The Warmaster
16-07-2006, 03:52
GENERAL
The Empire consists of the continent of Kregaia and the overseas territories conquered by the Imperium over time. Kregaia is divided into eight dominions, each administrated by the Patriarch of that Domain, with the assistance of numerous councils, advisors, and committees. There is also a ninth quasi-dominion; the personal property of the Sacred Emperor.
Domains, by the way, are large, extremely rich, and influential families who can trace their ancestry back centuries before the Empire, to ancient Rome. However, the land that the Domains administrate is not theirs, it is the state’s. Further, not all of the men supporting the Patriarchs in their role as limited monarchs of a dominion are from that Domain; most are commoners.
Each dominion contains an average of one hundred and two prefectures, administrated by an Imperial Prefect. Within these prefectures are districts, the most local level of government. The people do have some say in the appointment of district and prefecture officials. Many prefectures are owned by clans; clans are basically small Domains, and have sizable land holdings, but none to rival the dominions.
CLIMATE/GEOGRAPHY/DEFENSES
The Empire is large and varied. It stretches from frozen ice plains in the Kun-Dra Dominion to the tropical Jamaane Dominion. In the farthest reaches of the north, there is practically no life; it is similar to Greenland’s wastes. Cities like Batorine have tiny populations compared to those of Mon Serat or Tarsus, as living there is very hard, and the island of Kshar has almost no permanent residents. Deeper inland from the coast, things become a little more livable as the climate begins to resemble Alaska’s or Norway’s; there are many fjords in the Great Spine in this region. This zone covers Batorine. Farther south is a climate like the northern United States, covering Darius, Shield Vale, and Secutor. This finally gives way to a warm, temperate band that stretches from the Devil’s Dance Floor, Mon Serat, and Slivan all the way to Korronis, getting warmer all the way. There are exceptions; the Necrite Peninsula is cold, rocky, and windy, and the Jamaane Dominion has several very large rainforests. The area southwest of the Arcan Bay consist mainly of swamps, before merging back into the warm climates of Mon Serat in the east and the flat fields of the Breadbasket in the south.
An overview of Kregaian geography reveals that the continent is naturally fortified. There are only a few possible invasion paths. The Wall of Kregaia defends the southeast, and is almost uncrossable. The only way to get an army across is to fly them one by one. The south seems more vulnerable, as it is only a short march overland to Korronis from the southern tip of the Palatine Peninsula. There are heavy defenses along the base of the Peninsula for this reason, and there is a massive garrison in Korronis, not to mention the heaviest fortification in the country. The southwest is protected by another strong line of defense, and any invader who passed that would have to deal with the insects, predators, and all-around irritation of the jungles. The Necrite Peninsula does not need much defense; any enemy would have to be an idiot to try to fight up its length. Stronger defenses are located in the north, at its base. Skipping the north for now, we look at the east, from the Wall of Kregaia to Kshar. Military installations guard the land between Slivan and the Wall, and from there north is a toxic wasteland, used in the past to test nuclear weapons, and now a polluted industrial zone. Marching an army through there is doable; it is practically defenseless; but the place is treacherous, and almost no water there is safe to drink, creating the logistical nightmare of transporting huge shipments of water. The Gothic Peninsula is defended by the Northern Legion, an elite among the Legions, hardened by the intense cold.
And finally, the north. The easiest invasion route is an amphibious landing on the far northwest; the area is extremely cold, but ample preparation for it will enable a determined, experienced army to cross. Batorine cannot afford to defend itself properly, and will fall. However, then the invader faces a choice; to succeed in an invasion, one must take the southlands, and there are two routes to take. Luckily for the Imperium, both are unadvisable. One is through Shield Vale, a series of valleys between the Great Spine and the Sanctus Mountains, riddled with minefields and other booby traps, where snipers and Imperial troops can use the land to their advantage, harassing the invaders for its entire length, where they will have to face the Cadian Gate, defended by crack troops and advanced technology. The other way is through the Devil’s Dance Floor, the region between Secutor and Tarsus, bordered by the River Arsakia and the Dispater Mountains. In ancient times, the cities of Tarsus, Secutor, and Rashin would send their armies north annually for three-way slugfests. None of them ever held the area for any length of time. And any invader would face the same problem; it is open, the perfect place for the Imperium to mobilize the massive forces available in the region and confront them. Forces from Tarsus, Rashin, and Malacus could all join together to fight, and the place is, predictably, mined, the biggest series of minefields in the Imperium. There are several major cities, and clan Hul owns a hefty slice of the land there; for these reasons, it is defended by fortresses and defensive batteries as well as mines. Also, the inhabitants are particularly strong and vicious; they are an important source of able and dedicated Legionaries. Any occupying army would face insurgents in possession of high-quality Imperial arms, stored in local caches. However, if an invader held the Devil’s Dance Floor, Rashin would be unlikely to hold out, and then that invader would have a shot at Korronis.
Imperial sea defenses are fairly standardized, and cover most of the Imperial coastline. Sonar buoys are strategically placed in Imperial waters, but are not considered a line of defense. The first layer of defense is mines; small minefields are dotted throughout the seas, beginning 8 miles from shore and extending as far as 40 miles in some areas. The second layer consists of torpedo buoys; remote-controlled structures that simply launch a barrage of torpedoes at enemy contacts. They are controlled from local centers, but the main control centers are located in CHARIOT High Command and the Imperial Palace. This allows the Imperium to prevent an invader from using a captured control center. Safe paths through the torpedo buoy defenses are big enough to accommodate a single oil tanker, but an enemy fleet would take hours to maneuver its ships through, a few at a time. Groups of ships can only avoid this same impediment if the control centers deactivate the torpedo buoys in the area, and as ultimate authority to do this lies in the hands of CHARIOT High Command and the Sacred Emperor, the Imperium thus has absolute control over groups of ships entering the country. Finally, the above assumes that an enemy knew where the safe paths through the buoys were. Due to drift, computers in the control centers are forced to recalculate the positions of the buoys and thus the paths through them hourly, forwarding those safe paths to the dockmasters of the various Imperial ports, or captains of any inbound ships, in the area.
