NationStates Jolt Archive


Zethathrin Industries Product Overhaul

The Emperor Fenix
08-05-2007, 22:54
Zethathrin Industries Product Overhaul.

Personnel Robotics

Field Attack VOICE – Cenobite.

The Cenobite stands at four feet tall and posses the human standard two arms and two legs. It has a layer of thick armor giving it a very stocky build and a lower top speed and agility when compared to previous VOICE models. However, it retains the ability to see beyond the range of human eyes into Gamma Ray and Microwave regions.

The Cenobite does not posses any in built weapons such as gas canisters, internal bolt firers, or monofilament whip as with previous VOICE, nor does it posses the ability to perceive changes in electric and electromagnetic fields on its skin, or camouflage display; as all these abilities are prevented by the thick armor. However its short stature allows it to remain behind cover that would be unavailable to taller VOICE models, and it is more able to resist fire without sustaining impairing damage. It is also able withstand a much higher temperature, making it, among other things, able to withstand laser damage for a greater time.

As the Cenobite has a full compliment of fully flexible fingers it is able to use any human issue gun, and because of its extra-human strength it is able to wield weapons on the move and/or solo that would not be available to an ordinary soldier of clone. It is able to synchronize all sensor information with every other Zethathrin troop deployed through a system of Twinned-Atom Communication that cannot be intercepted or blocked by an enemy.

It was felt that giving the Cenobite in built weaponry would waste core unit power, and that armaments provided at the time would be more location specific and appropriate, as well as being easier to repair and/or replace.

Command Attack VOICE – Ammit.

The Ammit command VOICE is a much more specialist unit. It stands at nearly 7 foot tall, and without the thick armor of the Cenobite is appears much thinner, though obviously by virtue of this it is much faster and more agile, as well as being able to maintain a top speed for a longer period of time. Its ocular senses are the same as the Cenobite, as no expense was spared in the construction of its otherwise lesser counterpart.

The Ammits’ skin is able to, to a now efficacious degree, mimic its surroundings to allow it to remain concealed even whilst in motion. As the individual joints involved in rapid movements are not controlled through traditional motors they make extremely little noise. Another property of the design of the outer skin of the Ammit is the ability to detect relatively slight changes in electric and electromagnetic fields, allowing it to tell if it is being laser targeted even outside the field of its vision, and otherwise concealed electrical objects.

Within the major arm joints of the Ammit model are gas compartments capable of storing a ranges of gases or liquids that would be most suitable on the mission, to conceal, sedate or kill. It all posses a small bolt firer within its body, as well as small blades that are able to secrete of inject a range of poisons as chosen on location.

On top of this the Ammit has upon relevant portions of its body, micro-hooks giving it far superior purchase upon inclines than mere textile patterns and the ability to deliver a stunning electric shock into anyone touched. Though a greater shock is possible, it is almost certainly a waste of power resources.

Like the Cenobite the Ammit able to utilize TAComms to synchronize information on the battlefield. Though they are useful on the ordinary field of battle they are also good commandos and assassins given their extra camouflage and speed.

Vehicle Robotics

Battlefield Tank – Asmodeus

The Asmodeus Tank is supposed to be fully applicable when used in conjunction with in particular the Cenobite ground troop. It can fire large caliber kinetic shells of a number of specifications from its primary turret, which can be lowered to allow it lie flush with the front of the tank, allowing the turret to be sealed when needed, and reducing the tanks profile when it is not firing.

The tank is propelled by the use of standard caterpillar tracks, as well as a specially designed shield system, that forces the shield to flow toward, or away from a focal point in waves. Thus as well as providing protection from laser and energy weaponry allowing it to travel of lose soil and sands that would be impossible for other tanks of it size, including over tanks which would otherwise sink. It also facilitates such sinking in a limited way allowing the tank to burrow without otherwise mechanically change the build of the tank which would lead to inferior armor. The ability of the tank to sink into the earth protects it in situations that would other wise leave it exposed. And due to the shielding nature of many, particularly ferrous, soils it allows the tanks to gain some element of surprise that other tanks are unable to achieve.

