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DispatchFactbookMilitary

by Ultimatus. . 65 reads.

Military Details (Terrestrial) [WIP]

Ultimatian National Equipment

Henceforth referred to as "Glass".

A small dense and heavy substance presumed to be made of glass but is actually a transparent carbon nanotube composite mixed with the strange native molasses like temperature responsive substance native to the Ultimatian homeworld. The substance itself comprises a large portion of the Ultimatian HEPS, Hazardous Environment Protection Suits, worn by every member of the military when operating in environments that have a high likelihood of becoming dangerous. The suits themselves vary in functionality depending on the utilities and functions added to the basic suit framework. Glass is almost superconductive and has an incredible tensile strength allowing it to serve as a thermal insulator and a kinetic projectile protectant. Most ships themselves are not made of this material as the flexile nature and difficulty of production makes it prohibitively expensive to make the vast quantities necessary to armor ships. The strange rivers of molasses-like substance is also rare enough that Ultimus Cincarses himself has to approve any new experimentation with suit designs that require high amounts of the substance.
Its use as a protective material has been invaluable to space exploration as the Glass can handle both the high pressures of deeper sea diving as well as the negative pressure of exposed space walks. The nearly superconductive properties has allowed for an installed micro-reaction system to be installed on most suits to power the various gadgetry and an electro-solar/thermal energy collection system to power on-board life support for the occupant. So long as the heat or electrical current does not surpass the conductivity limits of the armor it can convert a large portion of the energy to various on board suit systems and storage, allowing for an exceptional operational time in the ideal conditions.


The standard planetary defense system in place utilizes very large rail accelerated gun batteries designed to target and saturate celestial objects that come within one thousand kilometers of the planet without being registered as a on-threat by Circulating-Manta in the system. This system is primarily used to break up dangerous or threatening asteroids or meteors that enter to within a potentially dangerous distance to the planets they are installed on, the deep penetrating high explosive rounds are designed to shatter and crack solid materials and scatter them into manageable pieces that burn away in the atmosphere. These groups of batteries are usually placed within and around primary manufacturing and research facilities, but have an issue reaching parts of the planet that are much less developed into.

One of the more recent innovations in Hazardous Environment protection was the addition of a vector based shield that was designed to redirect or nullify incoming kinetic projectiles. Primarily used as a method preventing sudden spontaneous death due to astral object impacts it also served as an intriguing way of dealing with hazardous wildlife on new planets that would be slowly converted in Ultimatian research or mining colonies. The sensors on the suit track incoming projectiles and spend stored energy to repulse the object to change its vector. this has a significantly reduced effect on pure energy based impacts like laser weapons and drain a significantly larger portion of the shield's battery storage resulting in more frequent shield cycling to replenish stored energy. They are not infallible and the shield itself isn't an all knowing system that prevents all impacts, large arms fire designed to penetrate tank armor for example will still be attempted at vector changing but the energy drain will be so significant that it will only serve to direct the round itself away from vital points of the operator shortly before the operator likely takes the full impact and the shield batteries become almost instantly drained.
It also has trouble dealing with other energy based threats like fire, as the suit itself is fairly fire resistant this isn't as great an issue, but fire doesn't register the same as as a trackable laser and as such the shields will only recognize propellant based streams of fire.

Standard Vehicles

Produced: 14.8 Million

Purpose: Information Gathering, Outflanking, Hit and Run
Crew: 3 (Driver, Gunner, Engineer/Loader)
Weapons: Fast Cycling Coil Cannon capable of 3 Rounds Per Second, 2 x Rapid Fire Coil Accelerated Rocket SABOT Anti-Personnel Guns
Utility: Thermal/Solar/Electrical Recharging Capability, Plates can activate a short range EM Jamming Signal at up to 500m range, Hydraulic Quad-Dual Tracks allow for adjustable ground clearance.
Armor Profile: Shell-Glass Composite Plates over "Glass" Armored exterior. SGC: 35mm Turret (Front, Sides, Top), 40mm Hull (Front, Sides, Top); "Glass" Turret: 25mm, "Glass" Hull: 25mm.
Description: The Miniscutum Armavum is a fast, maneuverable and small vehicle primarily used either to scout before an attack or to scout a location afterward, but is frequently used as a sweeping unit in packs of four to scour large areas at incredible speed. It doesn't lack very far behind the heavier version in penetration power but the coilgun's size means they can't equip larger special munitions. They do, however, have incredible penetrating power and a rather fast firing main gun. It's secondary role as a raiding vehicle allows it to more effectively use the smart-rounds in the Rapid Fire CAR-SABOT to lay down an impressively field of fire using rounds that have the potential to curve around some forms of cover. It is not uncommon for an enemy to find themselves being hit with several dozen Coil Cannon rounds before they can even see or hear the Miniscutum that fired them.

