Republic-Monarchies of Aduron and Associated Country-States

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Republic-Monarchies of Aduron and Associated Country-States

Postby Terminus » 09 Jun 2012, 01:11



Thread Portal:
Almanac (You Are Here)
Rickarian Empirical States/URMA Military
URMA Public Technologies
URMA HFPE Technologies
URMA All-Encompassing Navy Technology
Cybers, War Organisms, Specialty, and Flagship vehicles


Country name: (Terminus) Aduron, (pezgod1) Italy-Austria, (CmndrMaggs) Rickaria. Mostly just me, Terminus, but these players still have a position somewhere in the country, should they ever return to cause any ruckus.

Capital City: The Republic-Monarchies have no true capital city. For an Earth-based centre for politics, for example, there's Leeside Aduron, or the island of Tuatha Dé Danann. But Earth is just one part of the many territories under the Aduronian banner.

Brief History: Before this nation came to be, there was the Republican Union of Aduron and the United Monarchy of Italy-Austria. The RUA was a modest yet ambitious republic formed around Southern Ireland. Aidan O'Donnel, along with his family, formed a small civilization. The Republic of Aduron grew to become a large, environmentally stunning nation, remarkable for its invention of a unique material known as plaisteach and its knowledge in water-based technologies, like water colonies and ships. Its compassionate, hard-working people expanded the nation into the Americas, with their first colony in and around the Yucatan Peninsula. Elsewhere, at the same time, the UMIA formed its great nation in Central Europe; it too had expanded into South America and across the globe. With similar interests across the board, from medical research to political orientation, both nations would form a close alliance with each other. Soon the two countries, along with another, Domuia, created the Capitol Pact, an international agreement between the trio to protect each other in an economic and military fashion. The Capitol Pact and the Kingston Pact (another alliance system containing the likes of Mattopia, the United Caribbean Isles, and the Glorious Nation of the Himalaya) went to war, and from this war the United Republican Monarchy of Aduron/Italy-Austria was created - a merge between the RUA and UMIA. Since then, several changes have occurred. The Republic-Monarchies have henceforth expanded into space - and although the population suffered huge losses after the Great Collapse, its people maintain the personality of the interstellar nation the Republic-Monarchies have since become.

Political Structure As we have a high level of complexity in our bureaucratic "web", it is fitting to start at the top of our meta-government, and work our way down to describe the structure of our individual surrogate governments, or "country-states" (we term it in this way as they hold the title of country in their own right - indeed, when referring to the Republic-Monarchies as a whole, we more often than not refer to it as a "nation" to differentiate between the two). So:
Meta-Government: There are four key parts of the Meta-Government of the Republic-Monarchies:
  • The Senate is the overarching forum of discussion through which elected representatives make decisions on legislative, Naval, economic, and foreign policies. The senators that make up the Senate are ambassadors from country-states; the number of senators per country-state is generally decided upon the proportional population of the country-state in which they represent. Every decision made by the Senate is optionally billed towards two of the following: the Public Platform, the Immortal Custodian of the Nation, or the Adjudication Assembly. Once two out of these three political entities have submitted their approval, the Senate-created decision will be implemented. The Senate is the driving force of the government.
  • The Public Platform is another, more immediate, outlet of the public representation of the nation. It is a polling system where every citizen can participate in petitions focussing on criticism of the meta-government. Their voices can be further heard through this model, and, within certain parameters, the Platform even has limited legislative power to enact laws focusing on social change. The Public Platform can also veto the other political entities' decisions for a short period of time, and therefore open the decision up for further discussion and analysis. The members who regulate the Political Platform - known as Anti-Partisans - are made up of all members of nearly every demographic, with a pretty much equal representation, across race, sex, religion, gender, and sentient species. They are hand-picked by the other three meta-government entities for their positions on the Platform, with specific personalities that are unimaginative, humourless, honest, and incorruptible.
  • The Immortal Custodian of the Nation is none other than Lord Damian Bone, corporate magnate and philanthropist. Lord Bone's position within the government is a unique one: he has the ability to veto and make decisions over all other bureaucratic systems, with the only exception being where these decisions are universally vetoed by all other meta-government entities. It is immutable for any other being to have the title of Immortal Custodian. In these ways, Lord Bone may be considered to be an absolute ruler of Aduron and Associated States. More accurately, the Custodian of the Nation's main responsibilities are more involved in developing and implementing high-level strategies for both Naval and economic policy, making major governmental decisions, managing the overall operations and resources of the nation, and acting as the main point of communication between the Senate and the public. Basically the "CEO" of the nation. Under the Immortal Custodian's office are branches of law enforcement, such as the Black Robe Division and Banshee policing units.
  • The Adjudication Assembly represents the highest levels of the Artificially Enlightened (i.e., the sentient AI) community, and the judiciary branch of meta-government. Operating like a combination of a central bank authority, an ambassadorial council, and a supreme court, the Adjudication Assembly is led by AEs Nuada, CMV Danger Close, ♊MV Gotta Love That Mambo, and TSAC Camalus.
So, the major aspects of government that would interact with the international scene is the Meta-Government. That said, all country-states and their political systems are fairly important too. There are hundreds of country-states that make up the Republic-Monarchies as a whole - most are completely unrepresented in the following list. Nevertheless, major country-states include (TBU):

The Republic of Aduron: A founding country-state of the Republic-Monarchies. Composed of a union of republics across Earth-based provinces: Leeside Aduron (Ireland), Eastern Aduron (Kaliningrad, Lithuania, Latvia, Estonia, and Gotland County), Balkan Aduron (partial Rumania, Serbia, Montenegro, Hungary, Albania, Poland, and Bosnia/Herzegovina), Western Aduron (Yucatan Peninsula, Belize), Southern Aduron (Madagascar, Oiltopia, and the Maldive Islands) and Aduronian water colonies (stationary and dynamic). Probably the more developed aspect, and scientific heart of the nation, along with other founding country-states.

The Union of Monarchies: Another founding country-state, the Union of Monarchies is still widely known as its informal, former title, the United Monarchy of Italy-Austria (or UMIA). Controls most monarchial systems in Europe such within of Italy, Greece, Croatia, Austria, and Slovenia. Its royal family, some critics say, is rather fishy.

The Rickarian Empire: A constitutional "empire" loosely run by an "Imperial Dictator" and more tightly run by a senate of elected representatives. Highly military-focussed society. Located across America east of the Mississippi River, and southern Ontario.

The Off-World Solar Republic-Monarchies: A smattering of independent country-states categorized within this group. Represents the large amount of various habitats we have nationally and split-nationally colonized across the Solar System. Loosely linked together through the Interplanetary Highway, a system of fast and easy space travel throughout the star system.

The Combined Kingdom of Elidia-Listum: a Martian country-state, formerly dependent of Italy-Austria; after the civil war Elidia-Listum gained its own country-state independence. It is led by a constitutional monarchy, with a defined royal family: the Snow-Bloods.

The United States of the Logic Road (USLR): After the civil war, possibly the ones most critically affected were those country-states across the Logic Road (the main strip of the Interstellar Highway). The USLR is composed of these disparate groups; the overall loss in population was so devastating that the USLR has gone from the highest populated country-state of the URMA to the lowest populated country-state of the Republic-Monarchies.

Unified Tau Ceti and Associated States: A huge country-state with a somewhat low population level. Tau Ceti is still the largest of the off-world colonies of the Republic-Monarchies. Its central point is the unified planet of Capitol.

Current Policies and Declarations
The Republic-Monarchies will
  • Promote, facilitate, and provide support for newly developed countries. We will actively offer ambassadorial meetings for guidance; give advice and support involving matters of economy, crime, and national security; and plan towards avenues of collaboration to further the goals of mutual scientific discovery and/or national stability.
  • Maintain the URMA's ties with the Austro-Gaelic League - and, by extension, promote and maintain the Austerlesian national identity. Such action this policy may take could be, for example, maintenance and renovation of the Austerlitz-O'Donnel Space Station.
  • Maintain the URMA's ties with the Federation of United Nations
  • Reinvigorate the Greater Atlantic Trading Nations into a relevant economic powerhouse for the Atlantic international community.
  • Abide by, promote, and revise the well-established Terminus Doctrine.
  • Develop the following country-states with the objective to return them to their former glory prior to the Great Collapse: the United States of the Logic Road, Unified Tau Ceti and Associated States, the Union of UV Ceti, and the Off-World Solar Republic-Monarchies.
  • Seek out the remaining cells of the Crocodile Criminal Empire, both inside the nation and abroad, and eradicate their presence for the good of humankind. This includes the ongoing hunt for Daniel White, who remains declared an Enemy of the People by the BRD and Banshee Enterprises alike.
  • Establish and maintain ties with similarly-aged and older powers, not withstanding the ties and commitments we may form with younger political powers.
  • Promote the equality of all sentient species, regardless of gender, sex, race, biological makeup, religion, origin of birth, etc. The only exception to this policy is if a person is given a government-mandated criminal charge in which they are not to be treated equally by their peers; in which case we will shun them as mandatorily required.
  • Promote and establish a net-positive corporate identity for Banshee Enterprises and its subsidiaries by developing its reputation as a force of good for the international community. This will include goals such as positioning Banshee as an internationally recognized peacekeeping force; but also in stimulating Banshee security services on the smaller scale across the colonized star systems, in positions of merchant escort and bodyguarding, for instance. KASM, meanwhile, will continue work to become the staple provider within the interstellar transportation market; and Nodens shipbuilding will undergo reinvigoration.
  • Increase the economic growth rate of the nation.

Population: Approximately 2 billion citizens, spread out across 13 star systems and over 10,000 habitats not associated with a central star system.

Google Docs Spreadsheet (The most up-to-date. New things added frequently/infrequently):

Economy: 12,269,470,370,371¢¢ / some money is in the IPB /
5 trillion ¢¢ of Crocodile Empire

- GDP per capita (collected from all governments): avg. 40153 ¢¢ (outdated)
- Overall Tax: 6%
- Spending:
23% on social welfare
12% on civilian wages/Crown corporations
15% on military funding
14.75% on education funding
17% on medical welfare
8% on research and development
0.25% on media
5% added to the treasury
- We're investing in the Emergency Treasury Insurance Cut.
This bill is for us to place a portion of our government treasury into Military, Social Welfare, Medical, and Environmental bank spots. It will require a full consent of the Supreme Senate, and only after approved by a SPAN drone that will calculate whether or not the spending would be beneficial in the long run, for the government be able to tap into this money. This way, if we hit a recession, or partake in a war, or a hazardous natural event harms civilians, or a dangerous virus harms our populace, etc etc we will be backed up with this deposit.
Currently, the ETIC funds are (25 billion in each section is 100%):
  • Military - 100%
  • Society - 100%
  • Medical - 100%
  • Environment - 100%

Ocean Navy: Deployments

Police/Secret Service:
Black Robe Agency
2,087,512 Secret Service Black Robes, 12,525,073 Black Robe Gardaí [police], (HFPE) 417,502 Black Robe Spec Ops; 10, 000, 000 Garrison cybers distributed within the Agency. (March 25 IRL)
Black Robe Agency is the URMA's equivalent of a police force, a secret service, and sometimes a special operations force.
The black robes have a felt-like texture. The outer portion are tiny layers of Conduit Nanites, with CyberMuscle wrapped into microscopic rows behind it. It is also painted with invisible cloaking, for higher-class Black Robes. The inner portion is reinforced carbon-nanotube fibres. Neural mind control of the robe allows the wearer to orient it in any shape and at rapid, lethal speeds. If used correctly, the bottom corners of the cloak can be sharpened to cut through steel, while the covering can harden into a very durable shield against all kinds of projectiles (that being said, some good lasers might be able to cause tears). If a puncture is present, the cloak can regenerate over time (giving these suits a good shelf life).
The suit, in comparison, is full-body Shell-1 Pendragon Armour. Most of the armour is on the back and torso, then the head, then the limbs, and then the joints. It is highly resilient to DEWs and plasma, with tough bullet dispersion capability as well. A retractable face-mask is available to protect the head, while there are also BALs/Ocu-Sensors for various uses.
BR suits are made to be capable of performing a wide range of missions, from simple police services to special ops. The back of a Black Robe contains his/her varying arsenal according to his/her job. A simple Gardai would have a non-lethal Burn-mode FireTeeth handgun, a Unit Shield, and other policing equipment; while a top-rank special forces unit would have multiple Hobgoblins (which, in particular, can "mould" into the suits), Killjoys, and SolarClaw weapons.
Black Robes have no formal squad groupings. They are trained to adapt to multiple orders and multiple situations to the extreme. The ocu-sensor in their neural laces have more advanced AI, able to link together with other Black Robes to quickly create ad-hoc, intelligent group structures. This Black Robe's AI may override any other faction's vehicles, cybers, or drones for emergency purposes.
The AI is also connected to the Black Robe's ACEDIA drone. ACEDIA: The Black Robe Adaptive Combat Media drone (or ACEDIA for short) is a smallish sphere with a concave indent on its ventral side. It boasts larger-scale Dagger Missile engine components which it uses for advanced, low-altitude flight. It is equipped with a Dagger Missile, a RASE, a 360-degree emanator, and a short-range plasma weapon. Other applications include a powerful, multi-media sensor with a 40 metre radius (capable of making more narrow scans up to 600 metres); a laser-tracking device, a semi-sentient AI with several emergency back-up systems; cloaking; and Energy Fields projectors. The ACEDIA is used to assist its BR user in his or her objective.

See Greater Atlantic Trading Nations. (Outdated)

Water Colonies:
- New Dublin
New Dublin is the next-biggest urban area, the first being the staggering metropolis, Leeside. New Dublin is the center for agriculture and international diplomatic relations. It can house 400, 000 people.
- Solast City
Solast City is next; housing 175, 000 people, it is the base operations for military (naval) intentions.
- Laisam
Laisam is a city that can habituate 200, 000 people; it will be the research and construction headquarters of technological endeavors.
- Tuatha Dé Danann
The largest water colony ever created.
It is roughly half the size of Great Britain, and found at the coordinates 51.289406,-17.402344 (Look it up on Google Maps).
It is made of 40% plaisteach, 15% titanium, 25% glass, 20% of assorted materials.
Artificial "islands" are situated just outside TDD. They are used as postal offices, trade, and immigration/emigration centres.
The colony itself is firmly "latched" onto the ground; it will have 4 above shipyards, 3 submarine bases, and a large military instillation.
It generally has 8 million people living there, and comfortably enough room for 1 million more.
TDD is so huge, a large section of the above-water part will be artificial farmland/forestry
It also contains an experimental shield

Habitat Colonies:
Large water colonies that consistently move with large, hydroelectric turbines. Manned both by a tweaked Adjudicator and human sailors. Highly intelligent probability software is used for the first time to predict hazards (weather, tidal levels, etc.). Currently, there are 3 Habitats:
    • Fódhla - named after one of the three Irish patron goddesses. It has the residential capacity for 1 million people. It's purely a residential and small industry colony that tends to be located around Europe.
    • New Kaliningrad - travelling usually from New Rome to New Dublin, this is a massive industry colony, filled with factories instead of homes. The Habitat, called New Kaliningrad, will be multi-leveled as well.
      Coastal Besieger turrets are on New Kaliningrad for defensive purposes. The top floor mostly deals with domestic industry, the rest is military.
    • Cessnair City - this colony is an endless place of ports and shipyards. Pseudo-"villages" are dotted around, and the entire colony has capacity for 2 million residents.
Last edited by Terminus on 13 Mar 2016, 02:08, edited 182 times in total.
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Rickarian Empirical States

Postby Terminus » 09 Jun 2012, 01:12


Thread Portal:
Rickarian Empirical States/URMA Military (You Are Here)
URMA Public Technologies
URMA HFPE Technologies
URMA All-Encompassing Navy Technology
Cybers, War Organisms, Specialty, and Flagship vehicles

Current Land: New Jersey, New York, Massachusetts, Connecticut, Pennsylvania, Maryland, Virginia, Rhode Island, West Virginia, North Carolina, South Carolina, Georgia, Michigan, Delaware, Minnesota, Ohio, Illinois, Indiana, Kentucky, Tennessee, Alabama, and Mississippi (I control the Mississippi River as well).

Capital City: New Rickaria (Where New York was)

Other Major Cities:
-New Boston (Built on the ashes of Boston)
-New Atlantis (Built as a large port city on the coast of New Jersey, built for trading, and the home to most of my military vessels and a Naval Base)
-New Trenton (Built on the ashes of Trenton. It is now a thriving Metropolis)
-Freemarina (Another large port city built on the coast of Delaware which is the trading center of the empire)
-New Rome (Built on the grounds of Washington D.C. all buildings must be Roman style architecture, and all monuments from the U.S.A. era are rebuilt)
-New Sparta (Large military city where Atlanta used to be)
-New Venice (Large trading/port city on the coast of North Carolina)
-New Alexandria (Large trading/port city on the coast of South Carolina)

Government Type:
Imperial Dictatorship with Senate to advise the Imperial Dictator
Current Imperial Dictator: Me

Population: 50,526,140
-Growth Rate Per Year: 2.0%

-Lower Class: 8% of earnings
-Middle Class: 12% of earnings
-Upper Class: 15% of earnings
-Average Profit Per Year: 400,000,000,000 cc

Information on size of Military:
1,500,000 battlefield soldiers

Starting technologies:
Wind and water turbines plus nuclear power for electricity, Farming machines, mining technologies, shipyards for building naval units, lights, all households have electricity and A/C and heating, We have guns but they are modern so a bit out of date, Cloaking devices.

Some advantages your civ holds:
Great at building ships, farming, mining, and using clean power, though we also have nuclear power from nuclear facilities, lots of fishing, farming, and crabbing so no lack of food, large park and recreation areas. Naval guns to protect the coasts and borders, large forests

Some disadvantages your civ must deal with:
Cities are overpopulated, winters are fairly bad if one has no shelter. winter will stop air/sea travel if its too bad (same for major storms). no farming in the winter. possibility of forrest fires in northwest new york. ocean is rising and destroying the coast so my civilization is trying to save itself from a rising tide

Anything else:
Citizens cannot own guns, everyone must work 1 month out of the year for the government on projects, capitalist society, our money (paper money) is backed by gold and silver, everyone is equal, government provides education, food, and and homes to all those who cannot afford it.

Fish, fruits, crab, coal, wheat, barley, uranium, garnet, stone, concrete, synthetic sugar, alcohol, boats, wood, milk, seeds, fertilizer, canned/preserved foods

Steel, copper, iron, aluminum, gold, silver, tungsten, meats, animals, medicinal supplies, teaching supplies, most technology that needs silicon, silicon, titanium

In the old world this area was a thriving metropolis filled with ports, large cities, parks, forests, towns, and much more. After the great wars the people hid underground and resurfaced about 250 years ago. They stayed hidden with a cloaking device that kept the entire area hidden to anyone else and have just recently taken the device down so they can open themselves up to the world. Over the years my people have turned themselves into a thriving naval/trading country. The people of my good nation are a kind and hard-working people. We are very open to all other non-hostile nations and will communicate with all. We are currently a nation-state in URMA and are proud of it.

URMA Military
We focus and streamline our military onto Naval authority (a military authority focussed on oceanic and space environments). Within the military are three tiers, arranged in a pyramid manner and composed of factions; these tiers are ranked in terms of lowest to highest - regarding jurisdiction of command, technological grants, funding, and overall strength. Each marine or soldier is given a battle suit unique to their faction, denoted as Marine Battle Gear (MBG).
Note: Tier-3 factions have full jurisdiction and administration over lower tiers. This means that they may call upon the technological equipment naturally exclusive to certain factions, and are considered flagships from which lower-tier factions must obey orders.

Tier-One Divisions:

This division is focussed on long-range engagements, designating and scouting out targets, support and repair, espionage, and eliminating important targets.
The Clotho-class MBG (code-named the K-class "Caerostris"): Opting for a lighter variant, the Clotho-class marine battle gear is designed for long-range tactics, eliminating and/or designating vehicles (either land, air, or sea), and sabotage. The suit is triple-layered CyberMuscle with tough CyberArmour torso protection. The head is protected with a CyberArmour helmet - which has CQC mini-Beta CREWS lasers; a 180-degree-effectiveness emanator, and the latest in AR/AI technology. A Clotho-class marine is prepared with RASE drones, and many different explosive devices. Armed with a high-accuracy, low recoil LMG, a very long range DMR, and a launcher that fires fast-moving Bolt Missiles to strike enemy forces and aircraft.
Clotho-class marine battle gear also comes with Anti-Nanites and Travesty Nanites (to disassemble other nanobots and protect the equipment and marine from nanobot attacks); and Conduit and Assembly Nanites (to create dangerous traps and detection systems).

This division is focussed on sea-to-ground engagement; to bombard, support, and capture coastal establishments. They are also capable of pushing inland and therefore useful as an invasion force.
The Lachesis-class MBG (codenamed the Λ-class "Bushmaster"): The base of the armour is NMD-derived CyberArmour, while the rest of the suit is made of regenerable CyberTissue and CyberMuscle with a thin, scaly texture - adept in tropical, coastal, and rocky environments; while also tough against ballistics. When critically damaged, the outer CyberMuscle and extra -Tissue accumulates at the back, slowly gathering when the suit gets more and more damaged. Then, Erosive, Assembly, and Conduit nanites burst from previously-unexisting seams, trickle down the suit to gather materials and repair. Meanwhile, the tattered remains of destroyed layers fall off to form a hollow shell of its antecedent (save for an inner AI brain fixed from CyberTissue and nanites) which joins the battle, using its fraudulence to trick and Black Vinegar nanites to fight.
The Bushmaster marine is prepared to breach and capture areas. He/She may employ Infodio and Erosive nanites to create entrances to buildings, or use the explosive and anti-vehicle/anti-cyber gadgets (man-portable missile launchers, bombs, Killjoy grenades, etc) at disposal, or use his/her weapons - an Element Assault Rifle, a Hand-barrel, and a thick, computer monitor-sized Cold Shield - to get the job done. To ensure that the marine succeeds, the suit has an emanator for its multi-platform functions and all-encompassing AI.

This division is focussed on sea-to-sea, sea-to-space engagement.
The Atropos-class MBG (codenamed the "α-class Fuath" [pl. Fuathan]): For the Atropos marine, the objective is to effectively sabotage, commandeer, or infiltrate enemy ships, submarines, and water colonies. To compliment this task, the Marine Battle Gear is composed of two parts: a combat suit and a detachable diver propulsion vehicle.
The combat suit has a sleek, stealthy design for fast travel through water, made of CyberMuscle and -Tissue metamaterials. Capable of magnetic attachment to hulls of vessels and such. The suit is fitted with a long-lasting rebreather and adaptive buoyancy control device; recycles body fluids into nutrients and healing substances. Moulded to the back are Gremlin and Element rifles; the former for hard targets and sabotage and the latter for soft targets and nanobots. Also moulded are Black Vinegar Nanites that can convert excess portions of the suit into hard CyberArmour, ammunition, weapons, explosives, traps, etc. As for user interface, the suit is controlled via neural lace, and at various areas of the face-mask/helmet portion is a micro-Cuervo computer chip; Battlefield Assessment Lenses; and deployable Surveillance/Suspensor Nanites to relay long-range sensory information - or laser-designate targets for our ships' weapons to have perfect accuracy.
The DPV is a bulky, human-sized submersible that connects with the combat suit. Mostly made of tough CyberArmour with strong cloaking as a built-in feature, it has a Bluejacket cyber design for supercavitation (speeds of roughly 175 mph) and additional stealth (hiding from both sonar and radar). It sports two high-yield magnetic depth charges and one ClusterCluck Torpedo, and can kamikaze into ships with a decent payload. In the "cockpit" is an underwater-capable VADS launcher with extra ammunition for the marine to use.

