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Sennai FT Factbook

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Sennai FT Factbook

Postby Sennai » Sat Jan 16, 2010 2:03 pm

Created with help From Xiscapia.

Races Of the Sen System Alliance

The Sen: closely related to humans with a few slight differences in DNA. otherwise they are completely and utterly human in every respect. They live on the Planet Sen which generally translates as "Homeworld" but has other meanings such as Member or members of the Sen race, a member of the Sen alliance, members of the Sen alliance and the Sen themselves. Dispite their identicalness to human's, Sen dislike the term having evolved on a completely different world rather than moving from Terra.

The Nekomi: living on the second planet in the Sen system Called Kenzoku. Nekomi have the appearance of humans but with the Added features of large Cat ears, replacing human ears, a tail and slightly elongated Canines. Their ears and tail's are normally furred in varying colours and their eye colour can vary as much as a humans. However, in bright light or when focusing on somethign their iris's take the more common "cat slit" form. Hearing, smell and eyesight are all above average and can be extremely sharp, This is nothing however when compared to their agility and "sixth sense" a uncanny ability to sense when somethign isnt right. This has lead to the myth that they posses nine live's. Perhaps true due to the surprising ability of Nekomi to emerge unscathed from terrible circumstances.
An intresting fact about Nekomi is that they are extremely hard to bed during the Autum, winter and spring times of most calender's but lose most inhabitions to this when summertime arrives, This is due to a huge increase in hormonal activity, thus, summertime is considered mating season for nekomi because they largely do not experiance sexual urges or any of the associated experiances until this time.

The Kitsune: Similar to nekomi but instead replaced with fox equivilents, The Kitsune of the alliance are largely Homo Vulpes, with a few vulpes vulpes due to the blacklight retrovirus. They share the same level of sense's but lack the "sixth" sense that nekomi experiance as well as the reflex escape action. The alliance kitsune make this up however with a surprising amount of non traditional thinking, Exploiting loopholes and thinking around problems rather than through. This aspect of theirs is normally referenced as a "Kitsune's cunning" unlike the nekomi they do not experiance a mating season instead they have the same urges as a normal human being. they live on the planet: Naviara in the Sen system.

The Tengu: Bird like men who have lost the ability to fly. Covered in feathers these noble bird like humanoids have no facial expressions brought on by the beak each has. there is as many tengu ar their are species of birds, Tengu have perhaps the sharpest eye's of any of the alliance race's and a high intelligence and wisdom, however they are the weakest physically out of the five race's their bones being hollow in some places and being rather reluctant to lift heavy objects. The intresting quirk of tengu however is that they are technically not mammal's, tengu females lay eggs when the time comes and normally become exctremely protective and aggressive until the egg hatches. this can range anywhere from one egg at a time to five. their homeworlds is Tenga in the Sen system.

The Fujikaman's: Giants by anyones standar'ds the Fujikaman's could be mistaken for a subspecies of human's, Outwardly they appear similar, but they are anything but. A normal fujikaman "bull" stand's at seven feet eight inches with the smallest at six foot six. The largest recorded fujikaman was a staggering eight foot nine inches. To match their hight, Fujikamans are built almost of pure muscle and their bones are naturally reinforced by carbon, A fujikaman is a amazing showcase of body function's, Their immune system is powerful and nearly uninfectable, aswell as a slow nerveous system coupled with a huge pair of adrenal glands, making a Fuji almost immune to pain during times it functions. Oddly they do not seem to lack intelligence for this muscle, but they are considered slow witted. this is a gross misunderstanding as Fujikaman's have a largely docile state in which they take thing's slowly only to be as thurogh as possible. when enraged however, a fujikaman has an ability to shrug off all but the most fatal of blow's, have reactions deceptively fast for a creature it's size, and give off muscular forces that would normally be capeable only with specialised machinery. Their homeworld is Fujikama, a high gravity world in the Sen system.

Ships in use by the Sen System Alliance

Model: Remora Class
Type: Attack boat
Class: Corvette
Length: 100 m
Height: 20m
Width: 20m
Skill: High
Crew: 20
Crew Skill: Moderate
Passengers: 50
Cargo Capacity: 9800 metric tons
Consumables: 1 Month
Cost: 9,184,595 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 4D
Sublight Speed: 60 (Solid Fuel)
Hull: 4D+1
Shields: 4D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 121 / 3D
Active: 242 / 3D
Pinpoint: 10 / 3D

Weapons:

48 x Light Pulse Array's
12x "Phirana" Rocket Launchers

Bio: The Remora Class Attack Boat Is the most Advanced small craft in the Sen fleet, designed and built specifically to assist larger Orca Bretheren in their hit and run operations by providing powerful PD and Anti Fighter support. As the SSA Contemplated Entering the Thirteenth Danversian War a major review of the fleets Capeability was used taking into account every recorded battle to date and compared to the ships avalible. the single largest flaw was lack of anti fighter units. while Orca frigate's where adequeted and Converted Kalimari Hulks Expensive but effective both did not have an AA role in mind. That and the ships of the Sen Alliance either found themselves outsized or outnumbered by their opponents, sometimes both cases at once. the reavaluation showd several startelign finds aswell. At longer distances Sen Coil weaponry found itself intercepted by laser point defense and Opposing craft sometimes carried ships of equal size to the Orca. to Address the Problem the Remora Attack boat was designed. small enough to Be carried by the larger Capital ships and Armed with the most cutting edge technology and computer systems to intercept both long range solid shot and deal death to strike craft and shuttles.

the Remora is armed with twelve Phirana rocket launchers, small guided Flak Rockets that when detonated spray shrapnel over a small area, the rate of fire the Phirana launchers are capeable of make it hard for enemy small craft to avoid all of the fired warheads.. complimenting the standard guided ordinance of the sen is a hybrid of xiscapian Laser technology and Sen Mining lasers. The pulse array is a rapid fire medium wave laser emmiter, the first use of laser technology by the Sen for warfare, designed to quickly eliminate solid matter. the Pulse array's payload is a short millisecond burst of energy desgined to bore into solid matter and then disintigrate the target area causing rupture of the armour and concussive damage along with its thermal emmision. the penetration is not large but enough for strike craft and against larger targets makes up for it with its rate of fire. to avoid freindly fire, the array also emits a harmless light laser to act as tracer.

http://browse.deviantart.com/?qh=&section=&q=corvette#/d2aoabc

Model: Orca Class
Type: Frigate
Class: Capital
Length: 200 m
Height: 20m
Width:20m
Skill: High
Crew: 50
Crew Skill: Moderate
Passengers: 50
Cargo Capacity: 10000 metric tons
Consumables: 1 Month
Cost: 10,131,295 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 3D
Sublight Speed: 40 (Solid Fuel)
Hull: 4D+1
Shields: 4D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 121 / 3D
Active: 242 / 3D
Pinpoint: 10 / 3D

Weapons:

2x Pulse Array's
2x Ion cannons
6x torpedo tubes
15x Missile batteries
16x coilguns

Bio: A relatively small, fast ship, the Orca class frigate is the backbone of the Sen fleet. Used as a patrol when on defensive duties, and as hit-and-run attackers when on the offensive, the ship is well suited to its role. While they are vulnerable to the weapons of larger warships, Orca ships are well matched for most craft their size, and when in numbers, which they almost always are, can tie down even capital vessels with their group attacks. They were among the first ships produced by the Alliance, and are still known to be swift and dependable. It is rare to see a Sen fleet or instillation without at least one of these craft watching the perimiter.

http://dissidentzombie.deviantart.com/art/Orca-class-Corvette-9983973?q=boost:popular+heavy+space+transport&qo=61

Known Existing are: SSA Poltergehist, SSA Ondagheist, SSA Spectre, SSA Spirit, SSA Wraith

Model: Hydra class
Type: Destroyer
Class: Capital
Length: 300 m
Skill: High
Crew: 75
Crew Skill: Moderate
Passengers: 125
Cargo Capacity: 5000 metric tons
Consumables: 1 Week
Cost: 16,490,335 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 3D
Sublight Speed: 34 (Solid Fuel)
Hull: 3D
Shields: 3D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 150 / 3D
Active: 320 / 3D
Pinpoint: 19 / 3D

Weapons:
150x Light Pulse Arrays
125x Coilguns
10x Long Range Torpedo Launchers
30x Torpedo tubes
70x missile batteries
2x Ion cannons


Bio: Somewhat larger than their Orca brethern, Hydra Destroyers are built for speed. Their armor is minimal, and their shields are slightly weaker than what one might expect on a ship of their size, but the trade off is the mobility and agility of the vessel. The Hydra Destroyers mission profile is to escort Sen capital ships and protect them from enemy small craft and missile fire, as well as launching devestating salvos of torpedo fire against enemy craft. Despite their armament, they are generally not a good match for enemy warships in a direct confrontation, so use their speed and firepower to avoid and defeat their foes. It is unusual to see a Sen capital without a few of these around it.

http://browse.deviantart.com/art/A-great-escape-320449485

Known Existing Are: SSA Pheonix, SSA Falcon.

Model: Jellyfish class
Type: ECM Destroyer
Class: Capital
Length: 300 m
Skill: High
Crew: 100
Crew Skill: High
Passengers: 100
Cargo Capacity: 10000 metric tons
Consumables: 1 Week
Cost: 12,365,750 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 3D
Sublight Speed: 35 (Solid Fuel)
Hull: 3D
Shields: 3D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 150 / 3D+1
Active: 330 / 3D+1
Pinpoint: 20 / 3D+1

Weapons:

125x Light Pulse Arrays
100x Coilguns
30x Torpedo tubes
20x Ion cannons

Bio: Created on the chassis of a Hydra Destroyer, Jellyfish ECM craft are identical to Hydra ships but for their marginally higher top speed, slightly better sensors, reduced armament and Electronic Countermeasures suite. The ships use this ability, usually in the form of jamming, to disrupt enemy point-defense systems to aid in Sen missile or fighter attacks. Other abilities include neutralizing enemy missile lock-ons, jamming enemy communications, coordnating fire control for fleets and countering enemy Electronic Warfare attempts. The ECM suites of the Jellyfish make them prime targets, but those same units also make attacking them with missiles or fighters difficult, and they are almost always under heavy escort to foil strikes by larger ships.
Despite their total lack of missile batteries, ECM Destroyers are extremely valuable to the Sen fleet and are often included in task forces.

Model: Squid Class
Type: Stealth ECM Destroyer
Class: Capital
Length: 300 m
Skill: High
Crew: 100
Crew Skill: High
Passengers: 100
Cargo Capacity: 10000 metric tons
Consumables: 1 Week
Cost: 12,365,750 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 3D
Sublight Speed: 35 (Solid Fuel)
Hull: 3D
Shields: 3D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 150 / 3D+1
Active: 330 / 3D+1
Pinpoint: 20 / 3D+1

Weapons:

125x Light Pulse Arrays
50x Coilguns
40x Torpedo tubes
80x Ion cannons

Bio: Based off the Jellyfish Class ECM craft, The Squid Stealth ECM Destroyer works with Stingray Strikeforces as the AIF's "Sub fleet" Less shielded than it's more visible counterpart, the Squid values much thicker armour over the jellyfish's shields, Trading Raw firepower for a Delibidating Ion cannon assault on vurnerable ships, opening them on up for a deadly strike from it's fellow craft, the Squid Proceeds to jam any remaining sensor or communication arrays the target may have active, silencing it and it's defences making sure it has no chance to fight back against the hurt it's about to recive. Though a high value target in of itself, the Squid is as slippery as it's name may imply, Spurting a distractive cloud of ECM at any potential pursuers before using it's foldspace stealth drives to cloak itself out of harms way.

