocked sea on the moon. As a relatively young satellite, the tiny jungle moon experiences a considerable amount of geothermal activity. Large rivers flow dramatically from volcanic heights and then follow a more meandering pace through the jungles. It orbits Tyranus and is the planets fourth moon.
Asset: Advanced research labs of the Burning Legion labs, they house a powerfully defended Citadel here partly hidden in the great volcano Helxith.
Government: The various clans and Legions within Draconian space are not currently united but is currently ruled by on and off warring tribal High legions. The High Legions are the four primary legions of the Draconian race and hold the highest form of organization within Draconian society. After the first Khan-Tarr's death, the leadership of the Draconian was split into the four large legions, each led by one of the four children of the Khan-tarr. They are named after the primus warband of each legion and each is led by an imperator, who are direct descendants of the Khan-Ur. The High Legions are the Ash Legion, Blood Legion, Flame Legion (now mockingly called the Gold Legion or the Burning Legion), and Iron Legion.
The Iron Legion: The Iron Legion is one of the Draconian's four High Legions. They pioneered the development of the engineering profession, discovering the Golden Empire warship and it's technology, and so are recognized for their mechanical prowess, preferring to overwhelm their opponents in battle with huge Siege weapons or mighty battle ships. Their capital is the Black Citadel, with Smodur the Unflinching as their imperator. They rule 25% on average of the planet.
The Burning Legion: The Flame Legion, also known as the Burning or Gold Legion by their foes due to their fierce characteristics and burning passion for conquest and tendency to leave burning ash in their wake, along with their excessive use of re-engineered technology and more "modern" tactics, is one of the four Draconian High Legions. Resident in the citadel of Hrangmer and or "The Flame Citadel", they are religious zealots, highly disciplined, trained, and are the masters of flame weaponry among the Draconian's, the only known to be able to use basic forms of plasma. The Legion during the time of the Khan-tarr where set out as the elite among the other Legion's, many of it's warlords fighting, training, and learning from the Khan-Tarr, acting as his personal elite guard.They still hold significant advantage in discipline over other Legions. They have been known to make use genetic upgrades and they are easily one of the most powerful legions and control at times 30% of the Planet and have a great influence within the Imperium.
The Blood Legion: The Blood Legion is one of the four High Legions in Draconian society. They are known for their prowess in traditional battlefield combat They make heavy use of combined arms, and as they were first established in the harshest environment of Tyranus and this harsh foundation shows in the quality of their warriors. The Blood Legion have become experts in the craft of close quarters combat and a formidable foes in urban, desert, and jungle warfare. Bangar Ruinbringer is their imperator, and are also among one of the largest Legion's, controlling 45% of Tyranus currently and second most powerful only to the Flame Legion.
The Ash Legion: The Ash Legion is one of the four High Legions of the Draconian's. They are famed for their spies, stalkers, and assassins, supporting surprignly advanced stealth tactics and technology. Their imperator is Malice Swordshadow. Being masters of stealth and subterfuge, they are seen as dishonorable and cowards by the other larger legions. Their clans belonging to a sub-species of Draconians that are built much slighter and smaller they are well suited for their chosen tactics, and none can argue their effectiveness, and if any of the other legions need something done that needs a more clandestine touch, the Ash legion are always the first to be called upon, their usefulness has proven their saving grace, and as of yet, no single Legion has seen fit to wipe them out, a turely diffcult task, as their main Citadel is located in a thick swamp, which forms a natural defense. They are smallest of the High Legion's however, controlling just roughly 7% of outer colonies on Tyranus.
Economy:
Sceel is an Draconian word for Scales. A Draconian's Scales are grown and lost several times a year, quickly recycling to compensate for the hard time many Drakes are put through. As well as performing these roles, Sceels are also an important part of a Draconian's status. The larger and harder a Drakes scales, the more important he is, and the better he can handle himself in a fight. However, probably the most important role Scales play is the one of Draconian currency.
Draconian's settlements and trade thrive on Sceel. Sceel are the lifeblood of Draconian commerce and a one of the most important factors in Draconian hierarchy. In Drake society only big, hard, stone-like Scales of Drakes have any real value. Sceel usually have a consistent trade value as anyone who demands more Sceel's than something is worth is asking for a beating. The standard Drake prices are:
1 Scale- a good meat pie and a tankard of Ryncol.
2 Sceels- a decent Slugthrower.
20 or more Sceels - a basic suit of body protection such as Aegis Armour.
A big flashy T5- "Chimera" could cost a Warlord hundreds of Sceels.
As Drake Sceel's are grown and shed on a regular basis, every Drake has a stable source of income. In times of dire need he can painfully extract a couple of Sceels prematurely. Sceel's of the Ash Legion clans grow faster then Sceel's, of any other Legion or clan and they are famous as the richest Drakes, who can afford the most advanced gear. Despite these properties, if not purposefully crushed, Drake Sceels will eventually disintegrate and fall apart, making sure that even the richest Drake’s hoard will never last him forever. Because of it, Drakes don’t save their Sceels, they have to spend them fairly quickly, and this keeps the market’s dynamics working evenly and sustains the whole Drake community. This simple approach to an issue most civilizations agonies about is a good example of Draconian approach to most problems.
Religion/Culture:
The Draconians are a military culture and their society, economy, technology and relationships are very much focused on supporting war, thus almost every Draconian is technically a warrior within their clan. Society is built around war clans which Draconian become a part of from childhood. Non-military tasks, such as farming and trade, can be left to the young, retired, injured, and slaves. But no matter a Draconian vocation they are always viewed as a soldier and view life like a soldier. Weakness and foolishness from individuals is viewed with particular contempt, some of such acts can result in a Draconian becoming a gladium, or in a worse case, the Draconian's name being struck from the race's history, specially if they have dishonored their clan by going back on a oath made. Draconian society is broken down into three main groups, each Draconian belongs to a warband numbering some sixteen members, each warband makes up and belongs to a clan that usually numbers somewhere into a fifty to a hundred warbands, and finally warbands are organized into a Legion numbering some a thousand individual clans or often more.
Draconian on occasion mate for life, but most relationships are more casual than that. Families are recognized but adult Draconian have very little contact with their parents or offspring, but sometimes keep tabs on each other for events which could reflect back on the family’s reputation. As soon a hatchling is born they enter a fahrar of one of their parents legion. The fahrar is the hatchlings first warband and they are trained as a military unit under supervision of an adult and are considered an adult when the warband no longer needs supervision.
The hatchlings are taught to unify and define their own social structure and the warband shares a root name, adopted from their clans, which they incorporate into their surname. While ancestry is known and acknowledged, the parents have little to do with the raising of the hatchling, and as such warbands are viewed as a Draconian's family and the bonds of loyalty and kinship formed between them stronger than those of other races' families. Though some Draconian's leave or change warbands, these strong bonds usually leave a deep impact on the Draconian; Draconian changing warband must change their name and fit in quickly if they are to survive. Male and female Draconian are viewed as equals and male and female Draconian do not differentiate themselves through wearing differently tailored or styled clothing.
The Draconian are highly industrious, despite their warlike ways, their forging superior to even most other races, and are renowned and feared for their military technology — weapon development, war machines and mass production. Their rifles and pistols, though still technically primitive when compared with mass effect or energy weapons of other nations, are still particularly finely made. However, not all of their advancements involve weapons—they also make some of the finest vehicles and space crafts in the Galaxy.
Some of their planets has been converted to ranches and fields for herding and growing of feed for the animals. Cattle, Semia, dolyaks, and devourers are their primary sources of food. The Draconian are known to have "meat festivals" as a type of cultural celebration.
Military:
Under the Khan-Tarr are his imperators, rulers of an entire legion, under each imperator are his primary commanders, the tribunes. A legion rarely has more than ten tribunes, and this office oversees an entire theater of war or large swath of controlled territory. Beneath the tribunes are centurions. Each centurion commands a number of warbands called a tarannen (a "company") and coordinates maneuvers on a broad scale within the tribune's authority. In areas where multiple centurions are coordinating, a primus centurion might be appointed—the "first among equals" of the centurions. The primus centurion leads an active assault force of 3-5 large tarannen called a Vargsvih (army or regiment); this is smaller than the numbers encompassed by the tribune's authority, but still sizable.
Each warband has its own legionnaire. The legionnaires are the true heart of the legions. They lead their warbands (typically a group of 6-16 Drakes) on missions, guide them to victory, and provide individual leadership to the squad. Under their command are the pure and mighty Arytiss of each legion –the warband members who are the rank and file of Draconian strength. (Arytiss is the Drake word for 'warrior')
There are also ranks within the structure of the High Legions that do not contribute to the direct chain of command. A brevet is a temporary field command used in times of emergency. Quaestor is the legion title for quartermaster, a position typically held by an older soldier whose skills on the field have lessened, but whose experience and administrative guidance are extremely valuable. Scrapper is the catch-all term for a warband on punishment duty, no matter what their official rank.
"Primus" is the title for an adult instructor at a fahrar. As hatchlings are born, they are brought to their legion's fahrar to be educated and raised in a warband composed of the hatchlings of that year (or close to it). The primus provides education and guidance, preparing the young warband for life as soldiers in their legion.
The bottommost rank in the High Legions is the gladium. A gladium is a Draconian without a warband; they are the lowest grunts, given little respect or responsibility—regardless of their previous titles or rank. Without a warband, a Draconian is not trusted. It is every gladium’s duty to rejoin a warband as quickly as possible. Until they do, they are seen as a black mark on the legion’s record and are looked down upon.
There is a concrete difference between gladium and Draconian who have been assigned away from their warbands. The former have no support and no place in the hierarchy, except on the very lowest rungs. The latter are simply performing a task or solo mission away from their units. It is acceptable for Draconian to be away from their warbands for a long period, when duty and need require it. But Draconian on independent duty, unlike gladium, always have their units to call on and return to when their missions are complete.
- Para: A form of martial art developed by the Draconian's, and often only Draconian's are capable of performing it, it was also first developed within the Ash legion. While Draconian's are more often known for their exertion of brute force, Para was surprisingly widely known among the Legions, due to the natural violence of Draconian society and rites. Together with the natural strength of a giant reptile like being, it made the average Draconian a fearsome weapon. The martial art focused on using the immense upper body strength of the species, with an emphasis on punches, jabs and throws with limb locks, and usually only a few strikes at a time. Also surprising were the non-lethal options available to the Draconian using the art, practitioners capable of disabling an opponent with a single blow.
- Living Ram: The style focuses on strong upper-body strikes powered by both muscle and body movement, as well as powerful knee strikes and stomping kicks. Defense relies primarily on avoiding or withstanding attacks. It was first used by the Blood Legion, who perfected it into a real art form.
The beginnings of Living Ram training are characterized by long, deep stances designed to develop strength in the martial artist's legs. Then, repetitive basic punches and kicks are added to improve muscle memory and develop upper-body strength and overall flexibility. Living Ram teachings were famous for their day-long training sessions where students would stay in a prescribed stance for upwards of ten hours, constantly punching and kicking. As training progressed, students were required to learn how to take blows from each other – as the student climbed in prowess, the blows would become more forceful.
Living Ram is characterized by hard upper-body strikes and stomping kicks, followed by powerful rending claw swipes as counters. The attacks are designed to penetrate an opponent's guard through the sheer level of damage inflicted.
The art's name was taken from a story of the first Master, Jar Dol'ka, who reputedly smashed open a meter-thick wooden gate with one blow of his fist. Because of the nature of the strikes, Living Ram practitioners tend to avoid secondary blocks, and train themselves to dodge or simply absorb attacks.
Lower-level students tend to dodge more, while more experienced fighters could shrug off most strikes. Masters of Living Ram were legendary for their resilience, able to brush away even the fiercest of unarmed blows.
Those trained in these arts have found to be far more deadly on the battlefield, as the art's not only teach close quarters combat, but also discipline.It increases physical fitness, physical agility, physical and mental balance. It physically and mentally toughens a warrior to endure hardship, and can help them withstand mental attacks more easily. It also increases and helps train a warrior's reflexes, some question how useful such arts are in today's battlefields. Consider if you will a master marksman against a hand to hand combat specialist. In an open field without cover the martial artist armed with nothing but his mind would be in danger from a marksman with a pistol or rifle. It should be noted that this is a very rare situation. The marksman cannot shoot the martial artist if the martial artist is behind a brick wall, a car, in a house, in a ditch, ect. By going around the brick wall (or whatever) the marksman usually has to close the distance with the martial artist. A very bad move because all the martial artist may need is the blink of an eye at close range to attack and disable the marksman.