Produced: 12.23 Million

Purpose: Frontline Brawling, Hardpoint Defense, Anti-Armor Sniping
Crew: 4 (Driver, Gunner, Engineer/Communications, Loader)
Weapons: Large Caliber Coil Cannon capable of 1 Round per Second, 2 x Rapid Fire Coil Accelerated Rocket SABOT Anti-Personnel Guns
Utility: Thermal/Solar/Electrical Recharging Capability, Individual Tracks can "Set Up" to Raise or Lower the profile and interlock the Shell-Glass Plates creating a static and heavily armored firing Point, Gun can change rounds to a multitude of different ammunition to serve differing destructive battlefield roles, Long range haptic comms system helps increase redundant avenues of information on the front line.
Armor Profile: Shell-Glass Composite Plates over "Glass" Armored exterior. SGC: 150mm Turret (Front, Sides, Top), 200mm Hull (Front, Sides, Top); "Glass" Turret: 200mm, "Glass" Hull: 200mm.
Description: The Grandiosae Armavum is much less agile than its smaller counterpart, serving the primary role of providing battlefield comms support, ultra-long range direct fire attacks or getting into the thick of it against equally armored enemies in need of specialized munitions to take down with ease. Its ability to set up as an effective armored Bunker and still lay down a vicious payload from an incredible distance with its main armament has made it a favorite from frontline Terrestari. The large caliber coil gun has about a dozen different munitions types designed to serve an oddly wide range of tasks from field clearing high explosives to gas attacks to firing high altitude cameras to building demolition.

Produced: 2.15 Million

Purpose: Air Support, Mainline Assault Walker, Naval Support, Escort
Crew: 1
Weapons: Any 4 of: Plasma Blaster, Microlaser Gatling, Micro-Missile Swarm, Heavy Gauss Cannon, Rail Array, Plasma Arc Mortar, Material Repeater, Beam Laser Array
Utility: Thermal/Solar/Electrical Recharging Capability, Mid-Tier Multi-Layer Hex Shielding, Landing Jets, Flight Capable for short periods of up to an hour at a time, Quadrupedal, Short Range Comms Array, 360 Degree Environmental Surveillance
Armor Profile: Shell-Glass Composite. Estimated 440 mm vs AP Solid Munitions, 880 mm vs Explosive Munitions. Armor is highly deflective of most energy weapons to a point, concentrated fire will eventually render the conductive and deflective properties of the composite progressively more imperfect to the point of ineffectivity.
Description: The Vitrum Crustatum is largely considered the Ultimatian Bread and butter, serving even more roles than most older, reliable models of traditional mechanized weaponry. Advances in energy weapon technology, shielding, and alloy production have made it so that the vehicle can be equipped with a wider array of high-payload micro-weapons and the capability for limited lengths of flight to assist aircraft. Being shielded, omni-directional, lightweight and semi-airborne it makes for an excellent military mainline vehicle.

Weapon Details


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(Only a few depicted above)
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Weight: TBD
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Infantry Details


Equipment
4-Year Training Course
1 Ungue with maintenance kit and a choice of attachment
4 Ungue standard TBD round UGSM Magazine (Ultim. Glass Standard Munitions)
1 Ignis Sidearm with 4 Spare Magazines
1 Suit of ExoFerrous Hazard Armor
2 Gun Maintenance Kits
4 Days Rations
1 Light Wound Sealing Kit
2 Compact Camping Tents


Equipment
8-Year Elite Training Course
1 Two Handed Micro Edged GCCW
OR
2 One Handed Micro Edged GCCW
OR
1 One handed Micro Edged GCCW + GCCS
1 "Ignis" Sidearm with 4 spare clips
1 Suit of Optic ExoFerrous Hazard Armor (Stealth Armor)
4 Pneumatic Injectors
4 Combat Stimulants
2 Weeks of Ration Syringes
2 Stealth Shelters


