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Terran Conglomerate Navy, Mechanocorps, and Marines

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DarthCowardus
Vice Captain

PostPosted: Thu Nov 29, 2007 3:00 am


The bulk of the Conglomerate military was inherited directly from the Terran CDC following the rise of Patria Nihilis. However, no longer hindered by the military sanctions of the Mirai, the Conglomerate has begun reproduction of older military vessels pending new designs. Due to circumstance, the Conglomerate military is a melange of many different classes of craft with few general standards. Many fear that can only be changed by the introduction of new designs to fill the Battle Station, Heavy Cruiser, Mech, Fighter, and Armored Infantry roles. This is a roster of the current vessels and equipment used by the Terran Conglomerate:

Terran Conglomerate Navy:
CSC-100
CSC-010
CSC-020
CSC-001
Protector-II class Battle Station
Mercury-class Battlestar
Antares-class Warstar
Republic-class Gunstar
Harrier-class Strikestar
Majestic-class Heavy Cruiser
Raptor
Viper Mark VII Space Superiority Fighter

Terran Conglomerate Mechanocorps:
NMS-001 Serpent
NMS-002 Fury
XXXG-02MP1 Asmodeus
GAT-X131 Spectre
GAT-X133 Ares
IST-01 Baneblade Supertank
Scythe ATPV (All-Terain Patrol Vehicle)
CDC-A1 Predator
CDC-A2 Mammoth
CDC-AV1 Firehawk
A-17 Wraith

Terran Conglomerate Marines:
CDCPA-1 Terminator
Faust C-41
Rockwell-Young XJ-9
Talmage 60.08
RAC-AR001 APR Anti-Proton Rifle

A few vessels and weapons have been designed and a currently entering the earliest stages of development.
PostPosted: Thu Nov 29, 2007 4:31 am


Model Number/Ship Designation: TCN-010 Light Cruiser

Name: Athena

Length: 483 m

Beam: 100 m

Height: 80 m

Crew Capacity: 4 person Skeleton Crew; 66 Regular Crew and Officers

Accomodation: 966x Persons

Company: 300x TCN-001 Hammerhead Fighter; 600x Marines

Powerplant: Terran Crystal Power Core

Propulsion: 4x Mass Thruster; Hyperdrive

Armament: Tachyonic Blaster Cannon; Heavy Hyperblaster Batteries; Repeating Hyperblaster Cannon; Hyperblaster Cannon; Hyperblaster Repeater

Defensive Features: Ablative Armor; Regenerative Shields; Deflector Shields

Special Features: Capable of landing on a planetary surface

History/Description: The Athena-class is a new Light Cruiser intended to fill the gap between the massive Procurator and the Hammerhead fighter. The Athena also acts as a landing craft for the Conglomerate, ready to deliver six hundred Terran Marines into the heart of any battle, while carrying a sizable company of Hammerhead fighters for support.

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DarthCowardus
Vice Captain


DarthCowardus
Vice Captain

PostPosted: Thu Nov 29, 2007 4:38 am


Model Number/Ship Designation: TCN-020 Ship of the Line

Name: Procurator

Length: ~3,000 m

Beam: ~700 m

Height: ~1,000 m

Crew Capacity: 8 person Skeleton Crew; 132 Regular Crew and Officers

Accomodation: 525,000x Persons

Company: 2x Athena-class Light Cruiser; 157460x TCN-001 Hammerhead Fighter; 367408x Marines

Powerplant: Hyperfusion Reactor

Propulsion: 9x Mass Thruster; Hyperdrive

Armament: Tachyonic Blaster Cannon; Heavy Hyperblaster Batteries; Repeating Hyperblaster Cannon; Hyperblaster Cannon; Hyperblaster Repeater

Defensive Features: Ablative Armor; Regenerative Shields; Deflector Shields

Special Features: Has special ventral bays on either flank that allow up to two Athena-class Light Cruisers to dock with the ship.

History/Description: The basic frame of the Procurator-class is based on an ancient Kuati design, but the vessel itself has been upgraded to modern Terran standards and equipped with new Terran hyperblasters and Mirai Tachyonic Blaster Cannons.

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PostPosted: Thu Nov 29, 2007 4:42 am


Model Number/Ship Designation: TCN-001 Superiority Fighter

Name: Hammerhead

Length: 8 m

Beam: 9 m

Height: 1.5

Crew Capacity: 1x Pilot

Accomodation: 1x Persons

Powerplant: Terran Crystal Power Core

Propulsion: 2x Particle Thrusters

Armament: 1x Hyperblaster Repeater; 1x Ordnance Bay; Hardpoints on wings for additional ordnance

Defensive Features: Ablative Armor; Regenerative Shields; Deflector Shields

Special Features: The Hammerhead's armor and shield systems make it an exceptionally durable fighter, able to physically lose up to 20% of its mass to damage before become inoperative.