The Army is a recognized Tier-One division of the all-encompassing, more naval-focussed military. It serves primarily as an authority over the land (and as the engineer and pilot corps), but jurisdiction is handed over to the Black Robe Agency whenever it is seen fit. That being said, this is still a healthily-supported division with good facilities for funding.
Army-class "Dogface" MBG: This MBG is assigned to war soldiers, militias (sometimes), or high-end peacetime military situations. The outer layers are CyberArmour-carbon nanotube mesh, while the inner layers feature tough CyberTissues and CyberMuscles that can regrow the outer layer. Most interestingly, the Dogface user receives a [Redacted: Frisson]. Dogface marines also come equipped with Enceladus, and so are able to manipulate the environment to their will in a variety of ways. Typical Dogface loadout: Naiad rifle, Gremlin rifle, VADS launcher.
Army-class "Grunt" MBG: This MBG is assigned to military engineers, vehicle drivers, snipers, specialists, medics, aircraft pilots, militias (sometimes), and low-end peacetime military situations. There is a special design at the outer layer: the majority of the material is a CyberArmour layer with a thin film of vedurium. At the wrists, ankles, spinal cord, neck, and entire helmet are small field emitters, allowing for suspension in mid-air. There are Black Vinegar nanites to support this act, which also can be used to repair vehicles, heal the wounded, and even perform active protection (deflecting lasers, bullets, etc.). Also equipped with Enceladus and [Redacted: Frisson]. Typical Grunt loadout: Naiad rifle, Gremlin rifle, VADS launcher.

The Excalibur Tier of the All-Encompassing Navy focuses on efficient military work designed to operate, uphold, or otherwise administer our space fleets' presence and functions. They are the sentinels; the engineers; escorts; and those who maintain, police, and uphold basic human rights in space.
Excalibur-class "Bluecap" MBG: An Excalibur marine is prepared to perform his or her duties in enclosed, tight corridors and fight in and out of zero-gravity environments. The MBG reflects this, as it is split into two suits that connect together. The first suit is the inner layer, a lightweight design with unobtrusive thrusters at the limbs and spine. Made with full-body layers of CyberMuscle, and skeins of Suspension and Conduit Nanites in order to protract various energy fields for movement, engineering, protection, and even emergency melee combat; it exists for the inoffensive, non-combat-oriented activities that the marine participates in daily. However, it features weapon holsters that deftly morph into the suit.
The combat suit - the second one - is a CyberArmour casing filled with packets of Suspension Nanites and field projectors. It is fully capable of providing an AG utility to the user so that the marine may float or walk on platforms in zero- or high-gravity situations. The augmented manipulation of fields can also be used for combat, cloaking, or invisible shields.
Common loadout for a Bluecap marine: Naiad rifle, Killjoy grenades, Lupine rifle. A Bluecap also has an AI that can evaluate situations on the fly and a mini-effector that non-lethally stuns individuals and does all the other things a mini-effector can do.

Tier-Two Divisions:

Overreaching all planet-based divisions in Tier-Two and -Three, there are the Cranefly marines - a unique cadre that are mainly assigned to the non-military duties of the AEN.
Tier-2 "Cranefly" MBG: A higher-level version of the Grunt MBG - assigned to military engineers, vehicle drivers, snipers, specialists, medics, aircraft pilots, etc. of Tier-2 positions. The majority of the outer layer is (Shell-1) Pendragon Armour, enhanced with a Slack Pod, which boosts its power to allow for a fully-capable anti-gravity flight and active protection system (i.e., some seriously powerful energy fields). An inner layer is a Lustrous-CyberMuscle-CyberArmour alloy. Equipped with Enceladus, Erebus, and [Redacted: Ouroboros] technologies. A common Cranefly will carry a Hobgoblin burst-fire rifle designed for stealth. As for miscellaneous equipment, the MBG has underwater propulsion devices and a rebreather; two Dagger Missiles; and an ACEDIA drone.

This division is focussed on stealth, enemy communication/sensor jamming, and elite sea-to-sea, sea-to-space, sea-to-ground engagement.
The Ishtar-class MBG (codenamed the ξ-class "Harvestman"): First, a Shell-1 Pendragon Armour layer, followed by backup packets of CyberTissue (to repair damage to the suit or weapons, become Hobgoblin ammunition, etc.), and finally CyberMuscle interlaced with self-sustaining/self-producing Black Vinegar nanites. The nanites and suit are capable of providing Erebus stealth, among other things. The common marine will carry a Hobgoblin burst-fire rifle designed for stealth; not much else in terms of handheld weaponry. However, the suit is equipped with underwater propulsion devices and a rebreather; eight Dagger Missiles; two RASEs; and an ACEDIA drone. The MBG can also project anti-gravitons for flight. All in all, this gives the Ishtar marine the power to fight with stealth and invasive techniques.

Bleeding Edge
This division is focussed on speed, enemy fleet destruction, and high technological potential.
Bleeding Edge (ß-class) "Lotus-Eater" MBG: Thickly layered with Shell-2 Pendragon Armour, and flanked by eight Dagger Missiles and two ACEDIA drones. A Slack Pod enhances the power of a graviton/anti-graviton projector, capable of long-range projection that can tear apart light to mid-level armour, and also enhances the suit to accommodate for surprisingly fast running speed. A Bleeding Edge marine is trained and equipped to be superior to any technology they must face, and the suit reflects this, sacrificing some stealth (excepting Pendragon cloaking abilities) for power, range, and multi-targeting. A Sheut/Beta-CREWS Hobgoblin rifle, coupled with a VADS launcher (that fires Bolt MIssiles instead of Knife Missiles) makes this marine even more deadly. Pendragon-variant DPVs are also given to Lotus-Eater marines.

This space division only appears at wartime or at the threat of war and/or national security. Nicknamed "Crows" for their association with battlefields and black-blue uniforms.
Until the Crows of ASDiv are placed into active duty, every marine lives aboard their assigned ship for the entirety of their lives (until they quit, in which case the withdraw process from this division is strict and lengthy; or if they are reassigned). They are always training every waking day, non-stop, prepared to fight as the most brutal force in the All-Encompassing Navy. To enlist, one must have either served tours of duty within the Excalibur division or any division within Tier-2 or -3 of the AEN. Furthermore, the extensive training of an ASDiv marine has several prerequisites; most notably, strong talents for mind-to-machine technologies. The career of an ASDiv marine, after all, is largely focussed within Virtual Crew environments.
Astraea-class "Crow" MBG: Simplistic design made to endure the harshest elements of space. The inner layer is a CyberMuscle alloy designed to maintain basic core body functions. Nutrients and basic sustenance (such as air and water) are recycled and reused with possibly the smallest - and most efficient - life support system in known civilization. An AI interacts with the user through an HUD, and is capable of controlling the entirety of the suit in emergency situations. The outer layer is Shell-1 Pendragon Armour, and adds on to the already-sufficient life support with various peripherals. It further shows its usefulness in space: a powerful field generator; an effector that greatly boosts the marine's implanted-emanator's effective range; an increase in agility and strength; and a personal laser sail (PLS) that can accelerate at maximum speeds of 600 m/s^2. Did we mention that it doubles as a plasma shield when activated? Loadout: Lupine assault rifle, Naiad assault rifle, VADS launcher.

Tier-Three Divisions:

This division is focussed on theatre superiority.
In development.

This division is focussed on high-level space superiority.
In development.

This division is focussed on highly-advanced clone armies. The first clone variant is known as Quietus Alpha, which is essentially a human being, with the genetic traits - developed over generations of selective breeding, severe torture and training, and all-around genetic modification - that make up an intrinsically loyal, nearly infallible supersoldier. Quietus Omega, the second clone variant, is still under development.
Quietus-class "Anaconda" MBG: Pays homage to the now-discontinued MesoSuits and EctoSuits; and improves upon the CyberMuscle sub-suit designs typically equipped by all AEN marines. The suit is composed of BV Nanites, Attis, and CyberMuscle mixtures. On a micro scale, tiny Conduit nanites puncture the skin and layer themselves one-cell thick around all muscles of a body, feeding them with energy and reinforcing their structural integrity. Attis, Medical, and Assembly nanites swim around to assist in this activity. Directly above the skin rests bundles of Suspension Nanites that can enable flight and CyberMuscle skeins that further assists the inner nanotechnological activities. Also located here are Assembly Nanites at every pore and water-excreting crevice of the body, that absorb all nutrients, recycle them, and inject them into the body again. As a result, this set of nanites induces fifty times the natural strength of the wearer; makes the entire body more durable and even reactively regenerative against wounds from any sort of weapon; ensures long-term survival without the need of food or water; and enables zero-gravity combat and limited flight. Finally, located at the small of the back, there is a Slack Pod designed to help with on-the-fly construction of explosives, fuel, energy supply, etc.
After this initial layer comes the outer, Shell-1 Pendragon Armour (Experimental Level). This is a different design; besides the nascent cloaking abilities, the suit is accompanied with a new stealth portion of form-fitting, atmospheric-capable Langston Fields, Absorbitron, and Erebus technology. Altogether, this makes the wearer truly invisible on the electromagnetic spectrum (and even somewhat invisible to other spectra), even in space; and even more protected from all sorts of weaponry. Extended lengths of invisibility will "heat up" the Langston Fields, eventually forcing the wearer to deactivate it so that it doesn't implode or get detected (without the L-Fs, the suit's cloaking tech is still very adept; just lessens the protective aspect for the user). The suit also is made with anechoic tiling in mind, so sound waves will simply sift through the suit as if sifting through thin air.
The MBG is, in entirety, made up of Programmable Matter. In essence, this means that it can break apart to the size of sand grains, scatter, and eventually form together again (think Transformers AoE). The suit also comes with Enceladus tech, and various forms of flight and space propulsion.
Typical loadout for QI Omega marines: pending.

Based on trade and gold/silver stock
Money in Treasury:
750,000,000,000 CCs
Money in IPB:
250,000,000,000 CCs
1,000,000,000,000 Rickarian Arc (My country's currency. Based on gold/silver supply of the nation)
Trading with Sybus, Oiltopia, Regalia Spain, and URMA
10,000 shares of Domuian Inc.

Open to all countries wishing to hold negotiations
The Greater Atlantic Trading Nations (G.A.T.N.) Creator
Head of Special Forces in Nations Against Terrorism (N.A.T.)
Supporter of Anti-Terrorist/Defense Pacts
Advocate of Sybus Industries
-Americanae Cruciferi COITIO

Planned Productions:
- Ultimus I (Stealth and Fighter/Bomber Jet): Plans coming out in 0 years
- Umbra I (Submarine)
- Accelerando Motus I (All-Terrain Armored Transport [AT-AT])
- Adjutrix I (Low-Level Air Support Jet)
- Blatta I (Super Heavy Tank)

Finished Research (Incomplete because I forgot to do this for quite awhile):
-Artificial Intelligence Units (A.I.s)
-High-Power, High-Efficiency Engines
-Advanced Building Machinery (makes building/producing things go faster and cost less)
-Auto-Loaders for Large Guns
-Stabilizing, Gun-Laying Drives
-Perfected Railguns and Coilguns
Star Wars Program (Missile Defense System)

-Extremely Long-Lasting Batteries
-Advanced Alloys for Armor
-Advanced Targeting Computers
-Solar Weapons
-Guidance/Targeting Systems for Missiles, Vehicles, Railguns, and Weapon Emplacements/Heavy Weapons
-Guidance Systems
-Nuclear Weapons
-Perfected Nuclear Power
-Advanced Encryption Techniques
-Space Travel
God's Smite (Satellite System for offensive weapons, similar to Star Wars program except it fires weapons instead of defending against them)

-Project JAWS (triple barrel)
-GOLIATH (Special Turret)
-Augustian's Armor (Highly effective at protecting wearer, lightweight bodysuit that increases user's strength, speed, sight, reaction time, and endurance. Wearer can only hold a light, close-ranged weapon. Extremely expensive. Works well with my cloaking)
-Cæsars' Sword (Alloy for bullets, pellets, slugs, knives, swords, and gun barrels that allows deeper penetration, a stronger punch, higher muzzle velocity, and less resistance. Can cut through almost anything with ease.)
-Upgraded Cloaking (cheaper, easier to produce, works better)
-The Manipulator: System which can be mounted on a vehicle and distort light to make the vehicle appear to be much smaller or larger than it actually is. This would be useful for transporting spec-ops in seemingly civilian vehicles or making an attack force seem much larger than it is.
-Jacketed, Smart Anti-Armor Round (JSAR): Smart tank, artillery, sniper, railgun, coilgun, or missile round that has a layer of strong depleted uranium and a layer of strong tungsten as an outer coating which breaks off on contact with heavy armor and unleashes a powerful solar blast that rips through any remaining armor so the rest of the round can enter the vehicle/target and either explode or unleash heated shrapnel into the inside of said target. The round can track its target and maneuver slightly after being fired so it may hit a designated weak-point in the target's armor. Very-accurate, very deadly, very expensive.
-BA (Bad-Ass) Composite Armor: Multi-layered armor with uneven surface that makes shells bounce, explosives not penetrate, and lasers only get half-way through. Downside is the weight. Good for HVT (High Value Target) Transports. Can sustain significant damage before being ejected from a vehicle to lighten the vehicle's load.

Predominantly Roman-Catholic
Open to all religions though

-TGRNJ Naval Academy (New Atlantis)
-TGRNJ Military Academy (Near Fort Monmouth)
-Dartmouth (Reconstructed in New York)
-New Jersey Institute of Technology
-Boston University
-Boston College
-Penn State
-The College of New Jersey

Sports: (NS=Is A National Sport, NT=We Have A National Team)
-Football (NS/NT)
-Baseball (NS/NT)
-Soccer (NS/NT)
-Cross-Country (NS/NT)
-Track (NT)
-Fishing (NS)
-Boat Racing (NS)
-Basketball (NS/NT)
Last edited by Terminus on 26 May 2015, 00:38, edited 107 times in total.
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URMA Public Technologies

Postby Terminus » 09 Jun 2012, 01:12

Thread Portal:
Rickarian Empirical States/URMA Military
URMA Public Technologies (You Are Here)
URMA HFPE Technologies
URMA All-Encompassing Navy Technology
Cybers, War Organisms, Specialty, and Flagship vehicles

The following is public-known technologies that the URMA has.
===Misc. And Accessories===
Plaisteach: A non-flammable, water-proof, light and durable material that can be shaped by a chemical reaction with liquid iron. Plaisteach is a resource found in small places of the world usually near a body of salt water. Its origin is the build-up of synthetic plastic and organic peat (carbon) that has been buried for a thousand years. It's then artificially grown as a single compound through a classified formula. It unusually moulds to any shape when applied with liquid iron; after hardening, plaisteach is durable to anything but extreme heat and its own material. Its structure is unique compared to any single material, however, it is proposed to be a mixture of rubber, plastic, and carbon.
It is insulate to radiation, electricity and magnetism, and its melting point is much, much higher than the melting point of common metals. It can be sealed with a careful measurement of liquid iron and a re-appliance of the classified formula.
The weight of plaisteach is a little higher than the weight of carbon-fibre, and before reacted with liquid iron, it is a slightly flexible material. It is greyish-yellow, white, or greyish-red.
Iarannuisce: Essentially a very strong, durable bio-metal. A magnetic alloy of magnetorheological fluid, plaisteach, and polydimethylsiloxane, this is a viscoelastic substance that at first is very fluid, but becomes very dense, yet lighter than steel - and can be set into any shape or form - when activated with electro-magnetism.
Hyper-Dense Matter: Compressing matter together into very dense, heavy-yet-small objects.
Infodio (2.1): Originating from Terra, a process by which tunnels can be quickly made, collapsed and reformed. To do this the soil is laced with a magnetic agent that bonds to the dirt (or mineral, ect.) around it. Then electromagnets are positioned around the area the polarities of which can be changed to create or destroy tunnels or rooms. We have Infodio 2.1, which pushes strength of connection and activation speed to the wayside in favor of response, durability and ease of production. The agents are significantly larger Infodio 2.0 agents, making them easier to produce and allowing for extra Mithril casing.
Landfall: Originating from Sybus Industries; very advanced automated construction technology.
Advanced Nanotechnology: Including, but not limited to, carbon nanotubes.
Advanced Molecular and Cellular Structuring
Advanced Neuroscience
Advanced Medical Technologies: Including, but not limited to, the cure for cancer and almost every known disease on the planet, and very good artificial body parts.
VTOL (Vertical Take-Off And Landing): Levitation via specialized air pressurization.
NewEra Engines: From the Coalition of Tarseus, they are hydrogen-derivative fuels (Deuterium fuel, Hydrogen-ion fuel/batteries), and engines that use them. Spaceworthy, but produce far more improved results (compared to other engines) in-atmosphere.
Basically the engines have an advanced oxidizing system which mixes the oxidizer (oxygen in atmosphere, liquid oxygen for interplanetary variants) prior to combustion, to get 100% burn-off of fuel, especially with hydrogen fuel, and the most efficient burn. This means that you need a far less strong oxidizer compression, reducing mass (by down-sizing the intake), thereby improving your thrust-to-mass ratio and being more efficient, also allowing for longer ranges.
Water Colonies: We have very good water colonies that combines our knowledge into the perfect habitable areas on water. We have floating and underwater, stationary and mobile water colonies. They tend to be energy-neutral due to successes in various projects, and are home to around 10% of our population. Some of our older and/or bigger colonies have artificial islands outside to regulate traffic flow, amongst other things.
Water-Proof Initiative: Continuously making all our appliances and techs water-proof or at least water-resistant.
TravelTube: Tubes constructed to transport a 4-person seating capsule from place to place using compressed air and magnets.
Bullet Trains: Decent bullet trains.
Tractor Beams: Beams that can pull objects towards its source.
Programmable Matter: Basically shape-shifting. The concept is that there are a bunch of tiny particles that can be controlled so as to change the shape of whatever they are making up. For example, a remotely controlled droid turns into a bunch of ooze in mid-air, falls to the ground, and reforms. Or a cyber disintegrates, moves under a door as a puddle, and reforms on the other side. Or even a bunch of dust rises up from the desert to become a tank. Obviously, this is not done with any random particles; they have to be programmed first. Hence, programmable matter.
Sintho: Utilizes Programable Matter, Infodio, and CyberCells. Builds structures and other stuff in the ground, like a giant cookie cutter. A plot of land is chosen, in which some specialized CyberCells are set around the perimeter. Then, a computer orients the CyberCells to build whatever structure, or even cybers or vehicles, using as many materials in the ground as given. The elegant thing is that the CyberCells do not build a duplicate of themselves, but collect and then expel the materials. In other words, the end product(s) may not be made out of CyberCells. This allows us to have sturdy underground cities/stuff, as well as using infertile lands more effectively.
Robust: Caching every type of resource imaginable. From collections/sites of natural deposits to money to communications servers/satellites to space launch sites to off-grid, renewable energy production sites to military appliances to Habitats to cloning chambers to lists of names of possible employees for all types of businesses, we've got it all. This project is for purely ensuring we are never short-handed on supplies.
Living On A Prayer: Making a situation such as unemployment not necessarily a problem for the average citizen. Doing this by MASSIVELY offering free, public services that will not become premium, removing education systems from the layman's economic model (E.G. no or very little tuition fees). Basically, in short, using our wealth and power as a government to do a lot of good to the common person.

Independence: In conglomeration with the Republic of Austland, the URMA has successfully reached and surpassed energy independence. We can now produce more energy than what we use.
Dense Plasma Focus
Advanced Piezoelectricity: Maximizing the ability to gain energy from pressure, movement, vibrations, or other kinetic forces, to the point of 90% energy conversion.
Advanced Hydroelectricity: One of our most heavily-researched fields, we have, amongst other things, been able to use Open Water hydro - using specialized devices to gather the same amount of electricity in open water environments, compared to more resource and cost-heavy dams.
Solstice: Developed from Oscaria, these are solar cells that are in the form of special spray paint.
Long-Lasting Batteries: Very, very good batteries that can store a lot of energy.
Advanced Nuclear Fission and Fusion
Wireless Energy Transfer
Ultra-Capacitor: A pellet-shaped, hyper-dense, treasure chest-sized energy cell. It is very energy dense, using the properties of a supercapacitor, but improved due to its hyper-density. Used as an alternate (i.e. emergency) energy source if the engines of a spacecraft fail, the main energy source dies, etc. They are also used in ocean skirmishes to power up depleted vessels' systems.
Absorbitron: A device capable of powering other devices via a pulse. The pulse absorbs all the electrons in the area, and at the same time, converts magnets, heat, and any other energy source, into electric-compatable particles. It can single out energy sources and censor/take the absorption from targeted energy sources. It can drain the energy from a nuclear weapon, as well as create a passive shield around an area to protect it from nuclear attack.
Advanced Wireless Energy (AWE): Very good wireless energy transfer technology.
Superficial: A project that involves increasing the energy efficiency and reliability of our various power generators. Energy in the form of heat, for instance, created from mechanical operations, is now converted into heat sinks or thermal generators for reuse or more power generation. Dyson satellites are sent out to the sun to collect strong solar power from the source. Energy grids are organized better: multiple failsafe stations are present for blackout situations.
And large beacons are set up across our society as well, specifically urban regions. These beacons employ AWE; any electronic device can connect to it wirelessly to charge its battery. (HFPE: Cybers or operating systems that are malfunctioned/EMP'd through sketchy means can receive "jump-starts" from these towers too).
Surging Skies: An upgrade to Superficial. Electrical devices rarely need any form of charging, making many more things wireless, decreasing the processing-energy consumption ratio much lower; effectively making us much more energy-efficient. Elements from this project also found itself in military usage, namely powering lasers and high-powered vehicle engines. This relates to various wireless energy conduits added onto all kinds of vehicles and devices.
The project also focussed on further increasing EM protection from equipment, both public and military.
Auxillary Fields: Creating various different, rather easy-to-construct energy fields. Such includes Temperature Fields, Sound Fields, Colour Fields, Vacuum Fields, etc. Most will use nanites to work properly, but there will also be other ways around it.
The project also aimed to improve protection from interfering fields, including gravitational, electromagnetic, and other types of invasive stuff.

