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IC THREAD IS HERE
Arvara: a fertile, habitable jewel of a world.
Wildly varying environments across its' surface are home to a wide variety of peoples of humanoid Mammalian and Marsupial animal species.
They live in a technologically advanced society, the majority in two large coalitions of nations: The Northern Empire, and the Southern Block. Between them, across the spread of the equatorial area of the main continent are the Independent states.
The history of the Arvarans remains unknown.
No-one really knows how they came to be; they have little in the way of myths or legends, as the majority of their information is provided in factual form by the computer network - known simple as 'The Net' - that was present with them, as far as they can tell, since their creation.
The awareness of their lack of history came about when, almost overnight, the people asked the same question all in one go: 'How'?
They realized that the sun and moon, that the seasons and their routines were all normal and regular, but that they had no knowledge of how they knew these things to be, and that they had no knowledge of their past.
Immediately, chaos reigned, as questions rose all around the world. People in uproar turned to all manner of explanations, looking both outward and inward.
Opinions clashed, resulting in violent conflicts and the formation of opposing groups, each looking for answers about their origins, and their creators, as the single opinion formed that yes, they must have been created. But why had they been abandoned? And by who?
As time passed by, the conflicts resolved into stalemates with the formation of the two power blocks in each hemisphere, with the Badlands of Arana in between as a buffer.
A few nations remain independent, following their own course and trying to remain free of the gathering shadows of war and disquiet from both the North and South.
Arvara is a world with a comfortable level of gravity, a conventional oxygen/nitrogen/carbon-dioxide atmosphere.
The world has one huge continent, and a large number of smaller islands which are home to numerous independent settlements and states.
The ocean that separates them is small, yet deep, and salt-water. It is home to many fish and other creatures that are farmed and harvested for food.
Most fresh water is underground, only coming to the surface in rivers, lakes, and a few 'inland seas'. There are numerous aquifers beneath the surface, and many huge cavern-systems that link the lakes and oases scattered across the worlds' surface.
Vegetation is plentiful and varied, with much of it edible by the Arvaran inhabitants of the planet, who have also introduced many of their own species, along with numerous animal species for food consumption.
The seasons are narrowly varied, with Summer and Winter being the most widely contrasted. Summer is dry, arid and bright, with a short stormy season in its' middle where the rainfall is torrential and winds are strong. However, otherwise rain is scarce in the summer in most areas other than the poles.
In winter time, the cold areas expand drastically from the poles, and snow is not uncommon in both the North and South, with rainfall also common over the Badlands.
The world has two small moons, both of which are a similar distance from the planet, named Iro and Callepsis, after two of the first scholars and philosophers of Arvanan society. Close observation with telescopes has revealed both to be lifeless and barren, with little surface features.
Iro is whitish in colour, while Callepsis is blueish, believed due to heavy cobalt concentrations.
There are many mountain ranges and volcanic areas of the planets' surface, a large amount of which are throughout the Badlands and the areas bordering them - hence the name - and are subject to frequent tectonic disruptions.
The geological makeup of the planets' crust means there are large areas of geo-magnetic flux and interference, that makes long-distance flight difficult.
Thus, while aircraft are not unknown, they are not used widely on long-range flights, and are instead mainly limited to short-range low-altitude flight. Most are sub-sonic, and VTOL rotorcraft and transports are common. Long-range transport to the islands is usually achieved by watercraft.
The same peculiar magnetic effects are highly concentrated in some areas, meaning that it is possible to create magnetic repulsion vehicles that ride on the natural fields and currents. However, due to the size necessary for such an effect, these vehicles are almost like land-going ships. Some of the largest nations on the largest continent maintain fleets of such ‘landships’, which are used to maintain their borders and claim to various lands.
Wildlife is curiously non-mammalian. Many other species fill the gaps in the ecology, including a wide range of flightless ground-birds, lizards, insects, fish, and other creatures. Many are farmed and raised by Arvarans for food or their other products (such as feathers, scales, etc) for use in all manner of industries and professions. Almost every kind of environment is home to some kind of creature, along with a stunning array of plant life.
The Northern Empire is ruled over by the cruel and power-hungry Varellis Family. A dynasty of black-furred foxes, the Varellis family managed to charm, persuade, threaten and manipulate their way into leading the Northern Nations.
Claiming to have found evidence on the 'net that they are somehow connected to the Creators of the Arvaran race, they have decided that this makes them most suited to direct the destiny and goals of the Arvarans as a species, and take the lead in discovering more about the universe and the Arvarans origins and purpose.
This sentiment is of course not shared by everyone, but over the past 500 years they have managed to become quite convincing about the idea, and have built up something of a cult of personality around their origins, and - some more than others - have even bought into their own legend.
Of course, the idea only works if there is no question, and the Empire rigidly enforces its' rule and laws through the use of brutal tactics and justice, and by watching all of its' subject states with hawk-like attention.
Police and 'discipline enforcers' are on every street corner, while the Secret Police are everywhere you can't see. Access to the 'net is restricted and monitored, and filtered down through levels of check and balance by the Empires' ministries and bureaus to prevent anyone learning too much.
The Empire has a huge base of industry and infrastructure due to its' excess of valuable raw materials, and it’s near-total control over its’ workforce, as well as the Arvaran inclination toward hard work and reward.
However, the Empire is lacking in the same technological prowess and advances as the Southern Alliance. It does have overwhelming numbers of its' moderately less advanced designs, which are easier to put into mass production. What they lack in sophistication, they make up for in rugged reliability and ease of maintenance, and in sheer mass numbers. Northern technology is less varied and adaptable, but their superior mass-production facilities means that they can produce a wider variety of specialized machines and vehicles than the more common multi-role GEARs and machines used elsewhere on Arvara.
Climate and terrain wise, the North is colder and more mountainous, but also has extensive areas of lush grassland, rolling hills, and evergreen forests, alongside clear, fast-running rivers and waterfalls, as well as many large inland seas and lakes.
The Northlands are also home to one of Arvara's most unique terrain features, the gigantic Horas Crater, far into the very northern reaches of the globe, as well as many recognized areas of great natural beauty, such as the forest of Cheem, and the Patagoria Mountains.
The capital of the Empire is Verellis City, home to the sprawling Royal Palace, a beautiful if overly complex combination of fortress, headquarters and home to the Imperial Family and all of the Empires' ministries, departments, and bureaus. While it is known as an oppressive and dystopian place, it is also known to be home to many beautiful pieces of architecture, including the Imperial Palace itself, and the massive gardens surrounding it.
Northern GEARs tend to be less humanoid in their appearance, often opting for quadruped models, or models lacking in hands, or hand-held weaponry. They tend to be more of the ‘chicken-walker’ design, and have fixed-mount weapons, rather than interchangable hardpoint mounted weapon systems. Northern GEARs tend to more specialized variants as well, with less optional or multi-role equipment packs and systems, though this often makes the particular variants excel in their one field.
The Southern Alliance came about almost directly as a response to the Empires' declarations. A number of smaller groups that banded together first into countries, and then into a multi-national Alliance. The Southern Alliance directly opposes the Empires' claims of divinity and leadership, and stands against their attempts to claim the rich and verdant Southlands for their own, to feed and expand their global ambitions.
The South is lead by a council of representatives, each elected into their position through merit and voluntary democratic votes, often helped by their social contribution and standing. Numerous councillors and representatives exist for various matters, from agriculture, education and communications to such things as culture and entertainment.