The final step in defense of the coast is land defenses, present only in certain areas. Defenses on land have no more than four tiers; more on this later. The first consists of machine gun nests. The same control centers that oversee the position of mines and torpedo buoys control the automated machine guns that guard the beaches, as well as the other tiers of defense. M134 machine guns (6-barreled, 6,000 rounds per minute) are located above the shore; sometimes on dunes, others in tall grass, or simply at the top of the beach, and are designed to mow down enemy infantry. The second tier consists of permanent artillery, with calibers ranging from 75mm to 188mm, with 88mm flak guns (range: 48,000 feet) among them. These guns are located 3 miles or so inland from the shore. The third tier is missile defense, consisting of platforms that are, once again, controlled by the inland control centers. Each platform holds eight SAMs and eight anti-armor missiles. Finally, the fourth tier. It consists of fortresses that incorporate aspects of all three previous tiers: machine guns, batteries of artillery, and several of the missile platforms that formed the third tier. These forts are manned by three fists (300 men total) each, whether of Immortals or of Legionaries. In this way, a single legion of 120,000 men can guard 400 forts. In general, sea defense is potent and cleverly utilized. Although all is directed from a relative few control stations, with ultimate control available in High Command and the Palace, the landlines connecting the local control centers to the defenses they operate ensure that an enemy cannot jam or intercept the signals. The Imperial sea defense system is a testament to the billions of denarii poured into it and the determination of the Imperium to control its shores. Obviously, however, this system cannot guard the entire coastline. The areas defended by the four tiers of coastal defense are indicated as khaki lines on the map of Kregaia.
SEA
1st Tier:
Mines
Fields of varying size
Begins 8 miles from shore and extends as far as 32 miles more
2nd Tier:
Torpedo Buoys
36 torpedo tubes, each holding 2 torpedoes
Begins 2 miles from shore
LAND
1st Tier:
M134 miniguns (unmanned, fired from control centers)
6 barrels, 6,000 rounds per minute
Set in elevated nests and surrounded by a steel plate designed to deflect grenades and bullets
Located at top of beach
2nd Tier:
Artillery (unmanned, fired from control centers)
Calibers: 75mm, 88mm (anti-aircraft), 105mm, 120mm, 155mm, 188mm, 210mm
Number of guns per battery: 16, 20, 14, 14, 18, 12, 6
Range of AA guns: 40,000 ft
3rd Tier:
Missiles (unmanned, fired from control centers)
8 Sultan SAMs
8 Rapier anti-armor missiles (can be used on tanks, infantry, and ships)
4th Tier:
Fortresses
Walls of concrete reinforced with steel
3 missile platforms (8 Sultans/ 8 Rapiers each)
6 75mm guns, 4 88mm guns, 4 120mm guns, 2 188mm guns, 2 210mm guns
20 machine gun nests (5 on each corner turret; mounted in walls)
ECONOMY
The Imperium has a capitalist laissez-faire type economy, but overseen by the Ministry of Commerce and the Sacred Emperor. Its main exports (in no particular order) are heavy machinery, heavy weaponry, slaves, precious metals, luxury items such as jewelry, lingerie, and fine wine, uranium, oil, timber, iron, and electronics.
CULTURE
Some elementary Imperial psychology for you.
The Imperial religion is violent, and justifies a few things above all: obedience to the Sacred Emperor, a deep racial and religious hatred of other cultures (infidels), a disregard for the individual, and violence in the name of the seven Imperial gods. Religion is one of the pillars of the Imperium, and perhaps the strongest. Although it is a fact that every Sacred Emperor has followed the Imperial religion to some degree or another, an impartial view reveals that the religion justifies the absolute control over all aspects of life concentrated in the single form of the Sacred Emperor. So while practically every Imperial citizen is loyal to the gods, that loyalty is what tells them that the brutal use of power by the Sacred Emperor is justified, and the society relies on that.
Imperial honor is equally violent. There is no better example of this than the recent Czardaian War; Lucifer sacrificed the last democratist officials in a brutal ceremony, and Czardas intervened militarily, sending an air fleet to the Empire. However, enraged by the violation of their sacred homeland, the Legions ended up with the destruction of three cities and hundreds of square miles of forest to their credit, with thousands and thousands of Czardaian citizens dead. This overwhelming response was triggered by the presence of a relative few aircraft. Thus, a small insult rapidly escalates into a fight for survival. This is what will make the Succession Wars especially lethal; this instinct means that each High Lord will take personal offense at setbacks and seek revenge on the one who engineers them, preferably through murder.
In general, the Empire is a violent place. However, this violence cannot be channeled forever, and while the Imperium has incredible potential for apocalyptic destruction, sooner or later it must tear itself apart. The Succession Wars are but a twinge of this trend. And yet, they are unable to kill themselves. As a child might see a toy they want being played with by a rival and then pretend they never wanted it, so do Imperial citizens turn their noses up at suicide, an act they see as the act of a weak infidel seeking escape from life. And so Imperial citizens, to prove their own strength, shovel more misery onto their life, hardening their own souls, eventually producing the cesspit of morality that is the Empire today, a threat to itself and everything around it.
MILITARY STATUS
Note: I have changed the numbers from Volume One to make them more realistic. Armies are now smaller in general. In addition, I have added the strategic air and ground reserves for each High Lord. Finally, I gave the Korronis garrison concrete numbers. Assume each army possesses transport aircraft; not enough to transport the entirety of it at once, though.