As well as this the tank is replete with four laser turrets, which can be reconfigured to fire lasers or maser throughout the spectrum. As an accompaniment to these lasers is the coelenterate anti-personnel grapple system, that sends out a series of independently mobile highly adhesive tentacles designed to stick of enemy combatants and reel them toward the tank.

The Asmodeus, like All Zethathrin products is able to synchronize with other combatants, and can either be piloted by a soldier or conduct itself without a pilot. It contains a compliment of companion Ophan drones to assist it.

The Asmodeus also acts as a mobile comms jammer, by sending out interfering signals on all frequencies, where ever possible, at the discretion of the customer this takes the form of a noise calculated to imitate the tortured screams of the enemy.

Finally the tank also posse’s lights and speakers (which are able to project sound so as to make it only audible at certain desired locations) which have been developed to produce either feelings of unease and fear in the target or nausea and seizure. As a form of psychological warfare the Asmodeus tank is capable of an animal scream that is intended to resonate from one tank to the other. Due to its fairly high pitch it would be difficult to pin down exactly where the noise had come from, therefore not necessarily giving away the position of individual tanks. Whilst all Zethathrin troops are capable of individual voices the Asmodeus is provided with particularly loud speaker capabilities.

Support Vehicle – Camael

The Support vehicle is heavily armored and posses the same jamming and light/noise offensive capabilities of the Asmodeus, as well as a compliment of defensive lasers, though it not designed as a combat vehicle. Its main purpose is as a location to provide arms and ammunition to combatants, as well as whatever repair as can be effected to any given Zethathrin unit.

Its relatively low top speed and wheeled design would leave it more vulnerable than a tank, though its outer skin is given a high degree of camouflage mimic technology designed to render it as invisible as possible when stationary, it is not designed to be brought into the centre of a combat situation.

VOICE Transportation Pod – Galgallin

This pod, which is small and egg like in shape, utilizes a shield using the same principle as the Asmodeus tank, though given is much smaller size and smaller mass it is able to put it to a greater range of uses.

As well as being able to travel relatively quickly through earth, particularly loose earth and soil; it can maintain multiple shield focal points which allows it to travel quickly across the ground as the shield continually pushes it away from the ground and forward.

This method of transport is silent, but shows up quite brightly on infrared, as well as this it is not able to fly, and the shield can be broken by a steep fall which will result in damage to the bottom of the Galgallin. It is primarily intended for use by the Ammit if any kind of chase or speedy escape is considered likely by the customer.

Accompanying Drones

Ophan

The Ophan is a small flying multiple purpose drone that acts primarily as eyes and field information gathers. Though they can act independently a contingent of them is also provided stored within the Asmodeus tank. They can see on a very wide range of the electromagnetic spectrum all the way up to Xray, though obviously because of size constraints not radio. Because of their size they are not able to camouflage themselves other than by virtue of their size and silent running. However they can be used to mislead the enemy, by mimicking the sound of gunfire, the scream of the Asmodeus, or other battlefield or domestic activity to distract the activity of the enemy from the real direction of attack. Because of their size they do not posses lasers or other defensive weapons, they are capable of giving a stunning electrical shock if encountered, but its primary method of defense is retreat.

Mobile Weapons Platform – MWP

The mobile weapons platform has a number of uses on the battlefield. When it accompanies the Ammit it can be used as a platform to fire weapons, from, disguises the true location of the assailant, as providing covering fire for an assault. They can also carry a range of mines to lay on the battlefield including, EM, anti-personnel, anti-tank, and burrowing mines.

In other battlefield conditions, the role of active combatant is usually less applicable as that role is taken by the Cenobite, however in that situation, they can retain a smaller compliment of weaponry to defend itself, and act as a supply chain to aid troops in the field, so they are not forced to return to the Camael at regular intervals.

