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| Oscalantine Military Might | |
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Oscalantine
Posts : 542 Join date : 2010-10-22 Age : 33 Location : Seoul, South Korea
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| Subject: Oscalantine Military Might Mon Oct 25, 2010 4:15 am | |
| Oscalantine MilitaryOscalantine Military is divided into four main parts: Airforce, Navy, Army, and UCV Expenditures : $1.759 Trillion (25% of nation's GDP) Population : 199.0 million Manpower :- Percentage: 5% of the population
- Number: 9,950,000 men total
- Active: 2,487,500 men active
- Reserve: 7,462,500 men in reserve*
*Reserves in Oscalantine works differently. They are those that have been selected as physically capable of handling intense training, or is part of mercenary forces. These numbers do not actually amount to number of military that Oscalantine can count upon during times of war. Reserves in Oscalantine also divides into two parts: Battle and Strategic. Battle faction focuses on getting soldiers into battle-ready state, while Strategic faction focuses more on programming and technologies. Both Strategic and Battle faction are capable of utilizing vehicles, such as manning tanks or aircraft. However, Strategic factions are more focused on Unmanned drones than being up and personal in the heat of battle. Reserves(battle) :- Reserves in Training: 500,000 men in training
- Reserves completed Training: 200,000 men completed training
- Reserves capable of deployment: 75,000 men capable of deployment**
- Total number of Mercenary in Training: 400,000 men in training
- Mercenary capable of deployment: 650,000 men capable of deployment***
**Those capable of deployment are constantly under high tension. They are highly disciplined, battle-ready combatants that have completed the intense training of 3 years worth. They are stationed at various military installation as well as Encrypted Cities. They are armed with state-of-the-art weapons and are capable men ready to fight any war. ***Although not as battle-ready, mercenaries are sort of hired guns for various operations. Their talents varies, and they lack discipline. However, their quick thinking could get them out of tricky situations. Mercenaries' armaments depends on their funding, and they work all over the world to enforce law and order for whoever wishes to hire them. Reserves(Strategic) :- Reserves in Training: 50,000 men in training
- Reserves completed Training: 7,000 men completed training
- Reserves capable of deployment: 3,000 men ready for deployment
ArmyOscalantine's army is split into two factions: Corporate and National. National Army has 7 Legions, and they consist of approximately of 150,000 soldiers. Each of these Legions further divides into 10 divisions, which consists of 10,000 men. Each individual Legion decides how to split the troops after that, as Legion serves different purpose. While National Army faction has larger numbers, the Corporate army is truly an army feared in Oscalantine. Consisting of only battle-hardened veterans who have volunteered into fierce combat training, they only consist of 100,000 soldiers. While smaller than three Divisions, Corporate Army is armed with best of weapons and best of armors. Once Corporate Army has been deployed, Oscalantine has hard-pressed to fear any push coming from that region. Corporate Army doesn't necessarily have ranks. They are deployed in number that they will be best suited to work best in. Armored and Heavy Armored divisions are part of the Army, and they are ONLY part of National faction. These consists of Tanks, Jeeps, and otherwise moving armored vehicles. Corporate Army does not have Armored or Heavy Armored divisions. However, depending on their judgement, they can easily call upon these armor or heavy armor strikes in certain regions. National Army :- Total size: 1,300,000 men
- Total soldiers: 1,100,000 men
- Total Armor units: 40,000 units manned by 50,000 men
- Armor division units:
- 4-Wheeled Vehicle: Dynasty 153 All-Terrain 4WD
