DVK Tannelorn
27-04-2008, 11:35
OOC This will primarily contain military equipment for the moment, later it will add culture. Though this, i would prefer to do throughout RP's.
IC
Tannelornian Military
Branches: The Divine houses. The Kings Auxiliary.
The Divine Houses: House Schneider, House Alberecht [Royal house], House Saromir, House Rendacil, House Tsaratov, House Abbarakh, House Terenor, House Yannericil, House Gustav, House Arenor.
Total Combat troop Numbers: one hundred and fourty two thousand.
House Specialties.
Each of the Knight houses is its own self contained military formation, containing infantry [power armoured knights] PCF' contingents [Personal Combat Frames] and armour as well as air support. Each house has its own heavy lifting equipment, but does not share in the Sky Fleet, that is the sole domain of the King's House, House Alberecht.
Each house has anywhere between five and twenty thousand knights militant [combat knights], with the Royal house having nearly fifty thousand. The specialties and terrain of the Duchal Fiefs will be detailed now, as well as force composition.
House Alberecht: Capital of Hoffnungschimmer as the main muster point.
Fifty thousand knights, ten thousand PCF's, one thousand Defender tanks, two thousand Nephilim Wanzer Artillery. Massive stores of C-difficile weaponry.
Air Forces Two thousand Eiserne' MK VII, 4.5 generation heavy air superiority fighters, Six hundred Drachen 5th Generation light superiority fighters.
The Sky Fleet. Ten Carrier-zeppelins, twenty Battle-zeppelins thirty Zeppelin-frigates sixty Flak-Zeppelins.
Terrain: As the capital Fief, it is located in the heart of the country. Forests and mountains make the primary method of travel lighter then air ship or through the few roads that pass between the hilly forests and mountain ranges. Civilians commonly use nonmilitary PCF's known as HF's [Hobby frames] for transport from city to city.
House Schneider: Plains of Grahfsberg is the fief held by this house.
Twenty Thousand Knights, six thousand PCF' one thousand five hundred TAV-6ModR "Falchoin" MBT's [300 C variant], four hundred defender tanks. Mobile Artillery carriers based off the Defender design
Air Forces: Heavy lift capacity for up to two companies of troops and tanks, light lift capacity for the entire house. [short ranged transport blimps.]
Four hundred Eiserne MK VII 4.5 gen, seven hundred Eiserne mk VI, two hundred Drachen 5th generation light fighters.
Notes: The second most powerful house next to the kings, currently designing the next generation MBT for Tannelorn. The Lion.
House Abbarakh: Rulers of the icy northern province of Midgard.
Seven Thousand Knights, three thousand PCF's, three hundred Falchoin C tanks, six hundred Nephilim Wanzer Artillery.
Air Forces: Two hundred MK VII Eiserne, Two hundred Drachen 5th gen light fighters and two hundred Eiserne mk VI.
Naval Forces: House Abbarakh controls the only two ports aside from Sormr in Tannelorn, however they are frozen for three quarters of the year. House Abbarakh controls Tannelorns tiny submarine fleet.
Six Nuclear Submarines, Sixteen Attack Submarines and eight Carrier-submarines.
House Saromir. Port Sormr is their main muster point. Mountains, and hills is the primary terrain.
Five thousand Knights, one thousand PCF's, Three hundred Falchoin tanks, seventy defender tanks and three hundred Nephilim walkers.
Air Forces: one hundred Eiserne MK VII, 200Eiserne MK VI.
[U]House Tsaratov: Wellgunde Province Heavily Forested and with several large lakes and marshes.
Fifteen thousand Knights, Five thousand PCF's, one thousand Nephilim Wanzer Artillery.
Air Forces: two Hundred Eiserne MK VII, One hundred Drachen 5th gen light fighters.
Notes: Specialists in infantry fighting in dense Terrain and built up areas. Excellent siege troops and storm troopers.
House Rendacil. Western mountains, Province of Dargoon. Mountainous with a mix of rolling plains and forests.
Ten thousand Knights, Two thousand PCF's, Six Hundred Falchoin MBT's [200 C variant], one hundred Defender MBT's and five hundred Nephilim Wanzer Artillery.
Air forces: three hundred Eiserne MK VI, fifty Drachen Light fighters
Notes, Next to the Grahfsberg they are the most experienced in open field armoured warfare. However they specialise in close air support rather then mobile artillery to help their advance, and have several variants of transport light blimps designed to aid in this task. Direct analogues to attack helicopters.
House Yannericil: Attached to the King's house, shares the same province. [Their original province was blasted by atomic weaponry during the Harvest of Sorrow]
Five Thousand Knights, one thousand PCF's, four hundred Falchoin C MBT's, one hundred Defender tank destroyers, three hundred Nephilim Wanzers.
Air Forces: Five hundred MK VII Eiserne fighters.
Notes. An adjunct to the King's house, usually sent to deal with matters of honour in a form of house champion. If a nation were to offend the King of Tannelorn and limited military action would be called for, house Yannericil would be sent. They have more heavy lift capacity compared to any other house aside from the kings.
House Arenor They live in a province filled with lakes and rolling hills and mountains.
Seven Thousand Knights. Three thousand PCF's Three hundred Defender Tank Destroyers, Three hundred Nephilim Wanzer Artillery.
Air Forces: two hundred Drachen light fighters, two hundred MK VI Eiserne.
Notes: Large amount of PCF's due to terrain considerations, have placed a heavy bid on the Lion EXMBT program designed to replace the Falchoin and defender tanks in the Knight's Arsenal.
House Tarenor: Their province comprises most of the hinterland of the icy wastes. Their capital rests on the tree line with the rest of the fief being primarily frozen wasteland. They have a massive industrial complex, all of which is north of the tree line.
Nine thousand Knights, Four Thousand PCF's, Three hundred Falchoins [100 C variant], seventy Defender Heavy Tank Destroyers, two hundred Nephilim Wanzer artillery.
Air Forces: three Hundred Eiserne MK VI, Sixty Eiserne MK VII
Notes: This house only uses its power armoured Knights in city and built up fighting. All fighting outside of city or trench lines is done by Tanks, Personal Combat Frames and air craft. The extreme cold and treacherous conditions have lead the leaders of house Tarenor to adopt and "armour over all" approach to open combat.
