NationStates Jolt Archive


The Moleland (2) Factbook

Moleland 2
28-09-2007, 09:25
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I'm Back! I am Moleland! Remember me? No? Thought not. Anyway, I allowed Moleland to get deleted (foolishly) and being too Lazy to contact a mod, I made Moleland 2. However, I consider us to be the same nation and have therefore copyed my old factbook (click Here (http://forums.jolt.co.uk/showthread.php?t=390855) to read it) into a form that I can edit etc. 1 more thing, before you say 'You population isn't xxbillion, it's xxmillion.' I say this. Correct. However, I ask you accept that my population was once xxbillion. 1 day my nation will catch up, although not soon. Thank you

The Moleland Factbook

If you are very bored (or you have far too much time on your hands) feel free to read this and comment!

My current NS status (http://www.nationstates.net/moleland_2 )

A brief history of Moleland (Yeah, right)

1200CE: A strange Mutation occurs in a female Mole on Earth. This Mutation gives her super intelligence, and she begins work on a space ship.

1202CE: The Mole becomes Pregnant, but completes the ship. She uses it to fly off into space, where she crash lands on a strange, Jungle planet. The Crash fatally injures her, but her 4 children survive to start a new race.

The Children are not as intelligent as their mother, because they have Genes from a normal Mole, as well as the mutated ones. These ’Super genes’ become refined through years of interbreeding.
Life is hard for Early Moles, the small Creatures (Only 1 ft tall) are easy prey for predators.

1224CE: The Mole has Grown to a height of 1ft, 6 inches. The population has reached 66. The First King is chosen!

1225CE: The King is Killed by a predator. A new King is named. Population reaches 78.

1229CE: The moles begin building settlements. Although only 2ft, 2inches high, they are developing fast!

1241CE: The 2nd King Dies of disease. The Mole is now 2ft, 8 inches high. Thanks to excellent farming techniques, discovery of their superb natural ability for mining metals and Hunting down their predators, the population reaches an amazing 11,000. King mole the 2nd’s son is named as King!

1245CE: The King is infected by a strange disease. Although he recovers, he becomes insane. Population reaches 15,000. The mole reaches a height of 3ft, 1 inch.

1246CE: The King Orders the construction of a Giant mountain. This will be his ’Royal palace’. However, in his insane state he doesn’t think it through, and this will become an expensive folly.

1250CE: The Mountain is complete (Now the Left hand side of Mole mountain). However, over 2,000 moles died of over work, and many moles are dieing of famine. This is because nobody was tending the crops for 4 years!

1251CE: The Third King dies, his people rejoice, despite their situation. The Kings son is made King. The population has shrunk to a tiny 6,000. The Forth King takes control of a rebellious nation. The mole has grown to a height of 3ft, 5 inches.

1252CE: Instead of trying to appease the population, this King angers them. After only a few months, and several wastes of Mud coins, the King is murdered. A new King, from a different blood line is declared!

1253CE: It appears, however, that construction of Mole Mountain has paid off. They have attracted the attention of their neighbours with superior technology - The Lemmings. They are willing to trade mining and other ‘advance technology’ for precious metals form the forests of Moleland. The new King is a smart one. He uses this as a chance to develop Moleland’s technology.

As the years go by, more and more forest is cleared away, so mining can commence, and Moleland begins to resemble the Barren Wasteland of today. The price for the moles Services increases. Mole technology develops rapidly! Population has grown back up to 10,000, the mole is now standing 4ft, 3 inches off the Ground.

1367CE: King Mole the fifth dies. His son is named as the new king. Mole has grown to a height of 4ft, 6inches, and the population reaches 400,000
The new King continues to get better technology from the Lemmings, until…

1399CE: The Lemmings can not offer the moles any improved technology. Moles stop trading with the Lemmings. This angers them.

1456CE: King mole the 6th dies. The Seventh is named as King. Mole has grown to the height of 4ft, 11 inches. Population roughly 1,000,000.

1500CE: The King orders the Construction of a second Mountain, however, he is careful not to waste Mole life with this one.

1504CE: The new Mountain (The right hand side of today’s mountain) is complete.

1510CE: King Mole the 7th dies. His son named as King. Mole is now 5ft, 1 inch high. Population reaches 2,500,000

1525CE: Both races enter the Space age, and compete to build the best space vehicles.

