NationStates Jolt Archive


TechnoKhar Storefront (FT)

Hyperspatial Travel
27-03-2006, 08:22
Welcome to the the New Realm's Research and Construction Division, a part of TechnoKhar Corporation! We build things smaller, stronger, and more efficiently. (Note that the TechnoKhar shipyards will be selling their goods soon)

Guidelines:
Do your own math. If I have to do it, it will result in a 10% higher cost.
I don't sell to nations that I'm at war with.
Anyone with a trade embargo on me, likewise will not be traded with.
Consistent trading, coupled with good manners, may result in discounts.
Note that 1.6 kilometres = 1 miles.

TechnoKhar builds each unit, specified to a basic model, and said model can be refined in terms of weaponry, armour, sensors, and engines/power cells. The glossary below defines the terms that TechnoKhar uses:

Infantry Weapon Slot - An infantry, or hand-held weapon, such as a blaster, or a rifle.

Light Weapon Slot - Equal to the main gun of a minor mech, or fighter cannons.

Medium Weapon Slot - Equal to a turbolaser on a Star Destroyer, or a frigate cannon.

Heavy Weapon Slot - The main gun on a frigate, a heavy turbolaser on a SSD.

Ultra Heavy Weapon Slot - The main cannon on a cruiser, a gun suited for capital to capital combat, for instance, a gun designed to attack cities, or disable planetary shields.

Omega Weapon Slot - These weapons are designed for destroying moons, ripping chunks out of planets, and obliterating other ships in a single hit. Omega-class weapons are the most powerful weapons sold by TechnoKhar.

Missile/Torpedo Launcher Grades 1-3 - Grade 1 launchers are typical frigate-based missiles, Grade 3 missiles are the more powerful, destructive missiles used in planetary bombardments, and major space battles.


Discounts: (Cumulative unless otherwise indicated)
Alliance of Worlds nations receive a 5% discount.
Outlander Guild nations receive a 5% discount.
Orders of over 100 billion receive a 5% discount.
Allies receive a 5% discount. (Non-cumulative with AoW and OG)
Anyone who has aided me in war in the past receives a 10% discount. (non-cumulative with Aow, OG, and ally discounts)
People who have made over 5 good trades of 100 billion+ each receive a 10% discount. (Replaces orders over 100 billion.)

Table of Contents
1 - Ground Warfare
1.1 - Mechanical Units
1.2 - Infantry
1.3 - Hovercraft
1.4 - Fliers
1.5 - Submersibles


Mechanical Units

++ Hunter-class Adaptatible Light Combat Mech ++

Height: 4.7 m
Width: 2.5 m
Breadth: 1.5 m

Speed: 242 kph/hr, 76 kph/sec acceleration.

Protection:
Plasteel Alloy hull, Ylanium inner reinforcement, light radiation shielding.

Weaponry:
Infantry Weapon slot, x2
Light Weapon slot
Nanofibre Razor claws
Successive Teion Fangs

Power Unit - Radiation conversion unit, RX Fusion unit, Energy Dispersion cooling unit.

Sensors: Thermal Sensor, UV Filter, Basic Audio Intake, Advanced Visual Intake.

Role: Infantry destruction.

Information: The Hunter is the basic unit used in ground warfare by the League. It serves primarily as a anti-infantry unit, although it does perform adequately in a anti-vehicle role.

It appears as a lightly armoured nondescript two-legged robot, although it squats close to the ground, and is tinged obsidian in hue. It has hundreds of tiny red glowing sensors, all over it, which serve as visual feeds for the pilot inside. It can see in ultraviolet and infrared hues, and, as well, the Visual Intake Unit on the mech serves to identify structural weaknesses in enemy mechs, tanks, and infantry armour. The Hunter excels at anti-infantry roles, as it carries twin shock rifles, which have been enhanced for superquick fire, and can rip through non-shielded infantry in seconds, the deadly energy wave carrying with it equally deadly radiation, which, after the initial destruction of the armour, fries the living person(s) inside, making death a certainty. The light radiation shield protects if from the radiation it emits,

This model is inefficient in packed battlefield situations, as its high movement speed makes it ideal for ambushes, and for responding quickly to emergencies on the battlefield.

Cost: $60 million/unit, $500 million for 10.

++ Stalker-class Light Assassin Mech ++

Height: 3.3 m
Width: 1.9 m
Breadth: 1.3 m

Speed: 176 (35) kph/hr, 31 kph/sec acceleration.

Protection:
Plasteel Alloy hull, Ylanium inner reinforcement, radiative camoflage, sound dampener.

Weaponry:
Infantry Weapon slot, x1
Nanofibre Razor claws

Power Unit - Intergrated RX Fusion unit, Energy Dispersion cooling unit.