History/Description: The Hammerhead is a multi-role trans-atmospheric and deep space superiority fighter meant to be the one answer all the fighter needs of the Terran Conglomerate Navy. It features a large Ordnance Bay that can be used to house anything from nuclear missiles to AWACS pods, whatever is needed to satisfy role requirements for a mission.

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DarthCowardus
Vice Captain


DarthCowardus
Vice Captain

PostPosted: Thu Nov 29, 2007 4:48 am


Model Number/Ship Designation: TCM-010 Marine Battle Dress Uniform

Special Features:

History/Description: This is the armor worn by Terran Marines.

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Terran Conglomerate Marine Field Uniforms:
Standard Exosuit:..................................... Basic Armor:............................................. Reinforced Armor:
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((I added these in so there is some colors to the armor. The Reinforced looks almost the same as the one you already posted. I've been meaning to add the PlanetSide stuff for the TC for some, just never got around to it till now. -DN))
PostPosted: Thu Nov 29, 2007 4:49 am


Model Number/Ship Designation: TCM-001 Naval Battle Dress Uniform

Special Features: Energy dissipating cortosis weave; helmet HUD; internal comm unit (subspace and UV laser); 20 minutes of oxygen; vacuum sealed for deep space environment

History/Description: This is the standard combat uniform for Terran naval personnel within the Conglomerate, including fighter pilots.

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DarthCowardus
Vice Captain


DarthCowardus
Vice Captain

PostPosted: Thu Nov 29, 2007 4:52 am


HB-10 Hyperblaster Rifle with optional Anti-Material Hyperblaster attachment, 3000 standard rounds or 1000 Anti-Material rounds per catridge
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HB-01 Hyperblaster Pistol with Scope, 3000 rounds per catridge
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PostPosted: Thu Nov 29, 2007 8:39 am


Terran Hyperblaster


When the scientists of the Terran Conglomerate received the first shipment of Tachyonic Blaster Cannons and heard of its operating principle, they thought that there might be some way for them to use hypermatter to enhance the standard blaster. This idea alone was enough to earn a research grant in light of the traditional impotence of Terran weaponry on the galactic battlefield. However, early prototypes relied on traditional hypermatter and the containment and coolant systems needed made the weapon bulky and too energy costly even for shipboard weaponry. But when Mirai hyperfuel was used in place of hypermatter, the large-scale containment measures became unnecessary and the Terrans were able to produce a fully scalable enhanced blaster design.

The Terran hyperblaster uses hyperfuel in place of regular gas. The hyperfuel is used to create a highly energized plasma that replaces the gas and powers the weapon. Hyperfuel produces a higher energy output for a lower volume of gas and also takes the place of additional energy packs. This means that hyperblaster rifles and pistols can have three thousand round cartridges and run entirely off surplus energy from shots (thus no need for energy packs) and ship-scale repeating hyperblaster cannons can have the power of turbolasers for significantly less energy.

DarthCowardus
Vice Captain


DarthNocturne
Crew

PostPosted: Sun Dec 02, 2007 11:41 am


((I am also going to be adding Conglomerate Tech from PlanetSide like I did for the TR. Also, if I make note that a weapon is "Common Pool" in TTR tech then TC can use it too. DC, if you want to "guild-ify" the PS tech I post please go right ahead. - DN))
Mechanized Assault eXosuit (MAX):
User Image The MAX comes in three configurations, each one designed to combat particular targets. It is an extremely heavy duty suit, akin to a small walking vehicle. Using the MAX, you will have prolonged running speeds comparable to that of a tank, yet you may not pilot/drive any vehicles or use standard weaponry. There are also special Environment versions (E-MAX) for infantry combat and ship raids in space.

Terran Conglomerate Special Ability: : Personal Shield - An augmented personal shield can be toggled on and off when needed and is hooked to an independent energy reserve to draw power. With the shield in place, the NC MAX can take an amazing amount of punishment, however, its rate of fire is decreased when the shield is raised.
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User ImageScatter Cannon:
Role: Anti-Infantry
Weapon: Scatter Cannon
Fire Mode 1: Close Range / Large Pattern Spread
Fire Mode 2: General / Medium Pattern Spread
Fire Mode 3: Long Range / Tight Pattern Spread
Ammunition: 40 / Large Bore Shotgun Shell
Range: Medium

Like a huge, adjustable gauge shotgun, the tighter the spread is choked down, the fewer projectiles are actually fired, thus making the long range shots less powerful ... but useful in the right circumstances.
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User ImageFalcon:
Role: Anti-Vehicle
Weapon: Falcon Missile Launcher
Ammunition: 20 / Rocket
Range: Medium

A dumbfire missile launcher best used in taking out enemy vehicles or MAXs.
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User ImageSparrow:
Role: Anti-Aerospace
Weapon: Sparrow Missile Launcher
Ammunition: 12 / Homing Missile
Range: Long

Able to fire quickly on the same aircraft without reaquiring missile lock. Thus, once lock is achieved, a large quantity of ordnance can be spewed at an air target in a short time.
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Also, MAX suits have a large inventory/carrying capacity:
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PostPosted: Sun Dec 02, 2007 12:20 pm


Battle Frame Robotics (BFR):
The BFR features a powerful shield that can absorb massive amounts of damage. In addition to it's base defense, the shield recharges continually over time, allowing it to take a significant amount of fire before taking damage to it's armor. The BFR comes in two configurations: Gunner and Speed.

