by Max Barry

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The ထာဝရပျော်ရွှင် ကြောင်ကမ္ဘာ of
Liberal Democratic Socialists

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11

The Valentian Military. Contrary to Popular Beliefs, we do have an army, courtesy of Voorzichtigheid. Used mainly for peacekeeping & self-defense.

As of now, yes, we do have an Army, technically speaking. Just that it's currently in the hands of 60 people, and 0.1 billion reservist soldiers with MT-FT tech that resides in The Overwatch's Enhanced Bastion of Voorzichtigheid. We also have 16 ICBMs in Voorzichtigheid, in case the needs arise.

In short?
Active personnel: 61. More about them here.
Reservists and Part-time soldiers: 100 million (100,000,000).

Valentine Z and Alanis Star specialise in a type of WMP - Weapons of Mass Pacifism.

Meow Missile

An ICBM that lands harmlessly on the targeted ground. The internal antennas will fire signals that interfere with all the screen-enabled devices (TVs, computers, smartphones...) at a 1000 km radius.

The signal is a 12-second video of cute kittens meowing and purring. At the end, a message will be displayed in multiple languages: "Valentine Z loves you, and would like to negotiate with you peacefully."


The Small but Proud Military of Valentine Z (More Details to follow up soon, WIP for now).

After you have The Sixty, you have this! The unsung heroes of the war, the 100 million reservists that, when called upon, will serve their due diligence!

Please take a while for these images to load!

Infantry - Basic Infantry

Class

Hit Points

Magazine Size

Damage Per Hit (DPH)

Rate of Fire (ticks / s)

Damage Per Second (DPS)

All-rounded

2000

30

120

9

1080

Primary: An assault rifle that holds 30 rounds and fires automatically. Decent range and limited spread, though inaccurate with continuous fire.
Sprint: Sprint a distance before getting tired. The stamina meter allows for up to 80 meters of continuous run before needing the recovery time.
Grenade: Throws a High-Explosive grenade in an arc, dealing up to 800 damage. The grenade has a 5 s fuse, which can be cooked before throw.
Stim Pack: Heals 40% of the HP over time for 3 seconds. Healing can be interrupted if the unit takes further damage while healing; advise cover.


Infantry - Machinegunner

Class

Hit Points

Magazine Size

Damage Per Hit (DPH)

Rate of Fire (ticks / s)

Damage Per Second (DPS)

Defense

2200

200

133

14

1862

Primary: A deployable minigun with a belt-ammo, which contains 200 rounds each. Good amount of damage and ROF, but high spread and immobile.
Suppressive Fire (Passive): When targeted at a particular area or an enemy, the enemies at the immediate 2 m region moves 20% slower for duration.
Deploy: Sets up the machinegun at a designated spot. Setting up takes 4 seconds and it's interruptible. No movement speed after it has been set up.
Pack Up: Packs up the machinegun to use at another area. Packing up takes 6 seconds and it's interruptible. Cannot fire when the gun is packed up.


Infantry - Anti-Tank Infantry

Class

Hit Points

Magazine Size

Damage Per Hit (DPH)

Rate of Fire (ticks / s)

Damage Per Second (DPS)

Defense

2100

1

3000

0.1667

500.1

Primary: Helix rocket launcher that launches two rockets per shot. The rockets arc at 1000 meter range, and slow-moving. Ineffective against infantry.
Armour Buster (Passive): Rockets deal 100% more damage (6000 damage / shot) to armored units such as tanks and mechs, 200% against buildings.
Homing Missile: Homes towards a target. Can be activated for every shot, but it adds 2 seconds to the firing process and rockets fire slightly slower.


Specs. Ops. - Spy

Class

Hit Points

Magazine Size

Damage Per Hit (DPH)

Rate of Fire (ticks / s)

Damage Per Second (DPS)

Support

1800

12

100

6

600

Primary: Standard 12-round magazine pistol with all-rounded firing power, reloading time, and rate of fire. More for defense, less for offensives.
Sabotage: Plants a bomb to an enemy's installation, dealing 8000 damage to the building. Takes 8 s to arm & 10 s to explode. Can be disarmed.
Informer: Plants an informer into an enemy's building, who is incorruptible, but still can be eliminated through counterintelligence. 5 sec setup.
Assassinate: Sneaks up behind an enemy infantry unit and deals absolute 4000 damage to the target, killing instantneously. Takes 4 s to perform.


Specs. Ops. - Sniper

Class

Hit Points

Magazine Size

Damage Per Hit (DPH)

Rate of Fire (ticks / s)

Damage Per Second (DPS)

Offense

1900

5

1800

0.5

900

Primary: L118A2. Extremely high damage and high accuracy, but at the cost of a slow rate of fire, and manual loading. 50% dmg. against armor.
Lucky Shot (Passive): Has a 5% chance that the Sniper will do 2x damage to the body shot, or 1.5x damage to the headshot (default dmg. 3500).
Thermal Sights: Allows the Sniper to see with better clarity in the dark. Lasts 10 seconds, and has a range of up to 1000 meters when activated.


Specs. Ops. - Airborne Trooper

Class

Hit Points

Magazine Size

Damage Per Hit (DPH)

Rate of Fire (ticks / s)

Damage Per Second (DPS)

Support

2000

40

80

11

880

Primary: SMG with a high rate of fire. Also allows better versatility and movement speed bonus to the user. Less damage than assault rifles.
Air Superiority (Passive): Has a 90% chance of AA guns missing the Troopers, and a general 75% evasion chance from ground infantry units.
Grenade: Throws a High-Explosive grenade in an arc, dealing 1000 damage. The grenade has a 5 s fuse, which can be cooked before throw.


Armour - Main Battle Tank

Class

Hit Points

Magazine Size

Damage Per Hit (DPH)

Rate of Fire (ticks / s)

Damage Per Second (DPS)

All-rounded

15000

1

5000

0.3333

1666.5

Primary: High Explosive shells that impacts and hits the target. Has a 10-meter blast radius with radial damage fall-off. Extremely slow ROF.
Secondary: Medium-range machinegun mounted on the tank. Deals 1300 DPS, nearly the same attributes as machinegunner, but lower DPS.
Demolish (Passive): Deals 100% more damage to the buildings, and 10% more damage to other Armour targets. 80% damage to infantry units.


Armour - Anti-Air Tank

Class

Hit Points

Magazine Size

Damage Per Hit (DPH)

Rate of Fire (ticks / s)

Damage Per Second (DPS)

Support

10000

4

2500

2

5000

Primary: High-Caliber rounds that target airborne units, mainly helicopters and bombers, or any other slow-moving targets. Cannot target land.
Homing Missiles: At the sacrifice of speed and some damage, fires of a salvo of 3 homing missiles. Each missile does 2000 damage, 10% slower.


Missile - ICBM - Nuke

Class

Hit Points

Magazine Size

Damage Per Hit (DPH)

Rate of Fire (ticks / s)

Damage Per Second (DPS)

Offense

4000

16

100,000

1

100,000

Primary: ICBM that has a range of up to 10,000 km. End of the World device, Valentine Z keeps 16 of these for energency purposes. Can be shot down mid-air. DPS lasts for 10 seconds.


Missile - EMP Rocket

Class

Hit Points

Magazine Size

Damage Per Hit (DPH)

Rate of Fire (ticks / s)

Damage Per Second (DPS)

Offense

4000

1

50

1

50

Primary: EMP Rocket that has a range of up to 7000 km. Disables all electronics in a 50 km range once detonated. Can be shot down mid-air. DPS lasts for 3 seconds.


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