1567CE: King Mole the 8th dies. His son is named as King. Mole reaches today’s height of 5ft, 6inches. Population now almost 5,000,000

1600CE: Both races able to build long-range manned spacecraft. MSC formed. The race to colonize the Galaxy begins!

1625CE: Tensions over planetary Control at all time high between the Moles and the Lemmings.

1630CE: King mole the 9th dies. Son named as King. Population numbers 15 million across many planets.

1632CE: Confrontation at Nogar 5 proves to be the spark. Lemmings Declare War on the moles.

1633CE: The Moles Win the battle for Nogar 5.

1634CE: The Lemmings begin to get the upper hand in the war.

1635CE: King Mole the 10th is Assonated by Lemming commandos. His Son is named as the new King. Population has dropped to 4,500,000.

1636CE: The MUSRUM has been invented! The tide of the war slips back in favour of the Moles.

1637CE: The Lemmings believe defeat is on the way as their forces are thrashed by the MUSRUM. The Moles cannot keep building the amount of MUSRUMs needed to win the war. Both sides reach an uneasy truce. Nogar 5 is returned to the Lemmings.

1638CE: The New King proves to be an incompetent fool! Discontent rises amongst the population, until…

1642CE: King Mole the 11th is murdered in wide-spread rioting. Moleland becomes a republic.

1700CE: Republic overthrown by another Riot. A new King is chosen. In future, Kings can not be Kings by birth right - Only by merit. Therefore, only Generals and Grand Admirals can be Kings.
Population has reached 55,000,000 across the galaxies!

1812CE: The King dies. He names a General as King! Population has reached an amazing 1,001,000,000!

1813-1964CE: The age of peace (Nothing much happens)

1965CE: The moles Team up with the Lemmings in an attempt to defeat their latest enemy… The Kernuts!

1981CE: Moles suffer several defeats during the War. This is blamed on the Elderly King. He abdicates, leaving a Grand Admiral (Today’s King) as the 14th King of Moleland!

1983CE: The Kernuts finish constructing their superweapon :- The Meganut. This moon-sized battlestation has enough power to destroy a large planet. The lemmings learn of this, and try and stop it... but with little success.

1984CE: The Meganut reaches Sad planet. It is a last ditch attempt by the best mole and lemming fighters to destroy the meganut by its only weakspot... A thermal exhaust port!

The first wave of lemmings fails to reach the target. they are wiped out. There is just time for one more attack, before the meganut is within range...
The mole attack wave is next, and fail to hit the target...

A brave lemming pilot makes a dash for the exhuast port, and destroys the meganut with seconds to spare!

1985CE: The Moles Experience several Victories, and the Lemmings finally defeat the Kernuts.

1987CE: The Mole Parliament is opened

1989CE: The Fuse AV is invented

1991CE: The Fuse GV is invented

1992-2004: Moles Defeat pirates in mole Space. Moleland joins the RWC. Moleland gives Bath 1 to Orange State. The hyper fighter is invented. Sephiroth is defeated at the battle of Waste of space 4. Moleland Allies with The Imperial Navy. Doctor Eggman steal the Chaos Emerald from frigate Flagship. Moles join forces with The Imperial Navy and -Bretonia- to engage the newest threat. Moleland meets the shadows for the first time.

2005: The inter-dimensionial incident. A last ditch battle to stop an evil version of The Imperial Navy from destroying everything pays off! Admiral striker is promoted to Grand Admiral for his work! The Mole super Destroyer is completed

King mole is murdered. Death Blamed on Chronosia! Stevens, Disobeying orders, attacks a Chronosian Space station. War could have occured, but the Chronosians did not react.

Stevens then tried to take power by destroying Striker's flagship. however, thanks to the Imperial 6th fleet, his plan was foiled. Stevens then got his top commander, Commander Katarn to assinate, and, act as Grand Admiral Stewert. He is successful. Stevens then buys his spy time to copy information about the 6th fleet from Moleland Sercurity, by allowing his arrest and trial.

However, in a bizarre twist of fate, the hyacombains Murder Katarn just as he finished copying the information. they also 'Rescue' Stevens from Execution. However, the disk is not lost. Commander P{eters keeps the disk for reasons unknown...

The Hyacombian ship that has captured Stevens is part of large attack force attacking Arcadia! In the confusion of battle, Stevens escapes in a cloaked shuttle, and heads for Moleland

He is able to recover the disk, and learn what the 6th fleet is. He returns to his rebellious crew to put their plan into action. However, again the hyacombians ruin things. His fleet is intercepted by the hyacombians. They try and get Stevens to join them in there paln to wipe out all Moles and Humans in the galaxy. Stevens refuses. The Hyacombains disable Stevens ship, and trying and kill him. However, he escapes in a fighter, having copyed the conversation with the hyacombinas.

