NationStates Jolt Archive


Axis Nova Military Equipment

Axis Nova
04-01-2005, 16:46
Note: All classes out of service due to budget cuts and new doctrine. The statistics provided are purely historical in nature.

Pics were made by Sileetris, and gun placement may not neccesarily be accurate.

Throne Class Corvette Flight II

Crew: 20
Length: 150m
Width: 87m
Height: 34m
Max Speed: 555mph
Min Speed: Hover
Landing Distance: VTOL
Powerplant: Bubble Fusion Reactor generating 240MW, various thermocouples
recycle waste heat
Lifting Devices:
Range: Crew supply for 1 Month


Arrmament
6x missile bay, launches air to air missiles or air to ground missiles or cruise missiles
6 20mm Gatling Linear Cannons(4 secondary turrets, 2 chin mounted)
6 Buckler Anti-Missile Point Defense units
2 "Nova" solid state lasers

Other countermeasures:
Buckler Anti-Missile Point Defense
Chaff
Flares
Smokescreens
IR torches
Laser blinders/laserguided missile redirect system
OLED camoflauge

Sensor Systems:
HSCDEADGR with crystal encoding
Close-in weapons driven by active radar with holographic imaging and crystal
encoding
LIDAR

The Flight II corvette class mostly consists of a larger cargo compartment capable of carrying more equipment and men, as well as making the OLED camoflauge and Agni point defense FELs standard production equipment rather than a refit. Speed has dropped slightly as a result, but this is not considered a serious detriment. The new model 20mm linear gatling gun also sees it's first use in this, replacing the older model 40mms which were bulkier and heavier.

Recent updates have resulted in Nova solid state lasers replacing the Agni FEL fleetwide.

Skyship Frigate Class Flight II

http://i26.photobucket.com/albums/c140/berrik/skyshipFrigategunretractsmooth.png

Crew: 75
Length: 234m
Width: 132m
Height: 68m
Max Speed: 550mph
Min Speed: Hover
Landing distance: VTOL
Powerplant: 2 Bubble Fusion Reactors generating 240MW each, various
thermocouples recycle waste heat
Lifting Devices: Lifting body hull, 2 Tesla Turbine channel wings, 1
pivot-mounted electric turbine
Range: Crew supply for 2 Months


Armament:
8 x missile bay, launches air to air missiles or air to ground missiles or cruise missiles
8 20mm Linear Gatling Cannons, in retractable mounts
14 Buckler Anti-missile point defense units
4 "Nova" solid state lasers

Other countermeasures:
Buckler Anti-Missile Point Defense
Chaff
Flares
IR torches
Laser blinders/laserguided missile redirect system
OLED camoflauge

Sensor Systems:
HSCDEADGR with crystal encoding
Close-in weapons driven by active radar with holographic imaging and crystal
encoding
LIDAR

Intended to do well at both fleet operations and independent roaming, the frigate-class vessel is basically a larger, beefier corvette in terms of armaments and defenses, with a longer range and significantly more firepower. It is one of the most widely deployed craft in the Axis Nova Air Navy, due to it's VTOL capability letting it land almost anywhere.

As with the corvette, Flight II upgrades incorporate the newer model point defense equipment and OLED camoflauge, along with a larger cargo bay.

Skyship Carrier Class Flight II

http://i26.photobucket.com/albums/c140/berrik/carrierskyshipgunretract.png

Crew: 300
Length: 440m
Width: 350m
Height: 110m
Max Speed: 480mph
Min Speed: Hover
Landing Distance: VTOL
Powerplant: 5 Bubble Fusion Reactors generating 240MW each, various
thermocouples recycle waste heat
Lifting Devices: Lifting body hull, pentagonal box wings, 2 ducted Tesla
Turbine lift channels, 4 pivot mounted electric turbines
Range: Crew supply for 6 months
Aircraft Capacity: 106 UAVs

Armament:
24 x missile bay, launches air to air missiles or air to ground missiles or cruise missiles
34 Buckler Anti-missile point defense units
12 "Nova" solid state lasers

Countermeasures:
Radar jamming suite
Buckler Anti-Missile Point Defense
Chaff
Flares
IR torches
Optional reactive armor
OLED camoflauge
Laser blinders/laserguided missile redirect system

Sensor Systems:
HSCDEADGR with crystal encoding
Close-in weapons driven by active radar with holographic imaging and crystal
encoding
LIDAR with crystal encoding


Used as a flagship/super EWACs craft, carriers are generally only deployed with escorts, and are the largest VTOL-capable fixed-wing aircraft in the world. In addition to possessing a large number of onboard UAVs, they also possess an impressive weapons load, making them formidable opponents.

The Flight II carrier class upgrade incorporates improved UAV management equipment, allowing easier launch and recovery as well as faster turnaround times for recovered aircraft.

As with the other refits, improved point defense and OLED camoflauge come as standard.


Skyship Destroyer Flight II

http://i26.photobucket.com/albums/c140/berrik/skyshipDestroyergunretract.png

Crew: 196
Length: 180m
Width: 702m
Height: 80m
Max Speed: 530mph
Min Speed: 130mph
Powerplant: 5 Bubble Fusion Reactors generating 340MW each, various
thermocouples recycle waste heat
Lifting Devices: Flying wing, 4 Tesla Turbine ducted lift channels
Range: Crew supply for 8 months
Fighter Compliment: 12 drones

Armament:
Many x missile bay, launches air to air missiles or air to ground missiles or cruise missiles
32 20mm Linear Gatling Cannons Cannons
106 Buckler Anti-missile Point Defense Units
24 "Ra" QCLs
Many x bomb bay

Countermeasures:
Radar jamming suite
Buckler Anti-Missile Point Defense
Chaff
Flares
IR torches
Laser blinders/laserguided missile redirect system
OLED camoflauge

Sensor Systems:
OTH Range HSCDEADGR with crystal encoding
Close-in weapons driven by active radar with holographic imaging and crystal
encoding
LIDAR with crystal encoding


Unique amongst Axis Nova airships, the destroyer class does not have VTOL capabilities, meaning it can only take off and land from a few airports in the world. They are usually deployed directly from Axis Nova and fly continuously for months until they need resupply or repairs.

Destroyers are specialized for land bombardment, and function as super-heavy strategic bombers capable of levelling most of a city with onboard munitions. Due to this they are somewhat more armored than the other craft, but due to their mass, not as maneuverable. To compensate for this, two squads of air superiority UAVs are kept on board, though, like the carrier, they are not deployed unescorted either.

The Flight II upgrade significantly improves munitions selection and loading, replacing the human element in the bomb bays mostly with a robotic loading system that performs it's task far more efficiently and allows fewer crew to be used.

As with the other modifications, the destroyer class also benefits from the newer point defense equipment, with one important addition: it has had new, more powerful reactors installed, allowing it to use more Ra QCLs than any other vessel in the fleet.

The Destroyer Class has been decommissioned due to budget cuts and the neccesity of redirecting money to other purposes.
Axis Nova
04-01-2005, 17:36
bump
Axis Nova
04-01-2005, 18:46
up
Axis Nova
05-01-2005, 06:32
Be-dump.
Axis Nova
05-01-2005, 09:14
bump
Sileetris
05-01-2005, 09:38
Obligatory comment.
Axis Nova
07-04-2005, 20:54
Bump. Goddamn this was hard to find :mad:

Also, Sileetris, expect me to be visiting your fine store soon for some minor armor upgrades for these.
Draconic Order
08-04-2005, 02:46
((can you post pic links that actually work?))
Axis Nova
08-04-2005, 03:05
((can you post pic links that actually work?))

Gimme a break, this thread is months old.
Axis Nova
14-04-2005, 03:02
Bump, at Whittier's request the pics are re-enabled.

e: Also, I need at some point to put some blurbs along with the stats so people can get a better idea of how these operate.
Axis Nova
17-07-2005, 22:02
Up. I'll have need of this very soon, and more to the point, I need to make minor revisions (mostly relating to updated point defense systems and OLED Camoflauge)
Axis Nova
17-07-2005, 22:11
Note: All these are obscolescent to me belatedly discovering these things are horrible designs in general. Some replacements are being designed.

And now the UAVs. Made some changes from Sileetris's original designs to suit my tactics and tech level a bit better. Since PFR is a bit controversial for some people, it can be disabled at request.

SJA UAV-2c/r "Lark" Unmanned Reconnaissance Aircraft


Avionics: The Lark is a flying wing design with no tail or protruding surfaces. The engine has full vertical thrust vectoring freedom.
Powerplant: Same as the Dastana, 1 RelicAerospace Dart Swinger Shaftless Afterburning Turbojet providing 56,000 lbs of Thrust, with special emphasis on reducing IR signature added to the design.
Several gyroscopes along with precision air-braking panels provide precise maneuverability. There is a tank onboard used to store pressurized air that can jumpstart the engine for a quick takeoff.

AI: After developing the Dastana, Sileetris scientists knew their way around flight AI well enough to give them more psychologically oriented tactics. The Lark knows instinctively how to evade notice and dodge sensors. The reconnaissance sensor controller also 'knows' (in general terms) what it should take detailed pictures of, negating the need for repeat passes unless a good enough set of pictures was not aquired on the first one.

Sensors: The Lark is loaded with the latest sensors Sileetris has to offer. The newest incarnation of HSCDEADGR provides the backdrop for a bevvy of hundreds of sensor systems. Among them are millimeter band radar, LIDAR, IR cameras, Ultraviolet cameras, superlens cameras, magnetic field sensors, and
radiation detection gear as well as a ground-penetrating radar.

Computer Systems: Uses high-speed computers with 4096-bit encryption and EMP hardening, more than enough to thwart codebreaking efforts.
Interior: The inner spaces are filled with aerogel for its insulative properties. The Lark runs on hydrogen stored in Sileetris's very own Solid Chemical Hydrogen Storage system tanks, which do not explode or burn when damaged.

Skin: The skin of the Lark is first and foremost designed to inhibit detection. The outermost layer is near frictionless carbon for aerodynamic performance. Underneath that is a layer of OLED camoflauge, designed to make the aircraft almost invisible to the naked eye. The radar absorptive layer comes next, made of the latest in radar dispersing material combined with microbubbles of cold plasma, resulting in a radar signal so small it is often overlooked by passive systems even at short range. The base skin of the aircraft is ceramic/titanium/carbon fiber that can stop bullets up to .50 cal.

Landing Gear: The Lark uses a tricycle landing gear configuration with airless spring tires, or a set of skids if used on an aircraft carrier.

Armament: None. The Lark is intended as a recon aircraft and as such it's best defense is to avoid combat when possible.

Countermeasures: The Lark relies on its stealth as a primary means of avoiding attack but comes equipped with chaff, flares, a cold plasma burst radar inhibitor, and a jamming suite for radar and IR sensors.

Cold Plasma Systems: The Lark stores cold plasma for use in its PFR system and its cold plasma radar inhibitors.

Crew: 0, unmanned
Max Speed: Mach 2.7
Max Speed with PFR: Mach 3.5
Powerplant: 1 RelicAerospace Dart Swinger Shaftless Afterburning Turbojet (56,000 lbs of Thrust), with IR masking
Range: 3927miles/6319km
Countermeasures: chaff/flare/cold plasma/ECMs
Special Features:
Engine jumpstarter
EMP proof
Carrier Capable
Encrypted satellite uplink for data transfers
Unmatched sensor suite
Unit cost: $15 million
~~~~~~~~~~~~~~~~~~~~~~~
SJA UAV-48B "Falcon II" Unmanned Ground Attack Aircraft

Avionics: The Falcon is a fairly standard two wing, two tailed plane. The engine has full thrust vectoring freedom and substantial thrust reversing nozzles.

Powerplant: 1 RelicAerospace Dart Swinger Shaftless Afterburning Turbojet, modified to use two compressors providing 66,000 lbs of Thrust. IR signature is reduced severely.

AI: Working on the success of the Lark AI, we now give it intelligence regarding target prioritizing, we retain the sneaky behaviour though, a definite plus in the hazardous ground support role.

Sensors: The Falcon has holographic, crystal encoded active radar for getting
deadly lock-ons against ground targets. HSCDEADGR is cut down to rotating scans rather than full 360 pulses. The Falcon has extreme amounts of superlens, millimeter band radar, LIDAR, IR, and UV sensors because of the
close-in nature of ground support combat.

Computer Systems: Uses high-speed computers with 4096-bit encryption and EMP hardening, more than enough to thwart codebreaking efforts. The computers are rigged with a self-destruct charge should the craft go down over enemy territory.

Interior: The insides of the craft are packed with aerogel soaked in liquid armor, giving it unsurpassed damage resistance. The Falcon runs on hydrogen stored in Sileetris's very own Solid Chemical Hydrogen Storage system tanks, which do not explode or burn when damaged.

Skin: The layer of near frictionless carbon is twice as thick as usual on the Falcon for its shrapnel deflecting properties. Above this is an OLED Camoflauge layer, then below it an IR and radar absorptive layer designed to fool things long enough to where it is too late. Finally, a very thick layer of titanium and ballastic polymer gives it all-around protection of an amazing degree.

Landing Gear: The Falcon uses a tricycle landing gear configuration with airless spring tires, specially suited to landing on harsh ground. It can also be equipped with skids for carrier operation

Armament: The Falcon is equipped with a centerline 20mm linear gatling gun for strafing runs, plus has plenty of bays and hardpoints for ground attack munitions.

Countermeasures: The Falcon comes equipped with chaff, flares, a cold plasma burst radar inhibitor with lots of extra plasma, two buckler anti-missile modules, and an IR torching laser.

Cold Plasma Systems: The Falcon uses cold plasma almost exclusively for radar disruption.

Crew: 0, unmanned
Max Speed: Mach 0.99
Powerplant: 1 RelicAerospace Dart Swinger Shaftless Afterburning Turbojet (56,000 lbs of Thrust), with dual compressors for survivability.
Range: 3417miles/5500km
Armament:
AN-LG16 20mm Anti-Armor Linear Gatling Gun
2 Internal bays, 4 external hardpoints
Countermeasures: chaff/flare/cold plasma/2 Buckler units/IR torch
Special Features[/u]:
Engine jumpstarter
EMP proof
Carrier Capable
Unit cost: $21 million
~~~~~~~~~~~~~~~~~~~~~~~
SJA UAV-171B "Peregrine III" Unmanned Air Superiority Fighter

Avionics: The Peregrine is a sharpened flying wing with a central air intake. The engine recieves full thrust vectoring freedom.

Powerplant: The Peregrine is powered by a RelicAeroSpace Gran Fury Imperial Shaftless Afterburning Turbojet, unmodified. Several gyroscopes along with precision air-braking panels provide precise maneuverability.

AI: The older model AI running on standard hardware has been replaced by a newer, more up to date (though non-sentient, of course) program running on an RSFQ black box system. Each aircraft's program is produced using genetic programming, and as such each will tend to act a little differently, within limits.

Sensors: We went all out in air superiority sensors HSCDEADGR, LIDAR, Super lenses like crazy, IR, the works. It also has a few secondary sensors like ultraviolet and millimeter band radar, but anything that gets that close must be either god, or friendly.

Computer Systems: Uses high-speed computers with 4096-bit encryption and EMP hardening, more than enough to thwart codebreaking efforts. Additional predictive modules will take note of enemy behaviour, attempt to design counter-tactics on the fly, and transmit this data to other nearby Peregrines via microburst transmissions.

Interior: Aerogel filled with cold plasma. Fuel is stored in Sileetris's Solid Chemical Hydrogen Storage tanks to prevent explosion risk.

Skin: Near frictionless carbon forms the top layer, preceded by OLED camoflauge. A layer of titanium and polymers bubbled with cold plasma for its radar absorptive properties.

Landing Gear: The Peregrine uses a tricycle landing gear configuration with airless spring tires, or it can use skids for carrier operation.

Armament: The Peregrine III is equipped with something new: a pair of 1.5 MW solid state lasers, mounted such that 360 degree coverage is possible. It can carry up to 12 long range AtA missiles, as well as 20 IMP missiles in internal bays.

Countermeasures: The Peregrine makes no attempt to hide its stand up combat prowess when fired upon. Equipped with 4 Buckler Units, 3 Moondust Anti-Ballistic Units, and high coverage with AeroSpace reactive armor, the Peregrine is quite capable of defending itself in the deadliest furballs. Also
equipped with chaff, flares, IR torches, and cold plasma radar absorption bursts, the Peregrine is a tough target to shoot at in the first place.
Cold Plasma: The Peregrine stores cold plasma in the space in its internal aerogel areas. The cold plasma is used in its PFR systems and its radar absorption countermeasures.