Weapons Mounted to Vehicles
Official Name: Fire Drake Machinegun
Common Name: Slugthrower cannon, Spitefire
Ammunition: Standard Slugs
Price: varies
Use: For Light vehicles and aircraft
Designer: Gorge Bloodfire
Manufacture: TBG Inc (The Blood Gorge)
Description:
Designed and invited by Gorge of the Blood Legion, The Fire Drake Machinegun is a basic projectile weapon that propels bullets at high speeds. Spitfire minigun fires by use of magnetically flings clusters of superconducting toroids. These donut-shaped projectiles are designed to shatter upon impact, arcing electricity between the fragments and flash-converting them to plasma. The gun's punishing, automatic blasts impact with the heat of a cutting torch. It is used by the Draconians. It is a characteristically powerful weapon with low armor piercing capabilities, high rate of fire, and low muzzle velocity, designed to shatter armor to pieces and tear infantrymen apart. This heavy weapon is used only on vehicle platforms. The Fire Drake Machinegun is used by the T7's, and a lighter version, used by .
Official Name: Gauss Cannon
Common Name: Gauss Cannon
Ammunition: Vengeance Rounds
Price: varies
Use: Largely used by Naval vessels, Heavy armor, and Orbital defenses.
Designer: Sith Ironboar
Manufacture: Iron Forge Works
Description:
The Gauss Cannon is the mainstay weapon of The Draconian Imperium, firing an explosive round at high speeds via some form of magnetic propulsion. Common attributes include average damage, average range, low firing randomness, average rate of fire, low muzzle velocity, and an uncommonly high firing arc. The Gauss Cannon is used by the Fire Drakes, and Thunderhead Class. The Leviathan Class, Behemoth Class, and other Warships use Gauss Cannons with extended range and increased damage. A Gauss Cannon explosive round resembles a white bullet with a red ring around it.
Official Name: Hells Fury Riot-Gun
Common Name: Khans Fury
Ammunition: Vengeance Rounds
Price: varies
Use: Heavy crafts
Designer: Gorge Bloodfire
Manufacture: The Blood Gorge
Description:
The Hells Fury Riot-Gun, a weapon that rapid-fires a stream of projectiles at the target, possesses a very high rate of fire and is, but does not have a damage radius. Its power and recoil are so notorious that it includes a high-tech kinetic reducer to fight muzzle climb. This weapon is best suited at attacking slow-moving targets or low armored ones. Based on the heavy Sluggun.
Official Name: Linked Railgun
Common Name: Railgun
Ammunition: Kraken Penetrator Rounds/Vengeance Rounds
Price: Varies
Use: Used by most Starships or vehicles
Designer: Sith Ironboar
Manufacture: Iron Forge Works
Description:
The Railgun is one of the most powerful weapons and widely used by the Draconians. It fires a magnetically-accelerated hypervelocity projectile to destroy heavily armoured vehicles. It can be used in conjunction with a Markerlight to make it even more accurate. The Railgun mounted on Hammerheads will easily punch through most armor aside from the most advanced. However, it will not penetrate the same spot on a Chimera, though it may cause some minor damage against the side armour. It may also fire a special bundle of submunitions designed to take out a larger number of smaller targets such as infantry.
Official Name: Autocannon
Common Name: Autocannon
Ammunition: Kraken Penetrator Rounds/Vengeance Rounds
Price: Varies
Use: Found on most heavy vehicles
Designer: Sith Ironboar
Manufacture: Iron Forge Works
Description:
Autocannons are rapid firing weapons able to use a wide variety of ammunition, from mass-reactive explosive to solid shells. Autocannons are usually either mounted on weapon carriages or vehicles because of their great weight. Due to their high rate of fire and sufficient killing power, they are effective against large infantry formations and light armored vehicles. They are also useful against heavy infantry such as Space Legions, although their power armour has been known to stop autocannon rounds. Autocannons are used by the Imperium Legions for most of their heavy armor and vessels.
Official Name: Phalanx Anti-Missile
Common Name: Phalanx AM's
Ammunition: Ionized Slugs
Price: varies
Use: Anti-missile defense, for most naval units
Designer: Corgun Ironfield
Manufacture: Iron Forge Works
Description:
As tactical missile defense weaponry, the Phalanx Anti Missile has a high rate of fire and uses a unique slug fired slugs at high volcites to destroy incoming missiles or boarding pods at extreme range, making it quite effective against sustained enemy fire. The shells of the slugs explode sending out an ionized cloud that disrupts energy weapon fire weakening them, thus it can also protect against more advanced weapons. It's drawback though is that it takes some time before the Phalanx Anti Missile starts shooting after long use as they need time to cool down. Because of this, the Phalanx Anti Missile will have a tough time protecting anything in a prolonged engagement.
Official Name: Hellstrike
Common Name: Hellstrike
Ammunition: Missiles/warheads
Magazine Capacity/Clip Capacity: Depends on aircraft
Price: 30000
Use: Imperium aircraft
Designer: Corgun Ironfield
Manufacture: Iron Forge Works
Description:
Hellstrike missiles are air-to-surface anti-tank missiles with a solid fuel core and high-explosive warhead. They operate in a similar manner to Hunter-killer missiles, but are larger and fired at a higher velocity (given the aircraft is already traveling at high speed when it is launched). They are a common armament on Imperium Aircraft.
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Equipment/Scientific Inventions
Name: HK-Jet Pack
Manufacture: Iron Forges
Designer: Tragon Steelhide
Common Nicknames: Jump packs
History/Description: A Jump Pack is a back mounted device containing turbines or jets powerful enough to lift even a user in Power Armour. They greatly enhance a Draconian warrior's mobility by allowing him to travel quickly across the battlefield, this combined with the natural wings some Draconian grow allows them unparalleled mobility and control, making great bounding leaps over obstructions and launching themselves into the melee of close combat which they excel in. Its roaring engines allow a user to slow his descent when leaping from low-flying aircraft, allowing him to Deep Strike with relative safety directly into the fray. Any model equipped with a Jump Pack also counts as Jump Infantry.
Legionnaires's Virtual Assistant
The Legionnaires's Virtual Assistant (LVA) is a proprietary integrated data management system incorporated into the helmets of the version 5 Combat Helmets and up. The LVA provides real time tactical data to the user such as a compass, a 3D map and a waypoint list along with current objectives. The LVA may also link with civilian networks and may store up to 1GB of relevant data and information. The LVA’s functions may be toggled separately that allows the user to remain combat operational without obstruction. The LVA is also designed against EMP and jamming devices.
Power Source
Before the development of powered exoskeletons could even begin, the minds at the Iron Forge Works and Burning Heart Forges first prioritize in solving the biggest problem with powered exoskeletons, a power source. After sorting out multiple candidates for a suitable power source, the end result was two likely candidates which were both recent developments rendering their status as “experimental” hence reliability was a serious concern. The first likely candidate was the recently developed microfusion power cell, which as mentioned by its name, are basically miniaturized fusion reactors. The plasma is confined by a magnetic bottle of various geometrical configurations, so while plasma weapons was beyond the current abilities of the TDI, basic plasma stasis was possible. While fusion power when compared to other sources of power is much safer and far more efficient, it was however rather difficult and expensive to produce hence reducing production. Consequently, fusion power is usually utilized in powering large spaceships and very power hungry city hubs. The second candidate was miniaturized nuclear reactors that use the principles of nuclear fission using elements such as uranium and thorium. Both elements are known to be very common hence allowing a wider range of usage. Due to the advancements in nuclear technology, scientists have successfully reduced ionizing radiation output making the nuclear reactors much safer and a fairly clean power source, not counting the issue of radioactive waste. However despite this, nuclear fission is not as effective as fusion power in terms of power generation but nonetheless, nuclear fission is more commonly used because it is far more cost effective, while fusion power is reserved for scar-veteran armor and Oldbloods.
NS-77 Body Armour
The NS-77 (Nemesis Scale) Body Armour is the protective vest piece of the Personal Defence Gear (PDG) that protects the user’s neck, torso, abdomen, shoulders and groin. Developed in 2277 AE(Age of the Empire), the NS-77 was designed as a replacement for the Type-IronHide (IH) Ballistics Vest. Worn as a vest, the PDG has a camouflaged cloth cover that features numerous pouches along with the ability to accept optional pouches and other attachments. The NS-77 consists of four layers. The first layer is the outer shell which is an Arachne’s (a special spider on Tyranus) Silk cover with slots for removable ceramic plates. The second layer forms the main shell of the NS77 and it is made out of advanced polymers to reduce the overall mass of the vest. The third layer consists of a ballistic shock-absorbing and heat reduction gel layer to help reduce velocity and felt shock from ballistics, shrapnel, and explosives as well as protecting the user from thermal based weapons by dissipating the heat and the final layer is another layer of advanced polymers. The NS-77 also features integrated temperature regulation units to ensure maximum comfort of the user and to reduce thermal signatures for the user. The base NS-77 fitted with optional utility belts, codpieces and cuisses has a total mass of 4.21 kg. The NS-77 is graded against temperatures of up to 1,900 °C and field testing yielded that the vest has stopped three out of eight 8.47x60mm rounds. The vest may also be fitted with a C-14 armoured rucksack which is graded to up to 110 kg of equipment. The NS-77 may also be integrated with a radio transceiver so Arytiss can receive orders quickly. Each NS-77 also features an adjustable strap and can be worn over most NS-cast and NS-Rock armor.
Although body armor provides a significant amount of protection for relatively low cost, technically savvy soldiers or high ranked officers sometimes go further or ask for more. The use of Personal shields for high gear Power armor has been around since the Draconian Rebellions, The Drakes inherited this tech from their service to the Empire, the system is only used in Scar-veternand Oldbloods armor, making it very rare.
Energy Shields
"Energy Armor" is the common term for a complex series of field generators that disrupt incoming force using a stationary plasma effect. The outermost layer consists of what is its most powerful protection system: A rechargeable shielding system which forms a protective layer around the armor and shields the user from most forms of heavy weaponry. The shields also protect the wearer from the intense heat generated by weapons such particle beams rifles or energy weapons. However, energy shields are vulnerable to electromagnetic pulses and some plasma projectiles, such as those from a pulse cannon. Additionally, any attacks not traveling at a high enough velocity, like melee strikes from a knife or even an Armored Infantryman's bare hands, may not trigger the shield systems at all. The shields work by constantly sending out frequency pulses around the user (similar to sonar) that detect the movement speed of all nearby objects. The armor's onboard computer then calculates the point of trajectory, velocity, and size. When the armor senses an incoming object possessing a dangerous level of velocity and/or size, the suit emits a powerful honeycomb lattice of plasma to the point of impact, melting or deflecting the object and rendering the user unharmed. If further dangerous objects continue to travel toward the armor, this process repeats until the shield capacitors are drained of energy. At this point, the armor begins to take damage. If the wearer takes cover, the shield capacitors will regenerate, and protective energy shielding will be fully re-established within several seconds.
Fortification
The "fortification" approach uses high-energy batteries and superconductive devices within the armor to create a Foucault-current effect, essentially a magnetic field that can immobilize metals, even nonferrous ones, and disrupt and repel energy weapons. The field is triggered by sensors similar to those in a Energy Shield. It is powerful enough to protect against most modern weapons, but there are drawbacks. The currents cause metallic objects to hold their position relative to one another, and although the field only lasts for a split second, it creates resistance that can slow or fatigue the wearer. Without specialized training, a soldier can quickly become exhausted or stumble at the wrong time. Hence for this reason, despite the fact this is cheaper and easier to create then a true energy shield, only Oldbloods make use of it.
Artificial Meat Production
History:
Raising animals for meat is an ancient form of farming that dates back to the transition of cultures to settled farming communities rather than hunter-gatherer lifestyles. Effective as a food source it may be, it however may only occur in rich pasture land or utilize otherwise marginal land through area-extensive pastoral techniques. As such, animal rearing is a rather unsuitable choice on smaller worlds and ships. Meat production generally uses more energy input to produce a given amount of consumable food than other forms of agriculture, although the meat products produced have very high nutritional value. While genetically engineered, low maintenance food animals has been around for many millennia, it however fell out of favor with the arrival of a new contender, a evolutionary invention by the Burning Legion. The new contender to the food industry was cultured or vat-grown artificial meat that is produced using the same basic techniques as other forms of printed tissue culture.
Process:
To achieve the goal of meat production, muscle and other flesh cells are grown on a specially constructed biopolymer scaffold, which replicates the natural extracellular matrix found in living animals. Cultured cells are then implanted into the scaffolding, and these cells are induced to bind together into muscle-like or vascular tissue. Once the meat block, known as `slab', is established, the tissue is supplied with nutrients and allowed to grow by as much as 400% by volume before harvesting. To ensure the slab has a healthy texture it is stimulated into regular contractions, simulating exercise; the slab is attached at each end to strain gauges to measure the force of contraction. Each slab is connected to a generous supply of nutrient fluid often closely resembling blood.
Planetary Weaponry Production
Description: The Planetary Weaponry Production plan, or P.W.P was an idea many within the Iron Legion thought of, but only one Draconian managed to make it came true. The P.W.P is used to construct itself into miniature factories that is only operated by a All Terrain Builder Drone (ATBD), not only does the factory itself use planet resources for production of varies gear and weapons, it is capable of disassembling and reassembling at a different location in a short period of time. The PWP does not only utilize the repair of war machines, but also capable of producing infantry weapons, and varies munitions that varies from the smallest to the largest such as from the 10 mm used in Sidearms to 225 mm Autocannon round.