The South is vocal and proud about its' great freedoms and civil liberties, and the fact its' citizens can choose their own path in life, going into any profession they wish, and learning whatever they want from the 'net. However, digging a little under the surface reveals that there is significant internal corruption within the Alliance Council. While it is not generally known, though heavily suspected, everyone is secretly monitored in their activities, and the freedom of people is exaggerated; manipulation behind the scenes keeps people from certain roles, and controls the movement of the population, as well as curtailing the rise of 'subversive' subcultures, elements, and thinking but presents a fresh, upbeat and open face all the time. There is also an emerging ‘rich/poor’ divide, with the politicians and other authoritative bodies having a more comfortable lifestyle than many of those who work hard for their living, and this is building a quiet undercurrent of resentment.
The South is less blessed with raw resources and thus less manufacturing capability than the North, but has spent more time in developing the technology it has. This has resulted in more technologically advanced creations, but less of them. Complex multi-purpose systems, and systems that can be rapidly reconfigured are the staple of Southern technology, with a lot of automation.
The South is also less-populated, but has more fertile land overall, with less ice and snow, and more rolling grasslands, deciduous forests and jungles, and more liquid water.
All of these are attractive to the North, and the Empire regularly chastises the Southern Alliance for not sharing more of this farming land and land for development with them or the Independent Nations, though the South regularly hits back by stating the Empires' outright intentions to take over the South and Independent Nations.
Southern GEARs and other technology tend to feature more advanced electronic and mechanical systems. Their GEARs tend to be more humanoid in appearance. They use primarily bipedal designs. They primarily use interchangeable hard-point mounted weapon systems, and hand-carried weapons and other bolt-on systems for maximum flexibility in operations. These weapons are also often interchangeable between GEARs and other vehicles, such as some rocket, missile or cannon pods, and even some other weapons, being able to be mounted on attack VTOLs, scout vehicles, and even assault fighting vehicles (AFVs).
Around mostly the Equatorial Region of Arvara's main continent, and scattered over thel islands in the worlds' single ocean are the Independent States.
Not being part of either the Empire or Alliance, the Independent States are either loosely allied to one or the other - and often engaged in proxy wars on their behalf - or are fiercely independent, dealing only with one or the other in trade, or whatever political negotiations they must endure.
The Independent Nations are not big enough to threaten the Alliance or Empire individually, but instead remain free as they are of no benefit or detriment to either power bloc as they are, and attempts on taking them over would cause the others to band together and overthrow either one side or the other, or worse ally with each side against the other.
Many of the independent nations also have various rare resources or qualities that are available for trade with one nation or the other, and are carefully guarded, allowing them to remain independent, and not part of the power blocs. These have also lead to their development of their own independent military forces, many of which use highly advanced technology and sophisticated designs.
The Independent Nations have a loose political alliance, but are not as strongly allied as they could be. Many mutual pacts and treaties exist, but the cultural and political interests of the Independent Nations are so diverse that they rarely completely agree on anything beyond their own desire to remain independent.
Landren is the largest of the independent states on the Continent, and is centrally placed within the Badlands, and between the North and South, on the edge of the Drennian Inland Sea.
A vital trade and travel hub between the nations and many bordering Independent States, Landren is a vibrant, liberal and open state, with a vast amount of personal and political freedoms. Education, healthcare and welfare are all very important issues in Landren Society, and access to the 'Net is nation-wide and unrestricted.
Landren has reasonable natural resource reserves for its' size, and is capable of a small level of domestic production of military and domestic electronics and equipment, though most of its' goods are imported from both the North and South in exchange for raw materials and food-stuffs from both.
Well aware of its' important position politically and geographically, Landren maintains a very professional, technologically advanced, and highly-trained yet small military. Much of the Landren Militaries’ strength is from people who have nationalized as Landren Citizens.
Much of the rest of the Landren Defence Force - or the LDF, as it is commonly called - is a volunteer reserve force, and only activated at the outbreak of hostilities, with most citizens serving a few weeks a year, with two several week exercises or deployments to keep them current. These reserves make up half the LDF, while the remaining half is the standing force.
The LDF are well regarded as a professional fighting force, both within Landren and outside its’ borders, due to their training regime and general level of equipment, professionalism - generally speaking - and their attitude toward the people they serve.
Much of their role is centered around civil defence both from hostile forces, as well as from natural disasters, and the fact that more than half their force is composed of volunteer civilians helps integrate them with the population at large.
The LDF’s main missions involve border patrols against encroaching hostile forces, bandits and raiders on the smaller settlements in the outlying areas, as well as raids and attacks on Landren facilities by PMC’s sponsored by other nations - many under false-flag operations by the North or South, to gather information on Landren or its’ neighbours.
Landren is a societal and cultural melting pot, with many different species and cultures making up the overall whole of it's society, and maintaining their own traditions against the greater backdrop of Landren as a whole. As such, the music, entertainment, food, and art of Landren is very cosmopolitan compared to the more monolithic impressions of the North and South, and even of Landrens' neighbouring nations.
This is mostly due to the origins of Landren as a crossroads of sorts between the North and South, and a major nexus for trade from both places. Various groups would meet there to trade information and goods, and once the trading city was established, it expanded greatly and kept much of it’s wildly varied and colourful character.
Due to this mingling of societies, the LDF order of battle for it’s GEAR units is often quite widely varied. While the North and South tend to deploy mixed squadrons of GEARs based on the specialized capabilities of each, the LDF follows the same vague idea, but tends to use a wider variety of GEAR types from different manufacturers, often fitted and re-fitted with a wide array of technology and mounted weapons for different operations.
Their vehicle support tends to be more standardized, as does their infantry formations and equipment, who also tend to be highly trained in operating in combined formations and tactics with GEARs and other vehicles.
The LDF have a small Landcruiser fleet, as well as a ‘wet navy’ operating on the Drennian Sea. The Landcruisers tend to be smaller than Northern or Southern ones, but are usually somewhat faster and carry more weapons, but fewer GEARs or other vehicles.
The Arvarans are a race of anthropomorphic humanoids. Over one hundred Mammalian and Marsupial species make up the Arvaran Race as a whole, and live all over the planets' surface in a wide variety of terrains and landscapes.
Their heights, weights, builds and personal appearances vary wildly, and their personalities, intelligences and outlook on life and the world are equally as varied.
Much of this variety is based on their upbringing, surrounding, and general station and circumstances in life, and is influenced by the people and events around them.
Arvarans are technical skill-users, and are quick to learn new things, displaying great emotional and intellectual intelligence and self-awareness, and being well-removed from their animal origins, despite displaying some remnants of their instinctual and biological drives. This is most especially evident in the fact that while there are species of Arvaran that are derived from Carnivorous and Herbivorous species, virtually all Arvarans subsist on an omnivorous diet, with meat provided either from animal species that co-exist on the planet (mostly reptiles, fish, insects and bird species), or from vat-grown meat.
The idea of eating another Arvaran is a huge social taboo, and is seen with utter revulsion by anyone considered to be of sane mind and body, and is a criminal act, treated with the utmost severity, as is the murder or harm of any other Arvaran outside of the circumstances of war and self-defence.
Crime in general is rather low in most places, though not non-existent. Most crimes are punished by re-education and rehabilitation under strict supervision, short of violent crimes, the punishment of which is determined by where the crime takes place - in the Empire, for example, execution or isolation is likely, whereas in Landren imprisonment and an aggressive course of social work and enforced labour is more likely.
Arvarans are capable of biological reproduction within their species and with those closely related to their own, such as Lions and Tigers, or Foxes and Wolves. Gender is rarely an issue of equality, though this too can vary depending on the region or group the individual is from.
All Arvarans have a full coat of bodily fur, which varies wildly in colour and length, depending on their species, as well as - often - head 'hair' which is sometimes coloured differently, and styled for the sake of fashion of practicality. Cross-species Sexuality is also not a taboo, and sex in general is not seen as something to be hidden, though personal attitudes vary, and most people would find it strange to give ‘too much information’ to everyone you met. Same-sex relationships are regarded with the same level of equality and acceptance as heterosexual relations, and life partnerships - such as marriages - are found in many nations, though many couples live without such affirmations.