Meanwhile, an attack on Moleland was also repelled. Stevens arrives with information about a 'Planet Killer', a creature that eat whole planets! Stevens help allows the Moles and TIN to take defensive position. Striker, having few experienced Grand Admirals, reluctently allows Stevens take control of 1/3 of the defence fleet.

The hyacombians launch a preliminary attack on the defence fleet, and are beaten back with ease. However the 'Planet Killer' arrives on the seen, and proves invulerable to conventional attacks.

With only minutes to spare, Stevns realises it's only weakness, and, in a noble act of sacrifice, charges his ship into the creatures mouth, destroying it, thus, saving Moleland.

Stevens sacrifice is honoured, and his name, and rank are reinstated. He dies a hero.

2006: Moleland Embarks on a policy of development, looking to be great once more. They discover a new chemical, named 'Glacial-conflo' after it's properties. It explodes at tempertures above -20 degrees. However, in small amounts, it is a very efficent and powerful fuel!

Work at once was started in an attempt to sue this material. The new Giga Laser cannnon which is more powerful then the turbo laser cannon was made, and all ships upgraded with it. Also, all ships were generally upgraded with better sheilds.

The Giga fighter is made, although numbers are small at the moment, it is in active service. The Turbo laser fighter is to be retired. The Advanced missile boat prototype is completed. It has now entered production

2007: Moleland lacks faith with current alliances and attampts to open diplomatic relationships new nations. The King has strengthed its alliance with Balrogga
The History continues…

Government style

The King is all powerful. He has the ultimate say on all matters. He rarely uses his powers, as the population has rebelled a lot in the past. The King can create any law he likes!

There is a Mole parliament, or the Mole Representative Assembly Which can be compare to the Russian Duma. It has no power, but Freedom of speech exists inside the building. Also, the 300 members praise/Mock/Demand change to Government policy here. The King is meant to attend meetings every month, but does not have to, and can in fact ignore the Assembly altogether.

Voting for it is Optional, and happens every 2 years. At last count it consisted of 25% Nationalist party
20% Imperialist front
37% Conservative party
26% Liberal Party
7% Socialists for Moleland party
2% Communist.

It’s a hard life…

The Population is loyal to their King, and Mainly conservative. Liberals are tolerated, socialists are viewed with suspicion. Communists are regularly victims of violence and abuse.

Males are always conscripted to the armed forces. They must serve 2 years in active service and 3 years in the reserves in either the Army or The Mole Space Corps.

Women are treated in the tradition way. They stay at home and raise the Children.

The population is mainly law-abiding, however 3.5% are in the police force, with 0.5% in the Moleland secret police or the dreaded ‘Black Brigade’. this bunch will make people disappear at night, and find themselves hooked up to the infamous Mind Probe.

6% of the Population is in the military. 4% are in the reserves. Life expectancy is 123 years. Moles have been known to live up to 200 years.

Colonies and planets

This is a brief description of each of the planets owned by the Great Nation of Moleland.

Name: Sad Planet (not named by us!)
Population: 2,000,000,000
Mined resources: Uranium, Mud II
Planet uses: Housing, Construction, Mining
Additional: Homeworld
Size: The same as Earth

Name: The Chocolate Planet
Population: 150,000
Mined resources: Chocolate
Planet uses: Mining
Additional: None
Size: Same as the moon.

Name: Mud 1
Population: 250,000
Mined resources: Mud II, Iron
Planet uses: Mining
Additional: None
Size: Same as Mars

Name: Mud 2
Population: 350,000
Mined resources: Mud II, Iron, Precious Metals
Planet uses: Mining
Additional: None
Size: Slightly smaller than Earth

Name: Mud 3
Population: 250,000
Mined resources: Mud II, Iron
Planet uses: Mining
Additional: none
Size: Same as Mars

Name: Waste of space 1
Population: 0
Mined resources: N/A
Planet uses: None
Additional: Gas planet
Size: Slightly smaller than Saturn

Name: Waste of space 2
Population: 0
Mined resources: N/A
Planet uses: None
Additional: Gas planet
Size: Slightly Larger than Saturn

Name: Waste of space 3
Population: 1,000,000
Mined resources: Glacial-conflo
Planet uses: Mining
Additional: Polar world
Size: The same as Pluto