Model: Stingray class
Type: Stealth Destroyer
Class: Capital
Length: 300 m
Skill: High
Crew: 75
Crew Skill: Moderate
Passengers: 125
Cargo Capacity: 5000 metric tons
Consumables: 1 Week
Cost: 16,490,335 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 3D
Sublight Speed: 34 (Solid Fuel)
Hull: 3D
Shields: 3D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 150 / 3D
Active: 320 / 3D
Pinpoint: 19 / 3D

Weapons:
125x Light Pulse Arrays
100x Coilguns
15x Long Range Torpedo Launchers
30x Torpedo tubes
80x missile batteries
2x Ion cannons


Bio: Built on the Base of the Known Hydra Destroyer class with cutting edge Sen technology, The Stingray Stealth Destroyer is armed for scouting, short and long range torpedo attacks from "submerged" positions, Largely undetectable like this, the Stingray uses advanced technology to project a fold space "Pocket" around itself. Playing a mostly passive role in the Sen fleet until it is required to Strike with it's high payload of guided munitions. This Cloaking ability comes at a large cost however, The Stingray is notably more expensive than the standard Hydra, Equal to that of a Manta Heavy cruiser. It also cannot shield itself while Submerged as the foldspace field is routed through the shield projectors. to compensate, the Stingray comes with much Thicker armour, has boosted engines for speed for quick escapes and comes equipped with "Cold fire" Torpedo launchers for added Tactical strike capability.

Model: Hammerhead class
Type: Cruiser
Class: Battleship
Length: 600 m
Skill: High
Crew: 200
Crew Skill: Moderate
Passengers: 200
Cargo Capacity: 20000 metric tons
Consumables: 1 Month
Cost: 36,949,655 credits
FTL Drive: x2 (Wormhole)
Maneuverability: 2D
Sublight Speed: 25 (Solid Fuel)
Hull: 4D+1
Shields: 4D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 230 / 3D
Active: 470 / 3D
Pinpoint: 27 / 3D

Weapons:
5x Heavy pulse array "Lance" 's
20x Heavy Mass Driver Cannons
8x Heavy missile batteries
200x Coilguns
4x Ion Cannons
20X Torpedo tubes
90x Missile batteries
200x Light pulse array's

Bio: At six hundred meters long, the Hammerhead Cruiser is at least twice as large as any of the ships before it, and has the capabilites to back it up. As the smallest vessel able to effectively fight enemy capitals head-on, the Hammerhead possesses a large number of heavy guns and point defenses as well as a dozen launch tubes for missiles or torpedoes. Enchewing any Strike craft or troop carrying capacity on the older models, the Hammerhead is purely made for ship battles, at which it preforms admirably. While capable of taking on smaller gunships and fighters, the Hammerhead is most at home fighting enemy destroyers, frigates and other cruisers. This vessel is the first true Sen capital.

It carries two Raptor's, Two Avenger landers and two remora Attack boats.

http://browse.deviantart.com/?qh=&section=&global=1&q=Hyperion#/art/The-Hyperion-197142470?_sid=2f2e0141

Known Existing are: SSA Invincible, SSA Kobyashi

Model: Manta class
Type: Heavy Cruiser
Class: Battleship
Length: 625 m
Skill: High
Crew: 300
Crew Skill: High
Passengers: 300
Cargo Capacity: 20000 metric tons
Consumables: 1 Month
Cost: 43,050,275 credits
FTL Drive: x2 (Wormhole)
Maneuverability: 2D
Sublight Speed: 32 (Solid Fuel)
Hull: 4D+1
Shields: 4D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 250 / 3D
Active: 520 / 3D
Pinpoint: 30 / 3D

Weapons:

5x Heavy pulse array "Lance" 's
25x Heavy Mass Driver Cannons
10x Heavy missile batteries
200x Coilguns
5x Ion Cannons
20X Torpedo tubes
90x Missile batteries
200x Light pulse array's

Hangar Space: 30 (Large Hangar)

Bio: A more versatile version of the Hammerhead Cruiser, the Manta class Heavy Cruiser is highly favored by Sen Captains and Admirals alike. It possesses the same speed, agility, armor and shields as its Hammerhead brother, but is slightly larger, has heavier armament, and has the capacity to carry both ships and troops. The Manta also costs noticibly more than the Hammerhead. Having both strike and invasion capabilities, the ship is prized by officers and commanders for all the duties it can fulfill. The ships it carries includes two squadrons of Vypers, six Raptors, two Avengers and two Typhoons.

http://browse.deviantart.com/?qh=&section=&global=1&q=Hyperion#/art/The-Hyperion-197142470?_sid=2f2e0141

Known Existing are: SSA Reynolds( Captured) SSA Nostromo (Destroyed) SSA Reynard (destroyed) SSA Isha, SSA Sulaco, SSA Celestia. SSA Dortumnder


Model: Leviathan class
Type: Battleship
Class: Battleship
Length: 1438 m
Skill: High
Crew: 1200
Crew Skill: Moderate
Passengers: 1200
Cargo Capacity: 50000 metric tons
Consumables: 1 Year
Cost: 114,642,275 credits
FTL Drive: x2 (Wormhole)
Maneuverability: 1D
Sublight Speed: 10 (Solid Fuel)
Hull: 7D
Shields: 6D (Mega Deflector)
Sensors: Photonic
Passive: 380 / 3D
Active: 780 / 3D
Pinpoint: 45 / 3D

Weapons:

614x Medium coilguns
60x Heavy Mass Driver Cannons
250x "Target" Missile Launcher
40x torpedo tubes
30x heavy Pulse array's
700x light pulse array's
20x Ion cannons
10x superheavy Mass Driver Cannons
60 Pulse arrays

Bio: Mounting an unheard of 614 Medium Coilguns, sixty Heavy Mass Driver Cannons and 250 missile launchers, the Leviathan truly is a monsterous battleship. Like its smaller cousin, the Hammerhead, the Leviathan carries no shock troops or fightercraft, using that space instead for its massive guns. Often surrounded by packs of smaller capitals, dozens of escorts and hundreds of small craft, the Leviathan of a given fleet is often the flagship, and as such is not a foe to be taken lightly. To date very few Leviathans have ever been destroyed in combat as Like it's name implies the ship is notoriously hard to destroy. They are most commonly found in the Sen System, or near the Atlantis Shipyards.

Known ships are: SSA Sage's Hand, SSA Centurion, SSA Thunder Child, SSA Aurora's Encore

Model: Scylla class
Type: Broadside Battleship
Class: Battleship
Length: 1438 m
Skill: High
Crew: 1200
Crew Skill: Moderate
Passengers: 1200
Cargo Capacity: 50000 metric tons
Consumables: 1 Year
Cost: 114,642,275 credits
FTL Drive: x2 (Wormhole)
Maneuverability: 1D
Sublight Speed: 10 (Solid Fuel)
Hull: 7D
Shields: 6D (Mega Deflector)
Sensors: Photonic
Passive: 380 / 3D
Active: 780 / 3D
Pinpoint: 45 / 3D

Weapons:
514x Medium Mass Repeaters
600 x "Target" Missile Launcher
50x Long range torpedo tubes
400x Light pulse arrays

Bio: The Scylla class is a new class of ship designed for one thing and one thing alone. Complete and utter destruction of its opponent through use of the Favoured sen Tactic. Missile bombardment. Mounting a hundred launchers per side it is a hugely powerfull artilliry peice for the Sen Alliance. Opponets find it hard to intercept all of the missiles launched by this craft. It follows the same doctrine as it's sister classes having thick armour and sheilding but lacks any troops or vypers. Taking pride in its role as Artillery for the given fleet. because of this. it will only be given flagship use if a Kraken or Leviathan is not with the fleet. due to its lack of solid shot weapons it finds its PD turrets to protect it from maurauding fighters and missiles find themselves intercepted by other missiles.
like its two breatheren it is capeable of nuclear strike.

Model: Kraken class
Type: Battlecarrier
Class: Battleship
Length: 1438 m
Skill: (Captain) High
Crew: 1210
Crew Skill: Moderate
Passengers: 1210
Cargo Capacity: 50000 metric tons
Consumables: 1 Month
Cost: 115,111,175 credits
FTL Drive: x2 (Wormhole)
Maneuverability: 0D+1
Sublight Speed: 10 (Solid Fuel)
Hull: 6D
Shields: 6d (Mega Deflector)
Sensors: Photonic
Passive: 200 / 3D
Active: 500 / 2D+2
Pinpoint: 25 / 3D+1

Weapons:
600x Medium coilguns
60x Heavy Mass Driver Cannons
240x "Target" Missile Launcher
35x torpedo tubes
30x heavy Pulse array's
700x light pulse array's
10x Ion cannons
6x superheavy Mass Driver Cannons
60x Pulse arrays

Hangar Space: 150 (Huge Hangar)

Bio: Essentially a Leviathan with some weapons removed to make room for hanger bays, Kraken Battlecarriers are the perfect fusion of Battleship and Carrier. Able to take on enemy capitals, but still possessing strike and invasion capabilities, these vessels are the big version of the Manta Heavy Cruiser. If there is not a Leviathan in a fleet, Kraken ships will be the flagship, and as such are not to be underestimated. Krakens are more common than Leviathans, but when they have their full strike compliment deployed they can be even more dangerous. Krakens carry four squadrons of Vypers and
twenty Raptor transports in their hanger bays.

the Second Generation of the Kraken and her sister classes is underway and will see deployment in the XIII Danversian war most of these upgrades will also be given to the smaller craft of the alliance fleet in the overhaul of their aging armada. such craft will be fitted with space to carry Remora attack boats, Dedicated Procul bays and fighter launch facilities, Upgraded sensors and Weapon systems and the inclusion of a ship A.I to assist the captain in the running of his ship, Cutting down on Crew size and allowing more Ships to be crewd with existing personall

http://browse.deviantart.com/?qh=&section=&q=patrol+cruiser#/d2l3c52

SSA Atlantica, SSA Columbia, SSA Rycon, SSA Pegasus, SSA Galactica, SSA Valkyrie, SSA Ulysses, SSA Serenity, SSA Sen, SSA Watchtower, SSA Clear Sky, SSA Kenzoku

Poseidon Class capital:
The Largest class of ship in the Sen Fleet. it has a vast arry of weaponry large and small and many many launcher tubes. it also has the same ability as several of the sen ships having several squadrons of Vypers, Anaconda's and Raptors, even a factory allowing it to make munitions and extra strike craft from the small amount of resources it can mine when part of a fleet.
A large computer network keeps the five sub Hydrogen fusion reactors and single main reactor in check aswell as monitoring the ship's other systems. this is the biggest ship the Sen will and have ever produced. clearly the Capital of the fleet. not only does it have all of these but sections of the ship are divided into refinery, drydock, factories, fighter bays and more. truly god of the Stellar seas.

Currently there are five Poseidon class capital's, the SSA Poseidon, SSA Shinya, SSA Akumu Tsuki, the SSA Unity and the SSA Kusanagi

Length: 12 Kilomiters
Height 6 kilomiters
Width: 5 Kilometers

Each Poseidon capital has a fleetkiller weapon uniqe to it, the Poseidon has it's Aurora Cannons, Powerful explosive shells, SSA shinya and its heavy Pulse array laser, Akumu Tsuki and its Nova cannon battery, the unity has a Trident missile reserve and the Kusanagi has a massively expanded small craft bay, able to drown the enemy in a fleets worth of fighters, bombers and Attack ships.

http://talworks.de/wp-content/uploads/2009/05/rokhnroll.jpg

Atlantis shipyards
Atlantis is the Primary shipyard for the Sen Millatry. the Giant construction surrounds the Planet Atlan. which is 94% water in its surface. this is the Primary R&D, dockyard and Base for the Sen. The shipyard itself makes every Sen craft or peice of equipment for the millatry. and as such is the toughest defensive position in the Sen Alliance. The docks themselves surround the planet Elevators going too and from the planets watery surface Rig bases. Orcas and boats fly to and from the Water stations and the shipyard themselves It is here that the Sen power their millatry. it is the Lynchpin of the Alliance. the blow to its economy and millatry would be devastating. as such an entire battlegroup is on garrison duty at all times.
The Islands on Atlan present a good oppertunity for shoreleave for any ship being serviced above this has lead it to being a purely millatry hotspot for vacations and business. Of note is that the alliance tries to keep outsiders from learning of the yards location but it is difficult to keep such a thing from a good investigation.