Crew: 0, unmanned
Max Speed: Mach 3.4
Max Speed with PFR: Mach 3.9
Powerplant: 1 RelicAeroSpace Gran Fury Imperial Shaftless Afterburning Turbojet (110,000 lbs of thrust)
Range: 3790miles/6100km
Armament: Zimmad Industries General Purpose Solid State Laser x 2, power output 1.5 MW
12 Long range AtA Missiles
20 IMP Dogfighting Missiles
Countermeasures: chaff/flare/IR torch/cold plasma/4 Buckler Units/3 Moondust Units/Aerospace reactive armor
Special Features:
Engine jumpstarter
EMP proof
Carrier Capable
Incredibly Advanced AI
Unit cost: $35 million
~~~~~~~~~~~~~~~~~~~~~~~
Kriegorgrad
17-07-2005, 22:14
OoC: Hehe, sweet idea, I love the last picture with the "air ships" flying over the satellite photo!
Axis Nova
17-07-2005, 22:16
Thanks :)

Sileetris made the pics, so credit goes to him.
Einhauser
17-07-2005, 22:45
Forgive me if someone has already asked this question, but how do these things fly? The gasbags would have to be enormous if they are MT, or if they are FT they would have to have ruplsorlift units of something.
Axis Nova
18-07-2005, 00:28
These are heavier-than-air fixed-wing craft of truely prodigious size, powered by fusion reactors which power Tesla turbine type engines (ask Sileetris about them). Generally considered PM tech.
Axis Nova
18-07-2005, 00:42
Note: This weapon has been superceded in military service by the R1 Battle Rifle and derivatives, licensed from Vault 10.


The Adaptable Combat Weapon was Tyrandis Systems's first foray into the development of infantry weapons. Axis Nova immediately saw the potential of this weapon and aquired the designs for a reasonable price, retooling it slightly to our specifications (basically adding PM composites to reduce weight and retooling it for caseless ammunition).


Utilizing modifiable parts on a solid rifle chassis, the ACW can be adapted to any possible combat situation, thus removing the need for purchasing multiple weapons platforms.

The barrel of the rifle can be fitted with a flash/sound suppressor (more commonly known as a silencer)and a laser sight for pinpointing targets (effective range roughly 750m).

Mounted on the bottom of the rifle are either a linear grenade launcher (low-velocity linear gun firing HE or flechette cannister rounds), a bipod for more accurate shooting, or a NVD-class flamethrower.

The ACW can be fitted with a variety of advanced combat optics (10x scope for snipers, reflex sights for close quarters, etc.), though it can be outfitted with standard ironsights for soldiers unsuited to the new technology. All of the advanced scopes used by Axis Nova are compatible with standard night-sight technology.

The sides of the rifle can be fitted with the MLW (Multiple-Light-Wavelength) flashlight, helpful for targets with OLED cloak technology or low light environments.


http://www.americasarmy.com/images/intel_sfmods.jpg

Fire Modes: Single shot, 3-round burst, and full automatic.
Effective Range: 750m
Ammunition caliber: 6.5mm
Magazine size: 60 rounds bananna clip or 260 round drum magazine
Fire rate: Around 800/rounds per min
Propulsion system: Chemical explosion
Reload time: Roughly 5.6 sec.
Weight: 5 pounds w/o mods or ammo, 7.5 pounds w/ one magazine, no mods.
Axis Nova
18-07-2005, 23:48
Note: Rendered obsolete, will be replaced by a new vehicle currently being designed.

Whee, now for one of the most common vehicles in my military, the Lion II tank destroyer. So named since it has light armor, yet a gun powerful enough to penetrate most armor easily.

Just as a side note of explanation, the linear gatling gun doesn't spin like a conventional gatling-- instead, each barrel fires as soon as it's capacitors are recharged and ammunition is loaded. As with most linear weapons, it can deploy a variety of ammunition-- normal slug for anti-armor, low-velocity HE cannister rounds for general purpose work, and beehive flechette rounds for antipersonnel.

RHFV-2 CM-AN (Cayman! ...... Contract Modification, Axis Nova)
Tank Destroyer GEV
Crew: 3; driver, gunner, commander
Max Speed: 255kph
Powerplant: Hybrid Electric Quasiturbine [different battery and generator systems used to provide greater all-around abilities]
Range: 420km
Armor: titanium/ceramic laminate with liquid force displacement chambers, segmented electric reactive armor (SERA)
Countermeasures:
IR/NV blinding laser
smokescreen layer
Counter-missile GL strips
Sensor Systems:
long range visual sensors, IR, nightvision(colorized)
millimetric band radar scope
search and targetting LIDAR
Communications:
4096kb encryption radio
satellite uplink
Armament:
90mm linear cannon(75 rounds)
40mm 4-barreled linear gatling gun(950 rounds)
12-tube AT missile launcher x 2
Special:
full NBC protection
EMP hardened
Axis Nova
24-07-2005, 19:48
For the three of you that care, the stupid number of 100 and 200mm linear guns on all these ships have been hit with a weed-whacker and been replaced by a smaller number of guns that are of a much higher calibre.
Sharina
24-07-2005, 19:59
Axis Nova, this has got me interested. I've been playing extremely old school Final Fantasy (original Nintendo era) and I've been thinking of making my own airships. :p

What era of Post-MT are ya, AN? My Sharina nation is roughly 2015 - 2030 era, and I might move it up to 2025 - 2050 soon. I'm a little frustrated at the lack of Post-MT nations out there.
Axis Nova
24-07-2005, 20:03
I havn't been specific about it, but it's implied I'm probably post 2040 at least due to the materials tech I use.

If you're curious as to how abnormally large turrets can work on aircraft without screwing em up, the answer is that linear guns have a significantly lower recoil than a standard gunpowder weapon-- thus preventing the mount from ripping off whenever it fires. =p
Sharina
24-07-2005, 20:11
Thanks, AN.

I've been struggling with how to keep large chassis airborne. For instance, I've been trying to figure out how a Final Fantasy or Super Mario Brothers airship afloat. These airships use heliocopter blades to stay up, and similiar heliocopter blades to go forward and backwards (like Naval ships). But where or how do those wooden airships get their power from (realistically)?

That aside, I've been thinking about either hydrogen fuel cells, fission reactors, or fusion power as viable power sources. I don't have "mobile" fusion power yet, as they will probably be developed in Sharina by 2030 or 2040.
Axis Nova
24-07-2005, 20:14
In the case of Final Fantasy airships, probably magic. =p

Yeah, fusion power or nuclear power is pretty much the only way to do it, in my opinion. I had to use hundreds of ducted fans before I hooked up with Sileetris-- he introduced me to two nice little toys, tesla turbines and channel wings. :)
Sharina
24-07-2005, 21:30
Tesla Turbines? I remember reading about Nikolai Tesla, wasn't he the one who hypothesized about tesla rods and more powerful electricity?

Channel Wings? I'm afraid I'm not familiar with that technology.
Axis Nova
25-07-2005, 11:42
=====
The CMGV (Contract Modular Ground Vehicle) is a completely modular approach
to many ground vehicle roles. All based on one front module and four rear
modules, CMGVs are supremely easy to repair and train on. The names of the
vehicles are arranged as x0y, x being the rear chassis type, y being the
particular subvariant.

Unless noted otherwise, the following statistics are identical between
vehicles.

Powerplant: Hybrid system consisting of a high-capacity battery and a lightweight multi-fuel diesel engine; vehicle runs off the battery, and if it runs low on power, uses the engine to recharge itself.
Armor: Layered protection scheme consisting of a fine wire matrix of nickel-chrome-molybdenum steel lattice with a ceramic-metal-layered plastic composite, combined with hardpoints for reactive armor. Electric reactive armor installed in the roof and floor to reduce danger from top attack munitions and mines.
Countermeasures:
IR/NV blinding laser
Smokescreen layer
"Dragnet II" antimissile system (largely similar to ARENA)
Sensor Systems:
Visual sensors, IR, nightvision(colorized)
Millimetric band radar scope
Communications:
4096kb encryption radio
Satellite uplink
Special:
Amphibious
Full NBC protection
EMP hardened
Run-flat tires with reinforced sidewalls to resist damage from small calibre weapons
Vehicles with turrets use remotely operated turrets.
~~~~~
http://i26.photobucket.com/albums/c140/berrik/101Jeep.gif
CMGV 101
Light Recon
Crew: 2; Driver, Gunner
Passengers: 4
Max Speeds: 120kmph
Range: 1000km
Armament:
14.5mm caseless machinegun, in turret
8 x dual-purpose ATGM
-----
http://i26.photobucket.com/albums/c140/berrik/201APC.gif
CMGV 201
Armored Personnel Carrier
Crew 2; Driver, Gunner
Passengers: 10
Max Speeds: 95kmph
Range: 850km
Armament:
14.5mm caseless machinegun, in turret
8 x dual-purpose ATGM
Special: 6 gunports for firing from inside vehicle
-----
http://i26.photobucket.com/albums/c140/berrik/202ATGun.gif
CMGV 202
Mobile Gun Vehicle
Crew 3; Driver, Gunner, Commander
Passengers: 4
Max Speeds: 90kmph
Range: 825km
Armament:
155mm recoiless cannon, in turret
14.5mm caseless machinegun, coaxial
8 x dual purpose ATGM
-----
http://i26.photobucket.com/albums/c140/berrik/203Mortar.gif
CMGV 203
Mortar Carrier
Crew 5; Driver, Gunner, Mortar Crew
Max Speeds: 95kmph
Range: 850km
Armament:
120mm Linear Mortar
14.5mm machinegun, in turret
Special: Advanced firing computer
Price Per Unit: $1.2Mil
-----
http://i26.photobucket.com/albums/c140/berrik/301AAGun.gif
CMGV 301(a)
Anti-Aircraft Vehicle
Crew: 2; Driver, Gunner
Max Speeds: 90kmph
Range: 850km
Countermeasures: Advanced Radar Jamming
Sensor Systems: Active/Passive Air Search Radar
Armament:
4x 25mm super rapid caseless guns
8 x KKM-type SAM
Special: Advanced targetting computer
Price Per Unit: $2.5Mil
-----
http://i26.photobucket.com/albums/c140/berrik/302MissileTruck.gif
CMGV 302
Rocket Artillery Vehicle
Crew: 2; Driver, Artillery Gunner
Max Speeds: 90kmph
Range: 850km
Armament:
16x Rocket Artillery Tubes (various loadouts)
Special: Advanced firing computer
Price Per Unit: $2Mil
-----
http://i26.photobucket.com/albums/c140/berrik/303Engineer.gif
CMGV 303
Engineering Vehicle
Crew: 2; Driver, Crane Operator
Passengers: 1
Max Speeds: 90kmph
Range: 850km
Sensor Systems: Surveying tools
Armament: 320mm Demolition Charge Launcher
Special:
Dozer/Mine Clearing Plow
Towing Winch/Crane
Spotlight
Price Per Unit: $1.8Mil
-----
http://i26.photobucket.com/albums/c140/berrik/401Command.gif
CMGV 401
Command Vehicle
Crew: 1; Driver
Passengers: 8 Command Crew
Max Speeds: 85kmph
Range: 800km
Countermeasures: Advanced Radar Jamming
Sensor Systems: Battlefield Radar
Special:
Advanced Communications System
Battlefield Telemetry Computer
Price Per Unit: $3Mil
-----
http://i26.photobucket.com/albums/c140/berrik/402Medical.gif
CMGV 402
Medical Vehicle
Crew: 1; Driver
Passengers: 3 Surgeons, 6 Beds
Max Speeds: 85kmph
Range: 800km
Sensor Systems: Advanced NBC Detection Suite
Special: Digital surgeon uplink
Price Per Unit: $2.5Mil
-----
http://i26.photobucket.com/albums/c140/berrik/403Firetruck.gif
CMGV 403
Fire-fighting Vehicle
Crew: 2; Driver, Hose Operator
Passengers: 3 Firemen
Max Speeds: 80kmph
Range: 750km
Countermeasures: Advanced Internal Cooling/AntiFire Sprayers
Sensor Systems: Super HiDef IR
Armament:
Vehicle Hose
4 Hand Hoses
Special:
Internal water/chemical tank
Folding Ladder Racks
Price Per Unit: $2Mil
Axis Nova
25-07-2005, 11:50
Tesla Turbines? I remember reading about Nikolai Tesla, wasn't he the one who hypothesized about tesla rods and more powerful electricity?

Channel Wings? I'm afraid I'm not familiar with that technology.

Tesla Turbines (http://www.freewebs.com/bluebomber/techcontracts.htm)

And he talks about channel wings here: http://forums.jolt.co.uk/showthread.php?t=358974
Axis Nova
03-08-2005, 17:30
Note: Retired from active service.

Props to Sileetris for the pic.

http://i26.photobucket.com/albums/c140/berrik/skyshipBeamshipgunretract.png

Merethyn Class Gunship

Crew: 45 +20 Engineers
Length: 310m
Width: 268m
Height: 58m
Max Speed: 520mph
Min Speed: Hover
Landing Distance: VTOL
Powerplant: 3 Bubble Fusion Reactors generating 240MW each, various
thermocouples recycle waste heat. Various high capacity storage devices used in main weapon system not used for propulsion.
Lifting Devices: Flying wing hull, 4 pivoting electric turbine fans
Range: Crew supply for 3 months
Armament:
Fixed ventral mount particle beam cannon
6 20mm Quad-barrel linear autocannons
Countermeasures:
Buckler Anti-Missile Point Defense
Chaff
Flares
IR torches
Laser blinders
Radar System:
HSCDEADGR with crystal encoding
Close-in weapons driven by active radar with holographic imaging and crystal
encoding
Other Sensors:
Extremely powerful superlens telescope
High power, fixed beam active LIDAR telescope
OLED Camoflauge
Special Notes:
Ship must be stationary to charge and fire the particle cannon
Cost: Tons!

Background on particle cannon tech (in the order they were originally posted):
http://forums.jolt.co.uk/showthread.php?t=362943
http://forums.jolt.co.uk/showthread.php?t=363532
http://forums.jolt.co.uk/showthread.php?t=363790
http://forums.jolt.co.uk/showthread.php?t=367828


The Merethyn Class Gunship is Axis Nova's penultimate weapon-- it's ventral mounted charged particle beam cannon allows it to destroy almost any hardened target in a single shot shot, and is specifically designed to be effective against large targets such as so-called "super dreadnaughts". Power for the weapon is provided via microwave transmission from an orbital station.

The ship itself is armored well, like all of Axis Nova's airships, but is rather lightly armed-- it is supposed to engage single large targets and not enemy aircraft, so it's armament (aside from the particle cannon) is almost entirely geared towards antimissile defense. In addition, it is never deployed without an escort.

Since the power station can only target a stationary target, the ship must hover in one place to charge it's cannon, and fire it from this same position. The beam can either just be fired at a single target in order to obtain maximum damage, or the ship can rotate while firing, allowing it to sweep the beam against many smaller targets (this firing mode is generally only used to attack massed enemy ground formations).

While the offensive power of the Merethyn is extremely high, it does have a couple of weaknesses: due to the cooling requirements of the main cannon, it must cool for five to seven minutes after each shot before it can be charged and fired again. In addition, the ship must be careful when positioning itself-- if it is too low over a body of water when the microwave transmission reaches it, the steam explosion caused by leakage from the power beam could damage it. Finally, the two large auxiliary particle accelerators mounted on the port and starboard sides must release their housings to spin up when the weapon is being charged; while the window of vunerability is only a few seconds, if a weapon were to somehow penetrate the casing and damage the accelerator, an overload could be caused that would result in a misfire, causing a tremendous explosion and the destruction of the ship.

One item of interest is that due to the small size of this ship, it is capable of a water landing if neccesary, and can float. In addition, it has the capability to equip OLED Camoflauge-- rendering it almost invisible to normal sight when active. However, it still shows up on radar-- if someone thinks to look for it.

It is worth noting that due to the size of the power beam from orbit, multiple gunships may be charged up if they are close enough to the ship that originally signaled for the transmission.
Axis Nova
24-08-2005, 07:37
Note: Being phased out due to lack of capability for space drop operations (heavy dropships cannot accomodate them)

Pic is no longer super accurate but it should give you a basic idea. The Mk V looks a lot more modern and less bubbly.

http://img131.imageshack.us/img131/1561/admirala1mk32nu.jpg


Code Name: Admiral A-1, Mark V
Unit Type: Super Heavy Assault Tank
Dimensions: Length 27.5 meters; width 12.2 meters; height 8.5 meters
Maximum Weight: 1386 tons
Powerplant: 1 x GenTech Bubble fusion reactor; 80 MW output
Propulsion: 4 x 12-wheel tread set
Performance: Maximum land speed: 45 km/h; 180 degree turn time, 11 seconds
Crew: 9 (commander, driver, 5 gunners, 2 engineers)

Offensive Weapon Systems:
1x 200mm linear cannon: A weapon which, like a railgun, uses electromagnetic forces rather than gunpowder to fire its projectiles. However, the conductive projectiles fired from a linear gun don't come into physical contact with the firing mechanism, and are instead accelerated using attractive and repulsive magnetic forces, as in a so-called magnetic levitation (maglev) train. Although the acceleration produced is relatively small compared to that of a railgun, a linear gun can yield similar muzzle velocities if its barrel is long enough, and the lack of physical contact eliminates friction heat and wear on the barrel. The length of the gun combined with the incredible power output of the Admiral A-1's reactor gurantees extremely powerful magnetic fields, and thus, high velocity. Capable of penetrating almost any amount of armor. The Mark V model benefits from the new helix accelerator technology, allowing even greater muzzle velocities. Trasverse is slightly improved in the mounting as well.

3x 155mm Short-Range Howitzer: Mounted in a triple turret with short barrels, these guns are intended for general area suppression, direct fire on enemy positions, and obstacle destruction. They utilize caseless ammunition, like most of the projectile weapons on the Admiral A-1.

4x 90mm Linear Cannon: Mounted in seperate turret mounts to provide 360 degree coverage, they are similar to the main gun, except that the smaller weapon means lower velocities and shorter range. Still, they have more penetration and range than than any comparable gunpowder or ETC weapon. The Mark V benefits from the newer model helix accelerator technology, just like the main gun, improving range and penetration.

1x "Nova" 60MW laser: Newer-model solid state laser, replacing the older model FEL in the high mount turret. Range and power are both improved, and replacing the turret with a prism mount allows easy targeting.

1x Imp SAM Turret: Imp missiles are small, high-speed, anti-aircraft kinetic kill weapons. The turret carries 20 of them in 2 racks and can fire 10 at once between 4 second rearms. Mounted on the port weapons blister.

2 x 120mm mortar: A pair of artillery-class automatic breech-loading mortars, capable of using assorted types of ammo. Mounted on the back deck.

1x Flamethrower: Pumped up version of everyone's favorite bunker clearing weapon. The flamethrower uses a special fuel mixture containing thermite and magnesium which allows it to totally ruin vehicles and metal objects usually not affected by flamethrowers. The pressure it fires at is similar to the hoses on firefighting boats, meaning it can tear apart wearhouses and basically any small structures. The flamethrower depletes so much oxygen that unprotected people in the area of the tank will suffocate.

8x 20mm Linear Gatling Cannon: Replacing all of the standard machineguns and vulcan cannons, these weapons consist of a cluster of 3 20mm linear guns. Unlike a conventional gatling gun, the weapon does not spin but instead each barrel fires as it's capacitors are recharged and new ammunition is loaded into the barrel. Capable of either solid slug, HE cannister, or beehive flechette rounds, these weapons are capable of dealing a devastating amount of damage to anything they're directed at. Mounted all around the tank in various positions to allow overlapping 360 degree coverage.


Defensive Capabilities:
Armor composed of depleted uranium reinforcement mesh, titanium, chobham, and ceramics with high-density deflective beads, thick enough to resist an ETC naval gun. Layer of aerogel with cold plasma suspended inside provides energy weapon dissipation and anti-spalling capabilities. Thin layers of carbon-nanochainmail prevent spalling. "Electric armor" capacitor system vaporizes armor-piercing metal jets used in RPGs. Anti-infantry/missile advanced ERA mounted on skirts and all over hull, uses an explosive charge to fire a burst of titanium balls at nearby infantry or incoming ATGMs. Spacing fence detonates RPGs and grenades prematurely and harmlessly. Internal compartments seperated by full scale armor. Treads made of full armor, roadwheels are spheres made of spun carbon-nanofiber with compartmentalized tires overlayed on them. Treads and roadwheels are protected by armored skirts. An extensive point defense system provides protection against large anti-tank missiles. Twelve grenade launchers fire airburst grenades at infantry, launch chaff, and lay smokescreens. Lack of an exhaust system gives low IR signature. Internal areas kept in vacuum to prevent fires, chemical extinguishers instantly freeze room and deplete oxygen.

Sensors:
Decked out with almost every sensor imagineable including; fluid superlenses, IR, millimeter band radar scopes, nightvision, ultraviolet, electromagnetic, olfactory, LIDAR, Sileetris's famous HSCDEADGR radar, satellite imagery uplink, and mounting a small launcher for camera drones. Despite its size, the vehicle is often aware of an opponent before they are aware of it.

Powerplant:
The vehicle is powered by a high output Bubble Fusion reactor generating 80 MW.

AI Computer System:
Many of the Admiral A-1's functions are extensively automated, requiring little to no crew attention. It will automatically track and engage incoming missiles, but requires firing commands issued by the gunnery crew to attack any other target (though it will automatically target enemies and provide verbal warnings and threat ratings, along with a suggested response). Of course, any weapon can be overridden and manually controlled at any time.

Crew:
9 crewmembers are assigned to sit at various positions throughout the tank. A small area with folding bunks, a cooler with stores of dehydrated food, a chemical toilet and a full (if cramped) emergency medical system are provided to allow for long-term deployment in the event the unit should be stranded behind enemy lines.

Army Integration:
Houses very powerful, state-of-the-art networking and communications equipment to allow for battlefield coordination between friendly units.

Mobility: The Admiral A-1 boasts more than enough horsepower to navigate through any terrain, though it will wreck almost any road ever laid and no bridge in the world can hold it (though it is fully capable of simply driving across a river on it's own). It is generally transported to it's destination by specialized transport airships.
Axis Nova
24-10-2005, 20:34
Note: Out of service.

RACD 113 "Phaethon" Hypersonic Strike Craft
http://img425.imageshack.us/img425/1927/yf12a6pz.jpg
Crew: 2; pilot, weapons officer
Max Speed: Mach 7
Max Speed w/ PFR: Mach 10.2
Powerplant:
2 Airbreathing hydrocarbon scramjets with vectored aerospike outlets, (130,000 lbs thrust each)
1 RelicAerospace Dart Swinger Shaftless Afterburning Turbojet (56,000 lbs of Thrust)
Range: 5,480 miles/8,819 km
Armament: 8x "Caladcholg" Multirole Scramjet Missiles
Sensors:
HSCDEADGR All-aspect radar
LIDAR
IR/NV
Special:
PFR system reduces friction allowing for higher speeds
Turbojet engine needed for takeoff and flight until supersonic, at which point scramjets are engaged, and then for landing
Inner surfaces of cockpit show view outside, giving 360 degree vision and HUD
EMP/NBC protection
Inner spaces filled with aerogel for superior heat insulation and anti-ballistic performance
Unit Cost: $1.5 Billion

Named for the legend of the flaming chariot of Helios, the Phaethon lives up to mythological standards using technological perfection. Just like its namesake, it can fly so high it leaves the denizens of earth cold (in this case meaning unable to engage it), while if needed it can leave scorched ruins in its wake.

Overview:
The Phaethon's role is to provide a fast platform from which to launch countermeasures to the massive swarms of firepower thrown about in modern warfare, as well as a vehicle to deliver precision munitions to important and well guarded targets. As a secondary role, the Phaethon may also be used to gather intelligence. The Phaethon carries the unique ability to avoid almost all forms of retaliation, detect all known forms of stealth systems, and utterly destroy anything.

Airframe:
Maintaining a more conventional body design rather than a waverider shape, the Phaethon visually resembles the SR-71 in many ways. That about covers the similarity between this and the cold war era plane. The skin of the plane is made of heat resistant ceramics coated with near frictionless carbon. Certain joints on the plane are made of a purpose formulated alloy that expands and contracts properly with the extreme temperatures associated with hypersonic speeds. Beneath the skin of the plane are ribs of electromagnets that deflect the cold plasma used in PFR at just the right angles and locations to reduce drag signifigantly. The interior of the plane is filled with aerogel to help isolate heat flow from the engines.