Dominions:
Asmodeus: Valgoth
Ishamael: Sadow, Kesh
Avaru: Miradin, Kun-Dra
Jahvan: Aurelius
Rahvin: Halcyon, Jamaane, all government territory
RAHVIN / IMPERIUM
1st Army (Palatine Peninsula)
1,200,000 Legionaries
24,000 Immortals
2,400 War-Priests
300 light guns (105mm)
200 medium guns (155mm)
150 heavy guns (188mm)
150 AA guns (155mm flak)
25 Colossus howitzers (460mm)
400 SAM batteries
1,600 T-120 Ravagers
1,400 M146 Despoilers
2,800 Sidewinder LAVs
15 Hornet Subterranean Tactical weapons
1,800 F/A-104 Balefires
600 A-10 Thunderbolts
540 MiG-45s
160 Behemoth heavy bombers
24 B-6 Paladin stealth bombers
360 MI-24 Hinds
120 AH-166 Twilight gunships
1 THUNK (Terrible Horrible Unstoppable No-good Killer) Experimental Destroyer Engine
2nd Army (north of Rashin)
720,000 Legionaries
8,000 Immortals
1,400 War-Priests
200 light guns
175 medium guns
80 heavy guns
150 AA guns
320 SAM batteries
900 T-120 Ravagers
1,100 M146 Despoilers
1,600 Sidewinder LAVs
1,200 F/A-104 Balefires
400 A-10 Thunderbolts
320 MiG-45s
100 Behemoth heavy bombers
240 AH-166 Twilight gunships
3rd Army (Shield Vale)
600,000 Elite Legionaries
16,000 Immortals
3,600 War-Priests
350 light guns
250 medium guns
175 heavy guns
30 Colossus howitzers
300 AA guns
540 SAM batteries
20 Hornet Subterranean Tactical Weapons
1,400 T-120 Ravagers
1,400 M146 Despoilers
3,200 Sidewinder LAVs
1,800 F/A-104 Balefires
600 A-10 Thunderbolts
600 MiG-45s
120 Behemoth heavy bombers
24 B-6 Paladin stealth bombers
480 MI-24 Hinds
4 THUNK (Terrible Horrible Unstoppable No-good Killer) Experimental Destroyer Engines
4th Army (south of Mon Serat)
1,100,000 Legionaries
8,000 Immortals
1,200 War-Priests
250 light guns
200 medium guns
150 heavy guns
10 Colossus howitzers
200 AA guns
320 SAM batteries
800 T-120 Ravagers
800 M146 Despoilers
2,200 Sidewinder LAVs
1,400 F/A-104 Balefires
800 A-10 Thunderbolts
320 MiG-45s
120 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
240 MI-24 Hinds
240 AH-166 Twilight gunships
5th Army (Korronis garrison)
2,400,000 Legionaries
24,000 Immortals
4,800 War-Priests
700 light guns
500 medium guns
400 heavy guns
50 Colossus howitzers
650 AA guns (not counting city defenses themselves)
600 SAM batteries (not counting city defenses themselves)
3,200 T-120 Ravagers
3,200 M146 Despoilers
7,200 Sidewinder LAVs
4,400 F/A-104 Balefires
1,200 A-10 Thunderbolts
300 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
480 MI-24 Hinds
240 AH-166 Twilight gunships
(This probably seems excessive. I have my reasons though; for one, Korronis is a huge city, and even 2.4 million Legionaries is only a few percent of the civilian population there. Besides, don’t worry that this army will be used against you. They would never weaken the Korronis garrison.)
6th Army (reserves)
840,000 Legionaries
12,000 Immortals
2,400 War-Priests
280 light guns
240 medium guns
220 heavy guns
15 Colossus howitzers
200 AA guns
280 SAM batteries
1,300 T-120 Ravagers
800 M146 Despoilers
1,600 Sidewinder LAVs
1,400 F/A-104 Balefires
540 A-10 Thunderbolts
120 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
480 AH-166 Twilight gunships
1st Fleet (Korronis’s military docks)
6 Vengeance-class Superdreadnaughts
42 Imperator-class battleships
6 supercarriers (245 aircraft total: 180 Balefires, 36 Harriers, 24 attack helicopters, 5 stealth helicopters)
48 Prophet-class aircraft carriers (160 aircraft each: 120 Balefires, 24 Harriers, 16 attack helicopters)
346 Silencer-class missile submarines
357 Stalker-class attack submarines
345 Attila-class cruisers
486 Assassin-class missile cruisers
425 Darius-class destroyers
564 Piranha-class frigates
400 Atlantis-class troop carriers (empty right now)
60 Caduceus-class hospital ships
250 Arsenal-class cargo ships
ASMODEUS(in addition to this: spy and terrorist cells in every major city in the Empire; I just want him to have the potential to blow things up all over the place :) )
1st Army (just south of Darius)
840,000 Legionaries
8,000 Immortals
1,200 War-Priests
275 light guns
250 medium guns
100 heavy guns
175 AA guns
220 SAM batteries
1,200 T-120 Ravagers
800 M146 Despoilers
2,400 Sidewinder LAVs
800 F/A-104 Balefires
500 A-10 Thunderbolts
300 Behemoth heavy bombers
240 MI-24 Hinds
240 AH-166 Twilight gunships
2nd Army (east/west sides of the Gothic Peninsula)
1,000,000 Legionaries
9,000 Immortals
1,200 War-Priests
350 light guns
250 medium guns
150 heavy guns
25 Colossus howitzers
150 AA guns
300 SAM batteries
1,000 T-120 Ravagers
600 M146 Despoilers
2,400 Sidewinder LAVs
1,200 F/A-104 Balefires
600 A-10 Thunderbolts
80 Behemoth heavy bombers
240 MI-24 Hinds
3rd Army (shore of River Arcan)
1,200,000 Legionaries
9,000 Immortals
1,200 War-Priests
350 light guns
250 medium guns
150 heavy guns
25 Colossus howitzers
250 AA guns
300 SAM batteries
1,800 T-120 Ravagers
600 M146 Despoilers
2,400 Sidewinder LAVs
800 F/A-104 Balefires
1,200 A-10 Thunderbolts
540 MiG-45s
120 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
4th Army (reserves)
1,000,000 Legionaries
10,000 Immortals
2,400 War-Priests
250 light guns
200 medium guns
150 heavy guns
15 Colossus howitzers
180 AA guns
240 SAM batteries
1,400 T-120 Ravagers
800 M146 Despoilers
2,400 Sidewinder LAVs
1,200 F/A-104 Balefires
840 A-10 Thunderbolts
360 MiG-45s
180 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
JAHVAN
1st Army (along coastline between Wall of Kregaia and Slivan)
900,000 Legionaries
7,200 Immortals
1,200 War-Priests
320 light guns
240 medium guns
160 heavy guns
12 Colossus howitzers
200 AA guns
280 SAM batteries
1,000 T-120 Ravagers