Name: Waste of space 4
Population: 5,000,000
Mined Resources: Iron
Planet uses: Prison Planet, Construction
Additional: Population only includes moles
Size: Smaller than earth

Name: Bath 2
Population: 2,409,900,000
Mined Resources: Uranium,
Planet uses: Housing, Mining
Additional: Moleland’s secondary world
Size: Slightly Smaller than Earth

Name: Bath 3
Population: 0
Mined Resources: N/A
Planet uses: 'Holding area' for Hyacombe survivers
Additional: Polar World, population includes moles only. Has a biosphere for survival.
Size: Smaller than the Earth

Name: Celeborne
Population: 100,000
Mined Resources: Precious metals, Mud II, Iron and nickel
Planet uses: Mining
Additional: Population includes moles only. Co-owned by The Imperal Navy
Size: Similar to Mars

Total population: 4,417,000,000


Current issues

1. Build up new Diplomatic ties



Diplomatic relations.

Moleland has agreed to mutual trade, protection and peaceful co-existence with Balrogga (http://www.nationstates.net/66718/page=display_nation/nation=balrogga)
Moleland is maintaining an uneasy truce with Chronosia (http://www1.freewebs.com/chronosia/)
Moleland has hostile intent towards Sephiroth

Characters included in the next post!
Moleland 2
28-09-2007, 09:46
King Mole the 14th

Age: 183 (Deceased)
Height: 5ft 2"


He led his nation well through 2 Major wars. However, his mind is beginning to fade in his old age, and he is losing his ability to control proceedings.

Was a Grand Admiral before becomming King, and honed is skills in the Great war with Lemmingland. Murdered by a group of Crack commanders from other nations. Death eventually linked to the Hyacombians.

Grand Admiral Stevens

Age:77 (Deceased)
Height: 5ft 6"


One of the Great leaders in the Kernut war, led the Moleland Fleet out through the Zaardin Blockade set up behind the Lemmingland Moon!

In a shock twist, Striker was made King instead of him. He was very bitter. Has actions almost started a war with Chronosia by attacking them... and a Mole civil War! However, when he realised the threat from hyacombians, he returned to his post, and, his self sacrifice saved Moleland!

King Mole the 15th (Previously Grand Admiral Striker)

Age: 37
Height: 5ft 7"

A promising Grand Admiral and leader, who has climbed the ranks of the Mole Space Corps very quickly! An ace starfighter pilot, honed his skills at the end of the Kernut wars and the destruction of the Pirates. His Most famous battle was when he helped rescue King Mole the 14th from the Pirates!

The King never forgot this amazing act, and when he became Captain in a surprise move gave him control of the new Exploration class Mole Class destroyer Explorer. In his first mission he made contact with The Imperial Navy, and nearly single handedly forged an alliance with them.

He also assisted, although with doubts, TIN's desire to destroy the Hycombians, but rescued a few and gave them a home on Waste of Space 3. Was caught up in the inter-dimensionial incident, and had the Explorer Sadly destroyed in the final battle. However, his quick thinking allowed him to discover the Mothership's weakness, which ultimately led to it's destruction!

Now, In a shocking twist, was made King instead of Stevens. Stevens attempts to see take power were foiled. However, his gamble of allowing Stevens to return to duty saved Moleland. Although he does not want to admit it, he had a great respect for him.

Made an official alliance with Balroggia

Many more adventures await this Mole... His story has just begun....


Molthing

Age: Unknown
Height:200ft

Not actually a living being, this is the ultimate fighting machine. Developed in a particuler dimension by Moles in the 2000 years time to help fellow moles throughout time and other dimensions.

Fought his first battle against the 2 Lemming Super robots HUMSRL and SCUMSRL. Trashed them both before moving on. However, his time machine malfunction, meaning he ran out of energy and was buried underground for 2 years in a particuler dimension.

He was discovered by the moles eventually, and was able to destroy the Evil TIN mothership in the inter-dimensionial incident. Also, bonded with Lord Gregory. Moved onto his next quest....

However, this was in fact his final journey. His time machine malfunction once more, but this time his machine was damaged, and he was unable to fix it. Buried for 500 years, he was finally unearthed by the Moles in this dimension.

He refused to fight for them, until his machine was fixed. However, he agreed to defend King Mole until his machine was fixed. He is still waiting...