Propulsion:
In order to move so fast, the Phaethon requires a unique set of engines. The primary engines are 2 scramjets, hydrocarbon fueled, with vectorable aerospike outlets. Aerospikes are an alternate design to standard exhaust nozzles that use the force of air rushing past them to contain the flame rather than having metal panels. The advantage in this is they are efficient at all speeds and at all altitudes. To ignite, scramjets must be travelling at supersonic speeds, facilitating a need for a secondary power source. A well tested and compact RelicAerospace Dart Swinger Turbojet is situated in the middle body of the plane. Used for takeoff and landing, this engine reliably moves the plane at its more comprehensible speeds. Once up to speed it shuts off and seals up to save fuel and prevent structural damage.

PFR:
No matter how strong a material is, it has a limit before it is compromised. In hypersonic aircraft, certain areas recieve much more abuse than others, and if even one component fails, the entire craft can potentially be lost. The solution to this is to distribute the incredible forces over a wider area, but how is this possible? By expelling cold plasma along the skin of the plane, and using electromagnets to repel it, oncoming air is slowed down, alleviating some pressure on the leading edges of the plane and redistributing it to the electromagnets and the frame. Through advanced computer controls and magnet placement, PFR (plasma friction reduction) opens a new envelope of performance for the plane. Also, thanks to being sheathed in cold plasma, the plane takes on a fantastic appearance seemingly wrapped in ethereal fire.

Sensors and Electronics:
The myriad of goals the Phaethon is tasked to complete requires a complex sensor bundle; the Phaethon has what could easily be called "The Works". The HSCDEADGR all-aspect radar gives it a clear 360 view of everything, including stealth planes and ground targets. LIDAR gives it a detailed look at anything within line of sight. Infrared and color nightvision give the pilot a good look at his immediate surroundings. The whole system is run off a brand new, purpose built supercomputer that lets it pretty much have the battlefield overview usually associated with an AWACS plane. The information is presented via helmet displays and all-around screens in the cockpit.

Armament:
For such a valuable and demanding plane, a new weapon system had to be developed; the Caladcholg missile provides an exact compliment to the Phaethon's needs. Additional details below.

Survivability:
Assuming anything ever actually hits a Phaethon, which is unlikely, it has a fair chance of escaping alive. The aerogel filling the hull prevents the plane from being instantly torn apart by a sudden gap in its skin, giving the pilots a chance to slow down or eject. Because the extreme environment outside the plane prevents normal ejection systems from working, the entire cockpit has been designed to detach. With its maneuvering chutes, the cockpit module can drift many miles from where the plane was shot down to aid in avoiding capture. Once on the ground, standard procedure is to detach the radio, thermite the computer system, and break out the assault rifles kept in the survival trunk.

"Caladcholg" Multirole Scramjet Missiles
http://tinypic.com/6gdhg2.gif
Variants: 3
Max Speed: Mach 12
Powerplant: 1 Airbreathing hydrocarbon scramjet with vectored aerospike outlet, (20,000 lbs of thrust)
Range: 1,200 miles/1,931 km
Warhead: Tactical nuclear device or reconnaisance equipment
Sensors:
AtA holographic active radar
or
AtG GPS guidance with visual NV/IR/or Millimetric Radar Identification
or
Reconnaisance package with high-def digital sensor array + satellite uplink
Special: Must be launched at suitable speed (Mach 2.4+)
Unit Cost: $25 million without nuclear device

Codeveloped with the Phaethon, the Caladcholg missile is a flexible platform that cuts down the cost of munitions for such a specialty role without sacrificing performance. The trick to the Caladcholg lies in its interchangeable sensor package. Before launch, the payload and role of a missile is determined, and the appropriate equipment installed. In any case, the missile's payload will be either a tactical nuke (yield of 1.5kt), or an autonomous sensor package with a satellite uplink that allows the missile to be used as a spy drone.
Axis Nova
24-10-2005, 20:42
Note: Retired.


http://img423.imageshack.us/img423/1664/shouldergun4yk.jpg

This, ladies and gentlemen, is the AT-20 Drillbit. It is a man-portable shoulder-fired 40mm linear gun, capable of piercing the armor of any light vehicle, and the armor of most tanks if it hits them on top or in the sides. The muzzle velocity is about 80% of that of the 23mm SABOT fired by the US's M1A1s (it's 23mm in size after the casing around the sabot is released), and this high velocity provides the round with excellent penetration.

The weapon is clip-fed (8+1 rounds) and powered by a capacitor; this capacitor can be either swapped out for a fresh one in the middle of battle, or recharged if a recharging unit is handy. A relatively simple passive sight is included with the weapon, though it is of course compatible with night vision gear.

The Drillbit's max accurate range is about 800 meters; beyond that, accuracy is not guranteed without electronic assistance. It produces no muzzle flash (though a loud crack is heard as the projectile breaks the sound barrier) and is semi-automatic, allowing the user to hit the same spot on a target several times if one shot is insufficient to break through the armor.

Optionally HE cannister shells may also be loaded for antipersonnel use.

The Drillbit is about 4 feet long and weighs 12 kg when fully loaded, making it easily man-portable.
Southeastasia
17-11-2005, 13:24
Why not make a new reference thread and add it to your sig?
Axis Nova
17-11-2005, 20:35
What's wrong with this one?
Axis Nova
28-03-2006, 20:49
Minuteman IIa






Model number: PA-002A
Code name: Minuteman
Unit type: Powered armor
Manufacturer: Axis Nova
Operator: Axis Nova
Dimensions: total height 2.98 meters
Dry weight: 2.59 tons
Maximum weight: 7.92 tons
Construction: titanium-ceramic/advanced composites on semi-monoque frame
Powerplant: ultra-high capacity hot-swappable super-conducting battery pack, emergency use internal battery pack (5 minute duration)
Crew: 1
Performance: maximum ground running speed 89 km/h; maximum ground rolling speed 119 km/h; 180-degree turn time 0.6 seconds (0.3 seconds with tread-skates deployed)
Equipment and design features: full-body hardpoint system; advanced electronic suite, including infrared, sonic, night vision, etc; 'tread-skate' high-speed land travel system, mounted on backs of legs, extended to ground when in use; "Dragnet" anti-ATGM system, detonates incoming ATGMs, mounted in head; high-power searchlight, in torso; can strobe rapidly to blind opponents
Internal weapon systems: 2 x "Armor Schneider" folding razor, superheated melee weapon, stored in hips; 1 x 7.62mm caseless machinegun, in torso;
Optional hand-held weapon systems: Type 39 battle rifle 19.8mm ETC assault cannon, magazine-fed, 40 rounds, double stacked, per magazine, spare magazines stored on waist hardpoints, mounts integral underbarrel 75mm grenade launcher, pump action and magazine-fed, 3 rounds per magazine; optional mount for folding razor; 175mm bazooka, recoiless anti-armor weapon, magazine-fed, 10 + 1 rounds; extra magazines stored on waist hardpoints; "Soldefar" laser rifle, 25MW solid state laser, hand-carried in use, powered by external battery pack; "Excalibur" anti-armor sword, stored on external armature or back hardpoint, hand-carried in use
Optional hardpoint weapon systems: 3-tube FFAR launcher, mounts on leg or shoulder side hardpoints; 4-tube laser-guided IMP SAM launcher, shoulder mounted; manipulator arm, can mount additional magazines or tools or "Excalibur" anti-armor sword, mounts on right or left back hardpoint; backpack, carries additional ammunition and supplies, mounts on back hardpoints; medium shield, mounts on left arm; Type 68 bombardment system, multi-tube Metal Storm mortar array, mounts on back hardpoints; Type 72 assault rocket pod, launches 70mm laser-guided rockets, mounted on left or right shoulder hardpoint; Longinus III anti-armor cannon; 20mm hypervelocity linear cannon; mounted on left or right shoulder hardpoint or handcarried in use
Optional equipment: underwater use equipment, space use equipment


Description: An improved model of the original Minuteman, the Minuteman II boasts advances in a number of areas. The largest and greatest advance is the complete replacement of servo-motors to power the arms and legs with advanced electro-polymer "muscle", which can contract or expand like human muscles in response to electricity. Not only does this change make the Minuteman stronger and easier to maintain and more tolerant to battle damage, it also reduces power consumption, and the actual parts themselves are more compact. The arms are also far better at handling recoil, meaning that larger and more powerful weapons can be equipped. Finally, the entire design can be easily modified for various roles with only a couple hours of work.

The control system remains mostly the same: a 'tracing' system similar to that of the Stahlkorpe and the Minuteman, where the pilot's body is suspended in a spongy material which supports them and protects them from shocks and impacts, while the motions of the Minuteman II are slaved to their body movements (though certain motions can and are preprogrammed into the computer systems). However, in the Minuteman II, every unit also has provisions for a neural link (for cyborg use), as well as an RSFQ black box, to allow unmanned deployment, thus reducing production costs (as three different models of each variant do not need to be produced).

The armor scheme consists of an advanced titanium/ceramic/composite blend capable of repelling attacks from rounds up to 50mm in calibre on the front torso, and strikes from most light antitank weapons. The "Dragnet" anti-ATGM system, which fires a small explosive projectile into the path of an ATGM, is equipped as well, based on similar systems used on main battle tanks around the world. However, it's smaller, and thus has shorter range and ammunition capability.

Minuteman IIa

A revision that improves layout and adds additional muscles to increase lifting and carrying capacity, and eliminates various redundant weapons. Despite an increase in muscles, power consumption remains the same due to slightly decreased weight. Control system is improved with a new model neural interface that reads brainwave signals directly through the skull and does not require an interface jack (however, backwards compatibility is maintained).

Computer system

The extremely advanced onboard computer of the Minuteman II is arguably it's most useful feature; aside from running the suit and handling various functions therein, it stores and collates data recieved from the sensors, highlighting items of potential interest to the pilot on the HUD, including, but not limited to, such things as mines, people laying in ambush, incoming attacks, and booby traps. The alerts, can, of course, be completely configured by the pilot, as can the controls; this data, along with the 'profile' created by System Helios, can be saved onto a portable memory device and be transferred to a completely different unit, allowing a pilot's preferences to be saved for use if they are transferred to another unit (or their suit is damaged beyond repair).

"System Helios" Neural Interface

Essentially a combination of a SQUID derivative and a small, dedicated processing unit, this system reads the pilot's brainwaves and converts them into action, allowing much faster response times and more instinctive operation. The connection, unfortunately, is one-way; though each Minuteman II retains backwards compatibility for those capable of using an interface jack.

Since each person's brain is slightly different, the system requires 'training' to ensure that the appropriate signals are being recieved from the appropriate parts of the brain. This is done automatically over time and is usually done by the time a recruit has finished basic training.

Internal Weapons

7.62mm caseless machineguns: A short-range weapon for anti-infantry use, with a 300 magazine. This not only provides the Minuteman II with some innate firepower other than it's folding razors, but renders the handheld 6.5 and the shoulder-mounted version of the previous design redundant.

Handheld weapons and equipment

"Armor Schneider" folding razors: A pair of folding blades stored in the hips, intended for close combat situations. They can also be used as throwing weapons. They have a superheated blade that is somewhat more efficient at slicing through armor, and are powered by a battery in the hilt. These are the same type as those used on the Minuteman, and can be thrown with significant force.


Type 39 battle rifle: Unlike previous models which tended towards 20-25mm projectile size and used a fairly conventional firing system and design, this 19.8mm weapon is a bullpup weapon, utilizing ETC technology and high propellant volume to compensate for smaller round size. As with previous Minuteman assault weapons of this general type, a 6-shot 75mm grenade launcher is located below the muzzle, though it has an autoloader instead of the pump-action design utilized on previous models. Magazine size is 40 rounds.

The Type 39 can operate in single shot, three to five round burst, and fully automatic modes of operation. It is capable of penetrating the armor of most known APCs in service, and capable of damaging all but the toughest of power armor.

(It's essentially a big P90-ish weapon with a grenade launcher. Yay.)

175mm bazooka: A larger, heavier, and more powerful bazooka than the one used by the Minuteman, this 175mm weapon is capable of destroying almost any main battle tank currently fielded by an major power with a single shot, anywhere on the body. It is essentially a large recoiless rifle, with a 10-round magazine, plus one in the chamber. The new model has excellent targeting sensors, allowing it to even be used against low-flying aircraft.

"Soldefar" laser rifle: An experimental weapon, recently released into testing, this 25MW Minuteman-portable QCL is fed by it's own internal hyper-capacitor battery system, which can be quickly recharged from any fusion-powered vehicle, or, alternately, hot-swapped in the field. While powerful, it is also more than a bit bulky, mostly due to the cooling jacket on the barrel. It is best used in an anti-material role, as a sniper rifle, and in anti-aircraft roles-- it is devastatingly effective against attack helicopters in particular. The battery pack is mounted at the rear of the weapon and has blow-out panels to direct the force of any explosion away from the Minuteman if it is heavily damaged and destroyed.

"Excalibur" anti-armor sword: A large heat saber with edges that vibrate at high frequencies. It's impressive weight and size combined with these qualities allow it to slice through even armored targets quite well, such as heavy power armor designs.

Hardpoint weapons and equipment

All weapons and equipment can be ejected from a hardpoint in an emergency.

3-tube FFAR launcher: For when you need that little extra oomph. Fires three unguided rockets outwards, either at once or individually. Either way, when the weapon is empty, it's automatically ejected from the hardpoint to increase mobility. These can be fitted to shoulder side or leg hardpoints.

4-tube laser-guided IMP SAM launcher: An armor-portable version of Axis Nova's smallest vehicle-mounted surface to air missile, this weapon fires up to four kinetic-kill short range surface to air missiles. It can be mounted on either shoulder.
.
Backpack: A large backpack, capable of carrying additional weapons and supplies (ammunition, spare battery packs, et cetera)

Jump pack: A large frame with solid-fuel rockets and a parachute, intended for use when air-dropping the Minuteman II.

High-mobility flight pack: Utilizing a set of folding wings, a main rocket engine, and a pair of rotatable verniers on the tips of the wings, this flight pack, which has just entered production, gives the Minuteman limited flight capabilities. It can fly continuously for about 2 hours, at 90-210 knots, and is fully VTOL capable.

The flight pack also contains an external battery pack to increase endurance, and has four hardpoints that can mount FFAR rocket pods or larger bombardment rockets.

Medium shield: A merging of the best features of the lightweight folding shield and medium shield, this shield is covered with reactive armor to protect against ATGMs and can resist projectiles of up to 35mm in calibre (potentially more if they hit at a sharp enough angle),

External manipulator arm: A secondary arm, developed from the old mega-blade design; instead of mechanical parts, it is moved and manipulated using the same electro-polymer muscles as the Minuteman itself, increasing power and lifting force. It can be used for any number of tasks, such as aiding in climbing. Usually run on automatic or manually; it is difficult for many people to actually use the extra arms via neural interface for obvious reasons.

Type 68 bombardment system: This is a fairly simple weapon, but potentially enormously effective. It involves an array of up to six 82mm Metal Storm mortar tubes mounted on the back hardpoints of the Minuteman II-- each round is loaded with anti-armor top attack submunitions. With the rounds carrying "smart" submunitions, the inherent accuracy problems of the Metal Storm system are thus bypassed, and a fairly large ammunition capacity means the system can be used for many rounds. It is fully disposeable, and indeed, the tubes are best jettisoned after being empty to eliminate their weight.

Type 72 assault rocket pod: A somewhat bulky, shoulder mounted, 9-tube rocket pod, firing 70mm laser-guided rockets. The launcher is entirely disposeable-- after all munitions are expended, it can be discarded.

Longinus III anti-armor cannon: An extension of the infantry use Longinus II antimaterial rifle, better suited for use by a Minuteman. It can either be handheld or shoulder mounted; in the latter format, the barrel folds up and back when the weapon is not in use, reducing the size.

The Longinus III is a 20mm coilgun, or "linear gun", as the term used by the Axis Novan military. It fires 20mm long-rod penetrators at terrific velocities, capable of penetrating the armor of most known armored vehicles (though it does not fare well against the frontal armor of tanks such as the Nakil series and is best not employed in such a role). 20 rounds are stored in an external magazine, with an integral battery pack as part of the weapon, to prevent severe drain upon the Minuteman II's battery. It is capable of accepting an external power connection to speed weapon recharge rates.

The weapon has a variable output, though naturally, higher velocities require more power and decrease the refire rate.
Axis Nova
28-03-2006, 21:04
Having seen Kraven's Sardukar's in action, Axis Nova began to develop it's own cyborg program, but diverged from Kraven: instead of building tough and stupid cyborgs under the control of a central computer, they went smarter and faster, augmenting what already existed.


First off, new eyes are implanted, that support night vision, telescopic vision, and so forth. A built-in smartgun interface is also included, which allows inhuman accuracy with firearms.

The skin is also removed, and replaced with a stronger version that is more durable and more resistant to damage, with fewer pain receptors. In addition, a fine network of superconducting wire is under the skin, allowing the cyborg to be immune to EMP effects and handle heat better (it's distributed evenly).

Extensive brain surgery speeds reaction times significantly, and enhanced muscles are added that make the cyborg significantly stronger than a normal person. A second neural network is grown around the original one, and is connected to a battle computer at the base of the skull (to allow signals to be rerouted in case of spinal damage, for example, and to allow him to keep fighting even when unconscious). A subcutaneous transmitter, for communicating with nearby friendlies is included as well as a standardized neural link for downloading information from appropriately equipped systems and interfacing with certain equipment (usually Minuteman IIs, but can be other things).

Carbon-ceramic filaments reinforce all points where muscle, ligaments, or cartalige attaches itself to the bone. The bones themselves are regrown with a similar base, and some armor (enough to deflect pistol rounds) is added to the main body (back and forwards) area. Mostly it's another carbon-ceramic weave, enough to deal with pistol rounds and some assault rile rounds. Special attention is given to protecting the spinal cord and brain.

The blood is improved as well, being replaced with a substance capable of carrying far more oxygen, and the digestive system is modified to greatly increase the tolerance to various contaminants and poisons. Likewise, a filtering mechanism is installed in the lungs (which themselves are modified) to help deal with the effects of gas. The heart is replaced with an artificial model that is far more durable and resilient and has built-in redundancies against damage.

All this surgery and modification requires a significant amount of time, as well as intensive training to get the guy acclimated to the changes in his body. The surgery is done in zero-G for the most part, as is the long, slow process of using engineered organisms to rebuild and change various parts of the body.

With this setup, the cyborg will weigh about 60% more than he did before the surgery.

Most of the standard internal organs are still retained, but better protected. These guys can live more or less like normal people, albiet with having to take a few supplements every now and then.
Zachyd
28-03-2006, 21:17
Hi

Yes i was wondering what the prices of these weapons are because i am very interested in these weapon platforms.

Zachyd

I was looking at the carrier and destroyer

Thanks
Frimmel
28-03-2006, 21:37
AN, these are PMT as I remember, correct?
Axis Nova
29-03-2006, 01:27
AN, these are PMT as I remember, correct?

Yep.

Zachyd, this is a reference thread, not a storefront.
Zachyd
29-03-2006, 22:53
Then why were you in the storefront list?

Zachyd
Axis Nova
12-04-2006, 11:57
Then why were you in the storefront list?

Zachyd

I have no idea.
Axis Nova
07-05-2006, 04:31
I've had these for a while, but just have been too lazy to write the stats for them until recently. That's why the topic says "Warbook Entry".

Sand Devil Class

http://i26.photobucket.com/albums/c140/berrik/Lesseps_class_land_battleship_Gunda.jpg

Unit type: land battleship
Length: 250 meters
Height: 59 meters
Weight: 93,427 tons

Powerplant: 3 fusion reactors, power output 120 MW
Propulsion: scale system powered by sonofusion system; max speed 40 km/h (sand or soft ground only)

Sensors:

Advanced AESA radar system
LADAR/LIDAR
Active/passive infrared
Millimetre wave radar

Armament: 458mm dual linear cannon turret x 3, 8-tube VLS array x 4 (long-range ATGMs, cruise missiles, tactical ballistic missiles, SAMs), 20mm hypervelocity linear cannon x 8, 14.5mm ETC machinegun x 16, 50MW solid state antiaircraft laser x 4, 220mm mortar x 4

Armor: Sufficient to repel most standard tank rounds and artillery. Features thick plating composed of advanced composites, reactive armor hardpoints, reinforcing rods, etc. However, the Sand Devil is -not- armored against combatants it's own size-- it is intended as primarily a command and control vehicle and not a super-class combatant.