- Terraformer: Maker 01 TerraRemaker
- 2-Wheeled Vehicle: Beta7 Armored Cycle
- Light Tank: GattlerTom 03 Mobile Turret (also serves as anti-air in situations)
- Amphibious: Merman 14 Amphibious Tank
Total Heavy Armor units: 25,000 units manned by 50,000 men Heavy Armor division units:Tank: Britherian 05 Main Battle Tank Artillery: Barnibas 61 SmartGuidance Artillery Heavy Artillery: Maokao 47 SmartGuidance Heavy Artillery Anti-Air: AeroDown 17 Anti-Air PlatformCorporate Army :AirForceAirforce in Oscalantine is the weakest branch of Oscalantine. However, they do boast world-class fire support thanks to many gunship platforms developed by Nexus Incorporated. This branch is also second most growing military branch, with over 30% of all reserves volunteering to the sky to support the fighter planes that is to come. Oscalantine AirForce :- Total size: 120,000 men
- Total soldiers: 10,000 men
- Total Altitude Planes: 500 units manned by 500 men, 10,000 men accounted for but not manning any
- Altitude Planes:
- Fighter: Firefly 1999 air superiority fighter
- Bomber: none
Total Air Platforms: 90,000 units manned by 100,000 men Air Platforms:Gunships: InsaneSue V-2 Gunship Heavy Gunship: JokesOnU IX Mobile Weapon Station Heavy Transport: Pikaboo Z-III Heavy Transport Light Transport: UJest V-5 Light Transport Spy: ICU V-15 SpyChopperNavyNavy is Oscalantine's pride and joy. Oscalantines boast that their navy is best there is in the sea. Most of Oscalantine's navy has been replaced over the years with submarines, with few state of the art frigates and destroyers to protect the advanced aircraft carriers. Submarines of Oscalantine is almost all nuclear submarines, and Oscalantine Navy's superweapon is Stealth Submarines, which is largest class (typhoon class submarine) that has capacity to avoid sonar detection much like stealth fighters being able to avoid radar detection. Oscalantine SeaByte :- Total size: 1,000,000 men
- Total soldiers: 120,000 men
- Ships: 2,500 units manned
- Ships:
- Patrol Boat: LifeLine V Patrol Boat
- Frigate: Threatener VII Frigate
- Corvettes: TSD (The Small Dude) III Corvette
- Aircraft Carrier: TheCorporate XIII Aircraft Carrier (60 available)
Total Submarines: 4,000 units manned Submarines:Submarine Cruiser: FoolKill IV Submarine Cruiser Long-Ranged Submarines: FarAfar XIV Long-Ranged Bullistics Submarine MissilePlatform Submarine: FairyTale XVII Submerged Weapons Platform StealthSub: TheIncorporate XXX Stealth Submarine (3 available, 1 in construction)IncS The Naughty OneIncS The Shrugging OneIncS The Whiny OneIncS The Challenging One[Under Construction]Unmanned Combat VehiclesOscalantine is currently at the top of UCV technology, with ages of practice and discipline. Its Automaton Systems have been known to constantly improve over the years from simple theory into a full-fledged division of Oscalantine. Due to automated processes and obtaining much of its materials from within the country, Oscalantine's UCV is cheaply and easily produced to be sent into front lines. UCV's advantage is to not only to fill the gaps of strength that Oscalantine faces with its enemies with much larger population, but UCV is also capable of achieving feats that are impossible for human pilots. UCV can operate in impossible conditions such as traveling for three days straight as well as being able to duck and fly in nearly vertical degrees without losing control. UCV of Oscalantine is divided into three division, although two divisions are experimental at this time: air, ground, sea. While ground and sea UCV is still in experimental stages, UCV of air, the UCAVS, are capable of immediate deployment. UCV are capable of accomplishing the tasks by themselves, but operators are standby whenever they are deployed to ensure their higher percentage of success in every mission. UCV division also houses Cyber Warfare division, which consists of members highly skilled in breaking through enemy's computer systems and disrupting their war-machines as well as obtaining useful data. Oscalantine Automaton :- Total size: uncounted for.