Model: Kalamari class
Type: Hulk
Class: Battleship
Length: 1000 m
Skill: Moderate
Crew: 150
Crew Skill: Low
Passengers: 50
Cargo Capacity: 200000 metric tons
Consumables: 2 Days
Cost: 41,655,400 credits
FTL Drive: x3 (Wormhole)
Maneuverability: 0D+1
Sublight Speed: 15 (Solid Fuel)
Hull: 5D
Shields: 4D (Deflector / Gravitic Repulsor Field)
Sensors: Infrared
Active: 550 / 3D+1
Pinpoint: 35 / 3D+1

Weapons:
200x Light Mass Repeater
Scale: Starfighter
Range: 1 / 3 / 5
Rate of Fire: 3
Damage: 1D

50x Medium Mass Repeaters
Scale: Starfighter
Range: 1-2 / 3 / 6
Rate of Fire: 3
Damage: 1D+2

Hangar Space: 10x (Small Hangar)

Bio: General purpose ships, Kalamari Hulks act as fleet tenders, transports, AA cruisers and can be converted into pocket battleships or escort carriers if more weapons or launch bays are added. Armed with heavy point defenses, these ships are all but invulnerable to enemy fighter or missile attack, but lacking other weapons they cannot hold their own against enemy warships. These vessels are generally pressed into service if the ships that normally do a job, be it destroyer, cruiser or transport, are unavalible. Nominally Kalamari Hulks have the ability to carry a small number of ships, generally either a squadron of Vypers or ten Raptors, depending on mission profile. Because of their toughness and versatility they are favored by Sen captains,
but Sen Admirals and other commanders do not share this sentiment

http://karanak.deviantart.com/art/Battleship-Muren-123182968

Name: Redwing
Model: Vyper MK II
Type: General-purpose starfighter
Class: Starfighter
Length: 10 m
Skill: High
Crew: 1
Crew Skill: N/A
Passengers: 0
Cargo Capacity: 200 kg
Consumables: 1 Day
Cost: 2,172,170 credits
FTL Drive: x0.5 (Wormhole)
Maneuverability: 4D
Sublight Speed: 70 (Solid Fuel)
Hull: 2D
Shields: 2D (Deflector / Gravitic Repulsor Field)
Sensors: Infrared
Active: 17 / 2D
Pinpoint: 1 / 2D

Weapons:
2x Light Mass Repeaters
Scale: Starfighter
Range: 1 / 3 / 5
Rate of Fire: 3
Damage: 1D

2x "Target" Missiles
Scale: Starfighter
Range: 1-4 / 10 / 16
Track: 1D
Damage: 2D+1

Bio: Developed from the smaller, slower Mark I Vyper, the Mark II is two meters longer, possesses faster sublight engines, and has the ability to preform micro-FTL jumps in order to reach its target. Its 30mm linked autocannons are situated on the nose, and can wreck havoc on enemy fighters or tear apart infantry and other "soft" targets in strafing runs. It has the capacity to carry two of most types of missiles, which means it can preform the duties of a bomber as well as an interceptor. The Vyper MK II is reputed to be a very smooth, easy ship to pilot, and so it is favored by Sen airmen over all other craft.

Due to spiraling casulties in Skirmishes and all out battles the Vyper Series has been refitted with virtual flight computers. instead of a manned cockpit. The virtual flight computer is linked back to the appropriate carrier or air base where the Pilot flies the craft in safety through a Cockpit booth. This gives the Pilot full control over his ship through a Simulated interface. Preventing the loss of the Pilot should his craft be destroyed. This had previously occured to the Sen alliance to use such a system but it was not until the meeting of the Kitsune empire of xiscapia that production and modification began to match the Esteemed allies of the Sen System Alliance

http://karash-amerius.deviantart.com/art/Strike-Light-Fighter-A05-153622607?q=gallery:karash-amerius/24379715&qo=18

Name: Blackwing
Model: Vyper MK III
Type: Air/Space Superiority Fighter
Class: Starfighter
Length: 10 m
Skill: Very High
Crew: 1
Crew Skill: N/A
Passengers: 0
Cargo Capacity: 200 kg
Consumables: 1 Day
Cost: 2,564,970 credits
FTL Drive: x0.5 (Wormhole)
Maneuverability: 5D
Sublight Speed: 80 (Solid Fuel)
Hull: 1D+2
Shields: 1D+2 (Deflector / Gravitic Repulsor Field)
Sensors: Infrared
Active: 17 / 2D
Pinpoint: 1 / 2D

Weapons:
3x Light Mass Repeaters
Scale: Starfighter
Range: 1 / 3 / 5
Rate of Fire: 3
Damage: 1D

2x "Target" Missiles
Scale: Starfighter
Range: 1-4 / 10 / 16
Track: 1D
Damage: 2D+1

Bio: A spinoff of the popular Mark II, the Mark III is built on the same chassis but had several interesting modifications. The MK III is noticably faster and more manuverable than the Mark II, but is less armored and possesses slightly weaker shielding. The MK III is also armed with a trio of 30mm autocannons, which gives it more teeth in dogfights, though the same hardpoints remain. All in all, this ship was designed to be an interceptor, though it is still capable of bombing duties. The MK III is reportedly more difficult to fly than the MK II, due to the increased speed and agility, so only veteran pilots are allowed to take them into combat.

Like it's sibling the MK III Has been re-fitted with a Virtual flight computer than a actual cockpit.

http://karash-amerius.deviantart.com/art/Strike-Heavy-Fighter-A02-153624647?q=gallery:karash-amerius/24379715&qo=20

Name: Starwing
Model: Vyper MK IV
Type: General - purpose Fighter
Class: Starfighter
Length: 10 m
Skill: Very High
Crew: 1
Crew Skill: N/A
Passengers: 0
Cargo Capacity: 200 kg
Consumables: 1 Day
Cost: 2,564,970 credits
Maneuverability: 5D
Sublight Speed: 80 (Solid Fuel)
Hull: 1D+2
Shields: 1D+2 (Deflector / Gravitic Repulsor Field)
Sensors: Infrared
Active: 17 / 2D
Pinpoint: 1 / 2D

Weapons:

4x Pulse Array's
Scale: Man Portable
Range: 1 / 3 / 5
Rate of Fire: 15
Damage: 0.5D

6x "Venom" Missiles
Scale: Starfighter
Range: 1-4 / 10 / 16
Track: 1D
Damage: 2D+1

The next Generation of Sen alliance fighter craft. At the outset of the alliance inclusion into the xiscapian-alversian Coalition of nations, and the alliance involement in the thirteenth Danversian war The SSA Decided to overhaul it's aging millatry fleet and immediately becan construction of "modern" warships at Atlantis shipyards. The Remora attack boat was one such craft with first generation Laser point defensce systems. The success in the feild of these against small craft and missiles became quickly apparent, along with the space saving size of the weapons meaning Vyper fighters could do away with the worry of running out of ammunition and having a much more powerful and faster firing short range weapon. with advances in Procul technology borrowed and modified from the xiscapians. the Sen alliance updated it's Classic and well known Vyper chassis, giving birth to the MK IV.
Replacing the old twin autocannon set up are four Pulse array's, Just as powerful but able to have a much faste rate of fire with improved accuracy, excellent for the close range dogfights and strikes the vypers can be expected to perform. with a large Delta wing, the MK IV is able to carry six Venom missile's. The MK IV is also the first Dedicated Procul fighter, unlike the jury rigged MK II's and III's, and also includes a complex Back up A.I system should the pilot and their carrier craft be lost.

http://browse.deviantart.com/?q=Space%20fighter&order=9&offset=48#/d25vobj

Model: Raptor class
Type: Shutte/Reconnaissance/Light Landing Craft
Class: Starfighter
Length: 20 m
Skill: Moderate
Crew: 2
Crew Skill: Low
Passengers: 30
Cargo Capacity: 20 metric tons
Consumables: 2 Days
Cost: 2,446,040 credits
FTL Drive: x0.5 (Wormhole)
Maneuverability: 3D
Sublight Speed: 50 (Solid Fuel)
Hull: 3D+2
Shields: 3D+2 (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 40 / 5D+1
Active: 85 / 5D+1
Pinpoint: 5 / 5D+1

Weapons:
2x Light Repeating Hyper Accelerators
Scale: Starfighter
Range: 1-3 / 6 / 10
Rate of Fire: 2
Damage: 2D+2

4x "Target" Missiles
Scale: Starfighter
Range: 1-4 / 10 / 16
Track: 1D
Damage: 2D+1

Bio: Like the birds of prey they are named for, Raptors cast a stark shadow on any battlefield. Though slower and less agile than a Vyper, Raptors are much more heavily armed, armored and shielded. These ships are primarily used to land small contingents of troops either on the battlefield or on enemy ships, but are also sometimes employed as scouts and shuttles, because of their excellent sensors and large carrying capacity. Their armament is made for clearing a landing zone on the battlefield, punching a hole through the armor of a starship during boarding operations, or defending the ship should it come under attack by enemy fighters. As good multi-purpose ships, Raptors are sure to be seen in the Sen military for years to come.

Image


Model: Anaconda Class
Type: Bomber Craft
Class: Starfighter
Length: 10 m
Skill: Moderate
Crew: 1
Crew Skill: Low
Passengers: 30
Cargo Capacity: 20 metric tons
Consumables: 2 Days
Cost: 2,446,040 credits
FTL Drive: x0.5 (Wormhole)
Maneuverability: 3D
Sublight Speed: 50 (Solid Fuel)
Hull: 3D+2
Shields: 3D+2 (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 40 / 5D+1
Active: 85 / 5D+1
Pinpoint: 5 / 5D+1

Weapons:
2x Pulse Array's
Scale: Starfighter
Range: 1-3 / 6 / 10
Rate of Fire: 2
Damage: 2D+2

6 Deathknell Missiles
Scale: Bomber
Range: 1-6 / 12 / 18
Track: 1D
Damage: 3D+1
Magazine: 1

4 Stingray Anti ship Missiles
Scale: Bomber
Range: 1-6 / 12 / 18
Track: 1D
Damage: 3D+1
Magazine: 1

Though vypers are commonplace, the Sen alliance lacked a dedicated bomber class. Both the typhoon and Raptor were unsuited to these roles due to being largely drop or recon craft. thus with the advent of rearming the Alliance Interstellar fleet the Ultimate Sen Bomber was created. The Anaconda class bomber is fitted heavily with Guided and unguided ordanace to unleash Fire, death and destruction upon the enemy ships of the Sen alliance. Equipped with an FTL drive and a good turn of speed, aswell as relatively thick armour the Anaconda is good for a wide variety of missions be it long range bombing or short range. The Ordanance carried can be specifically tailored to a specific type of ship or warhead resulting in a cataclysmic explosion. Atmospheric opetrations were also taken into account meaning death can be dropped and fired from above onto enemy formations.

http://browse.deviantart.com/?qh=&section=&global=1&q=Space+fighter#/d2p1t0s

Model: Avenger class
Type: Light Landing Craft
Class: Starfighter
Length: 25 m
Skill: Moderate
Crew: 2
Crew Skill: moderate
Passengers: 60
Cargo Capacity: 20 metric tons
Consumables: 2 Days
Cost: 2,446,040 credits
FTL Drive: x0.5 (Wormhole)
Maneuverability: 4D
Sublight Speed: 60 (Solid Fuel)
Hull: 3D+3
Shields: 3D+3 (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 40 / 5D+1
Active: 85 / 5D+1
Pinpoint: 5 / 5D+1

Weapons:
1x 30mm gatling gun
Scale: Starfighter
Range: 1-3 / 6 / 10
Rate of Fire: 2
Damage: 2D+2

4x "Target" Missiles
Scale: Starfighter
Range: 1-4 / 10 / 16
Track: 1D
Damage: 2D+1

Bio: Built as the Raptors replacement as a light landign craft, the Avenger is able to carry twice as many troops, is more heavily armoured and is slightly faster than it's venerable predessesor, Coming with several air to air and air to ground missiles aswell as a shorter ranged version of the Typhoons 30mm cannon, the Avenger can aptly deal with combat where it's predesessor would have had a likely fatal shortfall. the trade off however is the Avenger has not inherited the "eyes and Ears", the ECM suite and it's large sensor arrays, thus the Raptor retains it's reconnasance role, if not it's light lander capeability, the avenger is idealy suited to boarding and airbourne operations.