Orbital Deployed Supply Depots, or ones built from a ATBD contain multiple racks displaying multiple useful pieces of equipment, ammunition, weapons, replacement armor parts, and even provisions for a Arytiss to take at their leisure. It can even function as a repair station for vehicles, structures, and infantry alike. Supply depots are powered by a much larger version of the miniaturized nuclear reactors found in Powered Armor. The supply depot's simple display racks belie their advanced internal systems. To enable a supply depot to replenish its own supplies and repair vehicles and infantry, respectively, a supply depot houses the same advanced systems as found in a P.W.P. Internal mining devices dig up malleable resources and are able to use these to build them into any or mechanical structure, and are stored in a plasma state inside the depot itself. The supply depot's advanced computer systems use these raw resources to assemble everything from weapons and tools to munition supplies, field rations, water dug up from underground if any, and even oxygen canisters for a soldier's armor.
Most of the supply process is automated. When a Arytiss approaches a supply depot, the basic yet advanced computer systems quickly scan what sort of replenishment the soldier needs (ammo or provision replenishment, for example). The supply depot then configures the resources to build them into the appropriate form, then sends these supplies into the rack displayed after construction, which the Arytiss can then place within compartments in a their armor where the needed supplies would be stored. When transmitted, the resources instantly assemble themselves to their assigned form, such as ammo clips, field rations grown from the AMP built within, or pure oxygen canisters if it has the latter stored within it. If a soldier needs to exchange weapons and equipment for his or her's loadout, they simply take what he/she needs from the depot display racks. The supply depot then uses raw resources to assemble more weapons and equipment, ensuring the display racks are never empty.
The supply depot is able to repair friendly units, wherein the computer systems identify the atoms of the valid repair target. The supply depot then configures its internal store of resources to match the atoms and molecules of the aforementioned target. These configured resources based on the armor part placed within it, completely repairing any damage. This repair system is thus able to restore mechanical targets to optimal capacity in both form and function. If an enemy attempts to access the supply depot, it initiates a lockdown sequence that denies any of its vital supplies to the enemy.
The single down side of this marvelous invention is that it must be placed in a area rich in mineral resources to make full use of it.
Multi-Purpose Construction Drone
The Multi-Purpose Construction Drone or M.C.D is the TDI standard purpose construction drone used to aid military construction projects for Legions such as establishing bunkers, bridges, trenches and other installation. The drone has a tracked base for all-terrain movement, it also has built-in low class computer artificial intelligent and carry highly compressed raw material. Alone, it can lift object weighting minimum of 15 tons and be fitted with different construction tools. Another features the MCD have is that it capability to fix and repair almost anything, whether it be weaponry or military vehicles. Being expensive and fragile, the MCD is commonly found at “secured” TDI construction site, repair depot, armory and so on.
Stealth Drone
The Stealth Aerial Utility Reconnaissance Equipment Type 21 or nicknamed as “SAURIV” (meaning 'eye) is the The Draconian Imperium's Ash Legion standard UAV equipment limited issue for recon, scouts, special force and snipers within the Ash legion. The SAU-21 is remotely controlled up to a limited range of 3 km. The SAU– 21 due to its small size, cannot be armed but however is made up for its multi-functional capabilities recon equipment such as scramble, jammer and spotter. The SAU-21 is lightly armored and can be easily shot down, to counter this problem, most SAU-21 are equipped with a early generation cloaking device similar to Gekko armor, but one drawback is the immense heat signature given off.
Demolition Pack
The Demolition Pack or Drake-Pack is the The Draconian Imperium standard issue kit for a Burning Legion demolition expert and a downgraded pack for the general infantry. As such, the kit includes whatever tool required for demolition purposes. Within it are the items stated bellow
The M-224 Anti-Personnel Mine or better known to both the TDI as a “Rorkmore” (named after a dangerous predator on Tyranus) is the TDI's standard issue anti-personnel mine to all enlisted arytiss (Drake word for Soldier). The "Rorkmore" is a directional explosive device that is activated by either remote denotation or trip laser. It has an effective range of 40 meters and includes extremely dense material coated white phosphorous that are known to cause intense burn to anything that comes into contact with it. While the majority of this Anti-Personnel Mine is included in every Combat Kit, a minority of this can be found in the TDI demolition pack.
The C-12 Plastic Explosives or just simply C12 are the TDI's multi-purpose adhesive explosives. It can be molded into different sizes and shapes and be able to be placed anywhere. The C-12 is very stable, will not detonate even if dropped or shot at. It requires a specific electric charge from a detonator to activate via remote control or timer. As such, the C-12 is generally easy to defuse, which the only requirement is the removal of the detonator. The C-12 is stored in a rectangular metal container commonly found inside the Demolition Pack, although sometimes they can also be found carried independently.
The weight for five standard slugs would weigh 1lb. and cost 1 Sceel a piece. Ammunition only fits slugguns of the same size and weight.*
Standard Slug:
The standard slug is the standard-issue antipersonnel ammunition for the Sluggun. It is designed to penetrate a target and detonate, causing horrific injuries. It uses the statistics written above.
Kraken Penetrator Rounds:
Kraken penetrator rounds are potent, more power armor-piercing rounds than the standard bolt. The uranium core is replaced by a solid adamant core and uses a heavier main charge. Upon impact, the outer casing peels away and the high-velocity adamant needle accelerates into the victim, where the larger detonator propels shards of super-hardened metal further into the wound. These are effective against heavily-armored infantry.
Inferno Slugs:
Inferno Slugs are designed to immolate their targets and destroy them with superheated chemical fire. The uranium core is replaced with an oxy-phosphorus gel, known as Promethium. However, due to the decreased projectile mass, armor-piercing capabilities are compromised.
Hellfire Slugs:
Hellfire Slugs are designed for use against organic targets, specifically the Orakian. The core and tip are replaced with a vial of mutagenic acid and thousands of needles. When the round enters the target's body, the vial shatters and the needles pierce the victim's flesh, pumping the acid into the target. Almost the same as the Inferno bolt but does obviously not set the target on fire.
Metal Storm Frag Slug:
In the metal storm frag slug, the mass-reactive fuse of the standard bolt is replaced with a proximity fuse, and the uranium core and diamondback tip are replaced with increased high-explosives and a fragmentation casing. This means the slug explodes when it nears an enemy, creating a lethal hail of shrapnel. This bolt is capable of inflicting casualties on multiple lightly-armored targets, but its effectiveness is dramatically reduced when facing heavily-armored foes in Mechanized Armor.
Stalker Silenced Shells:
Stalker Silenced Shells are Slug rounds with low sound signatures, meant for covert fighting. They are often used in conjunction with an M40 Targeter System, an extended barrel, and a stock to create a sniping weapon system. A gas cartridge replaces both the propellant base and main charge for silent firing, but this sacrifices muzzle velocity as a result. A solidified mercury slug replaces the mass-reactive warhead for lethality at sub-sonic projectile speed. These rounds are used when stealth and precision are required. These rounds allows for catching the target off guard. These rounds cost the same as Standard Bolts and weigh the same.
Vengeance Rounds
Vengeance Round bolts were created using unstable flux core technology that makes them hazardous to use but extremely potent at penetrating through heavily armored targets. As their name implies, these slugs were developed by Draconian's specifically to target medium armored and heavily armored foes. These round gives the Sluggun the vicious power to pierce most known armor. These rounds cost the same as Standard Bolts and weigh the same.
Dragonfire Slugs
Dragonfire Slugs are hollow-shelled bolts that explode with a gout of superheated gas that can eliminate the value of cover for enemy troops. These rounds cost the same as Standard Bolts and weigh half as much.
Official Name: Slugthrower
Common Name: Slugthrower
Ammunition: Standard Slug
Magazine Capacity/Clip Capacity: 80
Price: 1,500 credits
Use: Standard infantry
Designer: Warmac Nerblood
Manufacture: The Blood Gorge
Description:
The Slugthrower is a large, .75 caliber assault rifle and unlike more advanced weapons of the time still uses slugs (as the name implies) and lack mass accelerators. It has a much greater mass than most standard-issue rifles such as the M-8 Avenger, although it is slightly shorter in length. Unlike most rifles, it lacks a stock, resulting in a grip much like a pistol's or a sub-machine gun's. A Draconian's bulky powered armour would make shouldering a stock an awkward experience, but the natural strength of a Draconian alone is often also able to compensate for vibrations and oscillation, making a stock redundant. Stocks are sometimes used, however, with an extended barrel and an M40 Targeter System to transform the Slugthrower into a sniping weapon system, however these are rare since Dragonites prefer close range combat. These sniper-Slugthrowers are most often used with Stalker Silenced Shells. The Slugthrower is complex to produce and requires dedicated maintenance. Draconian's also wear massive suits of power armour that further enhance their control over the powerful recoil of the weapon, and aid the already prodigious skill of the individual Draconeon warrior with autosense uplinks and suit-integrated targeting systems. The Slugthrower is simply far too heavy to be wielded effectively by the average human being.The Slugthrower also is far less susceptible to being fouled by dirt and mishandling than more advanced weapons, however despite it's capabilities it is still quite a primitive weapon in compression.The Slugthrower need for physical ammunition demands far more logistic organization than the standard weapons of the era, and Draconian Legions have been known to go through a small stockpile of rounds in a single campaign.
Stock:
Stocks increase accuracy of Slugguns by a good margin.
Extended barrel:
Increases the range by 30 ft (to a total of 160 ft.). Costs 25 credits.
Double barrel
Also known as the Storm Sluger variant. The Storm Sluger is a compact double-barreled version of the Slugthrower. Resembling two Slugguns attached side by side, the storm sluger is capable of withering fire without hindering maneuverability, enabling the bearer enormous individual firepower. Storm Slugers are popular with older Draconian forces, specifically Oldbloods and Scar-veterans.
Launcher:
An attachments that allows allows a launcher to be equipped instead of a knife bayonet. Allowing the use of frag and plasma grenades to be launched.
M40 Targeter System:
This scope and laser dot sight allows far greater accuracy and effective range for Slugguns to double their effective range.
Bayonet:
Well most L1-Slugthrowers came with the stranded knife attachments, it was found hard armor of modern battle fields where to thick for it to be of much use. Thus the L2-Heavysluger comes with a chainsaw bayonet. The chainsaw consists of razor-sharp, carbide-tipped blades powered by a variable-torque motor, and is capable of killing an enemy in seconds.
Tripod:
Due to its bulk and weight, Imperial Draconian infantry operate Heavy Bolters using a two-man team, mounting the weapon on a tripod. This helps create a stable firing platform when prone increasing accuracy.
Ammo belt protection:
That Draconian Marines heavy Slugthrowers have the ammunition belt feed protected by a tough, flexible feed chute.
Can be bought for additional 200 credits and removes the chance of jamming, but increase the weight by 20Ibs.
HB-Lair 149
Official Name: HB-Carbine 149
Common Name: 49, HB
Ammunition: Standard Slug
Magazine Capacity/Clip Capacity: 30
Price: 1,000 credits/ 5 Sceels
Use: Longer range support
Designer: Kargon Burnpyre
Manufacture: Burning Heart Forges
Description:
Well the L2 and L3 are the go to weapon of choice for heavy fire suppression, their high fire rate made them difficult to use at long range, even with auto targeting, and maintenance overall make them a poor choice for extended campaigns. The Burning Legion, unable to keep to match the industrial might of the Iron Legion sought a more resource friendly alternative. The 'HB-Lair 149 rifle' is a result of a number of improvements made on the L2 and L3 Assault Rifles, such as the addition of an extensive recoil control system, a longer barrel with a larger bore for higher caliber bullets, a completely reworked action for receiving and ejecting cartridges, and a rudimentary iron sight on top of the receiver. The raised areas of the rifle are called "lands," which make contact with the projectile (often a standard slug), imparting spin around an axis corresponding to the orientation of the weapon. When a projectile leaves the barrel, this spin lends gyroscopic stability to the projectile and prevents tumbling, creating a surprisingly accurate weapon perfect for med to long range action and their short design is perfect for urban combat. Flexible weapon, they are also better economically as their low rate of fire (semi-auto, three round burst, and single fire options) and low mag size assure Draconian warriors avoid "Spary n Pray" tactics.
Name: Nemesis IIX
Designation: AR-064
Manufacturer: The Blood Gorge
Year Constructed: 2189
Classification: Six Barreled Assault Rifle - Heavy Weapon
Ammo Capacity: 84
Firing Rate: Each barrel shoots approximately 14 rounds per clip, at a rate of 850 rpm
Modular Casing: Yes, collapses down to just larger than the standard rifle.