800 M146 Despoilers
1,600 Sidewinder LAVs
1,400 F/A-104 Balefires
240 A-10 Thunderbolts
480 MiG-45s
180 Behemoth heavy bombers
8 B-6 Paladin stealth bombers
2nd Army (border of Aurelius and Halcyon)
1,000,000 Legionaries
6,000 Immortals
1,200 War-Priests
250 light guns
150 medium guns
100 heavy guns
15 Colossus howitzers
180 AA guns
350 SAM batteries
1,600 T-120 Ravagers
800 M146 Despoilers
2,600 Sidewinder LAVs
1,200 F/A-104 Balefires
800 A-10 Thunderbolts
540 MiG-45s
180 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
3rd Army (just north of Seleucia)
800,000 Legionaries
6,000 Immortals
2,200 War-Priests
300 light guns
250 medium guns
200 heavy guns
20 Colossus howitzers
240 AA guns
360 SAM batteries
1,000 T-120 Ravagers
1,200 M146 Despoilers
2,200 Sidewinder LAVs
800 F/A-104 Balefires
1,200 A-10 Thunderbolts
240 Behemoth heavy bombers
4th Army (reserves)
900,000 Legionaries
8,000 Immortals
3,800 War-Priests
250 light guns
200 medium guns
150 heavy guns
15 Colossus howitzers
200 AA guns
280 SAM batteries
1,100 T-120 Ravagers
1,100 M136 Despoilers
2,400 Sidewinder LAVs
1,200 F/A-104 Balefires
800 A-10 Thunderbolts
160 Behemoth heavy bombers
1st Fleet (Arcan Bay)
4 Vengeance-class Superdreadnaughts
34 Imperator-class battleships
6 supercarriers
36 Prophet-class aircraft carriers
338 Silencer-class missile submarines
382 Stalker-class attack submarines
299 Attila-class cruisers
440 Assassin-class missile cruisers
382 Darius-class destroyers
517 Piranha-class frigates
370 Atlantis-class troop carriers (empty right now)
60 Caduceus-class hospital ships
270 Arsenal-class cargo ships
AVARU
1st Army (east of Malacus, on the west bank of the River Arcan)
1,000,000 Legionaries
9,000 Immortals
2,800 War-Priests
450 light guns
350 medium guns
200 heavy guns
30 Colossus howitzers
350 AA guns
420 SAM batteries
2,400 T-120 Ravagers
2,400 M146 Despoilers
5,200 Sidewinder LAVs
3,600 F/A-104 Balefires
1,200 A-10 Thunderbolts
600 MiG-45s
108 Behemoth heavy bombers
12 B-6 Paladins
480 AH-166 Twilight gunships
2nd Army (west of Malacus, on east bank of River Arsakia)
1,400,000 Legionaries
18,000 Immortals
3,200 War-Priests
350 light guns
300 medium guns
200 heavy guns
15 Colossus howitzers
250 AA guns
250 SAM batteries
1,400 T-120 Ravagers
1,600 M146 Despoilers
2,400 Sidewinder LAVs
2,200 F/A-104 Balefires
540 A-10 Thunderbolts
540 MiG-45s
160 Behemoth heavy bombers
16 B-6 Paladins
480 AH-166 Twilight gunships
120 MI-24 Hinds
3rd Army (south of Batorine; bordering Kesh)
900,000 Legionaries
10,000 Immortals
3,600 War-Priests
300 light guns
200 medium guns
150 heavy guns
10 Colossus guns
170 AA guns
280 SAM batteries
1,200 T-120 Ravagers
1,200 M146 Despoilers
1,600 Sidewinder LAVs
1,400 F/A-104 Balefires
800 A-10 Thunderbolts
160 Behemoth heavy bombers
480 MI-24 Hinds
4th Army (reserves)
1,200,000 Legionaries
12,000 Immortals
3,200 War-Priests
300 light guns
200 medium guns
170 heavy guns
15 Colossus howitzers
240 AA guns
320 SAM batteries
1,200 T-120 Ravagers
1,200 M146 Despoilers
2,200 Sidewinder LAVs
1,400 F/A-104 Balefires
800 A-10 Thunderbolts
240 MiG-45s
120 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
ISHAMAEL
1st Army (north of Secutor)
1,000,000 Legionaries
10,000 Immortals
3,200 War-Priests
350 light guns
250 medium guns
150 heavy guns
12 Colossus howitzers
220 AA guns
300 SAM batteries
1,100 T-120 Ravagers
1,100 M146 Despoilers
1,800 Sidewinder LAVs
1,440 F/A-104 Balefires
640 A-10 Thunderbolts
180 Behemoth heavy bombers
480 MI-24 Hinds
2nd Army (north of Tarsus; near bank of River Arsakia)
1,400,000 Legionaries
18,000 Immortals
5,200 War-Priests
350 light guns
300 medium guns
200 heavy guns
30 Colossus howitzers
250 AA guns
320 SAM batteries
1,400 T-120 Ravagers
1,400 M146 Despoilers
5,400 Sidewinder LAVs
1,600 F/A-104 Balefires
720 A-10 Thunderbolts
600 MiG-45s
240 Behemoth heavy bombers
24 B-6 Paladin stealth bombers
600 AH-166 Twilight gunships
240 MI-24 Hinds
3rd Army (south of Dispater Mountains; bordering Jamaane)
1,000,000 Legionaries
10,000 Immortals
3,200 War-Priests
350 light guns
250 medium guns
150 heavy guns
200 AA guns
250 SAM batteries
1,200 T-120 Ravagers
1,200 M146 Despoilers
2,200 Sidewinder LAVs
1,200 F/A-104 Balefires
840 A-10 Thunderbolts
180 Behemoth heavy bombers
480 MI-24 Hinds
4th Army (reserves)
1,200,000 Legionaries
12,000 Immortals
3,200 War-Priests
300 light guns
200 medium guns
160 heavy guns
15 Colossus howitzers
240 AA guns
320 SAM batteries
1,200 T-120 Ravagers
1,200 M146 Despoilers
2,200 Sidewinder LAVs
1,400 F/A-104 Balefires
800 A-10 Thunderbolts
240 MiG-45s
120 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
Here’s where I’ll explain some of the less normal items on this list.
Hornet Subterranean Tactical Weapons are essentially drills that carry two Hornet 2-Kiloton nuclear warheads. Lower them into the soil and watch as it digs its way towards enemy lines, where they can be detonated by a controller, causing havoc above. They can accomplish the same end with large amounts of high explosives.
THUNKs are massive armored war machines designed to lay waste to an enemy army at minimal loss. They carry racks of missiles, banks of chainguns, and a quartet of 155mm guns; further, it carries a large crew, much of which consists of soldiers that shelter in the machine, manning the numerous machine guns and grenade launchers mounted on its exterior. Short of godrods or nukes, they are practically unstoppable. Their downside is the astronomical cost required to build and support them. There are only five prototypes in existence.