Countermeasures:

Chaff
Flares
Smokescreens
IR torches
Laser blinders/laserguided missile redirect system
Anti-laser/maser aerosol system



Onboard complement: many x Minuteman II, many x Hound FMB, many x CMGV (assorted types), 12 x unmanned scout UAV, 800 troops

The Sand Devil class serves a unique position in the Axis Nova military: it is a large vessel that cruises the endless sands of the Imperial Graveyard outside Axis Nova proper, exploring and cataloging the ruins and suppressing groups of marauders and bandits. It moves via the scale system, which makes use of the vibrations of thousands of tiny scales to move it through the sand.

While the Sand Devil's speed is relatively slow, it has extremely heavy firepower and carries numerous Hound FMBs, Minuteman units, CMGVs, and other light vehicles inside it's belly, as well as an appreciable complement of troops.

One curious feature of the Sand Devil is that it is amphibious-- the scale system can also propel it in water, and it is buoyant. This on occasion has come in handy, though Axis Nova has not deployed any on the open sea as such. There is a civilian variant in the works that removes the weapons in favor of expanded cargo space, as a merchant vessel.
Axis Nova
06-06-2006, 00:52
Lineart (http://i12.photobucket.com/albums/a229/MalikCarr/drone.jpg)

Model number: AUAV-04
Code name: Middleman
Unit type: Advanced capability unmanned precision munitions deployment drone
Manufacturer: Bretton, Axis Nova
Operator: Bretton
Dimensions: wingspan 8.4 meters; length 12.5 meters; height 4 meters
Unloaded weight: 14.7 tons
Maximum weight: 17.8 tons
Construction: aluminum alloy
Powerplant: BMI Mk. 11 scramjet; H-70 rocket motor
Thrust: classified
Crew: unmanned
Performance: up to 6,600 mph (10,621 km/h)
Equipment and design features: INS/GPS guidance suites; forward-looking infrared (FLIR) suite; all-weather radar targeting system
Armament: six hardpoints, supports most air-to-air and air-to-ground missiles up to 1,100 pounds, including anti-radiation
Armament (onboard): warhead up to 3,000 pounds


Drones: One of the Arbiter’s more ambitious capabilities is its utilization of the AUAV-04 Middleman drone, in this instance modified for Axis Nova use. The Middleman is little more than an advanced-capability cruise missile with exception of two areas: First, it possesses its own sub-weapons, and second, it possesses a highly-sophisticated multi-variable guidance system. Though it carries an onboard warhead, and in most scenarios ends its existence by slamming into a target, it is closer to a hypersonic interceptor/attack fighter in execution. The Middleman’s eight hardpoints allow it to carry a variety of precision-guided munitions, including air-to-air, air-to-ground, antiradition and antishipping missiles of various size and weight up to 1,100 pounds. A universal connection plug allows virtually any missile to be mounted provided it meets the proper weight restrictions. The Middleman possesses some maneuvering capability, mostly through miniature apogee rocket motors in the nose, but its primary asset is its ridiculous speed, capable of accelerating above Mach 10 under ideal conditions. This allows a Middleman to close to its target at in an incredibly short period of time, defeating most forms of antiaircraft threat detection and interception. At the last possible moment, the Middleman deploys its own ordnance, allowing it to neutralize as many as nine individual targets after the Middleman itself impacts the final target. The Middleman’s second exceptional characteristic is its top-of-the-line guidance system. While possessing a traditional GPS/INS system, Bretton's own A7V Peacemaker’s elaborate countermeasure AI has demonstrated the vulnerability of relying on this form of guidance. As a result, the Middleman features an elaborate laser/radio communication suite. It can continually update itself from various forms of information providers, including Brettonian ground troops, the aircraft it launched from, forward radar beacons, surveillance/reconnaissance aircraft, and so forth. A sophisticated security barrier prevents malicious information from being transmitted and corrupting the Middleman’s target, and all transmitting units are constantly re-synchronized with the Middleman’s own to ensure no outside tampering makes its way in.
Axis Nova
06-06-2006, 00:53
This is very much PMT. Note that only 8 units were produced before the ship class was cancelled, so if one gets nailed, remind me to mark it in this post!

"I-Type" Strike Battleship, Fusion Powered (SBF)

Prototype developed for test usage, limited production approved.


Dimensions: 319m length, 48m beam, 12.9m draft
Hull Type: Single
Prow Type: Atlantic
Displacement: 105,038 tons
Complement: 1032 men
Range: Unlimited
Power: 3 x 6 GW Bubble Fusion reactor
Propulsion: 2 x thermonuclear ramjet, extended from hull when in use; 3 x 9-blade propeller
Speed (propellers): 33 knots max, 35 emergency
Speed (ramjets): 41 knots max, 46 emergency
Aviation: 2 UAV launch rails for spotting purposes, Minuteman Flight Type launch bay
Gun Armament (Primary)
8 x "Valient II" 61.8cm L50 linear gun, in 4 double turrets, mounted fore and aft
Gun Armament (Secondary)
14 x "Isolde" super rapid 155mm autocannon, in 7 dual turrets
Gun Armament (Anti-air)
6 x 250MW solid state laser
8 x "Raptor" maser array
14 x "Gabethely" dual gun/missile system
Gun Armament (Anti-torpedo)
12 x "Hambrabi" blue-green laser
Missile Armament: 2 x 200 tube VLS cell array arranged fore-and-aft with rotating magazines and robotic feeds; missile types include short and long range SAMs, cruise missiles, ASMs, and theatre ballistic missiles (non-nuclear)
Armour: 800mm deck, 600mm belt
Sensors: HEADGEAR radar system, active sonar, passive sonar, LIDAR, LADAR, satellite uplink
Other electronics: ECM equipment

Notes: Intended as the lead ship of a new class of battleship known as a "Strike Battleship"; vessels of this type are meant to operate alone rather than part of a fleet and excel at raiding and hit and run attacks and especially commerce raiding.

The antiaircraft array is unique in that it is primarily energy-based; it uses a combination of Ra Kai Quantum Cascade Pulse Lasers and Raptor Kai maser systems. The lasers have a range of line of sight, and their output is sufficient to not only easily destroy missiles and aircraft, but actually engage incoming shells and at closer ranges, damage other vessels. They are run on an ultraviolet frequency which allows them to penetrate clouds, fog, and smoke more easily.

They are backed up in their task by Raptor Kai maser arrays, which direct a wide-area beam of microwave radiation that fries the electronics of missiles and can damage aircraft, though their range is far shorter than that of the lasers.

Finally, the I-Type is equipped with fourteen combination gun/missile systems for close in defense.

Missile armament consists of a mixture of surface to air missiles, medium antiship missiles, and Spectre ER heavy antiship missiles.

Primary gun armament consists of eight "Valient II" hypervelocity linear guns; based on technologies developed from study of the 78cm weapons utilized by Bretton's A7V Peacemakers, these weapons are capable of hurling rounds more than 800 kilometers away, though in practice, accurate range is at most a quarter of this against naval targets. The primary type of round used is the "Geniestange" guided projectile; this is a shell with aluminum driving bands and small thrusters which allow it to deflect it's angle towards the target somewhat. It has a small targeting package to allow it to pick up something at closer ranges.

While a more maneuverable projectile was desired, the immense muzzle velocity of the Valient II unfortunately precludes this.

Secondary gun armament are a number of super rapid 155mm autocannons; they are capable of raining down a high-speed barrage of fire at ranges of up to 40km. They are capable of acting as dual-purpose guns when neccesary, though the trasverse speed of the turret means they are not the best weapons against aircraft (though they would do fine against airships, such as those Axis Nova or Fourhearts uses).

Tertiary gun armament is served by the Ra Kai Quantum Cascade Lasers, which while primarily anti-aircraft weapons, can also serve against land and sea targets with equal efficiency. Unlike conventional solid-state lasers, the optical transitions occur between electric subbands rather than between the conduction band and valence bands. The "cascade" is a series of equal energy steps built into the material matrix while the crystal is being grown. When the electrons are transmitted through the laser crystal, they emit one photon at each of these cascade steps, unlike diode lasers which only emit one photon per electron transmitted.

This leads to greatly increased efficiency, though laser crystals do tend to degrade over time and require replacement every few hundred shots (a rotating revolver-style loader is in place to facilitate this) and due to their extensive use of superconducting materials they are quite expensive.

Antitorpedo armament is provided via several blue-green lasers; operating at frequencies water is more transparent to, they are able to predetonate torpedoes at a greater range than conventional supercavitating CIWS guns, and due to being lasers, they are aimable simply via prisms extended from the hull rather than a bulky gun, increasing streamlining.


Propulsion uses two separate systems; the primary is a pair of underwater thermonuclear ramjets. Using a fusion reactor to superheat and vaporize water passing through them into a plasma, the plasma is then focused and expelled from the back of the ramjet at high speeds, propelling the vessel forward also at high speeds. Acceleration is quite quick, though the ship needs a rather large amount of distance to stop. Course can be changed rather quickly with the ramjets in operation, simply by reducing power to one to create a thrust imbalance.

When a more sedate pace is called for, propulsion is provided by a trio of 9-blade propellers.

Finally, the I-Type mounts an extensive battery of ECM equipment; it is well equipped to jam radar over a large area, allowing it to operate in a blind spot as far as anything nearby is concerned.
Axis Nova
15-10-2006, 22:18
(updating more stuff I have but havn't posted lately)

RSQL Black Boxes: The latest form of computer system, based on this (http://en.wikipedia.org/wiki/Rapid_single_flux_quantum). Allows vastly increased speeds over conventional computers, and also allows the use of genetic programming to create programs capable of modifying themselves for greater efficiency.

Due to the dangers posed by this type of computer system, all black boxes of sufficient processing power are hardwired against being able to turn into sentient AI systems.

The Axis Nova version utilizes the usual room-temperature superconductors, eliminating the need for bulky cryogenic cooling systems.
Axis Nova
15-10-2006, 22:22
Peacekeeper Heaven

A gigantic space fortress located at one of the Earth's Lagrange points. It is extensively armed and armored and among other things acts as a staging point between the Earth and Axis Novan lunar installations, the central network node for all Axis Novan SDI constellations, and a launch point for drop pods containing Minuteman or Metalman units.
Axis Nova
23-10-2006, 23:46
Belatedly adding more stuff.

Surface To Surface Laser System

Effectively, equivalent to ZMI's SHOK system in capabilities, though somewhat more bulky due to utilizing superconducting stacks rather than metallic hydrogen for capacitors. This system consists of an extraordinarily large and powerful laser built into a mountain (along with the requisite power sources and cooling systems), and a vast redundant orbital array of mirrors.

The system can reflect the beam to any position, as desired. Originally there had been no plans to construct it due to price, but due to ZMI's construction of their SHOK system and belligerent threats, it was felt it was needed to maintain MAD.

The StSLS is classed as a strategic weapon, though due to it's accuracy, it is quite possible to use it on a tactical level.

Currently offline due to extensive damage to the primary power couplings sustained due to overfiring during a recent campaign. Repair time is unknown.

Update: Repairs cancelled, installation scrapped. Oribtal mirrors recovered.
Axis Nova
23-10-2006, 23:47
My first stab at making such a tank; I realize the skirts are somewhat vunerable so I just made them out of armor.

Code Name: Cutlass HT-1
Unit Type: Main Battle Tank (Hover)
Dimensions: Length 9.3 meters; width 4.7 meters; height 3.6 meters
Maximum Weight: 177 tons
Powerplant: 1 x GenTech bubble fusion reactor; 20 MW output
Propulsion: 8 x fan
Performance: Maximum land speed: 59 km/h; 180 degree turn time, 6 seconds
Crew: 3 (commander, driver, gunner)

Offensive Weapon Systems:

1x 130mm linear cannon: A weapon which, like a railgun, uses electromagnetic forces rather than gunpowder to fire its projectiles. However, the conductive projectiles fired from a linear gun don't come into physical contact with the firing mechanism, and are instead accelerated using attractive and repulsive magnetic forces, as in a so-called magnetic levitation (maglev) train. Although the acceleration produced is relatively small compared to that of a railgun, a linear gun can yield similar muzzle velocities if its barrel is long enough, and the lack of physical contact eliminates friction heat and wear on the barrel. This gun benefits from the new helix-type accelerators and Geniestange projectile technology, allowing it both an impressive muzzle velocity and a limited degree of guidance on its' projectiles. It is capable of using multiple types of ammunition and can engage a great variety of targets. One feature is the ability to "burst" three shots one after the other, though this puts some strain on the tank's power systems. The main gun is mounted in a fairly standard turret mounting, set in the rear third of the hull.

1x 20mm linear gatling gun: Unlike a conventional gatling gun, the weapon does not spin but instead each barrel fires as it's capacitors are recharged and new ammunition is loaded into the barrel. Capable of either solid slug, HE cannister, or beehive flechette rounds, these weapons are capable of dealing a devastating amount of damage to anything they're directed at. One is mounted at the commander's position, and may be either directly operated by him, or remotely operated from inside the turret.

1x 14.5mm caseless machinegun: Standard issue caseless weapon. Mounted as a coaxial weapon.


Defensive Capabilities:

Armor composed of depleted uranium reinforcement mesh, titanium, chobham, and ceramics with high-density deflective beads. Layer of aerogel with cold plasma suspended inside provides energy weapon dissipation and anti-spalling capabilities. Thin layers of carbon-nanochainmail prevent spalling. "Electric armor" capacitor system vaporizes armor-piercing metal jets used in RPGs. A fine network of superconducting wire throughout the structure of the tank helps protect from energy weapons. Internal compartments seperated by full scale armor. Skirts and fans made of full scale armor. Fan intakes protected by armored mesh. Six four-tube grenade launchers fire airburst grenades at infantry, launch chaff, and lay smokescreens. Anti-infantry/missile advanced ERA mounted on skirts and all over hull, uses an explosive charge to fire a burst of titanium balls at nearby infantry or incoming ATGMs. Lack of an exhaust system gives low IR signature.

Sensors:

Decked out with almost every sensor imagineable including; fluid superlenses, IR, millimeter band radar scopes, nightvision, ultraviolet, electromagnetic, LIDAR, satellite imagery uplink, and mounting a small launcher for camera drones. The sensor systems are similar to those of the Admiral A-1, albiet omitting the large and bulky HEADGEAR radar system.


Powerplant:
The vehicle is powered by a high output Bubble Fusion reactor generating 20 MW.

Computer System:

The Cutlass makes use of the latest in RSQL Black Box technology, featuring a compact expert system capable of voice command, look-to-aim targeting, and networking with nearby friendly units, as well as automatically tagging and identifying anything within sensor range through onboard databases and threat prioritization.

Crew:

Three crew: commander, gunner, and driver. The commander and gunner both sit in the turret, and the driver in the hull. A complete NBC system and climate control along with floating effortlessly along on an air cushion make the Cutlass a very smooth ride.

Mobility:

The Cutlass can handle most types of terrain, and ford rivers thanks to being able to hover over them. It's mobility is superior to that of the Admiral A-1, but it's mass still shows itself: the vehicle does not lend itself to extremely precise maneuvering. Still, given adequate training and practice, this can be overcome by the driver.

The Cutlass is relatively easy to transport, and can be loaded onto any number of different high-capacity aircraft or airships.
Axis Nova
31-10-2006, 11:55
Code Name: Arbalest HT-1
Unit Type: Long Range Artillery (Hover)
Dimensions: Length 9.3 meters; width 4.7 meters; height 3.6 meters
Maximum Weight: 107 tons
Powerplant: 1 x GenTech bubble fusion reactor; 20 MW output
Propulsion: 8 x fan
Performance: Maximum land speed: 79 km/h; 180 degree turn time, 5 seconds
Crew: 2 (driver, gunner)

Offensive Weapon Systems:

1x 155mm linear artillery cannon: A high-angle long ranged linear gun for artillery support. Forty rounds are carried internally, and provisions for quickly loading more into the hopper externally are provided. The weapon's rate of fire is quite excellent, thus it can quickly run itself out of ammo, so usually it's best to pair it with an ammo carrier.


Defensive Capabilities:

Armor composed of depleted uranium reinforcement mesh, titanium, chobham, and ceramics with high-density deflective beads. Layer of aerogel with cold plasma suspended inside provides energy weapon dissipation and anti-spalling capabilities. Thin layers of carbon-nanochainmail prevent spalling. "Electric armor" capacitor system vaporizes armor-piercing metal jets used in RPGs. A fine network of superconducting wire throughout the structure of the tank helps protect from energy weapons. Internal compartments seperated by full scale armor. Skirts and fans made of full scale armor. Fan intakes protected by armored mesh. Six four-tube grenade launchers fire airburst grenades at infantry, launch chaff, and lay smokescreens. Anti-infantry/missile advanced ERA mounted on skirts and all over hull, uses an explosive charge to fire a burst of titanium balls at nearby infantry or incoming ATGMs. Lack of an exhaust system gives low IR signature.

Sensors:

Decked out with almost every sensor imagineable including; fluid superlenses, IR, millimeter band radar scopes, nightvision, ultraviolet, electromagnetic, LIDAR, satellite imagery uplink, and mounting a small launcher for camera drones. Also added is a long range counterbattery radar system.


Powerplant:
The vehicle is powered by a high output Bubble Fusion reactor generating 20 MW.

Computer System:

The Arbalest makes use of the latest in RSQL Black Box technology, featuring a compact expert system capable of voice command, look-to-aim targeting, and networking with nearby friendly units, as well as automatically tagging and identifying anything within sensor range through onboard databases and threat prioritization.

Crew:

Two: gunner, and driver. The gunner and the driver both sit in the hull. A complete NBC system and climate control along with floating effortlessly along on an air cushion make the Cutlass a very smooth ride.

Mobility:

The Arbalest can handle most types of terrain, and ford rivers thanks to being able to hover over them. It's mobility is superior to that of the Admiral A-1, but it's mass still shows itself: the vehicle does not lend itself to extremely precise maneuvering. Still, given adequate training and practice, this can be overcome by the driver.

The Arbalest is relatively easy to transport, and can be loaded onto any number of different high-capacity aircraft or airships.

Notes

An artillery platform, based on the Cutlass chassis. The turret is replaced with a large linear artillery cannon along with the appropriate support equipment. Lacks the heavy turret of the Cutlass, thus improving mobility somewhat, but this is not all that relevant as it's intended for long range combat and not direct battle.
Axis Nova
31-10-2006, 12:03
Code Name: Vertigo HT-1
Unit Type: Anti-Air Laser Carrier (Hover)
Dimensions: Length 10.1 meters; width 4.7 meters; height 3.6 meters
Maximum Weight: 157 tons
Powerplant: 1 x GenTech bubble fusion reactor; 40 MW output
Propulsion: 8 x fan
Performance: Maximum land speed: 65 km/h; 180 degree turn time, 6 seconds
Crew: 2 (driver, gunner)

Offensive Weapon Systems:

1x 80 MW QCL: A powerful solid state laser operating in the UV frequencies, capable of engaging any aircraft within line of sight. The larger than normal reactor installed in the air defense variant ensures a quick recharge time, and the laser is aimed with a prism, allowing it to engage targets approaching from any angle.


Defensive Capabilities:

Armor composed of depleted uranium reinforcement mesh, titanium, chobham, and ceramics with high-density deflective beads. Layer of aerogel with cold plasma suspended inside provides energy weapon dissipation and anti-spalling capabilities. Thin layers of carbon-nanochainmail prevent spalling. "Electric armor" capacitor system vaporizes armor-piercing metal jets used in RPGs. A fine network of superconducting wire throughout the structure of the tank helps protect from energy weapons. Internal compartments seperated by full scale armor. Skirts and fans made of full scale armor. Fan intakes protected by armored mesh. Six four-tube grenade launchers fire airburst grenades at infantry, launch chaff, and lay smokescreens. Anti-infantry/missile advanced ERA mounted on skirts and all over hull, uses an explosive charge to fire a burst of titanium balls at nearby infantry or incoming ATGMs. Lack of an exhaust system gives low IR signature.

Sensors:

Decked out with almost every sensor imagineable including; fluid superlenses, IR, millimeter band radar scopes, nightvision, ultraviolet, electromagnetic, LIDAR, satellite imagery uplink, and mounting a small launcher for camera drones. Also added is a HEADGEAR 3D radar system, for long range search capabilities.


Powerplant:
The vehicle is powered by a high output Bubble Fusion reactor generating 40 MW.

Computer System:

The Vertigo makes use of the latest in RSQL Black Box technology, featuring a compact expert system capable of voice command, look-to-aim targeting, and networking with nearby friendly units, as well as automatically tagging and identifying anything within sensor range through onboard databases and threat prioritization.

