by Max Barry

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The Imperium of
Corrupt Dictatorship

Overview Factbook Dispatches Policies People Government Economy Rank Trend Cards

2

One-Stop Military Factbook [WIP Again, because I can't do anything right the Nth time I guess]

Internal Security [Internal Security is technically a branch of the Military, that is under the command of Civil Oversight.]

Internal Security Patrol Unit
Armaments: 1 T-14E "Union IX" Pulse Rifle, 1 Soliv-Pattern Civil Enforcement Weapon,
Primary Equipment: Type 44 Powered Armour [Int-Sec Colors], Type 26 Secondary Armour System.
Secondary Equipment: Full Sensor Unit, Light Infantry Shielding, 6 Pulse Rifle Power Cells, 2 Soliv Power Cells
Notes: The standard patrol unit of the Imperium can be compared closely to the standard infantry unit, although the Patrol Unit is somewhat stripped down, due to the fact that they are only rarely deployed in engagements beyond their usual role of law enforcement, and do not require the additional expense of fully-modern military technology, or anti-vehicle weaponry.

Internal Security Enforcement Unit
Armaments: 1 T-16 "Union IX" Pulse Rifle, 1 CO-19 Riot Control Unit
Primary Equipment: Type 44 Powered Armour [Int-Sec Colors], Type 26 Secondary Armour System.
Secondary Equipment: Full Sensor Unit, Light Infantry Shielding, Riot Control Physical Shield, 8 Pulse Rifle Power Cells,
Notes: Enhanced Enforcement Units are intended to secure Imperial Control over regions undergoing instability and to eliminate hardened Criminal Elements. The CO-19 is a variant of the Soliv-Pattern device, retaining the non-lethal function, but within a platform derived from more conventional pulse-rifle designs, and utilizing the standard power cell. The Riot Control Physical Shield, is a large, scutum-type round shield utilized to form barriers between Internal Security Personnel and the targets of their deployment.

Interstellar Armed Forces [Coming Soon, to a Planet near you!]

Infantry Unit
Armaments: 1 A-4 Pulse Rifle, 1 T-7S "Union VII" Secondary Pulse Rifle, 1 T-40 Anti-Vehicle Railgun
Primary Equipment: Type 50 Powered Armour, Type 26 Secondary Armour System.
Secondary Equipment: Full Sensor Unit, Infantry Shielding, 7 Pulse Rifle Power Cells, 5 Railgun rounds,
Notes: The Standard Imperial Infantry Unit, deployed in large numbers for just about any engagement. Fully capable of functioning without such things as Gravity, Atmosphere (For short periods), or consistent laws of reality, and designed to turn actively hostile environments into mild annoyances.

Reconnaissance Unit
Armaments: 1 RI-9 "Lance" Pulse Rifle, 1 RI-7 "Shredder" Pulse Rifle, 1 T-9S "Union VII" Secondary Pulse Rifle,
Primary Equipment: Type 48 Powered Armour [Recon Variant], Type 26 Secondary Armour System
Secondary Equipment: Advanced Sensor Unit, Light Infantry Shielding, Mobility Assistance Thrusters, 8 Pulse Rifle power cells
Notes: The Reconnaissance Unit, despite its name, has fallen out of the reconnaissance role with the adaptation of the Locust Platform for such. Due to this, these units now specialize in adaptable fire-support for standard infantry units. The RI-9, and RI-7 Pulse Rifles are, respectively, are Infantry Grade variants of the RI-21 and RI-27 weapons utilized on the modern Locust variants.

Hostile Lifeform Elimination Unit
Armaments: 1 CO-33A Flechette Rifle, 1 CO-17B Flamethrower,
Primary Equipment: Type 44 [Hostile Environment Variant] Powered Armour, Type 24 [Sealed] Secondary Armour System
Secondary Equipment: Environmental Sensor Unit, Advanced Environmental Control System, 4 Flechette packages, 1 CO-17B Fuel Tank.
Notes: The Hostile Lifeform Elimination Unit, or HLE Unit, is utilized in the tactical elimination of non-militarized threats to Imperial forces and operations. Traditionally organized under Civil Oversight to assist in the development of colonies, small numbers of these units have been trained and organized under Legionary. The specific modifications to the Type 44 Powered Armour utilized on these units are intended to protect more fragile sections of the armour system from damage due to corrosive or similarly non-standard threats. The unit is also equipped with advanced environmental stabilization systems, allowing for extended use of both the primary Powered Armour, and the Secondary Armour System, in environments lacking oxygen, or containing elements hostile to human life. Unit is also equipped with systems capable of isolating, identifying, and destroying hostile microorganisms. For these reasons, the unit lacks much of the equipment and armour found on standard systems, and is extremely fragile to militarized attack.

Infantry Support Locust
Armaments: 2 IP-108 Light Pulse Repeater, 2 T-40 Anti-Vehicle Railgun, 1 RI-50 Infantry-Grade Particle Projection Cannon
Primary Equipment: Increased Mass Infantry Armour Material, Hardened Infantry Shielding
Secondary Equipment: Enhanced Mobility Thrusters, Advanced Sensor Unit, Artificial Intelligence Core, 16 Railgun Rounds
Notes: The Infantry Support Locust, is a miniaturized variant of the Locust Battlemech, designed to provide heavier fire support for Imperial Infantry, and to be used as an Infantry Compatible Combat Platform for advanced Artificial Intelligence Units deployed alongside Imperial Infantry.

Imperial Officer Unit
Standard/Assualt Variant
Armaments: 1 IP-108 Pulse Repeater, 1 RI-50 Particle Projection Rifle, 1 IP-2 Secondary Pulse Rifle
Primary Equipment: Type 50 [Officer's Assualt] Powered Armour, Type 28 Secondary Armour System
Secondary Equipment: Advanced Sensor Unit, Hardened Infantry Shielding, Heavy Infantry Armour, 5 Pulse Repeater Power Cells, 2 Pulse Rifle Power Cells
Reconnaissance Variant
Armaments: 1 RI-9 "Lance" Pulse Rifle, 1 RI-7 "Shredder" Pulse Rifle, 1 T-9S "Union VII" Secondary Pulse Rifle,
Primary Equipment: Type 48 Powered Armour [Officer's Recon Variant], Type 26 Secondary Armour System
Secondary Equipment: Advanced Sensor Unit, Light Infantry Shielding, Mobility Assistance Thrusters, 8 Pulse Rifle power cells
Hostile Lifeform Elimination Variant
Armaments: 1 CO-33A Flechette Rifle, 1 CO-17B Flamethrower,
Primary Equipment: Type 44 [Officer's Environment Variant] Powered Armour, Type 24 [Sealed] Secondary Armour System
Secondary Equipment: Environmental Sensor Unit, Advanced Environmental Control System

Notes: The Imperial Officer Unit is a slightly more ornate variant of standard armour systems, distinguished by the integration of a coat into the armour system, minor modifications to helmet design, and various identification markings relating to rank. It is utilized for all military ranks above the Legionnaire position, save for the Praetorian rank. The specifics of the unit vary depending on what variety of unit the officer in question is assigned to.