Description: The Nemesis was made to be the Draconian's assault rifle. It fired very few times per clip, or rather, it fired a great deal of times per clip, but all at once. The six barrels makes this assault rifle one of the most effective close combat weapons the Draconian have every created, allowing one to aim for the head of a standard humanoid species, and hit from head to center of body mass. This weapon, however, loses effectiveness, quickly over range, being a gun for those whom are up close, much more than at range. At a range, the average Draconian, whom have not honed there skills tremendously with this gun specifically, has a very little chance of hitting with more than a few shots, making this gun less effective at range than most other Draconian weapons.
The gun has a lot of mass to it, requiring incredible physical strength in order to wield it effectively, making its use outside of the Draconian population, doubtful, at best.
Name: Reckoning Model XV
Designation: TK-0015
Manufacturer: The Blood Gorge
Classification: Auto-shotgun
Ammo Capacity: 10
Firing Rate: Auto (Or Single)
Power: The shotguns blast is so concentrated and powerful that each shot requires a use of a thermal detector to switch barrels before they overheat.
Modular Casing: This massive shotguns barrel only collapses into the thermal cylinder. The gun can be stowed either on the hip or back leaving a 6" handle sticking out of a 4" cylinder.
Description:
The shotgun is new invention of the the Draconian's, something called an, "automatic shotgun" . This gun has heat detectors which automatically rotates the cylinder, engaging another clip, and ejecting the used one. The shotgun will fire one round, the cylinder will spin, and the used clip will drop from the right side of the barrel. The shotguns massive size makes it ideal for larger stature species like Drakes.
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Official Name: "Harbinger" G290
Common Name: Slugthrower cannon, G290
Ammunition: Typically Kraken Penetrator Rounds
Magazine Capacity/Clip Capacity: 200 Rounds
Price: 10,000 Credits
Use: By Scar veterans and Oldbloods in Dreadnought armor
Designer: Gorge Bloodfire
Manufacture: The Blood Gorge
The "Harbinger" G290 is a heavy, automatic anti-personnel weapon commonly used by Dreadnought armoured Draconian. Its most notable feature is its incredibly high rate of fire, easily eclipsing that of the autocannon it replaced. It is a medium-calibre rotary autocannon, with 6 barrels cycled by an electric motor past a single chamber. The weapon was developed after the Sorion war as a replacement for the autocannon. This weapon is the standard alternative to the heavy Storm sluger as a Warbands special weapon. Its design has changed little, retaining the distinctively long, cylindrical, rotating barrels. Although it lacks the range of most other heavy weapons, the assault cannon is a fearsome weapon when used in the close range role it was designed for. The weapon is prone to overheating and jams due to its high rate of fire - the number of rounds fired per second are counted in the hundreds. The barrels and other firing components are made of a heat-dispersing ceramic/metallic alloy, helping the weapon to withstand the intense heat generated by its high rate of fire. Despite this, the barrels still reach temperatures of over 300°. Due to the high rate of wear on the barrels, the barrels are replaced after every mission. Motor and barrel failure are common problems with the assault cannon, making the weapon prone to jamming during sustained bursts. The weight and complexity of the mechanism, and the heavy recoil generated means that the assault cannon requires a stable firing platform. The weapon is not considered man portable, however the powerful servos, recoil compensators and stabilizers built into Dreadnought Armour suits allows the elite Draconian warbands to carry the weapon into battle. The assault cannon is well suited to the battlefield role of Dreadnought Armour squads, providing a massive rate of fire which often compensates for the enemies' vast superiority in numbers. In confined environments providing long corridors of fire, such as space hulks and urban alleyways, the assault cannon is invaluable. The high rate of fire makes the assault cannon unsuitable for extended engagements when used by Dreadnought's, as the ammunition carried is quickly exhausted. This drawback is negated in vehicles, where ammunition storage capacity is far greater. The standard ammunition fired is a cased round, comprising a dense metallic core covered in a non-metallic composite sheath with a diamantine tip. This provides excellent penetration capabilities against light and medium armour.
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Official Name: SCRAW
Common Name: Chain blade
Ammunition: N/A
Magazine Capacity/Clip Capacity: N/A
Price: 1,000 credits
Use (Who Uses It):
Designer: Sikako Ironstone
Manufacture: Iron Forge Works
Description: A Chainsword is a common form of chain weapon which is essentially a sword with powered teeth that run along the blade like that of a chainsaw. Most versions make use of monomolecular-edged or otherwise razor sharp teeth. The weapon makes an angry buzzing sound as the teeth spin around, intensifying into a high pitched scream as they grind into armour. There are also known to be Axe variations as well. It has been named the SCRAW due to the sound it produce's sounding like that of a predator on Tyranus.
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Official Name: T9-Tarkka
Common Name: T9, Tarkka
Ammunition: Vengeance Rounds
Magazine Capacity/Clip Capacity: 30
Price: 900
Use: Infantrymen
Designer: Gorge Bloodfire
Manufacture: TBG
Description:
The T9-Tarkka is the state of the art pistol with the advantage of a modest rate of fire of 8 shots per second on full burst. The rounds are however smaller then those of Sluggun rifles, 10 mm, but still do descent damage from mid to short range with a good deal of penetrating power.
Official Name: L4-Heavy Slugthrower
Common Name: Heavy Slugthrower, HS, Back Breaker, Bruiser
Ammunition: Vengeance Rounds
Magazine Capacity/Clip Capacity: 120
Price: 5,000 credits
Use: Heavy infantry, surpression
Designer: Warmac Nerblood
Manufacture: The Blood Gorge
Description:
The L4-Heavy Slugthrower is an enormous version of the Sluggun. Of much larger size and weight, the Heavy Slugthrower fires powerful armor-piercing fist-sized bolts at the enemy with a staggering rate of fire.
The L4-Heavy Slugthrower is generally used for anti-infantry or fire support roles, also known as the "Back Breaker" or the "Bruiser" by the crew who have to carry it because of its great weight - but also because of the heavy punishment it can deal out to the enemy. It fires a round considerably larger than that of the standard Sluggun shell, with more propellant and longer range and higher stopping power, making it capable of destroying light vehicles. Because of its high rate of fire, jamming is often a problem. Like all Slug weapons, Heavy Slugthrower require regular maintenance. It is seldomly seen outside military organizations.
The most modern version of the Heavy Slugthrower in wide spread use is the Legions. The weapon goes through rounds very quickly using either a disintegrating belt or 120 round high capacity pod magazine.
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Official Name: T87-Inferno gun
Common Name: Flamer, Flamethrower, Burner, Incinerator
Ammunition: Fire
Magazine Capacity/Clip Capacity: worth 40 burst of flame
Price: 7,000 credits
Use: Infantrymen
Designer: Kermec Blackflame
Manufacture: Burning Heart Forges
Description:
T87-Inferno guns are flamethrower weapons, unleashing a liquid incendiary chemical that bursts into flames as it leaves the weapon. Similar flame-based weapons have been used by several races and armies. They are valued for their ability to destroy many enemies at once, regardless of any protective cover. Both flamers and the more compact hand flamers are considered assault weapons due to their relatively short range.
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Official Name: Meltagun
Common Name: fusion guns, melters, Cookers
Ammunition: Main Battery
Magazine Capacity/Clip Capacity: 12 shots
Price: 14,000 credits
Use: Anti-armor units
Designer: Bhergav Burnpyre
Manufacture: Burning Heart Forges
Description:
Melta Weapons are heat-based weapons which work by sub-atomic agitation of the air. Targets on the receiving end are heated to the point of being vaporised. The effect on flesh is fearsome to say the least, while vehicles can be reduced to molten slag. Most melta weapons use highly pressurized pyrum-petrol gases with a two part injection system which forces the gases into a molecular state, which will vaporise just about anything. Unfortunately, due to the high power consumption and range dissipation, the weapon is only effective over very short distances, but anything caught in the blast is likely to be destroyed.
Although short-ranged and slow to fire, they are prized for their power against armoured vehicles. Besides the roar of the explosive vaporising of the target's moisture, melta weapons themselves make little noise when firing. Given their fairly quiet and very effective nature, infiltrating parties of Draconian's make use of melta weapons to destroy enemy vehicles before they get a chance to fight on the battlefield.
Official Name: Lightning Claw
Common Name: Claw fist, Power Claws
Ammunition: N/A
Magazine Capacity/Clip Capacity/Etc. (If Applicable):
Price: 12,000 credits
Use: Elite units
Designer: Sikako Ironstone
Manufacture: Iron Forge Works
Description:
A Lightning Claw is a Draconian invented weapon, it is a piston-driven pincer comprising of two to three snapping blades. These blades are sheathed and surrounded by an energy field that disrupts solid matter and can effortlessly ignore any armour, but cannot defeat most personal shields as easily. It is also large and slow in combat, and so the bearer must be willing to take damage before they can strike back.
Frag Missiles are designed to explode on impact with any surface, raking the immediate area with lethal shrapnel. Primarily an anti-infantry weapon, it can be used against light vehicles with some success. Frag Missiles are often ineffective against heavy infantry.
Krak Missiles are primarily designed as anti-vehicle weapons, Krak Missiles contain a high strength, low blast shaped charge, causing massive damage to anything it hits with minimal collateral damage. Also very effective against heavy infantry, bunkers and other armored targets.
Other Types: Missiles are extremely versatile and can potentially carry any conceivable type of payload. Examples include: Anti-Plant, Virus, Vortex, Smoke, Gas, Tanglefoot, Haywire, Stasis, Plasma and Photon Flash.
Magazine Capacity/Clip Capacity: 1 rocket
Price: 9,000 credits
Use (Who Uses It): Anti-armor infantry
Designer: Grey Ironhide
Manufacture: Iron Forge
Description:
The standard Imperial Missile Launcher has a built in targeting device and is fired from the shoulder. It is a single round weapon, and cannot be fired on the move. Standard Legionnaire doctrine is for one Draconian to carry aim and fire the missile launcher, whilst a second Draconian carries the ammunition and re-loads the weapons. A well-drilled fire team can maintain a formidable rate of fire, enough to daunt the bravest of tank commanders. Draconian Oldbloods and Scar-veterans generally carry their own ammunition, being easily strong enough to hold the missile launcher in one hand whilst re-loading with the other. Note also that whilst an Legionnaire will generally fire from a kneeling or prone position, Draconian enhancements grant them a superior aim even when standing.
HK-Jet Pack equippable
Official Name: NS-Cast V2
Common Name: Aegis Armour, Crusader Armor
Weight: 60 Ibs
Though Aegis Armour provides the same level of protection as suits worn by the Older Legionaries, the lack of a LVA means the wearer cannot fully interface with the armour and lacks the same strength enhancement and other advanced life-support features found in Draconian power armour. Still, Aegis Armour, does possess artificial muscle fibres controlled by the Aegis armor system's central processor allow for both gross motor movements and precision support of the hands. This steadies aim in a manner compatible with most firearm autotargeting systems.
The 'Sabbat' Pattern Draconian Helm has been a standard part of this power armour since the Sorian wars. In addition to a comm-link and rebreather unit for limited operation in a total vacuum, the helmet includes a full-spectrum filtering and psycho-oculal buffering to assist the younger Draconian mind from being rendered insensible by battlefield conditions.
Being made of plasteel with added protection of cermite weave bonds, further enhanced by composite material. Aegis Armour, is relatively lighter than most suits, providing excellent protection and increased strength at negligible loss to the user's mobility and agility.
Faction: Draconian Imperium
Designer: Sigfred Ironcast
Manufacture: Iron Forge Works
Price: 2,500 credits
This model dates from the Sorian wars waged close to the galactic core. Many of these worlds were the Draconian Homeworlds, which were not pleased to find themselves the object of galactic conquest. The Draconian's independent and stubborn nature along with the conditions of the fighting spurred the creation of this new armour type first by the Sorians then was copied and reversed engineered for Draconian forces. This armour was ideal as it offered Draconian's even further protection and survivability.
Official Name: NS-Rock V5
Common Name: Rock Hide, Crusader armor
Weight: 130 Ibs
The NS-Rock is the Draconian's first real power armor suits, The helmet is also a completely new design, the basic shape inspired by the slopping front of the V.III. In V.IV and later versions the helmet is much more flexible, and moves with the wearer's head faster. This represented the constructors increasing experience with neural connector gear and the new materials which flooded into the Draconian workshops as the Sorian war with the Golden Empire progressed.
V.5 armour was envisioned at the time to be the ultimate and final type of Legionary armour, able to offer the best protection in a variety of conditions. Many of the Marine Legions were entirely or partially re-equipped with it, although the order of which Legions received the armour would shortly prove to be of significance.
Crusade Armour is fully plated in plasteel, and the legs are also power armoured. The plates are arranged into articulated hoops, for increased maneuverability. The chest coils, which were kept on the outside of the armour plating on Version 2 armour for cooling purposes, have now been placed on the inside of the chest plates and exterior, so that they are better protected, thanks to more efficient cooling mechanisms.
