I happen to like Legionnaire the most because it is the most well developed of all the game systems thematic and story-wise.. it takes everything that has come before and builds on it in some interesting ways as we shall see.
Titanium-based armor on the tanks. Which burns as I've recalled hearing. Or maybe that's aluminum. In the novels it does actually burn. Go figure. I dont really know whether or not Titanium would be a good building material for combat tanks or what.. maybe its magic titanium?It woudln't be until sometime tomrrow that the steering cables would disintegrate from the detonations, causing tons of titanium armored tanks to careen uncontrollably to certain death.
NVG's with an effective range.Suddenly the lookout's light-enhancing goggles picked up a brief shaft of light cutting into the darkness forty metres away.
Needle pistol caliber.With the thin beam of thermal radiation continuing to silently meld armor. the lookout pulled out his 5mm needle pistol and gripped it tightly.
not sure if 'flechette' rounds describes the spike/needle weapons, but I'm guessing spoke, needle and flechette are all basically the same thing.Flechette rounds ripping into him, the saboteur let out a valiant cry and squeezed off as many rounds as he could in the direction of that one movement.
self explanatory.Given the state of weapons technology in the 69th century, only good body armor stands between an individual and death when hit by a military weapon. When rifles shoot projectiles designed to penetrate a Grav tank, there's not much in a human body that will even slow the slug down.
Meaning that very high or very low gee worlds are uncommon.Most occupied worlds in the Renegade Legion universe have a level of gravity very near to the Terran norm.
Snow Plague and the origins of human/TOG xenophobia and patriarchy.Women by law are not allowed to rise very high in TOG society and it is preferred that they stay home to raise children. This can be tracecd back ot th efact that 2000 years ago, around 5000 (give or take a century) the Snow Plague wiped out 80% of Humanity and most of the survivors were conquered by the KessRith and teh Ssora. It took more than 1300 years for mankind to throw off their alien masters. As a result, most of the TOG citizenry are xenophobic and are very concerned about maintaining a sufficient population base ot insure that Humanity never again falls under alien dominance. Thus the idea of any woman staying long in the military is anathema to them.
County-wide recognition: This range of fame points indicates that the character is well known and recognized ina region of 40 or so planets.
Dukedom-wide recognition. The name or face of the character is recognizabel on several hundred worlds.
..
District-wide Recognition: a characte rthat attains such a level would be known throughout Naram Spacee, the KessRith Empire, or the Commonwealth.
There are 21 Dukedoms as I recall.. with several hundred worlds apiece thats 4000-6000 worlds at least to several tens of thousands.. Its implied that the Naram and Kessirth are of roughly similar scope.
lasers consume more power than spike/slug weapons, but have no recoil.A character with this skill has a working knowledge of hand-held beam weaponry. This includes laser rifles, carbines, and pistols. These power hungry but very effective weapons are designed primariyl for use in zero-G combat, since they produce no recoil.
Military formations. Additional infromation given si that examples include (Signal unit Centuries have signal platoons, armoerd platoons use armor vehicles, Headquarters have supply, maintenance and recovery assets, etc.) ARmored centuriess have two tank and one infantry platoons. Infantry centuries have two infantry and one armored platoon.A Century is made up of 3 platoons and one Headquarters platoon. The line Platooon are made of the vehicles and/or personnel needed to carry out its mission.
...
Three vehicles make up a Platoon. If the platoon has infantry, they are arranged into squads of 8 men, with a vehicle assigned to transport each squad.
Combat Centuries contain both infantry and tanks along with some type of indirect fire weapon such as a mortar.
Legions, Cohorts, etc. Manuses can assign support units (artillery, signals , supply , MP, engineer, etc.) and a LEgion can usualyl form up to 5 separate manus.The basic ground forceces unit is the legion. modeled after the early Imperial Roman legions (with some variations to account for the complexity of modern equipment) they all share the same basic structure.
A TOG legion consists of 10 combat Cohorts, a supporting artillery manus, ,a military police Cohort, a signal Cohort an Engineer cohort and Headquarters units.
...
The 1st Cohort is always manned by the est combat troops in the Legino and are issued heavier equipment than the other Cohorts. Thefirst Cohort consists of the Headquarter sCentury of 9 support vehciles, and 10 combat Centuries. The other 9 cohorts control onyl 6 combat Centuries each, along with a headquarters Century.
..
The combat Cohorts are grouped for specific missions into temporary detachments of 2 to 5 Cohorts, each called a Manus.
Rocket Centuries also deploy and maintain satellites and Artillery Cohorts are never broken up into smalle runits. Air Defense Cohort Centuries are assigned pieceemal to Manuses or defense as needed. Rocket Centuries are tied to the HQ Cohort.The Artillery Manus of the Legion consists of 3 Cohorts of ARtillery, 1 Air Defense Cohort, and a Rocket Century.
Signals enable communication between Legion HQ and Manuses, and includes use of comms satelllites. They also take care of SigInt, Signal security, and ECM. Nice to know they pay attention to this.The Supply Manus controls the activities of the Legion's maintenacee, supply, medical and other adminsitrative units.
..
The Signal Cohort is responsible for all aspects of communications.
Nice to know they pay attnetion to military construciton tooThe Engineer Cohort is responsible for the construction and maintenance of any permanant Legion facilities, clearing or reducing obstacles, erecting barricades, and constructing fortifications. The Cohort has 3 combat engineer Centuries and 3 Construction engineer Centuries.
They also maintain discipline within the legion.The Military Police Cohort consists of 6 line Centuries and functions as a rear area security force.
Auxlia differ from Manuses in having organic support troops assigned, ,allowing them to operate without additional troops for limited times. Manuses.. the "extras" of military forces.Depending on its mission a Legon can be assigned a Wing of supporting space craft and/or an auxiliary unit known as an Auxilia. An Auxilia has 4 to 6 Cohorts of special troops, such as Penal Infantry, Military Police, Marine Assault Troopsm or Population Control Troops (riot police.) An Auxilia is about the Size of a Manus.
The typical Legion/Auxilia numbers fluff. Also note that they imply other kinds of Legions may exist.There are 8 million TOG Legions along with innumberable specialized Auxilia. The majority of TOG legions are designated as Strike, Infantry, or Garrison Legions.