Medi-Guns: "Guns" that medicate and heal an injured body, injecting it via rays.
Smart Cells: Cells that regrow tissues and body parts. Tested to be completely non-cancerous.
Nutri-Patch: A patch that is placed on the skin which absorbs nutrients, calories, and other necessary supplements into the body - keeps the user hungerless and healthy.
MAC (Medical Administration Cloth): These are clothes that have been modified with electronics and other necessary matierals to help out in times of medical emergencies. They can monitor vitals & communicate with doctors, administer disinfectant, pain killer and basic medications, close small skin cuts, wounds and stitch them up, administer tissue regrowth, administer organ regrowth.
Advanced 3D Printing
InstaSpawn: Originating from Austland, these are full laboratories that can develop new animals using birthing lab technology and fast genetic editing. Beginning production of a new animal takes approximately one year after genetic editing begins. This can be used to make all sorts of new life forms to benefit humanity.
SmartFiber: A combination of SmartCells and the NutriPatch. Not only is it an improvement of the NutriPatch, but now it can heal body parts and even full limbs at the same time! They're a bunch of fiber-like strands made into a gauze-like adhesive, which can be applied to regrow limbs/lethal wounds, and/or keep the user hunger-less, healthy, and even stronger than before (i.e. bone structure, muscle tissue).
Paleogenetics: An entirely new field of biology. The study is of looking into extending a cell's "biological clock", as well as using it to evolve the human genome, and its functions. This is to increase age and lengthen vitality of people. Paleogenetics may also deal with genetic neural improvements, and in turn looking to prevent nasty genetic and/or brain disorders. Our current research has effectively eliminated age-related death to the people of URMA, essentially halting the aging process at roughly 50 or 60 years.
Advanced Genetics: Including, but not limited to, development of highly sophisticated gene therapy; increased effectiveness of the lymphatic and circulatory systems, to rid the body of deadly viruses and bacteria faster; and paleogenetics (above).
Glands: Chemical-cooking glands attached to the brain to stimulate or elevate various senses and perceptions. It can be used to "shut off" pain, create aspirins/prescription drugs for illnesses/diseases, or increase the rate of cognition of the user for a short period of time. The possibilities are endless! A simple injection of chemicals from needles/patches/whatever may change or increase the function or amount of functions of the glands.
Flora Auctus: This project focuses on GM'd growth of simplistic plant life in urban and industrial areas to make everything seem more beauteous and such. It's also a clean way of removing harmful pollutants from the air. (HFPE: It's actually much more effective than meets the eye. These simple-looking bryophytes are designed to absorb human-toxic biochemicals/chemicals, converting them into reproductive nutrients. If a terrorist attack hits our country, for instance, there's a chance that the attack will merely increase the growth of these harmless organisms.)
Medical Nanites: Tiny little things that cleanse the body of any and all invading viruses, toxic gases, etc. Very smart; can detect a problem in the body within seconds.
Source Code (SC): Our exclusive implementation of making chambers to create all sorts of organisms. Based on what we have from InstaSpawn, this field of science deals with the macroscopic areas of research (such as mass production of a single product, etc) and a microscopic scale (such as atomic-level, superfast 3D printing). For example, we are able to generate a human-sized organism of completely natural-yet-artificial properties within seconds or minutes, though this requires substantial resources.
Attis: Its primary functions will be to sustain and support the human body in combat. This means that the nanite will be able to effectively heal a wound the moment it is inflicted, make skin, muscle, and bone tissue more durable, etc. The nanites will work together to literally stitch together a body that has been, say, ripped to shreds, or decapitated, or otherwise maimed. As per most Frisson-based projects, Attis nanites are in part organic, taking the appearance of white blood cells. Each nanite is fully capable of retaining a digital - and organic - copy of the host's body. The most sane mind data-file backed up moments before the body has suffered such severe damage, will be used to fill in the brain with memory blanks.

===Robotic Software and Hardware===
Advanced Artificial Intelligence: Useful for automating stuff.
Highly Advanced Prediction Software: A basic software for understanding chaos theory equations for AI to have a firm understanding of the environment.
MultiFunctionality Bits: Computing software that is both RAM and disk memory.
Hyperspace Thought Processing ("HyperThought"): Quantum computing in all but name; a computing mental capability with superluminal speeds.
SPAN (Self-Producing-Artificial Intelligence Network): A-I that writes its own OS, thus continually improving itself and, as a side benefit, becoming much less vulnerable to outside takeover by electronic means and viruses. The SPAN drive "grows", and may be given memory chips or something similar. These chips affect the SPAN drive specially; the drive will read the file, and learn from the file, and begin creating theories, understandings, and continue to be learned this way. More memory chips may be added to push the SPAN drive towards specialized tasks. Currently, SPAN has upgraded to at least 140 versions since its first creation. Among these software updates, the most significant changes are HyperThought capabilities, quantum encryption and communication capabilities.
Artificial Enlightenment (AE): A coined term - the next step from AI. Now, Artificial Intelligence has reached sentience, and is known as Artificial Enlightenment. This came from a roundabout way; Nuada, the first SPAN bot, had eventually accumulated enough psychological information (from both "learning" and being given memory software) to become self-aware and sentient. It then created a program for us, in which it called Artificial Enlightenment, to "fast-track" sentience programming for AIs. Essentially, an AE's precise personality is not fully mapped out before its physical construction, but allowed to develop as the drone's mind is put together. The result is that not every drone so brought into being is suitable for the tasks it has initially been designed for - but it's the price of individualism for the AE to choose its own lifestyle.
Advanced Robotic Hardware/Battersea: Robotic parts adapted from Mobius versions. Battersea, our own project, is an extreme upgrade to our cybers, making them stronger, tougher, and more versatile for all our needs. It also includes a cyber of the same name, which will soon supersede the Hyperion Mk 0.5. The Battersea cyber provides civil services for the general public's needs (think iRobot). Military cybers are getting boosted armour upgrades, including making them more matter-dense, making them less affected/penetrated by hacking devices and EMPs.
Rudimentary/Intermediate Biological/Mechanical Unions: We have been able to mould biological parts with robotic parts (i.e. cyborgs).
Mind-To-Machine: Uses neural brain-waves to motivate machinery (simple commands such as "Push", "Move", "Activate", etc) through the use of a small headset.
Battersea: An extreme upgrade to our cybers, making them stronger, tougher, and more versatile for all our needs.
Compact Memory Storage: Ongoing memory storage research to make smaller and smaller devices holding larger and larger amounts of information.
Advanced Magnetic Storage: Applying iarannuisce and plaisteach (as a dielectric) into memory drives. Uses different patterns of magnetization in a magnetizable material to store data. When physically damaged, the drives can regenerate and continue to perform its function. By itself, it also holds an unprecedented amount of memory compared to normal drives.
Regenerative Wiring: A side-benefit from AMS. These are wires composed mainly of iarannuisce, allowing much larger electricity transfer compared to conventional ones. Even better: the wires have hyper-dense segments to them - when a portion of the wire is cut, these segments unravel and regenerate the cut.
CyberDNA: Nanoscopic hardware packages with important robotic software. Essentially mimicking chromosomal functions in biological organisms, these extremely thin strands, if unraveled, could reach a length of 2 metres wide.
Connective Wired Conduit Recievers (CWCR): Hyper-dense nanoscopic wires that can create symbiotic relationships with two nanobots or bots of similar fashion. They can harden, liquify, expand, contract, and send electrical signals for communicable purposes.
CyberCell: There are several different types of CyberCells:
  • CyberBacteria: Nanobots that act as intelligent bacteria - reproducing by "eating" nutrients (i.e. metal elements) from the ground and composing parts that would be needed to form a duplicate copy of itself. CyberBacteria have SPAN "nuclei" filled with CyberDNA, and CWCRs are used in the duplicating/synthesizing process.
  • CyberStem: CyberStems are improved versions of CyberBacteria. Instead of simply independent functioning, CyberStems are linked together within their creation group (i.e. a CyberStem that multiplies may "speak" to whatever it duplicates, and whatever it duplicates can speak back), and can create links with other creation groups. Further, CyberStems can duplicate themselves more than once, for a seemingly infinite number of times. To prevent grey goo - or CyberCancer, as we like to call it, each CyberStem monitors the others' duplication rate, and if the rate is irregular without a cause (i.e. not trying to repair a barrier), "clean" CyberCells viciously eat the problem cell and its duplicates and, if possible, the duplicates self-destruct themselves.
  • CyberTissue: Not necessarily what comes to mind, for it does not in fact fully imitate organic tissue. Rather, the CyberTissue is a creation group that is given a single function. In other words, the CyberStems are given instructions to specialize their structure to make a cohesive, micro-thin layer of robotic capability (i.e. a micro-thin piece of paper that can orient itself in any way). They can link with other CyberTissues, and indeed they can imitate muscles by flexing, or nerves by sending/retaining information, or connective tissues by supporting things and supplying energy. However, the CyberTissue does not need to specialize any further into, say, CyberMuscles, or CyberNerves. This way, in case a group of CyberTissues are destroyed, and one CyberTissue is left, it can conform to another group quickly.
  • CyberArmour: Revamped CyberCells to be much much tougher and tinier. CWCR wires are not used, instead, CyberArmour produces a pseudo-cell wall which links them together and creates hardened border lines connecting the individual CyberArmour nanites in "honeycomb" fashion. Furthermore, CyberArmour is intended to be counter-EW; upon being hit with a magnetic weapon (i.e. Gauss cannon, EMP), the CyberArmour absorbs the electro-magnetism, almost like a secondary energy source, which allows the cells to add another layer to themselves, or perform several more creative abilities. CyberArmour also have built-in 100 meter sensors, allowing amazing short-range recon, and can quickly group together to form a hyperdense portion of their structure, making a small area protected from even a direct hit with a railgun projectile. These two traits are used when a bullet, shell, missile, etc. hits the CyberArmour. Even more, CyberArmour has been upgraded to have piezoelectric capabilities, allowing it to absorb kinetic energy to some degree. The downside is that CyberArmour is not as flexible as CyberCells, mostly because of its hard carbon content; furthermore, although one CyberArmour cell can replicate very easily and quickly for mass production, a single cell costs at least a billion ¢¢ to construct and, once it replicates and is used to develop a unit or structure, it cannot be removed and cannot replicate after its removal.
  • CyberMuscle: A new type of CyberCell that is tough, but incredibly flexible. The CyberMuscle is applied to be an extra layer to the human skin and can change its texture to look like all sorts of things, from skin colour to hair to various camouflage and active cloaking. But that's not all: CyberMuscle allows humans to become 20 times stronger when wearing it - the individual CyberCells flex in time to the biological muscles' for maximum efficiency. Also, the user also becomes incredibly durable and protected against small-arms fire and even infrared DEWs (in fact, the CyberMuscles drink in light for energy, so it a few lasers would just charge it to be stronger/tougher). A final function of the CyberMuscles is their detoxification of the surrounding atmosphere and acting as rebreathers for underwater and space combat (and counter-chemical warfare).
    This is a layer of suit that is placed on all our military. Specific classes (snipers, LMGs, medics, infantry, special ops) receive specific second- and even third-layer suits made of CyberArmour.
Self-Discernment Computing: Using technological capabilities from SPAN to construct any complex software or any complex program within hours or even minutes of time. This is useful to make our AE and AI more perceptive and cognitive the longer they are in active use as well as speed up robotic projects.
Smart Program II: An upgrade to the Smart Program, made for every operating system we have. Same properties as the previous instalment, but with even more effectiveness at detecting, eliminating, and broadcasting virus information. SDC is partially integrated to make every OS of every individual device have a personalized firewall, cipher, password, etc. for its needs.
Neural Lace: Nano-thin CWCR-like strands that can "connect" to biological creatures, and interact with their thoughts. Can be placed directly on the brain through uber-cool and uber-safe surgery or just through other, more simple or more complex, direct contact with nerves. Through its communication with a person/animal, the lace can be used to acquire information on a subject through an extensive database. It can also be used to literally create augmented reality that can be pseudo-interacted with all 5 senses. The medical possibilities of it are endless: the neural lace can essentially cure any mental illness from a person; it can replace or heal missing or damaged nerves in the body; it can inform a doctor or aide of possible health problems with a person before they even know it themselves; etc etc. The SDC will also be available as another benefit. For instance, the user may create programs or write documents or even create forms of art all within their heads, later able to be shared and broadcast. All of this will be under the command and control of the user, or capable to collaborate with other people with laces.
Fulger "Luminous" Wiring: A new design for Fulger tech. Utilizing Arcane, it replaces all wires and/or metal connectors in a system with tiny fibre optic cables, even on circuit boards, when applicable. This makes the system immune to electro-magnetic damage/attacks.

===Non-Military Cybers===
Cybers are a coined term for Aduronian androids. The following public-known models are:
  • Hyperion, Mark 0.5: A skeleton cyber that has software interface available to follow simple commands via mind-to-machine control and/or dumb-AI thought.
  • Battersea: A replacement for the Hyp Mk .5, designed from the project of the same name. It is a helper cyber, much like the Coinneála, and simply has a communicator and its own form. It performs duties such as the robots do in iRobot.
  • Clayman: A cyber "shell" (much like Hyperion MK0.5), almost completely made of CyberCells. The CyberCells have near-biological cell functionality, evident in the Clayman; they can form into shapes not the same as their own. This also means that they are able to essentially shapeshift into other forms (although requiring to revert back into the Clayman figure afterwards).
  • Coinneála: A cyber that performs civil and domestic care. They are humanoid helpers equipped with various first-aid supplies, free-service phone, flashlight, an emergency alert switch, kiosk-esque information, and armed with a non-lethal retractable rifle arm. These cybers are daily manufactured and deployed in urban areas to assist citizens and prevent crime-related issues.
  • Establisher: A cyber that helps construct very, very, large structures. Using a Battersea/Clayman hybrid, it can mould its left arm into any form, and its other arm is a humanoid hand. Works really quickly to get a job done, and can be controlled by a main human operator with other Establishers to perform quick tasks. Very multi-dexterous, using highly advanced targeting software to mimic human agility/reflexes.
  • Avatoid: Semi-sentient creatures 'slaved' to a higher-level AE entity; used to provide a more 'human' interface for people as avatars for the AE they're addressing. They are human-like in appearance, but although they are indeed mainly biological, the chemo-mechanical portions of their insides are differently manufactured to be very compatible with electronic systems - so compatible that they are nearly machines themselves - rather than following the human evolutionary set-up. Also imbedded in their humanoid brain is a much more robotic neural lace, and inside their humanoid hands are retractable laser cuffs for defence, LADAR, and communication.

Underwater Farming: Supports farming by gathering nutrients from the ground and imitating photosynthesis with UV light. Cultivators use specialized snorkel-scuba suits to tend crops and remove deviants. A submarine/harvester hybrid is used for harvests. A fertilizer that diffuses out of water is used, allowing any (normally on-land) plant to be grown in ocean-water.
Underwater Mining: Mining the rich minerals of the ocean seabeds near URMA territory, in the most enviro-safe way possible.
TravelTube: Tubes constructed to transport a 4-person seating capsule from place to place using compressed air and magnets.
Luxovius Public Transit Vehicle: VTOL for flight, propellors for both above-water and underwater transport, and wheels for ground movement. The LPTV is a safe and effective way to take cross-atlantic expeditions for the upper-middle and upper class people.
Civilian Construction Armour: Originating from Domuia-Sybus; a 17-foot, bipedal mech with two metal "tentacle" arms.

The Space Exploration and Transportation Division (SET-D) is our focus group on space technology. Most projects are researched at the Greysteel Space Center near the Maldive Islands. The GSC has a massive underwater construction area and, although not allowed entry by the public, can be viewed and admired in virtual tours. As per policy, everything is kept secret until completed or nearing completion.

-Propulsion and Engines-
MagSail: Basically, it uses a loop of superconductive wire to collect plasma wind from solar waves to be able to "sail" through space - very little energy required.
MagBeam: Sort of the same deal as a MagSail, but more efficient. By using a satellite, drone, or probe, the MagBeam can use the same concept of a MagSail by "sliding" back and forth to and from the satellite. A normal shuttle-sized MagBeam has acceleration speeds of 1ms⁻². An advantage of this system is that the fuel and energy required for the propulsion may be placed on the satellite, allowing the craft itself to have much less mass; also, communications may be sent along the ionized beam for long-range, quick information logistics.
MagLander: A "platform" that is attached to a larger MV. It uses MagBeam to either push off, control, or land a smaller spacecraft. It can propel the spacecraft at a rate of 20 km/s. Upon landing on this "platform", the ship is then pushed into a CyberArmour wall, which then "absorbs" or "soaks in" the craft to a docking station. Much faster acceleration compared to the conventional MagBeam.
Variable Specific Impulse Magnetoplasma Rocket (VASIMR): An electro-magnetic thruster for spacecraft propulsion. It uses radio waves to ionize and heat a propellant, and magnetic fields to accelerate the resulting plasma to generate thrust.
Neo-Conservation Energy Generator (NCEG): Combined and improved engines that take our knowledge from the NewEra engines, MagSail, VASMIR, MagBeam, UltraCapacitor, Solar Cell Paint, Bow Laser, and Force Field to make a generally awesome propulsion, life support, and defense system into one. Also, there are "filters" added to ships which collect atoms that float through space, adding them into our propellant tanks. Although this is (very) minor, it grants a tad bit more stability for the ship's Delta-V functions.

Advanced Spacecraft Fission/Fusion Generators
Nantenna Tower: Perfecting and putting use to the nantenna, which converts specific frequencies of light into energy. This, instead, is a tower of nantennas, which on average has them ranging from 0.05 nanometers to 3 nanometers (in terms of wavelengths). This, although much more useful in space, has applications on Earth/Mars - the energy efficiency has been calculated to pay off dramatically. Typically, a single Nantenna Tower is situated to power a MagLander.

-Miscellaneous and Accessories-
Force Shield: Using the propulsion system as a force shield (plasma) for the entire spacecraft. Also polarizes a spacecraft to protect inhabitants from radiation if the shield went down.
Insurance Drones: Platforms that levitate above spacecraft force fields. Constantly moving and flexible, they are there to protect the ship and force field from incoming projectiles. They have light plasma/laser turrets to cut the projectile(s) into workable pieces for impact.
Bow Laser: Specifically for spacecraft; a very heavy-duty laser and plasma triple-turret that usually takes up the entire bow of the craft. Used to slice through/destroy obstructions. It can also be used (but never really has been) to take down enemy craft or missiles.
Insurance Drones, v2: A large, unfilled square with thrusters. Forms a bubble of plasma in the middle, which then is used to make a plasma window. Used to disintegrate/deflect asteroids and fast-moving physical projectiles, while also providing some protection from dangerous radiation. Hovers over a ship's fields. Automated.
Non-Magnetic Devices: Creating devices that have little to no magnetic charge, and can function completely fine after being hit by an EM blast. This'll be useful if we get hit by unexpected solar flares. Ongoing.
Space Buoy: A very small, completely automated, equilateral-diamond-shaped shuttle. Equipped with a MagSail/Beam, NCEG, and di-sensor mini-effector, this device is sent beyond what a larger ship's effector can see. Low mass allows for high acceleration. The Space Buoy moves very far ahead to scout out the location in which its mothership is heading, and relays the information back. HFPE: Very stealthy. The device's electronics are capable of operating at the temperature of space, and thus, very difficult to detect without exhaust or engines turned on/HFPE
Antimatter Generator: Special, miniature particle accelerators bound together into a single machine, each one capable of producing a stable molecule of AM every 24 hours.
Compressed Antimatter (CAM): Improving the capability of stabilizing and storing antimatter by compressing the anti-atoms together (i.e., hyper-densification).

-Spacecraft, Megastructures, and Space Habitats-
Polar Landing/Take-Off Platform (Island PLP): A mega-platform like no other: It is 125 kilometres in surface area! The Mobius Confederacy generously allowed us to build the platform in the Arctic Circle area. The landing and take-off portion is made of hyper-dense and very powerful superconductors. It is essentially a mass driver to the extreme. With this, MagBeam/MagSail spacecraft are able to push off and land onto the planet without conventional rockets, as can satellites and basically any other thing needed to be launched in space. We are very proud of this ingenious design.
Morrigan Dependency: A Bishop Ring design that roughly has the land space of Newfoundland. Its outer workings is composed of carbon nanotubes and plaisteach. The word "dependency" refers to URMAn space colonies, and this is the first kind.
Methods Vehicles: Basically an enormously magnified von Neumann probe. Its essential parts are its engines, multi-purpose factories and a massive SPAN drive. At the moment, it is designed to range between 25 to 100 km in each dimension. They all have Solstice sprayed on their outer armour, allowing for continuous energy.
Civilian Methods Vehicle (CMV): It's able to transport cargo, people, and cybers through space, acting as a highly sophisticated space habitat. Another function it has is to land on any ground (i.e. asteroids, satellites, planets), and "eat up" resources. Then, using these resources, it makes a duplicate of itself with its factories (thus, von Neumann probe) or other, smaller spacecraft. It uses a massive MagSail as its propulsion (but also added is a partial MagBeam for take-off and landing) and a VASMIR and NCEG, and contains at least 15 UltraCapacitors. Many Establisher cybers are stored to perform industrial duties. The entire ship is 90% controlled by its mother-drive, a hyper-dense 10 meter^3 SPAN computing system with the memory and computing capacity of 3 exabytes (1 exabyte is 1 000 000 000 gigabytes). It has a big nuclear-powered engine, and the radiation emitted is given to an Absorbitron MK3 to further gain more energy for the ship.
Habitation Methods Vehicle (HMV): A smaller version of a Civilian Methods Vehicle; about 50 kilometres in length, 22 km wide, and 4 km thick. HMVs are mainly used for biological passenger's living quarters. There's probably 3 or 4 levels to the ship, and, like all MVs, there is no bridge or main control station. Unlike the CMV, the ship's AE's physical hardware is basically within the walls, floors, ceilings, and material of the ship itself. A back-up, elipsoid-shaped drive is kept in the centre of the HMV, in case the AE needs to emergency-eject itself away, or be transferred to another vehicle. This allows for some really clever omnipresence and heavily prevents the AE from hacking.
♊ (Gemini) Methods Vehicle: The ♊ is a ship that doubles up as both a scout/mining spacecraft and a space fighter. Only one and a half a kilometre long, it uses both Landfall and Jellyfish technologies to mine nearby asteroids, make duplicates of itself, and carry resources back to its Methods Vehicle. This is effective for large asteroid/other satellite clusters, and allows us to build Methods Vehicles quite quickly. It is armed with a Bow Laser, 12 space-worthy missile tubes, 6 laser turrets, and a single heavy laser turret. Uses Targeteer or manual firing. About 300 Establishers are aboard, and only 5 pilots/crew are required. 2 Rocs are also aboard to scout out the area of a nearby satellite.
Rapid Attack Picket (RAP): Very small, completely (sentient) SPAN-automated MVs that have little to no von Neumann abilities - they have on them a single internal "factory" with a few dozen Establishers. Made nearly completely out of CyberArmour, it has no central software system (sort of like a biological jellyfish/sponge), but still self-aware with a supercomputer-level of mental capacity. It's armed with a bow laser, orbital cannon, two chord missile tubes and 6 space-worthy cybers
(demilitarized) RAP/(d)RAP: An RAP that is demilitarized to act as a space transport vehicle; still carrying a bow laser for clearing debris. Can carry a freighter's worth of cargo. No crew required, but there is a small bay that life support systems can make into a habitable area.
The Great Small Space Fleet: A set of ship designs that were collaborated with the Glorious Nation of Himalayas. They are very useful for the Introvert & Company:
  • Superlifter: Ships with large and powerful engines. Superlifters are 90% engine, fast over short distances. They are equipped with heavy bow lasers to cut through rock and other in-manevoeurable obstructions effectively.
    Uses include high-speed shuttles between larger vehicles (when it is inconvenient for the larger ships to decelerate), as movers of raw materials, and for providing other ships with a smallish 'boost' to aid in rapid deceleration or acceleration.
  • Access Ship: A 350-meter spaceship that flies to matter-dense locations (like asteroid clusters, planets, etc.) It then orbits the cluster or planet, and deploys small shuttles (see below) to mine the target area and bring up the raw materials once completed. Most of the Access Ship is composed of these shuttles, and only a tiny space is given for crew (if there is a crew). There is also an area where raw materials can be built into parts of whatever needs to be built with the materials (i.e. automated factory), so they can be used as soon as the ship returns to its fleet.
  • Microtasker: Tiny, 10-25 meter shuttles that mine a target area in the masses. They are automated to get rid of life support systems and allow more room for raw materials.
Universal Methods Vehicle (UMV): Essentially, they are much like smallish HMVs, or largish shuttles. Varying in exact dimensions, they act as transport carriers, residential areas, docking stations for other ships, etc. All have situational, varying levels of AE sentience, effectors/mini-effectors, CREWS/missiles, and shuttlecraft.
  • Forest-Class: 2 klicks long, roughly a kilometre in width and thickness. A controlled ecosystem located at its top surface level is present, mainly used to support potential InstaSpawn or alien animals, or agricultural activities. Below, the fresh-oxygen environment is good on the lungs for those with respiratory issues as well as keeping organic food clean and growable.
  • Landslide-Class: Roughly 2 kilometres in surface area and 4 kilometres in thickness. Used to carry raw materials and convert them into parts, devices, etc. It also ferries people between ships, moving at very fast speeds in short distances (large engines, low fuel capacity). A lot like a Superlifter, but much bigger.
  • Quantum-Class: 3 kilometres in length, width, and thickness. A very special, completely-AE ship in the physical shape of a cube and a field-shape of a sphere. Used to collect antimatter and other exotic materials. Also, it is used as a "booster", so to speak. By using its fields as well as MagLander tech, it can directly increase the speed of a larger ship. It can also "plug into" other ships and act as a powerful engine.
  • Dignitas-Class: 5 kilometres in length, 2 km in width, and one and a half in thickness. Used as a residential spacecraft. Able to sustain itself with small shuttles sent out to collect fuel/sustenance. Very fast; 0.4c maximum velocity.