- Total soldiers: none
- Total operators: 43,500 operators operational
- Total UCAVS (air): 20,000 units operational
- UCAVS:
- Patrol: AutomatonReconXX
- Fighter: AutomatonAeroXI and AutomatonAeroXII
- Bomber: Still under Experiment
- Experimental UCAVS
- AutomatonAeroXIII: In Theory
- AutomatonCarpetI: Field Testing
- AutomatonReconXXI: In Theory
Total UCGVS (ground): 0 units operational UCGVS:Ground Superiority: Under Experiment Mobile Turret Platform: Under Development Anti-air Platform: Under ExperimentTotal UCSVS (sea): 15 units operational UCSVS:Patrol Boat: Under Development Sumbarine: Field Testing Frigate: Under DevelopementNotice: "Under Development" means that the weapon system has been proven possible and is currently in the middle of construction of prototype. "Under Experiment" means that the weapon system has not been proven possible and is currently still under blueprint area. UCV division's Cyber Warfare Faction (CWF) are like part of intelligence agency. They collect data form various nations by hacking into the systems. They are usually more of "web surfers," not doing anything illegal to obtain the data and information. However, once "mobilization" order is given, they hack and crack into the servers of enemy countries and destroys the country from inside. CWF is also responsible for countering enemy hack division, as they UCVs are very vulnerable to potential cyber attacks. Oscalantine has the best funded and best manned cyber division, and they are very proud of this fact. CWF further divides into two sections: National and Corporate. As with the army, National division is larger in number, but they are overall less talented and little less equipped for cyber warfare than Corporate CWF. Corporate CWF also moves around freely and sets up wireless links around the world, like an undercover agents. Some say that Corporate CWF is the Oscalantine's response to spies that are sent by other, less digitally-forward nations. Oscalantine CWF :- Total size: 24,000
- Total soldiers: 2,000 men on guard duty
- Total National: 17,000 hackers operational
- Total Corporate: 5,000 hackers operational
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| | | Oscalantine
Posts : 542 Join date : 2010-10-22 Age : 33 Location : Seoul, South Korea
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| Subject: Re: Oscalantine Military Might Mon Jul 04, 2011 9:21 am | |
| AutomatonAeroXII- Spoiler:
- Price: 15 million Nexus Credit
- Total Production: 5 units per month
- Armaments: CtlVII calculation-guidance missiles, LexLXII laser-guidance missiles
- Hardware: MCJ X processor, GaiaNex
- Maximum Speed: March 1.3
- Role: Air Superiority Unmanned Air Vehicle Systems.
The 12th variant of AutomatonAero project of Oscalantine military. The technology of this weapon has experienced quite a bit of change since the AAXI, and thanks to the partnership with the aerodynamic countries, the frame was completely redone to maximize flight. The AAXII has already entered automated processes and is expected to replace almost every AA series in Oscalantine in near future. It is also good to note that unlike other AA series, the AAXII has been given a specific air-superiority fighter role in Oscalantine. It is to engage high-end fighters of other nations en-mass to take down the fighters in groups. Although it does not have on-the-dot thinking of human aces, the AAXII has several protocols that allows for fully-automated engagement of other aircrafts in warfares. The advantage that the AAXII has over the state-of-the-art fighters of modern era is its ease of production and deployment. It is far easier to construct AAXII and deploy into battle than to train a pilot to send the fighter into flight. The cost of the vehicle is also relatively cheap, with approximately 15 Nexus Credits to construct the unit. While this is no cost to easily spend, it can easily outcost many of the top fighters as well as training program to arm a pilot into the fighters. Oscalantine military hopes to tire out the fighters with as much casualities to the opponents as Oscalantine’s massive production capabilities allow. Eventually, they hope to out-mass the opponent in high-technology warfare. The AAXII’s physical shape is probably what is more astounding about this vehicle. It is completely different from the traditional UAVS, the design that AAXI had kept. Originally the AAXII was to look the same as AAXI in order to maximize “mob effect” of allowing AAXII to get in and out of battle without being classified as high-priority targets. However, with increasing demands to differentiating roles as well as a need for air superiority in Oscalantine, the AAXII’s fames have been redone to look its part. The AAXII has sleek, triangular shape that makes it look like an acute insoles triangle from an overview. The differentiating variants have different belly-side physicals, but the top-side frames all portray a low-rise frame with spot on the front for radar and computer and back for jet engines. It runs in single jet which allows for speed of nearly march one. The