Attitudes in general towards relationships vary across the world, and from person to person, as would be suspected.
Arvarans wear clothing for protection against the elements, for practical reasons, and for the sake of modesty and to express individuality and personality, and many dozens and hundreds of styles of clothing are found across the planet, varying because of regional necessities and traditions, as much as for fashion.
Genetically, Arvarans are extremely stable, with little genetic diseases or instabilities being present, and most Arvarans being very physically resilient to illness or disorders, though some make themselves apparent over successive generations, and some are just inescapable due to bacterial and biological infection.
Medical technology is quite advanced, with many kinds of therapies and pharmaceutical treatments available for a wide variety of problems, as well as cybernetic replacement technology available for missing limbs and even some organs.
The Arvarans have developed their culture and society extensively and intensively over the last 1500 years or so. Much entertainment and art has developed solely over this time, as have social activities as a whole.
Societal traits have also developed greatly over this time. Most societal values are based around the idea of living peacefully and comfortably, and being able to raise offspring and live in comfort with romantic partners for the mutual benefit of one another, and to be able to enjoy a comfortable social lifestyle without complications or hardships brought on by others.
Religion as a whole does not really exist; with the 'Net to provide factual information and answers to many questions and a scientifically and technically advanced society already in place, there is little room for mythologies and beliefs of a religious and spiritual nature to exist.
There is a reverence for life, but it is based on the emotional value of others, rather than the belief in a soul. As such, the birth of a child or the passing of a friend are treated with the appropriate respect and sadness or happiness as a appropriate, and as a chance to reflect on the accomplishments of others and the self.
Only the North has a religion of a sort, based in the self-created mythology and cult of personality based around the Varellis family, and it's supposed link to the Creators of the Arvaran race, and their claim to be the 'correct' path to its' destiny. However, outside of the Empire, these beliefs are seen as fundamentally unsound, flawed, and ultimately not beneficial to a stable society.
Art and entertainment are based around many other alternative things. Drawing, painting and sculpting subjects are often of natural phenomena such as landscapes, animals, or as portraits and scenes of day-to-day life. Imaginative or 'concept' art based on emotional states are also present, though not as common. Many are praised for their realism or the artists' personality and unique stylistic choices coming through.
Imaginative art and entertainment is also popular, with many productions based on 'what if' scenarios of popular events, or on theoretical futures. Other stories are 'slice of life' dramas about the relationships and other day-to-day happenings of various people.
Writing on paper is also popular, originating with technical manuals and subjects, but later including biographical records, and even fictional accounts. Mass printing via the Net is popular, and many Arvarans enjoy paper books due to their physicality, and the sensation of possessing the book itself, and the more 'intimate' sensation of reading for pleasure, or even for work.
Other popular recreational activities include social eating and drinking - often of alcohol - either at home or at restaurants, cafes, or other social eateries, and of simply socialising by talking about all manner of subjects.
Sports and physical activities are also common for social occasions, derived from regular physical exercise regimens found in The Net, and evolved over time into friendly competition. Various types of familiar game and athletic activity are found all over the world, evolved from the simple exercises and athletic games found in the 'net into competitive sporting events and past-times.
Technology on Arvara is quite advanced, and covers a wide variety of devices and disciplines.
Computer Systems and The Net
Computer systems are found everywhere, with almost every electronic device used by an Arvaran in any walk of life having some form of linkage to the 'Net, and some computer elements and processing power.
Personal Data Devices or PADDS are one of the most common devices across all nations, and incorporate many functions into one, with digtal video/audio playback and editing, audio/visual/textual communication, data sending and receiving and more all built into one unit powered by solar and thermal absorption, as well as a kinetic battery. Even the North use PADD's, though their 'Net access is heavily restricted, and individual models tend to have less ancillary features than Independent or Southern models.
Larger similar devices exist - nick-named ‘Data Slates’ for their appearance and size, about the same as a large A3 piece of paper, or a paving slab - and have the ability to project holographic images, and interface with other systems. They are often loaded with more specialized software and equipment, and used by specialists in various fields for high-intensity tasks.
Most computing devices are designed and programmed - usually by the 'net itself - to be interactive and compatible with other devices, making everything extremely user-friendly.
Most large buildings or vehicles - such as ships or Landcruisers - have a central computer system of great processing power that manage and controls their various systems, such as power regulation, life support systems, data processing from sensors, communications and so on. These are large, immobile units with their output linked to the numerous smaller terminals and displays throughout the installation or vessel in question.
GEARs and other vehicles, military or civilian, also have computer systems built into their design that serve a similar management function, and have numerous net interface systems as a safety feature, and allow them to share information and data with each other and other parties.
Most blueprints for technological devices are harboured deep within the Net, as are massive databases of information on almost any manner of subject, meaning the 'net is vitally important to everyday Arvaran life. It is used as an educational and professional tool, a form of entertainment, and a form of mass communication. The 'net has access to almost every and any device created with any form of electronics in it, and is ever-present around the Arvaran people.
The 'net itself has no intelligence or sapience to speak of, but is capable of answering questions posed to it, though answers in the most basic and factual of terms, and cannot provide complex theoretical answers to problems. It does appear to have some capacity of logical reasoning, but has no personality as such, and no emotional context or capability, nor any - apparent, at least - motivation or driving force of its' own.
The 'Net does not, and indeed cannot, directly intervene in day-to-day life unless specifically asked to do something - or so it is believed by the general populations - and even then can only help in particular ways, despite it's ability to constantly monitor the Arvaran Species.
For example: An elderly Arvaran collapses in his room. The 'Net, through its' access to medical records and Social Databases, is aware that the person suffers from various medical problems. Using the various sensors in the apartment, the 'net determines his bodily temperature and irregular breathing. After trying to rouse the person with vocal contact on speakers, and receiving no response, the 'net makes an emergency call.
Example 2: A young Arvaran loses their favourite toy, and asks the 'net to help find it. Rather than instantly giving the location, the 'net finds the toy through its' cameras and camera records, and then guides the child to the toy using 'hot' and 'cold' vocal and visual cues.
The 'net will not aid either side in the war by revealing any strategic or personal information about anyone involved, as it is focused on helping the Arvaran race as a whole, and has no guiding intelligence. Any information entered onto the Net by an entity is also subject to security entered by that group or individual, and cannot be accessed by anyone else without the correct authorisation.
No Artificial Intelligences of any great complexity have been knowingly developed so far by the Arvaran people as a whole, and there is no current drive toward creating a sapient, sentient AI, as there is seen to be no need for such as yet. Simple AI's exist for the operation of large, complex systems, such as city-wide traffic and utilities control, or for the operation of manufacturing equipment in a factory, and others for the operation of Drones for various purposes, but they lack little in the way of learning or developing programs.
Communications And Interface Technologies
Radio is still widely used, though often using high-end frequencies and microwave transmission, rather than simple UHF/RF transmission, though this too is used over short distances. Digital Radio transmission and reception is common in most environments, and laser communications are often used for data transfer, especially in less urbanised areas where Magnetic interference is common. Drones or other vehicles are often used as relay stations in these scenarios, to get around Line-Of-Sight problems. Communications within urban and other developed areas often use land-lines, due to their reliability and practical nature.
Receivers and interfaces use holographic technology, projecting images and control interfaces into the air around an operator or viewer, with both 2D and 3D elements used depending on the subject matter. Haptic Controls are used for the most part for most systems, and activate via user proximity to the device, the controls springing into life when they detect body heat or a shadow blocking an optical sensor within usually a foot or so from the device. Others are activated by a single physical touch-control to bring them to life.
In vehicles, Haptic interfaces supplement rather than replace physical controls, due to the possibility of a systems failure. Haptic technology is also not used in most tools or weapons, due to the added complexity and room for error, though holographic interfaces are still used to display things such as targeting, ammunition count, or other relevant information.