Assault Unit
Armaments: 1 IP-108 Pulse Repeater, 1 A-5 Particle Projection Rifle, 1 IA-2 Secondary Pulse Rifle
Primary Equipment: Type 50-H Powered Armour, Type 28 Secondary Armour System
Secondary Equipment: Advanced Sensor Unit, Hardened Infantry Shielding, Heavy Infantry Armour, 5 Pulse Repeater Power Cells, 2 Pulse Rifle Power Cells
Notes: Imperial Assault Units are utilized Ranked Personnel of either Centurion, or Decurion rank. The System is a modification of existing Type 50 Powered Armour, originally designed as a successor unit to the Type 44, but later passed over by the standard Type 50 for standard usage. This Variant is designed with more advanced shield, armour, and power systems, and units with this system are issued more advanced weapon systems than their lower-ranked counterparts.

Praetorian Unit
Armaments: 1 IP-108 Pulse Repeater, 1 A-5 Particle Projection Rifle, 1 IA-2 Secondary Pulse Rifle
Primary Equipment: Type 50-H [Praetorian], Type 28 Secondary Armour System [Praetorian].
Secondary Equipment: Advanced Sensor Unit, Hardened Infantry Shielding, Heavy Infantry Armour
Notes: The Praetorian Variant of the Type 50 Powered Armour, is unique to units of Praetorian rank, and is universally based upon standard assault units. Disregarding often significant aesthetic differences, the unit is functionally identical to standard Assault units.

Imperial Honor Guard
Armaments: 1 Argov-Pattern Infantry Railgun, IA-2 Secondary Pulse Rifle
Primary Equipment: Type 44 [Ornate] Powered Armour, Type 22 [Ornate] Secondary Armour System
Secondary Equipment: Full Sensor Unit, Hardened Infantry Shielding, Enhanced Encryption Communications Uplink, 60 Argov Railgun Rounds
Notes: The Imperial Honor Guard are non-legionary personnel serving aboard First Fleet vessels, and as guards for the Imperial Citadel on New Harron. Their armour, designed to reflect their position, as well as to provide an aesthetic representative of the Imperium, while remaining functional in combat, is decorated with Red and Gold. The Argov-Pattern Railgun, is the most recent advancement in Infantry Weapons Technology, and is the first weapon to effectively combine the utility of a Pulse Rifle, with the advanced capability of the now-obsolete T-34 Anti-Vehicle Railgun. Due to its significantly lesser combat longevity compared to standard weapons systems, it is not expected to replace such.

Section 3
Armaments: 1 ID-34 Pulse Rifle, 1 IA-2 Secondary Pulse Rifle
Primary Equipment: Type 53 Powered Armour, Type 28 Secondary Armour System
Secondary Equipment: Advanced Sensor Unit, Personal Defense Grid, Imperial Intelligence Communications Module, 7 Pulse Rifle Power Cells
Notes: Section 3, is the division of Imperial Intelligence tasked with the defense of Imperial Secrets, and the replacement for Section 1, following its purge. They are deployed solely to defend Intelligence Assets and to undergo publicly known operations within the Interior Territories. Defense-Grid Technologies are variants of standard Shielding Systems utilizing a network of lesser shield projectors in a manner similar to Imperial naval vessels.

Section 4
Armaments: 1 "Masterkey" ID-30 Variable Directed Energy Rifle, 1 IA-2 Secondary Pulse Rifle
Primary Equipment: Type 53 [Stealth] Powered Armour, Type 28 [Stealth] Powered Secondary System
Secondary Equipment: Advanced Sensor Unit, Personal Defense Grid, Imperial Intelligence Communications Module, Senor Avoidance Equipment, 7 Pulse Rifle Power Cells
Notes: Section 4, is tasked with the containment of Security Breaches, as well as cleaning up after the rare failed operation, it replaces Section 2 after its purge. The Stealth Variant of the Type 53 Powered Armour loses 20% of its armor mass, but is equipped with technologies so as, to avoid detection. The ID-30 Variable Directed Energy Rifle, unlike the standard pulse rifle, is designed to be modified at the discretion of the wielder, and is not necessarily a Pulsed Energy Weapon.

Development Unit
Armaments: 1 Kathil Pulse Rifle, 1 K-3A Secondary Pulse Rifle, 1 Anti-Armour Beam Projector
Primary Equipment: Type 60 Powered Armour, Type 30 Secondary Armour System
Secondary Equipment: Advanced Sensor Unit, Iseleth Pattern Personal Defense Grid, Enhanced Mobility Thrusters, 7 Pulse Rifle Power Cells, 1 Beam Projector Power Cell
Notes: The Aleph Combat Units are former units of the Interstellar Armed Forces, that have been assigned to safeguard the research and operations of the Iseleth Division, and utilize equipment derived from their research as a result. The Kathil Pattern Pulse Rifle, is the result of Iseleth Developments being applied to a design created by Erthan Kathil shortly before his death, as he was a complete madman, the weapon has 3 Barrels.

Acquisition Unit
Armaments: 1 Digital Shard Rifle, 1 Particle Catalyst Cannon, 1 Magnetic Acceleration Magnum
Primary Equipment: Type 60 Powered Armour, Type 30 Secondary Armour System
Secondary Equipment: Advanced Sensor Unit, Hard-Light Defense Module, Imperial Intelligence Communications Module, Energy Manipulation Device, Enhanced Mobility Thrusters
Notes: The Iseleth Technological Units, are former units of the Interstellar Armed Forces, that have been assigned to test Technology recovered by the Iseleth Division, and utilize equipment recovered/replicated from expeditionary teams as a result. The capability to replicate the technology does not equate to knowledge of how it works, and the primary method of reproduction is through the usage of captured, and equally incomprehensible, matter fabricators. Due to scarcity, these personnel exist only in extremely limited numbers.

Expeditionary Unit
Armaments: 1 "Masterkey" IT-30 Variable Directed Energy Rifle, 1 K-3A Secondary Pulse Rifle,
Primary Equipment: Type 60 Powered Armour, Type 30 Secondary Armour System
Secondary Equipment: Advanced Sensor Unit, Iseleth Pattern Personal Defense Grid, Imperial Intelligence Communications Module,
Notes: The Expeditionary Unit is the standard, low-value unit utilized for defense of Iseleth Division personnel during operations outside of the Imperial Territories.

Fighters

Tramenev II Interception Fighter
Length: 20 Meters
Wingspan: 6 Meters
Height: 1.25 Meters
Armaments: 6 IP-110 Pulse Repeaters
Armour: Lightened Aerospace Armour
Propulsion: 7 Arstov-Pattern Plasma Thrusters
Subsystems: Basic Aerospace Sensor Array
Notes: As with all Imperial Aerospace Craft, the Tramenev sacrifices armour for acceleration and maneuverability, due to its role as an interceptor, however, this has resulted in armour usage that renders the craft susceptible to small-arms fire.