Peregrine:
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Vehicle Type: Gunner Variant BFR
Shield:
Armor: Heavy
Weapons/Ammo: 55 / Dual Anti-Tank Machinegun (Pilot)
........................... 10 / Particle Cannon (Gunner)
Occupants: 2

Eagle:
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Vehicle Type: Speed Variant BFR
Shield:
Armor: Medium
Weapons/Ammo: 55 / Dual Anti-Tank Machinegun
Occupants: 1
Special: Its lighter form allows for quicker maneuvering

((I couldn't find any Hitbox pictures because the TR ones are fan made and the guy hasn't made the other ones. -DN))

Weapons can also be switched out depending the position.

Terran Conglomerate Pilot Weapons:

Anti-Tank Machinegun: Sprays depleted uranium bullets and chews up armored opponents.

Hammer: A serious anti-infantry weapon, firing a wide spread of heavy slugs over a short range. Secondary fire mode tightens the spread of slugs for a better effect at distance, but does so at the loss of number od slugs and refire rate.

Sparrow Missile Pod: The Sparrow Anti-Aircraft weapons platform takes a second or two to lock onto an air target, but once locked, the missiles in it's payload can be fired rapidly until lock is broken.

Terran Conglomerate Gunner Weapons:

Particle Cannon: Converts mass into plasmoid energy and pushes it up to relative speeds. This sucker punches hard and leaves a minor irradiation field at the location that it hits, eating away at armor.

Rocket Pod: Fires straight-line rockets in either single shots or salvo over a short range.

DarthNocturne
Crew


DarthNocturne
Crew

PostPosted: Sun Dec 02, 2007 12:43 pm


Terran Conglomerate Weaponry:
Scatter Pistol:
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Weapon Type: Pistol
Primary Mode: Single Blast
Secondary Mode: Not Applicable
Ammunition: 8 / Shotgun Shell, Standard/Armor Piercing
Damage: Medium
Refire Rate: Very Fast
Range: Short

Info: Essentially a handheld shotgun pistol, the Scatter Pistol is primarily designed for close quarters combat. Due to its short barrel design, the Scatter Pistol loses effectiveness beyond a relatively close range.

MAG-Cutter:
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Weapon Type: Combat Knife
Primary Mode: Slash
Secondary Mode: Magnetic Attack
Ammunition: n/a
Damage: Medium
Refire Rate: n/a
Range: Very Short

Info: The MAG-Cutter is the Terran Conglomerate's standard issue combat knife. In regular attack mode, it delivers reasonable damage, using a precise cutting edge. When its secondary mode is activated, it delivers greater damage.

Gauss Rifle:
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Weapon Type: Rifle
Primary Mode: Single Shot
Secondary Mode: n/a
Ammunition: 30 / 9mm Bullet, Standard/Armor Piercing
Damage: High
Refire Rate: Fast
Range: Long

Info: Using magnetic field technology, the Gauss assault rifle combines standard combustion-based ammunition with a magnetic field that boosts the actual projectile speed when fired. This allows the Gauss to use standard ammunition more effectively than other assault rifles.

Jack Hammer:
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Weapon Type: Shotgun
Primary Mode: Single Blast
Secondary Mode: Rapid Succession Fire
Ammunition: 16 / Shotgun Shell, Standard/Armor Piercing
Damage: High
Refire Rate: Medium
Range: Medium

Info: With good ammunition capacity and a reasonable rate of fire, the Jackhammer is the Terran Conglomerate's primary heavy assault multi-barreled shotgun. In alternate firing mode, the Jackhammer swiftly discharges all barrels in rapid succession, but all barrels must then reload before being able to fire again.

Phoenix:
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Weapon Type: Missile Launcher
Primary Mode: Camera Guided
Secondary Mode: Dumb Fire
Ammunition: 1 / Phoenix Missile
Damage: High
Refire Rate: Slow
Range: Long

Info: Basically a TOW missile launcher, the Terran Conglomerate's Phoenix uses wire-guided technology to allow the operator to literally fly the missile into the intended target. At the moment the missile is fired, the operator switches to a camera mounted on the tip of the warhead. While the missile is in flight, the operator can either directly fly the missile through impact, or release the missile, giving up control and causing it go into dumb fire mode.
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OLD GUILD: Mechanics (Locked)

 
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