top speed has been detected as mach 1.3, although it does not have supercruise capabilities. The normal variants can take massive punishment arsenal of 8 hardpoints, which can be equipped with either CtlVII Calculation-guidance missiles or LexLXII Laser-guidance missiles. Also in normal-variations, the AAXII holds a pair of 60mm machine guns. The interior of the AAXII is completely automated, with computerized systems that can both take direct orders from human control or fully automated control. Unlike other AA lines, the AAXII has been equipped with NxOS-VII operating system, which allows for massive data to be processed and handled. Its hardware includes MJC XI, the best processing unit that Oscalantine currently has. AAXII also has visual, thermal, and electromagnetic feedback system that allows for maximum input data to be processed. Its friend-foe identification system is based on both the registered models as well as specialized computer codex that is exchanged between military units of Oscalantine. AAXII also utilizes the state-of-the-art short range radar system, allowing for maximum detection in the immediate warzone. The classified system of AAXII is a Joint Computerized System known as GaiaNex. This system of allows for quick exchange of ideas in between multiple AAXIIs as well as other computerized forces within Oscalantine. The GaiaNex allows for quick exchange of information as well as targeting sites, allowing for multiple UAVS, UGVS, and USVS to decisively take down enemy opposition in most efficient manner possible. The GaiaNex has been proven highly effective in field tests, as the GaiaNex allows AAXII to move in what is known as “Merlin Protocol,” which allows for multiple weapon systems to fire at specified locations to achieve maximum hit rate. Because of the current technology, the computer platform of AAXII is not an artificial intelligence. Rather, it is fitted with multiple protocols for various situations. The protocols allows AAXIIs to gather basic environmental inputs and act on what is best fitting for the situation based on that input. In other words, if more conditions are met for protocol A than protocol B, then AAXIIs will initiate protocol A without any hesitation. At the same time, they will also continue to gather environmental factors as humans, and decide on their own as to whether different protocols are more effective. If the protocol is within exchangeable margin of error and a different protocol is more suitable for changed warzone, a different protocol will be enforced. This is precisely the reason why multiple AAXII is crucial for missions. In groups, AAXII can utilize GaiaNex to gather more environmental data than if they were alone or in pairs. This allows for AAXII to produce the best protocol for the situation in the battlefield, and thus ensuring the victory in battle. Of course, restricting the movement to protocols leaves AAXII vulnerable to human factors and ace dogfighters. However, the field tests suggests that unless the pilots are highly trained professionals, in 2 to 1 situation it is guaranteed that AAXIIs will always maintain upper hand, and even in fair number battles, AAXIIs will not be defeated easily. It is precisely these protocols that allows for AAXII to maximize evading techniques, which has not been adapted into many UAVS. Its intricate data input system allows for quick recognition of missiles entering the area, and with ease maneuver it allows for maximum survival rate. In a group this survivability increases, as the data is processed much more quickly and ensures survival of maximum number of aircrafts, even if it means sacrificing some to the firepower to save many. It is precisely this hive mindset that gives AAXIIs that edge over traditional fighters. It leaves room for sacrifices, which cannot be tolerated with human pilots. Even in the field of battle, the mission often supersedes the survival of the craft, and thus the AAXIIs can execute the order based on the need to accomplish the mission with minimum casualties with a mindset that sacrifices are within the margin of error. The AAXIIs have two variants: AAXII-s and AAXII-l, or AAXII stealth and AAXII launch. AAXII stealth is a stealth variant of AAXII. It has stealth paint as well as specialized stealth treatment to ensure minimum detection by the radar. It also has its weapons on the inside compartment, and thus giving shape to the belly-side as to traditional AAXII variants. However, due to the interior weapons depot, the AAXII-s can only carry maximum of 4 weapons in its compartments. However, AAXII-s also has a strategic bombing capability, forgoing all its air-to-air weapons system for two strategic missiles that can deliver stealthy punishment to the enemy. The AAXII launch variant is launch-based AAXII specifically fitted to be installed into superweapon of Oscalantine: the stealth submerged aircraft carrier. The AAXII-l has more rounded look to the vehicle, and the wings of the vehicle can be folded in slightly to allow the vehicle to fit into small chute that it will be launched