Alveran Assualt Craft
Length: 16 Meters
Wingspan: 12 Meters
Height: 2 Meters
Armaments: 6 Heavy IP-110 Pulse Repeaters, 1 IP-174 PPC, 4 IP-73 Guided Anti-Aircraft Missiles
Armour: Heavy Aerospace Armour, Heavy Aerospace Shielding
Propulsion: 5 Arstov-Pattern Plasma Thrusters
Subsystems: Basic Sensor Array

Bombers

Imperator II Strike Bomber
Length: 12 Meters
Wingspan: 3 Meters
Height: 1.75 Meters
Armaments: 6, K-34 Independently Guided Antimatter Bombs
Armour: Reduced Mass Aerospace Plating
Propulsion: 8 Arstov-Pattern Plasma Thrusters
Subsystems: Basic Sensor Array
Notes: The Imperator II, like all Imperial Strikecraft, is piloted Remotely. This, along with it's heavy compliment of Thrusters, and the Reduced Mass Plating allows it sustain immense speed both In-Atmosphere, and Vacuum. However, due to aspects of its construction, at full Atmospheric Speed, utilization of the crafts fairly limited maneuverability can often result rapid unplanned disassembly, and premature detonation of payload.

Dropships/Gunships

Hunter Class Dropship
Length: 44 Meters
Wingspan: 38 Meters
Height: 16 Meters
Armaments: 14 Light IP-106 Pulse Repeater Turrets
Armour: Heavy Aerospace Armour, Hardened Aerospace Shielding
Propulsion: 6 VTOL-Capable Arstov-Pattern Plasma Thrusters
Subsystems: Basic Sensor Array
Notes: Properly Massive as Dropships go, due to requiring the capability of carrying Grand Praetor tanks.

Venator Class Gunship
Length: 24 Meters
Wingspan: 12 Meters
Height: 6 Meters
Armaments: 8 Heavy IP-110 Pulse Repeater Turrets, 4 IP-54 Anti-Structure Rocket Pods [4 Rockets Each], 4 IP-174 Particle Projection Cannons, 2 IP-44 Anti-Vehicle Railguns
Armour: Heavy Aerospace Armour, Hardened Aerospace Shielding
Propulsion: 4 VTOL-Capable Arstov-Pattern Plasma Thrusters
Subsystems: Basic Sensor Array
Notes: The Venator, is, for all intents and purposes, a Scaled Down Hunter Class Dropship, with the Dropship Capabilities removed for increased firepower, speed, and maneuverability. Often utilized to escort Dropships during deployment, and provide superior fire-support for Imperial Ground Forces.

Battlemechs

Locust II-A Battlemech
Height: 4 Meters
Maximum Speed: 225 Kph
Weight: 30 Tons
Armaments: 1 RI-27 "Shredder" Multi-Laser Cannon, 4 IP-108 Pulse Repeaters
Armour: Reduced Mass Vehicle Plating, Light Vehicle Shields
Subsystems: Advanced Sensors,
Notes: The Locust II-A Battlemech is a modification of older, less advanced scout mech platforms, and serves as a dedicated anti-infantry mech. Intended to be paired with a Locust II-B in all engagements. A miniature version of the original unit has been recently introduced into Imperial Infantry divisions.

Locust II-B Battlemech
Height: 4 Meters
Maximum Speed: 225 Kph
Weight: 30 Tons
Armaments: RI-21 1 "Thermal Lance" Assault Beam, 2 IP-174 Mech Grade PPC
Armour: Reduced Mass Vehicle Plating, Light Vehicle Shields
Subsystems: Advanced Sensors,
Notes: The Locust II-B Battlemech is a modification of older, less advanced scout mech platforms, and serves as a dedicated anti-vehicle mech. Intended to be paired with a Locust II-A in all engagements. A miniature version of the original unit has been recently introduced into Imperial Infantry divisions.

Armoured Vehicles

Hammer II Light Tank
Length: 12 Meters
Width: 8 Meters
Height: 4 Meters
Weight: 60 Tons
Maximum Speed: 140 Kph
Armaments: 1 IP-44 Anti-Vehicle Railgun, 1 RI-21 Assault Beam, 2 IP-54 Anti-Structure Rocket Pods [12 Rockets Each], 4 IP-110 Pulse Repeater Turrets
Armour: Light Vehicle Armour, Standard Vehicle Shields
Class: Tracked (2)
Subsystems: Full, Pulse-Cartridge Charging Rack

Bastion Medium Tank
Length: 22 Meters
Width: 16 Meters
Height: 6 Meters
Weight: 110 tons
Maximum Speed: 100 Kph
Armaments: Standard Vehicle Armour, 2 Layer Vechicle Shields
Armour: 2 IP-44 Linked Anti-Vehicle Railguns, 4 RI-21 Assualt Beam Turrets, 4 IP-54 Anti-Structure Rocket Turrets [12 Rockets Each] 6 IP-110 Pulse Repeater Turrets
Class: Tracked (3)
Subsystems: Full Sensors, Pulse-Cartridge Charging Rack

Grand Praetor Assault Vehicle
Length: 36 Meters
Width: 34 Meters
Height: 12 Meters
Weight: 300 Tons
Maximum Speed: 60 Kph
Armaments: 1 Naval Particle Projection Cannon, 4 Heavy RI-21 Assault Beam Turrets, 8 Heavy IP-110 Pulse Repeater Turrets, 2 IP-66 SAM Pods [30 Missiles Each], 1 Light IP-134 Laser Scatter Turret
Armour: Heavy Vehicle Armour, 4 Layer Hardened Vehicle Shields
Class: Tracked (8)
Subsystems: Advanced Sensors, Tactical Relay, Pulse-Cartridge Charging Rack

Watchman Anti-Aircraft Vehicle
Length: 16 Meters
Width: 10 Meters
Height: 6 Meters
Weight: 60 Tons
Maximum Speed: 180 Kph
Armaments: 2 IP-134 Laser Scatter Turrets, 4 IP-66 SAM Pods [30 Missiles Each]
Armour: Light Vehicle Armour, Standard Vehicle Shields
Class: Half-Track
Subsystems: Advanced Sensors,

Trianth Anti-Orbital Carrier
Length: 24 Meters
Width: 6 Meters
Height: 6 Meters [20 Meters when Launching]
Weight: 60 Tons
Maximum Speed: 60 Kph
Armaments: 1 F7-A Trianth Missile, 4 IP-110 Pulse Repeater Turrets
Armour: Light Vehicle Armour, Standard Vehicle Shields
Class: Tracked [6]
Subsystems: Advanced Sensors, Orbital Targeting System
Notes: The Trianth Anti-Orbital vehicle was originally produced over a century ago. The model has been reintroduced to reduce reliance on Orbital vessels to protect from Orbital Bombardment during planetary invasions.