Previous VOICE threads are...

http://forums.jolt.co.uk/showpost.ph...46&postcount=1
http://forums.jolt.co.uk/showpost.ph...79&postcount=1
http://forums.jolt.co.uk/showpost.ph...46&postcount=7

Zethathrin Factbook - such as it is

http://forums.jolt.co.uk/showthread.php?t=509044

Questions, comments, abuse, misc, should be aired here... or whatever.
Tigerlan
22-05-2007, 07:06
OOC: Bump for Comments
The Emperor Fenix
31-05-2007, 04:36
Zethathrin Industries Product Overhaul II

Ships of the line

As with all other Zethathrin Industries products its space ships are capable of acting both crewless and autonomously, as well as producing the frequency chatter to disrupt enemy communications. Their own communications system is via twinned atoms and so is undisputable, un-interceptable, and instantaneous.

Transports

Within the Zethathrin Commercial Navy the transport is the primary means of long distant movement. It is equipped with a hyperspace faster the light drive, but it is not equipped with the hull plating found in smaller ships, and it is not armed. This leaves it very vulnerable to attack and should not be left on the battlefield.

In shape they are long and tubular, the side of the ship opening up rather like a flower to reveal the super structure, from which traveling ships can depart en masse. They come at a standard one kilometer in length.

There are three main types of Transport:

Type I: Is a space ship transport, though it is capable of carrying non-Zethathrin ships it should be noted that the storage of such ships during flight is much more inefficient.

Type II: Is a ground unit transportation ship, due to the varied size and shape of ground units this ship is built specifically to transport Zethathrin products, attempts to transport other units risks damaging either the ship or the product. All Zethathrin ground units are capable of withstanding the privations of space without extra protection, therefore not making this type ideal for the transportation of biological crew.

Type III: Often known as the tanker. This ship resembles outwardly the other two, but rather than opening to reveal a complex structure of housing units, beneath its outer hull is a solid tank which can be filled with anything the client desires. Containment fields can be erected with the tank to allow the storage of multiple volatile or metal eroding materials without issue and a point magnetic deployment system allows the ship to erect a strong magnetic containment field anywhere within the tank allowing for even the storage of antimatter or nuclear fissile material.

Landing Plates

The landing plates come in a range of sizes, allowing for the mass drop of troops or other ground units to the planet, or the individual drop of a single commando unit or other ground unit to the surface. It should be noted that whilst every effort has been made to make these invisible to radar, such an affect is very difficult in rapidly descending landing craft so it is advised that landing hostiles make the exit before the plate completes its descent.

Assault Ships

All of the Vermicious Knids on the battlefield are instantaneously co-ordinated, and their relative positions and those or their enemies plotted and tracked constantly. This means that though some of the weapons on the Knids may not be large, they are fully and easily capable of coordinating multiple Knids to hit the same spot at exactly the same time. They are also able to rapidly stagger shots to focus unusual pressure on a shield, or fire multiple shots around a central rapid firing location to increase heat damage to hull and armor. Whilst other, in Zethathrins opinion, lesser, arms manufacturers and national militaries may chose to funnel enormous amounts of money into white elephants simple to act as patforms for their ever larger guns providing them with ever diminishing returns, the Knid system allows for both a multitude of weapons to focus on a multitude of targets, and the ability to in effect wield a weapons of massive power simple be coordinating an increasing number of kinds to attack the same spot. With the Knids 360 degree firing range and fast “turret” turning speed, and Knid with a line of sight to the target is able to very quickly be able to fire with its companions, there is none of the slow tracking speed of large guns, and no one ship presents a disproportionate target to the enemy, or financial loss to the customer. We feel that the system in place can only be provided by Zethathrins precision computing and our devotion to the needs and strategy on the consumer, giving you the widest range of possible battlefield options, and best of all, the element of surprise.

Code Name: Vermicious Knids

Voce:

The hull of a Voce is specially developed to absorb the maximum range of the electromagnetic spectrum possible, making them virtually invisible to active sensors. As well as having no permanent hole in the hull at any point.

The Voce is six feet long, shaped like teardrop with the bulbous end acting as the front. It has one energy weapon which takes the form a magnetically controlled bar that is separate from the hull of the ship, giving it the ability to shoot in any direction and an ultra high tracking speed. The ship generates a field outside the hull that causes the firing spike to fire, this system can damage the spike, however more are available stored within the craft.

Its engine is internal, using a microwave engine to direct itself quickly through space without leaving a trail. The microwave engine is also highly efficient reducing the strain on the micro-fission power source.