from. The vehicle is equally stealth treated, and it has inside-mounted propellers that allows for shallow diving, allowing the vehicles to be fetched by the small drones within the submerged aircraft carrier to spirit them away once the mission is over. The AAXII-l is created with massive pressure in-mind, and it has been fitted with foams on the open spaces within the vehicle to ensure that the vehicle will resist the pressure underwater. Once launched, the AAXII-l will skim up to the surface using supercavity physics, and be launched into the surface, where its jet engines will kick in. Once the mission is complete, the fighter will fly out of detection using its stealth technology and dive into designated location where it will be picked up by the USVS to be launched another day. The problems with AAXII-l is mainly the cost. The technology required the stealth treat a vehicles as well as to foam them, and on top of the massive need to ensure that it will survive the pressure underwater and the launch from the submerged aircraft chute spikes the cost of the weapon well up to 50 Nexus Credits per unit. Its intricate design also prevents mass production, and as a result its production isn’t as swift as other variants. On top of all these technological errors, like its stealth variant, the AAXII-l must have its weapons compartment inside, and thus restricting the aircraft with only 4 missiles or two strategic missiles. Because of space for propellers, the 60mm gun on either side on top of the vehicle has been compromised. Instead, there is a 40mm heavy machine gun directly on the nose of the vehicle. While more accurate than 60mm variant installed in other AAXII variants, the weapon’s piercing power is significantly weakened, and often times forgotten by the weapons systems protocols as it isn’t even worth the vehicle’s time to arm and shoot the weapon. AutomatonPhalanxIII- Spoiler:
The AutomatonPhalanxIII, or APIII, is the cheapest, most efficient unmanned ground vehicle systems (UGVS) in the market for Oscalantine military. It is used to direct support of the troops in the battlefield or to create a swarm pact for unsupported assault to enemy position. The APIII’s job is clear: to overwhelm the enemy position with cheap, state-of-the-art weapons systems that, while leaving the allied forces relatively unfazed, causes a severe destruction in the enemy camps. It is designed with cheap, mass production in mind, and therefore it lacks some of the autonomous systems that most Automaton Battle-Ready Vehicles have. The APIII is also not the strongest unmanned vehicles on the line, and it serves no better than a soldier that is controlling it. However, it’s cheap cost and near-unlimited production capabilities more than makes up for what the vehicle lacks.
In the physics, the APIII stands less than a meter tall or roughly about the length coming up to about the knee of a grown man. It runs on dual-tread system and can carry a variety of weapons, although only one at a time. The weapon is mounted on the top of the vehicle, while the vehicle itself stand pretty low to the ground. The sensory system is out along with the mounted weapon, but more to the back and below the weapons, making the marksmen difficult to shoot just the sensors down. All in all, the APIII gives a compact look of an automated tank, if one will call it such.
The APIII can carry various weapon platforms depending on the situation. The most common of these weapons are 40mm grenade launchers, 5.7mm semi-automatic machine guns, or 60mm incendiary weapons. Another common variety is napalm-fueled flamethrower, which is used as forefront of all assaults of APIII swarms. The gun turret is able to spin 270 degrees and can elevate and descend as seen fit in the battlefield, The turrets can also slant to the side approximately 50 degrees, allowing for the vehicle to stay in cover while shooting with its arsenals. Unlike all the Automaton series, the APIII is NOT unguided. Every APIII has an operator behind the lines controlling it in real time. And therefore, the battle range lasts little past 1000 meters. However, this by no means indicates that the APIII is utilized for short-term battles. The APIII’s Magnesium-Air fuel cell batteries can run this vehicle for 9 days and 9 nights until needing to recharge at the station. APIII also provides with easy-access reloading system, which allows for engineers… and in the future, another automated robots… to rearm the APIII within five seconds. The APIII’s sensory allows for full view of the battlefield in both color, infrared, and night vision sensors, along with small radar sensory that detects incoming threats that are not displayed in the visual input. The APIII is controlled in real time from the operator, with approximately 0.02 second lag. It utilizes the nnn system developed by the Nexus Incorporated, which makes this vehicle resistant to cyber attacks. The APIII is made with all terrains in mind, able to travel through sand, water, snow (up to 100 feet deep), and urban settings like stairs with no difficulty.