Strike Legions. shouldnt be new stuffTher [strike Legion] mission is to destroy all enemy forces that they encounter. They are not expected to GArrison a planet, ,just to seize it.
A strike Legion consists of 1 heavy Grav Armor Cohort and 9 Medium Grav ArmorCohorts (this mixtury may vary) The HEavy Grav ARmor Cohort is the first Cohorrt and consists of 4 Heavy Centuries, 3 Medium Centuries, and 3 Light Centuries of Grav Armor.
The MEdium Cohorts contain 3 Medium and 3 Light Grav Armor Cohorts.
All VEhicles in the Strike Legion are equipped with Grav Drives. This allows the Legion to use the strategic and tactical advantages of Grav Drives to their fullest extent, because their logistical tail is as manueverable as the combat elements.
A Strike Legion is almost always permanantly assigned a Space Fighter Wing, to provide it with organic ground support and local air/space superiority. The Strike Legion or its Fighter Wing does not have anyn organic interstellar cpaability.
..
The Strike Legion has tremendous offensive fire pwoer available, but is very deficient in combat infantry. T his is rectified by assigning the Strike Legion an Auxilia of some type of infantry. The Strike Legion has only 1536 combat infantrymen, while an Infantry Auxilia typically has ove r2000 legionnaires.
Typical infantry Legion fluff.Infantry Legion are viewed by the TOG high command as defensive troops whose mission is to hold the ground won by the STrike Legions. A typical Infantry legion has 1 Heavy Grav ARmor Cohort, 2 Cohorts of medium Grav armor and 7 Cohorts of GRav ARmor Infantry.
All vehicles in a front line Infantry Legion use Grav Drives. The supply and artillery Manus of Infatnry legions assigned to rear areas use the ground vehicles for transportation. THis means these second lin eunits are tied to a relatively fixed logistical train, but the cost of raising an dmaintaining the second line units are less. If a second line Infantry Legion is assigned to the front, its support and artillery vehicles are usually replaced with Grav Vehcilse.
An Infantry legion can be assigned a Space Fighter wing, but normally it is not...
..
Auxilia are assigned to the Infantry Legion as needed. Typical auxilia assignemnts include Grav armor, Air/space Defense, or Construciton units.
The Praetorian Guard.All of TOG's 286 Praetorian Guard units are Infantry Legions. All Praetorian units are composed of 1 Heavy Grav Armor Cohort, 2 Cohorts of medium grav armor and 7 Cohorts of Grav Armor Infantry. All infantry are carried in medium grav APCs. Every Cohort contains 10 centuries rather than 6. They permanantly have an Auxilia of Heavy Grav Armor attached, alogn with a permanant reinforced Fighter Wing.
Garrison legions defined. Of particular note is the implied "most numerous" status (which make sense) as well as the 1 legion per million. As mentioned in the past this could imply huge numbers but it probably doesn't work that way. More likely is that it defines the potential number of worlds the 8 million Legions could conquer, which could be in the hundreds of thousands or millions depending on pop density.Garrison legions are te most numerous Legions in the TOG military. A Garrison Legion's primary mission is population control, over and above normal civilian police activities. TOG doctrine clals for the stationing of 1 Garrison Legion per 1 million population that a planet has.
...
A typical Garrison Legion has 1 Heavy Armor Cohort, 1 Cohort of Medium Armor, and 8 Cohorts of armored or airmobile infantry. The Military Police Cohort is upgraded to Manus size and contains 1 Militay Police Cohorrt and 3 Cohorts of Riot Control Troops. The Engineer Cohort has only three Centuries of construction troops and the Artillery Manus exchanges 2 Cohorts of armored artillery for 2 Air Defense Cohorts.
The Garrison Legion does not possss any organic grav vehicles. All of the Legion's vehicles are either hover, wheele dor tracked.
soldier recycling. No bounce packs and unarmored ground transport but thats still smething.TOG maintains penal infantry auxilia as a means to discipline soldiers who have commited cirmes that normally would have sentenced them to a prison at hard labor. Rather than lose the services of combat veterans, TOG offers them a chance to redeem themselves. Service in a Penal Infantry unit is for one campaign only, no matter what the actual sentence was. Survivors of the campaign are re-instated at their old ranks, though assigned to new units. Given the 75 casualty rate that most Penal Infantry units s uffer, no one who survives one campaign in a Penal Infantry unit wants to be reassigned again.
..
All Headquarters and support unit are mounted on Grav vehicles. The Penal units are carried unarmored ground transports. In an assault, the Centuries are broken up by squad and ride on the outside of the attacking Grav tanks into the city. Once there they dismount and fight on foot. They normally are not equipped with bounce packs.
Legion and TOG differences.Renegade Legion ground forces are roganized in the same manner as TOG Legions, with 10 combat Cohorts, an artilery Manus and support torops.
..
Organizationally, the combat Cohorts are permanantly assigned to one of 4 Manus. The 1st Manus (or Manus Primus) contains the 1st Cohort and three other Cohorts. The other 3 Manus are assigned 2 Cohorts each. The vehicles of the fifth Manus are used to suppelment the Headquarter slements of the Manus Primus.
...
Another major difference is that the military police unit of a Renegae Legion is only at Century rathe rthan Cohort strength.
Commonwealth Legions are also known as Brigades instead of manus, Auxilia are REgiments, Cohorts are Battalions, and Cneturies are Companies.The Renegade Ground forces number 300,000 Legions along with a significant number of Auxilia. Auxilia and fighter wings are assigned to the Legion in the same manner as TOG assignments.
...
There are 200,000 Legions in the Commonwealth's Armed Fores (CAF). Half of these Legions are organized and operated on the Renegade Model. Te other half represnet a wide variety of planetary and racial military organizations and nomenclature.
the variation of Commonwealth units was covered in PRefect, and I dont feel like d uplicating it here
Half a million Legions total vs 8 million.
Specops forces.. although apparently not as badass as they are in american milkwank books. Or something like that.A Naram special forces Regiment is trained in non-conventional warfare and employed in general sabotage and reconnaissance missions. They also help to raise, train and lead guerilla forces form the local populaton on occupied planets. They are excellent stay-behind forces on planets overrrun by TOG.