Image


Model: Typhoon class
Type: Gunship, Heavy Landing Craft
Class: Capital
Length: 75 m
Skill: Moderate
Crew: 5
Crew Skill: Low
Passengers: 995
Cargo Capacity: 40000 metric tons
Consumables: 1 Week
Cost: 10,173,050 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 0D+2
Sublight Speed: 30 (Solid Fuel)
Hull: 4D
Shields: 4D (Deflector / Gravitic Repulsor Field)
Sensors: Infrared
Active: 43 / 2D
Pinpoint: 4 / 2D

Weapons:
1x Light Repeating Hyper Accelerator
Scale: Starfighter
Range: 1-3 / 6 / 10
Rate of Fire: 2
Damage: 2D+2

4x "Target" Missile Launchers
Scale: Starfighter
Range: 1-4 / 10 / 16
Track: 1D
Damage: 2D+1
Magazine: 4


Bio: A large landing craft, the Typhoon class ship can carry an entire battalion of troops or a company of tanks into combat. Fairly unmanuverable, the Typoon will take hits coming through AA, but thanks to its heavy armor and shields it can shrug them off. The Typhoon is armed with a Gatling Gun on the nose, but the weapons that take center stage are its four missile launchers. Capable of saturating an area with explosives, these pods are generally loaded out so two carry air-to-ground rockets for destroying enemy troops, armor and fortifications, and two are equipped with air-to-air munitions for fending off marauding fighters. Because of these the Typhoon can launch salvos of missiles at the enemy while landing in order to give itself covering fire while its cargo unloads.

http://www.starstore.com/acatalog/Aliens_Drop_Ship-die-cast-l.jpg

Model: Hurricane class
Type: Troop Transport/Bulk Carrier
Class: Capital
Length: 250 m
Skill: Low
Crew: 20
Crew Skill: Low
Passengers: 10000
Cargo Capacity: 50000 metric tons
Consumables: 2 Weeks
Cost: 20,309,680 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 0D+1
Sublight Speed: 20 (Solid Fuel)
Hull: 6D+1
Shields: 4D (Deflector / Gravitic Repulsor Field)
Sensors: Infrared
Active: 200 / 2D
Pinpoint: 12 / 2D

Weapons:
None

Hangar Space: 2 (Tiny Hangar)

Bio: At a staggering two hundred fifty meters long, the Hurricane class Transport is a behemoth carrier capable of carrying a full division of troops or armor anywhere in the Milky Way. Due to their size they are restricted to operating from planets, or the only ship capable of carrying them, the Poseidon. The Hurricane class possesses no weapons, and is extremely slow, but the extremely heavy armor and shielding can absorb punishing fire from capital-sized vessels as well as multiple AA batteries. Possessing a docking port on either side of the midsection, the Hurricane class allows Raptors to dock with it or Vypers to hitch a ride, which gives it the capability to send out scouts before moving into a potentially deadly situation. To date not a single Hurricane has ever been destroyed in combat.

http://ajtalon.deviantart.com/art/SGCS-Ranger-30797673?q=boost:popular+heavy+space+transport&qo=31

Sen Fleet Tactics

Fish Of Fury : Common with Orca frigates's this tactic involves short FTL jumps to a location around the target ship, firing a salvo then jumping to another location before the target can get a decent lock on them. the tactic has shown to be immensely effective against larger more powerfull fleets when faced with the Orca's the weakness is that the Orca's can be hit while firing and if the enemy can hit them when they appear.
The formation also takes sub light form as each frigate gives an attack run in turns each working in tandem with its sister craft.

Tsunami formation: by far the Most common fleet tactic of the SSA. the Capital ships and escorts line up in a wall and use their missiles and capital weaponry to bombard the enemy much like a broadside formation. the common aspects of this are transferrance of sheilding from the uneguaged side to the engauged side so the defenses of the ships are dramtically increased. against an enemy who moves around the fleet, sheilding will be kept the same on all sides. another common part of this is for the Leviathans and Krakens to "flip" onto their sides to expose the more numerous roof batteries to the enemy to increase firepower at the expense of the aforemented increase in sheilding to the single side.

surf Formation: the common fighter formation of the Sen. the squadron will split into four squads of five. three taking the lead and two holding back behind the front three. they will all split to enguage their targets when combat is made. this formation is used by the Vypers and sometimes Raptors of the fleet in assistance to the Other formations.
Last edited by Sennai on Fri May 29, 2015 4:35 pm, edited 91 times in total.
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Postby Sennai » Fri Mar 26, 2010 1:04 pm

The Sen System Alliance

The history Of the Sen system alliance (hereby refered to as the SSA) Was largely lost by the Pre-Alliance war, though it has been all but recovered from surviving sources. though many say Only the semi mythical "founders" Know of it fully. What has been learned is this.

The SSA Consits of Five Races all located conveinetly in a single planatry system. the first race are the Sen. By all rights Human bar the small changes attributed to living on a different planet. The Sen as far back as can be found were farmers. The planet they resided on was given the name Sen which means home in the Sen language. the planet Sen itself gave them much reason to be farmers and riders of horses due to the fact it was mostly flat open plain. the Sen themselves gathered into congleriments. making small towns and villages to safeguard their people. Technology seemed to proceed along the pace of those who lived on earth. swords,bows finally guns and missiles.
along with this came wars of expansion or resoursce. Over fertile ground, vows of vengence, upholdings of honour and the sen themselves developed a way of warfare that gave them all a sense of honour loss of this honour meant that the Sen had to take up great quests to slay a huge animal or right a wrong. this series of tribal warfare followed up until the discovery of ruins on the centre of a battlefeild. under a small hillock was a Temple. it lead them to discover a Map detailing the planets and star. indeed the planet they lived on was identified by the same word they had used for centuries. Sen. however after centuries of warfare the national culture that emerged as the overall government was one earth scohlars would identify as Oriental in origin. Nations and soon one full world government followed due to the unification or subjigation of other nations.

Almost identiclly the other races in the system found ruins of the same kind in the same stage of development.
The Nekomi lived in a heavily wooded and forested planet their tree tribes moving from Bows to guns to war to unification to early space travel. the nekomi culture was focused on preserving their forests for the most part and enviromentally freindly techinquies for industry generally come from nekomi.

At somepoint in their civilisation the Tengu had followed the same kind of tribal. civilisation warfare unification cycle their mountainous homeworld calling for flying transport as they had lost the ability to fly themselves.
the Kitsune the same cycle. Tribal. civilisation. warfare. unification. space. their planet proving to be a mix of the rest.
Last of all the Monstrous Fujikaman followed suit. their wars more brutal but equaled in their civilarity proving to be docile enough until roused to feats of insane bloodlust.

It was not long until each race found they where not alone in the system. communications flowed between the Planets first radio waves. next..video and soon as each race compeated with the other. full fledged transport to other planets. in the space of a few hundred years early space flight between planets had been completed.
this was ofcourse. not without its leaps in technology.

The Problems soon arose. disputes burned around the system over racial tensions or misunderstandings and soon it followed the same path. tribal . civilisation then War.
The war was heavy on all sides. raging from very primative space battles to full on invasions. the cost was heavy and the war showed no sign of ending with any clear victor, all five worlds intent on destroying the other or conquering it, using the favoured sen weapon of guided missiles to strike opponents effectively
That was until the last and final stage that had followed the cycle perfectly.

Unification.

five figures arose from the races. five founders. the war had wiped most of the foolish leaders that were responseable for the war. this also was a confusion as to where these representatives came from.
Each arose with a small amount of Bronze spear weilding robots. and soon brought the factions on each planet to heel through diplomacy or war. they then approached one another like old freinds and watched over the signing of the Alliance accords. binding the Planets into a single power.
the war had brought many harshities but also many boons. these "founders" vanished soon after the signing leaving the races mystified as to where they went.

At first all was not calm, and tensions threatened another war. but all sides came to realise each had a strength the other could use and the brighter, new leaders realised no one could afford a second war without Mutually assured destruction. through the bonds of conflict recovery the species of the SSA put aside their differances and united in hardship. since then there has been very little "mass" racisim on the part of the alliance species, though individuals still have their own preferances. No grudges are held however as with the unification the alliance has expanded territorially, culturealy, democraticly and technology wise far beyond what any single world in the system could have hoped to acheive.

Religion in The Sen System Alliance.

The Cycle's.

The cycle is the Main Alliance religion dating back thousands of years. It reffers to the theory of life and death. Where there is one, there must be another and perhaps even Rebirth as a new person. No animal exemplifies this more than the most widespread bird in the Alliance, the Pheonix, which, when die's, Burns brightly into ashes and Hatches anew amoung the remains of it's previous body. the resulting new Pheonix appears to retain the memory of it's predecssor. thus both the Pheonix and the Unbroken cricle represent the Alliance religion.

Karma is part of such a Belief and It generally means that those in the alliance will try to do the right thing, for what goes around comes around, such is the Influence of the cycle. The cycle itself can be broken into two half's, Creation and Destruction. But at the end of destruction is always new life. There is no fixed way to worship the cycle and it is seen less of as a god and more of as a way of life. Balence is key and it is not unuseal to find Monks meditating on what enlightenment it can bring. there is also the wide held belief that this has all happened before and shall happen again, and events can be twisted by this bias to suit the alliance's beleif. the fact that the Formation of the alliance and of the nations on each world followed similar cycles is often cited as proof of this.

As long as the followers of the cycles maintain their belief in the cycle they can worship other gods. Infact a growing minority worship the Xiscapian god's Qonn and Bodom as part of this, mixing them in with the cycle's due to their very similar nature.
The cycle's are depicted as Twin female's able to change their physical apperance and age in relation to the other, but the general assumption is that of twin sen female's. the twin's are mirror opposite's of creation and destruction, but neither ask's for worship, only acknowledgement of the balance they keep, neither is seen as a "good" or "bad" god, they are two sides of the same coin.
when depicted together (as they always are, they are never depicted apart) te twins wear identical clothing in reversed colour's. thus the twin of Rebirth is normaly depicted wearing a white partially open kimono with a black trim and under kimono, with dark black hair, while the Twin of Ending, has white hair, but a black kimono whit white trim and under kimono. If ever called to fight, the twins battle as one.

The Founders.

A small sect of people worship the founders as god's and this is generally the largely held thesis amounng the alliance and it's allies often see this more so than they see the cycle's as the main Alliance religion. this is untrue, The majority of the alliance as a whole see them all as Agents of the cycle's, Angels if you will and cite their traits to show it. Inventor and warrior, Creating and destroying. The Student and the Sage. always learning and Having lernt all. the only outcast amoung them is the Trickster, the Kitsune founder seen as Chaos it'self. For while the four others balence out. the trickster has no counterpart and is generally seen as somethign to be cautious about.

A Small sect that worships the founders over the cycles are considered radicals by the majority of the alliance. these radicales shun contact with the outside empires, harbouring hatred for all seeing the alliance as for those of the alliance only. The current influx of Xiscapian influence has stained the relationship between the two nations to much shame on the alliance's part. though the radicales themselves weild little power. but largely the founders are seen as someone to pray to aswell as the cycle and it is not frowned upon to do so.
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Postby Sennai » Fri Mar 26, 2010 1:41 pm

Millatry, Criminal,religious, Private and law Enforcement Organisations in the Sen Alliance.