Faction: Draconian Imperium
Designer: Nilrock Dake'ski
Manufacture: Ash'n Smoke Forge's & Iron Forge Works
Price: 3,000 Credits
Technical secrets recovered on newly conquered worlds allowed the forges on the planet Ridrick to develop this more efficient armour, improving the quality of protection and reducing the suit's weight at the same time. Improved armoring of the power cables allowed the main arm and chest supply to be safely relocated to the exterior of the armour, while the use of new material reduced the size and number of cables. Amazingly enough it was he Ash'n Smoke Forge's of Ridrick of the Ash legions that had a great hand in creation of the armor, with help of the Iron Forge Works of the Iron Legion.
Official Name: NR-Corvus V.8
Common Name: Corvus Armour
Weight: 130 Ib
The V.8 features clean, sleek lines, due to the routing of power cables under the exterior armour plate (abdominal covering of these was one of the suggestions made by the Ash Legion) and the increased sloping of the helmet design. The initial suits did indeed use the ablative technique pioneered in prior suits, as paucity of supplies during the Sorian wars meant that some sacrifices still had to be made, even with a new armour design.
Material: Plasteel, and ceramite bonds
Faction: Draconian Imperium
Designers: Bazack Steelscale & Tragin Greysmoc
Manufacture: Iron Forge Works & Ash'n Smoke Forge's
Price: 8,000 credits
The V.8 suit prototype design was field-tested by Legionaries of the Ash Legion, whose experiences and comments resulted in improved design features in the finalized armour mark. V.8 armour offered no better protection-levels than the V.5, but incorporated more efficient internal systems where power-routing and auto-sense were concerned. Power systems were given back-up redundancies with no increase in weight, while both olfactory and auditory sensors were improved. Additionally, the armour featured the best stealth capabilities of all power armour marks so far designed, as well as a new method of compartmentalizing components that allowed them to be swapped out with pieces from previous Versions with ease. The finalized armour Version was named Coruvs Armour in honor of Corvus Darkstar, Tribunes march of the Ash legion.
Official Name: Dreadnought Armour
Common Name: Iron Hides
Weight: 290 Ibs
Like marine armor, Dreadnought Armour is fully enclosed with life-support functions, and includes an array of sensors including radiation monitors, biological detectors and self-diagnostic scanners. Dreadnought Armour also incorporates many more auxiliary systems than normal armour, including motion sensors and threat detectors. The armour's sensorium, based upon tendril sensors, links directly into the wearer's own awareness (adaptive surgery is necessary to make this possible). The sensorium allows the wearer to use a vast number of scanners and detectors without conscious thought. Sensoriums can also be linked together, allowing every Warband member to see exactly the same view of the battle as his comrades, though often only the legionnaires suit will broadcast pict-signals. Also comes with autosense uplinks and suit-integrated targeting systems along with that the helmet is fitted with automatic sensory devices developed on Tyranus, this allows the wearer to see and hear as though not wearing a helmet, and, since all information is transmitted to a computer in the helmet before being transmitted directly to the wearer's brain via neural link, blinding lights and deafening noises can be muted so that they don't harm the wearer. The wearer is also able to see in the infra-red and ultra-violet spectrum, images can be zoomed in and magnified while noises can be enhanced. The suit is also equipped with an accelerator that allowed the user to make quick movements across terrain, leaving a trail of flames in his path.
Like most power armour of other races, Dreadnought Armour suits have an outer shell of ceramite-bonded plates powered by electrically-motivated fibre bundles, it also benefits from a shield system called 'Fortification', Fortification barriers are repulsive magnetic ionized fields projected from tiny emitters implanted into the wing's of the wearer, allowing them to shield themselves while freeing up their hands. These shields safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles. Plates of heavy plasteel further armour the ceramite sections, especially on the front of the suit. This extra armouring provides a level of protection that is far superior to Heavy Titan Armor; not even a ML-77 Missile Launcher will penetrate the suit's breastplate. It also contributes to the immense weight of the suit, making the wearer less maneuverable and slower. External adamantium ribs also help support this weight, while the inclusion of suspensors help the suit carry heavier support weapons.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Works
Price: 150,000 Credits
Dreadnought Armour is the toughest and most powerful form of personal armour Draconian's have ever developed. The scarcity and expense to maintain Dreadnought Armour suits means they are available only to the elite troops from the scar-veteran and Oldblood companies of the Legions. When first made, only the members of the 1st Legions of the Khan-Tarr had full access to the rare and extremely resilient Dreadnought armour. All suits have built in LVA devices which allow them to deploy with cohesion.
Official Name: NR-"Gekko" V9
Common Name: Gekko, CamoScreen, Gekko Camo
Weight: 80 Ib
Gekko Camo is a form of smart camouflage that can, within moments of coming into contact with almost any surface, replicate both its pattern and texture. Preset patterns and textures can both be loaded and saved to memory for later use. It applies thermal technology to regulate the temperature of the suit to better blend with what the suit is mimicking, allowing the user to stay as hidden as possible even under thermal imaging. A muscle suit is also built in, increasing the physical strength of the user somewhat. It was inspired by the mimicking abilities of the Lizard indigenous to Tyranus, hence the name.
Material: Artificial muscle fibers, made of synthetics, in the suit can withstand chops from a sword making even cutting the wearer in half unlikely because of sensors stretching between the interior and the surface of the suit comparable to a neural network that, upon detecting an impact, will instantaneously react by automatically contracting and diffusing the damage.
Faction: Draconian Imperium
Designer: Camolin Darkscreen
Manufacture: Ash'n Smoke Forges
Price: 10,500 credits
History/Description:
An adaptation of the V.8 improving on it's stealth capabilities even further, it is a marvelous and recently developed technology and is primarily used by and for the Ash Legions.
Official Name: NR-"Hellfire" V10
Common Name: Doom bringer, Cursed
Weight: 130Ib
The NR Version 10 is the first major upgrade of the system and introduced two revolutionary technologies for battlefield purposes: Improved energy shielding, providing the user added protection against even plasma weapons, as with all energy shielding, it is very good at absorbing damage from projectile weaponry and the ability to link a Draconian and a AI together to provide the soldier instant intel in the field, along with other functions. In addition to major changes from the Version 8 and 9, hundreds of other technical improvements are incorporated into the Mark V: for example, the fusion packs used to power the suits are half again the size of their predecessors.
Material: The outer shell of the Hellfire armor is comprised of a fairly thick titanium alloy. This plating covers the chest, arms, hip, legs, calves, feet and hands. This alloy is very resilient, can take significant punishment, and is nearly impervious to small arms fire. While enough shots from armor piercing rounds will breach the outer shell, the suit can take a few glancing blows from them without compromising the armor. The outer shell of the all Hellfire suits is covered with a refractive coating to help disperse the heat experienced from energy weapons. However one or two direct hits from any Plasma weapon at close range will compromise the armor plating.
Designer: Reddyer Steelscale
Manufacture: Iron Forge Works
Price: 11,600 credits
History/Description:
The battlesuit is constructed in overlapping layers. It is a sealed system, capable of extravehicular activity or operations in toxic atmosphere. It is hardened against EMP and radiation, and has filters that are completely effective at removing toxins and bacteria from local atmosphere.
The armor's outer shell is composed of a multilayer alloy of remarkable strength and has been augmented with a refractive coating capable of dispersing a limited amount of energy weapon strikes. Each Draconian being has a molecular fiber network called the nervous system within their brain. An upgrade to the standard Neural Interface is issued to all high ranking officers; another modified version of the neural lace is issued to all Scar-Veterans and Oldbloods within the Legions. This network translates electrochemical signals to digital code and routes them through an interface connection at the rear of the skull. Through this interface, the user's thoughts command the armor's movement and weapons; and input from the on board sensors comes directly to the user's mind. The synthesis of machine and mind is so fast that it is almost impossible to chart reaction time. Version ten was created and based of the strengths of Dreadnought armor combining it with the lightness and maneuverability of lighter versions.
Official Name: T7- "Uoinota Ixen"
Common Name: Ixen's, T7's
Weight: 60 ton
T7-"Uoinota Ixen" take the form of a large tank which is conventional apart from its distinguishing features: Four sets of tracks, auto-targeting systems, and able to attach an array of weapons. Secondary systems, such as life support and electrical systems run from the internal generator. They are also characterized by their extreme power, toughness and sluggishness. In a direct, head-on confrontation, they are easily the most powerful conventional tank (or ground unit) of their time if not outright the most powerful tank of all.
The T7-"Uoinota Ixen" is not only the most popular, but also one of the most common vehicles on the battlefield for the Imperium. The T7 has a mass of 60 tons, a length of 10.22 meters, 4.55 meters in width, and 3.6 meters in height. It boast the protection of Class 5 Plasteel Armor, capable of withstanding several shots from 125mm 7A35M AT guns. It also have an extensive systems mounted onboard for long range communication, EMP resistance, mine detecting, and so on. One of the main drawback of the T7 is that in spite of the powerful Blitz 9A2 Engine, the T7 is not very fuel demanding and however it is painfully slow compared to other Imperium vehicles, with a top off-road speed at 46 mph.The T7 also features the newest Generation of Firing System, integrated with the Friend or Foe application, the Firing System can be manual or computer controlled, allowing for a swift targeting and firing while steady or maneuvering.
Material: The T7 is very robust with a reinforced cast plasteel hull and a Auto-cannon turret a 120-mm M105 Smoothbore tank gun, likely to withstand most incoming fire and dish out a respectable amount of it's own, especially on the forward facing armour. The side armour is similarly heavy, but rear armour is much lighter. This allows the engines to move the chassis without overloading, overheating or overstraining. The common "Primus" pattern of chassis is used throughout Imperium vehicles but the design, however, is more for performance, not comfort and it is cramped, smelly and noisy within the vehicle.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Works
Price: 10,000 credits
History/Description:
The T7- "Uoinota Ixen" Tank is a very basic and easily replicable design that stresses strength and versatility while sacrificing comfort and ease of use for efficiency. The T7- "Ixen" is the primary battle tank of the Draconian military. Large hydraulic tread pods enable it to traverse rugged terrain, giving it a unique advantage amongst other armored vehicles. Armaments include a 120mm anti-tank weapon, or Auto cannon, as well as a turret-mounted .60 caliber heavy Fire Drake machine gun. Some would go so far as to say that it is the most successful tank design in Draconian history, and it is safe to say that it is the most numerous battle tank by far in the Imperium. It has little in the way of advanced technology but can operate in any type of terrain and environment. It is also quite slow, but its engine will run on just about anything put in it, allowing it to work for extended periods away from supply depots, although it does have a reduced efficiency with poor fuel.
Official Name: T5- "Chimera"
Common Name: The Chimera
Weight: 70 tonnes
The "Chimera" Battle Tank or T5 Tank is 10.13 metres in length, 4.21 metres in width, 2.8 metres in height and has a mass of 70 tons. The Chimera is armed with a L4-Heavy Slugthower, a Gauss Cannon, a Searchlight, and Smoke Launchers. It may be upgraded with a Hellfire Missile and pintle-mounted Heavy Hell's Fury Riot-Guns. It may also add two extra sponsons, twin-linked Heavy Fire-Drake machinguns or twin-linked Heavy Flamer. It may instead choose to remove its sponsons in order to reinforce its side armour.
Material: Uses similar reinforced cast plasteel hull and twin turrets, with added titanium plating.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Works
Price: 15,000 credits
History/Description:
A Chimera is a derivation of the famous Uoinota Ixen, modified to carry the Gauss Cannon instead of a AutoCannon. The power of the Gauss Cannon, combined with the armour of a super-heavy, has established the Chimera as the pinnacle of Imperium siegecraft. Many Imperium tribunes would be willing to exchange two regiments for a single Chimera ; such is the reputation of this tank. Indeed, Draconian Imperium combat doctrine holds an honored place for the Chimera.
Official Name: T1- "Stormlord"
Common Name: The Kepesk
Weight: 30 ton
The Kepesk'Ith secondary armament consists of two sponson-mounted Heavy Slugerthrower, two side-mounted autocannons and four frontal Twin-linked Heavy Slugthrower's. It is often equipped with the pintle-mounted Fire-Drake Machinegun. Just like the Chimera, it is always equipped with the Searchlight and Smoke Launchers.
The Kepesk'Ith is able to redirect the power normally supplied to the engine to double the four nose mounted auto-cannons rate of fire. It is also rare among other Draconian armor that is uses four leg carriers to help it traverse almost any terrain, if one is lost it can still travel, albeit a much slower pace.
Material: Uses similar reinforced cast plasteel hull and twin turrets, with added titanium plating.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Works
Price: 9,000 credits
History/Description:
The Kepesk'Ith is a rarer variant of the Uoinota Ixen, however it is not designed to hunt Armor but instead geared towards the destruction of infantry, and with four nose mounted auto-cannons, it can administer to that need with a vicious unmatched hail of fire. Although it may lack the heavier guns on its brethren, it's normally deployed alongside the Armor Hunters as "pest control, its massive amount of anti-infantry firepower is the bane of light troops everywhere but its most widely regarded ability is troop transport of which its older counterparts cannot achieve. It is also equally as devastating to gun ships and other low flying enemies.
