With all this supermetal crap, I think I'd just make a really big long-range cannon on the opposite side of the planet, have a small scout team mark the rather obvious target (or just spot it from orbit or high-altitude satelite) and then put a hole in it with a power armor human-enchanted-or-whatever supermetal shell that has superexplosives and crap.
That should put a hole in it. If not, I'll just use a nuke to blast a crater large enough to make it extremely difficult to get up.
Or maybe just a weather machine, and get it stuck in the mud. Slip'n'slide, eh?
Considering they have starship-grade armor and and starship-grade shield, they take quite a bit of punishment. And besides, 40k doesn't do logical.
The giant cannon wouldn't be kinetic; ammunition wouldn't be able to be efficiently funneled to it.
General proportions and all that suggest that firing the big cannon would drop it on its back.
Very easy target for a whole lot of effort and resources.
General design of it suggests a medieval-y walker, steampunky. I don't think technology would've advanced sufficiently to have such little legs pull up such big feet and move them without falling over, nor while keeping up such a great big weight.
Tell that to the 40k Imperium of Man. And the two big guns happen to be energy weapons, yes.
APPLICATION!!K!@!@!@!@!!1!1!11 Currently a work in progress.
Commonwealth of Machar
Species:
It is those freaks of nature that make things such as the development of near-identical species possible on different planets, yet such is not the case with the humans of Machar. It was an accident of man from an alternate dimension that deposited the travelers on the planet of Machar via means unknown to this universe, a precise incision into the fabric of reality that traversed existence to a point desired by the operator. For all intents and purposes, the people of Machar are human.
Description of government:
Machar is a uni-state commonwealth composed of the peoples of the three inhabited planets in their system and the constituent stations and outposts which each manages. A tricameral legislature, a dual-position presidency and executive branch, and one High Court forms the individual branches of the Macharian government. Members of the legislature and judicial area are elected by the people, as well as the presidency by proportional vote. Any non-elected posts are filled by hiring someone who meets the qualifications of the system.
Description of military:
A three-branch military is the system utilized by the Commonwealth of Machar, although there are factors that make it unique. Firstly is that due to lacking faster-than-light travel technology, the military has been relegated to border and internal defense, as well as occasional policing and civil action. The Macharian Army, responsible for all ground-based operations within the Commonwealth as well as the manning of orbital stations and surface-to-space emplacements, is the largest of the branches, outstripping even the Naval forces in terms of manpower and expenditure. Powered combat frames are issued to very few people, the investment and training required for a user to operate such a device considered to be worth more than the returns which will be achieved under current conditions. As such, most Army personnel utilize semi-powered combat frames. Army doctrine circles around that of combined arms, operating with the Air Force and the Cosmo-Marine in combat situations. The Air Force and Cosmo-Marine are very much intertwined in their work, some recommending that the two branches be merged into one large structure. However, the military authorities have constantly resisted such pressure, insisting that separation allows for greater strategic maneuverability if slightly diminished tactical maneuver. Tasked exclusively to atmospheric combat, Air Force units utilize advanced multi-role fighter aircraft and rudimentary hover vehicles in their jobs. It is the smallest branch by far and responsible for the smallest expenditure, however the gap in budget is by no means large. Finally, the Cosmo-Marine is the second largest branch in terms of personnel and budget given the costs of working in space. Featuring relatively few ships, the Macharian Cosmo-Marine focuses on advancing technology and utilities rather than numbers in its range of vessels. Cosmo-Marine vessels employ missiles most frequently, with kinetic weapons and directed energy weapons following in frequency in that order. Army and Air Force equipment is primarily kinetic, directed energy used in specialized roles rather than general purpose distribution. Armor implements both ceramics and synthetics, as well as non-Newtonian fluids. Standard body armor is an upper layer of ceramic plating, a synthetic anti-kinetic mesh underneath, and a layer of non-Newtonian fluid placed between the two armor areas, acting as a shock absorber with which to resist impacts.
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Technological Overview:
The technology available to the Commonwealth would be akin to that of a 22nd or 23rd century Earth if not farther, although some areas have not seen much development past 21st century Earth standards. In the areas of military science and technology, the Macharians have advanced reasonably well given the time frame in which they have done so. Firearms are still the primary weapon of choice, plasma and other DEWs seeing limited deployment due to both the power consummation and increased complexity-and therefore cost-of such equipment. Most firearms operate with advanced versions of 21st century gunpowder weapons, affording them greatly increased stopping power and range at the expense of recoil. Gauss weapons and rail guns are ever increasing in frequency as they become cheaper to manufacture, with a quite large prevalence among the infantry. However, miniaturization has not developed to the point where such utilities can be used without a large battery pack, relegating infantry-based models to heavy weapons teams with several people. Civil applications of such technology is also frequent, launching items into space at extremely high speeds, although this method of transportation is much less common than a space elevator or trans-aerospace shuttle. Space elevators are a common sight, most major cities harboring one or more of these constructs. Because of their prevalence, space elevators have made the construction of ships and space stations much less costly than if shuttles had been used for it still costs more to boost a shuttle from earth to space than it does to ferry a crate up a tube. In atmosphere propulsion is handled mainly by highly-developed jet engines, with some anti-gravity and plasma pulse vehicles in use. However, plasma propulsion is limited mainly to space due to the problems of containing the plasma long enough to provide a boost. In space, plasma propulsion engines were taken in favor of ion engines due to their increased versatility and efficiency over long distances, although ion thrusters are still mounted as stabilization and braking majors due to their higher power output. Communications and data transfer still occurs at light speed or below as any form of faster-than-light technology has not been developed, although an inter-planetary network of sorts exist. In terms of power, most common is cold fusion reactors or plasma reactors, although the latter are rather limited in deployment.