Alliance Interstellar Fleet.

the AIF is the Fleet branch of the Sen millatry, focusing on transporting troops from planet to planet or using the ships at its disposal to destroy the enemies of the alliance. this organisation is responseable for the entire Alliance Fleet of over 2,000 warships and their support craft. Also known as fleet command. The current head of the fleet is high Admiral yutani, who counducts the efforts Aboard both Atlan Station or the Sen flagship SSA Poseidon.

Alliance Navy.

Nearly obselete, the Alliance navy consists of Waterbourne ships that sail the oceans of the planets. While the navy is much a planetbound force its effect in planet defensce is important. Several ships carrying surface to orbit missiles, not to mention the sheer amount of missiles and guns that can be mounted on the ocean going craft. In planetry campaigns where air superioirity is not guarenteed, Naval ships are perhaps the best way to move troops around from continent to continent.

Sen Alliance Marine Corps

while Part of the AIF, the Alliance marine Corps Are effectively a seperate entitiy. Each ship has a small complimet of marines that take similar training to those of the Alliance Army. Generally used as a defensce measure against boarding actions or as small compliments of troops for the Ship itself these troops take part in small scale landings or as security aboard ships. they are generally well trained individuals with training elements of the three main trooper programms intergrated into one.

Sen Alliance Army.

Recon battalions.
Recon battalions are the light infantry of the Sen industrial millatry complex. Generaly armed with Sniper rifles and other small arms, these soldiers are aslo equiped with Cloak generators. Light bends around them to make them all but invisible. sent in to scout, skirmish or eliminate key forward targets Recon battalions provide a Scalpels touch to any battlefeild.

Line battalions.
The Rank and file troopers of the Sen Alliance, They handle the normal day to day fighting with a variety of weapons. Well versed in squad tactics and aided by their advanced sensor and BRA (Battlefeild Resources and Aiming) systems they are very good at force multiplication and working together to overcome obstacles.

Exo Armour battalions.
Exoskeleton armour is a Powered suit with plenty of Gadgets and support systems, greatly enhancing the strength and resiliance of sen Troopers. generally used as Shock troops or heavy infantry due to their ability to handle heavy weapons with ease, Exo Armour is the ultimate in Sen Personal protection, able to withstand even small anti armour weapons.

Mech battalions.
Mech battalions contain The Sen Mech armour units, Acting as mobile support for the Sen alliance infantry in situations where tanks are unweildy or Air cover is not avalible the armoured Mech suits provide firepower and armoured support in tight spots aswell as being durable fighting units.

Airbourne Battalions
sen Airbourne battalions consist of Drop troops trained to insert into locations and hold out till reinforcements arrive, Though they may be deployed from Havoc gunships or typhoon dropships The Airbourne troops are much like their Line counterparts, Taking objectives quickly or launching fast attacks on the opponets lines

Armoured battalions
consisting of most of the ground hardware for the Sen millatry, armoured battalions are generally the most spread out, distributing tanks, APC's and Puma 4X4's to the other units when needed, generally acting as support units for other battalions armoured battalions normally consist heavily of vehicales with a few Line troops for infantry support.

Artillery battalions.
Seperate from the Armoured battalions,The Artillery corps Rain Heavy missile fire down upon their foes from afar thanks to their Powerful MRLS units. the roar of missiles overhead followed by the devestatingly precise and spectacular explosions has been a welcome sight to many embattled Sen ground force.

Mantis Squads.
An all female black Ops corps Used by the alliance as the ultimate assasins, Scouts and sabouters. Mantis Squads are all female soldiers drawn from every sen fighting battalion where they show promise. Mantis squads are armed with Rasengan PDW's and a deadly array of poisoned knives or Monoblade weapons along with vicious hand to hand fighting techniques. Wearing the Most cutting edge body armour Mantis operatives can blend in with their surroundings using adaptive camoflage cells intergrated into their armour, which also contains startlingly good protection for something so thin, strength increasing Nanofibers and millions of tiny "hairs" allowing them to cling to any Surface like geckos or spiders. Many threats have ended prematurely thanks to a cadre of Mantis warriors. Creepily though, the Mantis suits include a self destruct device. that activate when the wearer is killed, burning the suit and its occupants to ash in a strange blue balefire leaving no trace that the soldier had ever been there.

Republic. Alliance. Assault. Division.

The R.A.A.D as it is known is a 50/50 Set-Sen organisation modeled off the Now joint army structure of the Xis/Set joint division. numbering only 20,000 soldiers. The Setulan parts overwhelmingly being members of the Infiniti Division while the Sen parts tend to be recruited from various battalions for their "special skills". With a detachment of Bentnose Gunships, Typhoon dropships and Avenger class landers to perform various support missions and a large squadron of Firestorm fighters with many of the newest generation of Vyper and Anaconda class fighters/bombers, the R.A.A.D has a significant small craft fleet at it's disposal.

Desperado station, the home base of the division and it's small fleet is built along similar lines to the late, lamented Golgotha star fort. Much more mobile than it's parent design and with plenty of Sen technology thrown in to augment the already formidable systems, it's firepower is comparible. the station itself also contains many dropship platforms, launch bays and fuel depots for .it's missions. Desperado is crewed by a combination of Sen-Set orbital fortress personal plus a Back up advisory Sen A.I program. The station while possessing sublight drives of it's own and being completely self sustaining, lacks an FTL drive, this is compensated by the addition of several "Tugs" able to take the station to it's next warzone wherever that may be.

In command of the Division itself is a Setulan, General Shane Mobius, a lifelong Infiniti soldier who was in charge of the 13th "Black Cats" Infiniti Divison who relieved a Farren Metropolis, the main city on the northern continent of Metra Secundus in the early days of the Shardi war. His XO, Lieutenant Wallace Mckinnon has a similar record from his time as the second in command of the Sen 55th tactical division.

The Fortress is commanded by Admiral Hina Hiyzaki of the 2nd AIF flotilla, a nekomi with a small stature she is out classed physically by her larger XO, A Setulan by the name of Harold Eastwood.

The division itself is fully integrated along the lines of the Joint Division, split into four brigades of about 5000 personal each. They use a combination of all AXIS equipment, but the RAAD is infamous for their "frack it, if you like it use it" mentality. In fact, they're rather famous for it.

Alliance Law Enforcement

G-Police
The G-Police are also sometimes known as the Tolerance Zero's or T-Zeros along with their name "Government Police" These Police officers are Legally able to Arrest, charge and carry out sentances of the law as they see fit. The G-Police are largely situated On the most lawless colony's or areas of the Sen System Alliance and are Equipped to Millatry standard but lacking in many respects (they do not have tanks, Large amounts of powered armour or Huge amounts of Mecha) They act as both a police force and as Auxillary soldiers for the Alliance army aswell as Force response teams for local Police. Trainign for a G-Police job is akin to Army training and many Millatry MP's or soldiers are transfers from the G-Police to a more Frontline role, the job providing excellent credentials and experiance. they also act as a Coast guard of sort's with their regulated fleet of Orca's Hydra's and jellyfish craft, Kalimari hulk's being made use of as large transport's

Police department
The Police departments of the SSA are well equiped to deal with almost all situations as police officers should and are a well equiped force of justice in the SSA

PMC's

Ultor Private Legion
Part of the extensive Ultor corporation, The ultor private legion is a Self sustained army and navy lead by "Colonel" Masako ultor, With a sizeable collection of Orca's, Hydra's and converted Kalimari hulk's into pocket battleship's or Carrier's, aswell as a highly trained army the legion is a semi autonomus force strictly regulated by the Sen government, they are however highly motivated and loyal to masako ultor.
their distinctive red Powersuit armour grant's them a large amount of protection, aswell as their advanced weaponry (begged borrowed or stolen technology aswell as prototypes from Ultor's R&D) mean they are a force to be reconed with. they also have a strong code reguarding contract's, enforced with heavy penalty clauses by masako Ultor.

recently they have been forced to sell some of their weapons and other technology to the sen millatry to appropriate fund's to recoup recent losses

Criminal organisations.

Sector Six.
sector six used to be a covert organisation dedicated to finding and violently capturing the Sen founder's if they existed, Due to their main backer being counciler do'Dren however and their questionable activities they were ordered to disperse and cease all activities.
some did, but a large majority split from the Alliance and became outlaw's bent on Turning the Alliance into a fascist dictatorship. they have very good combat training and a large amount of Sen escort craft at their disposal that they took with them when they seceded, Strikign at AXIS members in the milky way or the Sen themselves. They are capeable of producing their own weapons, armour and vehicales (however they are behind on almost all models) but do not seem to posses a capital drydock, they do however make use of combat android's and are fanatical in their goal.

Religious organisations

the Monk's of the cycle
The monk's of the cycle, or the Monk's of the twin's, are dedicated followers of the Cycle's in every aspect, serchign for balance, innerpeace and enlightenment. they spend their time meditating, and watching the galaxy for change, aswell as wandering to spread their faith.
Dispite their peaceful nature's the Monk's of the cycle's are not defenceless, they spend a lifetime examining the balence of all thigns and how they can tip it through thought or physical action, thus they can percive things many cannot, some are rumoured to be psycic. Each monk also trains extensively with a single edge Katana, representing the War and peace nature of the cycle's but unarmed a monk may deflect a heavy blow with a single tap in the right place.
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Postby Sennai » Tue Apr 06, 2010 7:26 am

Propultion in The Sen System Alliance.

((This is lifted from the battlestar wiki on its subject of FTL in the reimagined series.))

Underpinning Theories

FTL: "Folding Space"The FTL drive technology used within the Re-imagined Series might be based on the use of Superstring Theory and M-Theory that essentially enable the "jump drive" systems to "fold" space, reducing the distance between any two points by creating a "corridor" through space that links them together (essentially forming a wormhole, or Einstein-Rosen Bridge). Such "corridors" are allowed by the general theory of relativity; what M-Theory does is provide a way to change the topology of space-time dynamically.

The use of such wormholes is based on the tenet that space is curved. Hence the term "wormhole", which arises from the analogy that space can be seen as an apple. A worm can travel from one side of the apple to the other in two ways:

By crawling over the surface, or
By burrowing through the apple (creating a "wormhole").
Obviously, the second option is considerably shorter than the first.

Relativistic Acceleration
A key point concerning the use of wormholes within the new Battlestar Galactica is that they do not break the fundamental limiting factor of our universe: the speed of light. Vessels in Battlestar Galactica do not accelerate to faster-than-light velocities. Rather, they use the wormhole to reduce the distance to their destination, thus giving the impression of faster-than-light travel.

However, the FTL jumps in the series do allow information to be sent faster than light can send it, which results in a violation of causality within the special theory of relativity. (ie. If event A comes before B from one viewpoint, there will be other equally valid viewpoints where event B takes place before A.) Causality is not violated by FTL in a universe that has a special fixed reference frame, however this contradicts current understanding.

This is the reason why FTL jumps are virtually instantaneous within episodes. It also means that the only direct form of propulsion available for vessels is generated by their sublight drive systems[6].

Feasibility
While the use of wormholes in this manner is not currently possible, work is progressing on superstring and M-Theory which may make the creation of wormholes possible in the future. The limiting factor is the ability to generate negative energy densities, which are allowed (though severely restricted) by quantum mechanics. As such, the use of such systems again meets one of the stated desires of the the producers of Battlestar Galactica: not to rely on the "traditional" trappings of science-fiction that require exotic science and technology. Theoretical physicist Kip Thorne has carried out extensive research into wormholes, and helped develop a scientifically-consistent means of wormhole travel used by Carl Sagan in his novel "Contact" which bears a remarkable similarity to the technology employed within Battlestar Galactica.

Sublight
The use of Large sublight engines on Sen Craft are the ONLY propulsion it has. Sen ships cannot infact travel Faster than light speeds. but a fraction of the speed of light. smaller ships also use rocket boosters for either full propusion or manuverability due to the fuel they use.
Alliance Vyper fighters have lots of smaller jets to allow good manuverability in battle.
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Currency in the SSA
The currency used by the Sen System Alliance is the Inter System Kredit. Abbriviated to ISK ((Isssk)) when in "coin" form theseISK's come in percentages . 1%, 2% 5% 10% 20% and 50% peices. one and two are bronze. the rest are silver the 100% gold one is a full Kredit. The "coins" come in different sizes depending on worth but all hold the same basic shape of a three sided triangle (four if you include the bottom facing) These are small enough to be put in a persons pocket and carried as change. on the plus side they dont roll all over the place like other races coins. ISK notes are printed on rectangular peices of paper that have the edges cut off at 45 degree angles. mostly these are red notes in colour.