In order to gather information about its surrounding the Voce has a massive/active sensor spike that it can deploy if necessary. This spike is not capable of offensive action.

Oculus:

The Oculus is one foot in length, with a tiny external drive, though this makes it more visible to enemy forces it is the main sensor gathering unit on the battlefield, when not in motion and passively sensing its size makes it ostensibly invisible, it is not armed however so its invisibility does not present a direct threat to the enemy.

Micro-Voce:

The Micro-Voce Closely resembles the firing spike of the Voce, it is capable of only a small amount of motion, and a limited number of shots, its main purpose is to fire at the enemy a couple of times, doing damage and acting as a decoy away from other units. It is deployed from the Matro-Voce.

Supra-Voce:

In shape it is longer and flatter than the Voce at twelve feet; it is able to move faster, a do greater damage, as well as maintaining more than one firing spike at one time, and a maximum of four.

Matro-Voce

The Matro-Voce is twelve feet long, but much thinner than the similarly sized Supra-Voce. Rather than possessing its own firing spikes as it flies, and it is the fasest of the Voce, it lays Micro-Voce. They are capable of independent motion, though to a limited extent and this used mainly for aiming. They can also act as mines, firing at passing enemies.

Octo-Voce:

The Battleship of the Voce line it is forty eight feet long. Its tail is bifurcated, resembling two large teardrops melding into one. It is capable of maintaining up to twenty firing spikes and is a perfect unit for multiple firing accessories.

Firing Accessories

MAC Cannon:

Magnetic Accelerator Cannon [Cannons] resplendent in their nomic redundancy, these powerful weapons have a much slower tracking speed than the firing spikes energy pulses as they require the entire ship to move to face the target, however as an ultra high speed kinetic weapon the pose a formidable threat. Because of the acceleration time the MAC has three separate runs to allow two projectiles to be accelerating whilst one fires. a refrigeration unit cools the MAC coil to stop infra-red radiation making the MAC into a beacon. Unfortunately the cooling system is not able to keep the heat at zero for very long and the MAC should be allowed to cool after a while. More than one MAC system can be fitted to the same Voce if wanted this will not increase or decrease the cooling/heating period.

Shield Spikes:

When position at opposite sides from each other the shield spikes can produce a shield that will mitigate or deflect energy weapons, as with all shields they are less effective against kinetic strikes, but they are not totally ineffective against them. The real innovation of the spikes is that rather than projecting a shield round the ship in a bubble, which would be energy intensive, the shields are produced in the same way a magnetic field occurs, allowing the Voce to project more than one shield at the same time. Though this does produce a weak spot at either end of the shield, the wider the shield [and thence the higher the energy needed to project the wider shield] the harder to hit the weak spots are. These spikes are stored in the same way firing and sensing spikes are, and can be used freestanding like the Oculus and Micro-Voce to decoy the enemy, however shields take a lot more power to deploy, and because they lack motive power if they swing out of alignment the shield will break. However they can be used to protect civilian or otherwise un guarded position.
The Emperor Fenix
16-07-2007, 06:32
Zethathrin Industries Product Overhaul III

Additional Droids

Titan Heavy Attack Droid – Chronos

4 Meters tall this massive robot is intended to be more than a gentle giant. Its strong legs and arms allow it to move quickly across the battlefield no matter what the terrain, and a malleable outer dermis allows the controlling force to give it the perfect coloring and texture for camouflage in the area. It can climb buildings with ease punching through their façade and windows, and can leap from rooftop to rooftop, though few can support its weight it will make short work of an instillation.

Within its large almost hunched back are the facilities for not only a mortar weapon but small rocket launcher deploying any one of a range of rockets with a range of payloads. Within its hands are two rail guns. Its relatively small head has a stretchable mouth, though not specifically intended for biting could easily tear a limb off or a body in half. It is able to produce a “scream” of up to 150 decibels as both a mass psychological weapon and an closer range a sonic weapon.

From deep within the Chronos come a wide lower energy magnetic field and faint ultra sonic emission calculated to cause a feeling of unease and fear in the human brain on a much wider scale and power than other units are able.