The Regiment is made up of 4 line Battalions with 4 line Companies each. Thge line Companies have 4 line Platoons each. Supply and Sginal companies are attached at the Regimental level.
The Regiment has no organic vehicles. All equipment is man packed, though by the use of bounce packs and anti-grav cargo skids, mobility is fairly high. Never-the less all equipment used by the Regiment can be broken down into man-size loads and carried without the use of anti-grav devies.
In raid operations the Regiment is inserted by drop pod or landed directly on the target by ship. Raids are conducted by forces of at least Company size or more. If the raiders landed in a vehicle they ar eextracted in the same manner. Extraction to orbital vehicles is much more dififcult and many times the raider swill break into squad-size units and vanish into the countryside to wave a guerilla war.
Guerilla operations by the Regiment are carried out in a slightly different manner. Insertion is by drop pod or the Regiment can be deployed as a stay-behind force prior ot TOG occupation. The Regiment operates as individual squads, with each squad reporting to its higher headquarters. Squad members have no knowledge of the locations or operational orders of other squads or headquarters. This cell type operation insures that TOG security forcese are unable to eliminate more than one unit at a time.
Beyond stnadard infantry and wepaons training, each member of a Special Forces squad is trained in some other military speciality such as communicatrions, medicine, engineering, maintenance, etc. They also have heavily cross-trained in the use of enemy weapons and ocnstriction of field-expedient equipment. A squad is expected to be able to train and lead a Company-sized unit of local guerillas.
Narram Special Forecs units can operate easily on any Human or Naram World. Ssora, Baufrin and KessRith special forces units also exist to operate on TOG worlds where those races predominante.
Vauvusar units.The [Vauvusar Volunter Marine Battalion] has 8 companeis: 3 companies of Boucne Infantry, 1 Company of assault boats, 1 artillery company, 1 Engineer company, a supply company and a head quarters company.
The Infantry companies are organized noramlly, with 3 line platoons a nd a headquarters company, but they hav eno organic vehicles. All heavy equipment is mounted on unarmored grav slaeds, while the Infantry are equipped with bounce packs. In addition to typical infantry tactics, Marine sare trained in Zero-G/vaccuuum combat, drop pod operations, and shipboard assaults.
The Assault Boat company is composed of 12 small streamlined spacee shuttles capable of lifting 1 squad or peice of equipment each. The boats have very little weaponry, but have high shield ratings, thick armor, and good acceleration. The boats are dessigned ot land their cargo safely in the face of stiff opposition. They can provide limited air support, but it almost alway inferior to that of a fightr. The Assault boats allow the Battalion to land a reinforced comapny in one lift. If the MArine companies land in drop pods, the battalion can land all of its combat elements in one wave.
The Artillery Company consists of a HEadquarters Platoon, 2 Platoons of conventional artillery and one air defense Platoon. Like the infantry, all of the artillery pieces are mounted on unarmored grav sleds. Each assault boat can carry one Artillery piece and its crew.
The Engineer company is composed of 3 Platoons aof construction engineers. The construction engineers are used to rapidly fortify a bridgehead captured by the Infantry. The platoons include three squads of construction engineers, and their neccessary equipment. Again all eq uipment is Grav sled mounted.
Battleship squadrons fluff.. the hundreds of thousands isnt new, and they're mostly reserve fleets. The bulk are likely TOG. And the typical deployment times, which carry the implication of operational endurance (EG less than a year)Naval organization is based on the battleship squadron. This force is powerful enough to handle most missions and serves as the basic building block for larger formations. In the naveis of the Renegade Legion universe, there are hundreds of thousands of these Squadrons. Like their counterparts on the ground, the vast majority of these are reserve fleets.
A battleship squadron is usually stationed at a major naval base and spends most of its time at a docking facility or in a stable oribt. ITs active duty consists of patrols lasing t amonth or two. Only rarely ar ships reassigned to another squadron.
squadron organization (likley the final say, since this was one of the last major systems published) and the number of squadrons in a group. Presumably cruiser and carrier groups follow a similar pattern.Naval organization is based on the Battleship Squadron, though other Squadrons organizations exist. A typical Battleship squadron is composed of a single Battleship acting as flagship, a single cruiser, two frigates, four destroyers, and two patrol class ships, normally escort class ships. A battleship squadron can operate a Wing of fighters and carry anywhere from a Cohort to an Auxilia of Marines. Squadrons operate indepentdently or in groups that are made up of 2 to 5 different Squadrons.
Fighter formations and how they' re organized,m including the flights/wings as well asthe ground units and security forces.The basic biuidling block of any Fighter Wing is the Squadron, which consists of 6 fighters as well as a small headquarters staff of crew chiefs for the indivdual fighters and some amdinistratinve personnel. Four squadrons make up a flight...
..
Three flights are a group, and five groups make up a Wing for a total of 360 fighters in a typical fighter wing.
...
All Group shave a Century of marines, or other security personnel, to provide security for the unit's installations. Also at Wing HEadquarters there is normally a detachment of intelligence analysts who are responsible for providing the unit with teimely tactical intelligence. IF the Wing operates out of a system, rather than a large Carrier or battleship group, a squadron or even a Group of light patrol class carriers are normally assigned to it.
Technically this makes armor "power" armor but not in the sense we're used to (not the physically augmenting type.) It just has some really good sensors and electronics gear and a built in power supply to sustain weapons. Also the built in recharge function, which is pretty damn versatile I think.Almost all armored combat suits have a built-in power supply for powering weapon systems and other eqipment. All firearms, with the exception of anicent weapons, require power. All can draw power from the combat suit's supply or from some other extenral source; a few also have internal reserves.
..
Power can be had from a number of sourcse. Auxiliary power packs are available to power weapons.
..
Furthermore, all military vehicles are equipped with a number of ports that allow infantry to "wire up" alongside the vehicle. The power cord is an elastic material, 8 meters in legnth. It is not an uncommon sight to see a squad of infantrry marching alongside a vehicle, hooked via power cords, tapping power from teh fusion reactor onboard.
While hooked to a vehicles by a cord, any combat suit without full power rehcarges regains power at a rate of 60 power points per minut (10 per round) that the character is hooked up. While hooked up, the suit draws any weaponry power directly from the vehicle, but it does not continue to charge during any round in which the weapon is fired. If the vehicle pulls away sharply, the power cord will automatically disconnect and the combat suit will return to its internal supply.