All military stuff, of course, is semi-HFPE.

Scorch: It is near-identical to modern-day Metal Storm. However, it incorporates several changes. Non-magnetic metals (i.e. aluminum) and plaisteach is the staple material of these assault rifles. TracerRound bullets are also part of the design. Scorch uses Calico gun magazines, allowing for large tube-like rounds to be fed into the barrel, releasing large 8-burst shots (automatic is a different clip in which a long, carefully folded tube is used) while maintaining accuracy and anti-recoil.
Anti-Personel Lasers: One model, known as FireTeeth, uses infrared lasers.
Anti-Vehicle Lasers
Exobone: Using Civilian Construction Armour as a base. It is very light and unnoticeable, pushing weight from heavy objects to the ground, allowing a soldier to carry much more equipment.
Extremely Advanced Armour: Including, but no limited to, biometal-like armour and specialized Black Robe suits.
Improved Spartan Armour: Originating from Sybus, this armour is more lightweight but offers the same amount of protection.
NeuralNetwork: Using Mind-to-Machine tech to transfer brainwaves into a squad leader's headset. This headset has an extra device which uploads a subconscious GSP map of the area and objectives. A low-level RADAR and 360-degree camera also allows the wearer full surveillance around them, and for the squad to split up and slowly upload more data of the area.
Hand-barrel: A gun that attaches to the wrist part of the Exobone, which can be outfitted to include a miniature flamethower, or a single bunker-buster shell.
Unit Shield: A gauntlet that has a heavily protected cylindrical container that is wrapped around the arm. Iarannuisce and tiny wires are spouted out of the gauntlet which then forms a very tough shield. The wider the arc of the shield, the less it protects, but a half-egg shaped cover-up can still hold back the bullets of a standard assault rifle, or a small explosive (frag grenade).
RedLight: Using infrared and sub-atomic rays to view the other side of a wall via a red light flashlight.
NeuralTrigger: Using our mind-to-machine technology to make a small headset that is used to fire and control modes (i.e. safety lock, single, burst, auto) of a gun. TracerRounds can now easily target the intended shot by command.
EctoSkeleton/EctoSuit: Injecting a large amount of CyberCell "bundles" into a human body. Neurokinetic and user-controlled, it can be activated to form a fibrous web of iarannuisce and plaisteach around the applicant, which then can morph into a very strong full-body armour suit, armed with two HandBarrels and ExoBone capabilities. It can also turn the applicant invisible. The EctoSkeleton also augments the human body to be resilient to viruses, and can repair broken bones by flash-feeding the injured area with calcium, other nutrients, and a small dose of Smart Cells. Lastly, it can make a mech suit of sorts, the blueprint of this suit already in the memory drives of the CyberCells, which has a jetpack for flight for a short period of time. The EctoSkeleton can usually be removed after service. The SPAN computer that is a part of the EctoSuit usually "bonds" with the human, and they form a symbiotic-like relationship.
Hobgoblin Weaponry: A computer program that is put into all CyberDNA. CyberTissue (specialized) is used to turn into ammunition by neural request. CyberArmour can turn into Hobgoblin weaponry by neural request. Mini-hubs of the same name are used in the battlefield to make this effective en masse. When the CyberCells form into these weapons/munitions, it is permanent. The CyberDNA and the CWCR wires form into simple, molecular bonds of metal and the reproduction nanomachines dissolve.
What one gets is either ammunition for their weapon, or a Hobgoblin weapon. The only type at the moment is a mini-coilgun (any bullet type)/mini-(B)CREWS (any photon frequency) hybrid weapon - lots of pain with lots of firepower.

-Misc. and Accessories-
Knife Missiles: Small ballistic missiles which have payloads the levels of heavy artillery.
GAuss-Replicating-Defence-Application (GARDA): A small, concave-shaped shield that deflects EMPs, melts bullets and missiles.
Flogger: A fridge-sized battery that fires long-range knife missiles - 200/shot. Uses Adjudicator mostly, but can be manually controlled for human precision.
Advanced Cluster Weapons Systems
HeatWave: Placed on a truck or large turret, it directs microwaves at a targeted group, destroys missile functions and burns hardware electronics. Causes mild to moderate pain to an unprotected human being.
Advanced COMJAM
FlareFoils Powerful "flares" that are outfitted into small turrets, smoke, ink, et cetera. These dissipate laser designation and makes a laser-designated device point and scramble away from its target.
Chord Bomb: A chord that tunnels itself just underground (between 3 inches to 50 feet) and then when a button is pressed, the chord detonates, blowing up whatever was around it. This is great for mining and defensive counter-measures.
Shuriken-Tipped Nunchuck Filled Grenade Filled Landmines: Yes, it is exactly what it sounds like. Yes, you'd probably die if you trigger it.
Anti-Armor/Ship Mobile Turrets: Turrets, with extremely expensive ammo. They're small and light enough that a single soldier can carry them, and have a considerable range and firepower (enough to engage enemy naval vessels, armored craft, &c)
Advanced Naval Weapons Systems
Advanced Army Weapons Systems
Advanced Cryptography/Quantum Cryptography
Sonic Complete Assertion Detectors (SCAD): Essentially very good land sonar.
Advanced Sensory Systems: Including, but not limited to, improvement on x-ray and near-ultraviolet imaging.
Railguns and Coilguns
ClusterCluck: Missiles which can separate into powerful cluster bombs.
Rayador Turbo-Propellers: Touching the water is no longer a traditional monohull, but four pontoons gyroscopically attached on the port, starboard, bow, and stern; and a single, larger, retractable pontoon in the centre. At the ends of the pontoons pointing aft is both a foldable propeller, a water-able VTOL and - on the four outer pontoons - a propulsion device similar to that of a jet engine:
Speeds are now used with several orders of magnitude: at low, 20-knot speeds, the ship will look like any old monohull, with all the pontoons retracted completely; at medium, 50-knot speeds, the aft pontoon is the only one in the water while the front outer pontoons are using their turbo-propellers - the aft pontoon acts as a rudder; and at mega-fast, 85-knot speeds, all four outer pontoons come alive with action, and the central pontoon unfolds into the water as it steers the ship with extreme efficiency.
Both the aft and central pontoon can use supercavitative effects to make short, surprise bursts of speed to disorient the enemy or ascend to the next order of magnitude.
Cuervo-Mk.06: From Cuervo Electronics comes the 6th iteration of their Artificial Enlightenment engineering. A compressed, hyper-densified circuit board, no more than a few centimetres long and wide, fits within its substrates highly advanced computing capacity with 3-millisecond response time. Each Cuervo computer has five of these circuit boards, as well as a motherboard with Targeteer software and direct-to-satellite/direct-to-base communications.
Fulger "LightSpeed" Wiring: Special wiring system. AI and non-AI can now send electronic signals to their weapons systems on wires the diameter of a millimeter, effectively allowing for much more space for the weapons systems themselves. Wrapped around the wires are supercooling rods to prevent weapons from overheating.
GyroLazer Camera Systems: Our pals at GyroLazer introduce their camera systems for the first time to the military. These cameras are fixed to the wings, stern, and four sides of the nose of our aircraft. Not only do they each have their own laser painters to lock onto or spot targets, but they are also gyroscopic cameras which the pilot/AI can use to see. This will come in handy in hectic dogfights, effectively allowing consistent eyes on enemy craft at all times.
Bolt Missile: A Knife Missile v2 that needs to be manually controlled by AI or human. However, it can rip through the air at speeds up to Mach 22. Designed to cut through aircraft like butter.
Manticore: A weapons battery with three functions. First, it acts as a denial system: manipulating gravity fields to sharply change the course of a missile; fires lasers to disable the missile, and deploys accurate electromagnetic pulses and mirror fields to deflect plasma and laser weapons. Second, it uses a specialized mini-effector to hack enemy computers/tracking systems, and also detect and lock onto enemy optical lenses (of laser turrets) for a high-energy SolarClaw bullet to travel (essentially disabling the turret). Third, it fires Trireme Missiles at very fast, successive rates, each of which follow behind the one in front, and a single Cannonball at the end; this ensures that the target is ripped to shreds (or expends all its point-defences) and explodes.

-Naval Vehicles-
Nodens Ships: See Nodens Shipbuilding.
Unmanned Naval Vehicle (UNV): Like a UAV, except it's a water vessel instead of an aircraft. Three main variants exist; sensor-booster torpedos (SBTUNV), attack hydrofoils (AHUNV), and deep-sea anti-submarines (DSASUNV). The SBTUNV is a smart torpedo sent forward to boost the radar or sonar sensors of a ship, thereby giving the ship a higher detecting range; connected to it are even smaller smart torpedos which can spread out far to provide more effectiveness. The AHUNV is a vessel that has heat- and radar-seeking missiles and torpedos on its pontoons, along with three retractable Blast laser cannons located on its ventral top; has its own fully functional radar/sonar systems. The DSASUNV is a small, submerged vessel with a stealthy hull, hiding it from sonar; a naval mine and two torpedo tubes are used for direct confrontations, but there is a smaller torpedo tube on its front which latches onto submarines and acts as a tracer as well.
Last edited by Terminus on 25 Sep 2019, 17:44, edited 42 times in total.
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URMA HFPE Technologies

Postby Terminus » 09 Jun 2012, 01:51

Thread Portal:
Rickarian Empirical States/URMA Military
URMA Public Technologies
URMA HFPE Technologies (You Are Here)
URMA All-Encompassing Navy Technology
Cybers, War Organisms, Specialty, and Flagship vehicles



IndieGlobe Agent Department: A powerful spy network. Using 15 underwater bases completely hidden from detection, these outposts have powerful, powerful sensors, which can give off a complete reconnaissance of the ocean bodies - anything in major waters, we can see it. Project Labyrinth is now used to effectively create secret tunnels which connect these bases together, allowing us to secretly research many projects simultaneously. Project Record Player is also located in IndieGlobe bases. Currently, there are 1236 agents in total. These agents are technical geniuses as well as highly trained living weapons. They blend in with the Black Robe contingent of the army. A new part of IndieGlobe is the team of directors known as O.mniEye. They are the agents' superiors, and have had their minds genetically modified to process and regulate much more information and knowledge than the average prodigal genius. They work on projects which keeps Aduron on top. Controlling from the shadows, to most other secret service and criminal agencies, they have been mythologized as the Puppet-Masters - the ones who hold all the strings. Update: Centuries have passed since IndieGlobe was originally formed. Things have changed since then. Most of the spy network has shifted, much like the nation has. Some splinter groups, of which a few work for key OmniEye agents, conduct operations, mostly for the directors' individual agendas.

Technologies and Projects:

===Miscellaneous & Accessories===


Smart Program: Extremely advanced software placed inside all cybers which protects its operating information from external hacking.

ODAERI: The Orbital Designing and Accurate Engineering Repair Implement is a tiny drone that is launched into space by groups of 6. The sphere is made of iarannuisce on its outside, which can be electro-magnetically charged towards satellites or other orbital electronics. When it reaches the satellite, its inside (an e-magnet controller, a tracker, and a wireless connector to its home base) manually moves the iarannuisce on the satellite to repair damage, insert new parts to it, or re-connect wires together. Once the mission is complete, the excess self-destructs.

-Peacekeeping Committee Projects-
Not all are HFPE, but they are all here for the sake of organization...

Shamrock: ODAERI pods that act as temporary GPS satellites for a certain location.

Greenhorn: Making safehouses in countries. Relatively hidden to avoid targeting from terrorists.

Advanced Non-Lethal Weaponry

-Universal Military Devices, Missiles and other Applications-
These applications have a wide variety of purposes, and so are placed here.

FireTeeth: Munition that, instead of a bullet, uses high powered laser cells and fibre optic mirrors placed inside the barrel of a gun to form a highly charged infrared shot - in other words, laser bullets. The laser cell is displaced like a bullet shell, and the cells are fitted into magazines. There are assault rifles being built to accommodate FireTeeth as well as AA, naval and air cannons, sentry guns, and generally any other type of turret. Killjoy clusters now contain laser cells that protrude through small holes. Because it's a laser and not high-powered (compared to SolarClaw), FireTeeth shots are almost completely silent.

SolarClaw: Essentially the same thing as FireTeeth, but instead using the much more deadly ultraviolet laser. These are heavy-duty lasers, designed to rip through weak plasma barriers, not to mention armour. They are generally sub- to on-par with plasma missiles.

Coherent Radiation Emission Weapons System (CREWS): A DEW system that has multiple, er, energies, from which it uses. As of now, it has as follows:
  • Alpha: A neutral particle beam weapon that may emit 1 gigajoule of kinetic energy or more. Moves nearly at luminous speed.
  • Beta: An FEL weapon that fires a coherent stream of photons ranging up to the X-Ray range. It is even more powerful than UV lasers (i.e. SolarClaw). Higher levels cannot work in atmospheric conditions.
  • Epsilon: A DPF (Dense Plasma Focus) weapon. It is both atmospheric, or simply space-space weapon, but a very powerful, overall weapon. It bombards its target with plasmoids, searing through just about anything with a notable amount of splash damage. Each plasmoid has the range of a sniper's bullet before losing its structure (in atmospheric conditions, but has little to no drop time, and the farther the range, the larger the splash damage.
  • Gamma: A nuclear bomb-pumped laser, specified as either matter-antimatter(MCAM) or matter-matter(M). A single ray of VHE gamma laser is made by directing the energy of the aforementioned detonated bomb into one single spot. Used in space combat only and exclusive to ship emplacements and missile warheads.

DEW Firing Modes Essentially, instead of using the single laser cells (i.e. FireTeeth), these modes can be manually activated and use up a decent amount of the clip at once; or, a DEW may be designed for these specific modes:
  • Ray: Can emit needle-thin beams that produce a white-hot plasma along their path and easily burn deep holes into their targets. They look and sound like bolts of straight lightning. Long-ranged and deadly, but literally no splash damage.
  • Blast: Emits a pulse of light so intense that it causes matter it is incident upon to violently explode. A single pulse can carve a crater out of the surface. If the pulse is fast enough and its energy is large enough, the subsequent blast can cause damage similar to that of the detonation of a high explosive. Alternately, it can emit a very rapid burst of pulses, so fast that they land on top of each other. Each pulse enters into the hole dug out by its predecessors, allowing the blaster to drill deeply to reach vital components or organs. Suitable for high-altitude or antipersonnel environments.
  • Burn: Shines a beam of near constant power on its target for a prolonged period of time (from a few hundredths of a second or more). It causes damage primarily by heating the illuminated part of the target hot enough to cause softening, warping, blistering, cracking, charring, cooking, ignition, melting, or vaporization. While it can instantly scorch or ignite a surface, it generally requires time to burn through the surface to vulnerable parts underneath. Therefore, it's less used as an antipersonnel weapon, and more to take out missiles and armour.

"Killjoy" Grenades, RPGs, and Shells: Basically a cluster bomb. It explodes on impact, which then shoots out rotating-perpendicular shuriken plaisteach bombs the size slightly larger than an egg. Inside each identical-looking bomb is smoke (both poisonous and normal), flashbang, tiny magnetic balls that latch onto personnel and light vehicles and dig through it with plaisteach drills, and of course land-mine sized explosions. Long story short, unless you are encased in diamond and already blind, you're going to feel pain.
Killjoy cluster bombs/rounds have received minor upgrades. The magnetic eggs with saw blades are now superheated to better cut through flesh and armour alike, and a new type of shrapnel is a type of plasmic explosive.

Portable Plasma Shields (PPS): It may use an AMKIII, which absorbs the energy from everything around it, and forms a smaller plasma shield capable of defending units for a long period of time. Superconductive magnetic generators are spread out beforehand.

Hypervelocity Cruise Missiles: Originating from the Republic - missiles that move at extremely unprecedented speeds. They use highly advanced engines to fire so fast that it's nigh-on-impossible to hit if there are a bunch (systems can't switch targets fast enough).

Half-Brujahs: Famously originating from the Siberian Nomads, these are non-nuclear missiles which can show the devastation of a small (2 megaton or so) nuke without radiation. They have been given stealth capabilities, and the hulls are completely impenetrable to nanobots/anything of that sort (due to a large hull upgrade).

Knife Missiles, v2: Using super-magnetic "mesh" around a small, knife-shaped object. In it is a basic drone mind, as well as TracerRound tech and long-lasting propellant and energy source at the "hilt". The Knife Missile can activate a force field (plasma) and basically cut through any object at faster-than-human-reaction speeds.

Dagger Missiles (Knife Missile v3): The final adaptation is the most powerful - and unfortunately most expensive. These babies are way too pricey for a Flogger-like battery, but that's because it only needs one to take out an influx of enemies. At the end of the weapon, in the centimetre range, is a tip of molecular-sized, hyper-densified superconductor/CyberArmour hybrid. The force field emitted is very strong, and if the field is deactivated, the tip is sharp enough to cut through things at the molecular level. Behind the tip, hidden under the carbon nanotube "blade" is a miniature electrohydrodynamic thruster, basically using a device that produces an ionic wind that transfers its momentum to surrounding neutral particles. In other words, it can fly around for a very long time, and this thruster helps guide the missile better, as well as minimize the size and use of the conventional missile "engine". Horizontally on the Dagger Missile is the "guard", which contains a small Omni-Eye sensor, capable of detecting hostile presences of up to 30 meters. It has a self-controlled Targeteer computer at the "pommel". Invisibility is available, and it is also painted with Solar Cell paint for durability. Dagger Missile Plus: A gravity and mirror field emitter is now attached to the already-deadly device. It can now go even faster than before, fly even better (relying on its own gravity field more than propellant/ionic exciters now), and cut even sharper. The Dagger Missile is also receiving an upgrade to be smaller than before - making it (along with the new fields) a lot harder to detect, disable and/or destroy.
(Image of Knife Missiles)

Invisible Man [also known as MAUI]: Originating from Möbius, it is invisibility achieved by lowering the refractive index of an object. Renders the object virtually impossible to detect by conventional methods without compromising speeds, raising prices (compared to similar stealth methods), and armour/armaments. It bends waves around the objects covered, so that radar, sonar, and light all pass by. Because of this, one coating provides stealth not only from sight but also to radar and sonar and any other form of electromagnetic radiation.

Plasma Gun: Applying plasma into a bullet, shell, artillery munition, etc.

Infraradar: Powerful, ultra-low radio waves used to detect objects and send encrypted information from cybers' receptors.

Honeycomb: Using tractor beams and magnets, this hexegon-shaped mine detects low-altitude vehicles and heavily pulls them down, or if that does not work, pulls itself out of the ground and latches onto the detected target. Upon being stuck, it is very difficult to remove due to a fast-drying, tough adhesive that is applied. The mine then violently begins jabbing 7 4-foot superheated metal spears into the vehicle a few times, displaces very dense gas-state petroleum into the punctures and through the spears, and then explodes into small, nail-shaped and -sized fragmentations. The most elegant thing about the Honeycomb is that it is simple in overall design and material required, yet very effective.

Chord Bomb: A chord that tunnels itself just underground (between 3 inches to 50 feet) and then when a button is pressed, the chord detonates, blowing up whatever was around it. This is great for mining, digging irrigation tunnels, and even defensive counter-measures.

ClusterCluck: Missiles of which separate into ballistic cluster bombs.

Chord Missile: A missile that has a plasma drill at its front, and explosives behind it. It digs into things and detonates via remote control.

Antimatter Missiles: Different sized missiles designed to have antimatter as the payload. The smallest are nanomissiles: the size/shape of a large pen, expected to yield something similar to that of an RPG or anti-vehicle shot, making them very size-efficient.

Targeted Electronic Scrambler (TES): Turret that sends three consecutive "waves" at a targeted area; the first wave is a magnetic blast that throws off a vehicle(s)'s (aircraft, naval vessels, etc) physical balance and weakens anti-hacking firewalls. The second wave uses Absorbitron tech to collect data from the weakened-firewall devices and convert it into radio-waves that transmit directly to our intel. The last wave is a weaponized and targeted EMP shot that deletes the vehicle's device's memory files. After the seconds that is needed to blast these waves, the TES sends a heat-seeking missile per blast just for insult to injury.

SCAPC: (Selective-COMJAM by Armoured-Personnel-Carrier) A tech that electronically dismantles.

Besieger: Adjudicator-controlled laser turrets (same design as the 21st century LaWS), which is fitted with a Scorch bullet cannon.

Coastal Besiegers: Integrating with the laser defences installed from other countries (UMIA/Mattopia/Crimea), it's an observatory-looking/sized variant of the Besieger turret. It develops the Ray and Burn modes to completely destroy targets. The turret can alter between a high acuteness of the laser to cut through ships/aircraft, or widen to target a group of missiles. EMP-resistant, with some heat-seeking capabilities. Powered by hydroelectricity (tides and currents that hit the shore) and solar power. Uses the nearby water to cool down components and lengthen time of durability.