Molthing is armed with nearly any weapon you can think of, and can transform into anything at will. Also able to repair damage by transferring energy to it. Can recharge using solar energy and other sources.
More characters may be added...

Weapons and troop details to arrive in the future
Moleland 2
29-09-2007, 21:11
A few notes before I start. The damage amounts are relative to each other and are not in any particular measurement. the only exceptions are anything measured in mm. This refers to the amount of damage this weapon would cause to my armour type. Enjoy!

Small arms

Laser Blaster Mk1

Description: The laser blaster is the standard weapon of the Mole army. It is a cheap. dependible weapon.

Clip size: 5 energy cells (15 rounds per cell)

Weapon details

Standard shot
Ammo usage: 2 rounds
Damage: 6 + 4 at point blank range
Range: Point blank - Long range
Fire rate: Medium
Projectile speed: Fast
Weapon accuracy: 90%
Weapon type: Laser/Flame

Stun shot
Ammo usage: 2 rounds
Damage: None, but induces temporary paralysis
Range: Point blank - Long range
Fire rate: Slow
Projectile speed: Fast
Weapon accuracy: 90%
Weapon type: Laser/Flame

2/3 Laser blaster/Laser blaster Mk2

Description: The 2/3 Laser blaster is the upgraded version of the standard blaster. It may have a smallier ammo capacity, but it does have a faser fire rate, accuracy and is quieter than its larger cousin

Clip size: 3 energy cells (15 rounds per cell)

Weapon details

Standard shot
Ammo usage: 2 rounds
Damage: 6 + 4 at point blank range
Range: Point blank - Long range
Fire rate: Fast
Projectile speed: Fast
Weapon accuracy: 95%
Weapon type: Laser/Flame

Overchrge
Ammo usage: 10 rounds
Damage: 30 + ingnites flammable materials
Range: Close - Long range
Fire rate: Slow + charge up time
Projectile speed: fast
Accuracy: 95%
Laser/flame

Stun shot
Ammo usage: 2 rounds
Damage: None, but induces temporary paralysis
Range: Point blank - Long range
Fire rate: Slow
Projectile speed: Fast
Weapon accuracy: 95%
Weapon type: Laser/Flame

Laser Pistol

Description: The laser pistol is the smallest fireman, it is easily concealed and highly accurate. However it lacks power over long range and its small clip means it may not be suitible for long battles.

Clip size: 1 energy cell (15 rounds per cell)

Weapon details

Standard shot
Ammo usage: 1 round
Damage: 7
Range: Point blank - Medium range
Fire rate: Slow
Projectile speed: Fast
Weapon accuracy: 100%
Weapon type: Laser/Flame

Repeater Gun

Description: A 3 chambered machine-like weapon. The chambers rotate after each shot in an attempt to keep the aim steady. This weapon makes up for its lack of acuracy with its rate of fire.

Clip size: 1 power pack (200 rounds per cell)

Weapon details

Standard shot
Ammo usage: 1 round
Damage: 5
Range: Point blank - Long range
Fire rate: Very fast
Projectile speed: Very Fast
Weapon accuracy: 80%
Weapon type: Bullet/Piercing

Triple shot
Ammo usage: 3 rounds
Damage: 15
Range: Point blank - Medium range
Fire rate: Medium
Projectile speed: Very Fast
Weapon accuracy: 90%
Weapon type: Bullet/Piercing

Rocket Launcher (9mm)

Description: The trusted, deadly Rocket launcher is effective against all enermy infantry types and robots. It struggles against enermy armour. Its explosive radius is effective against groups of enermies.

Clip size: 3 Rockets (9mm)

Weapon details

Standard shot
1 Rocket
Damage: 90 + Explosive radius
Fire rate: Medium
Projectile speed: Medium
Weapon accuracy: 95% (or 100% robots)
Weapon type: Explosive

RAAC (Rotating Anti-Armour Charge) Launcher

Description: The RAAC Launcher is a slow firing, small capacity explosive weapon. It is designed to 'Stick' to its target for 3 seconds. This gives enough time to alter the frequency of the resulting explosion, to damage the targets armour on a molecular level.

Clip size: 1 Charge

Weapon details

Standard shot
Ammo usage: 1 charge
Damage: 70 + 20% to targets armour of its original strength (Capped at an additionsl 300 damage) + medium explosive radius
Range: Close - Long range
Fire rate: Very Slow
Projectile speed: Very Slow
Weapon accuracy: 100%
Weapon type: Explosive

Devastator

Description: A deadly, rapid fire, dual chamber mini rocket Launcher. Each chamber fires 1 rocket at a time to devastating effect! However, the size of the weapon and the recoil make a difficult weapon to aim!