House Gustav:Situated on the northern border with destroyed Nelandria.
thirteen thousand knights, two thousand PCF, one thousand Falchoin tanks [300 C variant], three hundred and fifty defender heavy tank destroyers.
Air Forces: two hundred Drachen light fighters, three hundred MK VII Eiserne
Notes: This house has a large amount of air forces to do patrols over the wasteland territories to look out for Kazul raiders or those trying to steal in to the city-tombs of the western reaches of the continent.
The Kings Auxiliary
The Kings Auxiliary is the levy army originally created during the Merchant's war.It is made up of serfs who are required train for three months out of the year in the kings auxiliary, in return for the goods, medicines, homes and entertainment they recieve, as well as their job. It will at any one time contain a quarter of its active strength. The Core of the Kings Auxiliary is made up for Freemen and Serf's known as the Professional corp.
All citizens who serve in active duty are required to keep their rifle and combat armour with them at all times, and once weekly to wear their combat armour and receive regular practice with their rifle, when not serving actively.
This policy came in to effect after the great war known as the Harvest of Sorrow.
Total [Active] Combat Troop numbers: Six Million, At full muster Twenty four million. Professional Core, Five hundred and twenty thousand.
Infantry: Three million two hundred and seventy six thousand.
Combat Vehicles: MK IV PCF's, Two hundred and fourty thousand. TAV-VI Aggressor Tanks Fourty Thousand, Defender heavy Tank destroyers Ten thousand. Fifteen Thousand Elefantenbulle Wanzer Artillery. Four hundred thousand static artillery pieces ranging from 105 mm to 1000 mm static fortification guns [only a few of those on the largest mountain fortresses.]
Most common weapons are the lighter 105's[two hundred thousand, 50 000 active new models], which can be carried easier through the mountains.
Air Forces: Armed Light Transport blimps, Analogous to Huey Gunships. Strategic Bomber command [three hundred heavy planes, one hundred Blimps] Tactical bomber Command [Ground attack light blimps, Ground attack planes]
The King's Auxiliary is geared and trained mostly for defense, though the Professional Core did join the Knights during the harvest of sorrow, they would only be mustered in the case of a full scale invasion followed by an occupation. An event which has only happened once in Tannelornian history.
Personal Weapons and Armour
Tannelorn is a land of Knights, and as such ever since the invention of the gun, the Tannelornian Alchemists, Black smiths and engineers have tirelessly searched for armour that could stand up to modern assault weaponry. At the beginning of the war known as the Harvest of Sorrow, the one piece of equipment that was technologically on par with their enemies was the Knights Personal Armour. It enabled Knights in the fifties to survive being hit by enemy weapons fire several times. This enabled them to hold out where unarmoured men would have been killed, and it did make a difference at the time in static warfare.
Since the use of advanced plastics and ceramics has started to come in to its own, the Tannelornian Personal armour has only improved. The Modern Knight wears a powered exoskeleton, using compressed air powered by a compressor with its own tiny kinetic/electric battery. When in the field a Knight must be diligent to charge the battery every night before deactivating the suit, lest he have to drag eighty pounds of plates and steel frame around for over an hour to start moving it. However once active, a Knights armour's battery will not need to be recharged so long as he keeps moving.
Of course this is why part of a Knights kit is a small gasoline generator for extened operations in the wild. The Knights power armour does not add extra strength per se, but only nullifies weight and helps stabilise the massive TAR-12 assault rifles recoil. It is also fully NBC protected.
The modern power armour's breastplate can theoretically stop up to a 20 mm round, however it would be unlikely that the knight himself wouldnt split apart at the seams in a messy gory explosion of sheer kinetic force. Its officially rated as able to stop up to .50 caliber, though it is considered unhealthy[ie fatal] to stand in the line of fire of several soldiers with assault rifles.
The Soldiers of the Auxiliary Wear thick composite breast plates, shoulder plates, Greaves, shin guards and flaps that come over the thighs. They wear this over a NBC suit, lessons learned from the Harvest of Sorrow. This is the reason those in the auxiliary as combat troops are required to wear their armour for one full day at least once a week [unsealed of course]. The entire apparatus weighs nearly 25 pounds, but is very well distributed over the body. Auxiliary can also expect local support so don't normally carry too much in the way of Kit. They give equivalent protection to class IV hard armour on the torso, groin flanks and back, and Class III protection on the greaves, shin guards and armour flaps
The Knights assault rifle, the TAR-12 fires a long .30 cartridge and is only useable on fully automatic while using the exoskeleton. It is a long rifle, which can mount an underslung shotgun or grenade launcher. It has both a pistol grip and a traditional grip to be used in CQC, either to strike with the butt, or if the Bayonet is attached stab and slash. It is designed to fight in Close combat as well as kill at range. They operate in a "tactical Unit" minimum size of Two, one Knight with a support weapon and one Knight armed with a TAR-12.
The Standard Assault rifle, and back up weapon for the Knights is the TAC-11 7.62mm assault carbine. It can mount an under slung shotgun, grenade launcher or a bayonet. Its a simple and rugged weapon, with its magazine located in the traditional position. Also the TAC-9 Semiautomatic battle rifle at 7.62 caliber is issued to every second member. Kings Auxiliaries smallest unit is the Three man "tactical Unit" Consisting of a soldier with a support weapon [MG, Grenade Launcher, Flamer], A single man with a TAC-11 and a man with a TAC-9.
The standard pistol is a .44 eight shot revolver with quick loaders.
The Knights use two types of machine gun. The 7.62 "Giant Killer" electric chain gun, or the .50 caliber "Lowenmaul" heavy machine gun.
The Auxiliary has access to the Lowenmaul, or the 7.62 "Tasche", which can boast a rate of fire of 2400 rpm.
The Knights have access to advanced missile launchers, similiar in performance to the javelin missile as well as heavy 105 mm RPG's designed to smite tanks with a vengeance. They also use a FAE RPG equivalent to a single shot from a 152 mm HE round.
The auxiliary make due with older Laser guided, team fired missile launchers or RPG's. They commonly use a great assortment of mortar's as well in support roles.
Tannelornians also use a wide variety of flame throwers with their troops, as well as phosphorous grenades used commonly in grenade launchers and on their own person. Combat shotguns are a common replacement to the TAC-11 with many Knights, or an accessory to many of Professional Corp.
