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Realm of Zaan Weaponry

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Ozimandas

PostPosted: Wed Jan 06, 2010 12:46 pm


No table of contents yet, I shall add weapons as I think of them.
PostPosted: Thu Jan 21, 2010 5:44 pm


Name/Model Number: Combat Shield

Alias: "Battleslab"

Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan

Physical Description/Dimensions: A roughly rectangular, large shield. Is about 1.4m tall, about 0.8m wide, and on average about 6cm thick. It is composed with angles, not curves, though it is designed architecturally in a manner similar to that of a curved shield so that impact might be spread. From the front it appears flat, with gently angled sides. It's smooth face is broken by a sort of window near the top, (10cm from top and 10 from sides, is 60cm wide and 20cm tall) and a small rectangular orifice (10cm tall, 20cm wide) in the center, about 0.9m from the bottom. From the back, it is a collection of apparratus and containers. Both the orfice and the window can be covered up by sliding plates, which when not in use rest on the exterior of the shield. There are various disk-shaped attachments blooming like warts on the front, but symmetrical.

Affiliation: Izani, both Renegade and Realm of Zaan

History/Design Features: Has about 3cm of armor plating, followed by 3cm of protected mini-gravitational field generators and assorted apparratus like computers and power cores. Is heavy, too heavy for one man to carry, but the gravitational generators deal with that. They are coordinated by a computer which uses some of them to lighten the load, so that the shield weighs only about 40lbs. Of course, it has a considerable amount of inertia, but this is canceled by the rest of the grav-generators, which accelerate and decelerate the entire platform according to how it's carrier is moving it.

The carrier moves it by means of four handles located on the back of the shield, spaced about 0.64 meters apart in a square. The handles are connected sturdily to the rest of the shield, but have sensors that measure how much force is being exerted on the handles. This force is multiplied automatically by the grav-generators. This has the effect of making the shield relatively light for whoever is carrying it, but still an incredibly tough barrier to any incoming projectiles. (Theoretically, if a bullet hit a handle the grav-generators would help the bullet to move the shield. This almost never happens because of the position of the handle, and even when it does is not likely to actually shift the shield's position, being only one bullet)

The aforementioned orifice, on the inside of the shield, leads to a collection of equipment that is hinged so as to hang down and then fold upwards and lock into position, filling up the hole. The collection of equipment is in fact a gun (of variable type, generally a small-bore rapid-fire short range weapon) with an assortment of sensors and cameras and ammunition racks, backed by armor. This gun has almost no barrel, no stock, and a large magazine. It can be fired from behind the shield (aiming through the glass window) or set to autofire. There are three settings on the relevent sliding switch: Left, which allows the gun to be fired "fully auto" with triggers on the upper 2 handles of the Shield. Position Middle has the gun automatically track and fire at targets, using short bursts and discriminating between enemies and, hopefully, nonenemies. Position Right has the gun fire continuously, strafing up, down, left and right in the cone of fire available, targeting especially enemy combatants but generally just shooting at anything that moves.

The Battleslab does not have a power generator but instead relies on large energy-storage rods, which power the grav-generators and one small shield generator which is oriented to protect against frontal attacks only. When the shield is at rest on the ground, almost no power is needed, when it is being carried, more power is needed, and when it is being jerked around in the heat of battle, a good deal of energy is used up. The energy-storage rods can power the shield at maximum capacity for about 12 hours, which is a lot. It takes only half as much power when the shield is just being carried, and only 1% as much power when on the ground.

Usually the Battleslabs are recharged by portable generators carried by specialists on extended missions and transported on vehicles in full ground wars.

On the back- inside- of the Battleslab, the soldier keeps much of his equipment, such as extra ammo.

The Battleslab is equipped with two sturdy support beams, which connect via a hinge to the thing on the back, about 5cm from the top two corners. These beams are basically long poles (1.4m) which usually are folded down and lie flush with the edge of the Shield, but can be unfolded and extended (they are mildly telescopic) to plant in the ground for support. At the ends of the beams is a sort of drill tip, which is energized as the beams extend (they extend very fast, very forcefully, almost explosively) to melt through whatever matter they encounter. In this manner the struts extend and automatically smash into the ground, digging themselves in. When it is time to move, they reenergize to free themselves, and retract back into a position flush with the Shield.