Power Generation and Distribution
Power systems are varied across Arvara. Most cities and settlements use forms of solar, geothermal or wind power in combination with thermal power generated from the incineration of non-recyclable waste products and other materials. Tidal power is also common.
GEARs and most other vehicles use Ulta High Density (UHD) Battery modules that are recharged from a central power supply station in a communal location, or in the case of a combat vehicle, from a deployable solar array, or a Landcruisers' central power system.
On some vehicles designed to operate for extended periods away from a central base, fuel-cells may be used instead, usually using some kind of hydrogen reaction for power. Many units who operate away from bases for long periods may carry deployable solar panels or wind turbines as they camp to recharge their UHD packs.
Landcruisers and ships tend to use small-scale fusion reactors for power, based on a torus-type design for safety purposes, as in the case of a breach there is little lasting hard radiation, and the waste is limited to the slagged reactor and it's immediate surrounding - from the massive internal heat of the nuclear fusion - itself. Such reactors also only need a regular intake of water at long intervals to continue functioning. GEARs and other vehicles aboard will recharge their UHD’s from the central fusion reactor.
Power distribution is usually handled through conventional cabling, though often buried deep underground to avoid interruption of power. Over long distances, suspended power-lines are used, though most settlements will have their own power generation stations.
Many settlements will use Geothermal, tidal or wind power to provide their domestic electricity, or combinations of all three.
Ground transport is the most common form of transportation on Arvara, and most vehicles are wheeled or tracked.
Railways are used over short distances and for particular purposes - such as within a large facility like a dockyard for Landcruisers or Ships for transporting and transferring cargo, or for the distribution of manufactured products around a large production area, or even as an inner-city mass transit system, such as a mono-rail or subway.
Road travel is more common though, with many Arvarans owning or using road vehicles. Communal taxis are present in most large cities, along with buses and other mass transportation. Automobiles, transport trucks, vans, personal motorcycles and anything inbetween are all commonplace, along with various military and other special-purpose vehicles.
Most vehicles feature an element of automation, often as a form of assistance to take over from the driver and assist in navigation.
Aerial transport is less common but still known, though mostly over short distances. Rotary winged aircraft are common as rapid transports in urban areas, and are used by police and other emergency services, and by important individuals to get from place to place as a high priority. Militaries often use them for close support, transportation, scouting and reconnaissance, and for other purposes. Navies especially use them for crossing ship-to-shore and ship-to-ship purposes, alongside their smaller vessels.
Jet and propeller aircraft are also used for short-range, and occasional long-range transportation, and are used for many of the same purposes as rotary-winged aircraft, though often with the purposes of higher speed and altitude in mind. However, due to magnetic anomalies, aircraft are not widely used over long distances, and generally most military aircraft are close-support aircraft or VTOLs, used to support GEAR or armoured operations, and as assault and transport aircraft for infantry and GEARs.
That said, their comparative high speed and agility, and the range of weapons and sensors aircraft can carry make them deadly opponents, especially to GEARs. However, they are comparatively fragile, due to not being able to carry much in the way or armour.
Watercraft are also widely used, and come in many varieties and shapes, with multi-hulled craft being as common as mono-hulled ones in both large and small sizes. Submersible craft are also common, and both types of craft use supercavitation technologies to reach high speeds efficiently.
Close in to shores, many craft use hovercraft technologies and hydrofoil technologies to reach great speeds and agilities. Riverine combat craft are also routinely used by many forces for patrols, and riverboats are often used to transport goods and people in many places.
Arvarans have not yet turned their attention to space in any great detail.
While satellites are a common part of life, and are used to enable communication and surveillance over long distances, the same magnetic anomalies and problems cause interference with surveillance transmission and observation of Arvara’s surface in some areas - especially the Badlands - but they do remain useful.
No great exploration of Arvara’s solar system has been undertaken beyond observation and a few automated probes, and most of of the Arvaran races’ efforts are currently focused on the planets’ surface.
Some manned flights have been made, primarily for experimentation purposes, but as the demands of keeping peace on the planets’ surface have become the priority, many promising projects have remained as prototypes or even blueprints for the current time. However, what has been produced and created has often found its’ way back into regular life in some form - many alloys, materials, and other technologies have their origins in the space program.
Due to the bizarre magnetic properties of the Badlands and some other areas of Arvaras' surface, large objects can be repulsed from the planets' surface when interacting with the magnetic fields.
It didn't take long for the Net and Arvaran engineers to take advantage of these properties, and build vessels capable of using minimum propulsion to move under this effect.
The results are similar to hovering battleships, cargo ships and other vessels. A minimum size is necessary to take advantage of the effect, meaning that such vessels are large, and take on certain shapes, often not dissimilar to sea-going vessels in some ways. Due to the size requirements, the repulsion technology cannot be used for every vehicle, and nothing under the size of around one hundred feet and several hundred tons cannot take advantage of the effect. The sight of such mammoth vessels hovering only a few feet above the ground serenely is quite a sight to see, and has left many people awestruck when they see it for the first time.
Landcruisers are used to carry a wide variety of things. They are mainly used by militaries, though some large corporate interests own, or part own Landcruisers.
Their main uses are to transport large volumes or people and materials over large distances. Military Landcruisers carry contingents of infantry, GEARs and vehicles, and often have VTOL pads on the upper decks as well. Most carry little in the way of offensive weaponry beyond a vertical launch battery of missiles and a few close-in guns for self-defence, relying on their onboard vehicles to provide their ‘striking power’. Some smaller ‘cruisers may carry a more powerful weapons fit, however, and be used to hunt-and-kill other Landcruisers, though such models are comparatively rare, and do not carry any GEARs or other vehicles.
Landcruisers are not uncommon, but it is unusual for anyone outside of a government group or a wealthy corporate interest to have one, and anyone with one would be subject to intense attention from all quarters as to their purpose in operating such a machine, not to mention how they would be able to maintain it, or obtain or construct it in the first place.
Due to their size and need for large amounts of space to maneuver, Landcruisers rarely come into the centre of settlements, instead remaining at specially constructed dock and berthing facilities in outskirt areas.
Arvarans have always had weapons, due to the presence of some nominally hostile wildlife on their world, and of the possibility of violent crime from unstable individuals.
After the chaos of the 'Awakening' as it came to be known, though, weapons technology became more and more important.
Most weapons are conventional projectile-firing weapons using carefully optimised and mixed smokeless electrically ignited powders. Usually called 'guns' or 'firearms', such weapons are available in various shapes and sizes, and use ergonomic, efficient designs in their construction, optimising their functionality.
Most guns have a variety of points for attachments, such as lights, laser-aiming devices, optical and holographic scopes and even additional weapons such as programmable grenade and one-shot rocket launchers, flame-throwers or shotguns mounted under the barrel of the main weapon.
Heavier weapons consist of guided and unguided rocket systems capable of destroying and damaging large vehicles and structures. Many of these in small infantry combat scale are of the 'disposable' one-shot type, rather than being re-loadable, meaning most soldiers can carry one in addition to their personal weaponry.
Tube-loaded mortars are used too, often as short-range artillery with a wide variety of different guided and unguided specialised projectiles.
Larger scale versions of most of these weapons are used on many vehicles, in the forms of automatic and semi-automatic cannon, with a wide variety of loads and warheads, such as incendiary, armour-piercing and smoke rounds, alongside more exotic varieties or combination effects.
Tanks and other large vehicles use 100mm and larger cannon as their main armament, though weaponry of such size is too heavy and has too great a recoil for GEARs to use safely. Instead GEARs and some tanks use magnetically-propelled railguns as anti-armour weapons; but at the scale of an Arvaran, the power generation equipment would be too heavy and awkward to carry. Many gears use rapid-fire chaingun, autocannon, or multiple-barelled rotary cannon weapons as heavy or primary gun armaments. Similar weapons are often used as close-in defences on ships and landcruisers, and for air-defence operations, and by infantry or vehicles for suppressive fire.