Spider Anti-Personnel Droid – Acantha

The Acantha has 8 legs like a spider, and small pincer like jaws, but the resemblance ends there. It is fast moving and ranges from the size of a hand to the size of a cat. Its legs are positioned round a central body rather than in front of an abdomen, and its skin is highly electrified to the touch making direct contact with it dangerous.

Within its jaws it posses a strong point laser designed specifically to penetrate the thick armor of protective battle gear with a thin hole, through which the spiders long butterfly like “tongue” can enter and deliver its tiny anaesthetized payload into the victim. As the laser is silent, the spider weighs little and the soldier has no immediate feeling on his body armor as there is little transmitted heat to trigger overheating alarms it is entirely possible that the spider can attack and retreat without being noticed, though its arachnid shape is calculated to give is maximum grip on all surfaces and acute angles as well as to unnerve the enemy.

Its payload is not an ordinary poison, though it can be made to deliver such, it produces within its body tiny nano-machines developed to simultaneously head to the brain, lungs and heart, as well as the victims skin. At the major organs it proceeds to cause rapid necrosis, inducing heart failure, brain death, and asphyxiation. And through the skin the nano-parasites will spread to anyone who touches the victim with exposed skin for even a relatively short amount of time.

Canine Anti-Personnel Droid – Fenrir

The Fenrir is built to resemble a thin wolf or dog, it is possible for the customer to give the Fenrir fur through the same method as he Chronos, which will make it passingly indistinguishable from a large canine animal.

It is built to be cheap and very fast, with massively strong jaws able to bite with several tons or pressure per square inch. This does not leave the rest of the body useless. It is also equipped to pour either a poisonous or obscuring gas from its mouth, though the poison gas need not be visible. This will also render the bite poisonous even after the gas reserves have been exhausted.

Mobile Artillery Droid – Shakti

Resembling a turtle or tortoise the Shakti posses six thick strong legs and a massive armored back. It dwarves other units on the battlefield including the Chronos its massive bulk causes it to move ponderously but its position on the battlefield is intended to be one of distant offense and support.

By lifting up its front legs it is able to angle the long cannons stored within its body to the required position to fire. These, however, are not its only weapons, devastating as they may be, it also posses along its back a series of anti-aircraft weapons. At the front it posses a series of spot lasers which are able to confuse some tracking systems, blind exposed pilots, and at offensive power punch small holes in appropriate targets such as fuel tanks and spinning engines. Further back it can deploy anti-aircraft missiles that will track the target both through infra red on board track and sight tracking from units on the ground and in the air.
The Emperor Fenix
02-08-2007, 03:21
Zethathrin Industries Product Overhaul IV

Ships of the Line

Transport Chaperone Craft – Shikigami

The Zethathrin Industries transport crafts role on the battle field is a simple one. Using its large capacity it transports the necessarily units faster than light to the destination, open its protective ‘wings’ and allow them to deploy on the field. Unfortunately this is not without its disadvantages; the transport is itself unarmed, and though its armor is thick, it is vulnerable to attack. As are the ships leaving it which are at a relatively higher concentration than those in place. To help cure these ills Zethathrin Industries has developed the Shikigami Transport Familiar.

The craft is shaped in a ring, with a larger square set, what could be called, atop the construct. The ‘bridge’ houses machinery designed to stabilize the hyperspace travel of the transport, making it harder to waylay the craft. And the ring houses numerous powerful laser turrets which can fire at targets in front or behind of the craft, and rather like cannons on the sea ships of old, the whole device acts as a very large MAC that can fire at targets to port or starboard.

The advantages and disadvantages of this system are evident, though they make the craft harder to intercept, they make it more expensive to field, and because they have to move to the ends of the craft when it opens and closes its wings, it slows its deployment time whilst making it a much more formidable enemy.

Capital Ship – Horus

A departure from ordinary Zethathrin engineering, the Horus Capital ship has, at the request of the customer, been designed to demonstrate clear dominance on the battlefield. The majority of Zethathrin units are designed to stay as near invisible on the field as possible, relying on this invisibility to avoid fire rather than trust thick armor.