Crew:

Two: gunner, and driver. Both sit within the hull. A complete NBC system and climate control along with floating effortlessly along on an air cushion make the Cutlass a very smooth ride.

Mobility:

The Vertigo can handle most types of terrain, and ford rivers thanks to being able to hover over them. It's mobility is superior to that of the Admiral A-1, but it's mass still shows itself: the vehicle does not lend itself to extremely precise maneuvering. Still, given adequate training and practice, this can be overcome by the driver.

The Vertigo is relatively easy to transport, and can be loaded onto any number of different high-capacity aircraft or airships.

Notes

An anti-aircraft gun, effectively. It has a higher output reactor than that of the standard model, which extends it's length a bit. This reactor is neccesary to power the long-range antiair laser, which can discharge every 3 seconds at maximum rate of fire, with impressive accuracy. The laser is also capable of engaging incoming artillery rounds.

Usually several Vertigos are grouped together to allow a greater weight of fire and engagement of multiple targets.
Axis Nova
20-01-2007, 15:11
Cargo variant of the Sand Devil. Not much else to say.


Sand Crab Class

http://i26.photobucket.com/albums/c140/berrik/lesseps.jpg

Unit type: land/sea amphibious transport
Length: 250 meters
Height: 59 meters
Weight: 90,427 tons

Powerplant: 3 sonofusion reactors, power output 120 MW
Propulsion: scale system powered by sonofusion system; max speed 40 km/h (sand or soft ground only)

Sensors:

HSCDEADGR with crystal encoding
Close-in weapons driven by active radar with holographic imaging and crystal
encoding
LIDAR
Infrared

Armament: 35mm linear gatling cannon x 10, "Ra" QCL x 3, Raptor maser array x 1, heavy crane x 3, light crane x 8

Armor: Armor composed of depleted uranium reinforcement mesh, titanium, chobham, and ceramics with high-density deflective beads. Layer of aerogel with cold plasma suspended inside provides energy weapon dissipation and anti-spalling capabilities. Thin layers of carbon-nanochainmail prevent spalling. "Electric armor" capacitor system vaporizes armor-piercing metal jets used in RPGs. Next generation reactive armor panels fitted above this disrupt energy weapons as well as kinetic kill devices. Spacing fence detonates RPGs and grenades prematurely and harmlessly. Internal compartments seperated by full scale armor. Lack of an exhaust system gives low IR signature.

Countermeasures:

Chaff
Flares
Smokescreens
IR torches
Laser blinders/laserguided missile redirect system
Anti-laser/maser aerosol system



Onboard complement: n/a

The Sand Crab is a large, amphibious cargo carrying craft based on the successful Sand Devil land battleship design. It sacrifices offensive firepower for a large amount of cargo capacity, and is slated to be the unit of choice for transporting large amounts of heavy equipment when airship transport is impractical or unavailable.

For the most part, it retains the same armored hull as the Sand Devil, though large parts of the vessel can open up to facilitate easier loading. The removal of most large weapons systems have also significantly increased internal volume-- practically the entire lower few decks of the Sand Crab can be loaded with supplies, equipment and vehicles.

One curious feature of the Sand Crab is that it is amphibious-- the scale system can also propel it in water, and it is buoyant. Unlike the Sand Devil, which has the capability (but is not designed for it), the Sand Crab is specifically designed for being able to make ocean transits. It is also capable of towing barges when on open water, though naturally it can't do this once it moves onto land.
Axis Nova
08-05-2007, 21:10
Update time. First off, a weapon which I've aquired in a lucrative arms deal from Vault 10. You can aquire them by talking to Vault 10 here. (http://z4.invisionfree.com/NSDraftroom/index.php?showtopic=139)

This weapon will be replacing the old and venerable Tyrandis ACW in my military.


R1 Assault Rifle


The rifle is based on AK-47, Steyr ACR and some others. It is as heavy as AK and a little shorter, so, with use of strong light alloy instead of wood, should match the mechanical strength and durability. The weapons are pretty expensive, likely excessively for real-life ones; as said above, any country with "frightening" economy rating has very expensive manpower, which makes extra equipment cost justifiable. For instance, I figured out that for my country an average soldier, being a healthy young man, the best part of workforce, would cost N$200,000 per year in lost profit. That prompted extensive training and use of cost-no-object weapons to use everyone to full extent.
While it's expensive, and all solutions used are high-cost, keep in mind that it is designed for countries where personnel is the most expensive part of the military.

Please correct me if you thing something is wrong; I don't mind nitpicking, and, while approaches used were extensively discussed with Max Popenker (actually just implementing his ideas) and polished out, there can still be issues. Or just plain uncorrected things, as this is 2 month old version.



So:

The rifle

BOS-R1 prototype rifle was presented at the '06 Hub Arms Exhibition, showing the results of 8-year joint development by the Brotherhood of Steel and Aerospace Logistics Corporation. The priorities were ranked as: reliability, sustained accuracy, firepower, versatility, ergonomics, ammo capacity, upgradeability, logistics unification, weapon mass, ease of production, cost.

BOS-R1 is a multi-cartridge 8mm weapon designed for the majority of troops as the primary weapon for all situations. In frontline units, a dedicated shooter might have either MG1 light machinegun or R1M, the marksman version. However, R1 still the primary weapon for team leader, radio operator, assistant RPG shooter, rifleman, and R1L is the secondary one for ATGM teams, SAM operators and others who work on the frontline. In non-frontline units, R1 is the dedicated shooter weapon.

The rifle features non-extreme bullpup design, first seen on Steyr ACR. It has slightly lower barrel length than an extreme bullpup, but avoids the distinctive straight line and high sights of most bullpups, compromising between bullpup and conventional designs.


Barrel

The rifle has a 600mm tensioned barrel, fully encased in aluminium alloy to prevent damage and facilitate heat dissipation. Rifle's casing ends with watertight hatch which seals the barrel, actuated by turning the safety on. The 80mm long flash suppressor can slide out of the rifle, as well as retract inside the casing. The sound suppressor, if mounted, is also attached to the airtight casing rather than to the barrel. Casing shape is optimized for ergonomics and bending strength, and the rifle is covered with multi-layer polymer coating, serving for chemical protection, light absorption, and thermal insulation in parts contacting with the body, while other parts have improved heat radiation. The outer shape is smooth, with minimum of protruding parts, but has holes for fixing the camouflage cloth cover, and internal rails for scope, UGL, bipod and other attachments.
The rifle casing also contains two storage areas. The first is inside the stock behind the magazine, accessible when removing the magazine, but still closed by a hatch, and is used to store accessories required for maintenance. Another is above and around the trigger, inside the front casing, with hatch opened from the left side, and is used for other purposes. Some extra space can be accessed when field stripping the rifle, but it is only used for mechanism parts replaced for round type change.

Normal version of R1 has all firing parts built of electro-slug refined steel and casing of aluminium-magnesium alloy, partially honeycombed. All parts of the firing mechanism are machined from forged stubs, polished and thermally treated, and the casing parts are aged.
As the result of sturdy construction, R1 has considerably higher strength and durability than weapons like M-16 making extensive use of plastics. Normal R1 is 800mm long, weighs 4kg with the standard 40-round 8x25mm magazine, and is issued as the primary weapon.
R1L, the lightweight version, features some lightened mechanism parts and more slender casing, made of foamed metal. The rifle has the same length, but reduced profile and volume, as well as total weight of 3kg loaded. R1L has slightly decreased accuracy (0.6MOA instead of 0.4MOA, measured at 500m, benchrested with match 8x40mm ammo) due to lower stiffness; durability and service life are reduced, and it lacks the distinctive strength of R1. However, most parts are interchangeable between both models, differing only in weight and slightly in external shape.


Firing mechanism

The firing mechanism of the rifle involves a 6-round revolver chamber, and is operated by lever-delayed blowback. Caseless ammo may be pushed inside the chamber from the forward, and, in case of a round failure, the old round is pushed out by the new one through the rear port.
R1 is designed to use the mostly "CL8R" round class, defined by the VTS-105 standard as caseless rounds for 8mm groove diameter bore, with outer size of 12.5mm and rounded edges square cross-section, electrically ignited. CL8R rounds accepted are between 16mm and 63mm long, the standard one being 40mm. CT8R, cased telescopic, can also be used, with round or square aluminium casing.

Besides that, the rifle can be quickly switched to fire 7.62mm caliber rounds, where 7.62mm is lands diameter and actual rounds are 7.82-8.03mm. For this, the shooter should open the rifle, remove the seal on the right normally preventing round ejection, and replace two parts of the mechanism. Both original and replacement parts are bound to the rifle by a Kevlar wire to prevent them from being lost in the process. The replaced parts are put into the storage area inside the rifle casing, and it is also recommended to attach a supplied small Kevlar mesh bag (normally stored inside the rifle) to contain the ejected brass and prevent it from hitting the shooter or personnel nearby.
When switched, the rifle can fire nearly all rounds between 7.62 (0.30) and 8mm (0.323) with length 20 to 63mm, particularly 7.62x39, 7.62x51, 7.62x54R, .30-06, 7.92x57 rounds. The accuracy with smaller rounds is lower than with VTS-105 CL8R, and lies between 1 and 10 MOA, depending on the round. It performs particularly well with .320 caliber, 7.92x57 and Swiss StG 57 rounds, matching the barrel well, and out of most common rounds works best with Russian 7.62x39 and x54, having larger bullet diameter, providing 4 MOA accuracy at 100m. Accuracy with 7.62x51 NATO is only 6 MOA.

The rifle can accept 5.56 or 5.45 calibers using special adapters for chamber and barrel base. However, in this case the effective barrel length is reduced to 100mm of the adapters, and accuracy only matches a pistol. R1 contains a slot for storing both inserts. R1L contains only one slot inside the rifle, though another can be put into normal storage zone. The minimal rounds acceptable for automatic fire are .22LR; weaker rounds can't provide enough force for the mechanism.


Automatic fire

R1 has four fire modes, controlled by a mechanical switch, located ahead of the magazine, inside a depression. The switch only has three positions: safety, single fire and auto-fire, from lowermost to uppermost. Switching momentum is tuned by a screw inside the rifle, minimum being 0.05 N*m for safety-single switching (due to barrel lid operation) and 0.02 N*m for single-auto. The additional firing mode, controlled burst, usable only with CL8R rounds, works by limiting electrical ignition via analog circuit.

This mode is activated and controlled by an electronic sliding switch, located on the fire mode switch handle. The switch immediately close to the end means auto-fire, fully bypassing the electronics, and next positions move the restriction to (auto), (set1), (set2), 4, 3 and 2 rounds respectively. This switch can also be tuned by small screws on the underside, controlling the force required to change positions, and at the default setting the force required to pull it from full-auto will move the switch right to the 3-round setting. The shooter can normally change his preferred setting, and some modes can be skipped overall. To control set1 and set2 values, screwdriver-tuned resistors on the hermetically sealed circuitry block are used.

In controlled burst mode, rate of fire is also selectable. This is done by an additional slide switch, hidden by the handle in safety and single fire modes. Out of 5 positions of that switch, the first (foremost) is always maximum and the rest are tuned through resistors on the circuitry block. Pulling force tuning, however, can't be done as easily, and requires removing the switch. As produced it is tuned to settings 1, 2 and 4, and fire rates are 900 rpm for 2 and 300 rpm for 4. Maximum ROF setting is 3000 rpm.
All electronics are only active in the controlled burst mode. In other modes they are bypassed by the firing mechanism.


Ignition system

CL8R ignition mechanism is a quadruple-redundant system, working with very high ignition temperature propellant. It consists of:
- Coil-based ignition of a microdetonator at the bullet base
- Ignition of the detonator by electric current
- Plasma jet ignition
- Firing pin, hitting the detonator
Only one of these systems is used at a time. Standard CL8-25 rounds accept all ignition methods, but some are limited to use of the microdetonator or electric current. Plasma jet, capable of igniting the propellant itself, is the backup system, activated automatically if the primary methods fail. Firing pin is used either case of power loss or for cased rounds.

R1 power system, also quadruple-redundant, consists of two secondary and two primary cells inside the rifle, a primary cell inside each magazine, plus a set of capacitors in the rifle. The trigger, in the piesoelectric setting, is linked to three piezoelectric generators, and the rifle has a set of capacitors. Two internal gas-operated piezoelectric generators recharge the capacitors each shot, which in turn recharge the secondary cell, unless the rifle is in "pieso" mode.

The mode switch is located in the rear of the handguard, and has the following modes:
"Battery" - The fastest and the most accurate way, using only batteries, involving no moving parts but the trigger. Trigger pressure is controlled by the user with screws inside the rifle.
"Normal" - For the first shot, both the batteries and one of the trigger piezoelectric generators are always used. In automatic or burst mode, the weapon is further powered by batteries and the gas-operated piezoelectric. When pressing the trigger, the electric system must lift a pi
Normal mode is extremely reliable, warranting the rifle will shoot.
"Pieso" - Two piesoelectric generators are used, raising the trigger pressure force up to 3kg. The automatic fire is operated only by the piesoelectric generators and capacitors. In case the round fails to ignite, the rifle will switch itself to the "Pieso/plasma" mode.
"Pieso/Plasma" - All three generators are used, and the pull consists of two parts: first four pulls require a lot of force and go full-length, using the generator 3 to charge the plasma jet capacitor, and afterwards the force is lowered. The fifth pull is final. Preliminary pull can be done multiple times to charge the capacitors and, later, cells. A single charge lasts reliably for five minutes, but multiple charges can store the power for up to two hours on the capacitors alone, plus charge the secondary cell for long-term storage. Charging is required for the first shot only, as the firing of even a single round will charge the capacitors to full power. If some power is present, the initial charging is not needed.
"Mechanical" - The trigger pulls a cable, activating the firing pin mechanically, and the automatics are also set to mechanical operation. This is required for mechanically ignited cased rounds, as well as in case of normal system failure.
"Plasma" - This setting is similar to the "Battery", but plasma jet is always used. It can work with even severely damaged or improperly manufactured CL8 rounds, as well as with any mechanical rounds, the jet easily igniting them through the case. "Plasma" mode shouldn't be used with rounds containing long bullets or some special types (flechette) to prevent bullet damage.

Cased rounds are normally ignited mechanically, and mechanical ignition also works with most CL8 rounds except for a few special ones demanding electrical ignition. Plasma jet ignition allows to ignite mechanical rounds without a detonator or with non-standard detonator, and also works better with damaged rounds.
However, failure of all electric systems at once is extremely improbable. The electronics are fully analog, encased in cast polymer blocks. All wiring is made of gold-plated silver, to provide corrosion immunity and reliable contact, and insulated with polytetrafluoroethylene, reinforced with high-strength aramide fiber.


Scope

The rifle can accept different scopes or sights, using VTS-105 rail system, backwards-compatible with Picatinny rail accessories. VTS-105 system matches the scopes tighter, and can connect anything to the electric power/data link if needed.
Above the barrel, but below and in front of the rails, there is fixed UV laser rangefinder, powered from the main battery. It is designed for assisted-aiming scopes, which can be mounted on VTS-105 standard rails, and will highlight the proper height correction mark, automatically adjust, or use the data in another way to improve aim.



Bulk cost of the rifle, as currently, is considered at 10,000 caps, or N$25,000. The Collector's Package was sold at the '06 Hub Weapon Exhibition at various prices, at 20,000 caps. Export orders are discussed individually, with N$25,000..N$40,000 price depending on the order size and other considerations.

The rounds

Rounds and magazines available are varied, as the rifle's mechanism places little importance on the loading system. The slot accepts CL8R magazines with width of 20mm, 32mm, 48mm and 72mm (for 8x16, 8x25, 8x40 and 8x63 rounds), either drum or box with depth of 16, 30 and 44mm (for single, double and triple column). Magazines accepted in cased mode are determined only by the converter slot used; cased ammunition can be accepted from CL8R magazines as well.
The CL8R rounds presented for the prototype include:

Conventional (of little interest):

CL8-25-S - The standard issue. 12.5mm in diameter and 25mm long cylindrical propellant case with rounded edges contains a 10g versatile full metal jacket round with pronounced boat tail, fired at 1000m/s with energy of 5000J. Capable of defeating Class III armor at close to medium range.
[ Note: Armor penetration figures are not wanks or guesses; simple as it is, if a round matches or exceeds ones specified for the next class, it defeats the previous one. For class IV, ones noticeably exceeding rounds used in testing are considered capable of penetration at close range and straight angle, ones significantly exceeding at higher range.
Velocity and energy figures are based on propellant content and round mass, assuming modern caseless propellants. ]

CL8-25-JHP - Jacketed hollow point, lead with copper jacket. As well as other rounds, they have boat tail, as it's needed for caseless cartridge strength and efficiency, so don't carry specific JHPBT designation.
CL8-25-JHPT - "Black Talon" style JHP bullet with improved armor penetration.
CL8-25-TC - Tungsten carbide light armor penetrating round, piercing Class III armor even at long range and high angle, and penetrating Class IV at reasonable range and angle.
CL8-25-Inc - Incendiary.
CL8-25-FB - Frangible round, designed to disable mechanical equipment such as locks and door hinges.
CL8-25-TTP - The essential training round for target practice is made with cheaper materials and to lower standards than normal ones, in particular lacking mechanical and thermal resistance of real rounds. Cost is 90 caps per 1000.


These rounds share very close ballistics, all having 9g bullets and 1000m/s muzzle velocity, and are matched to require no readjustment. Each of the complete rounds weighs 12 grams, containing 3g of polymerized propellant, additionally coated for protection.


CL8-40-Frag - 6g fragmentary round, shattering on impact with extra power of explosive inside.

CL8-40-HA - High Accuracy round, firing an 11g TC bullet at 1200m/s, with 8000J, is manufactured to stricter tolerances and coated with boron nitride. 40-HA is designed to be used at longer ranges than conventional rounds. It reliably penetrates Class IV armor along all the effective range, while dealing significant damage after penetration.

CL8-16-NC - This simplified training round is designed for combat exercises, and contains only a dummy rubber subcaliber bullet with reduced charge, causing no barrel wear. The bullet still can cause pain and a bruise if hitting at a close range, providing incentive to avoid hits and handle the weapon with care.


Special:

CL8-40-SB - Contains a 7mm diameter, 35mm long thin container, which can be loaded with any required birdshot. To facilitate selection, the box magazines with SB rounds have removable section, which container seals stick to, allowing the user to load or reload all rounds at once, particularly fast if assisted by a device. Once the section is in place, rounds are sealed again and ready for use. It is designed for short-range combat, due to cylindrical barrel of the gun and, unlike Storm, doesn't limit the rate of fire. CL8-63-SB is a similar round with 58mm long container.

CL8-40-FL - The Caseless Flechette round contains a 37mm long, 2.4mm in diameter, 1.85g tungsten carbide flechette. The fins are located in the middle part and spread to almost touch the barrel lands. The flechette is surrounded by combustible sabot, which, after providing the initial small spin, burns off enough to avoid following the grooves. Fired at velocity of 1600m/s, the flechette loses the velocity slower than conventional rounds, and, while damage dealt is also lower than for normal rounds, it easily penetrates Class IV+ body armor even at long range and high angle of obliquity. Flat trajectory and recoil a third of the standard round also serve to improve accuracy. The flechette is not recommended to be used at close range, however, since it's unstable until about 50m. Flechette rounds also have shown to be more prone to foliage.

CL8-25-FL - A 25mm long round for situations where even lower recoil is desirable, 25mm caseless flechette round contains a 22mm long, 2.2mm diameter, 1g TC flechette similar to 40-FL. The flechette fires off at 1550m/s, and is as well capable of penetrating Class IV+ body armor at medium range or long range and reasonable angle of obliquity. The recoil is just 30% of a normal CL8-40-S.