The strategy utilized by the APIII is as it is named: formation for maximum massacre of opposing forces. As its input is given directly by the battle-tested soldiers in the back of the field, the APIII is less proned to making errors that the drones make on their own, making them efficient battle machines. It will work in formation like much of the soldiers in warzone and swiftly find cover to maximize effectiveness. Usually the APIII’s job is to pave way for the human soldiers to run through. This means accomplishing difficult missions as being the spearhead of the invasion force or going into direct assault after radioactive or chemical warfare has commenced. The APIII is also excessively cheap and efficient to produce in the automated factories in Oscalantine. In fact, it is cheaper to produce APIII than to train National Army personnel. The APIII costs roughly 130,000 Nexus Credits to produce in mass production. Meanwhile, government spends total cost of 150,000 Nexus Credits to train and arm them for battle. This mean it is better to construct the APIII than to recruit excessive amounts of National Army members in the army.
Ihazctl LIII Automaton Overseer Unit- Spoiler:
The Ihazctl LIII Automaton Overseer Unit is a massive vehicle that roughly equals the size of 8-wheeled truck. It is fully armored and armed with thermal lasers and 30mm heavy machine guns for protection. It runs on diesel fuels for the vehicle itself and massive Magnesium-Air Fuel cell battery for its operations inside. It four pilots on the outside: one to steer the vehicle, one to target the thermal laser, one to man the heavy machine guns, and one to control the frequency of the nnn. The inside can house up to ten operators, and is usually guarded from the inside by one personnel.
The purpose of the Ihazctl LIII is to literally oversee all the Automaton series unmanned combat vehicles in the warzone. It usually hangs on the back of the camp and either directly controls or gives mission briefings to all the Automatons in its jurisdiction. The number of Automatons in one Ihazctl varies, but usually the UGVS require more manual work while the UAVS require less. In fact, usually most of the Ihazctl is responsible for controlling a squad of APIIIs, as one vehicle require one operator. Usually in the base camp or forward camps, a full stack of these vehicles are lined up for controlling the UCVs. It is also good to note that this vehicle is also the vehicle of choice for Cyber Warfare Division, which is responsible for commencing cyber warfare in the battlefield and beyond. While Ihazctl does not come with the jamming devices, variants do exist that can “oversee” jamming of GPS and radio signals as well as unjamming such disruptions.
As Oscalantine relies heavily on automated machines during wars, the Ihazctl is high-priority target for whoever is matching Oscalantine’s military strength. Equally, these vehicles are heavily protected. The armor of these vehicles are usually equivalent to that of normal tanks, and can withstand one or two RPG rounds before being exposed to any sort of threat. It can also take on at least one HEAT rounds before being rendered immobile. Usually small arms fire leave the vehicle unfazed and missiles have hard time approaching the vehicle due to thermal laser protection that the vehicle itself has. While this is not its designated role, multiple Ihazctl’s in the area can provide a great deal of missile defense, as its high-powered batteries are capable of powering thermal lasers within its systems for relatively long period of time. This makes Ihazctl excellent defense vehicles around the artillery lines where missile attacks are imminent. Ihazctl also makes for excellent “hold the line” defensive grid, as the vehicle is usually accompanied by heavy guards to ensure its safety. It is safe to assume that Ihazctl’s are the central hub of every Oscalantine army, and the mobilization of such vehicles means the mobilization of massive ground fortress looming over the opposing forces.