Sensors: Thermal Sensor, UV Filter, Basic Audio Intake, Advanced Visual Intake.

Role: Achieving vital objectives through stealth.

Information: The Stalker is a small mech, made to accomodate a single person, and it's design is quite simple. The Stalker is built to get into an enemy base, accomplish a vital objective, and get out. The radiative camoflage makes it invisible to the naked eye, infrared and ultraviolent, as well as sonar and radar, as well as the fact that it has a virtually non-existant energy signature. However, the sound it makes is quite considerable, and so it has to use an energy-consuming sound dampener, which means it can only travel at 35 kph/hr, in order to avoid detection. This unit's advanced cloaking systems come at a cost, of course, both monetarily, and weaponry wise.

The Stalker only has a single weapon slot, which can only carry an infantry-grade weapon, and its Nanofibre Razor Claws are short-range, and useless against heavy armour. This mech was made for covert operations, which require human thinking, and are, thus, not often used. In open combat, they are easily destroyed by any other mech, or even normal infantry, making them an expensive waste in standard combat.

Cost: $650 million/unit, $5.5 billion for 10.

++ Warrior-class Light Combat Mech ++

Height: 7.3 m
Width: 3.9 m
Breadth: 2.1 m

Speed: 145 kph/hr, 34 kph/sec acceleration.

Protection:
Hydrasteel hull, ExMetal inner reinforcement, heavy absorptive shielding.

Weaponry:
Infantry Weapon slot, x4
Light Weapon Slot, x2
Nanofibre Razor blades
Grappling Pincers
Flier Pack

Power Unit - 2x RHX Fusion unit, Energy Dispersion cooling unit.

Sensors: Thermal Sensor, UV Filter, IF filter, Advanced Audio Intake, Ultra Visual Intake.

Role: Anti-vehicle/mech. Minor anti-air role.

Information: The Warrior is the League's workhorse, the mech that is used most commonly in taking down vehicles. This behemoth, at least by human standards, stands seven metres high, and carries twin Blade Cannons, both used for destruction of heavy armour. These cannons do remarkable damage, but are not very accurate. They are occasionally used in anti-air roles, however, their inaccuracy makes them poor at best. It also carries four high-velocity kinetic rifles, with an extremely high rate of fire, used to take down lightly armoured infantry.

This unit carries a Flier Pack, which is a disposable jetpack, which can be used to fly approximately two hundred and fifty metres, making the Warrior easy to get out of a sticky situation, or it can be used to close quickly.

The Warrior is, like most League mechs, obsidian black, and non-reflective of light, to boot, making it hard to discern with the naked eye, and it gives the impression of a two-legged tiger, replete with jaws, claws, and twin claw-like cutters on the back.

The Warrior uses these Grappling Pincers to hold onto any enemy they find, which then cannot escape the Warrior's grasp. The numerous hidden Nanofibre Razor Blades then slice into vital areas. The Warrior is the only Light Mech to have heavy shielding, which makes it near-undamagable by light infantry weapons.

$150 million/unit, $1.25 billion for 10.


++ Pharoah-class Light Combat Mech ++

Height: 4.3 m
Width: 2.2 m
Breadth: 1.6 m

Speed: 115 kph/hr, 12 kph/sec acceleration.

Protection:
Gradmetal hull, Ylanium inner reinforcement, light absorptive shielding.

Weaponry:
Medium Weapon Slot/Missile Launcher Grade 1
Nanofibre Razor claws

Power Unit - RHX Fusion unit, Energy Dispersion cooling unit.

Sensors: Thermal Sensor, UV Filter, Basic Audio Intake, Advanced Visual Intake, Network Feed.

Role: Light bombardment, anti-armour, anti-air.

Information: The Pharoah is a squat, slow mech, made to complement the other combat mechs, by destroying enemy heavy armour, and fortifications. The Pharoah either carries a frigate-grade weapon, used for targeting enemy heavy armour, or a Grade 1 Missile Launcher, which is ideal for taking out fortifications and air units. It requires large amounts of power, and also is one of the few units to have a Network Feed linked up to it, in order to allow it to target enemy units, even when line-of-sight is not possible (Which allows for the trajectories of the missiles).

The Pharoah is an inexpensive mech to manufacture, however, the Pharoah II, the next planned light bombardment mech, will be a much faster, and more maneouverable mech, at a price.

$75 million/unit, $650 million for 10.

1.1 B - Heavy Mechs

++ Imperialist-class Heavy Combat Mech ++

Height: 14.3 m
Width: 4.6 m
Breadth: 3.2 m
Maximum Gravity Operating Level: 3.27 Gs

Speed: 139 kph/hr, 35 kph/sec acceleration.