Characters can also recharrge fom commrerical power outlets where electricity is avialable. Commercial outlets recharge at a rat eof 12 power points per minute.
Shibpoards provide a number of power sources. Ship control monitros all have power tps, as do all air locks. Several power atps are always installed on the outside of vessels, as well. All of these recharge at a rate of 60 power points per minut (10 per round.)
Also note that ground vehicles (at least of the grav persuasion) Ae fusion powered. This likely means fighters are as wlel at least.
This implies RL verse body armor (and weaponry) are vastly better than modern equivalents, although how much better is up for conjecture.The average legionnaire is better protected than his fellow soldiers at any other time in history. Unfortunately he needs it, and more, given the power of modern weaponry.
..
Normally a suit is compoed of several types of armor, with more vulnerable areas more heavily armored. For example, a TOG light infantry suit has Lorica (AF3) on its lwoer wroso, arms and legs; Lamina (AF4) on its upper torso; and Freox(AF6) on its head.
Various body armours. The soft flexible stuff is made for dispersing/conducing energy attacks over a larger surface area, and I assume mimics kelvar and similar for ballistic attacks. Solid plates are Carbon based solid plates.. again carbon is a good thermally resistant material so probably ideal for stopping lasers as well.Bombyx(TOG)/Bal-cloth (CW)(AF2)
This is a two layer ballistic cloth armor designed for reisistance to laser and light penetrating attacks. Energy is dispersed through the material, ,rather than allowed to penetrate. This material is very light =weight and can easily be worn under a uniform.
...
Lorica (TOG)/Shocksheet (CW) (AF3)
This material is somewhat heavier than Bombyx or Bal-Cloth, and is better at dispersing energy-based attacks. With a tighter weave, it is also more resilient to penetration attacks. Like the lighter armor, this can be worn under clothing.
...
Lamina (TOG)./Loplate (CW) (AF4)
This armor consists of semi-rigid plates of carbon-core material. These small plates are usually bound with Bal-Cloth threading. It is possible to hide a vest of Lamina or LoPlate under a jacket, but they are quite obvious when protecting the arms or legs.
...
Ferox (TOG)/Shock Plate (CW) (AF6)
This armor is the lighter of the two heavy infantry armors. It consists of much larger plates than those in Lamina or LoPlate, magnetically linked, adn are very durable.
...
Vertex (TOG)/H-Plate (CW) (AF12)
This is the heaviest of the infantry armors. It consists of heavy carbon-core plating, with a weave of energy dispersing material connecting the plates. By far this is the most desired personal proetection on the battlefield.
Helmet usage seems to go between 6-12 hours of continuos use.Light helmet:
AF: 6 Power use: 1 per hour
Heavy Helmet:
AF: 12 Power use: 1 per hour
Various neat helmet features, including weapons links, sensors, NBC type protection, and so on. The BLS sensor ranges are interesting.Each helmt worn in the REnegade Legion universe has several standard features:
A flash suppresisng visor with a full dispaly inside. Even the flash from a nuclear warhed is shielded form the weaerer.
A sensor that can display terrain in thermographic or motion detection mode, negating the effects of darkness or other limited visibility.
A targeting dispaly for a personal firearm or vehicle weaponry, which can also function as the display for an Expert system. MAny weapons require that they be connected to a combat helmet in order ot function most effectively. If sucha weapon is not hooked into a helmet, subtract 2 form the Firer's Total.
Nuclear/biochemical warning sensors that can seal the helmet (and suit, if attached) air tight for several minuts if such a threat presents itserlf
A personal communication device with a range of 20 kilometers.
Breathing filters.
In addition, both heavy and light helmets worn by squad leaders are equipped with a device that can detect friendly Basic Lifeform Sensors (BLS's) within 300 meters. Other field commanders (usually Optios or higher) have BLS's with a range of over 4 kilometers.
I'm guessing its like the medical personnel, computer techs, repair crews, etc.Currently there are a number of small, lightweight helmets used by supporrt personnel in both the Commonwealth and the TOG. These are typically rated at AF 4, cost about 250, and provide only slight protection for the ears and face.
Armor features again... they're time consuming to wear but they offer alot of protection. Camouflage and a low-energy/no signature 'stealth' mode are both common,The following suits of armor are standard issue in the military, unless otherwise noted.
..
'
All armored suits are watergiht, and each combat suit is equipped with a Basic Lifeform Sensor (BLS). These devices consume little power but communicate with a commanding officer's helmet to display if its wearer is dead, alive, or someplace in between.
In general it takes 5 minutes to put on or take off any of these suits;l however tha ttime can be cut to 2 minutes...
...
All armored suits are treated with a permanant chemical compound of Bucktesium III. This usbstance, when modified with a Camo-tinter, provides a wide specturm of colros and camouflage. A treated suit can be easily modified for winter, forest, desert or even urban enviroments.
All armored suits are equipped with a "Go to Ground Mode" or GTGM. At a verbal command, at he suit shuts off all medium and high power energy emissions, allowing the trooper to greatly reduce his visibility to energy sensor sweeps.
..
This system, when engaged, doesn't allow the weaerar to fire a weapon or use any other helmet feature.
Lightest body armor given. Note that like all armor it is 'powered'Light Infantry suit (Garrison issue)
AF by location: Arms 3, upper torso 4, ,lower torso 3, head 6, ,legs 3
Power reserve: 100
This suit is worn by light infantry units or those assigned to garrison duty on relatively safe worlds. It provides ample head and torso protection as well as light armored protection on the arms and legs.
I'm not sure how to take "most common" -we know Garrison legion sare the most common -does this mean most of them are bounce-suit equipped? Seems odd given their purported lack of grav vehicles and such. One would assume the aformentioned "gArrison issue" suit is more common among garrison Legions.Bounce Infantry suit
AF by location: Arms 4 Upper torso: 12 Lower torso 6 Head 12 Legs 4
Power reserve: 500
Boucne pack
This armored infantry suit is one of the most common currently issued in both TOG and the Commonwealth. It uses the heavy helmet, as well as very storng torso protection. The torso armored plates are interchangable and one can be replaced within 20 seconds (2 combat rounds.
the ability to change armor plates is important too, given that damagned plates will provide less or no protection.