Alaris Combat Hovercraft
Length: 8 Meters
Width: 6 Meters
Height: 2 Meters
Weight: 4 Tons
Maximum Speed: 160 Kph
Armaments: 1 IP-44 Anti-Vehicle Railgun, 2 Light IP-106 Pulse Repeater Turrets, Variable Hardpoint.
Armour: Light Vehicle Armour, Light Vehicle Shields
Class: Hover
Subsystems: Basic Sensors
Notes: The Alaris Combat Hovercraft is a recent addition to the Imperial Military, and was introduced following the recognition of the need for light armoured vehicles and increased mobility in Imperial ground forces. The vehicle is also capable of operation over water. As it is based upon historical UTCS Multipurpose Vehicles, it is capable to be outfitted with a number of standard vehicle-grade weapons, at the cost of its transportation capabilities for Imperial soldiers.

Combat Vessels

Triarius IV Dreadnought
Length: 800 Meters
Width: 400 Meters
Height: 300 Meters
Crew Compliment: 1600
Armament: 62 Heavy AN-56 Anti-Ship Beams, 24 IN-32 Particle Projection Cannons, 24 UN-144 Pulse Laser Turret, 48 IN-36 Point Defense Beams
Armour: 9 Meter Thick Reinforced Ship Plating, Dual Layer Hardened Battleship Shields
FTL System: Subspace Drive
Subsystems: Full Sensor Package, Hyperpulse Generator
Weapon Breakdown:
38 H-ASB | 38 Forward
24 H-ASB Turreted | 6 Port/Starboard | 6 Above/Below
24 PPC Turret | 6 Port/Starboard | 6 Above/Below
24 Pulse Laser Turret | 6 Port/Starboard | 6 Above/Below
48 PDB | 12 PDB Port/Starboard 12 PDB | Above/Below
Notes: The Next Generation Triarius Class has been re-specialized as a Beam Platform, due to the reintroduction of the Arcadia Dreadnought, as a Destroyer, thus rendering the dual roles of the Triarius redundant.

Refit Arcadia Battleship
Length: 1.2 Kilometers
Width: 800 Meters
Height: 600 Meters
Crew Compliment: 2000
Armament: 120 IN-16R Anti-Ship Railguns, 60 Heavy UN-144 Pulse Turrets, 40 IN-32 Particle Projection Cannons, 60 UN-168 Laser Scatter Turrets
Armour: 12 Meter Thick Reinforced Battleship Plating, Dual Layer Hardened Battleship Shields
FTL System: Subspace Drive
Subsystems: Hyperpulse Generator, Full-Sensor Package, Total Command Center
Weapon Breakdown:
120 AS-R Turret | 30 Port/Starboard | 30 Above/Below
60 HPT6 Turret | 15 Port/Starboard | 15 Above/Below
40 PPC Turret | 10 Port/Starboard | 15 Above/Below
60 PFC | 15 Port/Starboard | 15 Above/Below
Notes:
The Arcadia Dreadnought, was formerly the primary Capitalship and Dreadnought of the Imperium, prior to replacement by the Aeternitas I, and original Aurora Class vessels. Before the development of current Imperial Technologies, and all existing units had been decommissioned. However, by order of the Third Fleet, a Refit design was commissioned, and its success has given it a new battlefield role, supporting Dreadnought class vessels.

Princeps III Cruiser
Length: 600 Meters
Width: 350 Meters
Height: 200 Meters
Crew Compliment: 1100
Armament: 18 AN-56 Anti-Ship Beams, 38 IN-32 Particle Projection Cannons, 4 IN-115 Swarm Missile Bays [120 Missiles per Barrage, Each, 840 Missiles Cruiser Bay, 36 IN-36 Point Defense Beams
Armour: 7 Meter Thick Reinforced Ship Plating, Dual Layer Cruiser Shields
FTL System: Subspace Drive
Subsystems: Full Sensor Package, Low-Capacity Hyperpulse Generator
Weapon Breakdown:
8 ASB | 8 Forward
10 ASB Turreted | 5 Port/Starboard
38 PPC Turreted | 10 Port/Starboard | 9 Above/Below
4 S-MB | 4 Forward
36 PDB | 9 Port/Starboard | 9 Above/Below

Accensus Escort Cruiser
Length: 550 Meters
Width: 250 Meters
Height: 200 Meters
Crew Compliment: 800
Armament: 14 AN-56 Anti-Ship Beams, 30 IN-32 Particle Projection Cannons, 3 Reduced IN-115 Swarm Missile Bays [100 Missiles per Barrage, Each, 800 Missiles Per Bay], 20 IN-36 Point Defense Beams
Armour: 7 Meter Thick Standard Cruiser Plating, Dual Layer Cruiser Shields
FTL System: Subspace Drive
Subsystems: Full Sensor Package, Low-Capacity Hyperpulse Generator
Weapon Breakdown:
4 ASB | 4 Forward
10 ASB Turreted | 3 Port/Starboard | 2 Above/Below
30 PPC Turret | 8 Port/Starboard | 7 Above/Below
3 RS-MB | 3 Forward
20 PDB | 5 Port/Starboard | 5 Above/Below

Hastatus V Frigate
Length: 450 Meters
Width: 200 Meters
Height: 150 Meters
Crew Compliment: 600
Armament: 12 AN-56 Anti-Ship Beams, 16 IN-32 Particle Projection Cannons, 24 UN-144 Pulse Laser Turret, 24 IN-36 Point Defense Beam
Armour: 5 Meter Thick Reinforced Ship Plating, Dual Layer Frigate Shields
FTL System: Subspace Drive
Subsystems: Reduced Sensor Package, In-System Communication
Weapon Breakdown:
12 ASB Turreted | 3 Port/Starboard | 3 Above/Below
16 PPC | 4 Port/Starboard | 4 Above/Below
24 Pulse Laser Turret | 6 Port/Starboard | 6 Above/Below
24 PDB | 6 Port/Starboard | 6 Above/Below

Veles II Escort Frigate
Length: 400 Meters
Width: 150 Meters
Height: 100 Meters
Crew Compliment: 600
Armament: 8 AN-56 Light Anti-Ship Beams, 16 IN-32 Particle Projection Cannons, 16 UN-144 Pulse Laser Turret, 20 IN-36 Point Defense Beam
Armour: 4 Meter Thick Standard Ship Plating, Dual Layer Frigate Shields
FTL System: Subspace Drive
Subsystems: Advanced Targeting, Full Sensor Package, In-System Communication
Weapon Breakdown:
16 PPC | 4 Port/Starboard | 4 Above/Below
8 L-ASB | 2 Port/Starboard | 2 Above/Below
16 PLT | 4 Port/Starboard | 4 Above/Below
20 PDB | 5 Port/Starboard | 5 Above/Below

Planetary Assault Vessels

Ballistarius II Planetary Siege Frigate
Length: 400 Meters
Width: 300 Meters
Height: 300 Meters
Crew Compliment: 600
Armament: 6 AN-41 Anti-Surface Beams, 16 IN-36 Point Defense Beams
Armour: 6 Meter Thick Reinforced Ship Plating, Dual Layer Frigate Shielding
FTL System: Subspace Drive
Subsystems: In-System Communication, Reduced Sensor Package
Weapon Breakdown:
6 Anti-Surface Beams | 6 Forward
16 PDB | 4 Port/Starboard | 4 Above/Below