Sports in the SSA.

Pyramid
Played on a triangular court the scoring goals are set at each point. Its a strictly Non contact game and played with a ball that is slightly larger than the average tennis ball. The teams consist of ten a side and four 20 minute "quarters" making the game eighty minutes long. The object of the game is to put the ball into these goals. earning two points each time. in each half the teams take it in turns to attack and defend. the winner is the team with the most points at the end of the 80 minutes. In the event of a tie a rare fith round would be played, both teams attempting to attack and defend at the same time. first to score wins. of course if this also ends without a score then the match is a tie.

Tsunami Ball
Tsunami ball is played on a dodechahedral court with a Large sphere of water in the middle about 15 feet across, in the centre is a 5 meter wide metal hoop and the Areana's sides rise about three feet up. Two teams of six players (one in each corner split down the middle) compeat to place a oval ball in the metal hoop in the middle of the suspended liquid sphere. Requiring atheletes with good experiance on both land and swimming activities. Unlike Pyramid Tsunami ball is a contact sport, though padding is minimal being only a light helmet kneepads and elbow pads, all out fighting is disallowed however but regonised tackles are sliding, Kneeing and elbowing. in both game halves the Pitch is subject to a water wave to knock players off their feet once per half (the game time is 45 minutes though the "wave" is randomly timed for each half) the winner is the team that has the most scores at the end of the time.

Musical culture in the SSA

the largest music industry in the SSA is the traditional music industry, using instruments from before the alliance was fully founded, mostly percussion and sting. Known as Classical music to some. However the Other music types do have large followings in the SSA and the most popular band of the SSA is Fourplay, consisting of Two girls and two boys the band plays a wide variety of music from metal to pop music but generally labels the music type at each concert.
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Planetry systems owned by the SSA

Total Population: 152 Billion

Sen system
the Alliance home system. Well populated and well defended.

Sen: The Sen Homeworld, Mostly flat fertile Plains with several Other geographical items such as hills. Perhaps the flattest of the five homeworlds. It's The Capital Planet, considered if not the Heart then the Soul of the alliance. The Architecture of the Sen makes itself apparant as Stark flat surfaces. Mostly box shaped buildings with perhaps many right angles , Harking back to when the buildings acted as wind breakers for crops.

Kenzoku: The Nekomi homeworld. Tall Almost endless forests dominate the landscape here Broken only by modern construction and scars from previous conflicts. For Floral Scenery it is unlike any of the Other Alliance Planets. Neomi structures are softly curved, built to stand around trees and To be constructed Inside of them , These buildings have a certain natural grace about them.

Naviara: The Kitsune homeworld. A mish mash of Geography much like Earth, Naviara is home to the Kitsune. The Landscape seems to have Illusions in mind as Deserts always have Mirages, alot of the hills appear to be upward gravity hills, seemingly making water flow uphill, This is reflected much in the design of Kitsune Homes, Especially in Triskerana's square, where Illusions, Apparently endless stair case's and holograms conspire to make visitors beleive that reality can be twisted and warped and that Long dead rulers and scientists still converse under the shade of many trees.

Tenga: the Tengu homeworld. A mountainous Planet, mostly with rocky outcroppings here and there with fantastic cliffs on the coasts and great mountains to climb. Tengu architecture favours tall open-feel buildings that unfortunatly unerve the majority of Xiscapian visitors.

Fujikama: Generaly Rocky and with a slightly higher gravity index than the rest this is home to the fujikamans of the Alliance, The simplistic brute force style that the fujikamans are avatars of is reflected in there building techniqiues. any building has been made to stand up, not look pretty and is infact home to some of the oldest buildings in the alliance dispite the apparently crude building style. while all this points to the fujikamans being uncivilised. they are infact as rich in culture as the rest of the alliance is.

The Sen system is also home to the New Jaunt gate linking the Sen alliance to it's colonies in the AXIS home galaxy.

System Defensces: 50 Orbital stations (SD,civilian hybrids)
25 long range scan stations
300 Warships (Kraken's Leviathans Scllya's and Escorts.)
524 IPBM Silo's (Kept in repair and garrisoned. Remaineders of the Founding war.)
1 Jaunt gate

Atlan system
Atlan consists of six planets and many moons. Each planet in the atlan system is normally coverd *0-98% water, making it a system full of arpigelos and isolated Islands. while it's a fantastic holiday destination it is normally closed to the public due to the fact that it serves as the Millatry system of the alliance. Due to the wide variety of islands battles can be simulated in any enviroment making it the perfect place to train soldiers, test weapons or simply go on leave. The main Stations in the atlan system Dwarf most others as the entire alliance fleet berths itself herte at one time or another. Almost all the millatry equipment is produced or designed here.

System Defenses:
60 Orbital Stations (Millatry)
30 Longscan Stations
600 Warships (Krakens Leviathans Scylla's and Escorts)
Atlan three fleet Station (The Atlan Fleet Station Encompasses The entire Orbital area of Atlan three, encasing the planet beneath its size.)
36 IPBM Silos for space defensce.

Metra system.
a planatry system with a variety of worlds dedicated to farming manufacturing or other such uses. one or two populated worlds. This is perhaps the least presdigious of the three core systems. none the less it is about aswell defended as its counterparts providing a mish mash of food equipment or people. Contains four planets.

40 SD Platforms (millatry/civlian)
20 Longscan Stations
200 warships
40 IPBM silos.

Atmos System

Atmos is one of the new Sen colony world's The planet itself is the only "fully" habitable one in the system surrounded by plenty of gas giant's. Atmos is a world of huge Mesa's known as "Terra's" that tower over a almost uninhabitable wasteland. each terra is home to a different eco system but all are populated, Flight is the main way to get around and the Terra's are sometimes wrakced by powerful storms.

10 SD Platforms (millatry/civlian)
20 Longscan Stations
100 warships
10 IPBM silos.

Dominaria

The first non milky way colony started by the SSA. Dominaria is full of a variety of enviroment's, Here is where most of the Sen trade from the alliance home systems pass through on their way to alversia, xiscapia or setulan. some xiscapian traders use it too but mostly they take the route through the chalbys jaunt gate. Dominaria now stands as an examople of what the Sen can do in a short space of time with new world's, becoming a shining example of sen Colony efforts in the Xiscapian home galaxy.

10 SD Platforms (millatry/civlian)
20 Longscan Stations
100 warships
10 IPBM silos.
1 Jaunt gate.

Minor systems.

Tyran
Tyran is a small system that doesnt provide much to the alliance, It does however have some stunning features, Such as containing a planet with founder ruins, another with amazing beaches and yet more natural wonders dotted about including the Dimond mountain of Asur. contains three planets.

30 SD Platforms
15 Longscan stations
100 warships
14 IPBM silos

Weylan
A system home to several corporations and a high population index this can be considered perhaps the least scrupulous of the minor systems. none the less the rich mineral feilds both on planet and in system are good long term investments for the Alliance.
three planets.

30 SD Platforms
15 Longscan stations
100 warships
14 IPBM silos

Mosskau
The Mosskau system is a planetery system of barely hospitable Ice planets, Causing most habitation to be underground, Dispite this it is heavily colonised thanks to Large oceans beneath the ice, the Large amount of minerals in their crusts and its mild ice covered spring and summers.

30 SD Platforms
15 Longscan stations
100 warships
14 IPBM silos

Cyrodonia.
The system where the Alliance metal Cyrodon was first made, the tough strong alloy suppassed more common metals by a large marign and the system remains at the front of development for better metallurgy. this small system perhaps rivals Atlan in Production capeability making everything from toasters to warships with its automated factories.

30 SD Platforms
15 Longscan stations
100 warships
14 IPBM silos
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Postby Sennai » Thu Jul 01, 2010 4:24 am

The Sen Alliance Army.

Personal in Sen Army units : 2.024 billion
Personal in the AIF: 1.016 Billion

Uniforms

MK III Armoured Exo Armour.
Exo Armour fills the role of Heavy infantry for the Sen alliance, The MK III Exo armour encases the trooper in a Powered suit, Greatly enhancing their strength and duribility, the Sealed suit is a favoirite for operating in hostile Atmospheric conditions or feirce urban firefights bridging the gap between Line trooper and Mech Unit. The standard Weapon of these suits is the M36 "Impaler" Rifle, A gun with to large a recoil for all but a fujikaman to weild unarmoured. Notably it is more expensive than Sen MK IV Armour and helps with the mobility of Weapons such as the smartgun and V 67 rocket launcher. It's Helmet contains the same information as would its Line infantry counterpart. The Dragon, used for boarding actions or Close quarters fighting configuration replaces the M36 rifle with Twin arm mounted X40 Emitters and dual arm mounted ZX-77 automatic shotguns.

Exo Armour has a Variety of Features such as:

Advanced NBC (nuclear/Biological/chemical) shielding.
Aural Directional Enhancers: Help clarify the source of external and transmitted sounds.
Full life support.
Gravity Generator: The suit is compatible with gravity accelerators for use on space platforms. Grav-boots may provide an alternative though.
Enhanced protection over Standard body Armour, but can still be penetrated by small arms.
HUD: A Heads-Up Display (HUD) is built into the visor. Its features include infra-red vision, a "navigation mode" which superimposes a map of surrounding terrain and pinpoints prominent features, targeting systems, is capable of displaying life support as a percentage and the amount of ammunition in a soldier's equipped weapon, the ability to detect motion to some extent, and a data system which, with the appropriate link, can let the user 'jack in' to video and data feeds, the information scrolling across the visor.
The visor itself may be lowered/raised and/or (un)polarized at the user's discretion, though will automatically (un)polarize based on the intensity of light hitting it. Colors that can result include black and gold.
Integrated communication system.
Lockdown System: Used to stabilize wounded soldiers and/or prevent a shorted-out suit from misfiring. The disadvantage is that it prevents the user from moving.
At least some versions of the suit pump narcotics into the wounded wearer's bloodstream when its user is wounded, which can cause the wearer to fall unconscious.
Shoulder and/or chest mounted illuminators. The spectrum is determined via voice activation.
Structural Support: The amount of support that the suit provides is greatly increased from the MK-II model, increasing his/her strength and speed, stamina no longer becoming an issue. The servos enable a wearer to dash up steep slopes and safely land from heights of twenty feet.
The M36 rifle may be connected to and powered by the suit.




A.P.B Arm mounted Sheild

Mounted on a Exo Troopers arm the 30mm Thick Bonded Carbon sheild, Origionaly designed for use against protesters, Offers extra protection for a Exo trooper who may his or her gun as normal while concealing the bulk of themselves behind the sheild. (Much like firing round cover.) The Sheild has a slit at head height for the Exo trooper to see through and gives snipers less of a target of the suits Weakspot, Its Facial visor. This is a Great Edition to a Exo trooper on the feild in terms of durability, but lowers their mobility somewhat. Unfortunatly due to the firebird type of configurations intended use, The operators of those Exo Suits may not use the Arm sheild.

MK IV Line Armour
This armour has a partially enclosed helmet with a visor depicting a HUD the computer is linked to the Firearms that each Soldier carries and it also has great protection against Small arms and explosions.. it isnt air tight like the Exo armour but is lighter and more flexible to compensate. this is the standard armour a Sen trooper has it comes with a shoulder mounted Flashlight and a motion tracker built into the HUD. Made from Woven Carbon Fibre and Cyrodon Alloy Armoured plates.