Clip size: 50 Rockets (3mm) per each chamber (100 Rockets)

Weapon details

Standard shot
Ammo usage: 1 Rocket
Damage: 30 + Tiny explosive radius
Range: Close - Medium range
Fire rate: Fast
Projectile speed: Fast
Weapon accuracy: 70%
Weapon type: Explosive

Plasma Launcher

Description: A newly developed weapon for the Mole Trooper. This weapon launches molten balls of Plasma causing masss of damage to its target. It also has a corrosive effect on armour and flesh.

Clip size: 1000 rounds

Weapon details

Standard shot
Ammo usage: 1 round
Damage: 20 + Corrosive effect
Range: Point Blank - Long range
Fire rate: Medium
Projectile speed: Fast
Weapon accuracy: 100%
Weapon type: Laser/Flame

RC (Remote Controlled) 2/3 Rocket Launcher

Description: The RC 2/3 Rocket Launcher, as its name suggests, is 2/3 the size of the standard Rocket Launcher. However, its rockets can be remotely guided to its target, meaning the user can attack its target without the need of a direct Line Of Sight

Clip size: 3 Rockets (6mm)

Weapon details

Guided shot
Ammo usage: 1 Rocket
Damage: 60 + Medium explosive radius
Range: Short - Very Long range
Fire rate: N/A - Previous shot must be detonated before next shot.
Projectile speed: Slow
Weapon accuracy: 100%
Weapon type: Explosive

Standard shot
Ammo usage: 1 Rocket
Damage: 60 + Medium Explosive radius
Range: Short - Very Long range
Fire Rate: Medium
Projectile speed: Medium
Weapon Accuracy: 100%
Weapon type: Explosive

2/3 Rocket Launcher

Description: The 2/3 Rocket Launcher is the lighter version of the RC 2/3 Rocket Launcher. It has a superior Ammo capacity, meaning that it can keep large groups of enemies under fire for a long time.

Clip size: 24 Rockets (3mm)

Weapon details

Standard shot
Ammo usage: 1 Rocket
Damage: 30 + Tiny Explosive radius
Range: Close - Long range
Fire Rate: Slow
Projectile speed: Slow
Weapon Accuracy: 100%
Weapon type: Explosive

Concussion Rifle

Description: A high-tech sniper weapon. Silent and deadly over very long range. It emits concussion waves to cause serious damage to internal organs. Most infantry armour does not protect them from this form of attack. The rifle also has a targetting site.

Clip size: 30 Rounds

Weapon details

Standard shot
Ammo usage: 1 Round
Damage: 50
Range: Point blank - Very Long range
Fire rate: Very Slow
Projectile speed: Very fast
Weapon accuracy: 100%
Weapon type: Concussion wave

Overcharge
Ammo usage: 5 Rounds
Damage: 300 + Huge Explosive radius
Range: Medium - Long range
Fire Rate: Dreadfully slow! (Charge up + Cool down)
Projectile speed: Fast
Weapon Accuracy: 100%
Weapon type: Explosive

Thermal detonator

Description: This grenade-like weapon resembles a a silver globe.

Clip size: N/A

Weapon details

Standard
Ammo usage: 1 Detonator (Explodes on contact)
Damage: 40 + Medium explosive radius
Range: Short - Long range
Fire rate: Very slow
Projectile speed: Slow
Weapon accuracy: - Depends on user
Weapon type: Explosive

Delay
Ammo usage: 1 detonator (Explodes after 3 seconds or contact with an organic lifeform)
Damage: 40 + Medium Explosive radius
Range: Short - Long range
Fire Rate: Very Slow
Projectile speed: Slow
Weapon Accuracy: - Depends on user
Weapon type: Explosive

Larger weapons

Again, all measurements of damage are relative to my armour. I welcome all comments, no matter how negative

Advanced Concussion Missiles

A very 'smart' projectile capable of slowing down and then rapidly increasing speed to home in on agile targets.

Details
Damage: 122mm
Speed (max): 3000 MPH
Guidence: Homes for 25 seconds

Proton Torpedo

A trusted warhead, typically used against targets larger than starfighters. It can home in on them, but will struggle to match their agility.