MeltWave: The next step from HeatWave. This time it is directed towards a kilometre range. It is used as anti-missile defense, and anti-armour defense for closer ranges. When a missile(s) is in range, microwaves hit the missile(s) and destroys rapidly. Made to not have overheating problems. It can direct itself to approximately 25 missiles at a time, though this level drains a lot of energy. To counter this is a full UltraCapacitor, which has enough power to last through up to 400 missiles at a 25 missile-hit rate before needing to recharge.

Alfa Multi-Missile Defence System (aMMDS): The first of many MMDS models. This one looks like a semi-spherical disco ball, but despite its grooviness, the light emitted from these suckers are deadly. A total of 269 high-powered SolarClaw lasers are behind square-shaped rotating lenses. In the dead center is a powerful Targeteer, capable of locking onto 269 long-range missiles from 25 kilometres away, and detecting them from 100 km away with blinding speed. Instantly, the entire battery fires a near-simultaneous shot, each single laser making a dead-shot fire straight through the strongest protected missiles. The aMMDS SolarClaw rounds are tank-sized shells; very powerful. The rate of fire is usually a decent 30 shots/minute.

"Gremlin" arsenal: An arsenal of different gun types, built onto Hobgoblin weapons. All fire Gremlin bullets - large-ish rounds that explode into a splash of uncontrolled plasma at the target. This is done by superheating the special bullet before it leaves the chamber, with a coilgun-like barrel to hold the plasma in place as it reaches its target. The bullet can explode after impact (to inflict fatal pain within the target - organs will melt), on impact (to get rid of any body armour), or before impact (to cause large splash damage); it depends on a little computer attached to the sights, or remote detonation. Extremely deadly to infantry and aircraft, but can also cause some damage to vehicles to create weak points in armour. Most of the anti-personnel guns are semi-automatic due to their one-shot efficiency (and expense), but there are fast-ROF light machine guns and assault rifles to eliminate an enemy brigade. AA emplacements are also available.

Riftgun: A massive, massive railgun. Varies in exact size, but the rails are between lengths of 500 to 1250 metres long. Capable of firing a non-rocket projectile ("Rift Arrow") to intercontinental ranges, and missiles ("Comet Missiles") into space. The heat that is collected from each shot is dissipated through heat sinks, which then transfer the accrued energy into other, heat-absorbing weapons systems (e.g., lasers). The rails are partially constructed with CyberArmour as well to prevent warping or other damage. If fitted with a special casing, any projectile can be launched from the Riftgun. Riftgun Plus: Upgrading the Riftgun. More electromagnetic power can be input, increasing the shots' accuracy and acceleration: gravity fields are now applied to prevent the rails from warping. Rift Arrows/Comet Missiles are receiving a similar treatment.

Rift Arrow: The kinetic projectile fired from a riftgun - loosely termed "kinetic", because it does have small thrusters to make fine-tune adjustments for unexpected changes of weather, temperature, etc. or for confusing the enemy. Hits very long range targets at hypersonic speeds with precise accuracy. The Type I Rift Arrow generates a torus of plasma on its tip for maximum on-impact damage; Type II deploys jets of Watery Fire before impact for increased splash damage; Type III releases 6 Bolt Missiles (given targets before the Arrow's launch) pre-impact; Type IV has a tough outer shell of CyberArmour - dumping out trails of FlareFoil smoke too - for counter-countermeasures; and Type V (the most expensive) has tough, Firepunch-level protection, and nestled within its inner materials are a few micrograms of antimatter. Type V, with its explosive potential, is capable of completely destroying an enemy vessel.

Comet Missiles: These suckers are ground-to-space missiles. There are two settings for the Comet Missile: in-orbit and post-Lunar. For in-orbit, the Comet Missile is launched up and hits its target at extremely high velocities; it is lithe and coupled with an aMMDS for counter-countermeasures. The latter, post-Lunar (a distance past the moon), is a bit more complex; divided into three stages. The first stage of the missile detaches when leaving the planet's gravity. Its detachment is a MagBeam device that propels the missile forwards, increasing its velocity and range. During this stage, a Force Shield is created from the projecting plasma to protect it from counter-attacks. The second stage then deploys and its detachment is a Space Buoy. The final result is a space-worthy rocket both AIR and OIR materials. Type I is a good ol' nuke; Type II is a (MCAM)Gamma CREWS; Type III divides into a flurry of nanomissiles; Type IV is a Chord Missile with a good ol' nuke; Type V is a coilgun that fires Gremlin rounds; and Type VI launches a bunch of space-worthy Barnacle cybers.

Beta Multi-Missile Defence System (bMMDS): The second iteration to the MMDS series. A CIWS coligun with Scorch capabilities. Fitted with 36 barrels, each one capable of firing 180-round Scorch magazines. A special machinery system effectively feeds a cartridge one after the other with little to no change in speed. The rate of fire for each barrel - half firing airburst Gremlin bullets and another half FlareFoil Plus spheres - exceeds 100 000 RPM. A long-range mini-effector and SCAD are attached, along with a HyperThought Targeteer for efficient detection and targeting.

Cannonball: A sphere, filled with an excess of extremely volatile explosives. Fired from a railgun, this deadly force rivals and exceeds the blast radius of a non-nuclear Half-Brujah. The outer shell is made of hyperdense CyberArmour, protecting it from a direct-hit counter-missile.

Protective Surfacing/SWORDSHEATH: An extra lining of protection on missiles, kinetic projectiles, and vehicles/vessels to provide a one-shot reactive armour. It also lessons the overall detection from enemy sensory equipment

Target Accession (TargCess): An extra rocket attached to our missiles with its own separate fuel tank. It guzzles down everything at the right time to make last-minute, critical target adjustments, or to prevent it from changing course by magnetic turrets or the like. The extra burst increases the missile's speed by up to 40%.

Trireme Missile: A missile that relies on a hyperdense depleted uranium penetrator instead of conventional explosives. Incredibly heavy, it rockets through the air at a very high velocity to pierce through ship/aircraft hulls or weapon emplacements. The fast speed and high mass ensures a puncture into whatever it hits. Space-worthy versions available.

Ship Nacelles Side-hull ridges on the sides of ships that retract into weapons systems - top-half missiles, bottom-half torpedos.

Vehicle Area Denial System (VADS)/"The Hive": A 7-barreled RPG, shaped like a honeycomb. Fires carbon-tipped Knife Missiles to penetrate vehicles and infantry before exploding. First weapon to use Watery Fire as the explosive. Each magazine contains 4 rows of 7 Knife Missiles, with a total load of 28 Knife Missiles per mag.

Planter Cruise Missile: A missile fired from a vehicle or turret emplacement. With close proximity deep into enemy lines, it releases an air-burst of everything biologically deadly that we've put out there: Cop Killer, Choker, triffid seeds (genetically engineered to grow very quickly at the price of extremely high metabolism), etc; and even the classics, like mustard gas and hydrochloric acid. Layered with CyberArmour to prevent point-defence systems from taking it out.

Pendragon Armour: The completion of Blue Hole has arisen a new form of vehicle armour, known as Pendragon Armour. Much more effective and tough than CyberArmour, it blends absorptive, regenerative protection with leading edge stealth. Built at the micron level, its ingenious nanomachinery can be observed at work: the nanobots work independently and as one; squeezing close together when their sensors (or the vehicle's sensors) detect an incoming projectile or plasma; each deploying minute energy fields to cushion the incoming shot. And with advanced piezoelectric and thermal dampers, each one can collect a small amount of energy, wirelessly transmitting it to the armour's collective AI consciousness. For behind the seams of Pendragon nanobots are Black Vinegar ones, which work fast to reform any kind of problematic damage. Even more important is the nanites' jobs, for they can be deployed to produce small, one-shot active protection turrets that destroy projectiles before they hit.
The Pendragon Armour features very good stealth as well. Besides the active features, like gravity fields that hide their signature in multiple different ways, and metamaterial paint that hides perception from multiple-spectrum wavelengths, the nanobots themselves can flex and curve to the wavelength of EM sensors on a wave-by-wave basis. This also coincides with its motion in water, allowing Pendragon-built ships to slip and skim across the ocean with ease (also hiding it from sonar).

Naiad Weaponry: A new type of ammunition and weaponry, specifically designed to work against infantry and nanorobotic materials (though the infantry model fares well against aircraft and vehicles; and vehicle models are very powerful). Naiad ammunition is an interesting union of multiple different techs. Since it fires via coilgun-Scorch technology, it has the capability to pull out two bullets from the magazine to the chamber at a time, firing them simultaneously when the trigger is pulled. These two bullets are different in their contents - however they have a calculated mass and such to produce an equivalent bullet drop; and the bullets are very close together, with the second one following millimeters away. They both have TracerRound technology, so that they can follow with or separate from each others' path.
The first bullet contains an armour-piercing CyberArmour tip, followed by Watery Fire which either activates upon impact or air-burst, followed by plasmic fragmentations. The second bullet contains a combination of Black Vinegar Nanites and Element packets.
(Bullet is a vague term. Naiad ammunition is applied to all forms of projectiles, including vehicular ones)

Cinder Missile-Defence/Artillery Battery: A large platform composed of 60 coilguns, 20 of which are small, concentric cannons. The 20 cannons fire deadly flak charges, which explode in a torrent of plasma when offered a target by its proximity fuze. The other 40 coilguns launch medium-sized, Erebus-equipped Gremlin rounds with TargCess thrusters. The Cinder Battery has an effective range of 500 kilometres, making it a theatre-combat-worthy weapon; it is designed to deal with both aircraft, missiles, and act as an artillery battery (even the flak is used, mostly to eliminate countermeasures against the Gremlin rounds).

Tephra Missile / Tephra Missile Battery: The Tephra Missile is divided into three types: Ash, Lapilli, and Volcanic Bombs. Ash Tephras are centimetre-tiny nanomissiles, expelled in packets found in a larger rocket; the rockets have air-burst firing methods, capable of suddenly blasting their payloads mid-flight; used for point defence and taking out troops above-deck, aircraft, and/or small watercraft. Lapilli missiles are significantly larger than their lower-tier relatives, capable of very-long-range engagements. Some of them designate enemy turrets and batteries and vehicles; others release flurries of Erosive, Surveillance, and Anti-Nanite nanites; while others carry Watery Fire, highly explosive, or ClusterCluck-Knife Missile hybrid warheads; and some carry multiple smart-tracking Epsilon CREWS to engage aircraft; but all discharge plumes of black, anti-laser tracking smoke for countermeasures of its own and its launch point. Volcanic Bombs are the largest of the three, touting massive inter-continental ranges. It sports a warhead stuffed with Watery Fire, Killjoy, Black Vinegar Nanites, and a deadly Half-Brujah mixture.
The TMB launches a medley of these missiles at once, along with FlareFoil Plus spheres for countermeasures. A single volley alone is quite expensive to produce; however, a single volley is essentially a guarantee of complete elimination of the target at hand.

Tempest Bomb: A large railgun fires a very dense projectile. The kinetic sea-skims through the ocean at fast velocities, exerting chaotic gravity fields in its wake. These fields create miniature tides and currents, pull cumulus clouds downwards to create foggy settings, and rip apart small vessels or missiles that it passes by. Upon impact with either the water or its intended target, the projectile spins radical packets of gravitons all over the place, twisting and warping its environment; when hitting water, this creates a cyclone, while hitting a ship, it rips hulls like paper.

Bomber Missile: A high-altitude, Erebus-equipped smart missile that deploys smaller cruise missiles from its belly. An AI system within tracks targets to fire at. The smaller cruise missiles come in three types: Element, Ash, and Half-Brujah.

Enceladus: Modifying Black Vinegar nanites with infodio, Sceith, TerraSub, and gravity field tech. The intended effect of this project is to be able to warp portions of earth into dazzling structures, push them away at blinding speeds, and/or "mould" through the ground at quick speeds. It also focusses on nullifying enemy technologies to influence earth in ways as described.

Jacketed, Smart Anti-Armor Round (JSAR-2): Upgrades to the JSAR include a more aerodynamic casing, different computing software that is both more intuitive and accurate, and a knife-shaped anti-gravity field generator, similar to that found in a Dagger Missile. As a result, the round can more efficiently cut through its target, even when facing thick armour.
The Drag-Variant JSAR-2 replaces the explosive payload with a gravity field generator. After its outer jacket case penetrates the armour, the inner round pulls everything nearby into a twirling mess, later releasing Erosive Nanites to disintegrate the torn-up armour.

Jigsaw Technology: The idea of Jigsaw is to combine speed with maneuverability and power efficiency. Using a combination of energy fields, TargCess (sometimes), electromagnetic and other super-speed technology, aircraft can very suddenly stop in mid-air, vehicles can turn around 360 degrees super-fast, missiles and smart KEWs can zigzag, stop, speed up without any warning and very little loss of momentum. Jigsaw even has a limited effect on how MBGs can act as quickly as a soldier's reflexes. It can confuse even the best targeting systems, dodge the fastest countermeasures out there, and - when it comes to bullets and missiles - can hit targets at reflex angles. Space variants available. Ishtar vehicles and all KEW arsenals (Gremlin, Naiad, Lupin, JSAR-2, etc.) are being retroactively fitted with this.

Ammit Technology: Programmable Matter + Black Vinegar nanites + superfast speeds = unstoppable. Imagine a vehicle, bullet, or a missile, suddenly separating into nanorobotic pieces, only to form somewhere else entirely, in a moment of minutes, maybe sometimes seconds. Uses some of the tech found in Jigsaw, Frisson, and some of its own. The tech works best when the object in question has a lot of momentum before dissipating, but momentum isn't necessarily a requirement for the object to displace (just takes longer). Ammit-enabled objects can pass through all different states of matter (solid, liquid, gas, etc.), but struggles when it comes to plasma and solids. If it can't pass through the solid matter, the nanorobotic pieces will Erode away at whatever it hits. Another application of Ammit is for an object to convert into another form, which for instance helps Bleeding Edge seacraft convert from ship to sub. Non-military, slightly less powerful application of this technology is available for a variety of engineering, computing, medical, scientific testing, and construction uses.

Raijin Missile: A Hypervelocity Cruise Missile going at Mach 20, sometimes even over, that employs Erebus, Ammit, and Jigsaw technology. It is filled with a non-nuclear payload ranging to 12 mt. ClusterCluck variants are available, allowing this missile to deploy up to 4 Lapilli missiles at the expense of lowering its payload by just under 20%, and a slower top speed of Mach 18.

Crawler Torpedo-Missile: A missile capable of being launched by sub, sea, land, or air. The missile marries Ammit and Enceladus technology to crawl underneath a surface - be it underground or under an ocean floor - until it reaches its target, popping up out from below without losing momentum and exploding with its large antimatter payload. The strongest ground-piercing level of detection technology may still have trouble seeing this bomb before it is too late.

Hit Missile: A super-stealthy, super-expensive, intercontinental-range missile employed with powerful cloaking and sound-dampening fields. Its hull is an alloy of Pendragon Armour and CyberArmour, making it capable of taking several hits before being taken down. The only telltale sign of its arrival are nearly invisible contrails left in its wake - the sonic booms erupted are quickly erased with powerful fields. A decent, mid-range payload (5 mt) is supplied with a Hit Missile.

Tendril Battery: A powerful field protractor that assists in accelerating friendly missiles, the Tendril Battery also acts partly to disable incoming attacks, partly too to strike at nearby targets with incredible force and range. Air and space variants are available, but the air variant sacrifices some range to fit onto the vehicle.

Sheut Weaponry: A new type of weaponry, designed specifically to take out high-value targets. With Jigsaw and Ammit, Sheut bullets and shells can pass through certain things if they have a good enough speed. For the most part, it can be set to four different settings: Ghost, Shadow, Plume, and Larvae. The Ghost setting means that the weapon fires off its bullets while Ammit is activated (the bullets are separated into their pieces) only to form milliseconds before it hits its target (basically the bullet is fired and is nearly impossible for the target to dodge). The Shadow setting, the fastest setting, lets it maintain its general shape throughout its travel time, but will pass through everything except for its target. The Plume setting is much like Ghost, but instead, it aggressively dissipates and reforms several times after it has hit its target and is lodged into the armour or body. Larvae, the final setting, can reform into fast-moving BV nanites if it misses a critical shot of its target, or the target overall.
Sheut ammunition is fired out of suped-up coilguns, giving them lots of speed and range compared to any other kinetic projectile.


Paroxysm and the Sword in the Stone are complete! With it, we introduce new weapons, weapon attributes, and ships for the Excalibur tier of the Space Navy (the missiles here were initially researched in Paroxysm, but found their place in the SitS project by the end of it all). This post will focus on SitS stuff, and I'll have one up later with more details on Paroxysm.
We also have a new MBG, the Redcap marine, but that will be introduced later.

Celestial Missiles: A large rocket that has two sets of retractable nacelles. The Front Nacelles can deploy several short-range/mid-range Half-Brujah missiles, and the Aft Nacelles spin and release super-compressed, very long carbon nanotube cables with field projectors/plasma field generators at the middles and ends. With its own nuclear power source coupled with wireless energy transfer from its home ship, the Celestial Missile is capable of covering a wide range of the cold, cold void with decoy heat signatures as it slowly approaches the enemy ship. There is a sizable payload at the rocket's aft end, and eventually crashing into the ship can cause some significant damage.

Debris Missiles: A missile taking the attributes of both Bolt Missiles and nanomissiles, in space. Due to their small size and tiny fuel tanks typically needed in space, they are used as projectiles fired from larger missiles or the like. They are in equilibrium temperature and such with other space debris, and so they can also stick to ships and detonate or tear through most hulls - with a certain element of surprise. Stage-2 Debris Missiles are aforementioned large rockets with AI. They have on-board over 100 Debris Missiles, tightly packed, and may choose to deploy these at any time.

Cosmic Bolt: Space-based KEWs and/or rockets that are fired from railguns to attain high velocities. The Kinetic Bolt is a long kinetic with Pendragon Armour, Protective Surfacing, and hyperdense depleted uranium at its tip; travels with a super-fast velocity, and relatively cheap. The Counter-Defense Bolt is a projectile with TargCess thrusters and a field generator at its front; it uses the generator both defensively and "sharpens" it at the tip near-impact, whereby the field rips open the target, along with the physical tip of the projectile (like a larger-sized Dagger Missile). The Backwind Bolt surprises the enemy by twisting around suddenly and revealing itself to be a backwards rocket with a massive, narrow, customized, nuclear fusion exhaust. The Lead Bolt fires a slew of particle beams - both charged and neutral - when it hits or gets near an enemy ship. The Surprise Bolt is a seemingly normal kinetic projectile, with retractable TargCess thrusters and an antimatter payload. The Gamma Bolt is a projectile with a nuclear bomb-pumped laser system. The Burst Bolt is fitted with smaller, retractable coilguns, and can fire these before it reaches its target, sending nanomissiles and Gremlin bullets flying everywhere. Finally, the Stealth Bolt is a super-volatile rocket with Debris Missiles and a Langston Field - capable of being completely unseen until just before it reaches its target, then exploding and causing havoc everywhere.

Cosmic Crossbow: A somewhat bulky multi-railgun - capable of firing several Cosmic Bolts and/or Comet Missiles at slightly different angles from each other - simultaneously 6 at a time. This allows multiple ships to be targeted at once, and lessens the chance for a single ship-target to be able to evade the incoming kinetics. The rails are the same as those found on Riftguns, and therefore fire their projectiles into high velocities. Also, the reload system of the Crossbow can be made deceptively fast at the price of slight warping of the rails.

Gravity Defense & Redirecting System: The GDRS is a turret that fires a stream of gravitons/anti-gravitons to divert, compress, or explode incoming attacks, from energy beams to KEWs to missiles. The GDRS also has a slightly offensive role, in that it can shorten the wavelengths of our own lasers and redirect them to hit targets at different angles; or do the same to kinetics and missiles.
This turret is both workable in-atmosphere and in space.

Compartmentalization and Simplification System (CSS): A design attribute in which our military-grade ships are much more compartmentalized than other comparable nations', and have "simplified" (and deadly) weapon system layouts. In terms of compartmentalizing, we are having airlocks at every single room's entranceways; making separate hangars for every auxiliary ship, KEW, and missile; dividing bigger rooms into smaller ones for many, many areas in the ship; and allowing life support systems to be tweaked on a room-by-room basis (so empty rooms can be "switched off" to use life support only where necessary). Compartmentalization will come in handy, in that our ships will be able to keep fighting until all parts of the ship are destroyed. Simplification of weapons systems, is a tactic we use where all weapons of the same type (i.e. KEWs, DEWs, Missiles) are connected through gated tunnels or wiring. For instance, all missile tubes can fire any type of missile, as long as the ship carries that munition. Various different KEWs can be fired from any railgun or coilgun on board the ship. Laser turrets, in particular, can use this system to a deadly effect; where energy values allotted to multiple turrets can be sent over and dispersed through a single turret, or vice versa; and the ensuing laser beam(s) would have a higher (or lower) frequency than before. With this, for example, enough CREWS turrets can power one or two CREWS turrets to fire focussed nova beams. Likewise, the energy allotted to a Sky Father turret can be sacrificed to power up many CREWS turrets.

-Infantry Devices, Armour, or Weapons-
Ocular Sensor (Ocu-Sensor): An eyepiece that is both a passive and active sensor. On the passive side is basically every type of view, from EM spectrum; to specifically magnetic elements; to weapon inference software (AI that can recognize weapons and point them out). On the active side is land-based sonar; toggleable night vision; a digital scope hooked up to a small camera on the user's weapon; and an unique augmented reality that connects to a NeuralNetwork headset. The ocular sensor takes information we've gleaned from our VERY extensive effector research to make the sensor have long range capability, and to be very good at detecting things. We have added the ocu-sensor to EctoSuits - not only because it's easier to link to NeuralTrigger/Network, but also because the ocu-sensor is personalized for every soldier just like the EctoSuits themselves.

CyberCancer: CyberStems that do not have the software to recognize problems with their duplication rates. In other words, this is a grey goo WMD. The only thing that can stop these buggers from destroying the Earth is an effector, or a specialized mini-effector.

MesoSkeleton/MesoSuit: An improvement of the EctoSkeleton. Utilizes 3 layers of CyberTissue modified to be especially biologically compatible: the outer, keratinous layer is reminiscent of CyberArmour; the middle layer is hardened CyberStems; and the inner layer is made of CyberStems specialized to act like SmartFibers. The ingenuity is the uniqueness each imposes, and that as time goes on, a layer can regenerate itself and eventually evolve into the next layer. The inner portion absorbs energy that is naturally, biologically absorbed through the digestive/circulatory systems; and can be electrically charged (and take oxygen from the outer layers) and then may act as a conduit of energy to directly give its human host energy for all the body's needs. The middle layer acts as a buffer between the two layers, but also provides the host with protection, artificial adrenal and lymph glands, as well as computing comparable to that of an ocu-sensor; further, it is the transition to specialize inner-layer CyberStems into CyberArmour. Finally, the keratinous, outer layer of CyberTissues: They are organized, tough CyberArmour. In theory, a single tank shell couldn't penetrate this layer (of course, the host would be temporarily immobile because of broken bones or organs/being unconsciousness). Manually or automatically (the latter is in emergencies), the host can create holes within the CyberArmour which suctions in oxygen to be pumped to the inner layer - useful when underwater or moving through poisonous fumes. A final function the outer layer provides is its "shedding" of depleting CyberArmour, which can be used to construct Hobgoblin Weaponry.