The Empire consists of the continent of Kregaia and the overseas territories conquered by the Imperium over time. Kregaia is divided into eight dominions, each administrated by the Patriarch of that Domain, with the assistance of numerous councils, advisors, and committees. There is also a ninth quasi-dominion; the personal property of the Sacred Emperor.
Domains, by the way, are large, extremely rich, and influential families who can trace their ancestry back centuries before the Empire, to ancient Rome. However, the land that the Domains administrate is not theirs, it is the state’s. Further, not all of the men supporting the Patriarchs in their role as limited monarchs of a dominion are from that Domain; most are commoners.
Each dominion contains an average of one hundred and two prefectures, administrated by an Imperial Prefect. Within these prefectures are districts, the most local level of government. The people do have some say in the appointment of district and prefecture officials. Many prefectures are owned by clans; clans are basically small Domains, and have sizable land holdings, but none to rival the dominions.
CLIMATE/GEOGRAPHY/DEFENSES
The Empire is large and varied. It stretches from frozen ice plains in the Kun-Dra Dominion to the tropical Jamaane Dominion. In the farthest reaches of the north, there is practically no life; it is similar to Greenland’s wastes. Cities like Batorine have tiny populations compared to those of Mon Serat or Tarsus, as living there is very hard, and the island of Kshar has almost no permanent residents. Deeper inland from the coast, things become a little more livable as the climate begins to resemble Alaska’s or Norway’s; there are many fjords in the Great Spine in this region. This zone covers Batorine. Farther south is a climate like the northern United States, covering Darius, Shield Vale, and Secutor. This finally gives way to a warm, temperate band that stretches from the Devil’s Dance Floor, Mon Serat, and Slivan all the way to Korronis, getting warmer all the way. There are exceptions; the Necrite Peninsula is cold, rocky, and windy, and the Jamaane Dominion has several very large rainforests. The area southwest of the Arcan Bay consist mainly of swamps, before merging back into the warm climates of Mon Serat in the east and the flat fields of the Breadbasket in the south.
An overview of Kregaian geography reveals that the continent is naturally fortified. There are only a few possible invasion paths. The Wall of Kregaia defends the southeast, and is almost uncrossable. The only way to get an army across is to fly them one by one. The south seems more vulnerable, as it is only a short march overland to Korronis from the southern tip of the Palatine Peninsula. There are heavy defenses along the base of the Peninsula for this reason, and there is a massive garrison in Korronis, not to mention the heaviest fortification in the country. The southwest is protected by another strong line of defense, and any invader who passed that would have to deal with the insects, predators, and all-around irritation of the jungles. The Necrite Peninsula does not need much defense; any enemy would have to be an idiot to try to fight up its length. Stronger defenses are located in the north, at its base. Skipping the north for now, we look at the east, from the Wall of Kregaia to Kshar. Military installations guard the land between Slivan and the Wall, and from there north is a toxic wasteland, used in the past to test nuclear weapons, and now a polluted industrial zone. Marching an army through there is doable; it is practically defenseless; but the place is treacherous, and almost no water there is safe to drink, creating the logistical nightmare of transporting huge shipments of water. The Gothic Peninsula is defended by the Northern Legion, an elite among the Legions, hardened by the intense cold.
And finally, the north. The easiest invasion route is an amphibious landing on the far northwest; the area is extremely cold, but ample preparation for it will enable a determined, experienced army to cross. Batorine cannot afford to defend itself properly, and will fall. However, then the invader faces a choice; to succeed in an invasion, one must take the southlands, and there are two routes to take. Luckily for the Imperium, both are unadvisable. One is through Shield Vale, a series of valleys between the Great Spine and the Sanctus Mountains, riddled with minefields and other booby traps, where snipers and Imperial troops can use the land to their advantage, harassing the invaders for its entire length, where they will have to face the Cadian Gate, defended by crack troops and advanced technology. The other way is through the Devil’s Dance Floor, the region between Secutor and Tarsus, bordered by the River Arsakia and the Dispater Mountains. In ancient times, the cities of Tarsus, Secutor, and Rashin would send their armies north annually for three-way slugfests. None of them ever held the area for any length of time. And any invader would face the same problem; it is open, the perfect place for the Imperium to mobilize the massive forces available in the region and confront them. Forces from Tarsus, Rashin, and Malacus could all join together to fight, and the place is, predictably, mined, the biggest series of minefields in the Imperium. There are several major cities, and clan Hul owns a hefty slice of the land there; for these reasons, it is defended by fortresses and defensive batteries as well as mines. Also, the inhabitants are particularly strong and vicious; they are an important source of able and dedicated Legionaries. Any occupying army would face insurgents in possession of high-quality Imperial arms, stored in local caches. However, if an invader held the Devil’s Dance Floor, Rashin would be unlikely to hold out, and then that invader would have a shot at Korronis.
Imperial sea defenses are fairly standardized, and cover most of the Imperial coastline. Sonar buoys are strategically placed in Imperial waters, but are not considered a line of defense. The first layer of defense is mines; small minefields are dotted throughout the seas, beginning 8 miles from shore and extending as far as 40 miles in some areas. The second layer consists of torpedo buoys; remote-controlled structures that simply launch a barrage of torpedoes at enemy contacts. They are controlled from local centers, but the main control centers are located in CHARIOT High Command and the Imperial Palace. This allows the Imperium to prevent an invader from using a captured control center. Safe paths through the torpedo buoy defenses are big enough to accommodate a single oil tanker, but an enemy fleet would take hours to maneuver its ships through, a few at a time. Groups of ships can only avoid this same impediment if the control centers deactivate the torpedo buoys in the area, and as ultimate authority to do this lies in the hands of CHARIOT High Command and the Sacred Emperor, the Imperium thus has absolute control over groups of ships entering the country. Finally, the above assumes that an enemy knew where the safe paths through the buoys were. Due to drift, computers in the control centers are forced to recalculate the positions of the buoys and thus the paths through them hourly, forwarding those safe paths to the dockmasters of the various Imperial ports, or captains of any inbound ships, in the area.