Weapon(s): Aforementioned rapid-fire gun, which is either a plasma weapon operating on principles similar to that of the Harper Longblaster, or else a solid-slug weapon similar to the DM4. Also, the Combat Shield has a collection (it varies) of disc-shaped weapons mounted on the front. 4-8 Shrapnel Blasters, each 2cm thick with a diameter of 20cm, containing chemical explosives that propel fragmentation pellets in a wide arc forward. 4-12 Smoke Launchers, each 3cm thick with a diameter of 10cm, which blast thick chemical smoke that is laced with particles designed to foil infrared and other sensors. Other attachments have been designed but the two mentioned are the most widely used and are standard equipment.

Defensive Capabilities: 3cm of plating, plus shield generator. Is very tough and usually is used as a form of mobile cover.

Ship/Mode of transport/Propulsion: Carried and wielded effectively by Izani, who can manouver the bulky think quite gracefully with four arms.

Specialty: Main combat weapon of the Izani. Used whenever serious fighting needs to be done, also in heavy storm-in-and-shoot-your-way-out raids.

Strengths: Much better than any armor a man could wear, can provide covering fire while soldier is moving, is good platform for a arsenal of weapons (soldier could theoretically be shooting with his rifle from the side and firing the shrapnel blasters while the automatic gun shoots) is good defense against grenades when in cover. (place between self and grenade, wait for boom) Makes excellent heavy assault weapon.

Weaknesses: Unfortunately only defends one side, leaving one vulnerable to flanking and enveloping attacks (such as flamethrowers, gas) Also is a liablility on stealth missions, (it is hard to crawl with it) and besides that is a bother in narrow hallways and crawlspaces and dense jungles. Is best in wide passageways. Is very expensive; though it is mass-produced it is not exactly something easily discarded. Is not very useful in the hands of non-Izani, both because of skill deficiency and only two hands.

Other: Some very interesting things have been done with these shields. For one thing, they can be programmed to act as parachutes, using their grav-fields to slow descent. In zero-gravity, they can be steered, (with the handles) acting as jetpacks.

Ozimandas


Ozimandas

PostPosted: Mon Jan 25, 2010 9:52 am


Name/Model Number: "Company Standard"

Alias: "Banner"

Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan

Physical Description/Dimensions: About 4m tall when fully extended, about 0.8m wide and about 0.5m long. (at the top) Is basically a tall pole with apparatus on top. The haft can collapse telescopically, in a way, bringing the total height down to 2m. The haft can be fired with great force, extending to its 4m length while melting through whatever the sharpened, energized spike on the bottom touches. (similar to what the support struts on the Battleslab do)

On the top of the banner is a grav-generator that lightenes the load and helps with propulsion. On the top, jutting towards the rear, is a samurai-style cloth banner bearing the unit designation and battle honors, about 1m high and .25m long.

The banner holds 4 redundant video/audio recording devices. (cameras) Two are located on the sides in compact, spherical, rotatable shells. Two more are located towards the center, facing forwards, and unable to rotate. The side cameras usually rotate independently over a wide area and are armored only enough to resist small arms fire. The central cameras are more heavily armored, though not enough to take any serious punishment. The cameras all store their information automatically in redundant data chips located both in the handle of the Banner and in the cameras themselves.

The banner, amongst the grav-generators and cameras, also has a collection of sensors and communications antennae.

Affiliation: Izani, both Renegade and Realm of Zaan

History/Design Features: Often banners become the focus of military pride for the unit in question, having a significance that is almost religious: The cameras on the Banner record the every action of the soldiers for posterity, and so any actions performed around the banner-be they cowardly or heroic-will be immortalized.

Weapon(s): The only real "weapon" the Banner has is the spike on the bottom, which in desperation can be used to punch through the armor of vehicles, heavy doorways, and even light tanks. Mostly the Banner functions as a communications relay and a fire-support coordinator: Artillery can automatically use info from the Banners to home in on targets, and commanders far away can get a detailed picture of the battlefield through the eyes of the Banners.

Defensive Capabilities: Aside from armor, (and a small, relatively weak shield) none.

Ship/Mode of transport/Propulsion: Carried by 2-4 hands; the more hands used the more mobility possible. If standing still an Izani can hold it with 2 hands and shoot pistols with the other 2; if advancing an Izani can fight with one hand and hold it with three.

Specialty: Morale, tactical advantage, communications, fire support, posterity. (the Realm of Zaan is big on transparency)

Strengths: Though it is not that hard to destroy, it is very hard to prevent data it records from eventually reaching Zaan. (because of redundancies, etc.) Arguably the best morale device ever invented.