TOTAL TBD Apocs
TBD Apocs per year +TBD per year added to retirement pension
TBD


TOTAL TBD Apocs
TBD Apocs per year +TBD per year added to retirement pension
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TOTAL TBD Apocs
TBD Apocs per year +TBD per year added to retirement pension
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Experimental/Unique Ultimatian Vehicles

(Service 2435-2635)
Produced: TBD
[img]TBD[/img]
Purpose:
Crew:
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Armor Profile:
Description:

Produced: 300k

Purpose: Hazardous Life Removal, Hazardous Environment Work Mech, Industrial Mech.
Crew: 1 (Remotely Operated)
Weapons: Heavy Industrial Claws, Positronic Stream Cannon
Armor Profile: Heavy 350mm Shell over "Glass" Inner Armor and Frame.
Description: The necramech serves as a viable first wave assault mech to clear out massive landing areas for construction teams on worlds with hazardous life forms. Alternatively they possess servos fine enough to serve as remote workers on worlds that prove to be too hazardous even without the presence of predatory life. It is designed to handle a wide range of super-hazardous environments and even operate on autopilot in the even of electromagnetic interference.

Natural Extension Xenosurvival Universal System

The NEXUS is one of the very few ways to distinguish Ultimatians of higher levels of command from those below. Standing at heights between 10 and 15 meters these, usually humanoid, mechanized combat frames serve as the pinnacle of current technological innovations in Ultimatus. Their specialized armored shells combine the practices of Shell armor and "Glass" and infuse it with the emissive properties of the Maternatus Primus mineral rivers to allow the vehicle to house the Furiae Particle Generator within, without flooding the nearby area with massively hazardous radio-emissive particles.

The internal workings are designed to handle the immense G-Forces generated by the Furiae Particle bursts and 1:1 movements the NEXUS' Mindjack is designed to replicate. This allows for rather unnatural levels of combat fluidity and response times, meaning a NEXUS flying left could suddenly burst to the right at high speed without effecting the pilot or machinery. The entire system is environmentally sealed using similar practices to prepping an astral craft for space travel, which allows pilots to operate NEXUS even in the vacuum of space or toxic alien environments.

The armor has Micro-Luminae Temporarum emitters reformatted to emit Furiae Particle Fields around the armor which have proved to be leagues more effective against solid weapons shielding than the standard emissive fields used on Astral Craft. This process is usually referred to as activating the NEXUS' Incarnatus Field. It is not a practice usually performed on a planet with a biosphere and even then isn't usually, if ever, permitted within 12 km of a habitated area. Furiae Particle pollution doesn't decay for almost a hundred years and its matter decaying properties can very very quickly kill living organisms unshielded from its unique properties. It is less effective, to the point of almost calling it non-effective, against pure energy weapons or impacts.

Thrusters come standard equipped to each NEXUS, allowing for anywhere from limited to near limitless accelerated flight time (simple hovering generally doesn't drain enough to be limited but can be depending on how heavy the NEXUS is). The thrusters are usually more prominent and visible on the back of the NEXUS but they do exist on the front, sides and top to allow for a startling degree of three dimensional adjustments. Standard thrust works much in the same way as a jet engine and allows the NEXUS a faster method of gliding across the ground or stay aloft above bodies of water or gaps. When the pilot needs to they can reactively pulse Furiae Particles out of the thrusters to very briefly Overboost them, creating an immensely powerful short burst of thrust in any direction, effectively cancelling movement or providing a sudden dash. The final use is to constantly flood the rear thrusters with a charged stream of Furiae Particles to provide a constant Overboost effect which can easily match most ASF and even some astral vessels in speed, the limit of this usually depends on the internal power grid and the cooling capacitance of the particular NEXUS.

A secondary use for the Incarnatus Field is to set a sudden maximum invert to the flow. Normally systems are in place to contain 99.87% of the Furiae Particles immediately around the armor frame, but by massively inverting the flow the emitters create a critical mass of particles and push them outward in a roughly 30 meter burst creating a matter degrading shockwave that for the most part bypasses energy based shielding.