Protection:
Gradmetal hull, Ylanium inner reinforcement, heavy absorptive shielding, light reflective shielding.

Weaponry:
Medium Weapon Slot
Light Weapon Slot x3
Infantry Weapon Slot x12
Nanofibre Razor Tailwhip (extendable to 65 metres)

Power Unit - SH Fusion Unit, heat vent.

Sensors: Thermal Sensor, UV Filter, Basic Audio Intake, Advanced Visual Intake.

Role: Heavy armour, anti-armour, closecombat.

Information: The Imperialist is the workhorse of most battles, serving as the mech used when organised enemy armies are prevalent, rather than rebels, or non-military organiziations. The Imperialist is used in most situations, as it's average speed, and twin shields, make it a powerful mech in any situation, especially considering the set of weapons it normally uses.

Firstly, it carries no less than twelve infantry-grade repeater energy rifles, making it extremely useful in mowing down large infantry units, or, to be focused on enemy armour, either way, the energy rifles are extremely useful. It also carries a front-mounted heat vent, which vents massive amounts of excess heat, and can be stored up, for a burning attack.

The three cannons, which fire nano-enhanced kinetic rounds, which eat through armour with absolutely no difficulty, however, the nanobots are stopped dead by energy shields. These rounds are horrendously expensive, however, the nanobots make short order of ANYTHING, destroying spaceship armour, to flesh.

The single cannon, mounted on the back, is death to anything that moves. Known a a bio-wave, this cannon simply..kills anything alive, degrading its cell structure horribly. This wave passes through extremely dense metals and light energy shields, however, it disperses over time, and is only effective within the first fifty metres, at which point it will not longer make the biological unit affected useless.

The Imperialist's real asset, though, is its Nanofibre Razor Whip, a tail that can cut through anything. It is slowed by shields, and degrades quickly in such energy shields, it slices through armour as if it wasn't there, and simply.. cuts everything. The Imperialist, on its first battletest, eliminated over forty military bots that had gotten too close, in a single swoop of this tail.

Naturally, this technology does not come cheap, and the Imperialist is the second-most expensive Heavy Combat Mech.

$400 million/unit, $3.75 billion for 10

++ Renewer-class Heavy Support Mech ++

Height: 7.3 m
Width: 6.2 m
Breadth: 5.2 m
Maximum Gravity Operating Level: 1.9 Gs

Speed: 269 kph/hr, 75 kph/sec acceleration.

Protection:
Exmetal hull, Ylanium inner reinforcement, heavy reflective shielding.

Weaponry:
Light Weapon Slot x2, Antigrav mount, Nanobot Repair Canister.


Power Unit - SH Fusion Unit, Energy Recycler

Sensors: Thermal Sensor, UV Filter, Basic Audio Intake, Advanced Visual Intake.

Role: Support, repairs.

Info: The Renewer is the one of the least expensive mech on the field. In reality, it's a fast mech, with an antigrav field for legs. It carries twin Pulsator cannons, which resonate with enemy power systems, and quickly deplete enemy power in all sections of the enemy vehicle, which lasts for approximately 1.5 seconds. This gives the Renewer ample time to retreat.

It carries a group of programmed nanobots, who can repair damaged mechs within twelve to forty seconds, depending on their size, although only a single canister, due to their expense, is available. One canister can repair three Imperialist-class mechs, making Renewers seen after every major battle, repairing any damaged mechs. The Exmetal hull performs well, compared to the standard Gradmetal of heavy mechs, especially considering its non-reactive properties, making explosives, and energy weapons all but useless against it, however, it needs to have a functioning anti-gravity field to form into a coherent mass.


$60 million/unit, $500 million for 10
Note: Nanobot repair canisters cost $50 million each

++ Strategist-class Heavy Combat Mech ++

Height: 12.3 m
Width: 4.2 m
Breadth: 3.7 m
Maximum Gravity Operating Level: 3.57 Gs

Speed: 115 kph/hr, 29 kph/sec acceleration.

Protection:
Gradmetal hull, Ylanium inner reinforcement.

Weaponry:
Torpedo Launcher Grade 1 x2
Missile Launcher Grade 2
Infantry Weapon Slot x 4

Power Unit - UH Fusion Unit, cooling coils, coefficient power nubs.

Sensors: Thermal Sensor, UV Filter, Basic Audio Intake, Advanced Visual Intake.

Role: Anti-air, inferior anti-armour.