Because the Horus is the by far the most visible unit that Zethathrin, or the consumer, fields it has been decided that it requires considerably defenses. Normally stealth would be the first recourse for a Zethathrin product but the ships size, and method of propulsion render this impossible. On top of this the Horus is can wield very large weaponry, both energy and kinetic, though its damage output can be matched by a coordinated group of smaller units this sole position of fire makes it the natural target for first retaliation from a hit enemy, who may well not be able to detect the locations of the other units that fired with any accuracy. So in order to protect the Horus it has been given thick armor plating. The outside of the plating is coated in a silicon lattice designed to disperse the energy of a laser attack, though obvious this is hardly 100% efficient, and the lattice can be damage by the very energy it is dispersing it is felt that as the outer layer is easily replaced and produced at little cost it is a worthy investment. On top of these defenses the Horus also utilizes several forms of shielding. Its first line of defense is the traditional Zethathrin shield spike, though for the Horus the spikes were modified considerably. Their potential output has been raised considerably allowing them to produce more layers of stronger shields. As well as this they are independently mobile and powered, meaning that below them can be activated a hull hugging shield. The advantages of the hull hugging shield is that it is much harder to break than an ordinary bubble shield as it cannot collapse, though its proximity to the hull means that if it is broken most of the damage will directly impact the hull rather than partially disperse as occurs when a bubble shields collapses, on top of this the hull shield requires a greater resource investment as the shield projection must be laid beneath the entire hull of the craft to offer total protection. Whilst the hull shield is in operation power cannot be directly transmitted to the shield spikes in any considerable quantities, nor can they be dragged with the ship, meaning that if the hull shield is left on for too long the spikes will run out of power, the bubble shield will break and the spikes will be left behind. Though replacement spikes can then be placed around the ship fairly quickly, this would be rather wasteful of materials and though the spikes would not take long to move into place the delay is obvious and leaves the ship more vulnerable.

The Horus posses a number of weapons not found in other Zethathrin craft. Though it does field up to 20 firing spikes, and the specially designed Horus firing spikes which, because of the increased size, are able to fire shots whose output in the electromagnetic spectrum can be made the vary. This means that they can probe enemy defenses to find a weakness, as well as making them harder to defend against using reactive shielding.

As well as these the Horus can fire a wide range of missiles and torpedoes. It has 24 ports positioned along its wings that are to a degree malleable, allowing them to fire a massive range of weapons as provided by the customer. The standard Zethathrin torpedoes come in three sizes, and deliver either an explosive charge or massive gamma radiation charge, designed to penetrate ships hulls and do radiation damage to ships crew.

Because of the very thick armor given to the Horus the standard microwave engines are not an ideal form of propulsion, to counter this, though it still posses microwave engines, it has been given external nuclear engines as its main form of propulsion. The Horus also posses its own FTL drive, which means that it is not dependent on the Transport ship to move it from battle to battle.

Mining Vessels

Zethathrin Mining Strategy.

It is the opinion of Zethathrin Industries, that the common method of mining by the majority of nations is highly inefficient. To this end, and at the request of the consumer it has developed a range of mining craft with an innovative strategy to revolutionize the industry. Most nations send out mining fleet, which collect assets and then transport them back to production facilities, we consider this to be a waste of the time of mining corporations to this end we have created the following:

Mining Mother Ship – Vulcan

In a considerable departure from Zethathrin design and philosophy the Vulcan is fitted to support a crew. The ship is in the shape of an oblate sphere with a 5km diameter the central 1km3 of this space being given over entirely for crew quarters. Though technically the ship can be run entirely autonomously this extra-ordinary space for a crew of up to 100 is given because the ship is designed to spend an indefinite period in space without ever returning to its home.

The Vulcan takes on board its crew and heads straight for the desired minerals, from there it uses its compliment of smaller mining vessels to extract all of the substance required of it by its mission from the location, this can be all of one mineral, a certain amount of one mineral, or all substances of value at the location. Then using, as much as possible resources sourced from the mining location, the Vulcan constructs a basic FTL and STL hauling ship, and it is this, un manned, that takes the column of mineral back to the Vulcans home. The columns of mineral can be hundreds of kilometers long, but as the hauler need only make a single trip, often in a straight line, the design need not be complex. This saves enormous amounts of time and resources by removing the necessity of having the miners return to deposit that which they extract.