Both Branches use several personal AA guns, from 14.5 mm wheeled guns to sophisticated AA HE, KK, Fragmentation and FAE shoulder launch missiles. [FAE missiles/RPG's are reserved solely for Knights.]
Both arms of the Tannelornian military heavily cross train their soldiers in equipment [The Knights, Trained from birth are capable of using any infantry weapon inside..and outside of Tannelorn that they have had access too.] The ratio of infantry specialist weapons to soldiers is often 1-3 amongst the auxiliary and 1-2 with the Knights. In a 12 man troop, 6 men will be armed with heavy or specialist weaponry. Simple RPG's are carried as part of a Knights or Auxilliaries kit, and if needed every member of a squad will carry one in to battle. [Primarily for FIBW.] During the Early days of the Harvest of Sorrow, Tannelorns most effective AT weapons aside from air support, Zeppelin or heavy artillery were simple RPG launchers. The Tannelornians learnt those lessons well and millions of RPG launchers are in the Tannelornian inventories.
Armoured Vehicle Technology
For the most part Tannelornian Armour technology is unimpressive. The current main stay MBT is the relatively light TAV-VI Aggressor Tank, which is supported in the field by the extremely heavy THTD-Defender Heavy tank destroyer.
The aggressor is lightly armed and armoured, its original design specification calling for armour to protect all sides against 20mm fire, and a 90 mm cannon. It was built mainly with mobility in mind, as Tannelornian engineers were years behind the Kazul in tank design, they designed this tank to be able to engage the enemy for long enough that the tank destroyers could make themselves heard. Over the years it has recieved six upgrade packages, resulting in the modern version as well as its variant, the Falchoin.
TAV-VI Aggressor Tank
http://i119.photobucket.com/albums/o133/Conan2525/TAV-6.jpg?t=1209303983
Length 6.1 meters [hull] 8.4 meters gun forward
Height 2.1 meters
Width 2.7 meters
Crew: 3 Captain/gunner Loader driver
Tonnage:40 tons unladen, 41 fully laden
Engine:Supercharged Diesel 1000 hp.
Top Speed: 73 kmh on road 65 kmh off road
Armour protection
Front: 350 mm steel eqv
Sides 200 mm steel eqv
rear 150 mm steel eqv
top 90 mm steel eqv.
Bottom 270 mm steel eqv.
Main Gun: 105 mm cannon w/range of 4 km firing Rocket propelled shells. HEAT, HESH, High Explosive, Tungsten Penetrator. HVAP, APCNR
Secondary Gun: .50 caliber machine gun.
Fire Control: Laser Range Finder. Thermal Sight
THTD-IV Defender Heavy Tank Destroyer
Tannelornian Tank design was so far behind the Kazul that the only way they could match the armour and firepower of their heavy tanks was to make a turretless tank design that simply piled on the armour and mounted an inordinately huge cannon.
Slow, not very agile but with a long reach and able to take a hit the THTD has been a favourite of tank crew's since its inception. The effect on the morale of soldiers upon seeing one of these monsters trundle up is quite amazing. Soldiers who were about to break have been seen rallying at the sight of the muzzle flash of these massive beasts, and the spectacular destruction of an enemy tank or hardpoint that followed.
THTD-IV Defender Heavy Tank Destroyer
http://i119.photobucket.com/albums/o133/Conan2525/THDT.jpg?t=1209304018
Length: 10.1 meters
Height: 2.2 meters
Width: 4.1 meters
Tonnage: 76 unloaded, 86 loaded.
Engine:Supercharged Diesel 1200 hp.
Top Speed: 43 kmh on road 37 kmh off road
Crew: 4 Captain gunner Loader driver
Armour Protection
Front: 940 mm steel eqv
Sides 630mm steel eqv
Rear 570 mm steel eqv
Top: 480 mm steel eqv
Bottom: 480 mm steel eqv
Armament
1 178 mm smoothbore cannon w/range of 7.2 km firing rocket propelled HEAT, HEAP, HESH, DU/Tungsten penetrator shells, APDS penetrator, high explosive, phosphorous rounds
1 .50 caliber machine gun.
Fire Control: Laser Range finder, Thermal, Night Vision, Targeting computer capable of tracking 6 targets simultaneously
Notes: Pneumatic Suspension
TAV-VImodR Falchoin
This is the Primary MBT of the Knights. Thanks to applique armour and the addition of a more powerful diesel engine this tank more closely matches modern tanks. However it is still poorly matched against many enemy in terms of armour.
TAV-VIModR Falchoin
http://i119.photobucket.com/albums/o133/Conan2525/Falchoin.jpg?t=1209304048
Falchoin C http://i119.photobucket.com/albums/o133/Conan2525/FalchoinC.jpg?t=1209304080
Length 6.1 meters [hull] 8.4 meters gun forward
Height 2.2 meters
Width 2.7 meters
Crew: 3 Captain gunner driver [Autoloader]
Tonnage: 41 tons unladen 43 tons fully laden.
Top Speed: 80kmh on road 67 kmh off road
Engine:Supercharged Diesel 1200 hp.
Armour protection
Front: 420 mm steel eqv
Sides 249mm steel eqv
rear 160m steel eqv
top 120mm steel eqv.
Bottom 270 mm steel eqv.
Main Gun: 120 mm smoothbore cannon w/range of 5km Firing rocket propelled shells: APDS, DU penetrator,
HEAT, HESH and High explosive shells. C Variant mounts a 30 mm gatling gun, and has an extended turret containing extra ammo stores.
SADAR tube launcher with three missiles
.50 caliber MG
Fire Control: Laser Range finder, Thermal/night vision. Targeting computer equivalent to a 32 bit processor. Track up to 6 targets simultaneously.
Notes: Pneumatic Suspension
Experimental MBT "Lion"
The lion is an experimental next generation MBT fit to see service within the next three years. It has advanced fire control and movement systems coupled with a 120 mm main gun. However its primary armament is a bank of 8 SADAR launchers, with a primary ammunition capacity of twenty four missiles.
It is a radical new design mounting four smaller treads on "leg" assemblies designed to allow the vehicle to cross rough terrain very quickly. Alternatively it can ford impassable terrain using its "legs" to "walk" [in a manner of speaking] over terrain that would stop most tanks dead in its tracks. Though painfully slow over such terrain, it would give an advantage in the mountainous terrain of Tannelorn. Allowing the vehicle to reach the valleys it needs to fight in without air support would allow it to support Knights and PCF's on foot wherever they need to go.