Marine suits just have better batteries.Marine Combat Suit (Combat issue)
AF by location:
Arms: 4
Upper torso: 12
Lower Torso: 6
Head: 12
Legs: 4
Power reserve: 700
Bounce pack
This suit is designed for use by Marines on garrison or standard planet-based duty. It uses the heavy combat helmet, provides ample chest proteciton, and is little difference from the standard bounce infantry suit. However, this suit can store significantly more power, useful for the lasers common to Marine units.
Makes sense, given the things tankers would face (their torso and head are most likely to appear outside a tank, for example.)Tanker combat suit:
AF by location: Arms 4, upper torso: 12 Lower torso 6
Head 12 Legs 2
Power reserve: 50
This armored suit is commonly worn by Grav or ground tank crews. It provides strong head and torso proteciton, wh ile the legs are only minimally armored.
This suit is specially coated with a fire resistnat material to protect tankers from their greatest fear, that of burning in their vehciles.
Super duper stealth armor, although "jamming" isnt really a form of stealthRanger stealth suit
AF by location: Arms: 2 upper troso: 6 Lower torso 4 Head 12
Legs 2
Power reserve: 300
ECm unit
bounce pack
Ranger Stealth suits are found in limited numbers, and only in the Commonwealth, although TOG ihas begun manufacturing an experimental version of its own design. of Naram design originally, the Commonwealth suit is difficult to find and rarely issued as standard gear for operations.
These systems re equipped with an ECM unit (in the torso plateS) that acts as a jamming system for sensor arrays
Space suits and standard stuff.Space suits provide ample radiation protection and usualyl carry oxygen for several hours of work. These suits are also equipped with ZGME (Zero-G motive equipment) for mvoement in space. Life support (Basically an oxygen supply) requires 1 poitn of power for every 5 or 10 minuts of usage, this pwoer requirement varies from suit to suit.
All space suits are equipped with a layer of semi-liquid emergency sealant that automatically clsoes any small breach. I
Your basic model. like all RL armor it has its own power supply.Standard space suit:
AF by location: Arms, upper/lower torso, ,LEgs: 3 Head 6
Power reserve: 500
Life support 2 hours,
life support power use 1 per 5 minutes
ZGMe
This is the classic space work suit. While not very bulky, it isnt designed at lal for combat. It only lightly protects the weaera nad is intended for repair or construciton work in space. Power connectors on the suit provide powr to construction and other equipment as needed.
Pilot armor, as noted.Interceptor Fligth suit (standard issue)
AF location: Arms, LEgs: 2, Upper/lower torso: 6, Head 12
Power reserve: 100
Life support: 30 min
Life support power use: 1 per 5 min.
The flight suit is not only an armored suit, but also a full space suit for limited periods of time. It uses a heavy helmet modified with air intakes from a portable tank buitl into the chest plate. IF a cockpit is breached and air pressure drops or the onboard life support system fails, the helmet's sensor intiiates a full sealing and pressurization of the suit within 3 seconds.
Thge suit also has thin but fully insulated gloves that allow for delicate finger movvements in the cockpit.
I suppose this qualifies as marine "heavy" armour. I wonder if it would be possible to adapt it to ground use as a "heavy" bounce suit (if such a thing were needed/exists) probably.Marine Zero G space Suit
AF by location: Arms 4 upper torso 12 lower torso 12 Head 12
legs 4
Power reserve: 600
Life support: 2 hours
Life support power use: 1 per 10 minutes
ZGME
Both TOG and the Commonwealth make use of the Marine Corps ability to fight in a Zero G vacuum enviroment. This suit, with little variation, is common to both militaries. The Marine Zero G space suit is heavily armored and provides full atmosphere and radiation rpotection for the wearer.
One interesting thing about armor of all kinds - its not 'powered' in the traiditonal sense, no strength or sped enhancments, etc.
Even naval crews have suits rather than uniforms.Navla Fleet suit:
AF by location: Arms 2 upper torso 3 lower torso 2 head 4 legs 2
Power reserve 50
Life support 30 min
Life support power use: 1 per 10 min
This light suit is used by naval fleet personnel on shipboard duty. It is a non combat suit that has the same pressurization system found on Flight Suits.
This suit's lighter helmet has a retractable visor. This helmet has a short range communicator for shipbaord transmissions, but lacks any of the other motion/thermogrgahpic tracking gear found in combat helmets. IT does, however, have a sensor that can detect a loss of pressure. When this occurs, it seals the suit, giving its wearer time to put a heaveir duty suit on over it.
Game mechanics, but this tidbit may prove useful to know as far as determinint range values for the rifles and such.This modifer is listend in parenthesis after the maximum distance (in meters) for that range.
RL version of lightsabers. It goes without saying that these cannot be real life lasers, since RL lasers would not just "stop" like that. More to the point, given the Gennium-Arsneic magic crystals it probaby means starhip and fighter lasers aren't conventional lasers. Hardly a shock though, since I suspected it might be possible (Those magic crsystals can create X-rays!)Laser stiletto: Power per use (Reserve) 1 (10)
The laser stiletto is a small power pack shaped liek the haft of a dagger. On top of this narrow pack si a Gennium-ARsenic crystal which focuses a short laser beam for a range of 6 centimeters. The laser can only be activated for short bursts no longer than 5 seconds. This is done from the control stud built into the haft.
This stiletto consumes one power point each time it is activated. The control stud can be depressed twice quickly (Double clicked) so that the laser beam remains on for a full five seconds. This allows it to stay on when it is thrown.
The other interesting bit is that it's not "always on." it is activated/operates for short durations which suggests it loses energy (to the surrounding air) if it isn't in contact with a target. Also interesting is that it can be thrown. This probably has similarities to the hammerhead rounds used in tanks.
Modern "melee weapons".The most modern technology provides a lightweight carbonfiber blade and a shock resistant haft (for a short sword
A taser staff, in other words.Stun staff
: Power per use (reserve) 1 (10)
The stun staff is a short powered rod capable of producing an electric shock on contact.
Which really makes me think of Babylon 5 Rangers.The price listed above is for the carbonfiber verison (of a staff) that elongates from 30 cm to 1.5 meters in length by touching the proper spring-loaded stud
I'm not sur ewhat a "strike head" is (unless its just a fancy way of saying "the part you stab into someone") but it sounds high tech.The best spears are carbonfiber reinforcecd shafts with titanum strike heads.