Official Name: T10- "Shadowswords"
Common Name: The Sjach'caex, Destroyer
Weight: 26 tonnes
Much of the tank is taken up with the internal capacitors required to fire the duel Railguns and is also equipped with advanced logic engines and targeting systems to make each shot count.
For defense, the Sjach'caex has the sponson armament for a Heavy Slugthrower. In addition to this, many crews install pintle-mounted Fire-Drake Machine gun, an extra Twin-linked Heavy Hells Fury Riot-Guns and/or Hellfire missiles. Finally, all Sjach'caex are equipped with Smoke Launchers to increase survivability, and with a Searchlight for night-fighting. Several Sjach'caex are known to swap the sponson weaponry for improved side armour. On others, the sponson are replaced with targeters to ensure that the Railgun shots will not go to waste.
Material: Uses similar reinforced cast plasteel hull with added titanium plating.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Works
Price: 13,000 credits
History/Description:
The Sjach'caex is an Imperial Draconian Armor-hunter super-heavy vehicle. It is designed on the same technology as the Fire Drake with the exception of its armament; a super Twin-linked Railgun. Each shot is sufficiently powerful to cut through the toughest ground armor but requires a good deal of time to recharge. Because the Sjach'caex can do such a damaging blast, it is only produced on Forge Plants. Each super-heavy tank is sent to an armored regiment where fighting enemy Armored divisions is high The Destroyer is most effective against enemy armour and as such is usually held at the rear battle lines where it is used as a form of sniper tank or tank destroyer, as the Destroyer has a very long range.
Official Name: Hydra Flak Tank
Common Name: AA Guns, HFT's
Weight: 40 tons
The Hydra is a specialized mobile anti-air vehicle often seen defending important sites and columns from air assaults. Its autocannons are controlled by advanced tracking and targeting equipment and an automated turret, meaning it will track enemy aircraft with little difficulty. This, combined with a high rate of fire, often means the aircraft is doomed. Demand for Hydras always exceeds supply and they are often seen deployed with separate tank units. Many artillery (especially Basilisk) units have a Hydra or two permanently attached.
Material: Armor plating of hard steel and iron encasing.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Works
Price: 10,000 Credits
History/Description:
The Hydra Flak Tank is an Imperium Legion vehicle armed with 4 long-barreled autocannons, fulfiling the anti-air artillery role. It is capable of keeping up with armoured formations to ensure that they have anti-air protection and can also serve in the ground support role, in which it is effective against infantry and light vehicles.
Official Name: Basilisk
Common Name: Basilisk
Weight: 40 tons
Technology: Array links allow Laser guided targeting.
Material: Sheets of ceramite.
Faction: Draconian Imperium
Designer: Magaz Shieldheart
Manufacture: Iron Forge Works
Price: 7,000 Credits
History/Description:
The Basilisk is the main line artillery piece of Imperium Legion regiments throughout the Imperium. It is armed with an Earthshaker Tri-linked Rail gun and counts as self-propelled artillery. The main task of the Basilisk is to fire artillery barrages to support front-line units. They are directed by companies far forwards, often on the front lines, or by other high ranking Imperial Guard officers. Most shots fired are High Explosives, but other shells such as Smoke Shells, Incendiary Shells and Illumination Shells are sometimes used. Its high strength and range make it deadly for bombarding enemy positions and can be upgraded to fire from behind cover, making it an invisible killer.
Official Name: LV7- "Tauros Rapid Assault Vehicle"
Common Name: Tauros, TRAV
Weight: 5 tons
Technology: The Tauros employed by the Elysian drop regiments are further adapted to be lightweight and thus deployable from a Dragoon. The Standard Tauros is a 4x4 with either a dorsale mounted Heavy Flamer or Auxilary grenade launcher, manned by a gunner. All Tauros are equiped with Galvanic motor technology allowing them to press ahead even after taking damage to their traction.
Those used by the Ash Legions are built around and optical camo engine: Invisible, very fast, long vision range, thermal detection equipment for spotting stealth units, and a four passenger capacity. For these reasons they make ideal transport for Optical camo warriors, A.K.A units wearing Gekko armor.
Material: Plasteel, and light metals
Faction: Draconian Imperium
Designer: Tarcka Blackhide
Manufacture: Ash'n Smoke Forges
Price: 9,000 credits
History/Description:
The Tauros is a sturdy all-terrain vehicle used mainly on the frontier worlds of the Imperium. Some of which have been adapted to serve in specialized Imperium Legion regiments, notably the Ash Legions. Usually armed with a Fire Drake Machine gun.
Official Name: Tricera -T2
Common Name: Tricera, T2 carrier
Weight: 70 tons
Technology:At its most basic level the Tricera-T2 is an armoured carrier with repulsor technology and designed to cope with any terrain, and travel over water, as protect its passengers from harm. It is such a basic design, constructed from almost any material and powered by any semi-combustible material, that little has changed throughout its 10,000 year history. Such is its resiliency that damaged sustained in battle can often be repaired in the field by the crew themselves. It also has the ability to cloak making it invisible to enemy radar and optical sensors.
Material: The most common form of armouring is a bonded ceramite layer over a cast plasteel hull reinforced with Durasteel plates. However, other materials have been known to be used instead, from composite carbon compounds to conventional hardened steel.
Faction: Draconian Imperium
Designer: Grabreck Ironfist
Manufacture: Iron Forge Works
Price: 6000 credits
History/Description:
The Tricera is a repulsor, meaning hovering, armoured troop produced by the Draconian Imperium. The military value of such a vehicle was discovered, and soon each planet in the Draconian's were sent to attack by the Golden Empire had its own customised versions of the Tricera, fitted with varying weapons. The earliest evidence of the Tricera in combat was at the Torben's Home World in battle against the indigenous alien population. During the attack, three hundred Tricera were deployed to the largest alien city. The speed of the assault meant the xenos had no idea of the coming of the humans and had not prepared any defenses. The Triceras poured their firepower into the flimsy structures and then deployed nearly three thousand warriors. The city was destroyed and, with the alien presence removed, the colonization proceeded easily. The news of this victory spread and the use of the Rhino was adopted more and more by other planets.
Official Name: MT-9 "REX"
Common Name: The Rex,
Weight: 40 tons
Once interred within the MT-9 "Rex", the Legionnaire cannot leave the metal womb and is destined for a life of endless battle until destroyed. Some are so ancient their memories may extend back to the founding of their Clan and its earliest history. Along with countless life systems, it also includes an array of sensors including radiation monitors, biological detectors and self-diagnostic scanners.
The armour suit also comes with sensorium, much like Dreadnoughts, based upon the same tendril sensor technology, which links directly into the wearer's own awareness (adaptive surgery is necessary to make this possible). The sensorium allows the wearer to use a vast number of scanners and detectors without conscious thought. Sensoriums can also be linked together, allowing every Warband member to see exactly the same view of the battle as his comrades. It also is equipped with thermal imaging, and night vision.
Material: Rex are armoured with ceramite and adamantium, their muscles are formed of electro-fibre bundles and magna-coils. They are usually armed with weapons to suit a particular role, such as destroying other heavy armoured vehicles.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Legion
Price: 50,000 credits
A MT-9 "Rex" is a large, walking tank, or Battlesuit, which carries both powerful guns and lethal close combat weaponry, armoured to withstand all but the most powerful of enemy firepower and often relied on by Space Legion forces to tear an opening in enemy defenses. Each MT-9 "Rex" contains a living being, permanently interfaced with the machine through a form of mind impulse unit. MT-9 "Rex" are surprisingly agile, able to walk and balance with the ease of a living creature.
The pilots within MT-9 "Rex" are Legionnaires who have suffered mortal wounds in battle, maimed and crippled beyond recovery or even their outstanding regenerative abilities - instead of being mercifully killed, the greatest heroes are instead given what is considered an honour of continuing to serve the Khan-Tarr past their normal life. The MT-9 "Rex" can be armed with a wide range of weaponry, both ranged and close combat. These include either one or two REX Close Combat Weapons, usually in the form of power claws, or twin-linked versions of autocannons, or Rail guns, heavy Fire Drake machine guns or individual multi-meltas, light Gauss cannons or assault cannons. Built into the combat weapons is often either a storm Sluger or heavy flamer and often come equipped with a missile launcher for Hellfire Strike missiles. They can come in all kinds of modules and sizes.
Official Name: MT-XV8 "Crisis"
Common Name: The Crisis
Weight: 2.5 tonnes
The XV8 is the standard-issue suit used by the Iron Legion, though other variants exist, the most common being the Broadside Battlesuit. The Crisis suit is packed with advanced technology, including a jetpack, recoil absorbers and targeting sensors. Information gathered from the Crisis' sensor suite can be transmitted to command units, providing them with updated battlefield intelligence. A nanocrystaline alloy armour is used, giving the suit superior protection while keeping weight at a minimum. Although the armour provides superior protection against most small arms, it is no defence against heavier weapons such assault cannons and autocannons which penetrate right through. The suit also has three hardpoints that allow it to accept any combination of weaponry, support systems and wargear.
Length 1.7m
Width: 1.9m
Height: 2.8m
Material: Crisis are armoured with ceramite and adamantium, their muscles are formed of electro-fibre bundles and magna-coils. They are usually armed with weapons to suit a particular role, such as destroying other heavy armoured vehicles.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Legion
Price: 60,000 credits
The XV8 Crisis Battlesuit is an advanced piece of Draconian technology. These Battlesuits are issued to Scar-veteran Warriors in order to provide the Draconian military with a highly-mobile weapons platform.
Official Name: MT-XV-88 "Terminator""
Common Name: The Terminator, Broadside Battlesuits
Weight: 3.8 tonnes
Broadside Battlesuits are only issued to Scar-veterans who have gained sufficient experience piloting Crisis Battlesuits. The jetpacks commonly found on Crisis suits is replaced with twin-linked Railguns, one of the most powerful anti-tank weapons available in the Draconian arsenal. Other armament includes either a twin-linked Smart Missile System or twin-linked heavy Slugthrowers Rifles, or Storm Sluger, along with a single Battlesuit support system.
Being one of the most well protected units in the Draconian arsenal, there are reports of Broadside battlesuits surviving direct hits from autocannon and Anti-armor fire, and they provide as much protection as a suit of Dreadnought Armour, but unlike the Dreadnought, the Draconian are able to manufacture such heavy suits in larger quantities.
Broadsides tend to be encountered supporting larger Draconian formations, where one or more three-member teams are tasked with providing fire support for entire Warbands regiments. Occasionally, a single Broadside is tasked with providing support for a smaller Draconian force.
Length 1.7m
Width: 1.9m
Height: 2.8m
Material: Terminatorare armoured with ceramite, adamantium, and duel layers of titanium alloy, their muscles are formed of electro-fibre bundles and magna-coils. They are usually armed with weapons to suit a particular role, such as destroying other heavy armoured vehicles.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Legion
Price: 60,000 credits
The Broadside Battlesuit or XV-88 is the heaviest variant of the Crisis Battlesuit. Used by the Draconian's, these Battlesuits design is a effective compromise between offensive firepower, defensive protection, and tactical maneuverability.
Official Name: F50-Dragoons
Common Name: Dragoons
Weight: 15 tons
Length" 25.5m
Wingspan: 20.9m
Height: 6.8m
With advanced flight control and sensor gear, the Dragoons contains technology comparable to those found in Space Legion Vehicles, limiting their construction to sufficiently-advanced planets that posses a Forge Plant. In flight, the aircraft utilizes twin vectored engines in order to not only vertically take of and land, but also hover in mid-air, allowing for greater accuracy in deploying its sixteen passengers. The engines can be sealed, and an on-board oxygen supply employed, for when operating in hostile environments. Common methods for deploying from a Dragoon range from simply jumping off (if the height from the ground is low enough) to fast-roping and rappelling. When unable to operate that low to the ground, deploying via high-altitude jumps using grav-chutes are possible, though highly dangerous.
Material: Plasteel, and light metals
Faction: Draconian Imperium
Designer: Grabreck Ironfist
Manufacture: Iron Forge Legion
Price: 37,000 credits
The Dragoons are able to fit a variety of roles depending on they load out.
The Scavenger is operated by the Imperium Navy and attached to Imperium Legion units, particularly Drop Regiments lacking heavy armour and artillery support. The Scavenger is operated by a crew of two, a pilot to fly the craft and a weapons operator to aim and fire its armament. A single Scavenger will typically fly in support of a flight Dragoons with their variable weapon configurations allowing a variety of missions to be fulfilled: anti-tank, infantry suppression or bombing enemy strongpoints. They often remain after the Dragoon's passengers have disembarked and the transports retreated to act in a direct air support role, aiding the drop troops in tougher fire fights. Although they can mount extra fuel tanks to accompany Dragoons on long-range operations, this does reduce their weapons payload.