Also by "standing up" on its legs it would be able to fire over almost any concievable obstacle, then quickly bring itself down to avoid return fire.
Like the Aggressor tank, its primary defense would be maneuverability, not armour.
EXMBT-Lion
http://i119.photobucket.com/albums/o133/Conan2525/TMBT1Lion.jpg?t=1209304104
Height Varies:Lowest Height 2.2 meters Highest: 4.9 meters.
Length: 6.3 meters [hull] 9 meters [Wheel mounts extended] 8.1 meters [Prototype two, walking.
Width: 2.9 meters:
Tonnage: 59 tonnes fully laden, 54 tons unladen
Top Speed: 97 kmh driving [Road Prototype II 107 kmh on road] 87 kmh off road [Prototype II 78 kmh off road], 7 kmh "walking" [Prototype II uses Large wheels instead of the advanced robust tread system, its walking speed is 25kmh, it has a full walking suspension.]
Engine:Supercharged Diesel x4 300 hp [inside the "thighs" of the "legs". Turbine engine with 1500 hp. [traditional mounting]
Armour Protection.
Front 400 mm steel eqv
Sides 250 mm steel eqv
rear 200 mm steel eqv
Top 300 mm steel eqv
bottom 400 mm steel eqv
Defenses: Laser Dazzler, NERA, laser warning system, ECM jammer, Anti-laser/IR aerosol dispenser.
Main Armament
8 SADAR vertical launch missile tubes w/range of 3.7 km, 120 mm smoothbore cannon w/range of 5 km firing rocket propelled DU penetrator, APDS, HEAT and High explosive rounds
.50 caliber Machine gun.
Fire Control: Capable of "locking on" to up to sixteen targets at once. All eight missile tubes may be fired at once, at seperate targets. Autolock system. Commander and gunner have panaromic, Gyro stabilised sights and a targeting computer with two 32 bit coprocessors, using a MIL STD1553B databus Equivalent. Thermal vision, IR as standard imaging modes.
Personal Combat Frames
Personal Combat frames are one man IFV's. They are simply put a three meter tall exoskeleton controlled by the pilots own limbs. The pilot sits in the center of his suit, with his legs in the units thighs, and his arms in two small "slave" arms just underneath the units two actual mechanised manipulator arms. They average three meters tall and weight between three and five tonnes.[depending on armament.] They were developed at the beginning of the Harvest of sorrow and contributed greatly to the knights holding the enemy in the mountains for seven years. Capable of mounting much larger weapons then infantry, they were a serious threat to both Kazul infantry and tanks. Later in the war they served as support infantry to the armoured vehicle formations fighting on the western border, as regular infantry was quickly succumbing to plague and radiation.
Modern PCF's mount weaponry in the range of most IFV's today, with small autocannons, missile launchers and massive RPG's being the weapons of choice. The most advanced version, the PCF VI "Ritterrustung" even mounts a small liquid cooled rocket to make long jumps. They are reinforced for such actions and can jump directly from blimps and helicopters almost one hundred feet without risking damage or injury. the PCF V was the test bed for the rocket, and plagued with design problems and is no longer in service.
PCF IV "Raubritter"
The PCF IV is the standard PCF in service with the Kings Auxiliary today. The design was introduce in 979 [1981] and is still more then adequate for the needs of the Auxiliary. It has been refitted with advanced optics and targeting systems. It is a "trooper" in every sense of the word, it is simply built, easy to maintain and only uses what weapons it can carry. Though it is not as advanced as the newest model used by the Knights, it is more then capable of performing any task the PCF VI can be called upon. It is capable of being airdropped.
PCF IV "Raubritter"
http://i119.photobucket.com/albums/o133/Conan2525/PCFIV.jpg?t=1209304137 armed with 15mm autocannon
Height: 3.1 meters
Width:At shoulder 2 meters
Length: 1.9 meters
Tonnage: 2 tons unladen up to 5 tons fully laden
Top Speed: 41 kmh at full run
Max jump distance: 12 meters
max fall distance: 29 meters
Armour protection
Overall Between 40 and 90 mm steel eqv
Armament
Options: 14.5 mm machine gun [Tungsten AP rounds, or incendiary explosive, 57 mm cannon firing HEAT rounds, 20mm minigun [no other armament, unable to jump] 200 mm bazooka, 110 mm grenade launcher, Heavy Flame thrower.
Fire Control: Thermal, Laser Rangefinder
PCF VI "Ritterrustung"
The Ritterrustung is the newest PCF, introduced in 1006 [2004] to replace the problem plagued PCF V "Ritterkreuz". It is tougher, faster and more agile then its forebears in every way. Its manipulator arms are also strengthened allowing it to carry far heavier armament. It is also the first PCF to mount integral weaponry. It is capable of making jet assisted leaps of up to 100 meters in length and 20 meters in height. [The system wont allow them to go any higher or farther, cutting off the jets using a mechanical computer to prevent injury in high stress combat situations.]
PCF VI "Ritterrustung"
http://i119.photobucket.com/albums/o133/Conan2525/PCFVI.jpg?t=1209304160 Armed with 15mm autocannon
Height: 3.2 meters
width at shoulder: 2.2 meters
Length 2 meters
Tonnage: 3.2 tons, up to 6 tonnes fully loaded
Top Speed 52 kph at full run.
Jump distance [unassisted] 14 meters
Jump distance [jets] 100 meters
Max fall distance [unassisted] 34 meters
Max fall distance [Assisted theoretically till fuel runs out, jets cushion the landing] 172 meters
Armour protection
Between 60 and 120 mm steel eqv
Armament:
Fixed: Shoulder Launched SADAR missile launcher with three rounds OR 140 mm mortar. Fixed .50 caliber machine gun on right forearm [manipulator]Hand held: options, 14.5 mm machine gun [DU or Tungsten AP rounds, or incendiary explosive] with underslung 95 mm RPG [8 rounds], 57 mm cannon with twelve rocket propelled rounds normally HEAT, HE or APDSFS. 200 mm bazooka. 20 mm gatling gun with DU rounds, Heavy Flamethrower, 110 mm grenade launcher.