Weaknesses: Relatively easy to destroy, cumbersome, not much use in cramped quarters such as boarding actions. (though it can be collapsed to fit in such areas)

Other: In the course of their operations, these cameras have captured much footage of war. The Izani people suffer no illusions as to the nature of war, in fact they universally decry any attempts to make movies in the "war movie" genre: the raw footage is more than enough. Thanks largely to these Banners, the Izani view the Military as what it is: a noble enterprise, full of heroic individuals, thrust into the darkest and most abhorrent of situations--the killing of other sentient beings.
PostPosted: Sat Jan 30, 2010 1:03 pm


General Weaponry:

The Realm of Zaan (and the renegades) use a mixture of weaponry, of which there are basically three categories:

Plasma weaponry, usually found in the form of single-shot high-powered cannons. Plasma weaponry takes a lot of energy but is not constrained by ammunition. Plasma weaponry is innaccurate, but powerful. Even if the shot does not punch through armor, it will most likely melt off a portion of it.

Rail weaponry works by firing a solid slug through an accelerator. Railguns are very accurate (long range) and fairly powerful. Rail weaponry in the Izani military is found all over, from the Bulldog's Railcannon to the the ever-present railturrets to the Titan Gun itself. Rail weaponry takes both power and ammunition, though not as much power as plasma weaponry. Rail weaponry can be outfitted to fire Soul Ammunition. Izani small arms are usually Railguns. The smallest working Railgun is a single-shot pistol.

Chemical weaponry releases chemically stored energy (gunpowder, etc.) to fire a projectile or create a blast. Most Izani explosives fit this category. Small handguns and pistols also make use of this. Chemical weaponry requires little to no power, but is limited by the need for ammunition storage. Chemically fired bullets are more accurate and longer ranged than Plasma but less than Rail weaponry.

Traditionally Izani forces have used chemical Frag grenades, though recently ground forces have been issued plasma grenades which are basically the same, with the following modifiers: More intense blast that has potential to melt and wear down that which it does not penetrate; downside is that it must be charged up before the battle and it will lose energy over time, diminishing effectiveness until, after 12 hours, it is useless. Unused grenades can be recharged.

Izani forces do not have any form of personal power-shield, with the exception of the Battleslab which is limited in that it only protects from the front.

Most Izani small-arms weaponry operates under the principles of Rail or Chemical weaponry, with the notable exception of the Plasma Rifle or "Musket" which shoots single, powerful plasma blasts.

Ozimandas


Ozimandas

PostPosted: Tue Feb 02, 2010 6:12 pm


Name/Model Number: Plasma Rifle

Alias: "Musket"

Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan

Physical Description/Dimensions:
Length: 110cm
Height: 17cm
Width: 8cm

Caliber: N/A, fires a blob of plasma with a diameter of about 4cm...

Range: 800m before it dissipates into less effective (but still lethal) dispersed projectile.

Round Capacity: 1 round per energy pack; energy packs relatively small (about 2cm by 4cm by 6cm)

Rate of Fire: Single-shot.

Firing Modes: Single-shot.

Attachments: Telescopic scope, infrared scope, bayonet.

History/Design Features: While the Combat Shield has a small-caliber, rapid-fire railgun, the Plasma Musket was designed to give the foot soldier some anti-heavy armor capablility. It performs admirably. The single, large bolt of plasma is very powerful and can penetrate far for an infantry weapon. The Musket does need to be reloaded after every shot, which takes about two seconds, which is timed to coincide with the barrel-cooling time of three seconds to provide a fire rate of about three seconds a shot. (longer if operater pauses to take aim)

Master/ Operator: Only needs two arms (and hands) to operate, though it can be reloaded more easily with four.

Specialty: Taking out heavy infantry, light vehicles, and in some circumstances, tanks.

Strengths: Very powerful shot, relatively long range.

Weaknesses: Slow rate of fire, ammunition is sometimes a problem too.