Its roman analogue so of course they have javelins.This spike-tipped carbonfiber shaft is a weapon with little striking power but a longer range than other thrown weapons [javelin]
Like the stiletto, just on a longer pole. What would exist if the lightsaber was a spear.Laser Pilum:
Power per minut (Reserve): 1 (10)
The laser pilum is a logn haft reinforceed with carbonfiber for strength. The haft contains a small power pack, similar to that in a lesser stiletto.
The top of the pilum has a GEnnium-Arsneic lasing crystal and a focused series of optically corrected lenses, producing a laser energy point that extends 2 centimeters from teh tip of the weapon. The laser porton of the pilum is activated by a control stud in the handle. Each time ti is pressed, teh laser pilum produces a laser point that remains on for 2 minutes time.
...
An unpowred laser pilum can be used as a spear...
Even crossbows can be powered in this universe. Which isn't a bad idea in some ways. The ammo variaitons are interesting.Special forces crossobws are made of a high-strength polymer with a specially fitted micro-tension cordin-unit bow string. The bow accepts a clip of 5 arros w hich also contains a power pack sufficient to drive the automatic recocking mechanism 5 times. This crossbow is equipped with a thermographic scope and is virtually silent in operation.
Normal bolt: this is the normal high strength polymer shaft with a titanium hunting tip.
Explosive bolt: This bolt's shaft is a chemical compound of hardened plastic explosive. The tip holds a micro-contact detonator.
ARsonic Bolt
: This arrow has a tip loaded with two unstable chemical compounds that, when combined on impact, immediately cause high temperature combustion. This arrow is commonly used for setting fires at long range,s where heavilly pwoered weapons are not avialable or practical.
Stun bolt: This arrow shaft is a disposable power pack. The tip of the arrow is rigged to discharge the pack's energy in a single stunning burst. This damage is only temproary; it might knock its target unconscious, but the taget recovers at 1 per minute, regardless.
These weapons use caselsess rounds of ammunition fed from a vertically or horizontally mounted clip. They are heavy and cumbersome, and have limited range and practicality. Still many are in use on the more primitive worlds on both sides of the war.
All caseless pistols and SMGs are capable of automatic fire.
Caseless weapons are not electrically powered, therefore they cannot use a painting laser and do not need to tie into complex targeting systems.
"low tech" ewapons in RL are caseless guns, which is pretty neat, although as we've noted in my 40k stuff, caseless isn't all around better than cased ammo. The really interesting bit is that they are explicilty not "electrically powered" since as I recall most modern caseless designs involve electrical ignition systems - how do they pull it off, then?
Caseless pistol. Note the 120 m long range. Given that and the automatic fire option its more like a compact SMG or PDW than a pistol. Note the calibre as well - thye go exclusively with high calibre bullets for caseless ammo, which is oppiste of what we do IRL.Westron 12mm Caselss pistol (CW/RL)
Range 30 m (short) 60 (medium) 120 (long)
Ammuition 12
This weapon is manufactured by the Westron armament works in the Commonwealth and is used extensively by the renegade Legions. For the past two ceenturies Westron has been the only firm still making this class of pistol on a commercial basis. The Westorn 12mm has gained popularity over the years as the classic sidearm of the 2nd ACR, as well as many smaller garrison units.
A bulkier SMG. I wonder if they have any rifle variants. Priobably. Again very high caliber, but thats not too surprising for a sMG.Marcus SMG [TOG]
Range: 70 short, 140 medium 200 long
Ammunition: 30
The Marcus class caseless SMG is the only mass-marketed casless weapon found in TOG space. somewhat larger and bulkier than the Westron 12mm, this gun has a longer range and more impact power. Over the years this SMG has managed to become popular with penal units and other legions deprived of proper supplies.
Ah the fun weapons. RL gauss/railgun type guns, although they have more in common with Eldar shuriken weapons and Mass Effect small arms. The only other interesting part (which I'll comment on in the relevant section) is that they fire plastic bullets.Spike, Slug and Omni weaponry
Each of these weapons types has its individual distinctions, but first the similarities among these guns ar elisted:
They all use the same type of ammunition
They all require power. Each has a power supply built into its stock, but this power reserve is only sufficient to fire a single block. Weapons taht use a combined power pack/poylmer block are available, but these weapons (and blocks) are twice as expensive.
If they are fired without being hooked into a combat helmet or targeting goggles, a -2 is added to the attackers DX. Howevre, the targeting and thermographic equipment normally found in a combt helmet can be built into them increasing cost by 50%.
They re all capable of automatic fire
They can be equipped with a painting laser mounted under the barrel; if not plugged into an external source, it draws off the main weapons power supply. The laser cannot be used simultaneously with the main weapon
Basically a hose of low mass/high velocity projectiles, not unlike the ringoverse ACS guns and eldar Shuriken weapons. Real life analogues would be the flechette guns tested like the steyr ACR They resemble a small arm version of fighter/grav tank mass drivers, more or less.Spike weapons
Spike weapons, also known as needle weapons, are a series of pistols carbines and rifles designed for use as anti-personnel weapons. They lack the slug weapons' ability to penetrate heavy vehicular armor. Each shot is actually a short stream of spikes. automatic fire is a more concentrated and prolonged stream.
More similar to "bullet" weapons, although it is mor especifically HMG/AMR grade weaponry in practice. What kinds of "vehicles" it can penetrate isn't specified here. Gauss cannon to the spike weapon's mass driver, in other words.Slug weapons: There are two key differences betwene slug projectors (or "Sluggers", as line trooper srefer to them) and Spiek weapons. Slug weapons can peentrate vehicular armor, makign them useful in anti-vehicular combat. On the other hanmd, slug weapons have an incredible recoil, often making them difficult to wield in combat.
Slug weapons consume power at a much higher level than spike weapons and use up much more polymer per shot. However, even though they are bulky and heavy, many infantry prize them for their penetation power in a firefight.
The really interesting thing is, if they can do armor piercing slugs, why can't they do toher kinds of ammo? Same goes for spikes really. (like doing discs/shurikens, or such.)