Vexillarius Troopship
Length: 1000 Meters
Width: 800 Meters
Height: 600 Meters
Crew Compliment: 4600 [4000 Marines/Assorted Mech/Air Support]
Armament: 24 IN-36 Point Defense Beams
Armour: 4 Meter Thick Standard Ship Armour, Single Layer Frigate Shielding
FTL System: Subspace Drive
Subsystems: In-System Communication, Full Sensor Package, Dropship Bays
Weapon Breakdown:
24 PDB | 6 Port/Starboard | 6 Above/Below
6000 Marines
160 Dropships
80 Venators
6 Imperator IIs
60 Alverans
36 Tramenev IIs
80 Hammer IIs
60 Bastions
12 Grand Praetors
40 Watchman
60 Locust II-As
60 Locust II-Bs
60 Alvaris

Support Vessels

Veles II Defense Frigate
Length: 400 Meters
Width: 150 Meters
Height: 100 Meters
Crew Compliment: 600
Armament: 32 UN-168 Laser Scatter Cannons, 4 IN-32 Particle Projection Cannons
Armour: 4 Meter Thick Standard Ship Plating, Single Layer Frigate Shields
FTL System: Subspace Drive
Subsystems: Advanced Targeting, Full Sensor Package, In-System Communication
Weapon Breakdown:
32 PFT | 8 Port/Starboard | 8 Above/Below
4 PPC | 4 Forward
Notes: The Veles II, is a specialized frigate intended to defend Imperial Vessels from strikecraft, and Corvette class vessels, that, while posing a threat to Imperial forces, are not significant enough to warrant full combat vessels for interception.

Speculatores Sensor Frigate
Length: 400 Meters
Width: 200 Meters
Height: 100 Meters
Crew Compliment: 400
Armament: 16 UN-144 Pulse Laser Turret
Armour: 3 Meter Thick Reduced Mass Ship Plating
FTL System: Subspace Drive
Subsystems: Hyperpulse Generator, Advanced Sensor Package, Warp Monitoring Equipment, Electronic Warfare Devices
Weapon Breakdown:
16 Pulse Laser Turret | 4 Port/Starboard | 4 Above/Below
Notes: The Speculatores Frigate is intended to provide Imperial Forces with Capital-Ship grade Sensors Networking and Capability without the presence of a Capital Ship, and sees usage only in the Second and Third Fleets.

Sagittarius I "Macross" Artillery Frigate
Length: 600 Meters
Width: 400 Meters
Height: 200 Meters
Crew Compliment: 800
Armament: 48 UN-144 Pulse Laser Turret, 16 IN-36 Point Defense Beams, 2 IN-115 Missile Bays [200 Missiles per Barrage, Each, 2400 Missiles,]
Armour: 4 Meter Thick Standard Ship Plating, Dual Layer Frigate Shields
FTL System: Subspace Drive
Subsystems: Full Sensor Package, Advanced Targeting
Weapon Breakdown:
48 Pulse Laser Turret | 12 Port/Starboard | 12 Above/Below
2 Missile Bays | 2 Forward
16 PDB | 4 Port/Starboard | 4 Above/Below

Venator-I Carrier
Length: 800 Meters
Width: 600 Meters
Height: 400 Meters
Crew Compliment: 1600
Armament: 24 UN-144 Pulse Laser Turret, 8 UN-168 Laser Scatter Turrets
Armour: 4 Meter Thick Standard Ship Armour, Single Layer Hardened Frigate Shielding
FTL System: Subspace Drive
Subsystems: Hyperpulse Generator, Full Sensor Package, Strikecraft Bays
Weapon Breakdown:
24 PLT | 6 Port/Starboard | 6 Above/Below
8 PFT | 2 Port/Starboard | 2 Above/Below
Strikecraft Bays:
36 Venators
6 Imperator IIs
72 Alverans
48 Tramenev IIs
Notes: Due to battlefield information gathered during recent conflicts, a small number of dedicated Strikecraft Carriers have been introduced to Imperial Fleets. Due to significant space reserved for Strikecraft and the maintenance thereof, weapons systems on the vessel are extremely limited.

Capital Ships

Aeternitas III Capital Ship
Length: 2 Kilometers
Width: 1.4 Kilometers
Height: 1.2 Kilometers
Crew Compliment: 7000 [2500 Marines]
Armament: 80 AN-56 Heavy Anti-Ship Beams, 200 IN-32 Particle Projection Cannons, 120 IN-16R Anti-Ship Railguns, 120 UN-144 Heavy Pulse Turrets, 8 IN-115 Large Swarm Missile Bays, [200 Missiles per Barrage, 3000 Missiles each,], 16 AN-41 Anti-Surface Beams, IN-36 340 Point Defense Beams
Armour: 18 Meter Thick Reinforced Capital Ship Plating, Quad Layer Capital Ship Shields
FTL System: Subspace Drive
Subsystems: Hyperpulse Generator, Full-Sensor Package, Total Command Center, Dropship Bay
Weapon Breakown:
20 H-ASB | 20 Forward
60 H-ASB Turret | 15 Port/Starboard | 15 Above/Below
200 PPC | 50 Port/Starboard | 50 Above/Below
120 ASR Turret | 30 Port/Starboard | 30 Above/Below
120 HPC | 30 Port/Starboard | 30 Above/Below
8 L-SMB | 8 Forward
16 A-SB | 16 Forward
240 PDB | 60 Port/Starboard | 60 Above/Below

Enclave III "Planetcracker"
Length: 2 Kilometers
Width: 600 Meters
Height: 600 Metes
Crew Compliment: 2000
Armament: 1 Kathil-Pattern/Reduced Length Railgun, UN-144 1200 Heavy Pulse Turrets, 400 Light AN-56 Anti-Ship Beams, 800 Heavy IN-36 Point Defense Beams
Armour: 20 Meter Thick Reinforced Capital Ship Plating, Quad Layer Hardened Capital Ship Shields
FTL System: Subspace Drive
Subsystems: Hyperpulse Generator, Full-Sensor Package, Subspace Accelerator, Reduced Length Projectile
Weapon Breakdown:
1200 HPT Turret | 300 Port/Starboard | 300 Above/Below
400 L-ASB Turret | 100 Port/Starboard | 100 Above/Below
800 HO-PDB | 200 Port/Starboard | 200 Above/Below
Notes: Design introduced following restructuring of Imperial Fleets. Secondary Reactors now utilized to power additional weapons systems when primary weapon is not in use.