Other: A perfect complement to the Battleslab or Combat Shield: With a Musket slung over his back, an izani trooper can rush through incoming fire with relative safety, then set his shield down and pull out his Musket. He can then shoot his Musket at heavy targets from the cover of his shield, while using his remaining two hands to alternate reloading the Musket and the rapid-fire automatic railgun mounted on the Battleslab. Thus the Izani soldier has power over a wide range of potential foes while being protected from a wide range of attacks. The major drawback of this situation is his bulky equipment which constrains him and makes it harder for him to "use the terrain." Also it makes him less manouverable in general, more prone to being outflanked, with catastrophic results.
PostPosted: Fri Feb 05, 2010 10:21 am


Izani Armor:

The standard flak jacket consists basically of a plate on the chest and a plate on the back, connected and supported by a series of straps and harnesses and pads. It has hooks on the back to attach Combat Shields, and to strap Muskets to.

The plates are strong enough to block small, weak weapons (like pistols) and most shrapnel. Serious guns will find little problem in penetrating it, though with any luck the impact will be lessened enough to minimize damage. Heavier weapons, such as plasma rifles (as employed by the Chryssalids and the Izani) will melt straight through.

Also typically worn: an assortment of kneepads, shoulderpads, weapon holsters, ammo pouches, and a pair of combat boots. The combat boots have sockets on the bottom which attach to the deck of the Corsair APC, so that the men can avoid falling off in the case of sharp turns and acrobatics. By twisting both feet inwards, the connection is broken and the men are free to move about normally.

The standard combat helmet is slightly heavier than the chest-plates, enclosing the upper head including the ears, but leaving the neck and face bare. Built into the helmet is communications equipment, and air-breather masks and/or specialized goggles can be fitted to the helmet. The helmet can be fitted to a sort of wetsuit that allows soldiers to fight in space (no atmosphere) environments.

The plates are made of a lightweight, flexible metal alloy similar to titanium. Though light for metal, they are still heavier than ceramics.

Ozimandas


Ozimandas

PostPosted: Sat Mar 06, 2010 8:07 am


Name/Model Number: MAAS (Mobile Armored Assault Suit)

Alias: Wasp Suit

Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan

Physical Description/Dimensions:

A suit of powered armor, the MAAS represents the best of Izani technology. The body is complely encased in armor of varying thickness (generally quite thin, picture something from HALO as opposed to Warhammer) with some parts, such as joints, not really armored at all. (just a kevlar fabric-weave, or something)

It makes good use of the unique Izani body features- Legs and upper arms are particularly bulky, because they have in addition to the armor an array of grav-generators, and a small rocket engine on each. (So extending down the calf is a rocket, and held in the upper hand is a rocket.)

The lower hands have two weapons strapped to them.

On the back is a large backpack that powers the suit and also contains a large grav-generator to help with thrust and momentum. Ideally the backpack would contain a fusion generator but as of yet the miniaturization technology for that has not been invented, so the backpack is essentially a huge plasma battery. This means that the MAAS is not good for extended-duration missions that may involve several days without recharge. The battery is normally recharged by the Viking transports, in the same manner that the Battleslabs are.

Attachments: The arm-weapons can be any combination of the following:

Small rapid-fire, small-bore automatic submachinegun.
Flamethrower
Meltagun (a miniaturized version of the Meltacannon)

History/Design Features: Hoverpacks based on Grav technology have been around for decades, but only recently have motors been miniaturized enough to make an efficient power suit.

Master/ Operator: Usually the more experienced or individualistic troops are given these suits, as they require a different kind of skill set and have enormous potential. Extensive training is needed to be proficient in these suits.

Propulsion: Grav-generators make for rapid acceleration and allow the wearer to fly, flitting around like a dragonfly... or a wasp. Having grav-generators on the extremities allows for extreme manoeverability. Basically, the upper two arms become wings, and the lower arms the weapons platforms.

Specialty: Usually equipped with meltaguns and used as tank-hunters. They do very well in this role; they can move very fast and are very hard to hit and can jump on top of a tank and surgically destroy components very quickly. With flamers, they become awesome tools for clearing out fortified buildings, and for ambushing unarmored troops. The machine-gun attachments arent used much. With meltaguns attached, these MAAS soldiers are very good in close combat against heavily armored opponents.

Strengths: Very manoeverable, extremely powerful against targeted enemies, provides good overall protection.

Weaknesses: Very short range, specialized and therefore vulnerable to unanticipated circumstances, expensive and therefore not expendable.

Other: Working together with the standard Izani shield infantry, these suits provide valuble anti-tank, close-combat, and assault capabilities. On a Viking, often the 16 troop spots that lie in the interior of the formation are filled by 12 MAAS soldiers.
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