The really versatile weapons, The interesting part is how they cna apparently change ammo size. One imagines they could even be more variable/selective, but at the cost of greater complexity overall.OMNI clas rifles are in use exclusively by both TOG and Commonwelath legions. These weapons use the same technology as spike and slug projectors, combining the features of both into a singel system. These guns have the ability to adjust between a shower of spikes and a single armor-piercing slug. This adjustment takes 10 seconds (one combat round.)
Damage, energy consumed, adn effective ranges all depend on which setting is in use.
[/quote]Ballistic-grade polymer ammunition
Spike, slug and OMNI weapons all use the same type of polymer block for ammunition, so these blocks are interchangable throughout the entire group of weapons. The material is sliced off length-wise for rifles, width-wise for carbines, and depth-wise for pistols. (This accounts for the varying number of shots that each weapon gets from teh same block.) IT is not uncommon to see infantrymen scouring a battlefield after a fight, ,gathering up leftover blocks.
Spike weapons shave the block into a series of spikes and launch them at hypervelocities. Slug weapons cut the blocks into larger, solid "slugs" before launching them. Omni rifles can swithc back and forth between slug and spike modes.
Ballistic polymer blocks are very lightweight and cost only 5 talents each.
Again they fire plastic bullets. Its an interesting idea, but I'm not really sure how well plastic would work as bullets IRL. Not very well, although there are polymer knives here and here for other references. but a knife isnt a bullet either.
Best guess in universe is that the process is not just plastic but some sot of composite, or its a magical plastic of the same variety like they make stormtrooper armor out of, or like 40K plasteel, or whatever.
Also note that spike arms fire their projectiles at "hyper-velocities" - this implies speeds in excess (in strict definition) of 1.5 km/s if I remember for small arms, but in all probability it means at least several (2-3) km/s, if not higher (possibly several tens of km/s)
Our first look at the neat rifle stats. Note the long ranges.. nearly 3 km no spike setting, and over 2 miles on slug. That's damn impressive considering modern rifle ranges.Grant Omni Rifle (CW)
Spike setting:
Range 500 short 1500 medium 2700 long
Ammunition 12
Power per shot (reserve) 1(36)
Slug setting:
Range: 700 short 1800 medium 3200 long
Ammunition 12
Power per shot (reserve) 3(36)
The Grant rifle was deisgned after the defection of the Renegade Legions. When replacement part sfor the old Mercury Class wepaons ran out, a Naram team constructed a similar weapon for the CAF. The result is the sleek Grant rifle. It can hold two polymer blocks at one time, extending it suse between reloads (although it then takes 20 seconds-2 rounds- to reload)
What is even more impressive is that they can be accurate out to those ranges, which speaks of some very high muzzle velocitiies (at least as fast, if not faster than modern tank guns, and probably matching the STeyr flechtete weapons which ar ~1.45 km/s)
Slightly shorter range than the above rifle, but its still damn impressive.Mercury Omni Rifle (TOG)
Spike setting:
Range: 450 short 1300 medium 2100 long
Ammunition 10
Power per shot (reserve): 1 (40)
Slug setting:
Range: 600 short 1650 medium 3000 long
Ammuintion: 10
Power per shot (Reserve) 4(40)
The Mercury class OMNI rifle was first introduced into TOG forces 300 years ago and is today's most popular rifle. Its boxy, unimaginative shape is well recognized. It has proven to have many deficiencies, however, including a reportedly high jam rate, and is an overall nightmare to maintain. Still, it is highly prized by the common infantryman of TOG.
A "pistol" with an effective long range that matches or exceeds many assault rifles.Hantrus Spike Pistol (TOG)
Range: 300 short 600 medium 850 long
Ammunition: 25
Power per shot (reserve) 1 (25)
The Hantrus spike pistol is standard issue in the TOG legions arrayed against the KessRith and the Common welath.
Carbine spike rifle. Outperforms modern carbine/SMG equilvaents and even some assault rifles in temrs of range and quite probably firepower.Divider Spike Carbine (TOG)
Range: 400 short 1100 medium 1500 long
Ammunition 15
Power per shot (reserve) 1 (15)
It is a sleek black carbine and is considered one of the most accurate of these weapons at close range. The Divider has a specially modified hollow stock fitted for carrying two extra polymer blocks.
This is a badly designed rifle by RL terms. And it has a 2+ km long range (which is something only heavy AMRs can match, and then only with a good rifleman)Mantichore Spike Rifle (TOG)
Range: 700 short 1700 Medium 2200 Long
Ammunition: 10
Power per shot (reserve) 1 (10)
.. this gun is the standard issue rifle in the TOG fighting legions. It was poorly designed and often lost power after switching from the painting laser. This deficiency has been resolved, but the system has a bad reputation still among the infantry.
Againa nother "pistol" with assault rifle ranges. Note the calibre (2mm plastic spikes) and the insane rate of fire of 500 rnd/s.Hornet Spike Pistol (CW)
Range: 200 short 500 medium 900 long
Ammunition 25
Power per shot (reserve) 1( 25)
Manufactured by Artibarmast Industries, thsi weapon is the standard issue of the Commonwealth armed forces. It is a small gray pistol capable of firing a stream of 2mm thick plastic spikes at a rate of over 500 a second.
If we take the 500 r/s figure as literal, it leads to some interesting numbers. The Steyr ACR spikes fired a .65 gram spike at around 1.45 km/s. Momentum is .94 kg*m/s. KE is 683 joules.. for a total of 341.5 kj of KE... but also 470 kg*m/s worth of momentum, which is flat out impossible for anyone to reasonably fire. Since I don't believe in "recoil damping" bullshit tricks, this can't be the case, at least at that rate of fire. shotugn flechettes exist firing a .52 gram projectile at a mere 583 m/s for a "mere" momentum of .3 kg*m/s and a 'mere' 88 kj per flechette. "only" 44 kj of KE, but 150 kg*m/s of momentum. Possible, but still probably too high for anything resembling remotely accurate fire and I'm not sure they would retain velocity or accuracy out to 900m at that speed.
To work the projectile would have to weigh .1 grams at 1500 m/s, or .2 grams at 1000 m/s to be possibly managable, and even then we're talking tow handed assault rifle like handling which means accurate fire is difficult. Momentum would be 75 kg*m/s and 100 kg*m/s respectively, with 56 kj and 50 kj respectively for KE. A comparable sort of weapon recoil-wise would be the ingram MAc-10.