The final step in defense of the coast is land defenses, present only in certain areas. Defenses on land have no more than four tiers; more on this later. The first consists of machine gun nests. The same control centers that oversee the position of mines and torpedo buoys control the automated machine guns that guard the beaches, as well as the other tiers of defense. M134 machine guns (6-barreled, 6,000 rounds per minute) are located above the shore; sometimes on dunes, others in tall grass, or simply at the top of the beach, and are designed to mow down enemy infantry. The second tier consists of permanent artillery, with calibers ranging from 75mm to 188mm, with 88mm flak guns (range: 48,000 feet) among them. These guns are located 3 miles or so inland from the shore. The third tier is missile defense, consisting of platforms that are, once again, controlled by the inland control centers. Each platform holds eight SAMs and eight anti-armor missiles. Finally, the fourth tier. It consists of fortresses that incorporate aspects of all three previous tiers: machine guns, batteries of artillery, and several of the missile platforms that formed the third tier. These forts are manned by three fists (300 men total) each, whether of Immortals or of Legionaries. In this way, a single legion of 120,000 men can guard 400 forts. In general, sea defense is potent and cleverly utilized. Although all is directed from a relative few control stations, with ultimate control available in High Command and the Palace, the landlines connecting the local control centers to the defenses they operate ensure that an enemy cannot jam or intercept the signals. The Imperial sea defense system is a testament to the billions of denarii poured into it and the determination of the Imperium to control its shores. Obviously, however, this system cannot guard the entire coastline. The areas defended by the four tiers of coastal defense are indicated as khaki lines on the map of Kregaia.
SEA
1st Tier:
Mines
Fields of varying size
Begins 8 miles from shore and extends as far as 32 miles more
2nd Tier:
Torpedo Buoys
36 torpedo tubes, each holding 2 torpedoes
Begins 2 miles from shore
LAND
1st Tier:
M134 miniguns (unmanned, fired from control centers)
6 barrels, 6,000 rounds per minute
Set in elevated nests and surrounded by a steel plate designed to deflect grenades and bullets
Located at top of beach
2nd Tier:
Artillery (unmanned, fired from control centers)
Calibers: 75mm, 88mm (anti-aircraft), 105mm, 120mm, 155mm, 188mm, 210mm
Number of guns per battery: 16, 20, 14, 14, 18, 12, 6
Range of AA guns: 40,000 ft
3rd Tier:
Missiles (unmanned, fired from control centers)
8 Sultan SAMs
8 Rapier anti-armor missiles (can be used on tanks, infantry, and ships)
4th Tier:
Fortresses
Walls of concrete reinforced with steel
3 missile platforms (8 Sultans/ 8 Rapiers each)
6 75mm guns, 4 88mm guns, 4 120mm guns, 2 188mm guns, 2 210mm guns
20 machine gun nests (5 on each corner turret; mounted in walls)
ECONOMY
The Imperium has a capitalist laissez-faire type economy, but overseen by the Ministry of Commerce and the Sacred Emperor. Its main exports (in no particular order) are heavy machinery, heavy weaponry, slaves, precious metals, luxury items such as jewelry, lingerie, and fine wine, uranium, oil, timber, iron, and electronics.
CULTURE
Some elementary Imperial psychology for you.
The Imperial religion is violent, and justifies a few things above all: obedience to the Sacred Emperor, a deep racial and religious hatred of other cultures (infidels), a disregard for the individual, and violence in the name of the seven Imperial gods. Religion is one of the pillars of the Imperium, and perhaps the strongest. Although it is a fact that every Sacred Emperor has followed the Imperial religion to some degree or another, an impartial view reveals that the religion justifies the absolute control over all aspects of life concentrated in the single form of the Sacred Emperor. So while practically every Imperial citizen is loyal to the gods, that loyalty is what tells them that the brutal use of power by the Sacred Emperor is justified, and the society relies on that.
Imperial honor is equally violent. There is no better example of this than the recent Czardaian War; Lucifer sacrificed the last democratist officials in a brutal ceremony, and Czardas intervened militarily, sending an air fleet to the Empire. However, enraged by the violation of their sacred homeland, the Legions ended up with the destruction of three cities and hundreds of square miles of forest to their credit, with thousands and thousands of Czardaian citizens dead. This overwhelming response was triggered by the presence of a relative few aircraft. Thus, a small insult rapidly escalates into a fight for survival. This is what will make the Succession Wars especially lethal; this instinct means that each High Lord will take personal offense at setbacks and seek revenge on the one who engineers them, preferably through murder.
In general, the Empire is a violent place. However, this violence cannot be channeled forever, and while the Imperium has incredible potential for apocalyptic destruction, sooner or later it must tear itself apart. The Succession Wars are but a twinge of this trend. And yet, they are unable to kill themselves. As a child might see a toy they want being played with by a rival and then pretend they never wanted it, so do Imperial citizens turn their noses up at suicide, an act they see as the act of a weak infidel seeking escape from life. And so Imperial citizens, to prove their own strength, shovel more misery onto their life, hardening their own souls, eventually producing the cesspit of morality that is the Empire today, a threat to itself and everything around it.
MILITARY STATUS
Note: I have changed the numbers from Volume One to make them more realistic. Armies are now smaller in general. In addition, I have added the strategic air and ground reserves for each High Lord. Finally, I gave the Korronis garrison concrete numbers. Assume each army possesses transport aircraft; not enough to transport the entirety of it at once, though.