Mining Vessel – Homunculus

The Vulcan is equipped with a range of homunculus, as well as the capabilities to repair them and construct more when needed. These are able to mine resources, harvest biological material, and even siphon gases from gas giants. As well as this, the ship, in tandem with the crew, are able to design and produce new mining vessels as they are considered needed, giving the Vulcan the ability to, in theory, conquer any challenge it meets in its generation voyage of mineral exploitation.

Engine Accessories

Voce Equipable Atmospheric Engines

In lieu of the production of units designed solely for the air, Zethathrin Industries has chosen to instead produce engines that can be attached to the standard space going Voce to give it the ability to travel with sufficient speed and agility in the atmosphere of a planet. To this end the Voce can be equipped with two distinct atmospheric engines:

The Hyper Fluid Drive:

When attached to the Voce this drive allows it to travel at great speeds through the air, as well as the water. Because of this speed the turning circle of the Voce is greatly increased, and it produces considerable noise. In order to reach the hyper fluid velocity necessary to travel at super sonic speeds through the water the Voce must initially accelerate at very high altitudes, though because the Voce is not crewed this presents fewer difficulties than in an ordinary craft.

The Jet Accelerator:

The Jet is comparatively slow, though it can still achieve super sonic speeds, but it is capable of much greater agility in the air, as well as running much more quietly and with greater fuel efficiency. It can accelerate at any altitude, but cannot travel underwater.

The Sub Aqua Jet:

This drive, combines rotary propulsion with jet propulsion to produce a hybrid engine that can run quietly and quickly when needed. Because of the shape of the jet intake and blade it is not able to support the Voce above the water, this does not leave the Voce stranded as its Microwave engine is still able to lift it out of the water and even if necessary back into high orbit,

The Sub aqua engine fitting also covers the Voce in a luminescent skin that mimics the light and pallor from above and below. Though such systems are not very effective in the air, when utilized in the water it make the Voce considerably more difficult to see.

Firing Accessories

Because of atmospheric refraction the weapons that the Voce utilizes in space are not ideal for use within the atmosphere, to counter this Zethathrin Industries have also produced a number of weaponry additions for the Voce:

Rail gun:

As simple as it sounds, the Voce can be equipped with a rail gun that can be used at any altitude. It has a limited supply of ammunition, but it can fire a range of different rounds, including ceramic tipped armor piercing bullets and tungsten tipped shrapnel rounds.

Rocketry:

The Voce can be fitted with a rocket deployment system that can be engineered to fire almost any rocket it is given. The consumer may chose a range of proprietary Zethathrin rockets, or supply their own at their discretion.

Sub Aqua Missile/Torpedo Fitting:

This fitting is not compatible with the Rocketry addition as they utilize the same space, however as the Sub Aqua addition can only be fired under the water Zethathrin does not envision this becoming a problem. As with the rocketry addition the Torpedo fitting allows the Voce to fire a range of Torpedoes and Missiles, at the discretion of the consumer.

Submarine Units

Sea-Serpent Dreadnought Unit – Danh

To provide a greater naval presence Zethathrin have designed a submarine dreadnought. Its basic design is that of a segmented sea serpent, with a long body that eventually tapers to a tail, as well as large strong jaws capable of delivering many tons of pressure, easily able to rip through the hulls of other sea going vessels.

Along its 10 largest segments, lying flush with its back, are turrets that can fire large shells against other ocean surface vessels. Thus as the Danh surfaces the turrets raise themselves to the desired angle and fire as each reaches the zenith of the arc, and the return to lying flush with the back of the craft. This should allow the Danh a considerable tactical advantage over both submarines and surface vessels.

As well as turrets the Danh is able to fire torpedoes, both from 3 segments in its body, and from its mouth. With an available modification it can also fire missiles capable of leaving the water and traveling great distances.

In Development

Zethathrin Industries hopes to bring out a range of biological weapons for use by the consumer at the nearest possible juncture. Currently in primary development is an aerosol hallucigen that should produce panic among both the civilian and military populace, destroy both organization and morale.

---Troop numbers coming soon---