Element: Weaponization of vedurium. The metal organism is fired from a weapon. Upon contact with the skin, the vedurium causes all muscles to seize up as it begins to consume the biological portions of the target, reproduce, and deploy spore-like seeds. When touching blood vessels, the vedurium attaches its cells to the inner body cells, which will then eventually clog up internal systems. The rate of growth is slow, but little-to-nothing, not even most nanobots, can stop its growth. Also, this vedurium has razor-sharp tissues, meaning that it will cut the victim and/or any machinery if one tries to remove it.

Lustrous: Orienting Vedurium into fibrous strands to create (biologically living) small building materials as well as clothing.

-Land Vehicle Devices, Armour, or Weapons-
Correctional Jump, Hover, and Strafe (CJHS): This is a series of gyroscopic mini-thrusters aligned across the bottom and sides of a vehicle. The thrusters can use either anti-gravity technology, VTOL, electro-magnetic technology, or rocket propulsion techniques, but the end result allows vehicles to effectively hover above the ground, boost-jump above more difficult/angular terrain, "climb" up buildings or 90 degree slopes, and lightweight vehicles can even do quick barrel-roll maneuvers to dodge incoming projectiles.

Whiptail/Whiplash: A mini-Flogger, so to speak. Tends to be retractable, and fires 100 Knife Missile/volley. The one difference is that these Knife Missiles have micro-FireTeeth guns to fire at both infantry and anti-missile defense projectiles.

TankRail: A tank gun that is an advanced, miniaturized rail gun, making the shots much more ranged, accurate, and deadly.

Tank Pins: Better tank rounds. A small plasma force field is added to the kinetic energy projectile, which can also be guided via a small Targeteer system on the tank.

UberTraction: Creating a traction system that allows vehicles to "stick" onto terrain, which lessons the effect of recoil.
Last edited by Terminus on 10 Mar 2016, 02:08, edited 45 times in total.
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URMA All-Encompassing Navy Technology

Postby Terminus » 09 Jun 2012, 01:51

Thread Portal:
Rickarian Empirical States/URMA Military
URMA Public Technologies
URMA HFPE Technologies
URMA All-Encompassing Navy Technology (You Are Here)
Cybers, War Organisms, Specialty, and Flagship vehicles

==All-Encompassing Navy==

Divisions are labelled as such:
Ocean Navy
Space Navy


Unmanned Air Vehicles:

Thug-class UAV: A drone designed to engage infantry and light aircraft such as helicopters and other UAVs. Armed with two air burst, high explosive missile tubes, four heavy SolarClaw-Blast laser turrets, two FireTeeth-Ray laser turrets, and 2 anti-aircraft coilguns, this baby can move at Mach 15 maximum speed. Its call-sign is its almost-instant stops in midair with compressed air VTOL wing-thrusters. Installed with FlareFoil.

Gangster-class UAV: A drone designed to engage ground vehicles, artillery emplacements, and enemy aircraft. Armed with four AG (standard) FirePunch missile tubes, two CREWS on its ventral side, one aMMDS on its dorsal side, and 3 lock-on smart missiles. Moves at Mach 12. Its call-sign are its "tattoos" - powerful force fields that can be instantly activated seconds before impact of a missile or KEW, effectively protecting it from all but laser weapons. Meta-material lining of the hull is also present to instill cloaking and lessen the effect of DEWs.

Arachnid-class UAV: A drone designed to eliminate aircraft and thin out enemy ground forces. The UAV splits into nine different UAVs, 8 of which are AI "slaved" to the dominant AE, largest UAV. The Legs, as the former are called, are armed with a CREWS and 8 Bolt Missiles each; and capable of reaching speeds of Mach 8. The mother-UAV has cloaking technology and FlareFoil; armed with 10 ClusterCluck missile tubes and 3 anti-missile Burn lasers.

Hooligan-class UAV: A naval-based stealth UAV designed to confront both ships and submarines as well as aircraft. Small, agile, and deadly, it can be fired from a railgun to immediately give it hypersonic speeds. Carries out laser designation for ship turrets; equipped with SCAD, radar, and Bolt Missiles for anti-aircraft; and engages hostile ships with Knife Missiles and an Alpha KOBOLD turret.

Erebus Projection UAV (EPUAV): A recon UAV that acts as a mobile unit for Erebus, used to extend the technology into higher ranges. Speed: Mach 14. Armour: Shell-2 Pendragon Armour, SWORDSHEATH reactive armour. Engine: Dual-Chamber, Dense Plasma Focus fusion engine. Weapons: 12 Ash Tephra Missiles. Defences and Electronics: Cuervo AI, Fulger wiring, heat sinks and cooling chambers, Erebus, Mini-Effector, Resumption, and SCAD.

Manned Air Vehicles:

Sea Ruler: An ocean-based helicopter that can hold 10 passengers. Its design contains two protected (ducted) fans and one large conventional propeller. A unique feature is an extra propeller hidden which can replace the large destroyed one. Armed with an AMKIII suite, 14 ClusterCluck missile pods, a single Bleeding Edge Esplorare, two Scorch gatling guns on the side, and a heavy duty FireTeeth bow cannon, these guys are the best at decimating enemy naval vessels and staying up in the skies.

Berserker II Naval Lander (BN-L2): A stout carrier airplane designed to drop marines and small vehicles into combat areas via lightweight wingpacks and Esplorare cybers, capable of deploying its passengers and supplies over 300 kilometres away. Speed: High of Mach 7, Mach 9 with afterburners. Armour: Shell-3 Pendragon Armour. Engine: Space-worthy, Improved NewEra engine; with a M/AM reactor as an afterburner and PPS energy source. Weapons: 6 Gremlin coilguns, 2 Firepunch Missile tubes (carries 10 Firepunch Missiles). Miscellaneous: Carries 1 Salamander APC, 2 Bantry-class APCs, 2 Hooligan-class UAVs, 1 EPAUV. Crew: 2 pilots, 20 marines; Cuervo AI. Defences and Electronics: Erebus Cloaking, AMKIII suite, Supercooling systems, emergency ejection seat, FlareFoil Plus, Sound buffers, 2 aMMDS, Resumption, GyroLazer Cameras, Fulger Wiring, SCAD, and a mini-effector for detection, hacking, electronics disabling, and sensor jamming.

Ignis Tempestas II Attack Helicopter (IT2 Attack Helicopter): Heavily armoured and heavily armed attack helicopter. Armour: 15mm of Protective Surfacing; 10mm of EM-resistant CyberArmour and kinetic-resistant CyberArmour; and an inner 20mm of hyperdense plaisteach frame for rigidity. Engine: High-Powered, High-Efficiency Rotary and Jet Motors; back-up NewEra Engines in case primary engines die. Weapons: 2 dual-barrel Gremlin coilguns, 8 standard A-G Firepunch missiles, 14 Bolt Missiles, 2 bunker-buster Chord Missiles, 1 Beta CREWS turret. Crew: Pilot, Co-Pilot (Navigator, Gunner); advanced Cuervo computer for auto-pilot and weapon targeting. Defences and Electronics: Cloaking heat sinks and cooling chambers, blast-proof glass, emergency ejection seat, FlareFoil smoke, Sound buffers, FireTeeth point defence, Resumption, GyroLazer Cameras, Fulger Wiring, SCAD, and a mini-effector for detection, hacking, electronics disabling, and sensor jamming.

Berserker II Naval Fighter (BN-F2): Manoeuvrable, designed to dominate the air in ocean theatres; but also an all-around fighter capable of orbital combat. Speed: Mach 20. Armour: Protective Surfacing, Gravity Fields, EM-resistant CyberArmour. Engine: Space-worthy M/CAM reactor; with UltraCapacitor for powering the gravity field generator and emergency power if the jet is successfully hit by an EMP. Weapons: 14 Bolt Missile tubes, 3 Hypervelocity-ClusterCluck-Trireme Missile tubes, 3 Gremlin coilguns, 2 Epsilon CREWS; for every tube there are two missiles. Miscellaneous: Arachnid-class UAV. Crew: Pilot; Cuervo software. Defences and Electronics: Cloaking, Gravity fields, Supercooling systems, emergency ejection seat, FlareFoil Plus, Sound buffers, GARDA point defence, Resumption, GyroLazer Cameras, Fulger Wiring, SCAD, and a mini-effector for detection, hacking, electronics disabling, and sensor jamming.

Berserker II Naval Bomber (BN-B2): Highly lethal, designed to be a ship killer and a coastal assault bomber. Speed: Mach 18. Armour: Protective Surfacing, EM-resistant CyberArmour, Portable Plasma Shield. Engine: Space-worthy, Improved NewEra engine; with a M/AM reactor as an afterburner and PPS energy source. Weapons: 10 Trireme Missile tubes, 2 Planter Missile tubes, 2 ClusterCluck/Half-Brujah hybrid missile tubes, one large antimatter missile tube, 2 Epsilon CREWS; for every tube there are at least two missiles. Crew: Pilot; Cuervo software. Defences and Electronics: Erebus Cloaking, Supercooling systems, emergency ejection seat, FlareFoil smoke, FlareFoil Plus, Sound buffers, Gremlin point defence, Resumption, GyroLazer Cameras, Fulger Wiring, SCAD, and a mini-effector for detection, hacking, electronics disabling, and sensor jamming.

Orb-Weaver I CAS Helicopter (OW1-CAS): A helicopter designed for close air support - supporting ground units in the battlefield. Fast-moving and agile, the chopper can carry up to 4 marines overall. It is armed with 14 Bolt Missile tubes and 2 large Gremlin Coilguns for pilot use, and two Beta CREWS turrets at the side for gunners' use. Electronics: Absorbitron suite, mini-effector, SCAD. Features cloaking, sound and heat dampening tech, and Flarefoil Plus for countermeasures.

BN-F2, Ishtar Variant (BN-F2ξ): A stealth superiority variant of the BN-F2 jet, designed purely to eliminate hostile air threats and execute special operations. Speed: High of Mach 13; Mach 15 with afterburners. Armour: Shell-1 Pendragon Armour, Gravity Field projector. (as a side-note, the cockpit windows are in fact a layer of Shell-2 Pendragon armour. GyroLazer cameras, as well as hundreds of thousands of highly durable, highly dense Surveillance Nanites located on the exterior of the "windows", provide high-quality display, and the extra lining of Pendragon Armour allows for better targeting/AR integration and protection for the pilot(s) while also granting the cockpit its own atmospheric pressure) Engine: DPF fusion engine, chambered with signature-suppressing cooling passages; a miniaturized VASIMR thruster for short- to medium-range space flight (drains a lot of fuel to use). Weapons: 4 Heavily-charged Gremlin coilguns, 2 SolarClaw cannons, 16 Erebus-fitted Bolt Missile pods, 4 Lapilli missile tubes, 2 FirePunch missiles, 1 Bomber missile. Miscellaneous: A small nanite factory that can be converted into Gremlin bullets, create small packets of antimatter, etc.; 3 Arachnid-class Leg UAVs, also fitted with Erebus; and one EPAUV. Crew: Pilot, vestigial Co-Pilot (no co-pilot required, so it may also be an Ishtar Marine who can deploy from his/her seat, his/her MBG equipped with wingsuit functionality); Cuervo AI for auto-pilot, AR display, and precise targeting. Defences and Electronics: Fulger wiring, GyroLazer, advanced heat sinks, Erebus, Mini-Effector, SCAD, FlareFoil Plus, Resumption, Battlescreen, and PPS for space engagements.

BN-B2ξ: A stealth variant of the BN-B2 bomber. Exactly like the BN-F2ξ in components, with different armaments, different design, some extra defences, and three pilots (two bombing pilots - wearing Harvestman MBGs - and the main pilot). Speed: High of Mach 10; Mach 13 with afterburners. Weapons: 1 Heavily-charged Gremlin coilgun, 4 FireTeeth countermeasure cannons, 6 Bomber missiles, 4 Tephra Missile tubes (each carrying 3 Ash missiles and 1 Lapilli Missile), 2 Trireme Missiles, and 2 Volcanic Bombs. Miscellaneous: 2 Erebus-equipped Gangster-class UAVs; 1 EPAUV.

Bleeding Edge II Superiority Fighter (ßSF-2): Unlike the BN-F2ξ (another Tier-2 fighter jet), the ßSF-2 is not a multirole fighter, instead purely designed to take out targets in the skies. Although it isn't built with orbital combat in mind, it is perfectly capable there as well. Speed: Mach 20, Mach 22 with afterburners. Armour: Similar to the BN-F2ξ. Engine: DPF fusion engine, chambered with signature-suppressing cooling passages. Weapons: 2 Sheut coilguns, 2 Epsilon CREWS plasma guns, 4 Raijin Missiles, 3 Hit Missiles, 6 Bolt Missiles. Miscellaneous: A Tendril Battery is available - not necessarily weaponry, nor defence and support, as they performs all three roles. Crew: 1 Cranefly marine; Tome-integrated Cuervo AI. Defences and Electronics: Monolith, Battlescreen, Tome, Fulger wiring, GyroLazer, advanced heat sinks, Erebus, Mini-Effector, and Resumption.

Bleeding Edge II Bomber Hybrid (ßBH-2): The Bomber Hybrid is an air-to-ground, air-to-sea aircraft that can convert itself from a stealthy, well-protected attack "helicopter", to a balanced vehicle that can tunnel through water or ground alike, to a speedy bomber jet. All around, it is a heavily armed, tactical weapons platform worth every penny for its expensive value. Speed: 300 mph in its "Tunneler" form; Mach 13 in its bomber jet form (Mach 15 with afterburners). Armour: Similar to the BN-F2ξ, except with 1 shell upgrade to its Pendragon Armour. Engine: Same as the ßSF-2. Weapons: 1 rocket-propelled JSAR-2 coilgun, 2 Epsilon CREWS plasma guns, 4 (ClusterCluck) Raijin Missiles, 6 Bomber Missiles, 2 Planter Missiles, 2 Volcanic Bombs. Miscellaneous: 1 Thug-class UAV, 2 EPAUVs; along with a Tendril Battery. Crew: 2 Cranefly marines; Tome-integrated Cuervo AI. Defences and Electronics: Same as the ßSF-2, plus two aMMDS turrets, and a MeltWave turret.
Variants replace the Planter Missiles with different armaments: Sea variant has Lapilli Missiles and the Stealth variant has Hit Missiles.

Tier-One Divisions


Clotho-class Skimmer: Catamaran with Rayador central pontoon designed for both naval combat and coastal bombardment. Armed with 5 Floggers, 1 RSB, Hypervelocity Cluster-clucks, a CREWS for point-defence, (§)AAA for anti-air, and Trireme Missiles. Also carries 4 Bluejackets with Barnacles and a Hooligan-class UAV. Managed by Cuervo Mk.6 AI; sonar; SCAD; and radar. Carries 10 marines.

Clotho-class Battleship: The classic-series Battleship, with some new tweaks; and the size of a Small Battleship. A naval combat ship with 28 sea-sea long-range Gremlin coilgun cannons (mostly used for point defence/anti-air, but fully capable of engaging ships), 1 Riftgun, Ship Nacelles, 4 sea-land railgun artillery, 2 RSBs, and 1 Naval GARDA, with sonar and a mini-effector. The engines run through self-sustaining hydro-electric turbines and back-up capacitors. Uses Rayador Turbo-Propellers. Carries 300 Bluejackets; 5 Battersea cybers for maintenance; 50 Harpies; 8 BN-B2s; 4 BN-L2s and 2 Skimmers. 5 crew, 16 aircraft pilots, 60 marines; the majority is done by the AI.


Lachesis-class Skimmer: Also called the "Snapper", this is a fast-attack craft with all-terrain capabilities. On the bottom of the hull are flaps that can flip open to reveal half-track wheels so that it can be beached and move on land. It can also submerge down to 200 metres. Armour: Swordsheath, kinetic-resistant CyberArmour. Weapons: High-velocity Gremlin cannon, Alpha KOBOLD, Salamander Missiles, Whiptail, and a TankRail firing SCAPC2 scanners as well as Tank Pin shells. Miscellaneous: 2 SBTUNVs. Crew: 7 Bushmasters; Cuervo computer, 1 Bluejacket, 3 Sentry cybers. Defence and Electronics: Sonar/SCAD, Full-Spectrum Scanner, FlareFoil Plus, Mirror Fields, Harpies for point defence, Battlescreen, and a Beta KOBOLD.

Lachesis-class SAIL vessel: The new and improved Submersible Aircraft Interceptor and Lander for the Lachesis tier. Very fast supercavitation-able design with a Swordsheath layer when submerged. Upon surfacing, the vessel becomes a miniature aircraft carrier with Rayador Turbo Propellors. Carries 5 IT2s, 2 BN-F2s, 1 BN-B2, 2 Hooligan-class UAVs, and a Lachesis-class Skimmer. Armed with four ship nacelles containing 20 Salamander Missile tubes and 5 Trireme Missile tubes each; three railguns (one of which fires Cannonball ammunition); and 50 retractable Gremlin flak coilguns. Has SBTUNVs for recon, sonar, mini-effector for high-range detection and sensor jamming, Resumption for quick repairs, and Harpies for point defence. Crew of 23 (3 Pilots, 7 Bushmasters, 13 Aircraft Pilots); and Cuervo computing, with Battersea cybers for assistance and protection.

Lachesis-class Frigate: A long, sleek craft, built to engage hostile aircraft and coastal emplacements. Armour: Swordsheath, kinetic-resistant CyberArmour, gravity fields. Powered by a conventional nuclear fission reactor, along with UltraCapacitors for back-up in case of an EMP strike. Weapons: 2 Riftguns, 90 Gremlin flak guns, 20 Epsilon CREWS flak guns, 6 Ship Nacelles (each carrying 5 Trireme Missiles, 10 Hypervelocity ClusterClucks, and 15 Salamander/Red Stalker/Epsilon KOBOLD hybrid missiles), a Cat-O'-Nine-Tails, and a Flogger. Carries 2 Hooligan-class UAVs, 2 AHUNVs, 3 Lachesis-class Skimmers, 1 BN-B2, and 1 IT2 Attack Helicopter. Defends itself with 4 Esplorare cybers, 2 aMMDS platforms, 1 bMMDS platform, and a KOBOLD battery. Crew of 28 (4 Pilots, 21 Bushmasters, 3 Aircraft Pilots); and also has two Cuervo computers.

Lachesis-class Pocket Battleship: A heavy-duty battleship designed for bombardment and ground support, with some naval combat capabilities. 18 sea-sea/sea-land Killjoy-Scorch combat cannons, 12 sea-land artillery Killjoy Floggers, 2 Riptide artillery motors, 2 Cannonball railguns, KOBOLD turrets, and an (§)AAA, with sonar and a mini-effector. Reaches 65 nmph. Carries 2 Hooligan-class UAVs, 3 Gangster-class UAVs, 1 Ignis Tempestas I Attack Helicopter, 1 BNF2, 2 BNB2s, 2 Skimmers. Catamaran design to support an efficient aircraft base while at the same time absorbing hits from missiles, etc.


Atropos-class Skimmer: This Skimmer is an improvement on the outdated classic-series version. Utilizing Rayador Turbo-Propellers to cut through the water at blinding speeds, its primary function is to provide an extra gun platform for naval battles. Armed with SCAPC2, all three KOBOLD turrets, a Barnacle gun, Ship Nacelles with anti-air missiles, 3 Gauss cannons for point-defence, and a Cannonball railgun. Managed by Cuervo Mk.6 AI, and sonar and radar.

Atropos-class Destroyer: Primarily a ship-to-ship/ship-to-space combat vessel. Speed: Rayador Turbo Propellors give it an option of three different levels of speed, the top speed reaching 80 nmph. Armour: SWORDSHEATH and a thick layer of CyberArmour, with intermingling meshes of CyberMuscle, absorb both kinetic and plasmatic impact. Engine: A nuclear fusion engine, coupled with Fulger wiring, provides high power output and reliability against EMP attacks. Weapons: 3 Riftguns, 4 Gremlin AA coilguns, 1 Cannonball railgun, 4 FirePunch missile batteries, 1 Manticore battery. Miscellaneous: 2 Skimmers, 10 DSASUNVs, 2 IT2s, 1 BN-F2; an extra bay is used as a munitions supply area. Crew: 17 Sailors, 10 Fuathan, 6 Aircraft Pilots, 8 Battersea cybers; Cuervo AI software. Defences and Electronics: 2 Ship Nacelles carry 200 Bolt Missiles each for point defence, FlareFoil Plus, Anechoic Tiling, Battlescreen, Sonar, 2 Mini-Effectors (one of which detects things in or around planetary orbit).


Infiltrator APC: Eight wheels, eight passengers and one hulking 30mm SolarClaw turret (with a Knife Missile turret as a secondary), the Infiltrator is the ultimate in armored personnel carriers. With heavy combat armor, smoke screens and enough supplies to last a week this platform is guaranteed to get marines in and out before the opposition knows what hit them. Based on Marine LAV-25.

Salamander APC: An APC that can stay underwater for 2 days, holding 8 passengers. It is fitted with a unique turret that fires hybrid missile-torpedoes for all-terrain capabilities. With its relatively lighter armour, the Salamander can reach 30 knots/35 mph underwater, making it a difficult target to hit.

VTOL MEVs (Medical Evacuation Vehicles): They are currently the best in the world. They use VTOL engines and CJHS to fly, and hold 20 patients each, as well as medical supplies, such as Attis nanites, demilitarized Tarantula and Sentry cybers, etc. Crew is a Grunt medic.

Hellstriker II Rocket Artillery Tank (H2-RAT): (Image) Used for indirect engagements against heavily entrenched enemies, for tasks that require the demolition of an enemy bunker, or direct confrontation with multiple armored targets. There are 6 primary rocket pods, a separate Targeteer for each (or manual control available). Depending on whether it is a Strike-variant or Support-variant RAT, the pods respectively fire Red Stalker/Chord Missile hybrid rockets (for initial bombardment and taking down bunkers), or ClusterCluck/Killjoy/Hypervelocity rockets (for secondary bombardment and taking down vehicles/infantry). Quite volatile either way. In each rocket pod compartment are 3 separate tubes (totaling up to 18 tubes) each housing smart Knife Missiles. In between the two missile nacelles is a FireTeeth HMG combined with an Element gun for anti-infantry, anti-nanobot engagements. Although the RAT is all-terrain and semi-amphibious (like all Hellstriker-class vehicles), it is rather slow moving, and works better with a variety of different vehicles, light or heavy. Fulger wiring and heavy Pendragon armour perform strong protection against all types of weaponry and electronic warfare. Crew: 2 drivers, 2 gunners (4 Grunts); Cuervo intelligence is also attached for "auto-pilot" mode. Comes with Battlescreen and bMMDS for protection, and Fulger Wiring makes it unaffected by EMP attacks; and SCAD and a mini-effector for detection.
Essentially, this is a pricy tank that can really get the job done.