The Narharcan Heavy Gunship are Dragoons attached to Imperium Legion units which, in addition to the increased armor, are equipped with three heavy auto-fire rail guns, and used as a tank hunter after dropping off any unit being transported by it. Furthermore, it still retains the ability to mount 2 Heavy Fire Drake Machinegun door guns. It also possess four Hellstrike Missiles under each wing beside their rocket pods. Despite their impressive firepower, Narharcan Gunships lack the flexibility of Scavenger Gunships, which are chosen more often for deep-range attack, strafing and urban assault missions.
The Dragoons Sky Talon is a newer variant of the standard Dragoons airborne assault carrier. A support aircraft used for heavy lifting in combat theatres, the Sky Talon is armed for self-defense and to assist the other assault carriers as they clear drop zones of the enemy. Standard armament is a nose mounted Heavy Fire Drake Machinegun turret and two Hellstrike Missiles under the wings, which can replaced with two Rocket pods. Despite its armament, it is not usual for Sky Talons to be used in a battlefield role. Rather, they deliver their heavy cargo, typically a T7- "Fire Drake" or two Drop Sentinels, then quickly exit.
Official Name: F90-ThunderDrakes
Common Name: ThunderDrakes
Weight: 14 tonnes empty
Length: 14.2m
Wingspan: 16.06m
Height: 3.5m with landing gear down
The ThunderDrake is a tough aircraft to destroy, built around an armoured superstructure and cockpit. Twin F122v afterburning turbofans gives the ThunderDrake a good top speed in atmospheric flight, while a rocket booster engine allows it to operate in the vacuum of space and for fast take-offs when mounted on ground-based hydraulic ramps. The ThunderDrake should not be confused with a true "star-fighter" like the Raptor though, as its space capabilities are used primarily when deploying from an orbiting spacecraft into the atmosphere or likewise returning.
Quad nose-mounted Autocannons serve as the primary dogfighting and anti-infantry weapons, while a pair of twin-linked Railguns are normally used to engage enemy ground vehicles. Four pylons, two mounted underneath each wing, allow the fighter to carry up to four extra fuel tanks, Bombs, Hellstrike Missiles or, more rarely, air-to-air missiles. It can also mount additional equipment.
Material: Plasteel, and light metals
Faction: Draconian Imperium
Designer: Grabreck Ironfist
Manufacture: Iron Forge Legion
Price: 39,000 credits
The ThunderDrakes primarily serves as an air superiority fighter, given the task of hunting down enemy bombers or engaging enemy fighters in order to establish air superiority over the battlefield. However one of the chief advantages of the design is its versatility, allowing it to fulfill other types of missions. Thunderbolt fighters frequently serve as high altitude escort fighters for flights of Marauder Bombers. They can also be adapted to serve as low level fighter-bombers, night fighters and reconnaissance aircraft.
Official Name: F20-Lightning
Common Name: Lightning
Weight: 10 tonnes empty
Length: 10.8m
Wingspan: 13.75m
Height: 3.5m with landing gear down
The Lightning uses a swept-wing design and twin F100-XB afterburning turbofans to give it superior speed and better rate of climb and dive compared to the ThunderDrake, although it is lighter, less rugged and more demanding on maintenance crews. Like the ThunderDrake, it also features a rocket booster engine which allows for quick take-offs when using a "fast-launch" ramp and for limited operational capability in space, although it is not a true "star-fighter" like the Raptor.
Standard armament for the Lightning is a long barrelled ventral-mounted Autocannon and twin-linked Railguns on the wing tips. Four wing hardpoints allows it to carry up to four Hellstrike/Hellfire Missiles. Other standard systems includes a pair of Parallax tracking augers located in the nose section, while many will mount additional equipment.
The main role of the aircraft is to engage enemy craft and establish air-superiority over a battlefield, with a secondary mission of providing air escort for Marauder Bombers. For this reason they are often based on orbiting ships or forward air bases, where their rocket booster allows them to quickly take off and engage enemy air forces. Ground-based Lightnings can also benefit from hydraulic "fast-launch" ramps which, in combination with their rocket booster engine, provides better acceleration and faster take-off time than conventional VTOL craft. Standard practice has three to four Lightnings so poised in a constant state of readiness. Although not their primary function, Lightnings may also act as a ground attack aircraft, with free license to attack targets of opportunity.
Material: Plasteel, and light metals
Faction: Draconian Imperium
Designer: Grabreck Ironfist
Manufacture: Iron Forge Legion
Price: 39,000 credits
The Lightning is mainly used by the Imperium Navy for establishing air superiority due to its increased maneuverability over the ThunderDrake. It is often seen and heard plummeting from orbit or being scrambled from naval bases.
Official Name: P3-Marauder Bomber
Common Name: Marauder
Weight: 41 tonnes empty
Length: 19.2m
Wingspan: 24.6m
Height: 4.8m with landing gear down
Within its heavy armoured superstructure the Marauder Bomber carries an internal bomb bay which can carry up to 6000lbs of explosives. At maximum capacity it can carry up to twelve Bombs or six Heavy Bombs, while four wing mounted pylons allow it to carry up to twelve additional Bombs. For additional firepower it also carries a pair of twin-linked Railguns in the nose section, while two sets of twin-linked turret-mounted Heavy Slugthrowers, one in the tail section and the other atop the fuselage, serve as defensive armament. Instead of regular bombs the internal bomb bay may carry two Hellstorm bombs, large incendiary devices which convert an area into a destructive inferno. Like other Imperium aircraft, Marauder bombers can also receive further upgrades.
Material: Plasteel, and light metals
Faction: Draconian Imperium
Designer: Grabreck Ironfist
Manufacture: Iron Forge Legion
Price: 39,000 credits
The Marauder Bomber, with a long range and good maximum payload for its size, is the workhorse of the Imperium Navy. They are often based on orbiting spacecraft or, if in a prolonged campaign, on naval airbases established on the ground. Thanks to their capacious fuel tanks and powerful engines, these bases are located far from the frontline, even on another continent.
While capable of fulfilling a variety of roles, they are often used for one of three mission types:
Strategic bombing: long-range attacks on enemy cities and institutions while operating at high altitudes beyond most anti-aircraft weapons ranges and with Thunderbolt escort. While successful in this role, the Marauder is considered to have too small of a payload to be a truly effective strategic bomber unless in great number.
Free range interdiction: squadrons seek targets of opportunity such as supply dumps and convoys, which have been identified by aerial or orbital reconnaissance, before exfiltrating under cover from friendly fighters. While these missions are not performed in concert with ground troops, they are seen as the most effective use of Marauder bombers.
Dedicated ground attack and support: Very close assistance of friendly ground forces by engaging specific targets on the front lines. Seen as the riskiest type of mission, as the bombers must fly at very low altitudes and risk friendly fire. Though adequate, the Marauder is considered to lack the appropriate weaponry for a dedicated ground attack role.
Close support missions have the added difficulty of identifying targets in a constantly-changing battlefield situation, which Imperium tribunes solve in a variety of manners. Some regiments use previously-assigned visual markers, such as weapons fire or colored smoke, to designate enemy targets. Others incorporate forward air controllers to guide aircraft onto the targets. These Imperial Navy personnel, often experienced pilots themselves, will ride in communications vehicles that allow them to talk directly to the pilots overhead. A third method involves a coordinated withdrawal of ground forces prior to an air strike, decreasing the chance of any friendly fire. This is however a dangerous tactic as it requires disengaging from the enemy.
Official Name: MAP-D5 "Adjudicator"
Common Name: HQ, Big Moma, The Adjudicator
Weight: 800 tons
The Adjudicator has an Advanced Node Relay Array, that allows long range communication with different Legions. Radar Jamming soft ware, powerful Shield generators along with decoy flares offer's a wide range of defenses and tactical support.
Its armor is based on a new powerful and heavy metal called Durasteel armor more powerful then plasteel, this along with it's shields allows it to survive light orbital bombardment if need be.
The Draconian's had been researching this weapon for a long time and it was not until recently that they gained access to the technology but it still remains expensive to build but shockingly easy to maintain.
Material: Created with many heavy layers of Durasteel and inner plates of solid steel coated on iron weave.
Faction: Draconian Imperium
Designer: Morgon Coppar
Manufacture: Iron Forge Works
Price: 650,000 credits
The MAP-D5 "Adjudicator" is an immense super-heavy armoured transport and mobile command center utilized by the Imperium Legions. The Adjudicator, so named by troops since they often mock how it "educates" lesser race's in the art of war. The Adjudicator is equipped with searchlight's and smoke launchers, and armed with eight Heavy Fire Drake Machinegun and/or Hells Fury Riot-Guns, six Heavy Flamers, six Autocannons (two turrets in total) and a huge Gauss Cannon as it's main weapon. The Adjudicator has a maximum carrying capacity of thirty Warband units, and a dozen T7-Fire Drakes. The Mobile Assault Platform is essentially a land based capital ship featuring not only a fully functional ground operations command center but also a training complex for warriors which are dropped into the combat zone from the beast in pods which the R9-Shark lifts or lands using an advanced tractor beam, besides infantry it houses a small airbase for a few dropships and even a few gunships but no actual strikecraft. Its main weapon is its Gauss Cannon, it can target space and ground targets, the command center is equipped with the targeting computers to make this possible.
(Leviathan not yet built)
Official Name: Leviathan
Common Name: Leviathan
Length: 800 meters
Specification: Cruiser
Faction: Draconian Imperium
Mass Zero Capable: Yes
Range: 153 lightyears
Speed: 0.75 the speed of light.
Power Plant: 5x RX-80-10 Super Hydra Rocket Engines
Armament:
The Leviathan Class is equipped with three triple barrel Gauss Cannon Turrets (9 total barrels), twenty double barreled Linked Railguns, and eight Phalanx Anti-Missile TMDs.
Description:
The Leviathan Class battleship is the largest and most powerful capital ship of the Draconian armada, and rarest, the first where built from scraps salvaged from destroyed Battleships of other nations. The Leviathan Class is extremely powerful and can bombard targets planet side from a great distance. Sending two or three of these in orbit over an enemy base can cripple it substantially and open the way for invasion.
Official Name: Behemoth
Common Name: Behemoth
Length: 400
Width: 280
Height: 100
Specification: Heavy Frigate
Faction: The Draconian Imperium
Range: 100 lightyears
Speed: 0.65 the speed of light.
Power Plant: 6x RX-40-08 Rocket Engines
Perk: Extremely long range and fire power.
Flaw: Slow and ungainly.
Armament:
The Behemoth's four Phalanx Anti-Missile's are omni-directional, it was the only Draconian ship with long-range cruise torpedoes, and warheads, which makes it capable of dealing significant damage to priority targets from long range. This can be extremely useful in attacking Orbital defenses from a safe distance. As with other faction's Cruisers, this ship has excellent star-fighter defenses, thanks to it's six quad-autocannon's. It is also armed with the powerful Gauss Cannon. However, its six Gauss cannons are not turret-mounted and afixed to it's front, and so the entire ship must turn to face its target before it can fire the Gauss Cannons, the combined firepower is easily enough to cripple a Dreadnought class ship and annihilate anything smaller in a single head on hit.
History/Description:
The Behemoth is a particularly large and dangerous Draconian Cruiser that was first seen during the early days of Gold Empire wars, when they took a terrible toll on the Sorian fleets. Like its smaller cousin (the Terror Ship class) the Behemoth is built on the salvaged hulks of destroyed cruisers. Behemoths, however, are specifically built from the hulks of ships armed with Nova Cannons, the parts of which have been rigged up into a truly ingenious weapon: a launcher capable of being loaded with either torpedoes or bombardment canon shells. Behemoth class BattleCrusier are a favorite among tribunes's, who often take them as their flagship. This high status ensures that the Behemoth get some of the best weapons and crews in the Draconian fleet, second only to the Levitation's, making them even more powerful opponents in a battle.
Official Name: Terror Ship
Common Name: Terror Ship
Length: 500m
Width: 260m
Height: 80m
Specification: Carrier
Faction: Draconian Imperium
Range: 120 light years
Speed: 0.75 the speed of light.
Power Plant: RX-40-08 Rocket Engines
Perk: Able to launch up to 100 fighters
Flaw: No effective Ship to ship weapons of it's own.
Armament:
The Terror Class is a Attack-craft Carrier for the Draconian. It is large, well armored, can store, repair, and refuel Draconian Attack-craft units, and is armed with two tubes and 10 Flank guns for self defense.
History/Description:
Terror Ships are a variant of the typical Draconian Kill Cruiser. Generally built long ago from from salvaged hulks like their cousins, Terror Ships forgo some of the usual broadside Heavy guns in favor of simply chopping large sections out of the hull to use as launch bays for Attack-Craft.
Primarily associated with defense of the Cyclops Cluster, a good example of Terror Ships in action was an attack on a small resupply base at Mirrobel. There, two Terror Ships and a half-dozen Escorts appeared, with the Terror Ships promptly launching Assault boats to attack the garrison. The arrival of the Sorian Dauntless Light Cruisers Abdiel and Uziel and a squadron of Firestorms was not enough to stop the attack, as even with their Attack Craft already engaged, the Draconian's still had enough firepower to drive off Mirrobel's would-be saviors.