Generally, GEARs tend to mount weapons from 12.7 or lighter up to 30mm, as automatic weapons, where the recoil and ammunition problems become too great to be practical. For specific single-shot or semi-automatic cannon, they can range up to the 100mm class, but such large guns are often special-purpose and not widely used due to weight and recoil issues.
Missile and rocket systems are also heavily used on vehicles, as they provide a great deal of hard-hitting firepower at the expense of only a few projectiles, and are capable of being guided easily and accurately over significant distances. They are also capable of being used against a wide variety of targets, and fitted with a wide range of seeker heads, and warheads. They are probably the most common 'heavy' anti-armour weapons used on Arvara as a whole, with ballistic weapons such as autocannon and machine-guns coming in a close second.
Energy weapons have yet to be seen in any large numbers on the battlefield, despite considerable investment in time and resources by all parties on Arvara. Some functional examples exist on static installations such as fortresses, and on Landcruisers, but due to the power and equipment needed to generate such beam weapons, and the limitation on their range due to the planets' curvature, they are limited in their appeal and use, and are not currently seen as a priority.
No progress has yet been made in miniaturizing the technology sufficiently to allow a GEAR or vehicle smaller than a warship or Landcruiser to carry any kind of energy weapon, and certainly none are used at personal scale for the same reason. Generally speaking, the lack of ability for such weapons to use beyond visual range (or ‘over the horizon’) fire limits their use - after all, the utility of such a weapon is questionable, so for the main part Arvarans have stuck to conventional weapons, and focused on improving guidance, reliability, lethality and other such qualities.
Bladed weapons are still used in close combat, often things such as 'tactical' knives and axes, made of carbon-ceramic materials, or lightweight alloys and sharpened to a near-monomolecular edge. Most of these weapons are also dual purpose as tools of survival and various trades, and are relatively unsophisticated compared to the projectile weapons they are used alongside. Generally speaking, such weapons are very specialized, and are not widely used beyond certain roles. With the lack of tradition and custom, and only a limited history, things such as ‘warrior cultures’ and ‘knightly orders’ are unknown, so there has been no ‘baggage’ of a history of martial arts to influence their battlefield doctrine, and as such firearms are the main weapons used, with melee weapons generally a fallback, or used when stealth is a necessity. They are also often used by criminals such as petty thieves and intimidating thugs, as they can be bought easily at hardware and other such supply stores.
At GEAR-scale, close-combat weapons are often used to disable other GEARs or vehicles, and such things as powered chainsaw blades are sometimes used, as are things such as pneumatically or explosively-driven armour-piercing spikes or rams, hammers and other similar devices. Such things can be used to pierce armour at very close ranges, as well as disabling vulnerable systems and components, as well as some bladed devices making useful combat engineering tools in a pinch.
The most unique type of vehicle used by the Arvaran People is the GEAR - the Gyro-Stabilized Exoskeleton Arvaran Robot - a type of piloted walking vehicle with arms, legs, a head and general humanoid - or Arvaran - layout and form.
GEARs are used in both military and civilian roles, with a great crossover between the two. Used for construction, rescue, cargo-handling and recreational purposes (such as off-road GEAR races and custom build and trial competitions) amongst others by civilians, they are used in high-speed and high-maneuver light combat by military forces, equipped with a wide variety of hardpoint-mounted weapon systems.
GEARs are generally used as a highly-mobile and independent striking force. Often deployed as flanking and scouting forces, used to attack the rear or flanks of an advance, and to engage in combat using their comparatively heavy firepower to engage infantry forces, light armour and vehicles, or to act as ‘tank hunters’ in urban environments, engaging in ambushes and then rapidly falling away to avoid the devastating return fire.
Lightly armoured - by comparison - as a necessity to keep them mobile and functional, even the most heavily armoured GEAR can be bought down by a shoulder-launched rocket, or even enough heavy machine-gun fire. However, due to their being able to carry things like anti-armour missiles, chain and railguns with armour piercing ammunition and similar weapons and systems, they have a high probability of kills versus their own ‘mortality’ on the battlefield.
GEARs are piloted by a single occupant seated in a torso cockpit, using head-mounted sensor systems to observe the outside world. Haptic and Physical controls combined allow the GEAR to react rapidly to the changing outside threats and situations, and artificial musculature over an alloy skeleton allow quick, fluid and smooth reactions equivalent to an Arvarans' body.
Pilots usually wear a pilots' suit that helps regulate their body temperature inside the cockpit, and also acts as a form of body armour against shrapnel and impact damage, and gives a moderate amount of protection should the pilot get in trouble outside of their GEAR. Various pouches and pockets provide load-bearing space for their survival gear and personal weapons.
The pilot is provided with a small locker for personal effects, usually in the cockpit, and attached to the seat's frame, so the equipment within can be recovered and used by the ejected pilot.
Most GEARs are approximately two and a half times the height of the average Arvaran, or approximately two stories tall. The most uncommonly large of GEARs are three to four times the height of an Arvaran, though such units as extremely uncommon, and are seen as liabilities due to their inability to operate within urban environments, and to use normal GEAR transportation methods, such as moving around by road, rail and aircraft with ease, let alone fitting within the bay of a Landcruiser. Their higher ground pressures are also seen as a disadvantage.
While GEARs are decidedly powerful and versatile, they are only lightly armoured and constructed, and require considerable cover to operate effectively against most forces, and are extremely vulnerable to anti-armour weaponry, such as anti-materiel rifles, anti-armour rockets, and other heavily armoured vehicles.
Tanks and other vehicles designed for extended heavy combat can make short - and messy - work of GEARs in open country, due to their heavy armour and hugely powerful main armament. While GEARs can outflank a tank, the tanks’ heavy armour and main armament - as well as their secondary heavy machine guns - can total a GEAR with only a single hit.
Aircraft are The killers of GEARs, due to their ability to attack from long ranges with virtual impunity, and their main armament being guided missiles, rockets or other weapons that can shred armour easily. However, should a GEAR land hits on an aircraft, it will usually bring it down with ease, due to an aircrafts’ lack of armour. However, this does not reduce the effectiveness or use of GEARs in most situations, and all nations on Arvara use GEARs to some degree, both military and civilian.
GEARs, both military and civilian, tend to borrow from aircraft and utility vehicles when fitted with mission equipment and armaments, and use hardpoints and hands to attach and carry weaponry, tools, sensor systems, and other useful equipment in the field. Additional field support equipment, such as additional UHD battery packs, camouflage and other field equipment can be carried strapped to the outside of the GEAR using oversized conventional webbing and load-bearing equipment.
As well as their multiple hardpoints - and in many cases, hands - most combat-spec GEARs mount an additional light machine gun or minigun in an infantry caliber (5.56, usually) in their head for defence against infantry or light vehicles.
A GEAR is built with a Foamed Titanium Alloy skeleton, which gives light weight with great strength and resilience. The skeleton is then built over with artificial muscle fibers, and the additional systems, such as the various required sensor systems, electrical systems, computer systems life-support equipment and other essential internal systems.
Over and around these systems are the internal weapons and ammunition storage, hardpoint interfaces, and then finally the armour on top. The armour materials are commonly forms of ceramic composite materials, or carbon-fiber materials laminated with alloys or other light yet strong materials.
A GEARs sensor systems are similar to those of an attack helicopter, fighting vehicle or fighter jet in their sophistication and scope, featuring infra-red, telescopic zoom, night-vision, alongside communication systems such as radio, laser and microwave communications. Data transfer is also provided, and GEARs are usually linked to the 'Net.