Aurora Refit Dreadnought
Length: 2.8 Kilometers
Width: 1.8 Kilometers
Height: 1.6 Kilometers
Crew Compliment: 12000 [6000 Marines]
Armament: 160 Heavy IN-16R Anti-Ship Railguns, 520 Heavy IN-32 Particle Projection Cannons, 80 Heavy AN-56 Anti-Ship Beams, 400 UN-168 Laser Scatter Turrets, 6 IN-22R Heavy Planetary Siege Bays [800 Anti-Surface Missiles Each,], 24 Large IN-115 Swarm Missile Bays, [200 Missiles per Barrage, 4000 Missiles each,]
Armour: 24 Meter Thick Reinforced Capital Ship Plating, Seven Layer Hardened Capital Ship Shields
FTL System: Dual Subspace Drives
Subsystems: Weaponized Hyperpulse Generator, Full-Sensor Package, Alpha Strike, Total Command Center, Dropship Bays
Weapon Breakdown:
80 H-ASB | 80 Forward
160 H-ASR | 40 Port/Starboard | 40 Above/Below
520 HPPC Turret | 130 Port/Starboard | 130 Above/Below
6 H-PSB | 6 Forward
24 L-SMB | 6 Port/Starboard | 6 Above/Below
400 LST | 100 Port/Starboard | 100 Above/Below
Notes: Development made on the frame of the Aurora class Dreadnought have resulted in the poorly-function, obsolete-at-construction Dreadnought iconic of the Imperial fleets to be reintroduced in a heavily modified variant based upon the Arm of Orion, the flagship of the Fourth Fleet.

Dystopia Superdestroyer
Length: 2 Kilometers
Width: 3 Kilometers
Height: 4 Kilometers
Crew Compliment: 40000 [34000 Marines]
Armament: 300 Heavy AN-56 Anti-Ship Beams, 40 AN-41 Heavy Anti-Surface Beams, 500 IN-32 Heavy Particle Projection Cannons, 400 Heavy IN-16R Anti-Ship Railguns, 800 IN-36 Point Defense Beams, 400 UN-168 Laser Scatter Turrets
Armour: 30 Meters Reinforced Capital Ship Plating, Eight Layer Hardened Capital Ship Shields
FTL System: Subspace Drive
Subsystems: 6 Hyperpulse Generators, Planetary Sensor Array, 4 Combat Modules, 1 Planetary Invasion Module
Weapon Breakdown:
300 H-ASB | 75 Starboard/Port | 75 Above/Below
400 H-ASR | 100 Starboard/Port | 100 Above/Below
40 H-A-SB | 40 Forward
500 H-PPC | 125 Starboard/Port | 125 Above/Below
400 LST | 100 Starboard/Port | 100 Above/Below
800 PDB | 200 Starboard/Port | 200 Above/Below
Notes: The Dystopia Superdestroyer, is the Combat Fitted Variant of the Utopia Multipurpose Vessel. Due to this reason, and the extremely slow acceleration of the Vessel in both configurations, no vessels of this class are currently in service. The Dystopia Superdestroyer is intended to safeguard the Interior Territories in the even of a breach, and is not intended to be deployed outside such.

Military Ranking System
The following is the standard Imperial Military Ranking System. Note that this applies only to Combat-Active Personnel, not supporting personnel, such as Operations personnel.

Notes: The rank of Legionnaire is a Veterancy Rank, conferred to all personnel upon conclusion of first military conflict, and neither overrides, nor allows command over, non-veteran personnel. Ranked units higher than Hastatus may not be referred to as Legionnaire, while Hastatus units with the Legionnaire rank may not be referred as Hastatus.
Intelligence/Iseleth Ranks are only equivalent to Legionary/Naval ranks within their own command-chain. Their relation to Naval/Legionary Ranks varies depending on the mission, but is equivalent to the Praetorian/Aquilifer by default.

Legionary Ranking

Naval Ranking

Intelligence/Iseleth

Hastatus/Legionnaire

Accensus/Eques

Speculator

Decanus

Alaris

Excursor

Princeps

Rorarius

[Not-Applicable]

Decurion

Centurion

Auspex*

Centurion

Legatus

Praefectus*

Praetorian

Aquilifer

Director*

*Auspex Personnel, and units above their ranking, are not Operative personnel, and are included only for the sake of completion and the similarities in their role.**
Except that the Auspex is basically just Operations Personnel, but works only with Intelligence.

Imperial Legions
The IAF, IAD, and IAC, are organized into Legions, the largest unit of Imperial Forces. All Legions are independent in their operation, sharing only their subservience to the Military Overseer. Each legion is lead by a Praetorian, who maintains complete control of the Legion, including its exact composition, legionary colours, battle strategy, and, in times of war, deployment, unless orders from the Military Overseer restrict such.

Each Praetorian is served by a number of Centurions, which in turn command the Decurions beneath them, and so on. Each officer is allowed a number of Hastatus/Legionnaire units, depending on the exact composition of the Legion, and the Unit-Class and specific ranking of the officers in question. They are also granted significant independence in the use of their forces, and is able to operate entirely as-such, unless such is restricted by personnel above their rank.

The following is an explanation of the Sub-Legionary units of Imperial Forces:

Unit

Composition

Unit

7 individual soldiers, including unit-leader, of any infantry class, or one armoured vehicle. The greatest unit allowed to be commanded by the Decanus rank.

Lance

5 Units of Imperial Soldiers, including Command Unit, or 4 Armoured Vehicles and Command Unit. The greatest unit allowed to be commanded by a Princeps.

Greatlance

3 Lances of Infantry, and Command Unit, or 2 Lances of Armoured Vehicles and Command Unit. The greatest unit allowed to be commanded by a Decurion.

Assualt

3 Greatlances, and Command Unit, or 2 Greatlances of Armoured Vehicles and Command Unit. The greatest unit allowed to be Commanded by Centurions.

Note: Officer Units may still issue orders to lower-ranked Officers, regardless of whether or not they are currently in direct command of a Unit.
Aircraft are commanded according to Infantry rules.

As previously implied, the exact composition of Legions varies according to Praetorian Mandate, as such, the exact composition of Imperial Forces cannot be adequately estimated.

Active Legions:
1st Legion
3rd Legion
5th Legion
6th Legion
7th Legion
9th Legion
13th Legion
15th Legion
17th Legion
21st Legion
22nd Legion
25th Legion
27th Legion
32nd Legion
35th Legion
37th Legion
39th Legion
42nd Legion
49th Legion
55th Legion
57th Legion
59th Legion
52nd Legion
55th Legion
57th Legion
58th Legion
59th Legion
62nd Legion
67th Legion
71st Legion
72nd Legion
77th Legion
83rd Legion
87th Legion
134rd Legion

First Fleet
The First Fleet, is the fleet tasked with the defense of New Harron in the event of an attack, and is the Fleet in which the Flagships of the three core branches of the Imperial government are organized. In modernity, with the establishment of the Subspace Barrier, this fleet has reduced sharply in size, though always the smallest of the Four Fleets, it now forms a minuscule fraction of even the similarly marginalized Second Fleet, though much of its size is in Capital Ships.[/size]

Second Fleet
The Second Fleet is tasked with the defense of the Interior Border, and the worlds of the Imperium in the event of an attack. As with the first fleet, it was heavily downsized after the establishment of the First Fleet, falling from the largest fleet by far, to the second-smallest. It now serves as the Garrison of the Shield Worlds, and has few Battleships, and fewer Capital Ships to its name. Its perceived irrelevance has caused it be authorized to produce only Second-Line vessels usually utilized for Planetary Garrisons for the majority of its forces.