Info: The Strategist is the Pharoah of heavy mechs, designed to take out enemy armour, but, its design screams anti-air. Twin Protonic Torpedo launchers, designed to cut enemy engines, have seeking devices, and can generally take down fighters in 2 or 3 shots, although the P. Torpedoes do take up large amounts of energy, making an Ultraheavy Fusion generator a nescessity to use them. The Strategist carries four laser repeater rifles, used in fending off any pesky infantry, although it has trouble against enemy mechs, or armour, due to the fact its weapons are made to de-enginise an enemy, which has no effect against the enemy's weapons.

It also carries a single missile launcher, packed with six missiles. This launcher takes up the entire back of the Strategist, and the missiles are high-yield ones, easily powerful enough to destroy a small town. This makes the Strategist perfect for long-range bombardment, however, it is useless in battle, when close-range engagement begins.

$350 million/unit, $3 billion million for 10


Infantry

http://i1.tinypic.com/oi6f0j.gif

- The Combat Helmet is a simple affair, made to take lots of damage, especially energy-based damage. It can see into electromagnetic, ultraviolet, and infrared spectrums, and also in x-ray vision. It's not sold to civilians, but it is the standard equipment of any soldier.




http://i1.tinypic.com/oi86m9.gif


This is an approximation of the view inside the League Combat Helmet, although only one view is displayed at a time. In total, there are three views.

The first view, on the left, is the tactical map. Green areas signify ones the League occupies, red for enemy ones. Yellow areas are contested, and grey areas are unoccupied. However, blue areas display a lack of knowledge about the area, or sensor interference. A League Trooper can neuronically select one of the areas, and get a close-up view. (Note: This view is more detailed, and shows zoomed-out view of terrain, and near-real-time combat updates).

The second view, on the right, shows a gun view, and calculates where a bullet is going to hit. If the bullet is explosive, the device also calculates its area-of-effect. This view is primarily used when shots matter, or a rocket has to be exploded in just the right place.

Price: $6750

Thirdly, there is the standard view, using the eyes. It can be switched to UV/IF views, and is used primarily in combat.


- The Energy Absorption Armour is not military standard armour, as it is generally worn under whatever clothes someone chooses to wear. It can take two or three shots from a low-powered energy rifle, or one from a high-powered one. This armour, however, is immensely useful in many capacities, especially considering the fact that it is lightweight, comfortable, and can protect a soldier from the odd stray shot on the battlefield.

Price: $725

http://i1.tinypic.com/oidqj5.gif

This shows two League war units, the Mobile Cannon, and the Anti-Air Shield Projector.

Key -

Green = Power Cell
Blue = Repulsorlifts
Red = Other

Firstly, the Mobile Cannon is an extremely useful unit, in any situation. Essentially the main cannon of a hovertank, it has been fitted with powercells, and a repulsorlift, and can easily be pushed/pulled along, and fired. It can fire from straight foward, to directly up, and is so a staple of any non-frontline squadron. It can fire six times, and needs four minutes to recharge one shot. This makes these cannons extremely cheap, and useful for helping infantry squadrons take out enemy air/armour. These cannons also fire clean fission missiles, with an average of one per ten cannons.

- $0.72 million

The Anti-Air Shield Generator, however, is an entirely different matter. It, too, uses repulsorlifts, however, it simply projects a protective shield above itself, stopping enemy bombardment hitting them. Any squadrons that are likely to come up against enemy air are issued with these.

- $0.94 million

http://i1.tinypic.com/ojqurs.gif

Two more League technologies, the Repulsor Shield, and the Pulse Launcher.

Key -
Green - Power cell/unit
Red - Other
Blue - Repulsorlift

The Repulsor Shield is exceedingly simple. It repels, at high speeds, anything coming in from one side. It doesn't block energy, as it is meant for missile deflection. It can block for an indefinite period of time, and is also used as a means of transport, in emergencies.

When it detects something coming through, it 'pushes' it, and throws it away. It can also be momentarily powered up, letting troopers fly kilometres, although the landing will invariably be fatal, unless they have a suit with repulsorlift units, or a jetpack.

The Pulse Launcher is the handheld version of the Mobile Cannon. Used to bring down light enemy air units, and to damage enemy armour, it can fire four shots, before it needs its energy cells replaced. Each set of cells, once taken out, slowly gain energy by charging through solar energy, and any energy waves travelling at that time, and, on average, takes sixteen minutes to charge one cell. Generally, a trooper will carry two spare sets of cells, and so can fire twelve shots, (As there is generally 1-2 of these per squad of twelve men, they require more shots), sufficient to damage, or even destroy, a enemy armour unit.

It has twin repulsor units, which take out any trembling, and make the cannon completely steady at all times.

Hovercraft
Under construction

Fliers
Under construction

Submersibles
Under construction