Dominions:
Asmodeus: Valgoth
Ishamael: Sadow, Kesh
Avaru: Miradin, Kun-Dra
Jahvan: Aurelius
Rahvin: Halcyon, Jamaane, all government territory
RAHVIN / IMPERIUM
1st Army (Palatine Peninsula)
1,200,000 Legionaries
24,000 Immortals
2,400 War-Priests
300 light guns (105mm)
200 medium guns (155mm)
150 heavy guns (188mm)
150 AA guns (155mm flak)
25 Colossus howitzers (460mm)
400 SAM batteries
1,600 T-120 Ravagers
1,400 M146 Despoilers
2,800 Sidewinder LAVs
15 Hornet Subterranean Tactical weapons
1,800 F/A-104 Balefires
600 A-10 Thunderbolts
540 MiG-45s
160 Behemoth heavy bombers
24 B-6 Paladin stealth bombers
360 MI-24 Hinds
120 AH-166 Twilight gunships
1 THUNK (Terrible Horrible Unstoppable No-good Killer) Experimental Destroyer Engine
2nd Army (north of Rashin)
720,000 Legionaries
8,000 Immortals
1,400 War-Priests
200 light guns
175 medium guns
80 heavy guns
150 AA guns
320 SAM batteries
900 T-120 Ravagers
1,100 M146 Despoilers
1,600 Sidewinder LAVs
1,200 F/A-104 Balefires
400 A-10 Thunderbolts
320 MiG-45s
100 Behemoth heavy bombers
240 AH-166 Twilight gunships
3rd Army (Shield Vale)
600,000 Elite Legionaries
16,000 Immortals
3,600 War-Priests
350 light guns
250 medium guns
175 heavy guns
30 Colossus howitzers
300 AA guns
540 SAM batteries
20 Hornet Subterranean Tactical Weapons
1,400 T-120 Ravagers
1,400 M146 Despoilers
3,200 Sidewinder LAVs
1,800 F/A-104 Balefires
600 A-10 Thunderbolts
600 MiG-45s
120 Behemoth heavy bombers
24 B-6 Paladin stealth bombers
480 MI-24 Hinds
4 THUNK (Terrible Horrible Unstoppable No-good Killer) Experimental Destroyer Engines
4th Army (south of Mon Serat)
1,100,000 Legionaries
8,000 Immortals
1,200 War-Priests
250 light guns
200 medium guns
150 heavy guns
10 Colossus howitzers
200 AA guns
320 SAM batteries
800 T-120 Ravagers
800 M146 Despoilers
2,200 Sidewinder LAVs
1,400 F/A-104 Balefires
800 A-10 Thunderbolts
320 MiG-45s
120 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
240 MI-24 Hinds
240 AH-166 Twilight gunships
5th Army (Korronis garrison)
2,400,000 Legionaries
24,000 Immortals
4,800 War-Priests
700 light guns
500 medium guns
400 heavy guns
50 Colossus howitzers
650 AA guns (not counting city defenses themselves)
600 SAM batteries (not counting city defenses themselves)
3,200 T-120 Ravagers
3,200 M146 Despoilers
7,200 Sidewinder LAVs
4,400 F/A-104 Balefires
1,200 A-10 Thunderbolts
300 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
480 MI-24 Hinds
240 AH-166 Twilight gunships
(This probably seems excessive. I have my reasons though; for one, Korronis is a huge city, and even 2.4 million Legionaries is only a few percent of the civilian population there. Besides, don’t worry that this army will be used against you. They would never weaken the Korronis garrison.)
6th Army (reserves)
840,000 Legionaries
12,000 Immortals
2,400 War-Priests
280 light guns
240 medium guns
220 heavy guns
15 Colossus howitzers
200 AA guns
280 SAM batteries
1,300 T-120 Ravagers
800 M146 Despoilers
1,600 Sidewinder LAVs
1,400 F/A-104 Balefires
540 A-10 Thunderbolts
120 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
480 AH-166 Twilight gunships
1st Fleet (Korronis’s military docks)
6 Vengeance-class Superdreadnaughts
42 Imperator-class battleships
6 supercarriers (245 aircraft total: 180 Balefires, 36 Harriers, 24 attack helicopters, 5 stealth helicopters)
48 Prophet-class aircraft carriers (160 aircraft each: 120 Balefires, 24 Harriers, 16 attack helicopters)
346 Silencer-class missile submarines
357 Stalker-class attack submarines
345 Attila-class cruisers
486 Assassin-class missile cruisers
425 Darius-class destroyers
564 Piranha-class frigates
400 Atlantis-class troop carriers (empty right now)
60 Caduceus-class hospital ships
250 Arsenal-class cargo ships
ASMODEUS(in addition to this: spy and terrorist cells in every major city in the Empire; I just want him to have the potential to blow things up all over the place :) )
1st Army (just south of Darius)
840,000 Legionaries
8,000 Immortals
1,200 War-Priests
275 light guns
250 medium guns
100 heavy guns
175 AA guns
220 SAM batteries
1,200 T-120 Ravagers
800 M146 Despoilers
2,400 Sidewinder LAVs
800 F/A-104 Balefires
500 A-10 Thunderbolts
300 Behemoth heavy bombers
240 MI-24 Hinds
240 AH-166 Twilight gunships
2nd Army (east/west sides of the Gothic Peninsula)
1,000,000 Legionaries
9,000 Immortals
1,200 War-Priests
350 light guns
250 medium guns
150 heavy guns
25 Colossus howitzers
150 AA guns
300 SAM batteries
1,000 T-120 Ravagers
600 M146 Despoilers
2,400 Sidewinder LAVs
1,200 F/A-104 Balefires
600 A-10 Thunderbolts
80 Behemoth heavy bombers
240 MI-24 Hinds
3rd Army (shore of River Arcan)
1,200,000 Legionaries
9,000 Immortals
1,200 War-Priests
350 light guns
250 medium guns
150 heavy guns
25 Colossus howitzers
250 AA guns
300 SAM batteries
1,800 T-120 Ravagers
600 M146 Despoilers
2,400 Sidewinder LAVs
800 F/A-104 Balefires
1,200 A-10 Thunderbolts
540 MiG-45s
120 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
4th Army (reserves)
1,000,000 Legionaries
10,000 Immortals
2,400 War-Priests
250 light guns
200 medium guns
150 heavy guns
15 Colossus howitzers
180 AA guns
240 SAM batteries
1,400 T-120 Ravagers
800 M146 Despoilers
2,400 Sidewinder LAVs
1,200 F/A-104 Balefires
840 A-10 Thunderbolts
360 MiG-45s
180 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
JAHVAN
1st Army (along coastline between Wall of Kregaia and Slivan)
900,000 Legionaries
7,200 Immortals
1,200 War-Priests
320 light guns
240 medium guns
160 heavy guns
12 Colossus howitzers
200 AA guns
280 SAM batteries
1,000 T-120 Ravagers