Third Fleet
The Third Fleet is tasked with the patrolling and defense of the Exterior Territories. Formerly holding the role of Border Defense, after the establishment of the Subspace Barrier, it was also drastically diminished. In recent years however, it has been returned to strength, and now takes upon its duty as best it can, still laughably under-staffed to adequately protect Civil Oversight, and Citizenry vessels, and patrol the Exterior Territories. Much of its forces consist of Arcadia and Princeps vessels.

Fourth Fleet
The Fourth Fleet is tasked with offensive action against forces hostile to the Imperium, and is by far the largest fleet. Unlike others, its size remained static after the rise of the Subspace Barrier. Within it, all Planetcrackers and Aurora Class Dreadnoughts are organized.

Note that this information is written from an OOC Perspective

General Technology

Directed Energy Weapons (Anti-Ship/Planetary Bombardment/Assault/'Thermal Lance' Beams)

These weapons should be fairly Straight-Forward to anyone familiar with Science-Fiction. This is just a straight-forward Laser that goes on for a few seconds, depending on class. For reasons we'll get to later, you probably won't be seeing much of these. Because they generally operate above the visible spectrum; they're actually really common.

Imperial Laser Weapons are universally High-Energy Phased-Array Focused Solid-State Lasers. Due to reasons of Plasma Blooming and Atmospheric Absorption, they operate differently depending on whether they're intended for use In, or Out of an Atmosphere.

Atmospheric Lasers are Auto-Tuning, Variable-Frequency weapons, operating at as high frequencies as possible for the local atmospheric content and conditions*. Orbital varieties lack this component, operating entirely in the 'Extreme Ultraviolet' point of the Spectrum so as to take advantage of the higher-energy photons.

Beam type Lasers are distinguished from Pulsed-Lasers (Which we'll cover shortly) in that they remain active for much longer, allowing for a greater net damage, despite operating at lower-energy than comparable Pulsed-Laser systems. In-Atmosphere, this distinction is lessened, as while Orbital Lasers will remain operational for up to a minute of sustained fire, in-atmosphere, plasma blooming substantially limits the effective firing period.

These remain the primary Imperial Anti-Capital weapon for their ability to burn through hulls and shields alike if given enough time on target. The fact that they can't be easily countered makes them the most practical option.

Planetary Bombardment Beams, however, are an odd case. As the Laser itself is quite small, and doesn't do too horribly well on its own. The trick, is that rather than attempt to avert Plasma Blooming, it only stops the Diffusion that tends to result from it, through the use of a Phase-Conjugate System. Thus allowing for not only a high-energy laser to destroy things, but the mass of Superheated Plasma that rapidly shows up after it to destroy things.

*Do note that this does mean that the exact effectiveness and Pulse-Duration of Lasers changes slightly depending on atmospheric content. Atmospheric Lasers usually operate in the lower ends of the Ultraviolet Spectrum, but can go to straight-Violet if conditions are absurdly poor. This mechanism is part of the reason Pulse-Rifles are all large and heavy.

Pulsed-Directed Energy Weapons (Pulse Rifles/Repeaters/Lasers)

These weapons should also be fairly Straight-Forward to anyone familiar with Science-Fiction. Similar to the 'Pulsed Energy Projectile' system in development here in Reality, this is just a very brief laser pulse. You won't be seeing any glowing bolts crossing Battlefields, because that's silly; it wouldn't look like much of anything, because they don't generally operate in the visible spectrum.

In any case, like all Imperial Lasers, these are High-Energy Phased-Array Focused Solid-State Lasers, they just don't stay on very long, partially to avoid Plasma Blooming diffusing the Laser, and partially because they operate at a higher-energy than standard Beams, and don't need to be overheating, as that tends to seriously ruin precision optical systems.

Now, like with the standard Beams, these Lasers operate differently in Atmosphere, and in Orbit. Atmospheric Lasers are Auto-Tuning, Variable-Frequency weapons, operating at as high as possible for the local atmospheric content and conditions*. As with 'Beam' Directed Energy Weapons, orbital varieties lack this component, operating entirely in the 'Extreme Ultraviolet' point of the Spectrum so as to take advantage of the higher-energy photons.

*Do note that this does mean that the exact effectiveness and Pulse-Duration of Lasers changes slightly depending on atmospheric content. Atmospheric Lasers usually operate in the lower ends of the Ultraviolet Spectrum, but can go to straight-Violet if conditions are absurdly poor. This mechanism is part of the reason Pulse-Rifles are all large and heavy.

Soliv Pattern/CO-19

These get their own sub-slot because they aren't a traditional weapon used by the Imperium. They're something called an Electrolaser, which uses a normal laser to rapidly convert atmospheric gasses into Plasma, which is used as a channel to direct an electric current. More or less a literal Lightning Gun, it is easily capable of incapacitating a Human, and is usually non-lethal, as long as medical care is employed immediately. For that reason, these are unavailable to civilians, despite being classified as non-lethal.

Particle Weapons (Particle Projection Cannon/Rifle)

Particle Weapons utilize a beam of High-Energy Particles travelling at near the Speed of Light to damage targets. In case that sounded familiar, yes, these weapons, especially Charged Particle Beams, are basically just open-ended Particle Accelerators. These are technically considered Directed-Energy Weapons, but both heat, and bash into targets, best of both worlds really, and they can cause severe damage to fragile electronics, like computer systems, and LIDAR arrays.

For these reasons, they are extremely powerful, with enough power behind them, even moreso than traditional Laser weapons. Downside is that they're fairly easily countered. Magnetic Fields devastate Charged Particle Beams, both types diffuse quite rapidly over range, and Neutral Particle Beams aren't very powerful*.

Now, since this is Science Fiction, there's also the problem of Energy Shielding, which normally isn't actually a huge issue, it can weaken Charged Particle Beams, but then you still get the Neutral Particle Beam impacting your hull. The solution found was to simply include Magnetic Fields that forcibly diffused the Particle Beam, as well as rendering it neutral, making Particle Beams largely ineffective against targets that still had their shields up.

*Which isn't a problem here in reality, because we don't have to deal with several-hundred meter vessels with meters of advanced armour metamaterials. Unfortunately, this is Science-Fiction, so Charged-Particle Beams are the way to go, and that means that Magnetics screw them right up.

Antimatter Weapons (Any Missile/Rocket)

These are exactly what they say on the tin, it's a bomb of sorts that uses Antimatter as the Explosive. Matter/Antimatter release quite a bit of energy on contact, in a process called Annihilation. In simpler terms, it explodes, quite violently.

Imperial Antimatter Weapons utilize a device called a Subspace Shunt, something of a one-way Subspace Drive the puts the Antimatter into Subspace, where it detonates harmlessly, if Antimatter-Containment is lost before the Weapon is armed. It has an approximate 73% Success Rate.

Railgun (Anti-Vehicle/Ship Railgun/Planetcracker)

A Railgun is a Magnetic Acceleration weapon, in the case of the Imperium, using a series of extremely powerful electromagnets to propel an Armour-Piercing Explosive Projectile set to a delayed-impact trigger, intended to allow the projectile to detonate inside it's target.