Fire Control: Thermal sight, Laser Rangefinder, Targeting computer capable of tracking up to 8 targets simultaneously, equivalent to two 32 bit processors.
IC
Tannelornian Military
Branches: The Divine houses. The Kings Auxiliary.
The Divine Houses: House Schneider, House Alberecht [Royal house], House Saromir, House Rendacil, House Tsaratov, House Abbarakh, House Terenor, House Yannericil, House Gustav, House Arenor.
Total Combat troop Numbers: one hundred and fourty two thousand.
House Specialties.
Each of the Knight houses is its own self contained military formation, containing infantry [power armoured knights] PCF' contingents [Personal Combat Frames] and armour as well as air support. Each house has its own heavy lifting equipment, but does not share in the Sky Fleet, that is the sole domain of the King's House, House Alberecht.
Each house has anywhere between five and twenty thousand knights militant [combat knights], with the Royal house having nearly fifty thousand. The specialties and terrain of the Duchal Fiefs will be detailed now, as well as force composition.
House Alberecht: Capital of Hoffnungschimmer as the main muster point.
Fifty thousand knights, ten thousand PCF's, one thousand Defender tanks, two thousand Nephilim Wanzer Artillery. Massive stores of C-difficile weaponry.
Air Forces Two thousand Eiserne' MK VII, 4.5 generation heavy air superiority fighters, Six hundred Drachen 5th Generation light superiority fighters.
The Sky Fleet. Ten Carrier-zeppelins, twenty Battle-zeppelins thirty Zeppelin-frigates sixty Flak-Zeppelins.
Terrain: As the capital Fief, it is located in the heart of the country. Forests and mountains make the primary method of travel lighter then air ship or through the few roads that pass between the hilly forests and mountain ranges. Civilians commonly use nonmilitary PCF's known as HF's [Hobby frames] for transport from city to city.
House Schneider: Plains of Grahfsberg is the fief held by this house.
Twenty Thousand Knights, six thousand PCF' one thousand five hundred TAV-6ModR "Falchoin" MBT's [300 C variant], four hundred defender tanks. Mobile Artillery carriers based off the Defender design
Air Forces: Heavy lift capacity for up to two companies of troops and tanks, light lift capacity for the entire house. [short ranged transport blimps.]
Four hundred Eiserne MK VII 4.5 gen, seven hundred Eiserne mk VI, two hundred Drachen 5th generation light fighters.
Notes: The second most powerful house next to the kings, currently designing the next generation MBT for Tannelorn. The Lion.
House Abbarakh: Rulers of the icy northern province of Midgard.
Seven Thousand Knights, three thousand PCF's, three hundred Falchoin C tanks, six hundred Nephilim Wanzer Artillery.
Air Forces: Two hundred MK VII Eiserne, Two hundred Drachen 5th gen light fighters and two hundred Eiserne mk VI.
Naval Forces: House Abbarakh controls the only two ports aside from Sormr in Tannelorn, however they are frozen for three quarters of the year. House Abbarakh controls Tannelorns tiny submarine fleet.
Six Nuclear Submarines, Sixteen Attack Submarines and eight Carrier-submarines.
House Saromir. Port Sormr is their main muster point. Mountains, and hills is the primary terrain.
Five thousand Knights, one thousand PCF's, Three hundred Falchoin tanks, seventy defender tanks and three hundred Nephilim walkers.
Air Forces: one hundred Eiserne MK VII, 200Eiserne MK VI.
[U]House Tsaratov: Wellgunde Province Heavily Forested and with several large lakes and marshes.
Fifteen thousand Knights, Five thousand PCF's, one thousand Nephilim Wanzer Artillery.
Air Forces: two Hundred Eiserne MK VII, One hundred Drachen 5th gen light fighters.
Notes: Specialists in infantry fighting in dense Terrain and built up areas. Excellent siege troops and storm troopers.
House Rendacil. Western mountains, Province of Dargoon. Mountainous with a mix of rolling plains and forests.
Ten thousand Knights, Two thousand PCF's, Six Hundred Falchoin MBT's [200 C variant], one hundred Defender MBT's and five hundred Nephilim Wanzer Artillery.
Air forces: three hundred Eiserne MK VI, fifty Drachen Light fighters
Notes, Next to the Grahfsberg they are the most experienced in open field armoured warfare. However they specialise in close air support rather then mobile artillery to help their advance, and have several variants of transport light blimps designed to aid in this task. Direct analogues to attack helicopters.
House Yannericil: Attached to the King's house, shares the same province. [Their original province was blasted by atomic weaponry during the Harvest of Sorrow]
Five Thousand Knights, one thousand PCF's, four hundred Falchoin C MBT's, one hundred Defender tank destroyers, three hundred Nephilim Wanzers.
Air Forces: Five hundred MK VII Eiserne fighters.
Notes. An adjunct to the King's house, usually sent to deal with matters of honour in a form of house champion. If a nation were to offend the King of Tannelorn and limited military action would be called for, house Yannericil would be sent. They have more heavy lift capacity compared to any other house aside from the kings.
House Arenor They live in a province filled with lakes and rolling hills and mountains.
Seven Thousand Knights. Three thousand PCF's Three hundred Defender Tank Destroyers, Three hundred Nephilim Wanzer Artillery.
Air Forces: two hundred Drachen light fighters, two hundred MK VI Eiserne.
Notes: Large amount of PCF's due to terrain considerations, have placed a heavy bid on the Lion EXMBT program designed to replace the Falchoin and defender tanks in the Knight's Arsenal.
House Tarenor: Their province comprises most of the hinterland of the icy wastes. Their capital rests on the tree line with the rest of the fief being primarily frozen wasteland. They have a massive industrial complex, all of which is north of the tree line.
Nine thousand Knights, Four Thousand PCF's, Three hundred Falchoins [100 C variant], seventy Defender Heavy Tank Destroyers, two hundred Nephilim Wanzer artillery.
Air Forces: three Hundred Eiserne MK VI, Sixty Eiserne MK VII
Notes: This house only uses its power armoured Knights in city and built up fighting. All fighting outside of city or trench lines is done by Tanks, Personal Combat Frames and air craft. The extreme cold and treacherous conditions have lead the leaders of house Tarenor to adopt and "armour over all" approach to open combat.
House Gustav:Situated on the northern border with destroyed Nelandria.
thirteen thousand knights, two thousand PCF, one thousand Falchoin tanks [300 C variant], three hundred and fifty defender heavy tank destroyers.