CL8-40-S2 - Designed specifically against soft targets, these rounds contain 2 bullet+propellant sets. S, or "Storm" round, based on Metalstorm Inc. developments, has heat-resistant polymer film separating the sets, delaying the consequent combustion by up to 40 milliseconds. The charges are ignited electrically, with separate control, and rounds can be fired with delay of less than a millisecond, as well as with delay up to 40ms. Each set contains a 8x20mm round with 5-gram FMJ bullet, launched at 1000m/s, and dealing damage exceeding standard 5.56x45 NATO at ranges below 400m, with slightly lower damage at longer ranges. When fired with very small delay, the first bullet is additionally accelerated by the second one working as a piston, providing 1100m/s and 910m/s velocities respectively. These rounds can either provide effectively double rate of fire with high delay, or, with low delay, place two rounds closely, defeating ceramic body armor as well as increasing damage.
Firing this round requires turning a switch inside the rifle which prevents the chamber from lowering until the last round is fired. The magazine with Storm rounds does it automatically, but if these rounds are loaded into a normal magazine, the switch must be operated manually. Use of Storm rounds limits the rate of fire to 600rpm or less. All bullets have pronounced teardrop tail, necessary to provide proper firing.
Modifications include 40-S3 with three 8x13mm sets of 3.2g FMJ bullets fired at 1000m/s, and 40-S5 with five 8x8mm sets of 4g flat-point bullets at 700m/s. 40-S5 is a high-impulse cartridge, with more recoil than normal 63mm bullets, and should be used carefully when in fully automatic mode. Range of 40-S5 is very limited due to ball-like bullets.
CL8-63-S3 is a round 63mm long, providing the same as 40-S2, but with three sets, and 63-S5 performs as 40-S3, but with five rounds per shot. 63-S8 fires 8 flat-point bullets of 3.2g at 780m/s, and also requires care in full-auto mode, having recoil more typical of a shotgun, but effect of buckshot as well.

CL8-40-MD7 - Multi-dart cartridge, designed to cover an area at a longer distance than shotguns. The MD7 cartridge contains a set of 7 darts, enclosed in a combustible sabot, limiting their spin. Each dart weighs 2g, is 2.5mm in diameter, and they are fired at muzzle velocity of 820m/s. The spread is about 12 MOA. MD7 allows to reliably deal limited damage at medium range, while the rounds lose the velocity much slower than the almost spherical 40-S5 and 63-S8. CL8-63-MD7, launching the same darts at 1150m/s, is also available.

CL8-40-SSR - The SSR, for SubSonic Round, launches a 38mm long "Black Talon" style jacketed hollow point depeleted uranium bullet, weighing 32g, at 300m/s. With energy of 1400J and momentum of 9.6kg*m/s, the bullet well outperforms .357 Magnum and .45ACP, and exceeds .50AE in stopping power, being comparable in effect. The subsonic speed allows for covert operations and general concealment with use of silencer, while the round deals a lot of damage. 40-SSR can deal serious damage to opponents in Class IIIA body armor, whether the armor is penetrated or just stopping power is used, at least putting the opponent out of combat.

CL8-63-SSR is a similar cartridge designed for better performance, at expense of strong recoil and heavy weight. The 63mm long bullet weighs 54g, carrying 16.2kg*m/s of momentum and over 2400J of energy, well exceeding .50AE. 63-SSR can defeat Class III body armor, and has stopping power comparable to a shotgun.

CL8-40-SSR2 and 63-SSR3 contain 2 or 3 smaller projectiles, 17g each, at the same 300m/s. Already closely similar to rounds used by VSS Vintorez, the 2V and 3V variations are intentionally ballistically matched with 9x39, allowing former Spetsnaz operatives an easy migration to R1. Due to SSR rounds allowing for high accuracy and quiet operation, but reaching higher effective rpm, 1200 and 1500 respectively, R1 is already used by BoS special operations forces.

CL8-63-GJ - A gyrojet round, designed for absolutely minimal noise and recoil, 63-GJ contains a 63mm long tube with 4g of fuel inside and 4g shell. After receiving the initial 200m/s velocity to eject out of the barrel, GJ round starts the rocket which propels it further, eventually accelerating the round up to 600m/s with 4g left, with 720J sufficient for potentially lethal damage. A special feature of construction is that the front is capped by easily flexed copper cap, which points outwards in flight, forming a cap, but after hit provides high expansion of pronounced hollow point bullet.
63-GJI is a special incendiary round, considerably more effective than conventional incendiary rounds, due to low stresses inside the barrel, which also to make it thin-walled, filled with highly flammable viscous fuel, attached to the surface upon hit. A short burst of 63-GJI has shown to ignite a moderately dry wooden building. Used against many of modern plastic-filled office interiors, 63-GJI easily causes deadly fires, and the round is aimed at the intercorporate terrorist market.


A series of other rounds is currently under development.

Variants
R1 Rifle variants.

R1: The main version

R1 is the main version of the new VTS-105 integrated armament complex, designed for roles ranging from rifleman or squad leader to special operations.

For aiming, R1 is designed to use either aperture iron sights or low-magnification scope. In-built in the rifle there is an express sight with optional front post illumination. This sight is too low to be comfortable when firing prone and too large for accuracy, and is designed as backup system only. Dual-wavelength (red and IR) laser sight is also built in for fast shooting.
Scope is not included, but standard scopes with magnification are available. Scopes used can be either of Picatinny rail standard (screw fixing only) or VTS-105* compliant high-strength mounting system. Scopes designed for this system have very tight grip with the casing, and are resilient to damage, if mounted correctly. Unlike Picatinny rails, VTS rails has no protruding parts, and Picatinny compatibility is provided by depressions (not all accessories are compatible, but adjustable height adapter is provided). These rails can also provide power to red dot sights or night vision systems, using rifle's self-recharging quadruple-redundant electric supply.
The lower VTS-105 compliant rail system provides base for mounting bipods, underbarrel grenade launchers, tactical lights, and other accessories.


Available in 8mm, 6.3 possible on special request
6 revolving chambers
ROF: 60 to 3600+rpm cyclic (6 rounds), 900rpm sustained

OAL: 800mm compacted, 880mm with flash suppressor extracted
Barrel: 600mm
Mass: 4.0kg loaded with CL8-25 40rds magazine
Accuracy:
50% in 0.3MOA circle* at 100m, benchrested, low wind, with CT8-40 match
50% in 0.4MOA at 500m
50% in 0.8MOA at 1000m
50% in 3.0MOA at 2000m

Rounds supported:
CL8-16, CL8-25, CL8-40, CL8-63 (caseless, 8mm round, 12.5x12.5mm, 2.5mm edge radius)
CT8-25, CT8-40, CT8-63 (cased telescopic, aluminium case, 12.5x12.5mm, 2.5mm edge radius)
7.62..7.92 rounds.
R1 supports 2 magazines, rear and front.

Recoil compensation: Full at 3 CL8-25 rounds or 1 CL8-40 round; basic at more CL8-25 or CL8-40.
Price: 17,500 caps retail (N$35k)
N$30,000 bulk (1 million and over)
N$25,000 for partners
(N$1 trillion and over total exchange, or treaty partner, or special)



R1M - Marksman version

R1M is the designated marksman rifle version of R1. Its barrel has the same optimized length, minimizing shooter readjustment necessary, but both weapon capabilities and shooter comfort are significantly improved. Extra 100mm are dedicated to the stock and cheek rest, firing chambers are increased to allow for longer rounds, and the barrel is tested for twice higher pressure. R1M is even stiffer and features lengthened and heavier recoil compensation system, improving accuracy.
In most cases, accuracy of R1 is sufficient for a designated marksman, and R1M can be used as a standard sniper rifle, in a role similar to SVD or M40. Nonetheless, even if accuracy advantage is not required, improved comfort makes R1M better suited for a marksman than the standard R1. High power rounds also allow R1M to be used as anti-materiel weapon, since the energy of CL8-100 matched .50BMG at long ranges.

Telescopic sight is not included, but standard scopes with magnification from 4x to 16x, diameter 25 to 80mm, Mil-Dot or improved SVD type reticle, and normal strength or extra-strong rifle-integral casing are available. As well as R1, R1M features two VTS-105 rails for mounting scopes or accessories.
The standard issue offered is 3x-12x scope, featuring ultra-clear lenses, with 60mm main lens, in extra-strong titanium casing.

Specifications:
8mm only, 4 revolving chambers.
ROF: 60 to 3600+rpm cyclic (4 rounds), 600rpm sustained with CL8-63 or 80 (due to heat), 900rpm with CL8-40 and below or all CT series

OAL: 1000mm
Barrel: 600mm
Mass: 6.0kg empty without attachments
Scopes - 1.0kg standard issue
Bipod - 0.5kg
Magazine - from
Accuracy:
50% in 0.2MOA at 100m, benchrested, low wind, with CL8-63 match
50% in 0.3MOA at 500m
50% in 0.4MOA at 750m
50% in 0.6MOA at 1000m
50% in 1.0MOA at 1500m
50% in 2.0MOA at 2000m
50% in 4.0MOA at 2500m

Rounds supported:
Rear magazine - CL8-25, CL8-40, CL8-63, CL8-80, CL8-100
Front magazine - CL8-25, CL8-40, CL8-63

Recoil compensation:
Full at up to 3 CL8-63 rounds, 2 CL8-80, or 1 CL8-100 round;
Basic at up to 6 CL8-63, 4 CL8-80, 2 CL80-100.
Same for CT.

Price: 25,000 caps (N$50k) retail
N$45,000 bulk
N$40,000 for major partners

Standard scope adds N$5,000.
[If you think it's expensive, see what Zeiss Victory series cost, and they're not as strong].


R1L - Lightened version
Available in 8mm and 6.3mm
4 revolving chambers
ROF: 60 to 2400rpm cyclic (4 rounds), 600rpm sustained

OAL: 750mm compacted; 800mm with flash suppressor extracted
Barrel: 600mm
Net weight: 2.5kg loaded with CL8-25 40rds magazine
Accuracy: 50% in 0.4MOA circle at 100m, benchrested, low wind, with CL8-40 match
50% in 0.6MOA at 500m
50% in 1.0MOA at 1000m
50% in 3.0MOA at 2000m

Rounds supported:
8mm version - CL8-25, CL8-40, CL8-63 (limited); CT8-25, CT8-40, CT8-63 (limited); 7.62x39, 7.62x51; Rear magazine only.
6.3mm version - CL6-25, CL6-40, CL6-63; CT6-25, CT6-40, CT6-63; Front magazine only.

Recoil compensation:
8mm - Full at 3 CL8-25 rounds or 1 CL8-40; basic at 3 CL8-25 or 1 CL8-40.
6.3mm - Full at 4 CL6-25 or 2 CL6-40; basic at 5 CL6-25 or 2 CL6-40.

Price: 8mm - 15,000 caps (N$30k) retail
N$25,000 bulk
N$20,000 for partners

6.3mm - 12,500 caps (N$25k) retail, N$20,000 bulk, N$18,000 for partners



R1C - Carbine
Available in 8mm and 6.3mm
4 revolving chambers
ROF: 60 to 2400rpm burst (4 rounds), 600rpm sustained

OAL: 500mm fully compacted, 550mm with stock unfolded, 600mm with flash suppressor (combat)

Barrel: 400mm
Net weight: 2.5kg loaded with CL8-25 40rds magazine
Accuracy: 50% in 0.3MOA circle at 100m, benchrested, low wind, with CL8-40 match
50% in 0.8MOA at 500m
50% in 1.5MOA at 1000m
50% in 5.0MOA at 2000m

Rounds supported:
8mm - CL8-25, CL8-40; CT8-25, CT8-40; 7.62x39; Rear magazine only.
6.3mm - CL6-25, CL6-40; CT6-25, CT6-40; Front magazine only.

Recoil compensation: Full at 3 CL8-25 rounds or 1 CL8-40; basic at 5 CL8-25 or 2 CL8-40.

Price: 8mm - 10,000 caps retail (N$20k)
N$16,000 bulk,
N$12,000 for major partners
6.3mm - 9,000 caps retail (N$18k), N$15,000 bulk, N$12,000 for partners



Notices for terms:
CL - caseless rounds; the first number (CL-8) denotes caliber class, 6.3mm or 8mm, the second (CL-8-40) length. CL series have cross-section of square with rounded edges, 12.5mm side.
CT - cased telescopic rounds; all the same, but the round is contained in a low-grade aluminium casing, which is extracted. CT rounds are fully compatible with CL ones. They are slightly heavier, but prevent heat buildup and have slightly more consistent accuracy, as there's no risk of propellant being broken off or otherwise damaged. Match ammunition is CT only, but for military use CL is usually sufficient.
VTS-105 - Vault-Tec Standart, 2005 issue. VTS-105 is fully compliant with ISO standard set and proceeds to replace outdated military and industry standards with unified system. VTS-105 extends new standards to many areas, including firearm ammunition and design, and retains backwards compatibility with most widely used standards.


Accuracy: These values are based on CEP tests, where 50% rounds fall within circle or given diameter from the target point. They correspond to slightly higher figures in tests measuring circle diameter of 5-shot group. Nonetheless, this method is used due to is objectivity advantages and higher relevance to practical application:
- While it's not possible to ensure that a 5-round group will always fall into a certain circle, and worst/best group definitions vary, this test can be repeated objectively.
- Accuracy is measured not between hits, but from the predicted impact point (target). A recurring error, e.g. shift left, would produce small groups, but not at the desired target. Such recurring errors not always can be corrected by scope adjustment, producing misleading appearance of accuracy in tests, but not in the field.
- In CEP test, the entire rifle's accuracy is tested, as supplied to the user, from scope to barrel. It ensures that rifles stay interchangeable to a certain extent, and require much less personal adjustment to a certain item. Accuracy exceeding normal requirements also lets each shooter act as a marksman, allowing all personnel capabilities to be used, not restricted by the weapon.
Warranty of
These values are not just given for informational purposes, but, as they are verifiable, ALC gives warranty that the weapon will be able to produce
CEP method is already used for accuracy of heavy weapons, and the Brotherhood of Steel is the first to apply it to

Therefore, the manufacturer guarantees that this accuracy will be repeated throughout 20,000 round initial lifetime, will CEP extending not more than by 1% per further 1000 CL8-40 rounds, for the 120,000 rounds accurate life. This applies only to shots where recoil is fully compensated, or, otherwise, the rifle is mounted on rails.




For special category of partners, well, you know who you are - basically people not just bashing in from the street, like active NSD members. Also, there are other interesting things, not just rifles, so the threshold isn't excessive for others as well.

Price difference has its reasons, it's not just marketing.
The retail price is higher because it includes more accessories and just distribution network. Why is a military weapon sold retail? Well, it has to do with the fact that in Vault 10, if you own a weapon and can shoot it, your insurance cost goes down, and the fitter and better equipped you are, the lower your insurance cost and the higher your salary, if you've agreed to double as security in case of emergency. So some people are going to opt for a weapon of this grade, giving better results, and having to carry it around adds the requirements of a military weapon. Isn't it excessive? If there was police, it would be.
On the other hand, partners can have some production and assembly outsourced, at least can conduct testing themselves, handle warranty themselves, can get production rights, et cetera, so it is supposed to be partnership rather than client-vendor relationship.
Axis Nova
08-05-2007, 21:14
Fairly standard issue PMT military spaceplane as far as I'm concerned. The design originally grew out of an idea I had for a craft that could re-enter the atmosphere, attack spacecraft being launched to orbit, then escape again, and grew into a more general purpose unit.

Hræsvelgr Military Spaceplane

Model number: ANSF-11
Code name: Hræsvelgr
Unit type: SSTO spaceplane
Manufacturer: Zimmad Industries
Operator: Axis Nova
First deployment: Late 2077
Accommodation: pilot and navigator in cockpit, electronics and radio officer, weapons officer, 3-7 additional crew depending on mission
Dimensions: height 29.1 meters, length 77.9 meters
Wingspan: 81.3 meters
Weight: 274 tons
Propulsion: combined cycle fusion rocket engine x 3, maneuvering thruster x many
Electronics: AESA radar system, passive infrared, LIDAR/LADAR, ECM jammer, SATCOM, GPS, INS, etc.
Fixed armaments: 110 MW solid state laser x 1, space to space hypervelocity missiles, anti-radar chaff, anti-beam chaff, flares, laser-guided missile spoofer
Optional armaments: kinetic projectile x 14
Other: Minuteman Space Type x 6, optional auxiliary external fuel tanks


The Hræsvelgr is a modified version of a civilian delta-winged spaceplane design commonly used for Axis Nova to conduct maintenance on it's large variety of orbital infrastructure. The changes from this design are mostly in the area of electronics and improved life support, as well as modifications to replace part of the cargo bay with the additional equipment for a high-energy quantum cascade laser for space to space, air to surface, and air to air applications, and the addition of weapons hardpoints on the top of the wings and the bottom of the main body.


General design

Hræsvelgr is an enlarged delta-wing spaceplane, capable of SSTO operations. When launched from the ground, it is usually deployed from one of several mass drivers used for launching things into space, though it can be launched from an ordinary runway instead, though it is usually fitted with auxiliary solid-fuel rocket boosters when doing this to reduce fuel consumption. It is intended to be capable of long duration flights in space; one Hræsvelgr can take off from Earth and fly all the way to Peacekeeper Heaven without needing to refuel.

Propulsion

Hræsvelgr is propelled by a trio of combined cycle fusion rocket engines, which provide a high degree of efficiency in any operating environment, from the lower atmosphere to deep space. Water is used as the reaction mass. When launching from conventional runways, it is equipped with a pair of auxiliary solid fuel rocket boosters.

Electronics

The Hræsvelgr is equipped with the usual profusion of electronics common to most Axis Nova aircraft, with the exception of the radar system: as the HEADGEAR radar system cannot be used outside the atmosphere, a phased array radar system is used instead.

Performance

The Hræsvelgr is quite maneuverable (in space) for it's size, with many small thrusters all over the body, to allow for both closing in on various objects, landing on asteroids or on the Moon, and combat maneuvers. It also possesses sufficient thrust to re-enter the atmosphere, attack an aerial (or ground) target with it's laser, then thrust back out again.

It can also operate in extremely bad weather conditions and off of rough runways (provided the appropriate boosters are provided for launch).

It possesses sufficient fuel to be able to launch from Earth and make a run to the L1 space station Peacekeeper Heaven without refueling, and additional fuel tanks can be attached to the tops of the wings, further extending the range out past Lunar orbit. However, it is not suitable for actual interplanetary travel, life support and supplies being the primary limitations.

Armament

Being designed as a multi-role attack spaceplane, the Hræsvelgr has a number of weapons systems for various roles.

The primary weapons system is a 110 MW solid state pulse laser, powered by a dedicated superconducting battery stack, which is carried in the cargo bay. The laser emitter is in the nose of the craft, and can be aimed in nearly any direction via a prism. It is intended to fulfil two roles: direct attack against air and space (and occasionally ground) targets, and missile interception.

Secondary space to space attack armament is provided by a number of hypervelocity missiles, which are little more than a guidance package and a slug, mounted on a small rocket engine with a few maneuvering thrusters. They're given some initial acceleration by a mass driver mounted in the bow of the Hræsvelgr, and afterwards continue on their own power.


Defenses

In addition to being able to use it's laser to engage incoming missiles and projectiles, the Hræsvelgr has both fairly standard anti-radar chaff and flares to spoof incoming enemy missiles, as well as several other small lasers around the body for redirecting and spoofing incoming laser guided missiles. For space use, anti-beam chaff launchers are installed as well, dispensing a fog of highly reflective particles to break up and disperse lasers fired at the Hræsvelgr before they can hit. The anti-beam chaff is also capable against particle weapons, albiet somewhat less so.


Other

Provisions are provided for launching six Minuteman Space Types from the cargo bay, for use in boarding operations, satellite recovery/deployment, or performing minor maintenance/repairs to the exterior of the Hræsvelgr while in space.
Axis Nova
10-05-2007, 22:04
These arn't exactly military related, but they should be listed nevertheless since they are, after all, rather important.

Spaceports of Axis Nova

Axis Nova maintains two types of spaceports; those that are for more conventional rockets such as HLVs or unmanned satellite/godrod launches (Cape Canaverel would be an example of this), and mass driver facilities, which tend to consist of one or more several kilometer long mass drivers for giving launching spacecraft a nice boost, reducing fuel requirements. Both types have extensive maintenance and repair facilities, as well as runways and landing fields for various types of spacecraft and aircraft.


Capital Region Spaceport

First spaceport ever constructed specifically for the purpose in Axis Nova, this is actually a landing field constructed on a massive platform atop the megacity that covers much of central Axis Nova. While originally a standard launch facility, a mass driver was completed in 2056, stretching out over the city below.

Porto Carlo Mass Driver Facility

A much newer spaceport, constructed at the outskirts of the giant crater that contains most of Axis Nova, using a mountain to run the last part of it's mass driver up. As a larger and more modern facility, it sees more traffic than Spaceport #1.

Numonica Spaceport

One of the largest spaceports maintained by Axis Nova, as the strategic importance of Numonica has slowly increased over the years. This facility handles most Axis Novan civilian and military traffic, and it's mass driver actually extends out onto the sea, being supported by several small islands. With the commencement of the Icarus Project, it's facilities are being expanded, and construction on three additional mass drivers has begun, with the first expected to be complete in late 2079.