AutomatonAquaVII- Spoiler:
The AtutomatonAquaVII (AQVII) is an unmanned submerged vehicle System (UsVS) that is semi-autonomous vehicle that works in shark pack to accomplish missions. This first generation of UsVS is to be placed in forefront of the other submarines to maximize the naval superiority that the Oscalantine has.
The AQVII is nothing past a small submarine. It reaches two meters on the longest axis and has diameter of 0.7 meters all around. It has single torpedo chute and operates with Magnesium-Air fuel cell batteries. Its recorded speed is 15 knots, with being able to cruise up to 17 knots. It is highly maneuverable, and can catch up to most battleships and catch them off-guard for direct assault. The small size is AQVII makes this vehicle ideal for dodging any type of anti-sub countermeasures, as it can easily maneuver around anti-submarine measures. The AQVII is capable of holding onto four standard torpedoes.
The AQVII is topped with far superior information processing system than most of the UCVs. This is because the AQVII has to be autonomous the moment the mission begins. It must interpret all the sensory information and make judgments accordingly, as the moment it is deployed the AQVII is independent from the operators. As such, it does not have GaiaNex software installed within its processors, preventing swift communications. However, it does have highly sensitive sensors that can read not only under very little light, but can also read out “pant signals” created by other ships (how the “paint” process works with AQVII and the protocols that the AQ series follows will be on the later paragraph). Once deployed, the AQVII cannot and therefore does not have the capability to exchange information with the high command. It simply does as it was specified and makes decisions based on the protocol that it was programmed with. Therefore, prior to every mission the AQVII is given several scenarios to memorize before deployment, and the AQVII’s are not deployed until the last possible second to ensure as much accurate real-time data as possible.
The AQVII, unlike other Automaton series, has a serious challenge to face: the underwater optics as well as electromagnetism doesn’t work the same underwater. This makes communication with active, deployed AQVII’s very difficult. In fact, it is impossible to directly communicate with the vehicle while it is operational. Therefore, in order to go around this factor, the AQVII is given complex protocols to be equipped before battle. These protocols are usually simple orders, such as “search and destroy” or “protect the location” or “hold the fort.” These orders are usually given through a specialized paint called “paint signals.” Usually an undetectable paint is splattered in the area of target of interest. These paints, although indiscriminately by human eyes, each carries a different color signature to AQVII. This allows for complex orders to be given through simple inputs, such as “attack all vehicles with paint signature A and randevou at paint signature B while protecting vehicles with paint signature C.” Of course, due to delicate nature of inability to paint enemies with signatures, usually the opposite order is given, such as “attack all enemies; the enemies are defined as all vehicles without the paint signature A or B or C.” The AQVII also has the ability to paint the vehicles underwater. When the AQVII is destroyed in action, it shoots out a small “paint torpedo” to the direction that the attack came from. Unless the vehicle was keen enough to dodge this missile, which is too small to be a threat to any sort of ship, the enemy will be painted with “high priority vengeance” paint. This makes the AQVII which spots the craft to attack as highest priority target, quickly and swiftly avenging its fellow brother’s death.
The AQVII comes in two variants: the AQVII-c and AQVII-s. The AQVII-c stands for commander unit, while the s stands for soldier or service unit. The AQVII-c, instead of having a standard torpedo chute, has three smaller “paint torpedo” chutes. The decreased weapons depot also enables for far more computing unit to be inside the AQ. The AQVII-c’s also has easy-access ports that can be fitted with the cable, which allows for direct orders to be given from the ship. Usually the command units stand in the back of the formation hooked into a link. It shoots out orders using its “paint torpedoes” to the designated areas, and the AQVII-s’s follows these orders according to the protocol that they were assigned to.
Gngbng XIII USVS Carrier- Spoiler:
The Gngbng XIII USVS Carrier is a massive, battleship-sized naval vehicle carrying tens of unmanned submersible vehicles, namely AQVII-s and AQVII-c. They are the “command hub” of the battlefield, and usually also the flagship of choice for most admirals. The Gngbng series themselves are massive floating computer hub, which not only operates the USVS, but also utilizes electronic and computerized warfare systems. It is also a communication hub for the most naval operations, allowing for visual data from the unmanned scouts (mostly AR series) to be processed and relayed to other battle platforms.