Air Forces: two hundred Drachen light fighters, three hundred MK VII Eiserne
Notes: This house has a large amount of air forces to do patrols over the wasteland territories to look out for Kazul raiders or those trying to steal in to the city-tombs of the western reaches of the continent.
The Kings Auxiliary
The Kings Auxiliary is the levy army originally created during the Merchant's war.It is made up of serfs who are required train for three months out of the year in the kings auxiliary, in return for the goods, medicines, homes and entertainment they recieve, as well as their job. It will at any one time contain a quarter of its active strength. The Core of the Kings Auxiliary is made up for Freemen and Serf's known as the Professional corp.
All citizens who serve in active duty are required to keep their rifle and combat armour with them at all times, and once weekly to wear their combat armour and receive regular practice with their rifle, when not serving actively.
This policy came in to effect after the great war known as the Harvest of Sorrow.
Total [Active] Combat Troop numbers: Six Million, At full muster Twenty four million. Professional Core, Five hundred and twenty thousand.
Infantry: Three million two hundred and seventy six thousand.
Combat Vehicles: MK IV PCF's, Two hundred and fourty thousand. TAV-VI Aggressor Tanks Fourty Thousand, Defender heavy Tank destroyers Ten thousand. Fifteen Thousand Elefantenbulle Wanzer Artillery. Four hundred thousand static artillery pieces ranging from 105 mm to 1000 mm static fortification guns [only a few of those on the largest mountain fortresses.]
Most common weapons are the lighter 105's[two hundred thousand, 50 000 active new models], which can be carried easier through the mountains.
Air Forces: Armed Light Transport blimps, Analogous to Huey Gunships. Strategic Bomber command [three hundred heavy planes, one hundred Blimps] Tactical bomber Command [Ground attack light blimps, Ground attack planes]
The King's Auxiliary is geared and trained mostly for defense, though the Professional Core did join the Knights during the harvest of sorrow, they would only be mustered in the case of a full scale invasion followed by an occupation. An event which has only happened once in Tannelornian history.
Personal Weapons and Armour
Tannelorn is a land of Knights, and as such ever since the invention of the gun, the Tannelornian Alchemists, Black smiths and engineers have tirelessly searched for armour that could stand up to modern assault weaponry. At the beginning of the war known as the Harvest of Sorrow, the one piece of equipment that was technologically on par with their enemies was the Knights Personal Armour. It enabled Knights in the fifties to survive being hit by enemy weapons fire several times. This enabled them to hold out where unarmoured men would have been killed, and it did make a difference at the time in static warfare.
Since the use of advanced plastics and ceramics has started to come in to its own, the Tannelornian Personal armour has only improved. The Modern Knight wears a powered exoskeleton, using compressed air powered by a compressor with its own tiny kinetic/electric battery. When in the field a Knight must be diligent to charge the battery every night before deactivating the suit, lest he have to drag eighty pounds of plates and steel frame around for over an hour to start moving it. However once active, a Knights armour's battery will not need to be recharged so long as he keeps moving.
Of course this is why part of a Knights kit is a small gasoline generator for extened operations in the wild. The Knights power armour does not add extra strength per se, but only nullifies weight and helps stabilise the massive TAR-12 assault rifles recoil. It is also fully NBC protected.
The modern power armour's breastplate can theoretically stop up to a 20 mm round, however it would be unlikely that the knight himself wouldnt split apart at the seams in a messy gory explosion of sheer kinetic force. Its officially rated as able to stop up to .50 caliber, though it is considered unhealthy[ie fatal] to stand in the line of fire of several soldiers with assault rifles.
The Soldiers of the Auxiliary Wear thick composite breast plates, shoulder plates, Greaves, shin guards and flaps that come over the thighs. They wear this over a NBC suit, lessons learned from the Harvest of Sorrow. This is the reason those in the auxiliary as combat troops are required to wear their armour for one full day at least once a week [unsealed of course]. The entire apparatus weighs nearly 25 pounds, but is very well distributed over the body. Auxiliary can also expect local support so don't normally carry too much in the way of Kit. They give equivalent protection to class IV hard armour on the torso, groin flanks and back, and Class III protection on the greaves, shin guards and armour flaps
The Knights assault rifle, the TAR-12 fires a long .30 cartridge and is only useable on fully automatic while using the exoskeleton. It is a long rifle, which can mount an underslung shotgun or grenade launcher. It has both a pistol grip and a traditional grip to be used in CQC, either to strike with the butt, or if the Bayonet is attached stab and slash. It is designed to fight in Close combat as well as kill at range. They operate in a "tactical Unit" minimum size of Two, one Knight with a support weapon and one Knight armed with a TAR-12.
The Standard Assault rifle, and back up weapon for the Knights is the TAC-11 7.62mm assault carbine. It can mount an under slung shotgun, grenade launcher or a bayonet. Its a simple and rugged weapon, with its magazine located in the traditional position. Also the TAC-9 Semiautomatic battle rifle at 7.62 caliber is issued to every second member. Kings Auxiliaries smallest unit is the Three man "tactical Unit" Consisting of a soldier with a support weapon [MG, Grenade Launcher, Flamer], A single man with a TAC-11 and a man with a TAC-9.
The standard pistol is a .44 eight shot revolver with quick loaders.
The Knights use two types of machine gun. The 7.62 "Giant Killer" electric chain gun, or the .50 caliber "Lowenmaul" heavy machine gun.
The Auxiliary has access to the Lowenmaul, or the 7.62 "Tasche", which can boast a rate of fire of 2400 rpm.
The Knights have access to advanced missile launchers, similiar in performance to the javelin missile as well as heavy 105 mm RPG's designed to smite tanks with a vengeance. They also use a FAE RPG equivalent to a single shot from a 152 mm HE round.
The auxiliary make due with older Laser guided, team fired missile launchers or RPG's. They commonly use a great assortment of mortar's as well in support roles.
Tannelornians also use a wide variety of flame throwers with their troops, as well as phosphorous grenades used commonly in grenade launchers and on their own person. Combat shotguns are a common replacement to the TAC-11 with many Knights, or an accessory to many of Professional Corp.
Both Branches use several personal AA guns, from 14.5 mm wheeled guns to sophisticated AA HE, KK, Fragmentation and FAE shoulder launch missiles. [FAE missiles/RPG's are reserved solely for Knights.]