Kraven Mass Driver Facility

Destroyed by Automagfreek nuclear weapons during the bombardment of Kraven in 2049.

"Poseidon" Sea-Mobile Mass Driver Facility

Destroyed while under construction by Questarian naval forces in 2056.

Nuevo Dias Spaceport

This spaceport is more oriented on civilian traffic, and is set on the coast outside of the city of Nuevo Dias, on the unnamed continent Axis Nova is ensconed on.

Tangalee Mass Driver Facility

sucked into black hole lol

Kahanistan Spaceport (working name)

Recently put online. Constructed as part of an economic deal with the Kahanistan government, and is a standard sized spaceport, similar to Porto Carlo, and capable of handling both military and civilian traffic.
Axis Nova
08-06-2007, 01:19
"Chameleon" Explosive Charge

A type of explosive that comes in several different sizes and shapes, used variously for demolitions, covert operations, and booby traps. It gets it's name from the layer of OLED camoflauge covering it's surface-- once the bottom is attached to a surface using the strong adhesive or magnets (depending on the environment), it blends in with the surface it's laying on, becoming virtually invisible to the naked eye. A Chameleon charge can be set either with a timer or for remote detonation.
Axis Nova
10-10-2007, 23:59
Blah blah big flying LST http://i26.photobucket.com/albums/c140/berrik/Smileys/emot-words.gifhttp://i26.photobucket.com/albums/c140/berrik/Smileys/emot-words.gifhttp://i26.photobucket.com/albums/c140/berrik/Smileys/emot-words.gif

Model number: ANSF-24
Code name: Valkyrie
Unit type: SSTO dropship
Manufacturer: Zimmad Industries
Operator: Axis Nova
First deployment: Early 2094
Accommodation: pilot and navigator in cockpit, RIO, weapons officer
Dimensions: length 48.16 meters, width 28.97 meters, height 21.6
Wingspan: 65.3 meters
Weight: 898 tons
Propulsion: combined cycle fusion rocket engine x 4, maneuvering thruster x many, auxiliary thruster x 4
Electronics: AESA radar system, passive infrared, LIDAR/LADAR, ECM jammer, SATCOM, GPS, INS, etc.
Fixed armaments: 110 MW solid state laser x 1, ANSF/11 guided munitions rack x 2 (payload 25 tons), anti-radar chaff, anti-beam chaff, flares, laser-guided missile spoofer
Other: optional auxiliary external fuel tanks


The Valkyrie is a recently developed dropship for the Army and the ANSF, intended as little more than a flying LST. It is essentially a large flying box with wings, some rocket engines, and a lot of internal volume. It is capable of re-entering the atmosphere, landing, taking off again, and reaching orbit without refueling.

General design

The Valkyrie has a hammerhead shape, with two primary thrusters mounted in the rear and two more mounted on pivoting pods at the wingtips. It has four auxiliary chemical rocket thrusters for aiding it during landing and takeoff.

Propulsion

As with most transatmospheric ANSF craft, the Valkyrie's primary engines are extremely efficient combined cycle fusion rocket engines. It has a number of maneuvering thrusters for space use and four secondary chemical rocket thrusters that are used to assist landings and takeoff.

Electronics

The Valkyrie has a similar electronics package to that of the Hraesvelgr, with the addition of laser designation and ground-attack radar for underwing munitions.

Performance

The Valkyrie is not very graceful at all and not terribly maneuverable in atmosphere, but then, it's not supposed to be. It is intended to do one thing, and do it well: get up to 500 tons of troops and/or equipment from space to the ground safely, then back up again.

It can operate in extremely bad weather conditions and off of rough runways, or in areas with no runways at all, making it well-suited for operations anywhere in the world.

Fuel capacity is sufficient for re-entry, landing, and relaunch, along with a reserve for orbital maneuvers. However, it is not sufficient for long distance travel and needs to be topped up by a tanker for runs to and from the colonies, Peacekeeper Heaven, or the moon.

Armament

The Valkyrie uses the same high powered solid state laser as the Hraesvelgr, a 110MW beam in this case intended primarily for antimissile purposes. A beam director allows fire from either the bow or stern, and prism aiming arrays allow a wide angle of fire.

In addition, two wing-mounted racks allow fitting of up to 25 tons of ground attack munitions, intended to clear hot landing zones and provide SEADS/cover fire while on a landing run.

Defenses

The Valkyrie mounts a countermeasure system similar to that of the Hraesvelgr. In addition to being able to use it's laser to engage incoming missiles and projectiles, the Valkyrie has both fairly standard anti-radar chaff and flares to spoof incoming enemy missiles, as well as several other small lasers around the body for redirecting and spoofing incoming laser guided missiles. For space use, anti-beam chaff launchers are installed as well, dispensing a fog of highly reflective particles to break up and disperse lasers fired at the Valkyrie before they can hit. The anti-beam chaff is also capable against particle weapons, albiet somewhat less so.

Other

The Valkyrie is capable of airdropping appropriately equipped tropps and equipment.


Variants

Valkyrie Bomber: As above, except that the cargo compartment is replaced with a bomb bay, able to carry and deploy a large number of missile and PGMs of various types, including air to air and air to surface missiles, antiship missiles (primarily the Spectre stealthy antiship missile), bunker busters, FAE explosives, antitank munitions, etc, etc.
Axis Nova
11-10-2007, 00:08
"Longinus" Antimaterial Rifle

A fairly standard issue antimaterial rifle for my military.


SPECIFICATIONS

Weight: 22.7 kg
Length: 1850mm
Power source:Standard issue hyper-capacitor battery pack or external power cable
Ammunition type:20mm slug
Capacity:5 rounds in magazine + 1 in chamber
Sighting: high-power multi-mode electronic sight, smartgun link, internal targeting computer, laser ranging device

Design notes

The Longinus antimaterial rifle is a standard issue weapon to snipers in the Axis Novan armed forces. It is, essentially, a man-portable linear cannon, and boasts impressive range and penetration due to it's insane muzzle velocity. It also has a state of the art electronic sight and laser range finder to improve accuracy, along with a smartgun link for those so equipped. Finally, due to not using a conventional cartridge, the Longinus has no visual signature when firing; the only sign is the crack that sounds when the projectile breaks the sound barrier.

However, this is not without it's downsides; the Longinus is an extremely long weapon, and rather heavy as well. As such, it is designed with a detacheable barrel.

There is also a Minuteman-equippable version, omitting the hand grip and so forth in favor of a standard shoulder hardpoint mount.
Axis Nova
21-12-2007, 02:15
OOB, Axis Nova Standard Division

Divisional HQ

Responsible for coordinating and directing, has about 40 officers and 150 NCOs
-generally rides around in CMGV 401s

Divisional HQ Escort Company

-3 platoons of Minuteman or Metalman units
-1 platoon of Hound FMBs
-1 platoon of Lion IIs
-1 platoon of CMGV 301(a)s
-1 platoon of CMGV 101s
-1 platoon of CMGV 203s


MP Platoon
-Consists mostly of CMGV 101s with a few Hound FMBs or Minutemans mixed in, responsible for prisoners/maintaining order etc

1st Regiment

HQ company
-one platoon of CMGV 401s
-one platoon of Minuteman or Metalman units
-one platoon of Hound FMBs

Mechanized Battalion

-Headquarters

1st Company
-Company HQ, riding CMGV 401s
-Rifle platoon, CMGV 201s, three CMGV 203s, two CMGV 301s
-Rifle platoon, CMGV 201s, three CMGV 203s, two CMGV 301s
-Rifle platoon, CMGV 201s, three CMGV 203s, two CMGV 301s
-Heavy platoon-- equipped with Minuteman or Metalman units, four CMGV 202s, four CMGV 203s, three CMGV 301s

2nd Company
(as above)

3rd Company
(as above)

4th Company
-Company HQ, riding CMGV 401s
-one platoon of CMGV 203s
-one platoon of CMGV 202s
-one platoon of CMGV 101s
-one platoon of Minuteman/Metalman units
-one platoon of CMGV 301s

5th company
-Company HQ, riding CMGV 401s
-5 platoons of Minuteman/Metalman units, integrated CMGV 201s for transport

2nd Mechanized Battalion

-6th Company, as 1st above
-7th Company, as 1st above
-8th Company, as 1st above
-9th Company, as 4th above
-10th company, as 5th above

3rd Mechanized Battalion

-11th Company, as 1st above
-12th Company, as 1st above
-13th Company, as 1st above
-14th Company, as 4th above
-15th company, as 5th above

4th Heavy Battalion
-one company of Vertigo HT-1s
-one platoon of CMGV 203s
-two platoons of CMGV 202s

2nd Regiment

-HQ
-3rd Mechanized (as above)
-4th Mechanized (as above)
-5th Mechanized (as above)
-6th Heavy (as above)


Artillery Regiment

Regimental HQ
-HQ battery (Arbalest HT-1s)
-Observation Battery
-one platoon of CMGV 301(a)s

1st Battalion
-HQ battery and signals platoon (CMGV 401s)
-1 battery: 6 Arbalest HT-1s
-2 battery: 6 Arbalest HT-1s
-3 battery: 6 Arbalest HT-1s

2nd Battalion
-HQ battery and signals platoon (CMGV 401s)
-4 battery: 6 Arbalest HT-1s
-5 battery: 6 Arbalest HT-1s
-6 battery: 6 Arbalest HT-1s

3rd Battalion
-HQ battery and signals platoon (CMGV 401s)
-7 battery: 6 Arbalest HT-1s
-8 battery: 6 Arbalest HT-1s
-9 battery: 6 Arbalest HT-1s

4th Battalion
-Headquarters Battery (CMGV 401s)
-10 Battery: 6 CMGV 302s
-11 Battery: 6 CMGV 302s
-12 Battery: 6 CMGV 302s

-Armored Observation Battery
-3x Fire Observation UAV Platoon
-Survey Platoon
-Warning Platoon
-2x Analysis Platoon

Antiaircraft Battalion

-1 Battery: 6 CMGV 301(a)s
-2 Battery: 6 CMGV 301(a)s
-3 Battery: 6 CMGV 301(a)s
-4 Battery: 6 Vertigo HT-1s
-5 Battery: 6 Vertigo HT-1s
-6 Battery: 6 Vertigo HT-1s

AT Battalion

1st Company
-3 platoons of 4 Hetzer EXes each

2nd Company
-as above

3rd Company
-as above

Armored Recon Battalion

-Battalion HQ

-Signals Platoon: CMGV 301s, UAV command/control section, Hound FMB squadron, Minuteman/Metalman units, etc

First Squadron
-HQ
-four platoons of Minutemans
-Maintenance Platoon
-Logistics Platoon
-AA: 4 CMGV 301(a)s

Second Squadron

1st Recon Platoon
-HQ
-1st Squad: 1 CMGV 101, 6 Hound FMBs
-2nd Squad: as above
-3rd Squad: as above
-4th Squad: as above

-2nd Recon Platoon (as above)
-3rd Recon Platoon (as above)
-4th Recon Platoon (as above)
-Heavy Platoon: HQ, 2 CMGV 203, 2 CMGV 301(a), 10 Minutemans
-Maintenace Section
-Logistics Section

3rd Squadron
(as above)

4th squadron
(as above)

5th Squadron (heavy squadron)
-HQ
-AT Platoon: 3 CMGV 202s, 3 Hetzer EXs
-Engineering Platoon: 6 CMGV 303s
-2nd AT Platoon: As above
-Support Platoon: 3 Hetzer EX, 3 CMGV 301(a)s
-2nd Support Platoon: As above

1st Armored Regiment

-Regimental HQ
-HQ Company: 17 Cutlass HT-1s

1st Battalion
-HQ Company: 17 Cutlass HT-1s

1st Company
-HQ Platoon: 3 Cutlass HT-1s
-1st Platoon: 5 Cutlass HT-1s, 2 CMGV 301(a)
-2nd Platoon: (as above)
-3rd Platoon: (as above)

2nd Company
(as above)

3rd Company
(as above)

4th Company (support)
HQ Platoon: CMGV 401s
-1st Platoon: 5 Vertigo HT-1
-2nd Platoon: 5 Arbalest HT-1
-3rd Platoon: 5 Arbalest HT-1

2nd Battalion
(as above)

3rd Battalion
(as above)


-Maintenance Company
-Prime Movers

Engineering Battalion
(consists primarily of combat engineering personnel and equipment, intended for building bridges, field bases, etc)

Medical Battalion
-Medical Company x 3: field hospital equipment, surgeries, pharmacy, dental stuff, CMGV 402s, etc

Logistics Battalion
(blah blah blah trucks, tankers, workshops etc)

Air Battalion
(helicopters of various sorts, attack/transport/etc)
Axis Nova
10-01-2008, 02:20
Spectre ER

Length: 19m
Diameter: 1.42m
Wingspan: 3m
Launch Mass: 15421kg

Propulsion: 2 x Zimmad Industries high output turbojets (primary stage), SP liquid bipropellant rocket (terminal stage)
Speed (average): mach 0.99
Speed (terminal): mach 2.93
Range (surface-launched): 727km
Range (air-launched): 979km

Payload: 2400 kg blast fragmentation warhead with armor-piercing penetrator nose, average penetration of 800mm

Electronics:
-Passive IR
-INS
-LIDAR/LADAR
-Satellite guidance
-Passive radar w/home on jam capability

Stealth features:
-Extensive use of RAM
-High-efficiency active radar canceller
-Dampened exhaust systems to reduce IR signature

Flight profile:
Subsonic sea-skimmer for most of it's course, then rapid acceleration for the attack run

Notes: An improved version of the Spectre with an extended range. The extra length contains more fuel, and stealth features have been modified accordingly, and the missile's software has been updated to allow it to function in a land attack role as well.


"Spectre" heavy antiship missile


Length: 13m
Diameter: 1.42m
Wingspan: 3m
Launch Mass: 13,169kg

Propulsion: 2 x Zimmad Corporation high output turbojets (primary stage), SP liquid bipropellant rocket (terminal stage)
Speed (average): mach 0.95
Speed (terminal): mach 2.93
Range (surface-launched): 427km
Range (air-launched): 579km

Payload: 2400 kg blast fragmentation warhead with armor-piercing penetrator nose, average penetration of 800mm, optional nuclear warhead

Electronics:
-Passive IR
-INS
-LIDAR/LADAR
-Satellite guidance
-Passive radar w/home on jam capability
-Active ECM suite

Stealth features:
-Extensive use of RAM
-High-efficiency active radar canceller
-Dampened exhaust systems to reduce IR signature

Flight profile:
Subsonic sea-skimmer for most of it's course, then rapid acceleration for the attack run


Design notes

The Spectre is a long range heavy antiship missile, capable of being launched from ships, aircraft, or land-based positions. It incorporates extensive stealth features into it's design, including multiple layers of advanced RAM and an active radar canceller similar in concept to that used by the obsolete F-22 Raptor, analyzing incoming radar pulses and sending out counter-pulses to neutralize them.

The intent of these stealth features, combined with it's sea-skimming flight profile, combine to make it extremely difficult to detect, track, and lock onto for the vast majority of radar systems deployed on naval vessels, which means that in turn, while the missile is generally somewhat more expensive than an equivalent weight antiship missile without stealth features, many fewer need to be fired to penetrate an enemy fleet's defenses

The flight profile is fairly simple: the Spectre will launch, activate it's radar canceller, and proceed on it's programmed course (recieving updates as neccesary from satellites if needed), then, once it reaches the area, lock onto it's target via either it's emission seeking capabilities, passive IR, or it's onboard LIDAR/LADAR system, then approach the target. Once it is within a short distance of the enemy vessel, the first stage is ejected and the secondary rocket booster fires, accelerating the missile to almost Mach 3 for the terminal run. At the same time, the active jamming suite powers up (if the missile detects itself being targeted), intended to disrupt the targeting systems of CIWS and RAM installations on board enemy vessels for those last, critical seconds.

The armor piercing cap allows enough penetration to bypass the armor of virtually all non-SD class vessels afloat; against tougher targets, the home on emissions mode is often used, striking the vessel in the superstructure and bypassing it's primary armor, achieving a mission kill via destruction of the electronics. The warhead consists of either a high explosive blast fragmentation warhead or, potentially, a nuclear warhead-- though it is not generally Axis Novan doctrine to utilize tactical nuclear munitions.
Axis Nova
19-01-2008, 19:08
Foreign Relations of Axis Nova

This post is for displaying noteable diplomatic positions and relations with regards to specific nations. Poke me if you think you should be here for one reason or another (or want to be in here), I hardly remember everyone I talk to around here. >_>


Questarian Commonwealth

Relations: Poor. Little to no official contact.
Notes: Immature behaviour on the part of national leaders within the organization combined with an overwhelming urge to use military force as the first and only tool of diplomacy have led to Axis Nova having few if any relations with most of these nations.

Gholgoth

Relations: Hostile, albiet, a rather cold hostility.
Notes: Lord Dreadfire's promise to destroy Axis Nova one day has not been forgotten, and no diplomatic relations currently exist.

Corporate Alliance

Relations: Hostile. Corporate Alliance assets in the area of Axis Novan spheres of influence are actively sought out and attacked, especially when belonging to the Kraven Corporation.
Notes: Aside from containing the Kraven Corporation, which is a top enemy of Axis Nova, this organization is extremely militarily aggressive, and generally has a number of unsavory practices with regards to the populations of recently annexed territory.

Allanea
Relations: Tepid. While an embassy remains, relations have cooled a bit due to the complete withdrawal of all Zimmad Company assets.
Notes: Allanea's aggressive use of nuclear weapons whenever given the excuse makes it an extremely unsafe place for anyone to do business.

Bretton

Relations: Allied in perpetuity. Bretton is one of Axis Nova's closest and oldest allies.
Notes: The interests of both Bretton and Axis Nova usually coincide on an international level (having worked together in the past several times), and an active technology exchange program is in place. Extensive trading takes place between the two nations, which is cause for some friction with nations inhabiting the Haven region (technically, local law forbids the passage of non-member naval vessels, though Axis Nova ignores this)

Kahanistan

Relations: Excellent. While Kahanistan and Axis Nova are as of yet not officially allied, many have speculated that it is only a matter of time.
Notes: While officially the large aid program Axis Nova has been undertaking in Kahanistan is purely out of altruism, rumors have emerged of secret protocols signed concerning a potential third invasion by Doomingsland. An ongoing source of friction is continuous low-level activity by radical Communist partisans against foreign interests, combined with the presence of several Questarian Commonwealth business enclaves within the nation. Axis Novan businesses and military personnel mostly get along with these people by officially ignoring them with all of their might, though occasional altercations between low-ranking off-duty personnel are not unknown.

Sileetris

Relations: Good.
Notes: At one time, Sileetris was one of Axis Nova's largest foreign defense contractors. Those days have passed, more or less, but good relations have been kept up regardless.

Vault 10

Relations: Good.
Notes: As it is a conglomeration of corporations and city-states rather than a government, per se, Vault 10 does not have a relations value listed, as organizations within it are dealt with on an individual basis. However, it has produced at least two recent additions to the Axis Novan arsenal, and the results have been quite satisfying so far. It is expected that more equipment will be purchased in the future.
Axis Nova
01-02-2008, 08:56
Heavy pistol for cyborg exclusive use (you can guess which ammo is used by me) designed under contract by Vault 10. Redesignated the "Executioner" in Axis Novan service and colloquially known as the "door knocker" for it's impressive ability to punch holes in just about anything.


History
The origins of the 2006-2008 Advanced Caseless Automatic Pistol program lie in the 2007 Special Anti-Materiel Pistol foreign contract and 1998-2007 R1 Advanced Combat Rifle program. Completed by the Brotherhood of Steel 2007-12-20 and starting series production 2008-01-12, the CLAP program finally fulfilled the need for high-firepower combat pistols.

SAMP designation as "special" reflected its unsuitability for use by a normal complexion person and limited range of targets requiring weapons in such powerful calibers as 10x80 caseless. SAMP was designed for armored urban warfare, providing light anti-materiel capabilities in a smaller package than a specialized rifle. Later, as the SAMP program was reaching advanced stages, it was realized that its developments have potential application in medium-powered firearms, and it was incorporated into the Advanced Pistol program.
Further, CLAP will refer to the series as a whole or specifically mid-power pistols, while SAMP sub-series are high-power versions chambered for 8x63, 10Px80 and larger anti-materiel or dual-purpose rounds.


Operation
Main action
CLAP is a rear-grip, forward magazine automatic pistol, using boltless long recoil operation with vertically moving chamber and electrical/mechanical ignition.
Use of such system was necessitated by the SAMP's requirements to increase barrel length while keeping the weapon's size manageable, and allow for high loads and very long cartridges normally reserved to revolvers. In addition, it allowed for fast, convenient reloading.