The MK IV replacemnt for the MK III has better computer systems that link to the Users weapons. the upgrade over the Old MK III armour is that it now comes with an increased Personal Force sheild granting the Sen armed forces the Flexiblity of the MK III and the Protection equal to other race's Powered armour at a much lower weight. It also include's several drug injector's like painkillers, adreniline boosters modeled after some xiscapian armour.
The MK IV has incorporated several new features into the standard line armour of the SSA, Borrowing heavily from the Setulanite MP, republican guard and Infiniti body armour's, the body armour now comes with Mechanical servo's build into it to increase user strength and reduce user fatiuge granting them a portion of the power that the current Exo armour is able to use, this allow's heavy weapons troopers of the SSA to use and carry their weapons more effectively. This upgrade also introduced the option of a MK III helemt, a fully enclosed version of the current MK II tactical helmet.



MK II Adaptive Stealth Suit.
the Stelth suit incorperates a light bending cloaking feild giving the user no shadow and the ability to be seen through. this cloak is extremly useful by snipers and has yet to be fitted to any ships yet as it is found to be extremely hard to get working on a large scale.
the cloaks downsides are that thermal vision does not hide you and heavy rain or immersion in water can short out the stealth circuts.

The Stealth suit is commonly used by the light infantry of the Sen Alliance Armed forces. setting up as forward scouts or skirmishers.



Mantis Camo Armour.
Mantis Camo Armour is a strong Body glove of mesh and moulded plates providing maximum manuverability with good protection. The Camo Armour gives the Mantis squads the ability to hang onto almost any surface by its millions of tiny "hairs" much like a Gecko can. along with adaptive camoflage cells matching that of the Sen Camo cloak. The armour also gives its weared improved strength and agility similar to power armour while incorperating a sophisticated Self destruct device. because of the wide variety of enviroments a MANTIS operative may encounter, Mantis camo armour comes equipped with Enviromental gear sutible for the outside of space, noxious gas planets and a variety of other hostile enviroments where it would be unlikely or fatal to survive.



Weaponry in use by the SSA

Due to the Nature of warfare fought. Guided missiles became a First and foremost kind of warfare. along with ships designed to drop fighter jets into the other planets atmosphere and the accuracy and reliability of Coil (Or gauss) guns. This did not stop Autocannon weapons being phased out due to the major Reliabilaty they had unlike the tendency of the Coilguns to fail thanks to less than perfect cooling systems.

Most of these are made By AAE systems (Alliance Arms and Engineering.)

Coil Weaponry: Magnetic catapults used in the war. these weapons where used extensivly in early space warfare where the cooling power was easily overcome by piping water around the Coils. the pipes nearly froze the water as they circulated into space. this was countered by the Heat the coils themselves generated. leading to a reliable way of firing ammunition without needing to clean the weapon of the residue left by rounds.

Scatter Missiles: Missiles that when reaching a certain point in their journey split to reveal lots and lots of smaller "Dumb" missiles that explode on impact. very good for saturiating a large area

Explosive Warheads: Standard missies with a conventional Explosive. made to explode on impact.

Autoguns: Ranigning in size from a sidearm to a ship mounted cannon the Sen Autoguns fire solid projectiles at the enemy which seems rather primative but is effective all the same. rounds come in standard and explosive
these include the following model. Almost Every single model has a Caseless round.

Pulse Array's: A recent Addition to the Sen alliance armoury, Pulse arrays are the first millatry use of laser technology. Mounted on Remora Attack boats to aid in their role of Anti Strike craft and munitions Pulse arrays have a high rate of fire and a damaging payload. It is hoped that due to the large reduction in size while maintaining the same if not greater effectiveness of sen PD turrets, that Pulse Arrays may be added to other Sen craft and perhaps adapted to Armour or man portable use.

M27 Spider Mines.

A High Explosive mine with limited A.I. Able to run and leap with it's four mechanical legs. Equipped with IFF to recognise freindly and hostile targets Primarily used in ambush against opposing forces or as a defensive measure.

Frag and Krak Grenades
These grenades are a staple of the Alliance Armed forces. The two forms are rifle and Hand. In a hand grenade form the fragmentation grenade works by exploding and sending our Razorsharp shrapnel into the area around its detonation point. a crude and archaic tactic by more advanced races but the Sen alliance belives in the term If it aint broke dont fix it. Krak grenades are similar except their explosion is much more concentrated if less of a shockwave and comes without the aforemented shrapnel. Normally these are used to breach doors as improvised bombs or to attack fortified structures or vehicales.

When the grenades are in rifle form they appear no bigger than a shotgun shell allowing the Underslung grenade launcher of the M41A2 to contain several at once. this allows a trooper to carry many more grenades than would seem likely. Frag grenades in this manner Explode more like small missiles than their hand grenade counterparts, this is also seen by the fact that when fired the pump action sets off a small rocket charge making it appear like the above statement. Krak Grenades fired this way are designed to penetrate then explode thus of more use aginst lightly armoured vehicles fortified structures or Heavily armoured infantry.

M41A2 Pulse rifle: It is an air cooled, gas-operated, electrically-primed assault rifle that fires a 10x24mm caseless cartridge. The round is designed to inflict serious damage, boasting a steel-jacketed, high explosive armor piercing tip. For even more firepower, the rifle sports an underslung 30mm pump-action grenade launcher. Despite its small size the magazine can hold 40 rounds, though it is usually only loaded with 35 rounds to decrease the chances of jamming. The grenade launcher can hold 4 grenades at once.

The rifle derives its name from its unique firing mechanism which uses electronic pulses rather than a firing pin to ignite its propellant. This lowers the amount of moving parts that the weapon needs to operate, as well as improving its rate of fire.
It also features an electronic LED ammo counter. The rifle is made mostly from lightweight alloys and plastics and its electronics are powered by a lithium battery located in its handle. As a result, it is surprisingly portable and very reliable.

Image]


VP78 Pistol : Fires 9mm squash-head rounds. Has a 3 round burst setting This is the designated Sen Alliance sidearm.
http://upload.wikimedia.org/wikipedia/commons/6/6f/HK_USP_9mm_Pragl.jpg

AAE .44 Sidearm.: a six shot .44 Pistol. the magnum rounds provide a heavy support pistol for those that want power and reliability over rapid fire.
http://4.bp.blogspot.com/_QRX_XqW4yTE/S9-wVcDxJRI/AAAAAAAAJdk/o-z-Iig2Ipo/s1600/MatebaAutoRevolver6in.jpg

ZX-77 Shotgun: 12 Gauge automatic shotgun with a Semi automatic firemode. Either with Buckshot or slug rounds, this is a Multipurpose gun for close quarters where the Storm of Buckshot will make it next to impossible to miss. The Slug rounds are high Velocity bullets, Easily used to punch through thick armour or doors. a Type of shell similar to the pulse rifle's payload is also availible. but is limited in it's distribution.
http://www.autocopter.us/images/aa12.JPG

M95/B Smartgun: The M95/B Smart Gun is an improved version of the SAMCC Shockrifle, capable of holding higher quantities of ammunition and an increased fire rate. Using electrical pulse action, it fires 600 10x28mm caseless high-explosive rounds at a rate of 1200 rpm. Despite the fact that the weapon weighs nearly 40 pounds, it can be easily carried and operated with the assistance of a servo-controlled harness. It is called a "smart gun" because the weapons fire is guided by an infrared tracking system on top of the gun's barrel and on a head-mounted goggle system, guided by a targeting processor in the harness. When a target is designated by the tracking system, the harness automatically guides the operator and gun to the target. Switching targets is as simple as pointing the gun's barrel at a new target. The gun can fire in a three round burst or in fully automatic. The Sen marine can "see" through the Muzzle of his weapon through his HUD
this weapon is mounted on the back of Puma 4X4's aswell.
http://www.screamingmonkeys.com/Aliens/smartgun2.jpg

C-13 "Canister" rifle: The Preferred sniper rifle of the Sen alliance Recon Unit's, the C-13 is a .75 anti material rifle with a semiautomatic rate of fire, the rounds are designed to penetrate tank armour with ease and so have little trouble turning targets into a fine red mist, or redecorating the inside of their tank with them before destroying it from the inside, the rifle has a range of several Kilometers and with such a variety of warheads for the "canister" rounds that killing any target through almost any material is possible. with the rifle scope having Thermal, night, X-ray and image scan uplink to the Sen battlefeild network, if someone knows where you are, someone else weilding the rilfe can kill you. As it is a Semi auto it makes good use as a normal battle rifle aswell.
http://img511.imageshack.us/i/rifle2ys5.jpg/

X40 Portable Emitter: Used in a very close enviroment where things need to be burned out. the X40 is the replacment for the standard Sen Flamer, Able to have a widespread "Fan" of lethal microwaves or a focused "beam" the X40 is able to be used against light, or heavy targets with variable results
http://media.moddb.com/cache/images/mods/1/9/8709/thumb_620x2000/LaserRifle_Render.jpg

M50 Chemical thrower: the M50 is a flamer like device designed to "Flamethrower" three different types of ammunition in a hose like gel spray. the first is Napalm, the second is Liquid Ice, designed to freeze the enemy solid or give serious cold burns and an electoconductive gel, shocking the Enemy with Several million Volts.

T-67 Anti armour rocket launcher.: The T-67 is the Primary Sen Anti Vehicale bazooka. Able to be armed with either Anti Tank Or anti air rockets this is one of the most powerful Man portable weapons in the Alliance's Arsenal. rockets are either launched "Hot" from close range, Or fired "cold" from some distance away.
http://h-4.abload.de/img/fhj-84zqgu.jpg

20mm "Hammer" Autocannon Mounted on Puma jeep's and Carried as a heavy weapon, the Hammer is an effective rapidfire support weapon able to take out soft targets and light aircraft. using hardware and software taken from the smartgun, the "hammer" is a deadly weapon on the battlefeild

30mm "Vyper" Autocannon: commonly mounted in double or Triple sets by the Sen it finds extensive use in mobile ground AA and soft target duties as well as an all round Heavy weapon on ground forces

Monofeild close combat weapon.
the Monoblade is a sword built using pre alliance technology. the weapon was Adapted from the Katana blades and acts on similar principles. Using a Monomolecular feid the edge of this powered weapon cuts the bond between molecules and steadily widends as it goes further back meaning the blade can cut through all materials reguardless of hardness but has found trouble with similar technology close comabt weapons and energy sheilds. The Technology is lifted from A founder ruin wall where it is speculated the founders left many other instructions both of war and peace. Monofeild technology has found widespread use in alliance Blades of millatry purpose and has allowed more and more soldiers to bring their Heirloom, albeit Archaic weaponry back to the Modern battlefeild where their effectiveness was somewhat limited before

M36 "Implaer" Rifle
the M36 fires hypersonic 8 mm armor-piercing metal "spikes" which can penetrate up to two inches of steel plating and Rip targets apart with Slightly more force than a .50 Cal rifle..

The Impaler is fully automatic with a fire rate of 120 rounds per minute and an ammo clip of 200 "Spikes", although fully automatic fire is discouraged under most circumstances. A capacitor system can be used to fire the weapon in short bursts, conserving ammunition and minimizing power requirements. Due to this, the M36 rifle has high recoil; Sen Exo Armor is designed to Increase the Users strength so that this does not matter as much as it would, Fujikamans can choose to weild this rifle instead of their standard Pulse rifle. The Weapons Payload and Rate of fire make it a formidable weapon to weild

http://www.gosugamers.net/starcraft2/images/artwork/GuassRifle.jpg

FCA-26 Rail Driver
another of the Ultor Corporations deadly creation's, the FCA-26 Rail driver is a single shot HVP rifle. The weapon fires a single depleted uranium one inch wide, Four inch long slug at 1.5KM/s for up to a distance of 80 miles. designed as a Sniper's weapon rather than as a combat assault rifle like the xiscapian and setulan battle rifle's, the FCA-26 is equiped with conventional, thermal and X-ray scopes aswell as an uplink to the Sen Battle Network allowing the user to hit target's well out of his visual range using calculations from orbital craft, warhead and individual soldier BRA readings.