Both arms of the Tannelornian military heavily cross train their soldiers in equipment [The Knights, Trained from birth are capable of using any infantry weapon inside..and outside of Tannelorn that they have had access too.] The ratio of infantry specialist weapons to soldiers is often 1-3 amongst the auxiliary and 1-2 with the Knights. In a 12 man troop, 6 men will be armed with heavy or specialist weaponry. Simple RPG's are carried as part of a Knights or Auxilliaries kit, and if needed every member of a squad will carry one in to battle. [Primarily for FIBW.] During the Early days of the Harvest of Sorrow, Tannelorns most effective AT weapons aside from air support, Zeppelin or heavy artillery were simple RPG launchers. The Tannelornians learnt those lessons well and millions of RPG launchers are in the Tannelornian inventories.
Armoured Vehicle Technology
For the most part Tannelornian Armour technology is unimpressive. The current main stay MBT is the relatively light TAV-VI Aggressor Tank, which is supported in the field by the extremely heavy THTD-Defender Heavy tank destroyer.
The aggressor is lightly armed and armoured, its original design specification calling for armour to protect all sides against 20mm fire, and a 90 mm cannon. It was built mainly with mobility in mind, as Tannelornian engineers were years behind the Kazul in tank design, they designed this tank to be able to engage the enemy for long enough that the tank destroyers could make themselves heard. Over the years it has recieved six upgrade packages, resulting in the modern version as well as its variant, the Falchoin.
TAV-VI Aggressor Tank
http://i119.photobucket.com/albums/o133/Conan2525/TAV-6.jpg?t=1209303983
Length 6.1 meters [hull] 8.4 meters gun forward
Height 2.1 meters
Width 2.7 meters
Crew: 3 Captain/gunner Loader driver
Tonnage:40 tons unladen, 41 fully laden
Engine:Supercharged Diesel 1000 hp.
Top Speed: 73 kmh on road 65 kmh off road
Armour protection
Front: 350 mm steel eqv
Sides 200 mm steel eqv
rear 150 mm steel eqv
top 90 mm steel eqv.
Bottom 270 mm steel eqv.
Main Gun: 105 mm cannon w/range of 4 km firing Rocket propelled shells. HEAT, HESH, High Explosive, Tungsten Penetrator. HVAP, APCNR
Secondary Gun: .50 caliber machine gun.
Fire Control: Laser Range Finder. Thermal Sight
THTD-IV Defender Heavy Tank Destroyer
Tannelornian Tank design was so far behind the Kazul that the only way they could match the armour and firepower of their heavy tanks was to make a turretless tank design that simply piled on the armour and mounted an inordinately huge cannon.
Slow, not very agile but with a long reach and able to take a hit the THTD has been a favourite of tank crew's since its inception. The effect on the morale of soldiers upon seeing one of these monsters trundle up is quite amazing. Soldiers who were about to break have been seen rallying at the sight of the muzzle flash of these massive beasts, and the spectacular destruction of an enemy tank or hardpoint that followed.
THTD-IV Defender Heavy Tank Destroyer
http://i119.photobucket.com/albums/o133/Conan2525/THDT.jpg?t=1209304018
Length: 10.1 meters
Height: 2.2 meters
Width: 4.1 meters
Tonnage: 76 unloaded, 86 loaded.
Engine:Supercharged Diesel 1200 hp.
Top Speed: 43 kmh on road 37 kmh off road
Crew: 4 Captain gunner Loader driver
Armour Protection
Front: 940 mm steel eqv
Sides 630mm steel eqv
Rear 570 mm steel eqv
Top: 480 mm steel eqv
Bottom: 480 mm steel eqv
Armament
1 178 mm smoothbore cannon w/range of 7.2 km firing rocket propelled HEAT, HEAP, HESH, DU/Tungsten penetrator shells, APDS penetrator, high explosive, phosphorous rounds
1 .50 caliber machine gun.
Fire Control: Laser Range finder, Thermal, Night Vision, Targeting computer capable of tracking 6 targets simultaneously
Notes: Pneumatic Suspension
TAV-VImodR Falchoin
This is the Primary MBT of the Knights. Thanks to applique armour and the addition of a more powerful diesel engine this tank more closely matches modern tanks. However it is still poorly matched against many enemy in terms of armour.
TAV-VIModR Falchoin
http://i119.photobucket.com/albums/o133/Conan2525/Falchoin.jpg?t=1209304048
Falchoin C http://i119.photobucket.com/albums/o133/Conan2525/FalchoinC.jpg?t=1209304080
Length 6.1 meters [hull] 8.4 meters gun forward
Height 2.2 meters
Width 2.7 meters
Crew: 3 Captain gunner driver [Autoloader]
Tonnage: 41 tons unladen 43 tons fully laden.
Top Speed: 80kmh on road 67 kmh off road
Engine:Supercharged Diesel 1200 hp.
Armour protection
Front: 420 mm steel eqv
Sides 249mm steel eqv
rear 160m steel eqv
top 120mm steel eqv.
Bottom 270 mm steel eqv.
Main Gun: 120 mm smoothbore cannon w/range of 5km Firing rocket propelled shells: APDS, DU penetrator,
HEAT, HESH and High explosive shells. C Variant mounts a 30 mm gatling gun, and has an extended turret containing extra ammo stores.
SADAR tube launcher with three missiles
.50 caliber MG
Fire Control: Laser Range finder, Thermal/night vision. Targeting computer equivalent to a 32 bit processor. Track up to 6 targets simultaneously.
Notes: Pneumatic Suspension
Experimental MBT "Lion"
The lion is an experimental next generation MBT fit to see service within the next three years. It has advanced fire control and movement systems coupled with a 120 mm main gun. However its primary armament is a bank of 8 SADAR launchers, with a primary ammunition capacity of twenty four missiles.
It is a radical new design mounting four smaller treads on "leg" assemblies designed to allow the vehicle to cross rough terrain very quickly. Alternatively it can ford impassable terrain using its "legs" to "walk" [in a manner of speaking] over terrain that would stop most tanks dead in its tracks. Though painfully slow over such terrain, it would give an advantage in the mountainous terrain of Tannelorn. Allowing the vehicle to reach the valleys it needs to fight in without air support would allow it to support Knights and PCF's on foot wherever they need to go.