Details
Damage: 188mm
Speed (max): 1000 MPH
Guidence: Homes for 60 seconds

Advanced proton torpedo

An upgrade of the Proton torpedo

Details
Damage: 366mm
Speed (max): 1500 MPH
Guidence: Homes for 50 seconds

Heavy Space bomb

A high explosive weapon that is only useful against large, slow moving or stationary targets.

Details
Damage: 800mm
Speed (max): Users the momentum
Guidence: Limited Guidence



Common Tank round

This is a small Tank round. Not very powerful, but it is an excellant range finder and can be rapidily loaded.

Details
Damage: 200mm
Speed (max): 800 MPH
Guidence: No guidence

AP (Armour piercing) Round

This tank round is very powerful, and uses similar technology as the RAAC launcher to penetrate thick armour plating

Details
Damage: 600mm
Speed (max): 750 MPH
Guidence: No guidence

HE (High Explosive) Round

This round is not as damaging as the AP round, but its large explosive radius makes a difficult round to avoid

Details
Damage: 400mm
Speed (max): 700 MPH
Guidence: No guidence

Cluster AA (Anti aircraft) Round

Not as powerful as the advanced concussion missile, its longer range makes up for this. It explodes at a predetermined height. Clusters emerge from the exploding missile and explode further from the missile, making it hard to avoid.

Details
Damage: 40mm + 20mm per cluster
Speed (max): 500 MPH
Guidence: No guidence

Laser Cannon

Fires a laser from a stored supply. Very accurate.

Details
Damage: 10mm
Speed (max): Very, Very fast
Guidence: No guidence

Turbo Laser Cannon

More powerful than the laser cannon

Details
Damage: 15mm
Speed (max): Very, Very fast
Guidence: No guidence

Giga Laser Cannon

More powerful than the Turbo laser cannon

Details
Damage: 23mm
Speed (max): Very, Very fast
Guidence: No guidence

Look out for updates
Moleland 2
05-10-2007, 15:43
Troops

This will include details on all my troops.

Clone trooper

Spawned from the Great Clone labs of Mole Mountain, these troops are the most common of all the Infantry types Moleland has to offer. They can be created at the rate of 1,200 per hour!. They are Brave and Loyal. However, if you fool one you can fool them all!

Unit details

Armour type: None
Weapons: Laser Blaster Mk1
or RAAC launcher
Strength: 20
No specialist skills
Equipment: Air filter mask (allows this unit to breath in poisonous atmospheres by filtering out harmful chemicals but leaving oxygen. If no oxygen is present, has a store of 15 minutes worth, allowing this troop to breath underwater)
Accuracy: 90%

Regular trooper

Mostly conscripted Civilians, some may not be 'natural' soliders. Although, generally, smarter than their clone counterparts; they are also more likely to fear for their own safety

Unit details

Armour type: Light Infantry armour
Weapons: Repeater Gun
Maybe also armed with Thermal Detonators
Strength: 15
No specialist skills
Equipment: Air filter mask (allows this unit to breath in poisonous atmospheres by filtering out harmful chemicals but leaving oxygen. If no oxygen is present, has a store of 15 minutes worth, allowing this troop to breath underwater)
Accuracy: 85%

Commander

These are experienced soliders and are usually volouteers. They can be used on solo missions, but they are usually used to lead units of Clone or Regular troops.

Unit details

Armour type: Medium Infantry Armour
Weapons: Laser Blaster Mk1
OR Laser Blaster Mk2
Rocket launcher
Thermal detonators
Strength: 50
Specialist skills: Leadership (This troop can lead groups of inferior soliders and improve their organisation and 'courage')
Equipment: Air filter mask (allows this unit to breath in poisonous atmospheres by filtering out harmful chemicals but leaving oxygen. If no oxygen is present, has a store of 15 minutes worth, allowing this troop to breath underwater)
Accuracy: 95%

Elite Commander

Usually specially selected, these commanders are the best of the best of the Moleland army. They are used in solo missions as spies, assassins or saboteurs

Unit details

Armour type: Medium Infantry Armour
Weapons: Laser Blaster Mk1
OR Laser Blaster Mk2
Concussion Rifle
Rocket launcher
OR RAAC launcher
Thermal detonators
Strength: 50
Specialist skills: Spying (This troop very good at being stealthy, is quick to think on his feet and can do what you expect from a good spy)
Equipment: Air filter mask (allows this unit to breath in poisonous atmospheres by filtering out harmful chemicals but leaving oxygen. If no oxygen is present, has a store of 15 minutes worth, allowing this troop to breath underwater)
Disguise (Creates a holographic image around the user, making them appear to be anyone else. They can assume the form of a real person, or just look like a 'random' underling. Although undetectible from a real person, the disguise will 'break' should the troop commit any hostile action.)
Accuracy: 95 - 98%