800 M146 Despoilers
1,600 Sidewinder LAVs
1,400 F/A-104 Balefires
240 A-10 Thunderbolts
480 MiG-45s
180 Behemoth heavy bombers
8 B-6 Paladin stealth bombers
2nd Army (border of Aurelius and Halcyon)
1,000,000 Legionaries
6,000 Immortals
1,200 War-Priests
250 light guns
150 medium guns
100 heavy guns
15 Colossus howitzers
180 AA guns
350 SAM batteries
1,600 T-120 Ravagers
800 M146 Despoilers
2,600 Sidewinder LAVs
1,200 F/A-104 Balefires
800 A-10 Thunderbolts
540 MiG-45s
180 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
3rd Army (just north of Seleucia)
800,000 Legionaries
6,000 Immortals
2,200 War-Priests
300 light guns
250 medium guns
200 heavy guns
20 Colossus howitzers
240 AA guns
360 SAM batteries
1,000 T-120 Ravagers
1,200 M146 Despoilers
2,200 Sidewinder LAVs
800 F/A-104 Balefires
1,200 A-10 Thunderbolts
240 Behemoth heavy bombers
4th Army (reserves)
900,000 Legionaries
8,000 Immortals
3,800 War-Priests
250 light guns
200 medium guns
150 heavy guns
15 Colossus howitzers
200 AA guns
280 SAM batteries
1,100 T-120 Ravagers
1,100 M136 Despoilers
2,400 Sidewinder LAVs
1,200 F/A-104 Balefires
800 A-10 Thunderbolts
160 Behemoth heavy bombers
1st Fleet (Arcan Bay)
4 Vengeance-class Superdreadnaughts
34 Imperator-class battleships
6 supercarriers
36 Prophet-class aircraft carriers
338 Silencer-class missile submarines
382 Stalker-class attack submarines
299 Attila-class cruisers
440 Assassin-class missile cruisers
382 Darius-class destroyers
517 Piranha-class frigates
370 Atlantis-class troop carriers (empty right now)
60 Caduceus-class hospital ships
270 Arsenal-class cargo ships
AVARU
1st Army (east of Malacus, on the west bank of the River Arcan)
1,000,000 Legionaries
9,000 Immortals
2,800 War-Priests
450 light guns
350 medium guns
200 heavy guns
30 Colossus howitzers
350 AA guns
420 SAM batteries
2,400 T-120 Ravagers
2,400 M146 Despoilers
5,200 Sidewinder LAVs
3,600 F/A-104 Balefires
1,200 A-10 Thunderbolts
600 MiG-45s
108 Behemoth heavy bombers
12 B-6 Paladins
480 AH-166 Twilight gunships
2nd Army (west of Malacus, on east bank of River Arsakia)
1,400,000 Legionaries
18,000 Immortals
3,200 War-Priests
350 light guns
300 medium guns
200 heavy guns
15 Colossus howitzers
250 AA guns
250 SAM batteries
1,400 T-120 Ravagers
1,600 M146 Despoilers
2,400 Sidewinder LAVs
2,200 F/A-104 Balefires
540 A-10 Thunderbolts
540 MiG-45s
160 Behemoth heavy bombers
16 B-6 Paladins
480 AH-166 Twilight gunships
120 MI-24 Hinds
3rd Army (south of Batorine; bordering Kesh)
900,000 Legionaries
10,000 Immortals
3,600 War-Priests
300 light guns
200 medium guns
150 heavy guns
10 Colossus guns
170 AA guns
280 SAM batteries
1,200 T-120 Ravagers
1,200 M146 Despoilers
1,600 Sidewinder LAVs
1,400 F/A-104 Balefires
800 A-10 Thunderbolts
160 Behemoth heavy bombers
480 MI-24 Hinds
4th Army (reserves)
1,200,000 Legionaries
12,000 Immortals
3,200 War-Priests
300 light guns
200 medium guns
170 heavy guns
15 Colossus howitzers
240 AA guns
320 SAM batteries
1,200 T-120 Ravagers
1,200 M146 Despoilers
2,200 Sidewinder LAVs
1,400 F/A-104 Balefires
800 A-10 Thunderbolts
240 MiG-45s
120 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
ISHAMAEL
1st Army (north of Secutor)
1,000,000 Legionaries
10,000 Immortals
3,200 War-Priests
350 light guns
250 medium guns
150 heavy guns
12 Colossus howitzers
220 AA guns
300 SAM batteries
1,100 T-120 Ravagers
1,100 M146 Despoilers
1,800 Sidewinder LAVs
1,440 F/A-104 Balefires
640 A-10 Thunderbolts
180 Behemoth heavy bombers
480 MI-24 Hinds
2nd Army (north of Tarsus; near bank of River Arsakia)
1,400,000 Legionaries
18,000 Immortals
5,200 War-Priests
350 light guns
300 medium guns
200 heavy guns
30 Colossus howitzers
250 AA guns
320 SAM batteries
1,400 T-120 Ravagers
1,400 M146 Despoilers
5,400 Sidewinder LAVs
1,600 F/A-104 Balefires
720 A-10 Thunderbolts
600 MiG-45s
240 Behemoth heavy bombers
24 B-6 Paladin stealth bombers
600 AH-166 Twilight gunships
240 MI-24 Hinds
3rd Army (south of Dispater Mountains; bordering Jamaane)
1,000,000 Legionaries
10,000 Immortals
3,200 War-Priests
350 light guns
250 medium guns
150 heavy guns
200 AA guns
250 SAM batteries
1,200 T-120 Ravagers
1,200 M146 Despoilers
2,200 Sidewinder LAVs
1,200 F/A-104 Balefires
840 A-10 Thunderbolts
180 Behemoth heavy bombers
480 MI-24 Hinds
4th Army (reserves)
1,200,000 Legionaries
12,000 Immortals
3,200 War-Priests
300 light guns
200 medium guns
160 heavy guns
15 Colossus howitzers
240 AA guns
320 SAM batteries
1,200 T-120 Ravagers
1,200 M146 Despoilers
2,200 Sidewinder LAVs
1,400 F/A-104 Balefires
800 A-10 Thunderbolts
240 MiG-45s
120 Behemoth heavy bombers
12 B-6 Paladin stealth bombers
Here’s where I’ll explain some of the less normal items on this list.
Hornet Subterranean Tactical Weapons are essentially drills that carry two Hornet 2-Kiloton nuclear warheads. Lower them into the soil and watch as it digs its way towards enemy lines, where they can be detonated by a controller, causing havoc above. They can accomplish the same end with large amounts of high explosives.
THUNKs are massive armored war machines designed to lay waste to an enemy army at minimal loss. They carry racks of missiles, banks of chainguns, and a quartet of 155mm guns; further, it carries a large crew, much of which consists of soldiers that shelter in the machine, manning the numerous machine guns and grenade launchers mounted on its exterior. Short of godrods or nukes, they are practically unstoppable. Their downside is the astronomical cost required to build and support them. There are only five prototypes in existence.