Hellstriker Battle Reconnaissance and Rail Runner (H-BR3): (Image) A light vehicle with an anti-radar figure, as well as active cloaking and low-heat engines. Armed with a double-TankRail, this tank destroyer excels in range. The kinetic projectiles have TracerRound capabilities, as well as toggling Red Stalker smoke. As a secondary, the HBR3 has a retractable, miniature AA battery hidden in the hood, as well as a Whiplash opposite of the double-TankRails. Finally, a strong sensor beacon and comms-strengthener is on board, to perform recon. A versatile vehicle, used as both support and direct, moderate-to-long range combat.

Hellstriker II Hover Tank Destroyer (H2-HTD): The H2-HTD serves an identical function to its predecessor. It acts as a ramming vehicle and minesweeper, breaking up flanks, mowing down armoured targets and infantry alike, by use of some powerful force field/plasma shield technology. It floats some 2 feet above the ground, but can float up to 12 feet to be on top of another vehicle. It is armed with a Cat-O'-Nine-Tails, a Manticore, and a KOBOLD defense system. Automated with a Cuervo AI.

Hellstriker II BAttle Tank (H2-BAT): The BAT's two variants - Strike and Scout - replace current H-UAT and H-ULT models respectively.
The Strike-variant "Spectral" BAT is designed to take on a front line role, with direct confrontation against other tanks - lots of firepower, slower than average on the ground, but not by much. Engine: Hydrogen-powered with CJHS thrusters for a special boost in speed, maneuverability, and flight. Armour: CyberArmour, with Protective Surfacing. The hull has many contours - from a bird's eye view it nearly looks like a star, with pointed edges jutting out from the middle of the sides; and from a ground view the hull has two cut-off parts forming convex angles, from the bottom 45 degrees to about 25 degrees by the time it reaches the top. Weapons: Designed with Scorch technology, allowing for Tank Pins to follow the front Pin's exact path, and decreasing recoil, the main turret is a triple-barrel TankRail, with each barrel capable of slightly changing their angle from the others, giving the BAT multi-targeting capabilities at longer ranges. The main turret comes with a coaxial HMG that fires packets of Erosive and Anti-Nanites for taking out infantry. A secondary, independently turning turret is armed with 2 Knife Missile tubes, a Gremlin MG and a short-range Killjoy automatic grenade launcher. Crew: 1 driver, 4 gunners (5 Grunts); Cuervo AI. Defenses and Electronics: Fulger Wiring, Resumption, Battlescreen, Mini-Effector, SCAD.
The Scout-variant "Vampire" BAT is designed for more one-on-one, flanking, and reconnaissance scenarios. Though not to be confused by the BR3 this tank sacrifices some level of its firepower and capability to engage multiple vehicle targets at a time for speed and mobility in dense (i.e. urban, tunnels, narrow) environments, and its anti-infantry/anti-drone strengths. Engine: Hydrogen-powered with CJHS thrusters for a special boost in speed, maneuverability, and flight. Armour: CyberArmour, with Protective Surfacing. Unlike its relative, the Vampire has a much more rectangular hull - with slight contours and angles that build up into a sleek form - that helps it dodge incoming shots, and make the most of its slightly thinner armour. Weapons: The main gun turret burst fires Naiad tank shots, which can work surprisingly well against even the heavier vehicles - a single hit is often enough to eliminate the target. An auxiliary turret is coaxial with the main one, and fires Drag-variant JSAR-2 ammunition, which can be used to eliminate higher-value targets. Secondary weapons include three gun turrets that fire Gremlin bullets, and a MeltWave device on the rear. Crew: 1 driver, 4 gunners (5 Grunts); Cuervo AI. Defenses and Electronics: Fulger Wiring, Cloaking, Resumption, Battlescreen, Targeteer, Mini-Effector, SCAD. GyroLazer cameras provide passengers and gunner with a 360-degree overview of the outside.

Bantry Assault APC: A light-armoured APC. It has 2 FlareFoil Plus Turrets, a FireTeeth HMG, and a Whiplash. Can carry 10 soldiers. It's mostly used to be behind the ranks of tanks, to deploy so as to flank, support, or eliminate stranded enemies.

Bantry Universal Half-Track: A vehicle used to clamber over rough terrain and seal off breaks in assault lines. It has UberTraction, a DLL, a TankRail, and an aMMDS. It also has sensory equipment for recon.

Bantry Scrambler Light Vehicle: A low-level VTOL ground/amphibious warfare vehicle. It has two FlareFoil+ turrets, 2 aMMDS's, 3 Whiplashes, a single FireTeeth AA gun, and a SCAPC device hidden under the armor. It also carries 4 Hyperion cybers. Its purpose is to flank enemies, decimate infantry, and disable missiles and electronic/comms equipment. Automated.

Bantry Heavy Missile Truck: A CJHS-thrusted vehicle that carries two missile batteries (Cat-O'-Nine-Tails, Firepunch Multi-Missile Battery) and a Barnacle Gun (with Half-Brujah warheads attached to the Pods). Attached with a sensor suite (effector and SCAD), given Fulger wiring, and overall protected by a KOBOLD point defense system and cloaking tech, this 1-man-driven vehicle can do some serious artillery damage.

Bantry Tank Carrier: (Image) The Tank Carrier is a massive, heavily-armoured vehicle designed to carry a platoon of marines, or just extra vehicles and equipment, or a bit of both. The idea is that it can act as a forward operating base, generating a plasma shield when at rest. It is armed with a massive TankRail (firing a combination of JSAR rounds, TankPins, and Killjoy Shells) and several coilgun turrets, which fire Gremlin, Naiad, and FireTeeth bullets. It has a sensor suite as well, to detect underlying land mines, incoming projectiles, or incoming enemy forces. Can carry up to 3 tank-sized vehicles; a platoon; or half a platoon and 2 vehicles.

Bantry AA Vehicle: Sometimes you just need a reliable platform that can take down all those pesky missiles and aircraft. We've attached every AA and anti-missile emplacement we have onto this vehicle, making it perfect support against strong air presences. Weapons: 1 Scorch-Gremlin AA, 1 Naiad AAA, 1 (§)AAA, 1 (ß)AAA, 1 Meltwave. Defences and Electronics: Supercooling systems, heat sinks, Resumption, FlareFoil Plus Fulger Wiring, KOBOLD defence systems, aMMDS/bMMDS defence systems, Battlescreen, Energy Field Manipulators, one sensor suite (carrying a mini-effector, SCAD, satellite GPS, etc.).

Bantry Infantry Mobility Vehicle ("Bimvee"): A stout, amphibious vehicle designed to carry troops around at lightning speeds. Heavily armoured, the Bimvee uses CJHS systems for wheeled and flying mobility. Armour: Tough CyberArmour all around, even at its belly. Energy fields can be manipulated to focus on any side of the carrier, and a permanent field is located on its belly to protect it from mines. Weapons: A Gremlin MG turret is used to take out most targets, while a Knife Missile tube and an aMMDS are also present for defense and combat. Crew: 3 Grunts; Cuervo AI. A Bimvee can hold half a platoon, or a quarter of a platoon and supplies. (e.g. medical, Hobgoblin hubs, nanites packets, etc.) Defenses and Electronics: Fulger Wiring, Resumption, Battlescreen, Mini-Effector, SCAD.

Arakhne I Bonding Urban Gun (A1-BUG): The BUG is a lithe, tough, six-legged mecha-tank capable of doing some serious damage in close quarters and guerilla environments. It is a bonding gun, meaning that the operator(s) - wearing any CyberDNA suits - bond with the vehicle at a nanorobotic level. The cockpit is a gyroscopic sphere, swiveling to whichever way the operator turns their head. Armour: CyberArmour, with Field Enclosures protracted outwards - not only as armour, but also for stealth (complete invisibility). Engine: Super-silent mini-reactor performs high-power situations, while a rechargeable UltraCapacitor seamlessly runs low-power situations, and auxiliary electronics. Uses treads and CJHS-enabled legs for mobility. Weapons: Main turret is a TankRail that fires smart JSAR-2 rounds; secondary weapons include a high-caliber Naiad turret, two FireTeeth turrets. Whiplash platform on the back area. Crew: 1 Grunt, room for another; Cuervo AI. Miscellaneous: 5 Harpies, 10 Tarantulas. Defenses and Electronics: Fulger Wiring, Resumption, Battlescreen, Mini-Effector, SCAD, GyroLazer cameras.

Arakhne I Tactical Spitter Vehicle (A1 "TactSpit"): The TactSpit is a specialty vehicle designed for speed, interdiction, stealth, and shock combat. Armour: Physical hull is made of a CyberArmour-vedurium alloy, to protect against both conventional and nanorobotic attacks. The vehicle has a very low form with a wide surface area, with eight highly maneuverable, fully CJHS-enabled legs. Weapons: As its primary weapon, the TactSpit uses two high-power energy/auxillary field projectors, known as Spitters, located at the frontal area. The fields have long-range (100 km) capability, and are extremely powerful - one tactic that this mecha can use is "grab" missiles, kinetics, plasma, and even aircraft in mid-air, and forcibly redirect them to a new location. More offensively, it can crush targets, level structures, damage communications networks, and multiply the strength and speed of other weaponry. The Spitters come with the usual benefits, such as cloaking and shielding. Secondary weapons are a Whiplash, a Naiad-Scorch turret, and Enceladus nanites. Crew: 2 Grunts; Cuervo AI. Miscellaneous: 10 Harpies (equipped with more projectors to help the Spitters), 5 Tarantulas. Defenses and Electronics: Fulger Wiring, Resumption, Battlescreen, Mini-Effector, SCAD, GyroLazer cameras.

Arakhne I Self-Propelled Infernal Machine (A1-SPIM): A six-legged mecha-tank with long-range and carpet bombing capabilities. Armour: Light CyberArmour, with Field Enclosures protracted outwards - not only as armour, but also for stealth. Weapons: Main turret is a three-barreled TankRail system, with each barrel stacked on top of the other. The top barrel can fire, and all the recoil is directed upwards, whereby the second barrel is pushed into the same spot as the one above, and fires its shot seconds after - the third and final barrel following suit. The infernal machine system can fire Naiad or Drag-variant JSAR-2 rounds. Fixed to the mecha-tank are its secondary weapons: 2 ClusterCluck/Killjoy/Hypervelocity missile tubes, and 2 SolarClaw turrets. Crew: 1 Grunt; Cuervo AI. Miscellaneous: 15 Harpies. Defenses and Electronics: Fulger Wiring, cloaking, Resumption, Battlescreen, Mini-Effector, SCAD.

Arakhne I Mixed Carrying Vehicle (A1-MCV): A huge, six-legged vehicle, that carries marines, close air support, and armour in from one location to the next. It has three levels; on the first (ground) level, it can carry up to 4 tanks, 6 APCs, and 5 mechs. Located on the second level is the control room for 3 pilots, and the quarters for the drivers, pilots, and up to 2 platoons of marines. The third level is composed of miniature airstrips and landing pads, protected from the rain with a Swordsheath reactive armour layer. This landing pad spot supports storage for up to 1 BN-L2, 2 Arachnid-class UAVs, 2 OW1-CASs, and 2 IT2s. Armed minimally, with KOBOLD point defense, aMMDS, bMMDS, and FlareFoil Plus. Carries Gremlin turrets as well, across the sides.
A Lachesis wet navy variant is available (the Λ-A1-MCV), and turns the legs into Rayador Turbo pontoons instead of CJHS thrusters/wheels.

Arakhne I Mobile Artillery Unit (A1-MAU): A heavy, four-legged mecha with a big arsenal of long-range projectiles. Can crawl on legs at 20 km/h, and move with wheels at 80 km/h. Totes 4 Riptide Artillery units, 3 Whiplashes, and a railgun (with Gremlin and JSAR-2 artillery shells). Stealth variant mechs carry Bomber Missile platforms and big CJHS thrusters as an extra form of travel.

Blatta II Ultra Heavy Tank (B2 Ultra Heavy Tank): Heavily armoured and heavily armed tank destroyer. Armour: Dense Pendragon armour for frame, and front and back hulls, with dabbles of CyberArmour everywhere else; and an overlaying Protective Surfacing. Gravity field projectors push away incoming projectiles and missiles on the sides. A short range Portable Plasma Shield is also onboard. Engine: M/CAM reactor; an UltraCapacitor powers the PPS and also CJHS systems - the latter of which are mostly used to lighten the overall weight of the tank to make it move faster than one would suspect. Weapons: The tank is built with two separate TankRail turrets. The front turret has three barrels - one which fires JSAR-2 rounds, the other two which fire powerful plasmic rounds. The second turret - located higher up, and farther back, is a long TankRail that fires high-piercing, long-range Gremlin rounds. Part of the turret is a compartmentalized missile platform with a medley of different caliber missile pods: 2 Triremes, 1 FirePunches, 12 Knife Missiles, and 2 Half-Brujah ClusterClucks. Secondary weapons: four low-caliber Naiad turrets are located on each side, while one SolarClaw turret is on front and on back. Crew: To maximize armour potential and manpower, the 7 Grunts assigned to an Ultra Heavy Tank are subjected to BioMech pods and control the vehicle within a Virtual Crew environment. Miscellaneous: 10 Harpy drones circle this tank, fitted with energy field technology. Defenses and Electronics: Fulger Wiring, Cloaking, Resumption, Battlescreen, Mini-Effector, SCAD, Targeteer, GyroLazer cameras.

Marauder Light Vehicle: A stout vehicle that has a single Cat-O'-Nine-Tails and a Meltwave dish. Carries 5 Sentry cybers. Used to overwhelm in numbers. Automated.

Contritio II Self-Propelled Gun (C2-SPG): This vehicle has the armour and mobility of a tank, with the arsenal and range of a stationary artillery emplacement. For the most part, it is designed to eliminate armoured vehicles. It features two TankRails and a much larger gravity-driven railgun, and carries a Manticore Battery at the back. Fires off a combination of Cannonballs, Trireme Missiles, and large JSAR-2 ammunition. Crew: 1 Driver, 1 Gun Operator; Cuervo Artificial Intelligence is also attached. Carries an Absorbitron Comjam suite, cloaking technology, and SCAPC2 kinetics.


The AEN describes Combat Vessels (CVs) as military spacecraft capable of fighting on its own; All-Encompassing Vessels (AEVs) as craft that fight in tandem with other ships of its caliber; and Cruisers and Attack Units (AUs) as auxiliary (usually automated) ships that can support other ships in a variety of ways (Cruisers have a balance between armour, weapons, and speed, and sometimes do not have weapons at all; while AUs have more weapons, and a balanced amount of speed and armour). The ORMV is a vehicle designed for special missions or peacetime roles, and balanced enough to deal with any threat.

Squid Boarding Cruiser: A glorified spacecraft shuttle designed to latch onto bigger ships and board them. The ship can extend an airtight tunnel-like walkway and temporarily (or permanently) fuse it onto other ships with BV nanites. If a door is not provided, more nanites do the job in quickly Eroding away the other ship's hull. It takes roughly 1 minute for the boarding process to take place. Armour: CyberArmour with Lustrous fibers on its outside, preventing nanites from gathering on the ship; Field Enclosures. Speed: 0.2c in real space. Weapons: Armed with point defense weapons - aMMDS, bMMDS, GDRS. Crew: 25 marines, 5 pilots; also automated. Defenses and electronics: Regenerative Wiring, Resumption, mini-effector. HFPE: The Cruiser also has room to carry a bomb of significant payload, so upon boarding the ship must surrender under pain of death.

Yellowjacket Drone Cruisers: These are the spiritual successors to the Bluejacket cybers used in the Ocean Navy. The Yellowjacket is a small, shuttle-sized automated ship launched in droves, from specialized railgun-rocket hybrid pods on bigger ships. Dimensions: 5 to 15 metres long, 4 to 8 metres wide, 3 to 7 metres thick. Speed: 0.4c in real space, with an acceleration of 9.5 m/s/s. Armour: NMD CyberArmour, capable of protecting itself from most beam weapon attacks and some kinetic attacks; and Langston Fields for cloaking/protection. Engine: M/AM fusion reactor. Weapons: There are three different types of weapon configurations for the Yellowjacket. The Kin-Kit is a system of railguns and coilguns, firing a choice between Gremlin, Naiad, or Lupine bullets for the coilguns; and the railguns fire a choice between Kinetic and Counter-Defense Bolts - it sacrifices some weapon space for faster acceleration in comparison to its siblings. The Bee-Kit is a system of CREWS turrets and a GDRS, and comes with deployable drone mirrors to make shots at surprise angles. The Miss-Kit comes with a single Celestial Missile along with Comet Missile and Debris Missile rocket pods. The Elect-Kit has an Absorbitron suite, effector, and powerful target designator AI; altogether, it hacks, scrambles and destroys an enemy missiles' and ships' electronics, while finding weak points to their armour or design. Electronics and Defenses: Regenerative Wiring, Resumption, mini-effector, heat sink.

Jackal Take-Off & Landing Cruiser: A Cruiser designed to launch from larger ships, and descend to the surface of an asteroid or planet, with the intent to deploy troops and gear. It can do the opposite too: launching from a planet or asteroid's surface and connect to an orbiting ship. Armed primarily with point defense (aMMDS, bMMDS, KOBOLD systems, and GDRS), but also touting Bolt Missiles and Hypervelocity Missiles. Larger variants of the Jackal carry an Arachnid-class UAV as an automated escort. Inherent defenses, like Resumption, and SWORDSHEATH are there too, with electronics, like GyroLazer cameras, and Fulger Wiring.
Size of a Jackal ranges from 50*25*20 metres to 500*250*200 metres, with complementary numbers of 100-1000 marines, 5-50 vehicles. Speed ranges from Mach 10 to Mach 1.

Planetary-attack Attack Unit (PAU): Sort of a space-worthy UAV, designed to launch from larger spacecraft onto a planet or asteroid's atmosphere to either designate targets or eliminate ground forces. Very fast, clocking in up to Mach 21 with afterburners. Armed with a large array of antimatter nanomissiles, 2 Trireme Missiles, and 2 Planter Missiles; and retrievable sets of Bolt Missiles to take out aircraft. The PAU also sports powerful sensor and sensor jamming suites, and a mini-effector to hack enemy electronics.

Excalibur-class "Ladon" Deep Space CV: A warship designed with higher amounts of armour and weapons; slower real-space speeds, fast warp speeds. Designed to fight outside of orbital engagements, but more than capable in solar system combat nonetheless (its outer armour lets it be a million kilometres close to the sun without burning up). The Ladon CV has taken CSS to the extreme, so that even if its defenses fail, it can easily still fight with its multiple engines and command centers, even to the point where it is cut into 8 pieces. Dimensions: 5 km long, 1 km wide, and 2 km thick. Shaped like a seven-pronged tuning fork, with the "grip" as the front and the end of the "prongs" as the aft. Armour: Double-layered, very tough NMD CyberArmour on the outside, with kinetic-resistant CyberArmour on the inside; Field Enclosures; and Langston Fields for limited stealth and tactical shielding. Speed: 0.3c in real space; 70c in warp. Engine: Eight medium-sized M/AM fusion reactors, spread out equally across areas of the ship. Weapons: On the front: 10 Cosmic Crossbows, 20 CREWS, 5 Celestial Missile tubes, 2 Sky Father turrets. On each aft prong: 50 Stage-2 Comet Missile tubes, 30 Stage-2 Debris Missile tubes, 30 CREWS. Auxiliary Ships: 100 Yellowjacket Cruisers (50% Miss-Kits, 50% Bee-Kits), 1 T3AU, 8 Squid Cruisers. Electronics and Defenses: Fulger Wiring, Regenerative Wiring, Resumption, Nantenna Towers, Force Shield, 1 effector, 7 mini-effectors, aMMDS turrets, GDRS turrets, heat sinks.

Excalibur-class "Lindworm" Orbital CV: A spacecraft designed for orbital engagement and bombardment. Sacrifices in minimal real-space and warp speeds, for heavy-duty armour and an arsenal of weaponry. Basically a space fortress with thrusters. Dimensions: 1 km long, 300 meters wide, 200 meters thick. Shaped like a brick. Armour: Triple-layered CyberArmour, with Suspension nanites between each layer for better shock dispersion. Speed: 0.2c in real space, with thrusters on every side of the ship. Weapons: On the front end: 3 Sky Father turrets, 10 Celestial Missiles, 4 Cosmic Crossbows. On each broadside: 30 CREWS, 20 Stage-2 Comet Missile tubes, 10 Debris Missile tubes, 5 Cosmic Crossbows. On the aft end: 4 Orbital Cannons, 6 Tempest Bombs, 5 Cannonballs, 3 Manticore batteries, 2 CREWS turrets. Auxiliary Ships: 100 PAUs, 32 Yellowjackets (25% Kin-Kits, Bee-Kits, Miss-Kits, and Elect-Kits), 10 large Jackal Cruisers. Crew & Misc: 10000 marines (max), 500 vehicles. Automated with a Cuervo AI. Defences and Electronics: Fulger Wiring, Regenerative Wiring, Resumption, Nantenna Towers, 3 effectors, aMMDS, bMMDS, GDRS, heat sinks.

Excalibur-class "Phantasm" Deep Space CV [Experimental]: A spacecraft with its stealthy design not quite yet completed. Several Frisson projects will interact with this later on. For now, it is a ship combining speed, stealth, and an weapons, with less focus on armour. The Phantasm uses CSS to an extreme; with its tiny crew hooked up to [Frisson], piloting in Virtual Crew environments, heat permeated from life support is non-detectable. Indeed, with supreme AIR technology, thermal signs are all but snuffed out, to the point where a black body Langston Field would be more noticeable than this ship's normal systems. Dimensions: 2 km long, 60 metres wide, 30 metres thick, with a 100-metre sphere at the aft. Shaped like a long, sideways skyscraper, with jutting out weapons platforms and a fat propulsion system/engine and living quarters at the back. Armour: Shell-1 Pendragon Armour (thin variant), Langston Fields, Field Enclosures. Speed: 0.5c in real space, with acceleration of 12.5 m/s/s; 75c on warp. Thrusters at the front end of the ship provide maneuverability, and an ability to "twist" the ship around quickly. Engine: M/AM reactor buried beneath several layers of heat-absorbing CyberArmour, and neighboring an Absorbitron for nearly 100% energy efficiency. Weapons: On the front: 1 Sky Father turret, 2 Cosmic Crossbows. On each thin side: 3 Cosmic Crossbows, 2 Stage-2 Debris Missile tubes. On one wide side: 30 Trireme Missile tubes, 30 Celestial Missile Tubes, 40 Stage-2 Debris Missile tubes, 25 Stage-2 Comet Missile tubes. On the sphere: 100 CREWS, 4 Sky Father turrets. Auxiliary Ships: On the other wide side, there are lines of ship launchers. 125 Yellowjacket Cruisers (30% Kin-Kits, 20% Bee-Kits, 10% Miss-Kits, and 20% Elect-Kits), 10 Field Projectors. Crew: 20 marines. Automated with a Cuervo AI. Defences and Electronics: Fulger Wiring, Resumption, Nantenna Towers, sensor suites (effectors, mini-effectors, Absorbitron), alternate energy sources (UltraCapacitors, [Frisson]), and heat sinks.