Official Name: Onslaught Attack Ship
Common Name: Thunderhead
Length: 290m
Width: 200m
Height: 55m
Specification: Frigate
Faction: Draconian Imperium
Range: 70 lightyears
Speed: 0.95 the speed of light.
Power Plant: RX-40-08 Rocket Engines
Perk: Heavy firepower, and nimble craft, with long range, excellent front armor.
Flaw: Weak armor, weapons have long cool downs, and is quite slow.
Armament: The Thunderhead is equipped with a Gauss Cannon for direct fire engagements, as well as two Linked Rail Guns for basic ship to ship battles, and a Duel autocannon for anti fighter firepower.
History/Description:
The Onslaught is slow and ungainly, poorly-armored on most quarters, and lacks any sort of broadside firepower, making it only suitable for head-on attacks. As many an Enemy commander has found out, however, the Onslaught is very, very good at those head-on attacks, with incoming fire bouncing off its thick front armor as it charges in with its forward guns blazing. Hence why it has gained the nickname Thunderhead.
Model: HAI-14 Tarasque
Class: Battlecruiser
Specification: Destroyer
Faction: Draconian Imperium
Height: 197 feet (58.6 m)
Length: 1,005 feet (306 m)
Width: 729 feet (222 m)
Sublight Speed: 22% speed of light
Maximum FTL Speed: 400C (one light year per 22 hours)
Range: 98 light years
Crew: 48 Officers, 420 enlisted, 30 marines or security personnel, 18 flight officers
Troops or Passengers: 200 max (100 comfortably)
Perk: Fast and possess potent stealth system and jammers.
Flaw: Moderate armor, weak firepower
Armaments:
1x Gauss Cannon (firing 1,000 lbs. tungsten carbide rounds)
6 x Forward Anti-ship missile launchers
2 x Rear Anti-ship missile launchers
2 x 60 TeV Autocannons
4 x Twin-Linked Railgun, 10 Petawatt/milisecond solid state proton turrets (5 PT per barrel)
8 x Twin-barrel 60mm Extended Range Ion Defense Turrets
Armor: 2 cm multiwalled carbon nanotube mesh over 1-foot thick alumina and titanium carbide chobham armor.
Auxillary craft: 6 light or medium fighters (varies with purchaser) or 4 heavy strike fighters.
4 short-range shuttles
Avionics: Digital Optical Telescopes, Long-range Mass Detectors, Long-Range Electromagnetic Field Detectors, LADAR, Radar and Infrared Field Surveyors.
Description:
Tarasque along with the Thunderhead act as the Imperium's main ship-of-the-line and act as the primary screening ships for more larger Warships.
Official Name: R9-Shark
Common Name: Shark
Specification: Transport
Faction: Draconian Imperium
Range: 10 lightyears
Speed: FTL Drives
Power Plant: 6x RX-60-22 Rocket Engines
Perk: Heavy armor, fast and quick re-entry and large crago holds allow first and safe deployment of ground forces.
Flaw: Must land on worlds to drop off troops, very vulnerable during this time.
Armament: The R9-Shark is armed with a large amount of weapons, though the configuration varies. Its primary weapon is fitted on a limited traverse dorsal mount and can mount either a Autocannon, powerful enough to strike down lightly armored fighter-crafts with an accurate shot, or a modified Battle Autocannons useful for ground bombardment. It also has a dozen Railguns mounted on either side wing and at least four dozen Heavy Slugthrowers in hull-mounted twin-linked sponsons, with room for eight additional Heavy Sluguns under the main wing tips. In addition it's sides can be equipped with bomb pylons, each of which carry one Hellstrike Missile, or Guided Bombs, or an external fuel pod, for a total of three missiles/pods or fourteen bombs.
History: The R9-Shark Transporter is a logistical in nature and it is equipped with four massive magnetic clamping arms mounted on runners underneath the fuselage. These allow the Shark Transporter to carry two MAP-D5 "Adjudicator", or an under-slung pod for carrying ammunition, fuel, five tarannen's and their armor support and other supplies. These items can be loaded and unloaded in quick order, minimizing the amount of time the Transporter is vulnerable while one the ground.
Official Name: 105X8
Common Name: Imperial Transport
Length: 3500m
Width: 1100m
Height: 250m
Specification: Fuel Transport
Faction: Draconian Imperium
Range: 150 lightyears
Speed: 0.75 the speed of light.
Power Plant: 6x RX-60-22 Rocket Engines
Perk: Transports large amounts of supplies large distances quickly.
Flaw: Easy to broad and defenseless without escorts.
Armament: The Fuel transport is not at all armed and is used only for resupplying.
History: Fuel Transports are a vital part of Draconian supply chains, as they ship fuel and other materials to Industrial centers and theaters of war when they are in need of supplies, as well as Imperium Legion army groups, and Imperium Navy fleets. These ships carry many smaller shuttles to ferry the fuel from ground refineries up to the Transports. Such shuttles are fairly large, and around 12 land at a time to acquire the fuel and offload supplies.
Official Name: T7-"Trika" Interceptor
Common Name: Trika
Length: 22 meters
Width: 12 meters
Height: 7 Meters
Specification: Interceptor
Faction: Draconian Imperium
Range: 8 lightyears
Speed: 4x RX-60-22 Rocket Engines
Armament: 2x wing-mounted Autocannons, 2x anti-starfighter missiles
History/Description:
Trika Interceptors are used for long-range patrol duties, operating as early-warning detectors for Imperial fleets. Because of this role, they possess on-board astropaths, used for secure, long-distance communication. Powerful and fast for their size,Trika interceptors can be armed with a variety of turreted ballistic cannons and and a forward-locked twin-linked Railgun "array".
Official Name: R401-StarDrake
Common Name: StarDrake
Length: 90 meters
Width: 60 meters
Height: 30 Meters
Specification: Bomber
Faction: Draconian Imperium
Range: 10 lightyears
Speed: 3x RX-60-22 Rocket Engines
Armament: Armour piercing Missiles, 6x Autocannons, 1x Railgun
History/Description:
The StarDrake is an Imperium Navy Bomber.
StarDrake bombers are larger, slower craft, designed to carry a heavy payload of plasma bombs and armour piercing missiles, for use against enemy capital ships. Crewed by a pilot, co-pilot, various turret gunners and a logistics officer, a standard Stardrake features limited sleeping quarters, chemical toilets and even an automated medical unit inside its hull. Armed with a multitude of short-range turret-mounted defence weapons, used to fend off enemy starfighters, a lone StarDrake can wreak havoc among enemy fighter squadrons before swooping in to deliver a crippling missile strike on an enemy capital ship. On rare occasions, StarDrake can be modified to carry and launch a very small number of anti-starship torpedoes.
Official Name: T7-Raptors
Common Name: Raptors
Length: 70 meters
Width: 30 meters
Height: 20 Meters
Specification: Fighter
Faction: Draconian Imperium
Range: 10 lightyears
Speed: 4x RX-60-22 Rocket Engines
Armament: 2x wing-mounted Autocannons, 4x anti-starfighter missiles
History/Description:
the T7-Raptors is significantly larger than most atmospheric fighters, and carries a pilot, navigator and gunner, although a pilot and gunnery officer are more than sufficient on scouting missions. The crew of a Raptors Interceptor often wear suspensor wire pressure suits and specially contoured helmets to prevent to side-effects of rapid-acceleration.
The Raptors reinforced hull contains an extensive network of circuitry and life-support systems including pumps that cycle super-oxygenated blood into the crew's body through spinal connections, a chemical toilet and sleeping compartments. Raptors are normally equipped with multiple forward-firing banks of Autocannons and anti-starfighter missiles and its twin engines are able to put out sixty thousand pounds of thrust.
(More TBD)
Name: Smodur the Unflinching
Species: Draconian
Skills: Engineer, inventor, polite, excellent merchant/ businessman
Personality: Smodur is a most interesting Draconian, who is seemingly obsessed in learning how things work. Curious by nature he is often seeking new tools and technology to further not only his own Legion but that of his race as a whole. He is likely among the greatest minds in the Imperium if not rivaling many higher brow race's of the galaxy.
Brief Character Summary: Smodur the Unflinching is the imperator of the Iron Legion.
Name: Bangar Ruinbringer
Species: Draconian
Skills: Warrior, solider, Commander
Personality: Bangar Ruinbringer is one always ruled by his more feral instincts, easily angered and fearing nothing. Bangar has been known to often act rashly, especially when dealing with Xeno races.
Brief Character Summary: Bangar Ruinbringer is the imperator of the Blood Legion, and the second youngest of the Khan-tarr's.
Name: Gaheron Baelfire
Species: Draconian
Skills: Commander, Leadership
Personality: Gaheron Baelfire is the ideal picture of Draconian honor. He is a creature of his word and is never known to go back on anything he has said or done. He leads his Legion by example and he is always highly composed and a calculating Drake, with fighting skills rivaling those of his nemesis, Bangar Ruinbringer.
Brief Character Summary: Gaheron Baelfire is a Draconian revered by the Flame Legion as a god, as is the oldest of the Khan-tarrs offspring. Due to this he has a strong claim to leadership of the Imperuim as a whole.
Name: Malice Swordshadow
Species: Draconian
Skills: Masterful ambusher, assassin, scout, sniper
Personality: Wise and kind, Malice is as mysterious as she is deadly, Malice is professional and always has an air of control about her. Every move she makes or word she speaks is calculated to achieve a desired effect. She makes use of spies and moles to keep one step ahead of any an all rivals.
Brief Character Summary: Malice Swordshadow is the imperator of the Ash Legion and youngest of the Khan-tarr's offspring. Despite this, her cunning and brilliance has allowed her to gain a sizable influence among the High Legions despite having the smallest tribe.
Name: Ragnarok
Species: Draconian
Skills: Excellent tactician, Marksmanship, Skilled warrior/solider
Personality: Straight forward and has little patience for foolishness on the battlefield.
Brief Character Summary: Ragnarok is an old Scar-veteran with a somewhat hunting past. (to be reveled IC) His skills in command and martial prowess are second to none within his own clan. He carries the Rank of a Legionnaire.
Last edited by GrievousKhan; 03-10-2013 at 01:01 PM.
^^Credited to Silux, the Mighty God Emperor!!^^
“Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty.”
Originally Posted by The Captain
Oh, and Khan's in my system. I didn't even know that until now!
KHAAAAAAAAAAAAAN.
Originally Posted by Rilla
The single greatest thing you've done, Khan.
Originally Posted by Zvezda
Oh jesus christ.
Originally Posted by Iarumas
@Khan Oh come on, go away, shoo!
Originally Posted by Lupus
KHHHHHHHHAAAAAAAAAAANNNNNN! That would so totally suck massive balls.
Originally Posted by Zvezda
:I
But the Creep would be... Jettisoned...?
Did you hear me? :<
---------- Post added at 07:05 PM ---------- Previous post was at 07:04 PM ----------
Your Birthday gift: 20 Free Bio-titans + Ridiculous Tentacle Impregnation trait (no real effects, besides excessive tentacles not being creepy)
Originally Posted by Skallagrim
And the fact that not everyone fights, just tends to be the badguys *looks at Khan* and his cohorts are trying to gain land for their lord....
Originally Posted by Greycat
Khan. You are evil.
Originally Posted by mbl
Originally Posted by MelonHead
I'd insta kill it.
As I will with every opponent/group/army from now on.
Way I see it there is probably gonna be two ways fights play out for the rest of the story. Either the dwarf is going to auto-kill it or the dwarf is going to fail to auto-kill it and some other party member is going to assume that it wants to be their friend.
Synthorian, you have done the world a great service.
Dozens - no, hundreds - no, thousands - no, millions of people are reading this thread, or will be, decades hence (provided the internet remains a thing), asking themselves one question. It's a good question, mind you - not like "WTF?" or "Is this supposed to be funny?" What is the question, you ask? You'll find I've written the answer below. The question is also there. Not the previous question, the one that answers it.
"How long will it take before someone signs up to this thing as a fart cloud?"
And now we have an answer. That answer, of course, is "actually not that long at all".
I will be posting somthing later today that will outline potential relationships between the Kophori and other nations, if you have an idea just say something. Obviously, the Kophori won't know many of the species, only a few ones to preserve my position as merchant.
Your Birthday gift: 20 Free Bio-titans + Ridiculous Tentacle Impregnation trait (no real effects, besides excessive tentacles not being creepy)
Originally Posted by Skallagrim
And the fact that not everyone fights, just tends to be the badguys *looks at Khan* and his cohorts are trying to gain land for their lord....
Originally Posted by Greycat
Khan. You are evil.
Originally Posted by mbl
Originally Posted by MelonHead
I'd insta kill it.
As I will with every opponent/group/army from now on.
Way I see it there is probably gonna be two ways fights play out for the rest of the story. Either the dwarf is going to auto-kill it or the dwarf is going to fail to auto-kill it and some other party member is going to assume that it wants to be their friend.