The ones used on a Planetcracker, however, utilize non-explosive rods of high-density material. This is, however, only part of the device, as at the end of the Magnetic Accelerator, there's a Subspace Accelerator, which briefly shunts the projectile into Subspace, it's high-velocity, and the unique physical laws of the Subspace Environment resulting in the projectile accelerating to absurd velocities, before being forcibly partially re-emerged into Realspace, allowing it to retain its velocity, and interact with Realspace. Besides destroying planets, the the end-result also shunts most matter into Subspace on impact, allowing one to avoid being obliterated by microdebris moving at relativistic speeds.

Energy Shielding/Hardened Shields

This is a fairly endemic concept common to Science Fiction, and as a result, is one of the least realistically explicable systems you're going to find. It's a field of projected energy utilized to disrupt and absorb directed energy weapons. The exact strength of the Shield is determined by the Capacitors used in the 'absorption' bit. These capacitors are not such in the traditional sense, as they are capable of both rapid, and slow energy release.

The Shields themselves are powered by a ship's standard power systems, in the case of Imperial Ships, the Fusion Reactor. The Capacitors serve only to store energy captured by the Shield System, utilizing it in place of the Reactor to sustain shielding until such time as either the Capacitors reach capacity, or are no longer store energy. In the former case, to prevent more catastrophic detonation, the capacitors dump the energy back into the Shield Projectors, destroying them. Imperial Vessels utilize multi-layer shield systems to allow for vessels to retain effective defense against Directed-Energy Weapons in extended engagements.

Hardened Shields take this one-step further, by also blocking conventional weapons.* These shields, however, are vastly weaker for it, both due to their nature, and the energy involved in kinetic weaponry, breaking under significantly less resistance. However, the Imperium has determined that it is preferable to replace shielding systems, than hull-sections on Capital Ships. As a result, these shields remain in-use.

It should be noted that Hardened Shielding Systems are derived from Archailect Energy Projection Technology, and are not an Imperial Development.

Powered Armour Systems

Imperial Powered Armour Systems are not the bulky pauldron-happy suits common to the genre. Instead, the 'powered' part of the Armour, is a simple suit of Artificial Musculature, upon which armour plates are mounted. This system, as well as all additional functionality is powered by a Microfusion system that makes up the vast majority of the 'backpack' of the Armour. These systems are extremely low-output compared to full-scale systems, and are limited in their operational lifespan.

Standard Armour Systems are equipped with Sensors Integration capable of applying the additional awareness granted by the various Optical, Radar, and LIDAR systems to the pre-existing Sensory augmentations implanted within Imperial Personnel. Further, they are equipped with various communication modules, allowing for both short and long-range communication between Imperial personnel and command infrastructure, and Identification Systems, allowing Imperial Personnel to easily discern hostile forces from allies. This system is also equipped with a small Shield Projector, providing a measure of defense against Directed Energy weapons.

Variants of the System also include full environmental management systems, additional oxygen supply, and low-output mobility enhancement systems.

Miscellaneous Weapons
AKA: Anything I don't feel deserved its own section.
CO-33A Flechette Rifle

This is a Flechette Rifle, it shoots dart looking things, and is very much just a fully-automatic Crossbow, without either the cross or bow sections. In this case, it shoots glasslike projectiles intended to embed themselves into a target, then explode into razor-sharp shrapnel. Rounds tend to just explode on contact with armour materials, and as such, is only really effective against unarmored targets.

CO-17B Flamethrower

Fueled by a special mixture that used to be used on Imperial Ships prior to the development of Plasma Thrusters capable of effectively maneuvering the mass of Imperial ships, these are Flamethrowers of the highest order, burning at 60,000 Degrees Kelvin, or about 107,540 Fahrenheit, or 59,726 Celsius. Usually used to clear infuriating Underbrush or things that are just plain hard to aim at.

Digital Shard Rifle

A bizarre contraption recovered by the Aleph Division, with only 5 examples, of which 1 is non-functional, and 1 is an inferior reconstruction utilizing Imperial technologies in-place of missing components. They utilize a form of Programmable Matter to produce projectiles of various properties. Ammunition for these devices is available only in extremely small amounts, but efficient coding drastically reduces usage.

Subspace Technologies (Subspace Drives/Hyperpulse Generators)

Subspace Drives are a non-imperial development based upon an artifact discovered at Iseleth by Imperial Intelligence. In short, the devices operate by rapidly compressing a small area of space down to a point, and pouring huge amounts of energy into it, until a Point of Contact with Subspace is reached. This point is then expanded, forming a 'Half-Subspace' which can be utilized for transit through the manipulation of the surrounding Realspace. At the destination, the surrounding Realspace is forced back through the expanded point of contact, forming a Subspace Tear that deposits the ship back into Realspace. The resulting Subspace Shockwave forces Subspace back into a semblance of its original position.

Hyperpulse Generators operate on similar principles, but avoid the issue of Subspace Shocks by maintaining a Point of Contact on both ends. The point, rather than being expanded or collapsed, is simply allowed to fail upon reception of the transmission.

Planetcrackers were handled earlier, so I'll not restate that.

Technological Designations

T-[#]: Weapons granted the T-[number] designation are based upon Pre-Collapse Union Weapons Systens. These designs are being phased-out as applications of advancements in various technologies render Union-Patterned weapons vastly obsolete. They remain in service only in Internal Security, where modern weapons have yet to replace the vast numbers of older variants. Secondary Pulse-Rifles bearing this designation will remain in service.

A-[#]: Weapons utilizing the A-[number] designation, are products of the Aeravahn Development Initiative, and as such, are weapons based off developments made through Aeravahn-Derived technologies.

Type-[#] Armour System: The Standard designation for Imperial Powered Armour Systems since the inception of the development program.

CO-[#]: The designation reserved for weaponry developed under Civil Oversight research programs.

RI-[#]: Designation reserved for weaponry developed by the Raesiv Initiative, tasked with developing specialized weapons for use in non-standard engagements, and the future specialization of Imperial Forces.

IP-[#]: Designation utilized by weaponry developed under the Ieresev Project, tasked with updating Imperial heavy arsenals with modern technologies for use on Armoured-Vehicles, and specialized units.

IA-[#]: Designation reserved for use by Aeravahn-Derived weapons systems formerly restricted for use by Imperial Intelligence.

ID-[#]: Intelligence Development; designation utilized by weapons restricted for use by Imperial Intelligence.

K-[#]: Kathil; Reserved for technologies based upon designs by Kathil, or Kathil Research Units prior to their disappearance.

F7-[x]: Faersil 7; The designation reserved for Trianth series Anti-Orbital Defensive Systems.

AN-[#]: Aeravahn Naval; designation reserved for weaponry based upon developments made through the capture of Aeravahn Naval weaponry.

IN-[#]: Imperial Naval; Designation reserved for Imperial Naval Weapons Systems.

UN-[#]: Union Naval; Designation symbolically reserved for Pulsed-Laser Weapon systems.

The Imperium of Tinfect

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