Sergeant

These are experienced soliders tihat can be left charge of a army division and command either from a command post or even the Frontline

Unit details

Armour type: Heavy Infantry Armour
Weapons: Repeater Gun
Devastor
Strength: 50
Specialist skills: Leadership (This troop can lead groups of inferior soliders and improve their organisation and 'courage')
Command: (This troop can think up a 'plan of attack'
Equipment: Air filter mask (allows this unit to breath in poisonous atmospheres by filtering out harmful chemicals but leaving oxygen. If no oxygen is present, has a store of 15 minutes worth, allowing this troop to breath underwater)
Accuracy: 95%

FUSE GV (Fighting Unit Second Edition Guard Version) Mk3

The third edition of this design, This unit is well armoured and can move at a reasonable speed. It is also very clever. However it lacks real firepower and is better suited to being used in Defence or escort

Unit details

Armour type: Medium Robotic Armour
Weapons: 2 2/3 Rocket Launchers
Strength: ???
Specialist Equipment: Network (This Robotic unit is capable of networking with others of the same type. The oldest assumes command as the Leader and can send instant details such as location, what it can see and the position of enemies. It can also network with FUSE AVs, Mole Troopers and MUSRUM's. It will yield command to any MUSRUM leader within range)
Heat vision (This unit can see in Thermal vision, meaning it can see heat)
Defence Nerve Centre (This unit can link with a defence mainframe and take control of defence systems and use the defence mainframe in a similar way as Networking)
Accuracy: 100%

FUSE AV (Fighting Unit Second Edition Attack Version) Mk3

The third edition of this design, This unit is quick and reasonably well armed. However, it lacks armour and Intelligence. It is therefore most effectivly deployed as a scout or for rapid reinforcement

Unit details

Armour type: Light Robotic Armour
Weapons: 2 RC 2/3 Rocket Launchers
Strength: ???
Specialist Equipment: Network (This Robotic unit is capable of networking with others of the same type. The oldest assumes command as the Leader and can send instant details such as location, what it can see and the position of enemies. It can also network with FUSE GVs, Mole Troopers and MUSRUM's. It will yield command to any leader of a superior Robot type within range)
Heat vision (This unit can see in Thermal vision, meaning it can see heat)
Jetpack (This unit is equipped with a jetpack, that allows it fly short distances)
Accuracy: 100%

Mole Trooper Mk2

The original struggled to find a role in the Mole army, and the comany went bust. This new design is reasonable well armed, fairly quick and reasonably intelligent. Although it's armour is weak, it has many experimental technology such as sheilds!

Unit details

Armour type: Light Robotic Armour
Weapons: 1 Plasma Launcher
1 RAAC Launcher
Strength: ???
Specialist Equipment: Network (This Robotic unit is capable of networking with others of the same type. The oldest assumes command as the Leader and can send instant details such as location, what it can see and the position of enemies. It can also network with FUSE AVs, FUSE GVs and MUSRUM's. It will yield command to any MUSRUM or FUSE GV leader within range)
Heat vision (This unit can see in Thermal vision, meaning it can see heat)
Sheilds: 10 MW sheilds (This unit emits a sheild barrier that will protect it while it lasts. Has a very slow recharge rate)
Accuracy: 100%


MUSRUM (Mega Ultra Super Robotic Ultimate Mole) Mk9

Made by the same company as the FUSEs. When a clone solider is killed in combat, they are dusted down, fitted with weapons, covered in armour and sent back into to battle as MUSRUMs. It may lack speed, but it is capible of learning due to its organic memory. It is also well armed and armoured

Unit details

Armour type: Heavy Robotic Armour
Weapons: 1 Rocket Launcher
1 Devastor
1 Repeater Gun
1 Fushion Cutter (A cutting tool)
Strength: ???
Specialist Equipment: Network (This Robotic unit is capable of networking with others of the same type. The oldest assumes command as the Leader and can send instant details such as location, what it can see and the position of enemies. It can also network with FUSE AVs, FUSE GVs and Mole Troopers.)
Heat vision (This unit can see in Thermal vision, meaning it can see heat)
Life Scan (This unit can detect lifeforms nearby, without needing a Line Of Site)
Accuracy: 100%