Fine movements and balance, power distribution, and all other ancillary functions are regulated by the Gears' onboard learning OS (L/OS) which is contained in a unit under the pilots' seat, which is retained when a pilot ejects, simply because the L/OS learns how a pilot acts in combat, and will therefore end up making a Gear exactly specific to an individual pilot, to the point of predicting some of their actions and choices in a situation, better adapting to their style of piloting, and compensating the Gears' systems as a result.
A Gears' computer is also able to store and retrieve data from the Net, and can be used for many of the same purposes as a standard computer interface, with some reduced function, as well as to control the Gear, allowing for a greater ease in diagnosing problems and general repair issues, as well as modifications to a Gears' operating parameters and systems in a short time.
GEARs are series-produced on production lines by various companies and organizations throughout the Alliance, Empire and Independent States, using automated and hand-crafted production techniques. Many parts are sourced from additional companies, and used in other devices and vehicles as well as in GEARs.
Various models and makes of GEAR are used across the North, South and Independent States, with some specialized models and makes in service.
Many makes and models of GEAR have become household and famous icons and names in popular culture and history for their roles in pivotal events, for better or worse.
GEARs often have foot or calf-mounted wheels and tracks for additional speed over short distances, giving them the ability to 'dash' over distances and perform dodging and power-sliding maneuvers for evasion and agility when needed. This reduces wear on the leg components and drivetrain over long distances.
No GEAR has yet been created with the inherent ability to fly, due to the small size of a GEAR, and the large weight of flight equipment and its' power requirements. Bolt-on 'glide packs' have been used to air-drop GEARs over long distances along with parachutes, but so far no success has been made in creating a free-flying GEAR.
Hover units have been trialled for crossing rough terrain, but are uncommon, due to the same weight problems and the fragility of the same systems. Jump-jets have also been produced and used on some GEARs on their legs and backs, but are not commonly found, due to the need for additional fuel and components.
Amphibious GEARs are found quite often, and are environmentally sealed for use in amphibious assault landings, and for exploration underwater both at sea and in the extensive underground water systems on Arvara. Large backpacks containing underwater propulsion systems are used to move, but greatly hamper mobility on land.
Purpose-designed and built water-use GEARs have also been designed, and while not amphibious, are agile and effective underwater, and feature an almost elegant design.
Most non-amphibious GEARs are able to submerge for at least a short time with no damage, but lacking the particular sensors that their amphibious variants would have, are effectively blind and clumsy underwater, and lack effective firepower.
And finally, if you've read everything above properly, then please put your favourite colour in the post with your character sheet in.
For General Reference!
This is more what I had in mind when I came up with GEARs as opposed to MechWarrior/Battletech:
GEARs are agile, nimble, fast and human-like in their movements and operation, rather than plodding, slow-moving hulks. They are capable of a full human range of movement, such as climbing, jumping, rolling diving and all other movements, and move with similar reaction speed and agility to a human (or humanoid) body. Multipede GEARs and non-human GEARs have similar reaction times and speeds, though obviously are restricted by their physical shape in the movements they can perform, but have their own advantages of stability.
There's a reason there's all that background information above: This is a completely original game world, and any character in it has to be part of that background framework.
I have spent a lot of time writing it out and thinking it out, and I find it personally quite offending if people who want to play aren't willing to read it. Even more so if your character is rejected because it doesn't fit in, and it turns out you didn't read the background properly. The same goes with your GEAR.
- If you're not sure about something, please ask - I or one of the other players will answer your question for you happily.
- The GM - SilverwindBlade - is in control of the story, and the setting. Check with him before introducing anything too revolutionary
- No flaming, trolling, bullying, etc. It's just being a dick, and this is supposed to be fun.
- Similarly to the above, don't bring your shitty, shirty miserable attitude in here, especially if you're wanting to play. Be positive, be happy and be excited. If you 'can't be bothered' to read everything, then I can't be bothered to approve your character, or talk to you. I'm not here to chase after you, this is a hobby for me too, not a job.
- Don't argue with the GM. My word is final. Make suggestions, but if you demand something or say I am wrong about my own setting, then I will not be merciful.
- Keep it in the spirit of the game - this is a fairly gritty and low-tech Real Robot setting, and a sci-fi one, not a fantasy superhero robot setting. At the same time, don't get bogged down in realistic technical details: this is a game about furries piloting giant humanoid robots. It doesn't have to be TOTALLY REALISTIC.
- Have a sense of humour. Dear God, have a sense of humour. This is to relax, have fun, and enjoy yourselves. There will be drama and action, but the OOC is a good place for chat and fun. Please do not spam messages here though.
- Keep OOC matters in the OOC, please. Any questions please bring them here.
- If you have a problem with another player, please raise it with me first, instead of bitching about them all over the OOC. The same goes if you don't like something I've done with your character - talk to me about it, and I'm sure I'll be able to reach a consensus with you about it.
- Players may not play villains, and may only be part of the same unit and landcruiser as the other players, in order to promote interaction among the player group. And to make telling the story easier on the GM. Similarly, the idea is that the player characters are part of the Landren Defence Force 107th Tactical GEAR Unit; the military and a GEAR unit, in other words. However, as you’ll see from reading the info above, the LDF is a fairly relaxed group of mostly volunteers, albeit a professional one, so there's plenty of scope for a variety of backgrounds, personalities and the like. Think of it as being more like the movie military, than the real military.
- No ones' character is approved until I say so. There is no GM other than me until I say so.
- You're welcome to play a character with whatever personality and background you want (other than a villain), but if you want to have 'hidden' parts of your past, then please notify the GM - as stated, if I don't know about it, then it doesn't exist. Similarly, if you choose to play someone who's a dick to other people, don't be surprised when no-one wants to talk to you, or starts treating your character like crap. The only restriction is that they must be part of the LDF and the 107th squadron, and they should be a GEAR pilot unless otherwise discussed with the GM
- This is not Gundam, Battletech/Mechwarrior, Macross, VOTOMS or any other setting. Just because something in one of those settings is true, does not mean it is the same in this setting. You may take the idea of your GEAR from any other franchise, but it still has to obey the character sheet and background ideas of this setting.
- I will not accept and approve a character sheet - unless it's from someone who's already a player in the previous incarnation - without all the information filled in correctly.
Only use this character sheet as it is presented. I will not accept characters without this format. Remove any notes in italics when posting your sheet.
Weapons & Equipment: Note: No real world weapons exist in this setting!
Personal Theme Tune:
Please remove all notes when posting your sheet.
Appearance: A description or image are both fine.
General Info: A short description of the Gears' main characteristics
Weapon Systems: in line with the Gear description in the OP post.
GEAR weapons are interchangable, so you may list more than one 'loadout', or change your weapons from mission to mission as necessary, though a GEAR may only carry 1-2 main or 'Heavy' weapons, such as a powerful anti-armour long-range weapon, heavy autofire weapon, or other similar weapons, and 1-2 auxiliary weapons, such as a rocket, missile or grenade launcher and a melee weapon or other 'supplementary' weapon. The total may not exceed four (not including mounted light machine-guns below) across various hardpoints or hand-held weapons on the GEAR.
The GEARs also get a pair of light anti-infantry machine guns or miniguns for free.
ECM/ECCM systems and other such systems can also be hardpoint mounted, though this equipment does not count toward the total unless it is especially large or bulky.
No Super-robot-esque weapons. Gears Are Not Battlemechs! They are much smaller, lighter and faster! Please do NOT use Battletech/mechwarrior terms!
There is a list of standard-issue GEAR weapons available below, that may be mounted to your GEAR, and can be swapped between hardpoints between missions in the hangar.
Other Equipment: Anything non-weapon of note, that may be important in the roleplay. If it isn't listed here, it doesn't exist. Things like a radio and standard sensors can be expected and taken for granted.