The Gngbng does not have weapon system on its ship. However, it has massive nuclear core battery that provides massive power, allowing for top-grade thermal laser to be installed into the ship as well as serve as a charging station for most USVS. This makes GngBng ideal defensive unit in any fleet, being capable of stopping artillery fires from reaching the targets as well as conducting submarine warfare from the underwater. Each Gngbng is also capable of holding up to thirty AQVII’s, and is capable of holding weapons systems for the AQ units. The Gngbng has five launch sites to the side (two on each side of the ship and one on the back) that can drop the AQ units from the middle of the ship. The rear launch site is used for the commander model of the AQVII’s, and has cables feeding through it. The cables serve to connect the vessel with the commander model of the AQ, and it is used to give direct orders to all AQ’s using the paint system. Should there be an emergency situation the cables are capable of severing from the ship’s end, allowing for the ship to retreat.
The purpose of the Gngbng is to serve as a commanding naval unit in the sea, allowing for swift gathering of info from the visuals and to give these orders to the rest of the navy. They also serve second purpose of creating the primary defensive grid of thermal network, being the last and most powerful defensive network to stop incoming threats using thermal laser. The high sensory input that the ship gets also makes the Gngbng ideal place for central command of the fleet. The Gngbng’s final purpose is to serve as a temporary link with the stealth submarines. Using the command unit of AQVII’s, the cable can be connected directly from the Gngbng to the stealth submarines. This allows for swift exchange of information and data, as well as mission briefing before the connection is severed. This makes Gngbng ships ideal not only as a flagship, but also as high-priority targets in the Oscalantine navy. Whenever there are more than one unit of Gngbngs in the navy, it is best to seek peaceful measures, as there are bound to be heavy firepower coming to support such ships from undersea.
Rckwd XIII Thermal Boat- Spoiler:
The Rckwd XIII Thermal Boat is basically the smaller version of Gngbng XIII USVS carrier. It is approximately the size of a patrol boat, and it carries nothing but a single thermal laser as its only countermeasure and small guns for protection. Its main purpose is to detect and initiate the thermal network procedure using its weak thermal laser. The Rckwd is also unique in a sense that it is also virtually a floating computer, although a bit of a smaller variant. It serves to relay the communication network from the battlefronts. It is highly maneuverable, and can avoid most fires due to its thermal laser as well as its small size. Due to its computerizing aspect, many times the AQVII command unit is linked to this boat than to the main Gngbng, as it is much far front in the battlefield and can relay the communications much more effectively.
There are two variant to Rckwd XIII: the Rckwd XIII-s and Rckwd XIII-co. The Rckwd XIII-s is a stealth variant of Rckwd. The stealth variant has a single AQVII-c unit on top of it, and it serves more exclusive role of relaying the message from deployed AQ units from the command post. The stealth variant, as it is small and stealth-treated, is nearly undetectable in all aspects except visual should the ships be close enough. It, therefore, serves as important hub for all AQ variants. Usually the AQ command unit will be seen attached to Rckwd XII-s, as it is easier to avoid detection as well as closer to the battle zone than in either Gngbng or the normal variant of Rckwd XII.
The Rckwd XIII-co is much more powerful variant of Rckwd XIII’s, as it is reserved only for the Corporate Army members. Like the stealth variant, it is stealth treated, although its treatment is far more effective than the stealth variant. It also houses powerful computers and powerful fuel cell batteries for long-length operations. It can carry up to three units of AQVII’s (one command and two soldier units) and has ship-based cannons rather than thermal laser variants. It also has relatively large cargo hold (for a patrol boat that is) that stores much of the Corporate Army gadgets. The corporate variant usually serves as sea-bound Corporate Army member’s base of operations. This ship is ship of choice for most Corporate Army operations, and thus it fetches nearly quintuple the cost of standard variant of Rckwd XIII’s.
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