The primary strength of a NEXUS as opposed to a traditional armored attack method such as the Crustatum Vitrum, goes beyond speed and includes the raw versatility you get from the easy to swap parts. The entire NEXUS can be customized based on the strategic needs or design philosophies required. Arms, Legs, Core, Head, Internal Utilities, Shoulder Mounts, Chest Mount, Thrusters and Handheld Weapons are all fully interchangeable and designed to be as easy as possible to remove in an appropriate engineering environment. The combinations and limits extend only as far as the NEXUS pilot dares to experiment allowing for two NEXUS to serve extremely different roles. Heavy and less agile NEXUS builds could be mobile powerhouses or artillery and field munitions soaking potential while something more agile or quick could have the necessary power supply to support an air wing on raiding missions. The combinations are notably numerous.

Parts

Aaliyard-03C: Midweight core with the speed of a lightweight while retaining decent defense and boasting high IF. An excellent core, but suffers from low stability, making it hard to fit cannons on it, and extreme energy drain.

047AN01: A firmly midweight core with low weight but heightened defense. It's lower armor integrity and average speed specs hold it back from being used on more defensive ACs.

Tellmeccanica-C01: Heavyweight energy efficient core with good defenses centered around energy weapon protection.

Salabal-C1: A highly stable, quick, and energy efficient core. It's speed is reliable, and it's high stability alone can allow even a lighter NEXUS the ability to use high recoil back mounted weapons without locking up. It's lightweight and energy efficiency also make it an optimal core for any NEXUS in need of speed.

Ganoi-SSC: Extremely bulky, but also extremely heavy. Its defense is second to none, but its IF stats are inferior to assault options. Not an easy core to use, but has a place on NEXUS builds that aim to max out raw defense.

Girethal-CR: This core has decent weight complimented by above average defenses for it's class, offset by high energy drain. Suitable for a variety of builds that need extra bulk without compromising too much speed.

Ganoi-NSC: A lightened heavyweight core, it features amazing stability alongside it's high defenses, lending it to be for heavy weight and defensive builds.

063AN01: A solid, but slow midweight core. It has amazing defensive stats, and can even find a place on certain heavy frames, but it's heavy weight keeps it from being used on lighter builds.

Lanthal-CR: High IF stats and slightly lower defenses for its class with high energy drain. It's very usable, especially on heavier lights and lighter midweights that need a slight defense boost.

Ekhabra-C: An amazing core with few drawbacks. It has incredible stability, making fitting grenades and sniper cannons on the back easier. It's also one of the fastest midweight cores, and provides high armor integrity with low energy drain. It has poor raw defenses, but it's other specs more than make up for this.

Gliwhitis-CR: A new wave bleeding edge design, the only core that is incapable of attaching shoulder units, this is due to the fact it deploys a specialized flight mode during Overed Boost.

Latonae-C11: Lightweight core that has an incredibly energy efficient power system, this allows it to equip energy weapons or efficient flight systems with greater ease.

Laomer-CR: The second fastest core in production, and the best light core for IF. Because of it's IF strength, it's defenses are higher than they appear. Overall a solid lightweight core, it suffers from low stability and high energy usage.

Sobrasp-XCR: Despite not being the lightest core, this core is actually the fastest. It also has some of the best IF emission in production. Outside of that, it has abysmal defenses and high energy drain, making it a niche choice over other cores that boast similar speed and better defense after IF.

Soldra-G8C: A heavy-weight core that could feasibly be in its own weight class as a super-heavy. It features fantastic stability for heavy armaments and incredible all around defenses.

Torgyros/C: The best core for overall defense, having top tier specs in all defensive categories. It's drawback it that it's low stability makes it difficult to fit cannon type back units on it, a virtual must for heavies.

Aaliyard-03A: Straddles the border between lightweight and mid, while suffering high drain. Its accuracy is not too good, falling behind even light arms. It has great firing stability for it's category, as well as maneuverability, lending it to using material weapons better at close ranges.

047AN03: The most accurate arm in production, it has few drawbacks. It has average specs across the board, and is fairly easy to use. Can turn machine guns into lasers of metal, but is held back by only average maneuverability. Handles any weapon well except for lasers.

Leonetellus-A01: Arms that have the best energy weapon skill in production, but are average or worse in any other aspect. Great for laser rifles.