Anything Else: Anything else you think might be worth mentioning, such as appearance notes, or a little bit of history and blurb about your GEAR.
Below is a list of the standard-issue weapons used by Landren Defence Force GEARs. All are able to be mounted onto any GEAR's hardpoints, or hand-carried, and can be swapped between missions.
This allows a GEAR unit the widest range of firepower and the maximum range of flexibility in completing missions and objectives. Weapon and other systems can only be swapped in a suitably equipped base or Landcruiser hangar, though it takes little time to do so - approximately thirty minutes or so, for a well-trained team of mechanics and engineers.
Many of these weapon systems are also interchangeable with those used by other LDF vehicles and equipment, such as VTOLs and helicopters, Landcruisers and other vehicles, for maximum ease of logistics.
- GEAR Assault Rifle / GAR-13:
The standard-issue "rifle" for all GEAR units, the GAR-13 is a 40mm, semi-auto, bullpup-configuration weapon. It features a complete system of sensors and zooming lens. The rifle most importantly features a heavy cable that plugs into a GEAR’s hardpoint to provide data with minimal interference. Its magazine carries 80 rounds of APDS ammunition.
- GEAR Automatic Weapon / GAW-21:
A 30mm automatic cannon that fires multiple types of ammunition. These range from a variety of high explosive and armor piercing rounds; the most common being high explosive incendiary, high explosive fragmentation with tracer, and an armor-piercing ballistic capped with tracer. The GAW-21 has two selectable rates of fire. The first is fired between 200 and 300 RPM, while the second fires at a faster 550-800 RPM. Due to the second setting's high rate of fire, it must be held with both hands if any accuracy is desired. Each ammo drum holds 300 rounds standard.
- GEAR Semi-Automatic Weapon / GSW-13:
A variant of the GAR-13 modified for semi-automatic fire, and fitted with an accurised, stabilised barrel and long-range optics for use as a marksman's rifle. While its punch is no greater than the regular GAW-13, it does have superior range and on-target accuracy. It is slowly being phased out to be replaced with electromagnetic accelerator-based weaponry, though it is still favoured by some units for its' reliability and their experience with it, as well as the ease of field modifications.
Generally, the GSW-13 is a hand-carried weapon, requiring two hands to accurately aim and fire. Its primary battlefield utility is for elimination of thin-skinned and lightly armoured targets, such as radar vans and dishes, generator trucks and other similar battlefield equipment, and thin-skinned vehicles, such as trucks, UTV's, and parked aircraft, as well as targeting specific GEAR systems to disable them.
A 7.62mm triple-barreled minigun used in many roles by the LDF. Tripod-mounted versions are used by Infantry for point-defense as well. The GEAR installation is remotely triggered by electrical signals from the GEARs controls, and fed by and internal magazine of around 500 rounds. Generally, GEARs mount two, and they are fire-linked for maximum effective firepower. While their firepower is impressive, the rounds are generally only of use against soft-skinned targets or infantry.
- GEAR Assault Weapon 22/GAW-23:
A 25mm weapon designed for sustained fire. The GSW-23 was an outgrowth of the project that resulted in the GAW-21. Designed primarily to be carried by hand, the GSW-23 was originally built in 30mm, but the number of rounds carried, and the recoil and vibration were not found to be sufficient for the projects' desired outcomes. Sizing the round down to 25mm resulted in a weapon capable of still inflicting significant damage on targets, and still being able to produce accurate and sustained firepower. Two backpack 'hoppers' provide sufficient ammunition for suppressive fire duties.
Unlike the HGR-14, the GAW-23 is sufficiently sized and weighted for regular operations in a standard TGU, as an 'automatic rifle' for suppressive fire at short 'snap' notice, whereas the HGR-14 is designated for 'special purpose' operations against heavier targets, due to its' larger and more destructive ammunition and the sheer size of the weapon itself.
A 30mm select fire automatic weapon built like a submachine gun, as it is light enough to be fired one handed but can be steadied with both. It is capable of both semi and fully automatic fire, with a full auto RoF of 500 rounds per minute. It uses a 120-round magazine and is solely armed with HEAP rounds.
- Underbarrel 40mm automatic grenade launcher:
Its magazine can hold up to 48 grenades and fires in-between 325 and 375 RPM.
-Grenades capable of being fired include standard high-explosive fragmentation, smoke, and armour-piercing.
- Underbarrel shotgun:
holds 12 rounds of fragmentation ammunition for use against personnel and 'soft' targets. It has some effect against GEARs as well, in terms of damaging sensors, or other unarmoured systems.
- Underbarrel TAG launcher:
a launcher that fires small Targeting Assistance Gum (TAG) projectiles/darts.
- Flechette discharger:
a simple cylindrical-shaped launcher that contains a magazine of razor-sharp steel flechettes that are lethally effective against personnel and light structures (such as wood or board temporary buildings), though very short range. The Discharger contains enough flechettes for three firings, then has to be reloaded at base, or can be discarded in the field. Occasionally nick-named the 'ripper' because of the ripping canvas noise the discharger makes when firing.
A simple mount for a GEAR-scale combat blade for impromptu use in melee and close quarter combat (see below)
Missile & Rocket Launchers:
- GML 180 shoulder-mounted missile launcher:
It fires 127mm guided warheads which are effective against a wide variety of armored vehicles. A single SLM180 launcher features four tubes. The SML180 has two variants, one of which fires a Tandem HEAT warhead, and the other a Thermobaric warhead.
The missiles also have two guidance variants, laser and electro-optical guidance.
Alternatively, Infra-red guided surface-to-air missiles can be loaded into the launcher, for use against VTOLs and other low-and-slow moving aircraft, such as drones and the like. While not especially effective against 'fast movers', it does give a GEAR some anti-aircraft firepower. The same launcher with minor modifications in the software is also used on VTOLs and helicopters.
- GRL 240D Shoulder-mounted rocket launcher:
Fires twenty 75mm unguided projectiles for high area of effect. This weapon is useful against infantry, light vehicles, and most fortifications including buildings. Can be set to manually fire one at a time or a simple full volley. Two types of rockets exist for this, High explosive and Air burst. The same launcher is also used on VTOL's and Helicopters, often in pairs.
- HRL 22 shoulder-mounted missile launcher:
This weapon contains two tubes capable of firing most of the larger missiles in the LDF's inventory. Utilizing a variable clamp system, this weapon can carry multiple sized missiles including but not limited to; Mk V Cruise missile and the 1500lb D-Bunker missile.
- GEAR Assault Cannon / GAC-30 75mm cannon:
A standard GEAR cannon capable of firing Illumination/HE/HEAT/AP/ and Air bursting rounds. Has a decent rate of fire and range. Comes with a 9-round 'revolver' set up with the different rounds loaded. Similar cannon are often mounted on Landcruisers.
- Mk II 80mm Linear Magnetic Projector/ Gauss Cannon:
Used primarily as a precision anti armor weapon, it fires a single solid slug at high velocity. The incredibly high damage it can produce is offset by very low fire rate, heavy weight, and high power consumption. Takes up a shoulder hardpoint plus the hand it is carried in.
- GEAR Recoilless Rifle / GRR-129: 120mm Recoiless Anti-armor weapon:
The tube itself is affixed to the shoulder and the front grip is held in the hand. The weapon is fed from a magazine that contains four HEAT warheads. Takes up a shoulder hardpoint plus the hand it is carried in. The GRR is an older weapon, being phased out due to its unwieldiness and the greater effectiveness of missiles against armor.
- GMPL 40" Shoulder-mounted Auto-loading 60mm mortar:
Equipped with a multiple feed carousel magazine for selective firing of a variety of rounds, such as guided anti-armour, knockout gas, smoke, electronic decoy/IR decoy (chaff/flare), illumination/incendiary, EMP and fragmentation.
