SporeWiki
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=== Infantry ===
 
=== Infantry ===
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|-|
 
Soldiers=
 
*'''Classification''' - ''Infantry''
 
*'''Weapons''' - ''Anti-Personal and Anti-Material Weapons''
 
 
{{clr}}
 
|-|
 
Mantas=
 
*'''Classification''' - ''Hoverbike''
 
*'''Weapons''' - ''Gun Mount''
 
 
{{clr}}
 
|-|
 
Salamanders=
 
*'''Classification''' - ''Fire Spirit''
 
*'''Weapons''' - ''Heavy Anti-Personnel Weapons''
 
 
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|-|
 
Golems=
 
*'''Classification''' - ''Drone''
 
*'''Weapons''' - ''Heavy Anti-Material Weapons''
 
 
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</tabber>
 
   
 
=== Vehicles ===
 
=== Vehicles ===

Revision as of 19:06, 29 January 2020

Overview

Readiness

Organization

The Persan are rather unconventional in terms of warfare. Their army is a legion of mech pilots known as Immortals numbers a grand total of a hundred thousand in (no more no less in peace time). These mecha are attended to by their own legion of offensive and defensive support drones that follow the Immortal's and the mech AI's command as well as acting on their own far simpler AIs. Command structure among the Immortals is pretty simple with Adeptus Major Zelator overseeing and commanding a number of their fellow Immortals. An Adeptus Zelator Major Grade A commands ten Immortals, an Adeptus Zelator Major Grade B commanding hundreds of Immortals, an Adeptus Zelator Major Grade Y commanding hundreds of Immortals, the Adeptus Zelator Major Grade G overseeing tens of thousands of immortals, and the Adeprus Zealtor Major Grade D the entirety of the Immortal Legion.

Pilots

Army

Support

  • Classification - Dropship
  • Weapons - N/A

  • Classification - Transport Drones
  • Weapons - 1x Chain Gun, 2x Machine Guns

Infantry

Vehicles

  • Classification - Mobile Drone Artillery
  • Weapons - 1x Howitzer, 1x Machine Gun

  • Classification - Walker Tank
  • Weapons - 1x Heavy Chain Gun, 1x Heavy Machine Gun, 2x Machine Guns

  • Classification - Tank Drone
  • Weapons - 1x Heavy Chain Gun, 1x Missile Launcher, 2x Machine Guns

Aerospace

  • Classification - Scout Fire Spirit
  • Weapons - N/A

  • Classification - Attack Fire Spirit
  • Weapons - 1x Rotary Cannon, 12x Missile Hardpoints

  • Classification - Fighter Fire Spirit
  • Weapons - 1x Rotary Cannon, 8x Missile Hardpoints

  • Classification - Bomber Fire Spirit
  • Weapons - 2x Internal Ordinance Bays

  • Classification - Land Aerospace Mech
  • Weapons - 1x Rotary Cannon, 7x Rocket Pods, 10x Missile Hardpoints, 1x Anti-Targeting Field

Navy

Frigates

  • Length - 430 meters
  • Role - Corvette
  • Weapons - 2x Railguns, 2x PD Lasers, 1x Missile Launcher

  • Length - 740 meters
  • Role - Frigate
  • Weapons - 1x Heavy Railgun, 2x PD Lasers, 1x Missile Launcher

  • Length - 600 meters
  • Role - Frigate
  • Weapons - 2x Missile Launchers, 2x PD Lasers

  • Length - 480 meters
  • Role - Torpedo Boat
  • Weapons - 2x Railguns, 1x Devilcry Battery

  • Length - 740 meters
  • Role - Guided-Missile Destroyer
  • Weapons - 4x Missile Launchers, 2x PD Lasers

  • Length - 1,000 meters
  • Role - Transport
  • Weapons - 2x Railguns, 2x PD Lasers, 1x Missile Launcher

Cruisers

  • Length - 1,500 meters
  • Role - Light Carrier
  • Weapons - 4x PD Lasers, 2x Missile Launchers

  • Length - 600 meters
  • Role - Cruiser
  • Weapons - 1x Railgun, 2x PD Lasers, 1x Missile Launcher