Excalubur-class ORMV-S: Top speed has been upgraded to 58c on warp, and a consistent .5c in real space (acceleration of 8.5 m/s/s). Armour: KEW-resistant CyberArmour, Field Enclosures. Weapons: 14 CREWS turrets, 8 Comet Missile (Stage 2) tubes, 3 Firepunch missile tubes, 8 Stage-2 Debris Missiles, 2 Lupine coilguns. Miscellaneous: 2 Jackel Cruisers, 20 Yellowjacket Cruisers, 10 Space Buoys, 1 Squid Cruiser. Crew: 10 pilots hooked up to Virtual Crew environments, 1000 marines; an AE super-computer. Electronics and Defenses: Cloaking, Fulger Wiring, Regenerative Wiring, Resumption, Nantenna Towers, Force Shield, mini-effector, aMMDS turrets, heat sinks, Langston Fields.

Exacilbur-class ORMV-C: A different model; albeit having the same size, same speed, as the ORMV-S. Sacrifices inner storage for more firepower. Armour: KEW-resistant CyberArmour, Field Enclosures. Weapons: 16 CREWS turrets, 14 Comet Missile (Stage 2) tubes, 6 Firepunch missile tubes, 2 Cosmic Crossbows, 4 Stage-2 Debris Missiles, 2 Lupine coilguns, 1 Manticore battery (space-worthy). Miscellaneous: 2 Squid Cruisers, 20 Yellowjacket Cruisers, 10 Space Buoys, 5 Field Projectors. Crew: 10 pilots hooked up to Virtual Crew environments, 100 marines; an AE super-computer. Electronics and Defenses: Cloaking, Fulger Wiring, Regenerative Wiring, Resumption, Nantenna Towers, Force Shield, mini-effector, aMMDS turrets, heat sinks, Langston Fields.

Tier-Two Divisions


Ishtar-class Skimmer: A fast-attack hydrofoil that doubles up as a low-altitude airplane. Speed: 100 nmph on the water, Mach 7 in the air. Armour: SWORDSHEATH reactive armour, Shell-1 Pendragon Armour. Engine: Dense Plasma Focus fusion engine, used for both the jet engine and Rayador Turbo Propellors. Weapons: 1 Tephra Missile Battery, 2 Epsilon KOBOLDs, 1 Bomber Missile, and a Salamander Missile for each of three pontoons. Crew: 1 Pilot (with Harvestman MBG), 7 Harvestmen; Cuervo AI composed with two motherdrives. Defences and Electronics: Fulger wiring, Heat sinks and cooling chambers, Erebus, Mini-Effector, SCAD/Sonar, UltraCapacitor, aMMDS, FlareFoil, PPS, Resumption, MeltWave.

Ishtar-class Warship: Nicknamed the "Staberinde" Battleship. It has five floor levels to accommodate for the gun batteries and missile emplacements; docking bays and landing strips; engines and defence outlets; and crew quarters. Speed: 70 nmph. Armour: Shell-5 Pendragon Armour (Shell-6 on the submerged parts of the hull), SWORDSHEATH reactive armour. Engine: Large three-chamber M/CAM reactor. Weapons: 5 Riftguns; 5 Manticore Batteries; 10 Railguns (capable of firing five different projectiles: HE Gremlin rounds, Barnacle cybers, Hooligan-class UAVs, EPAUVs, and one of three Tempest Bombs); 10 Tephra Missile Batteries; 15 Cinder Artillery Batteries; and 20 Anti-Aircraft Beta CREWS. 4 Ship Nacelles carry 20 Bomber Missiles, 10 Hypervelocity Salamander torpedoes, and 10 Bluejackets each. Miscellaneous: 30 EPAUVs, 15 BN-L2s, 10 Hooligan-class UAVs, 8 BN-F2ξs, 5 IT2s, 2 BN-B2ξs; 40 Blujackets, 15 UNVs, 10 Skimmers; and a medium-sized nanite factory bay to generate antimatter, munitions, suits, etc. Crew: 16 Sailors, 32 Aircraft Pilots, 300 Harvestmen; one highly intelligent Cuervo AI, given ten motherdrives and room for a biomechanical hub (when Frisson is complete) as its physical substrates. Defences and Electronics: Erebus, anechoic tiling, supercooling systems, heat sinks, Resumption, Fulger Wiring, KOBOLD defence systems, aMMDS/bMMDS defence systems, Battlescreen, Energy Field Manipulators, powerful sonar, and two sensor suites (carrying an effector, SCAD, satellite GPS, etc.)
Last edited by Terminus on 24 Mar 2016, 07:16, edited 47 times in total.
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Re: United Republican Monarchy of Aduron/Italy-Austria [URMA

Postby The Pez » 09 Jun 2012, 01:52


You may now post... I guess.
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Re: United Republican Monarchy of Aduron/Italy-Austria [URMA

Postby mat.gopack » 09 Jun 2012, 02:32

Interesting- so term is going to go inactive and pez will jump in and post once in a while? :P

Anyways, we are at war, so... :lol:
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Re: United Republican Monarchy of Aduron/Italy-Austria [URMA

Postby Constantine072 » 09 Jun 2012, 02:38

mat.gopack wrote:Interesting- so term is going to go inactive and pez will jump in and post once in a while? :P

Anyways, we are at war, so... :lol:

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Re: United Republican Monarchy of Aduron/Italy-Austria [URMA

Postby Terminus » 09 Jun 2012, 02:42

===Project Sets & Ongoing Projects===
All Project Sets are ongoing progress, unless specified otherwise. How much each set is invested in is variable over time.

Too Stubborn To Die (TSTD): A very secret project. It is split up into many different factions, where little can be revealed of each one: Project Record Player (data and records), Project AMKV (Absorbitron "cannon"), Project Safe Haven (shelter), Project Danu Talis (Story of Atlantis), Project Protégés (Protective shielding), and, the Too Stubborn To Die eternal light device. All of it is ongoing since the Siberian-Aduronian Cold War.

Interdiction: Applying continuously improved heavy EMP resistance to all our technologies. Also, as per Record Player, we have found out a way to keep our archives and data protected from an EMP blast equivalent to a 0.5 AU solar flare. Interdiction ensures that our cybers have a tiny "black box"-esque device physically in them, completely resistant to EM waves. Upon all functions disabled, this box will jump-start electronics and re-boot the memory drive with previously inputted orders - a new SPAN OS will scan the previous memory drives, safely search for viruses/relevant information, and replace the software. Hyper-densified regenerative wires would also be in the box, and will "unravel" themselves and repair damaged hardware. It would take about a minute to return the cyber to normal.

Scorch Improvements: Military defence systems with this technology have been constructed onto all our lands. This includes AA and coastal defence, and also parallels sensor jamming beacons, and magnetic shielding.

State-Of-The-Art (SOTA): Includes projects such as the Electromagnetic Effector (EM Effector), Project Sceith, Project Slaghtaverty, Project Labyrinth, Omni-Eye, and Project Cyan. Another project, Excession, is an upgrade to these projects, as well as a project of its own.

  • The effector is an electro-magnetic manipulation device. Possibly the most advanced EW weapon ever built by any nation.
    Passively, the effector may be used to read information from electromagnetic emissions. This includes electromagnetic transmissions (i.e. radiowaves), electronic equipment, and - biological brains (though only to a point).
    Actively, in addition to scanning, effectors may also be used to alter the state of biological and mechanical electromagnetic devices. They may be used to communicate, "hack" computers, or influence an entity's thoughts. An effector's effect on a biological entity may range from pain to disorientation or unconsciousness. The same method used to render a biological entity unconscious may also be extended to kill (though with limits).
    Effector manipulation may involve energy injection into a system (i.e. WET). This can be used to destroy devices.
    The range of this device is at last count 20 km for its passive function - less so for everything else, and we hope to extend this range to a much, much farther goal.
    Communication between two higher-level AE are performed with effectors as well. We've realized that the encryptions are both highly variable and highly difficult to track and crack.
  • CYAN: Mainly, there are two portions. A thin layer of CyberCells that stretch all around URMAn territory. CWCR wires and such create a nerve-like membrane in our entire lands. The heart of it is the CYber All-pervasive Nexus (CYAN), located in a secret location. This is a massive SPAN/HyperThought computer with a memory capacity of 1 yottabyte (and growing). It literally uses a fraction of its mental capabilities to monitor an entire layout of URMA, scanning every spot approximately 1 000 000 times a second. Since then, it has improved to a higher level of power. CYAN (the computer) is also currently used (in some more than others) in projects Sceith, Slaghtaverty, Interdiction, Labrynth, IndieGlobe, Omni-Eye, TSTD.
  • Sceith: Using Labyrinth and Slaghtaverty technologies, we are able to build structures completely unnoticeable to the naked eye, sonar, radar, and even some light and magnetic sensory equipment - by way of a military-grade version of Sintho. Bleeding Edge ships and Submarine "docks" and military bases are quietly situated under ocean floors, hidden by concentrations of lead casing and hyper-dense plaisteach. Territory is reinforced with underground bases and trench-like tunnels. In some parts of cities and such, a Black Robe or soldier can simply be scanned (thoroughly) and descend into these areas for rapid, unpredictable transportation. The beauty of it all is that when an area is marked for tunnelling/an enemy or intruder appears, the structures can "immediately" decompose and shift their layout. The tunnels are quite advanced, and allow us to hide the Wicked Place, and other IndieGlobe secret bases.

Quietus Initiative
A massive, ultra-secret branching division to make biological super-soldiers. There are many projects that form the QI's goal, but formally, the QI includes:
  • SPARTAN program: Rickarian project of the same goal as the QI. Information gleaned from this project has overall helped us out.
  • Agoge: Abducting children at infancy and training them to be cold-blooded fighters, like the Spartan warriors of ancient times. Training will be done at the Wicked Place. The initial 200, 000 ones will be taken away for 29 years, and be part of the Black Robe force after their childhood. 12% died from this initial attempt.
  • Krypteia: Involves extreme experimentation of Agoge subjects. We use underwater training centres and the Wicked Place (see below) to put Agoge subjects through various tests. The end goal is to monitor, explore, and encourage the development and observation of varied traits.
  • The Wicked Place: A very secret laboratory with a lot of resources. Here, we experiment very inhumane acts of experimentation, including studying the brain (up-close); testing bioweapons/pharmaceutical medicine; and testing the threshold a normal (un-GM'd) human can take in terms of surgery and blood toxicity. Test subjects come at a trickle or at waves.
  • Gladius: Involves artificial genetic replication. Viewing and understanding preferred traits found in Krypteia, and then creating systems/devices to artificially reveal these traits within a normal human being. Furthermore, the development of pseudo-cells - artificially creating biological, prokaryotic-like cells. A nucleus with genetic information is then "injected", along with organelles specific to the cell's function or preferred capabilities.
  • Quietus Alpha: Using our accumulated projects involving the QI, using InstaSpawn and InstaSpawn-esque chambers to make an army of humanoid soldiers. The first portion involves artificial selection of 34 of 200 DNA samples from Leto and SPARTAN products, "tweaking" chromosomal information, and injecting the sample into Gladius pseudo-cells. The second portion involves mass replication of the pseudo-cells, in regards to information gathered by Krypteia. The third portion involves testing the breeds in real life scenarios to make sure they have full potential. Any possibly unsatisfying or faulty clones are marginalized to the Wicked Place for other tests. In the end, the project has concluded that we can create humanoid armies with superhuman capabilities on the battlefield.
  • Doughboy: A new project for a new organism when it comes to war. Preliminary measures are taken to design tough, keratinous skin and a complex brain more intelligent and damage-capable than that of a human.
  • Cockroach: Genetic design for a very large organism that can sustain severe injuries, mentally shut off pain, and even regrow limbs, minor organs, and chunks of flesh after some time. For short-term repair, this involves an unconscious, mass-deployment of jacked-up clotting cells.
  • Weapon X: Creating a liquid alloy of vedurium, iarannuisce, CyberMuscle, carbon nanotubes, and other various tough materials, that can be coated onto the bones and bone marrow of a subject which, if the subject is given the right amount of extensive medical treatment, permanently bonds with the skeletal structure. It would be tough to penetrate this inner body armour, and is able to withstand the heat from plasmic bullets, &c.

The purpose is to marry our various missile techs/other techs to improve and add to all our missiles. This includes, but not at all limited to, the Knife Missile variants, Invisible Man, CyberArmour-protected rockets, Hypervelocity Cruise Missiles, Half-Brujahs, ClusterCluck, Chord Missiles, Red Stalker missiles, etc. Although there are many variants with FirePunch capabilities, there is the staple FirePunch missile prone to be upgraded. It is essentially a normal-looking, Tomahawk-sized missile. However, it has all the unique features of other, specialized missiles that we have. This includes, but not limited to, a CyberArmour-protected base, Half-Brujah anti-missile/anti-hacking protection (as well as its volatile capabilities), Hypervelocity speeds, Red Stalker FlareFoil smoke, a toggling force field, and most notably, the deadly Knife Missile/ClusterCluck marriage - ClusterCluck ballistic cluster missiles that detach off of the FirePunch missile can split up into 4 v2 Knife Missiles.
FirePunch is our baby, our trump card, our ultimate stopping power weapon. It is pure destruction.

Anti-InfraRed (AIR): Essentially keeping our (space) engines temperature-constant and low, as well as more protective heat signature shielding. Maui will somewhat help in this regard, as will SolarCell to absorb heat radiation. It also includes using materials to shield/absorb space radiation in general, so we don't need to have Force Field on consistently.

Omnivisual-InfraRed (OIR): Increasing our spacecraft-detection technologies, specifically in terms of heat detection. This semi-falls under effector R&D, but is technically its own project.

Belenos Defence
Hidden underground and on our coastlines are powerful defences. From out of the ground comes a large turret, armed with radar-intercept ClusterCluck missiles, a Cat-O'Nine-Tails, 5 SolarClaw lasers, and an RSB. Lead casing prevents heat detection and a GARDA protects it from small arms and ballistic cruise missiles. Included under the turret is an Omni-Eye sensor, used to detect cloaked vehicles. Construction and improvements of these turrets are ongoing, but we have already many built.

Surrogate Edition Navy: A limited, non-secretariat division that was used to upgrade our navy. The §-Class ships are still used today, as well as the applications it developed:
  • Devices & Applications:
    • Surrogate Anti-Aircraft Artillery ((§)AAA): Cannon that fire specialized shells. The shells are actually drones with motion sensors, timers, and a remote detonation signal controlled by the turret. Upon exploding, they emit a loud noise that scrambles communications. Also, besides giving off fiery detonation, the shells burst out FlareFoil smoke and tiny Killjoy drills which latch onto aircraft and dig into the machinery. The S-AAA also shoot FireTeeth flak at airplanes with advanced AI designation.
    • Naval GARDA: A much larger version than the Infantry variant. Used on naval vessels to destroy missiles, bullets, anything metallic. Also has an offensive purpose - can target enemy vessels' turrets and destroy their tracking systems.
    • Red Stalker Battery (RSB): Shoots a missile over a target, releasing Killjoy eggs and Shuriken-Tipped-Nunchuck-Filled-Grenade-Filled-Landmines before exploding as a FlareFoil. The missile itself is protected by a minor Besieger turret and FlareFoil smoke, thus named because of the latter.
      Assault Warship: Small boats that pack a punch at 110 mph and only 25 feet in size. Each is equipped with a Flogger, 4 torpedo tubes, proximity mines, and a small FireTeeth AA cannon. Holds munitions, radar and sonar. Controlled using SPAN, mainly automated. A crew of 4 is only needed, but it has room to hold 16 more. Used as patrolling, escorting, and overwhelming enemy fleets.
    • ClusterCluck Torpedos: A single torpedo is launched. Then, branching outwards is 8 AquaChord Bombs, attached to each are magnetic cluster Killjoy eggs and drills.
    • Riptide Artillery: Motor with retractable arm. One shell splits into 8 smaller shells, which explode on impact and give off nail-shaped pieces. These frags then explode themselves.
    • AquaChord Bomb: Invisible on most sensors due to its subtle design, the bomb displaces itself silently onto a ship. It then compresses a 15-foot long plaisteach spike into the hull with 500 psi worth of pressure. The spike fires out cluster bombs and the whole thing explodes.
  • Naval Vehicles: They all incorporate iarannuisce added in layers of the hull, with hardened plaisteach, together with thin layers much like plywood veneer. This gives a stronger hull overall, and less material mass for speedier ships. The Surrogate editions also have slightly more improved designs as well:
    • Battleship: A 'destroy' ship with 34 FireTeeth long range sea-sea combat cannons, 6 torpedo tubes, 4 RipTide artillery sea-land motors, 5 Floggers, with sonar and radar. Is a trimaran hull design with side-thrusters. Sacrifices durability for manoeuvrability and speed. Powered at first by oil, but once it reaches 15 nmph, the engines run through hydro-electric turbines. Can reach 70 nmph. The Battleship can hold an extra 200 troops, and 5 BN-F1. It contains 10 Skimmers which can reach the land.
    • Small Battleship: An 'escort' ship with 12 FireTeeth sea-sea combat cannons, 4 FireTeeth/Scorch hybrid triple-flanking cannons, 8 torpedo guns, 2 long-range artillery railgun motors, with radar. Has a catamaran hull. Sacrifices deep-water and rough water manoeuvrability for speed and armour. Powered like a Battleship. Reaches 80 nmph. Holds an extra 100 troops, 2 Salamander APCs, 1 month's worth of food for 150 people. Contains 5 Skimmers.
    • Tender: 10 Floggers, 24 AAA Scorch cannons, 18 FireTeeth triple-turret flanking guns, 1 RSB, 1 Riptide motor, with sonar and radar. They contain 2 Assault Warships, and various different supplies. The Surrogate Tender also features a temporary magnetic shield on its hull and 4 FlareFoil turrets. Used to support other ships through supply-and-flank.
    • Amphibious Transport Dock: Has counter-attack and defence capabilities of 2 Floggers, 16 FlareFoil turrets, 12 S-AAAs, 6 RSBs, 1 TES, 3 ClusterCluck Torpedo tubes, 1 compacted Coastal Besieger, with sonar and radar. Contains 1 Assault Warship and can hold many supplies as well as 900 men. Given a subtle catamaran hull with a bow that touches the water. Can go 85 nmph.
    • Destroyer: Armed with 8 ClusterCluck (Stage 3) Torpedo tubes, 7 Floggers, 2 RSBs, 15 FireTeeth AA guns, 3 S-AAAs, AquaChord Bombs and depth charges. As well: 1 Gauss gun protecting radar and sonar, and two very large Scorch missile-intercept cannon. All this provides perfect attack against smaller ships, subs, and aircraft. Shepherd Airfoils are replaced with side thrusters and Besieger turrets. The hull is changed a bit to cut through water and evade sensors - the bow is more narrow while the aft is widened and rounded off, and the ship is deeper submerged. Its middle-to-stern underbelly has been carved out to create cavitation and lose mass for a cost of less sailors. A bit faster than a battleship, and can accelerate to its top speed quickly.
    • Pocket Battleship: Very heavy, weighed down with 15 S-AAAs, 15 Floggers, 3 RSBs, 30 Sea-Sea FireTeeth combat cannons, and 5 ClusterCluck Torpedo tubes, with sonar and radar. Shepherd Airfoils and Adjudicator along with other advanced AI tracking. Making the ship narrower, and placing propellor-fitted pontoons gives a faster speed of 60 nmph.
    • Frigate: To combat aircraft and aircraft carriers, it is armed with 20 S-AAAs, 32 FireTeeth AA guns, 2 TES, 3 Floggers, 3 Gauss cannons, 3 counter-missile cruise missile emplacements, and 2 sonar-seeking torpedo tubes. Contains depth charges and AquaChord Bombs, or 1 BN-F1, or 10 Bluejackets. The stern has an open end, its aft in a concave shape. The middle has two subtle triangles jutting out, and the bow is slightly widened. Like the Surrogate Destroyer, it is more submerged than its classic counterpart. This makes it significantly slow - the same speed as a Battleship. Luckily, there is temporary magnetic shielding on the hull to protect against submarines.
    • Attack Submarine: 12 Underwater FireTeeth cannons, 1 Flogger, 6 ClusterCluck (Stg. 3) Torpedo tubes, 5 Salamander missile launchers, with high-powered sonar. Carries AquaChord Bombs, 15 Bluejackets, and rockets through the water at 55 nmph. Mostly automated with SPAN technology, with refraction prediction software for the FireTeeth cannons. A crew of only 5 people needed, with self-sustaining capabilities and NutriPatches in storage. Bluejackets can be neurally linked or controlled by SPAN, but have their own AI for emergencies.

Black Vinegar: Advances all types of CyberCells and any other nano-machinery we have (e.g. Programmable Matter); in short, making them better.
As a result, we also have more variety to our nanotechnology: nanites. Nanites are basically very efficient nanomachines that work together to perform a task. In a way, they are synonymous with the CyberCells; however, CyberCells are generally for passive functions (e.g., armour, robotic parts, user augmentations) while nanites are more for active functions (e.g., as surveillance, as a weapon - see below for more details). There are various types that we have delved into, but here are the most promising:
Surveillance Nanites: Tiny, tiny nanites that have the appearance of dust and dust mites - even under microscopic view. Acts as a group similar to programmable matter, and through using advanced cameras and microphones on each individual one, creates a three-dimensional image/video with audio surveillance to boot. Cameras can see in most spectrums of light, and - if there are enough - a low-level sonar can be used to determine surveillance very well.
Erosive Nanites: Deadly little bots that can eat away at whatever they touch (even pure carbon) when activated. Use of Infodio tech is incorporated.
Assembly Nanites: Bots that can be given data instructions to build/repair objects or devices.
Suspension Nanites: Nanites that can fly around and use their combined strength to suspend or paralyze objects.
Anti-Nanites: A deadly swarm of bots, made with microparts derived from both Erosive and Suspension Nanites. Specifically designed to disassemble and/or hack other nanobots bigger or smaller than themselves. Can even disable and destroy CyberArmour nanobots.
Conduit Nanites: Little things that are micro-beacons for AWE, and/or can assemble into a tiny, one-bot-thick line to be an invisible wire to transmit energy and/or information.
Travesty Nanites: These bugs are very sneaky, capable of changing their appearance to appear like other nanobots by cannibalizing them. This is to disguise people and/or objects in spec ops missions, or purge a person/object from enemy nanobots. We can give them specific orders though.

100 subionic missiles (with intercontinental hypervelocity rockets)
Last edited by Terminus on 10 May 2015, 22:48, edited 1 time in total.
Hmmm... :|
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Re: United Republican Monarchy of Aduron/Italy-Austria [URMA

Postby mat.gopack » 09 Jun 2012, 02:42

Constantine072 wrote:
mat.gopack wrote:Interesting- so term is going to go inactive and pez will jump in and post once in a while? :P

Anyways, we are at war, so... :lol:


Ryktech went inactive ;)

I can't really say much about this b/c of the war
Mattopia of the Mattibean Union in CYOC. You should join ;)

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