Also by "standing up" on its legs it would be able to fire over almost any concievable obstacle, then quickly bring itself down to avoid return fire.
Like the Aggressor tank, its primary defense would be maneuverability, not armour.
EXMBT-Lion
http://i119.photobucket.com/albums/o133/Conan2525/TMBT1Lion.jpg?t=1209304104
Height Varies:Lowest Height 2.2 meters Highest: 4.9 meters.
Length: 6.3 meters [hull] 9 meters [Wheel mounts extended] 8.1 meters [Prototype two, walking.
Width: 2.9 meters:
Tonnage: 59 tonnes fully laden, 54 tons unladen
Top Speed: 97 kmh driving [Road Prototype II 107 kmh on road] 87 kmh off road [Prototype II 78 kmh off road], 7 kmh "walking" [Prototype II uses Large wheels instead of the advanced robust tread system, its walking speed is 25kmh, it has a full walking suspension.]
Engine:Supercharged Diesel x4 300 hp [inside the "thighs" of the "legs". Turbine engine with 1500 hp. [traditional mounting]
Armour Protection.
Front 400 mm steel eqv
Sides 250 mm steel eqv
rear 200 mm steel eqv
Top 300 mm steel eqv
bottom 400 mm steel eqv
Defenses: Laser Dazzler, NERA, laser warning system, ECM jammer, Anti-laser/IR aerosol dispenser.
Main Armament
8 SADAR vertical launch missile tubes w/range of 3.7 km, 120 mm smoothbore cannon w/range of 5 km firing rocket propelled DU penetrator, APDS, HEAT and High explosive rounds
.50 caliber Machine gun.
Fire Control: Capable of "locking on" to up to sixteen targets at once. All eight missile tubes may be fired at once, at seperate targets. Autolock system. Commander and gunner have panaromic, Gyro stabilised sights and a targeting computer with two 32 bit coprocessors, using a MIL STD1553B databus Equivalent. Thermal vision, IR as standard imaging modes.
Personal Combat Frames
Personal Combat frames are one man IFV's. They are simply put a three meter tall exoskeleton controlled by the pilots own limbs. The pilot sits in the center of his suit, with his legs in the units thighs, and his arms in two small "slave" arms just underneath the units two actual mechanised manipulator arms. They average three meters tall and weight between three and five tonnes.[depending on armament.] They were developed at the beginning of the Harvest of sorrow and contributed greatly to the knights holding the enemy in the mountains for seven years. Capable of mounting much larger weapons then infantry, they were a serious threat to both Kazul infantry and tanks. Later in the war they served as support infantry to the armoured vehicle formations fighting on the western border, as regular infantry was quickly succumbing to plague and radiation.
Modern PCF's mount weaponry in the range of most IFV's today, with small autocannons, missile launchers and massive RPG's being the weapons of choice. The most advanced version, the PCF VI "Ritterrustung" even mounts a small liquid cooled rocket to make long jumps. They are reinforced for such actions and can jump directly from blimps and helicopters almost one hundred feet without risking damage or injury. the PCF V was the test bed for the rocket, and plagued with design problems and is no longer in service.
PCF IV "Raubritter"
The PCF IV is the standard PCF in service with the Kings Auxiliary today. The design was introduce in 979 [1981] and is still more then adequate for the needs of the Auxiliary. It has been refitted with advanced optics and targeting systems. It is a "trooper" in every sense of the word, it is simply built, easy to maintain and only uses what weapons it can carry. Though it is not as advanced as the newest model used by the Knights, it is more then capable of performing any task the PCF VI can be called upon. It is capable of being airdropped.
PCF IV "Raubritter"
http://i119.photobucket.com/albums/o133/Conan2525/PCFIV.jpg?t=1209304137 armed with 15mm autocannon
Height: 3.1 meters
Width:At shoulder 2 meters
Length: 1.9 meters
Tonnage: 2 tons unladen up to 5 tons fully laden
Top Speed: 41 kmh at full run
Max jump distance: 12 meters
max fall distance: 29 meters
Armour protection
Overall Between 40 and 90 mm steel eqv
Armament
Options: 14.5 mm machine gun [Tungsten AP rounds, or incendiary explosive, 57 mm cannon firing HEAT rounds, 20mm minigun [no other armament, unable to jump] 200 mm bazooka, 110 mm grenade launcher, Heavy Flame thrower.
Fire Control: Thermal, Laser Rangefinder
PCF VI "Ritterrustung"
The Ritterrustung is the newest PCF, introduced in 1006 [2004] to replace the problem plagued PCF V "Ritterkreuz". It is tougher, faster and more agile then its forebears in every way. Its manipulator arms are also strengthened allowing it to carry far heavier armament. It is also the first PCF to mount integral weaponry. It is capable of making jet assisted leaps of up to 100 meters in length and 20 meters in height. [The system wont allow them to go any higher or farther, cutting off the jets using a mechanical computer to prevent injury in high stress combat situations.]
PCF VI "Ritterrustung"
http://i119.photobucket.com/albums/o133/Conan2525/PCFVI.jpg?t=1209304160 Armed with 15mm autocannon
Height: 3.2 meters
width at shoulder: 2.2 meters
Length 2 meters
Tonnage: 3.2 tons, up to 6 tonnes fully loaded
Top Speed 52 kph at full run.
Jump distance [unassisted] 14 meters
Jump distance [jets] 100 meters
Max fall distance [unassisted] 34 meters
Max fall distance [Assisted theoretically till fuel runs out, jets cushion the landing] 172 meters
Armour protection
Between 60 and 120 mm steel eqv
Armament:
Fixed: Shoulder Launched SADAR missile launcher with three rounds OR 140 mm mortar. Fixed .50 caliber machine gun on right forearm [manipulator]Hand held: options, 14.5 mm machine gun [DU or Tungsten AP rounds, or incendiary explosive] with underslung 95 mm RPG [8 rounds], 57 mm cannon with twelve rocket propelled rounds normally HEAT, HE or APDSFS. 200 mm bazooka. 20 mm gatling gun with DU rounds, Heavy Flamethrower, 110 mm grenade launcher.
Fire Control: Thermal sight, Laser Rangefinder, Targeting computer capable of tracking up to 8 targets simultaneously, equivalent to two 32 bit processors.