To load the weapon, one simply inserts the magazine, ahead of the trigger, until it locks in place, and the reload spring immediately loads the round into the chamber, with final move releasing the chamber return spring, which pushes the chamber up, making the weapon ready to fire immediately. This only applies to a just unloaded weapon; for a weapon from storage, the slide should be pulled. The magazine is held in place by sprung lugs and its own pusher and bullet lids opened after insertion and locked by the rounds inside.
Pressing the trigger involves two actions: activates the electric ignition system and pulls the sear through a leaf spring. Normally, however, when the electric system is intact, a small capacitor-powered electromagnet pulls down a sear blocker, preventing it from releasing the hammer. That charge only lasts a little while if the weapon doesn't recoil, so, in case the electric ignition is unsuccessful, the hammer is still released.

As the bullet is fired, the slide with barrel and chamber recoils, which unlocks and sends downward the chamber and cocks the hammer if it has struck. As the recoil reaches 1/3 full length, the rear cartridge reload limiter, blocking the lowered chamber, is lifted rear-upward. Upon recoil reaching 2/3 full length, the reload limiter is lowered again. On return, the reload spring and chamber return spring in the frame are loaded, and, as the recoil is complete, push the new cartridge backwards into the chamber and upwards with it.

When the last round is spent, the magazine's lid, previously kept open by the rounds inside, is no longer held and closes back through a spring, keeping the magazine locked only by the tension. The tension force can be regulated during the maintenance, starting from zero, i.e. immediately releasing the magazine as the last bullet is sent into the chamber.

Secondary systems
In case of misfire, the slide should be pulled manually, but not completely (which is hard even if attempted), leaving the reload limiter lifted and letting the reload spring to push the dud out of the chamber. As the chamber rises on next firing, the limiter is lowered, pushing the dud further backwards, where on recoil it in turn is captured by a one-sided pin in the frame and kept from interfering with the operation. In case another misfire occurs, the next misfired round pushes the previous further back, forcing through the normally closed dud ejection port there. While seemingly complex, such system simplifies the extraction of damaged rounds, and, at typically very low misfire rate, lets the shooter to extract the dud when he deems best.

During recoiling, the linear generator between the slide and the frame converts a fraction of the recoil energy into electricity, used to recharge the built-in capacitor and battery. The electric power generated is used for powering the electrical ignition system, and, if installed, other equipment.

CLAP operation is fully suited for both single and low-rate fully automatic fire, but the cartridge power makes single fire clearly the preferential mode. To simplify construction and better control the weapon, the fully automatic fire is not implemented mechanically, but only works by electronically activating electrical ignition if the weapon is switched to full auto or burst.
Automatic fire systems are optional, and can be installed either in the form of simple additional full-auto mode on the safety switch, complete analog system from R1, or a special digital system. The latter allows for completely digital fire control through datalink, together with additional systems installed, from laser target designator/rangefinder to electro-optical system.

The effects of high power round recoil are partially countered by the muzzle climb compensator, which utilizes gas pressure to push the muzzle end downwards. In addition, long recoil operation reduces the recoil force, although it remains excessive for single-hand use by personnel without extreme physical strength.


Construction

In overall appearance, the CLAP and SAMP series automatic pistols resemble a typical modern hammerless pistol like Glock Tactical, but with submachinegun-like frontal magazine. The hammer forged barrel has polygonal rifling and slight taper towards the muzzle, ending with a straight section allowing to mount the standard recoil compensator, extended muzzle brake, or a silencer.

Use of very high-pressure cartridges necessitated special materials to be used. The barrel and all mechanism parts are produced of HDS-1250 steel, certified by the VTS-105 standard to 1250 MPa yield strength retained after 10,000 dynamic loads of 800 MPa. The chamber is formed of unidirectional continuous-fiber composite of HDS-1250 matrix with carbon nanotube fiber reinforcement. The optimal performance weapon lifetime is 5,000 rounds, with 10,000 safety maximum.
The components are electroplated with varying thickness layers of osmiridium to reduce friction wear and provide high corrosion resistance.

Pistol frame has lightened, but highly durable construction of titanium alloy matrix with bidirectional carbon fiber reinforcement. Parts with solely ergonomic functions are built of polymers.
A retractable stock is mounted in the frame, with rubberized buttstock extending from low frame edge to upper slide edge. When the weapon is first fired from carrying position, the buttstock is partially extended by the slide recoil, somewhat dampening the first shot recoil and protecting the shooter from being hit by the recoiling slide. From that point or before, the stock extension handle can be triggered, with the spring immediately fully extending the stock.


Ammunition

Most bullets for the CLAP series pistols from 8x25 to 10x40 are relatively conventional pistol rounds, including JHP, FMJ and AP ammunition.

To reduce barrel wear and friction velocity loss, all special bullets for SAMP (not CLAP) are encased in a special polymer sabot, working as a lubricant in the barrel. The sabot has six lugs locking the bullet at its base, transferring the rotational momentum received from barrel rifling, thus allowing to retain accuracy comparable to a normal bullet.

For the primary SAMP caliber, 10x80, the typically most effective PMT round is CL10P-80-APEF, Armor Piercing Explosively Fragmented. The bullet itself is 65mm long, and consists of tungsten carbide tip with tungsten block around it, containing a very small explosive charge and cuts for fragmenting. It penetrates armor much like a solid bullet, but later the explosive activated by the fuse serves to artificially expand the bullet to a diameter of 30-35mm.


Performance

A defining feature of all CLAP series pistols is very low recoil among pistols for the same round fired, due to long recoil operation and high recoiling mass. The peak recoil force is less 1/4 that of a conventional short-recoil pistol with the same bullet impulse, and average recoil force about 1/3. As all CLAP pistols have long barrels and consequently higher velocity, the actual recoil felt is close to 1/2 of that for a typical pistol.
Recoil impulse is reduced by 5-15% with the use of standard muzzle brake/rise compensator compared to pistols without it, but pistols with aftermarket muzzle brakes fitted may have it lower by further 20-30%, as CLAP directs a large part of muzzle brake energy to counter muzzle climb and compromises between reducing recoil and keeping moderate noise.

Compared to the extremely soft recoil of the fully balanced R1 technology, however, the SLAP technology doesn't offer comparable reduction, and recoil force for the same round is still over 4 times higher. Recoil impulse is about 15% lower, as R1 only has far less efficient silencer-integrated muzzle braking effect.
SLAP produces about +12 dB higher noise than R1, and +25 dB higher with muzzle brake installed. Compared to normal pistols, total noise is within -9..+3 dB, depending on barrel length and muzzle brake type, but -3 dB less noise is directed towards the shooter due to rear-downward orientation of brake force rather than rearward.

Muzzle climb is dropped 5-10 times by the compensator, softened recoil, and, most importantly, the heavy vertically moving chamber acting as a counterweight to the muzzle climb. Still, unlike R1 with centered barrel, SLAP doesn't reduce muzzle climb to zero, and, due to typically high-power rounds used, requires extensive training for accurate rapid fire. Compared to the near-zero-climb system used by Kriss, the muzzle climb of SLAP is 2.5-4 times higher, as the grip is below the barrel rather than behind. It should be noted, however, that SLAP offers higher barrel length and therefore firepower.

Inherently, SLAP is a quite accurate weapon for any caliber, owing to reduced recoil, long barrel and use of low-drag bullets, but the sighting system presents a problem dropping the accuracy. Due to the long recoil of the entire upper part, anything more complex than open sights is unusable in automatic fire, and most scopes can't be used at all. The most accurate full auto fire compatible sighting systems available are ghost ring and red dot sight.
For single fire, special 2x and 3x magnification scopes, as well as 1x-3x night vision scopes are available, grip-mounted on groove rails, however their long eye relief has proved inconvenient, and scope movement disrupts the focus for the next shot.

The best results for CLAP-840 and SAMP-863 were shown by using a high-illumination laser scope/rangefinder, automatically adjusting for bullet trajectory, combined with open sights. While adding to the weapon's cost, it pays off by lack of view disruption during rapid fire, ease of use and good accuracy, especially in combat situations.


Specifications
SAMP-1080, 10x80mm
Length: 360 mm
Barrel length, actual: 240 mm
Barrel length, effective (from bullet base): 300 mm
Recoil length: 90 mm
Weight, empty, A/B/C versions: 2.20 kg / 2.00 kg / 2.50 kg
Cost
SAMP-1080 Basic, standard electrical/mechanical (E/M) single fire - N$2800
SAMP-1080 Auto, analog electronics, single, burst and full auto - N$4000
SAMP-1080 Cyber, DCS system with digital fire control, ultraviolet laser rangefinder, narrow-field targeting camera, "smartgun"-compatible datalink - N$8000 [PMT only]

Scopes (for A and B models only)
Open sights or ghost ring - included
Adjustable red dot scope - N$100
Laser sight - N$300
Laser sight/rangefinder with automatic compensation - N$1000
Red dot night vision scope - N$1200
2x optical scope - N$400

Ammunition: CL10P-80-APEF
Dimensions: 80 mm long, 14x14 mm rounded square
One-way compatible with RS10 long-range CL10R caliber sniper rifle
Weight: 56.0 grams
Bullet length: 68 mm
Bullet max. diameter: 8.5 mm
Bullet avg. diameter: 6.5 mm
Bullet weight: 39.0 grams
Propellant weight: 16.0 grams
Ignition: Electric/Mechanical, high ignition temperature primer

Performance with CL10P-80-APEF
Muzzle velocity: 770 m/s
Muzzle energy: 11500 J
Chamber pressure: 800 MPa max.
Weight, loaded with 15-round magnesium/polycarbonate magazine: 3.15 kg / 2.95 kg / 3.50 kg

[Predicted data]
Armor penetration (Using solid plate mechanics), RHA, at 0 degrees: 38mm
Armor penetration (Using Lanz-Odermatt equation), RHA, at 0 degrees: 24mm
The average penetration RHA equivalent is about 34mm, higher in case of ceramic, heavy metal, MMC and fiber armors, and lower in case of light alloy armors or natural obstacles.
Penetration capabilities are roughly equivalent to .50BMG fired from a M2 machinegun, however, materiel damage dealt is far lower, only 50% of .50BMG, or twice less. Compared to .50BMG fired from a revolver, the SAMP-1080 with APEF ammunition exceeds their effectiveness in all aspects. The recoil impulse exceeds a double shot from a double barreled 12 gauge shotgun.
Despite all reduction measures, the weapon still has very high recoil and can only be used, with both hands, by well trained, very strong complexion humans, or by mechanically augmented personnel.


In popular culture
The introduction of a new large, excessively powerful and stylish pistol has been, as always, met with great interest by the filmmakers, especially regarding the largest model. A SAMP pistol has been cited by critics as "The only decent thing" in the C-movie "Attack of 8-foot Mecha Hitler (http://www.encyclopediadramatica.com/images/6/65/Mecha-Hitler.jpg)", funded by the Mordino family and filmed at the Golden Globes studio. In the movie, Jesus Mordino Jr. (starring Jesus Mordino Jr.) under the wise guidance of his father Signor Mordino (as himself) defends New Reno from 50 Hitlers in eight foot tall powered armor (starring Silicon Graphics), cloned from DNA by evil corporations to take over "New Reno, The Last Free City", and proceeds to entertain the Kitty's Paw workers (starring silicon implants).
Axis Nova
07-03-2008, 18:06
Decided to stop waffling on this. A super long detailed writeup is not all that neccesary.

ANF-21 Joker

A heavily modified version of the ORF-03B Mithras (http://forums.jolt.co.uk/showthread.php?t=498537), produced using airframes procured from Bretton.

Major changes have been applied to the original design, with new wings and engines, a new tail, and completely redone electronics all around.

Stealth features

Extensive use of RAM all over the aircraft, in combination with it's newly designed wings and tail, contributes towards significantly reducing it's radar signature. This signature is further reduced by the inclusion of an active radar canceller, which analyzes incoming radar waves and sends out neutralizing counter-pulses.

Performance

The Joker is capable of a maximum speed of Mach 2.6, while it can supercruise at Mach 1.8.

Electronics

The sensor systems of the aircraft remain mostly the same, as they are for the most part based on the same technology as that Axis Nova uses. However, the cockpit has been removed (along with all controls) and instead an RSFQ black box computer has been installed, converting the aircraft into an unmanned vehicle.

Armament

The Joker is designed to be compatible with a wide variety of equipment, both foreign and domestic produced. Up to eight medium range air to air missiles can be stored in the internal bay without compromising stealth, and up to 10,000 kg of additional munitions can be stored on wing hardpoints, though stealth will be compromised if non-Axis Novan munitions are used-- pods have been designed that allow carriage of these munitions without severely compromising the aircraft's stealth features.

The 35mm cannon of the Mithras has also been removed and replaced with a 2.5 MW solid state laser system, capable of engaging aircraft or missiles in a 270 degree arc around the aircraft at ranges of up to 15 kilometers.

Other

The Joker is designed to be compatible with a 're-entry sled', which allows it to be deployed from orbit, directly into the atmosphere. The sled does compromise stealth significantly, but only until the aircraft reaches a safe operating altitude and discards it.
Axis Nova
18-04-2008, 00:02
Had this up on the Draftroom for a while, just needed the finishing touches. This replaces all HT-1 chassis-- similar variants as those exist, will be statted at a later date.


T-05 Stiletto


Manufacturer: Zimmad Corporation
Crew: 3
Weight: 78 tons
Length: 8.37m
Length of Gun:
Width: 3.93m
Height: 2.1m
Ground Clearance:
Engine: Hybrid system, ceramic diesel/electric, 2000 horsepower
Maximum Velocity: 77 km/h
Range:
Range With External Tanks:
Armament:
23mm "Longinus IV" hypervelocity linear gun x 1, in turret
90mm low-pressure cannon x 1, in turret
14.5mm caseless ETC machinegun x 1, left RWS
14.5mm caseless ETC machinegun x 1, forward RWS
14.5mm caseless ETC machinegun x 1, right RTS
Hardpoints for optional 4-tube ATGM launchers, on either side of the turret
Electronics: Granz Systems Ltd. main computer, <sensors here>, battlefield networking systems, <other stuff I will probably think of goes here>
Defensive measures: Titanium/composite scheme, with reactive armor hardpoints; "Dragnet II" active protection system; electric reactive armor in top of turret and top and bottom of hull to protect against top attack munitions; laser-guided missile spoofing system


Design notes

The Stiletto is the latest main battle tank to roll out of Zimmad Industries. After the utter failure of the HT-1 Cutlass in the field, a new chassis was demanded immediately, if not sooner-- and Zimmad delivered. The Stiletto's hull is fairly standard, similar to that of many main battle tanks around the world-- though it is slightly longer, to accomodate the hyper-capacitor energy condensers used to power it's main cannon. The turret, on the other hand, is an odd beast, as will become apparent to anyone who views it.


Engine

Building on the success of the hybrid diesel/electric system introduced into the new revisions of the CMGV, Zimmad chose to use a similar system. The system is similar to that used in many hybrid vehicles-- a multi-fuel diesel engine, lightened by using ceramic components in certain parts, coupled to an array of batteries which drive the tank most of the time. The engine kicks in when the batteries are low.

The advantages of such a system are several: a longer range, the battery can be recharged rapidly by external sources, a quieter vehicle due to not needing to run the engine all the time, and a somewhat lower thermal signature. In addition, the enigne needs less in the way of maintenance since it does not need to be run as often.

Turret design

The turret of the Stiletto is strange-- it essentially has a secondary weapon as the largest, with the main cannon coaxial to it. The turret itself is a remote turret, allowing the Stiletto's profile to be reduced somewhat.

Weapons

23mm "Longinus IV" hypervelocity linear gun

The primary anti-armor weapon of the Stiletto, this weapon fires depleted uranium penetrator darts at enormous velocities, capable of penetrating the frontal armor of virtually all known tank designs. The dart, as stated, is composed of depleted uranium, with aluminum driving bands to allow the magnetic fields of the weapon to grip it. Rotation is imparted by the fields of the weapon, thus providing the same effect as rifling-- and eliminating the need to put fins on the projectile. Due to the small size of the ammunition for this weapon, many rounds can be carried-- the main limitation is not available ammo, but battery power, which is why a large bank of superconducting battery stacks are provided in order to power the weapon.

90mm low-pressure cannon

This weapon is intended for firing HE and beehive shells exclusively, and thus, the massive velocities of an anti-armor weapon are not required. <add more stuff later perhaps, it's a gun that fires HE shells vOv>

14.5mm caseless ETC machineguns

New model anti-infantry weapon, for the first time marking the introduction of such small ETC weapons into general service in the Axis Novan military.

Defensive measures

The Stiletto boasts a layered protection scheme that provides excellent protection, only slightly less than that of the Nakil 1A3HA; it is capable of withstanding shots from virtually every existing main battle tank currently fielded. It's low profile makes it more difficult to aquire, and it's defensive capabilities are rounded out by the addition of a Dragnet II active protection system.
Axis Nova
18-04-2008, 00:05
Another thing that's been on the back burner a while. The Enigma has been put into limited production; 30 have been produced so far, with more on the way.

Enigma Class Large Missile Cruiser, Fusion Powered



Dimensions: 274m length, 29.1m beam, 18.2m draft
Hull Type: Single
Displacement: 30,684 tons
Complement: 412 men
Range: Unlimited
Power: 3x 4 GW IC Fusion reactor
Propulsion: 2 x thermonuclear ramjet, extended from hull when in use; 4 x waterjet
Speed (waterjet): 33 knots max, 36 emergency
Speed (ramjets): 45 knots max, 49 emergency
DEWS (Anti-air)
7 x 250MW solid state laser
DEWS (Anti-torpedo)
12 x "Hambrabi" blue-green laser
Close in defenses
12 x "Gabethley" anti-aircraft system; consists of 2x 35mm super rapid caseless gun and 1x 20-tube RAM missile system
Missile Armament: 2 x 300 tube VLS cell array arranged fore-and-aft with rotating magazines and robotic feeds; missile types include short and long range SAMs, cruise missiles, ASMs, ASROCs and theatre ballistic missiles
Armour: Kevlar lining to protect against fragments and an anti-spalling layer
Sensors: HEADGEAR radar system, active sonar, passive sonar, LIDAR, LADAR, satellite uplink, infrared, etc

Notes: Intended as an exploration of a primarily missile-based combatant, rather than one based around guns, such as the I-Type. It is intended to use many of the same technological innovations introduced in the I-Type, but it's lack of high-calibre linear guns and heavy armor means that it is far more mobile and far cheaper, while maintaining a similar level of anti-air defenses. It is extensively automated, and uses much less in the way of crew than the I-Type. It shares a similar design philosophy with that of the I-Type in that it is intended for independent operations rather than being part of a fleet, and thus it is more of an 'all-around' design rather than a specialized one.

The antiaircraft array is unique in that it is primarily energy-based; it uses seven high power solid state laser systems. The lasers have a range of line of sight, and their output is sufficient to not only easily destroy missiles and aircraft, but actually engage incoming shells and at closer ranges, damage other vessels. They are run on an ultraviolet frequency which allows them to penetrate clouds, fog, and smoke more easily.

The third tier of anti-air defenses is a new system: the "Gabethley" combined point defense system, which consists of an integrated sensor package, a super rapid caseless gun, and a 20-tube RAM launcher.

Missile armament consists of a mixture of surface to air missiles, ASROCs, light, medium, and heavy antiship missiles, primarily the Spectre ER missile. They are stored in VLS arrays set fore and aft of the superstructure.

Antitorpedo armament is provided via several blue-green lasers; operating at frequencies water is more transparent to, they are able to predetonate torpedoes at a greater range than conventional supercavitating CIWS guns, and due to being lasers, they are aimable simply via prisms extended from the hull rather than a bulky gun, increasing streamlining.

Propulsion uses two separate systems; the primary is a pair of underwater thermonuclear ramjets. Using a fusion reactor to superheat and vaporize water passing through them into plasma, the plasma is then focused and expelled from the back of the ramjet at high speeds, propelling the vessel forward at high speeds. Acceleration is quite quick, though the ship needs a rather large amount of distance to stop. Course can be changed rather quickly with the ramjets in operation, simply by reducing power to one to create a thrust imbalance. The vessel is actually more maneuverable than the I-Type, and is capable of achieving higher speeds, due to having a lower mass and a higher power to weight ratio.

More conventional maneuvering is done via rather ordinary waterjet systems like those used on naval craft around the world.