Cultural Overview:
To be part of humanity is to be diverse. Homogeneity, even when apparently blanketing a culture or group, has never superseded the fact that each and every individual is unique, physically, mentally, and any other attributes which one could care to apply to the human species. Despite this, most individuals absorb some facets of an overarching culture. There is no apparent difference between the three planets, although each relates more to those born on their planet than those of the other planets in the Commonwealth. Compared to early 21st century humans, the Macharian humans are much freer civilly but less so politically.
History:
Machar's history is a strange one, originating from a universe separate from the one they currently inhabit. Up to the point of World War I, they had followed the same path as the current Earth. It was then that they were arbitrarily ripped from their universe and settled here. Stunned after the realization came, the humans renamed the planet Machar after their old homeworld, a place now lost to them forever. Fear of attack led to a temporary union of the nations which would last for 15 years until such worries passed, placing Machar back on the route of conflict: the first global war erupted ten years later, virtually destroying many nations. The few left recoiled visibly from the shock of the war and formed a pact of non-aggression. Lasting for a hundred and seventeen years, the pact almost broke until the first human colony was established on a different planet in the system, easing many of the pressures which had plagued the nation of Machar. Peaceful development continued alongside military up to this day.
Other:
Up and down the London road. In and out o' the Eagle. That's where the money goes. Pop goes the weasel!
Outwardly, Kara appears little more than a fine looking, mature woman taller than average height, even for males. One who assumes this would be incorrect in their assumption. Flowing black hair, retaining a sheen no matter what has happened, is usually half pulled up behind her while the rest hangs loose around her shoulders. Cold eyes stare out of a pale face, lips painted a permanent red. Her clothing is as ornate as her station, usually a red-and-gold fabric arranged into a regal manner, the exact positioning reliant on her mood. A permanent feature is the crown on her head, an item of bronze that she never parts with.
Personality:
Strong of will, keen of mind, and impetuous of nature, Kara does not always bear herself as one would expect a god to carry themselves. Sometimes indulging in childlike pleasures, she rushes to and fro, involving herself in many of the matters of her nation, frequently walking among her subjects as any other person would. Often she insists that others treat her not as a god but simply a mother, there to talk to and depend on. As such, she detests those who would rule by fear and impersonal means, viewing them as not worth of commanding a nation in any means. When protecting those under her, she is merciless in nature except when mercy would hold more strategic value. Each life she claims sees another blood-red mark upon her staff or crown, and the myriad dots attest to her skill as a combatant.
Powers:
As Lady of Mysticism and Foresight, Kara can utilize various magical abilities that enhance her skills tremendously. Blessed with the powers of divination, she is able to trace the paths of the future before they happen, revealing to her the plethora of possibilities that can happen as well which are most likely, although nothing is certain. This allows her to react to events and actions before the user knows they would even embark upon such a course, although this can lead to unintended consequences not expected in the paths of fate. It is this skill that allows her to guide her nation with efficacy, as well as enabling her to succeed in battle. In addition, she sports more traditional magical abilities, chief among them shields of magic which are at once both aesthetically pleasing and useful. Various combat abilities exist, though they are mainly simple spells such as elemental bolts of energy or rudimentary healing. As one of her domains is sculpture, bodyguards of stone or bronze frequently accompany her.
Magic Items:
The Staff of Palas- An ancient staff of power, it amplifies her abilities greatly, as well as having an enchanted blade at the tip able to tear through most materials with ease. The Bronze Crown- A symbol of her power, Kara utilizes the Bronze Crown to phase in out and out of substance, enabling her to pass through mundane objects unaffected and some magical items. She cannot, however, interact with much of the physical world in this state.
Mortality:
Kara's physical body is that of a normal human, able to be damaged easily. It is her spirit, however, that endures, for she is a lich, with a phylactery hidden deep within the nation. When she is killed, the crown and staff return to the phylactery after dissolving into dust. Only by destroying the phylactery can she be truly destroyed.
Affaraqid Caliphate
Terrain:
Affaraqid is a land of deserts and plains, though sand is the predominant feature. Settlements are few and far between, centered around massive oases that provide the life blood of the desert. As one progresses inwards, the rolling plains give way to the desert, a burning land that kills the unwary. At the center of this desert lies The Mountains, a small chain of mountains that holds a large portion of Affaraqid's population.
Wildlife:
Few animals live in the desert regions, most being dangerous in some manner, whether it be venom, claws, teeth, or simple brute strength. The plains hold most of the wildlife, mainly nomadic grazing creatures and other such herbivores, along with small and medium sized predators.
Species:
Affaraqid is a land of pure humans, all non-human sentient species having been driven out long ago. The humans of Affarqid are usually thinner in frame than other humans, with skin of a bronze color, although their wiry strength and agile muscles enable them to compete with larger peoples.
Culture(s):
The Affaraqid's are a simple people on the outside, complex underneath, and exultant in their lives. Each person enters life in shade and ends in it, a representation of the deshrouding of the eyes at birth and the shrouding of life at death. A rather peaceful culture, they nevertheless support a military of substantial size that doubles as guards for caravans and emissaries to other nations. Sports are held in high regard and keep the Affarqid people fit. Combined with the harsh conditions of their homeland, Affaraqid's are humans sturdy in spirit and body. Much of their food is spiced with the natural herbs and plants that grow in the plains and desert, including the oft-desired pepper. Architecture is simple, square buildings and open areas that serve to relieve the heat of the day when inside.
Capital:
Morath, City of Bronze
Important Individuals:
Sarik the Younger, Kara's regent in Affaraqid Sarik the Elder, Commandant of the Armies Ferulag Hassan, Lord Mystic Amira Derush, Farseer of Affaraqid