  • Length - 700 meters
  • Role - Cruiser
  • Weapons - 1x Heavy Railgun, 2x PD Lasers, 1x Missile Launcher

  • Length - 1,200 meters
  • Role - Heavy Cruiser
  • Weapons - 2x Railguns, 2x PD Lasers, 1x Missile Launcher, 1x Devil Cry Battery

  • Length - 700 meters
  • Role - Void Hunter
  • Weapons - 2x Devilcry Launchers

Capitalships

  • Length - 3,200 meters
  • Role - Dreadnought
  • Weapons - 2x Railguns, 8x PD Lasers, 4x Missile Launchers, 1x Devilcry Battery

  • Length - 2,400 meters
  • Role - Carrier
  • Weapons - 4x Missile Launchers, 8x Railguns, 1x Devilcry Battery

  • Length - 3,200 meters
  • Role - Carrier
  • Weapons - 4x Railguns, 4x PD Lasers, 1x Devilcry Battery

  • Length - 2,700 meters
  • Role - Battlecruiser
  • Weapons - 1x PD Laser, 2x Missile Launchers, 4x Railguns, 1x Devilcry Battery

  • Length - 2,700 meters
  • Role - Dreadnought
  • Weapons - 2x Missile Launchers, 2x PD Lasers, 4x Railguns, 1x Devilcry Battery

  • Length - 2,800 meters
  • Role - Battleship
  • Weapons - 6x Railguns, 2x Missile Launchers, 1x Devilcry Battery

Juggernauts

  • Length - 50,000 meters
  • Role - Juggernaut
  • Weapons - 10x Railguns, 12x PD Lasers, 6x Missile Launchers, 1x Devilcry Battery

Weapons

Kinetic

The vast majority of weapons employed by the UPD are kinetic in nature. These guns rely on electromagnetic rails to propel caseless ammunition. They come in a variety of infantry guns (such as pistols, shotguns, and rifles) and artillery guns (such mortars and howitzers), as well as more unconventional forms such a bows using electromagnetic strings to propel heavy arrows. These guns can be armed on small hover drones which can be deployed as part of a Nexus Defense or Nexus Offense System.

Explosive

The UPD employs a number of explosive weapons in the forms of rockets and missiles, non-guided and guided respectively. Ground based versions of these weapons employ conventional explosives while those used in space combat employ nuclear and anti-matter explosives depending on whether they are use for real space or hyperspace combat respectively. Mecha with special gears can carry nuclear and anti-material missiles on external hard-points (only being able to carry conventional explosives internally) but must deploy all of them before transforming into ground mode (if using anti-matter).

Energy

Energy weapons are primarily employed in the form of melee weapons called progressive knives which are technically a cross between kinetic and energy weapon. They are classified as energy weapons because the use high frequency vibrations to greatly increase their cutting power. Plasma weapons also exist employing gauss to propel bolts or beams of plasma to incinerate targets. plasma weapons come with a nearly inexhaustible supply of ammunition (hydrogen gas) but can overheat if fired for too long.

Ability Programs

General Programs

  • AI Assistant - The mech comes with an AI that can control the mech while the pilot is outside the cockpit.
  • Chameleon Armor - The mech's outer shell changes color , pattern, and texture to better blend in to the surrounding environ.
  • Duel Piloting - The mech can be piloted by two individuals.
  • Extra Shielding - The mech comes armed with a weak secondary energy shield.
  • Quadmech - The mech has four legs instead of two making it more stable.
  • Turrets - The mech can mounts its auxiliary weapons upon automatic turrets controlled by a simple AI.
  • Extra Arm - The mech comes with a third arm allowing it to wield three auxiliary weapons at once
  • Chaff - The mech can autodeploy chaffs in response to incoming missiles
  • Canopy Shield - The mech's energy shield extends out from its body allowing multiple mechs can take cover in.
  • AP Pods - The mech has shape charges on its legs that automatically explode outward to deal with infantry that get to close.

Flight Systems

  • Jump Jets - The mech has jets to improve its jumping power.
  • VTOL - The mech has a VTOL system that allows it to hover in atmosphere.
  • Aerospace - The mech can act as an aerospace fighter as well as a mech.

Quotes

  • add your own!

Trivia