Another possibility is the ROF represents some sort of short range "shotgun/lead hose" mode where you shoot a large number of low powered bullets. Sort of like the American 180
The other alternative is that it represents a "hyperburst" capability - that is, it has a theoreticla high ROF, but only for the purposes of firing highly accurate bursts like the AN-94 or the H&K G11 500 rnds/s comes out to 30,000 rpm, wjhich would suggest the "burst" mode fires some 30-35 needles. Recoil is still pretty damn high for either sort of flechette type but it is managble.
Novel evidence can support any one of those, although the hyperburst mode is most supported. And either way you get a probable KE somewhere in the double digit to triple digit KJ for "pistols." Carbines and rifles more than likely extend into triple digit kj, although higher than a say 500-600 kj is unlikely (megajoules is very unlikely unless we get very hyper-velocity - like tens or hundreds of km/s)
Spike carbine with a range of a RL heavy sniper rifle. That's scary.Tektara spike carbine (CW)
Range: 500 short 1000 medium 1800 long
Ammunition: 15
Power per shot (reserve) 1(15)
Tektara is the Baufrin word for "Painful insect sting" and illustrates this CAF spike carbine's reputation. It has a longer barrel than its TOG counterpart, and is very light for transporation purposes. The Tektara is well proven in combat and considered to be the premier of the spike carbines.
at this point at the end of the spike rilfe entry, I'd like to try doing some generalized calcs. Now we know they're hyper-velocity weapons, but exactly HOW hypervelocity are they? We know the ranges, but how does this bear on velocity? Well for modern weapons (like an aK-47, M16, M14 or similar) there seems to be a usual half second to a second travel time involved for a given range (the more precise the target the shorter the time should be. This roungly means that the velocity shoudl be (at minimum) equal to the long range, to being two or even three times that number. 2-3 km/s seems a good minimum (assuming 2/3 of a second to a second), although 4-6+ km/s is equally possible. 10 km/s or higher is also possible: the needles being plastic probably do not mass very much and would slow down rapidly in the air, so velocity may be needed to compensate over extreme ranges.Raktarus Spike Rifle (CW)
Range: 700 short 1700 medium 2300 long
Ammunition: 10
Power per shot (reserve) 1 (10)
The Raktarus is a modification of a very old weapon originally used during the early years of the Terran Republic. It is old itself and somehwat bulky to use, but it has well-established accuracy and exceptional range, ,explaining why it is still in service with the CAF.
If we assume the momentum of the rilfe (eg recoil) is equivalent ot a mdoern weapon (say between 50-100 kg*m/s or so), we can approximate KE values for the rifle. At 2-3 km/s you're looking at between 50-75 and 100-150 kj respectively. AT 4-6 km/s.. you get 100-150 kj and 200-300 kj. Any higher (say 8-10 km/s or higher) is just more multiples really. at 10 km/s you get 400-500 kilojoules. tens of km/s can starte going into the high hundreds of kilojoules, and even start breaking into the megajoule range.
Likely, though, the rifle values will fall closer to the smaller end of the scale - say 100-150 kj or so. Which is still impressive, as it is many times the KE of a modern assault rifle.
Implication that "recoil compensators" might help offset weight like Mass effect "mass accelerator" tech, or 40K suspensors. Given bounce packs can serve a simialr role tha tisnt surprising, but I still wouldn't assume it comes standard on all rifles, or that it magically negates excessively high recoil/momentum (EG no HMG-grade spike pistol recoil.)Tonitrus Assault Rifle (TOG)
Range: 600 short 1600 medium 2000 long
Ammunition: 6
Power per shot (reserve) 3 (18)
The Tonitrus assault rifle is a large slug projector capable of inflicting heavy damage against both personnel and vehicles. Despite three recoil compensators, this assault rifle is still very heavy and difficult to manage. It is one of the primary infantry-carired anti-vehicular guns employed by the Terran Overlord Government. It is often referred to as "Old Armbuster" by those troops who have to deal wiht its kick.
Also stated as "anti-vehicle" but that doesnt tell us what kind of vehicles. Unlikely to bypass [grav] tanks, unless it fires very heavy ammo and has magic recoil nullification tech,.
Terere Heavy Assault Rifle (TOG)
Range 800 short, 1700 medium, 2700 long
Ammunition: 4
Power per shot(reserve) 4 (16)
The Terere heavy asault rifle is a rifle only in the loosest sense of the word. In reality, it is a shoulder-mounted slug-projecting cannon designed for use against Grav tanks and other heavily armored vehicles. TOG troops erfer to this as a "Kess-Crusher"
I guess this answers the vehicle question. I suppose if deployed from a fixed position and braced it might have some powerful punch iwthout brutal recoil. But you ain't going to be moving the damn thing, I can tell you that.
A "lightweight" slug projector which makes it sound like almost a normal assault/battle rifle in function - especially given the "close quarters" use. But it still has low ammo and insanely long range.Nitronic Slug Rifle (CW)
Range: 650 short, 2000 medium 2800 long
ammunition: 8
Power per shot (reserve) 3 (24)
The Nitronic model 1 Assault rifle is the lightweight Commonwealth slug projector. This weapon is the core of the very mobile and effective B'ekkal Assault Legions. The model 1 is very compact in its design and has several strong recoil dampers that help reduce its kick when firing. This gun is also found in many strike elements of the CAF's Naram Special Forces. It is exceptionally accurate at close quarters.
Loingest ranged man portable rifle. It's description suggests they aren't meant to be deployed in any mobile fashion, but set up in a fixed position.Monty Heavy Assault Rifle (CW)
Range: 900 short, 2100 medium 3100 Long
Ammunition: 4
Power per shot (reserve) 4 (16)
The Monty-class Heavy Assault rifle is also known as the Can-kicker" in rebuttal to TOG's Terere (see above) This slug projector is very heavy to move and difficult to fire for any length of time. Moving targets are difficult to track with it in close fighting, and it is preferred for use at long ranges. It does have excellent penetration and range hgowever, and is one of the most advanced anti-vehicular wepaons in the Commonwealth Armed Forces.