- AGLR 30:
A non-underslung version of the automatic 40mm grenade launcher. Mounted on a swivelling shoulder mount, this weapon is belt-fed from a magazine of 48 grenades of the same types used in the underslung weapon, and is otherwise the same; except for the mounting on a movable shoulder-mount.
- TSR 33:
A flamethrower, mounted on a hardpoint. Used a jelly-based fuel and electrical ignition for firing, it is highly reliable and effective against foliage and infantry, as well as combustible structures. However, it is not very effective against any armoured targets, and is somewhat short-ranged.
- HGR R14:
A 30mm hydraulically driven six-barrel Gatling-type cannon firing alternating explosive tracer and solid armor piercing rounds. can fire in excess of 4200 rounds per minute but is usually fired in short bursts not only to conserve ammunition but keep the weapon from overheating. Can be mounted on a hardpoint, as well as carried in two hands. The drum of ammunition takes up an additional hardpoint, either case and is linked by an flexible 'feed chute'.
- PL-D 30mm defense pistol:
A light pistol utilizing a 20 round magazine. Fires AP rounds at a lower velocity due to weapon size. Has short effective range and low ROF. A dated weapon and is being phased out. Mainly only used for second-line duties, such as security, or self-defence of cargo-handling or other 'rear area' working GEARs. Many Police GEARs use these to disable targets, if necessary.
Most GEAR melee weapons use some form of 'powered' blade, either using rotating 'chainsaw' type blades in older models, or high-frequency vibrating blades to enable them to pierce armour, as well as being made of the same hardened materials used in the construction of structural and armour materials.
While of limited utility, they were originally developed as combat engineering tools, but ended up finding use as field expedient weapons by GEAR pilots, leading to some being designed specially for the task.
Both types of weapon are very maintenance and power intensive, and the investment required to keep them running compared to their utility makes them a small field of weaponry.
Mostly, they are used to disable sensors or specific systems at close range, often as a last resort, due the plethora of more effective weaponry available. Many pilots are also attached to their melee weapons for personal reasons, rather than any to do with effectiveness - though some have at least earned their reputations with them.
- Combat Knife:
A variety of weapon designs that all fall under the name of being a combat knife. A one-handed blade, often capable of being mounted as a bayonet as well. Most often, a vibroblade.
- Chainsaw/rotary blade:
A hardpoint-mounted powered chain or rotary saw blade made of hardened materials (such as structural or armour materials), originally designed as a combat engineering tool, but also of use in hacking apart enemy assets
A hatchet or tomahawk-sized version of the above, again developed from the combat engineering tool. Either vibro or chain-bladed.
As above, but a long-bladed knife of various designs. Vibro and chain-bladed variants are available.
- Shock Prod:
Used for herding large and belligerant macro-reptilians by Arvaran Farmers in their Ranch GEARs, some enterprising individual managed to snag one for attaching to a GEAR. Though of little use in combat due to a combat GEARs inherent electronics hardening, a savvy pilot can still use to one disorientate a pilot and glitch a GEARs sensors for a few heartbeats. So, it is not inconceivable to find one equipped to a GEAR for special purposes. While not overly effective against GEARs, the effect on a non-armoured and dismounted Arvaran is much more 'dramatic'.
- Armour Spike:
An explosively-powered armour-piercing melee weapon. The Armour Spike is mounted on an arm hardpoint, and utilises a single long, extremely sharp alloy spike to pierce enemy armor. The spike is driven by an explosive discharge, usually from a revolver-like cylinder, using blank cartridges. While nominally effective, it is limited in range and damage, and requires a precise hit or multiple impacts to effectively disable an enemy.
Standard, All-GEAR Equipment:
- -Standard GEAR sensors: Night-vision, 5x zoom optics, radar/LIDAR, laser-communication, radio communication (both frequency scrambled and encoded), networked sensor/data feeds with friendly units.
- -ECM/ECCM suite
- -Two head-mounted spotlights with optional infra-red filters
- -Deployable high-speed winch
- -Cockpit lift-wire cable
- -Ejector seat
- -Storage bins for personal possessions and survival gear
- -Defensive flechette launchers in lower legs, for anti-infantry purposes
- -Head-mounted smoke launchers
- -Flare\chaff countermeasures
- -Linear Frame cockpit control chair
- -Ultralight composite ceramic armor; allows for maximum speed and maneuverability, while also giving good coverage against damage.
- -Integral foot-mounted wheels or treads allow for limited skate capability over long distances
- C3I System:
Command/Control/Combat Intelligence System. A complex computer system that fuses all incoming sensor and tactical data from numerous sources into one specialized display to allow a commander to precisely direct all of his or her units in combat, and precisely monitor their status. It also allows sharing of data between all units in the network, such as the GEARs of a squadron, as well as the superior sensors and computer systems of a landcruiser, or the overhead targeting and recon data of a VTOL or other aircraft, providing an unmatched level of clarity on the battlefield.
- MAD system:
Magnetic Anomaly Detector, a deployable set of sensor systems that take up a hardpoint, allowing the GEAR to detect large metallic masses, such as a Landcruiser or armoured formation. However, the GEAR must remain stationary, and Arvara's inherent Magnetic Anomalies limit the use of this system.
- Seismic Groundspike:
A deployable hardpoint-mounted seismic sensor that requires a GEAR to remain stationary, and to embed a sensor-embedd spike into the ground. This system can then detect local seismic tremers caused by heavy movements over the local ground, such as GEAR movements or large Armour and vehicle movements or explosions and concussions from combat
- Amphibious Assault system:
A set of bulky bolt-on module that waterproof a GEAR, and add a limited surface/underwater propulsion system for amphibious landings and insertions, usually for covert or small-unit actions, as opposed to an Amphibious Assault via landing hovercraft or landing craft.
- Air-Drop system:
A bolt-on parachute module, with automatic altimeter to deploy at a set height, allowing it to brace a GEAR's fall from height when dropped from an aircraft. The parachute can then be ejected and recovered for later use.
- Rocket anchor:
A grapnel-type weapon attached to a winch and launched by a rocket. Used to create a bridging/scaling line, to secure a GEAR or other object in place, or as a mine-clearance device by using a fragmentary charge as part of its' line. 60m of cable is included as standard, but longer ones can be attached.
- Cutting/Welding Torch :
A conventional metal-cutting torch, mounted to a GEAR hardpoint. Too slow to be used as a weapon, and requires the target to remain stationary.
- Pneumatic Jackhammer:
A pneumatically powered jackhammer, mounted to an arm hardpoint for use in breaking down fortifications and other structures for combat engineering purposes. Later lead to the development of the Armour Spike melee weapon.
- EvD (Environment Demolition) Rockets:
An adaptation of the GRL 240D system, the EvD system uses a much shorter-ranged rocket with a plastique warhead, designed for point-fire against structures to demolish them. Used primarily to destroy hardened structures, such as bunkers and other fortifications, the EvD is somewhat too cumbersome for use as a weapon, though is ideal for it's specialized battlefield role.
Silverwind 'Blade' Blade - SilverwindBlade; Squadron Leader
Roselea 'Rose' Snow - Blue Fox
Mike 'Hardline' Nawlin - HopelessIncubus
Bahadar 'Cyrus' Sadik - Aristocrap
Adrian 'Phoenix' Keel - Ramzam
Clayton 'Clay' Taraq - Rultaos
Shona Bell - Minder
Venessa 'Nova' Keir-Tam - Sylpheed
Shiri 'Empathy' Timohause - TolarianDrake
Voltair 'Volt' - Voltair
Ashers Price - Hailfire
Kensington Payne - Cartwright
For the sake of interest, and if anyone needs them for reference, here are links to the old threads:
GEARS chapter 2: OOC
GEARS chapter 2: IC