Judomer-AM: A middling lightweight arm. It has the highest accuracy and defense of any lightweight arm, but has below-average maneuverability for its class. Even then, its accuracy is only marginally better than other lightweights. It remains a good choice for a lightweight who want a boost to defenses without resorting to a midweight arm.

Akavalin/A: It doesn't much aside from but give great IF. Every other spec is fairly abysmal. Luckily, it's energy drain is fairly low. Still, it's downsides are so prevalent that it makes it hard to fit these arms onto anything.

Salabal-A: Highly manueverable lightweight arms with great firing stability. They suffer from low accuracy, but their maneuverability and firing stability make them great for a variety of close quarters builds. A great close quarter arm unit, works amazingly with close material weapons.

Ganoi-SSA: Solid, highly accurate heavy arm. It's high precision and best stability in production makes it one of the most accurate, it does suffer from low IF strength and mobility though.

Hilaldra-G7A: Possibly the second most accurate arm, this heavyweight arm has above average energy efficiency and stability but suffers from lower overall defenses.

Ganoi-SSAW: Extremely powerful arm-replacement weapon system. These powerful coil cannons have slow mobility and low ammunition storage, forcing them into close combat or defensive roles, but csn obliterate a NEXUS in 2 or 3 hits.

Madnavit/XA: A largely experimental arm-replacement weapon system, Furiae particles build up in the very limited containment charge cells, which much be expended after use, and discharge all at once in a violent focused beam. The nature of Furiae Particles is such that the beam itself bypasses energy based shielding. The weapon is immense in power but their limited ammo supply and charge time holds them back. Still, one shot, one kill.

A06-Leorora: Support style arm-weapon, it contains 600 high speed, concentrated payload, armor piercing micro-missiles within a shielded housing. In addition there are built in material interception lasers built into each arm which compliment the chest mounted laser each NEXUS has, allowing for a specialized longer range anti-missile role.

Eqtee-AM: Shotgun style arm-weapon. Very fast rate of fire, but that combined with the incredibly short barrels keep in stuck in the close range category of weapons, but within that category it does a startling amount of damage only to be outdone by actual shotguns with tighter cones or specialized ammunition.

Ganoi-SSAL:

Rayaaliya-H: A multi eyed head unit designed for high speed. Decent Material and energy defenses as moderate IF durability.

Akvalinstae-H: Fragile part specially designed to emit an IF that is durable and dense as opposed to favoring physical armor.

047AN02: Middle road part balancing each area of defense, generally a fairly common part to see used as a place holder.

Leonetellus-H01: Designed with energy weapon defense in mind, its energy efficiency is such that it is great for high energy use builds.

Hilaldra-G7H: Low energy use part but designed with durability in mind, better suited for builds that want extended field runtimes.

Salabal-H3: Lightweight, fragile but highly mobile head, great for close quarters and melee build designs.

Ganoi-SSH: Very heavy head part designed with an extreme focus on durability in material combat scenarios. Very Durable.

Sawakiri-H: Heavier all-rounder, very low mobility but extreme rated durability specs, designed primarily for Fortress-Type NEXUS builds.

HD-Soregiri: General purpose part designed to serve a wide range of operational needs and applications.

Juitomer-HD: Intelligence part designed with increased IF capabilities in place of static defenses.

Holfernes-HD: Experimental ultra-light part designed to drastically reduce weight load.

Ganoi-NSS: Rebalanced version version of the SSH, built with slightly reduced ballistic defense in favor of increased mobility.

063AN02: Akin to the 047 but overall retuned for offense favoring a frontloaded all around defense boost.

HD-Sorecel: Redesign of the Soregire, mostly consisting of simplifying the build.

Hazareba-H: Incredibly stable part designed for air over land combat, vastly improves airborne runtime.

Gliwhitis-HD: A new wave bleeding edge design, expensive but delivers high end functions with experimental features.

Latonae-H11: Newer model part designed to be easily replicable and have a lower power draw.

Lahimoer-HD: More recently developed part based on the Juitomer, this model features a large improvement on the IF replenishment rate.

Sobrerspina-XHD: An experimental development model, considered highly unstable despite its wild experimental features.

Soldra-G87: A weight diffusion part. Simple design, very easy to use.

Torgyros/H: Prototype part designed with excellent system recovery and IF defenses.

Ultimatus

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