MK II S.H.E.P.A: the Ultimate "Man portable" weapon of the Sen alliance, Used Primarily as a weapon for taking out target's that missiles cannot crack, the S.H.E.P.A has two settings, a powerful single shot (to handle It's primary target of Anti armour) or charged single shot (rumoured to be able to take peirce Starship's with a well placed shot, though this is highly unlikely) Though the Power Pack is drained after a "Charged" shot. with The Sen use of Laser weaponry, this weapon is used as a heavy support for infantry squad's
http://halowiki.net/images/d/d7/Spartanlaser.jpg

80mm Repeating Mortar.
this man portable Mortar Unit contains a round box magazine and Internal dampeners and gyroscopes to ensure a rapid Salvo of 80mm fragmentation or Anti Tank Shell's that will strike their opponent firmly on target.

Vehicales in the Sen alliance Army.

Puma 4X4
A four wheeled Jeep with High ground clearance and four wheeled drive and steering. Used as Reconnisance or Quick strike vehicales the Puma has been a staple of Alliance ground forces for decades. with enough armoured plating to resist small arms fire it is open topped and seats Three to five occupants. with an additional five in the rear area. Driver, Passenger and Rear gunner manning the Heavy Smartgun turret mounted on the rear. Occasionally this Heavy Smartgun will be replaced with a T 67 rocket Launcher for Mobile Anti tank and Anti air Duties. Other popular versions include a closed top when not on recon duty.

http://www.military-today.com/trucks/type_73_kogata.htm

Caracal Universal Carrier (CUC)
during the XIII danversian war, the Puma Jeep showed several drawbacks when confronted with wet soft ground or other troublesome terrain for wheeled vehicales, It also proved to have a lack of Armour and armament on dangerous patrols. These problems were serious enough to warrent an adress. Designers proposed a tracked vehicale with the same crew compliment aswell as a increase in firepower and armour. the Result was the caracal Universal carrier, or CUC for short.
Able to carry six accompanying soldiers, aswell as the vehicale crew. with a top speed of fourty miles an hour and a Portable sheild to protect the occupants due to it's open topped nature, The CUC can drop off it's six man compliment aswell as provide some quick firepower with it's smartgun emplacement's located next to the driver and passenger bay. However the passenger bay emplacement, situated to the top right corner, may exchange it' passneger bay smartgun for a 25mm autocannon with APIS (armour peircing incendiary shell's) for anti vehicale purposes as well as adding a bigger punch.

Behamoth APC
The Behamoth is a Long, Armoured six wheeled APC. Able to carry up to twenty troopers it acts as an IFV with two roof mounted 30mm "Vyper" Autocannons. Its the primary troop transport well renouned for its heavy bulk and thick armour plates. The Behamoth may exchange its Autocannons for two, four box T- 67 Missile launchers due to the Chassis modular design. this has proven a popular conversion amoung regiments that may face aircraft or heavier Armour. Other Variations include Dual 30mm Gatling guns, Quad turret mounted smartguns, as BRA Command vehicals or as a Supply Truck conversion, Removing the closed troop compatrtment and weapon system's for cargo space, Several variations of this also apply such as the Fuel storage type where all but the drivers cab is replaced with a large armoured fuel tank

http://browse.deviantart.com/?qh=&section=&q=Armoured+APC#/d2ah9kd

Scorpion Recon Vehicle

The Scorpion is an overhaul of an Behemoth APC variant, Originally the variant was used for recon missions but proved to be under armed and armoured for the job, Sporting a similar Hull, the scorpion is a different kettle of fish all together. Up armoured over its previous incarnation, the scorpion can survive autocannon fire and small arms with ease, it's shielding and trophy system keeping it protected from rockets and small scale anti tank variants, but it's not designed to go toe to toe with heavier armour. the Small turret of the behemoth was relocated towards the centre mass and enlarged to accommodate two 20mm Hammer autocannons for soft targets and a central MK II S.H.E.P.A Pulse array for tank threats. although this makes it deadly against tanks. it has not got the firepower of the better armed and armoured Lightspear tank. Due to this it sacrifices troop capacity for ammo reserves and sports a huge array of sensor equipment of both the sending and receiving type, making it an excellent scout. With work, it may make it's predecessor redundant in the APC role and deem it Obsolete.

Otter Amphibious Assault Vehicle.
During the danversian war, the bombing of bridges by both the coalition and the ternion often left the Alliance struggling to lay down a replacement while under fire from the opposite bank. the Otter was devised to act not only as a APC, but as a Infantry fighting vehicale with the ability to cross deep areas of water. not just confined to river's, the Otter was found to excel at beach landing's and soon proved instrumental in ferrying alliance soldiers acrross bodies of water.
the Tracked Otter is able to bring twenty five Line infantry to it's destination over a variety of surfaces. though not as fast as a behamoth, It is just as armoured and weilds a 25mm chaingun turret, normally well enough to handle Infantry with the added punch of a 40mm grenade launcher to handle light armour and dug in positions

Sabretooth Light Tank
The Sabertooth Light tank is a new generation tank built to replace the Old Dire wolf Light tank that the Alliance ground forces no longer feild. with ligher Armour and a higher top speed than the Trinity, The Sabertooth is able to quickly chase and catch it's prey as well as fit in areas to unweildy for a Trinity or a Earthshaker. also equiped with a sheild generator the Sabretooth is agile and tough aswell as engauging a wide variety of targets with it's twin 75mm quick fire cannons. The 75x350mm shells able to hold a wide variety of shrapnel, Explosive and anti Tank warheads. the sabretooth is more commonly attatched to infantry formations or Trinity formations, acting as armoured support for the foot sloggers or as Outriders for the much slower MBT's
http://browse.deviantart.com/?qh=&section=&q=Dual+cannoned+tank#/d2zy0ji

Incinerator light tank
Replacing the Duel cannons fo the sabretooth for a High power Millatry grade microwave emmiter, the Incinerator is the bane of enemy infantry on the battlefeild. The Incinerator microwave tank is designed to cook The enemy from the inside out through "Microwave burn" in which most standard infantry armour is not designed to counteract. The tank has both a Non leathal settign and a leathal setting, The first gives the targets in it's range a feeling of Burning without causing any actual damage resulting in extreme discomfort for those caught in its arc. However, the Lethal setting is very horrific in it's injuries resulting in Terribly lethal internal damage for those infront of it's MW Director. Even the least amount of damage done by the Incinerator wil maim opponets ofr a life time. Due to the tanks effectiveness against infantry, but total lack of anti tank armaments and the horrific injuries it inflicts, the Incinerator is deployed only in small numbers alongside other tank companies.

Trinity MBT
The Trinity Main Battle Tank is the Common Medium tank that the Sen Alliance can feild on the battlespace. With Thick Armour Plating and a Portable sheild Generator it is a very durable vehicale. Offensively its a powerful spearhead of any armoured division. With a bolt on Smartgun for any trooper who wishes to use it, another acting as a Coxical and finally its Trinity Cannon, three 120mm AT Guns Linked to a revolving Cylinder. As such it has heavy firepower and a fast rate of fire. The First barrel fires and is then rotated out so the next can fire. As such it is a tank worthy of the name.

http://browse.deviantart.com/?qh=&section=&q=Tank#/du2hd5

Earthshaker Heavy Tank
The Earthshaker is the largest most heavily armoured tank of the Sen alliance, Armoured nearly to the Extent of a Space craft with lavishings of sheild energy, the Earthshaker is one tough nut to crack. As for aramaments the Earthshaker does not dissapoint, Armed with four large rocket pods, Two coaxical Smartguns and two 160mm Gauss Cannons, The Earthshaker is highly advanced and Deadlier than it's predecessors. the downside is the relative slowness of the earthshaker as opposed to the Other armourd units, but as a line breaker or seige tank it has little equal.

http://browse.deviantart.com/?qh=&section=&q=+heavy+tank#/d1317og

Lightspear Tank Destroyer
The Lightspear is a Tank destroyer, armed with a scaled down set of Pulse array's the Lightspear is desinged to seek find and destroy hostile armour, be it tracked, legged or flying, Mounted on a Trinity chassis, it's as armoured as it's counterpart. However the energy required for the pulse array's means that unlike it's MBT sibling, it lacks a protective energy sheild

Tachikawa Segura 34B "Havoc" Close Air Support Unit
The Havoc fills the role of Close air support. hovering over the battlefeild its armed with a nose mounted Rapid fire pulse array and plenty of rocket or missile pods. As either a transport for small contngents of troops or as a Close Air support unit to add some mobile firepower to a Unit of Army troops it fills its role of support ship well enough. Coming in two Varietns the Havoc may either be troop transportation (long fueselage, sliding side doors and Door mounted smarguns.) or its smaller more basic flight unit. In this day and age of warfare the Havoc Acts more like a Helicopter than a fighter. The Mobility of the Havoc's come from two large jet thrusters mounted onto the sides of the fuselage just forward of the doors. The 34B model is designed with space travel in mind aswell as it's useal role allowing it to engauge enemy fleets aswell as ground units.

http://www.romulation.net/files/screenshots/roms/PSX/21519/s966373f8431bc9eef1fd50e6580308ad.jpg

Pheonix MLRS
The Pheonix MLRS system Is a tracked Multiple Launch Rocket System. That Carrries 18 Guided or Unguided Ballistic missiles with a effective Range of 600Km (372 miles). Warheads for the Pheonix vary greatly depending on Profile. standard High explosives, Flechete Airburst rounds, Incenidery, Even small nuclear rounds all designed to Obliterate the enemy from a distance. Its name is derived from the propulsion systems the Rockets and missiles use leaving a trail of fire as they ascend to Flatten targets. The Sen Ground forces Still follow the main doctrine of Missile fire over solid Shells for long ranged bombarment.. the Pheonix has proved to be a reliable and deadly Peice of artillery.

http://theuncannyken.deviantart.com/art/Tank-1-48919724

Katana Towed Artillery
The Katana is a towed Gun based on the old Dire Wolf 105mm. The Pheonix MRLS system is good for shock and awe aswell as devestating strikes but lacks the stamina for rapid salvos due to the logistics of it's ammo. However it is still the preferred artillery peice of the alliance. the Katana was constructed to fill the tactical gap left by the "commanders shotgun" and is capeable of delivring round after round of Shells with a variety of warheads into enemy positions. the Katana doubles as a AA Flak cannon and in a pinch may lower its gun to deal with enemy armour. running on the same system as the Pheonix the Katana is uplinked to the Sen battlespace network allowing the possibility of Freindly fire to be near impossible aswell as consistently delivering round after round of pinpoint accurate fire for a range of 20.6 KM (12.8 miles) at a rate of six to Eight rounds per minute.

Other towed artillery are the 155 and 200mm cannons

Manticore support Mecha.
The Manticore Mecha is one of the replacements for the Oni Support walker, designed and built with the same combat role in mind but with increased mobility in the ability to switch between an aerial mode. Armed with a pair of 30mm gatling guns and several missile pods armed with "Tiger" missiles designed to knock out air targets. The downside is it is hard for pilots of the Hydra to adapt to both it's airfighter and ground assault mode and be totally proficent at both
Air mode: http://www.theuen.com/images/viking.jpg
Ground mode:http://browse.deviantart.com/?qh=&section=&global=1&q=Starcraft+viking#/art/Starcraft-II-Viking-176488634?_sid=66d2965e

Gojira Assualt mecha.
The Gojira is the newest attack mech for the SSA, an almost total upgrade and replacement of the old Oni support mecha, The Gojira features an energy sheild, improved targeting systems, better servos for strength and manuverability, stronger Armour casing and limited flight capeabilities.
Weapons wise the Gojira packs It's predecessors twin missile backpack, a 30mm Assault rifle with HE and armour defeating rounds, and an arm mounted Energy blade Developed by the Ultor corporation, similar in intensity and power to that of Xiscapian LAM's. With numerous upgrades and changeable weaponry for given situations, the Gojira is a vast improvement over the old Oni.
http://blazbaros.deviantart.com/art/Condor-X-Combat-Armour-177300583

Ox Armoured bulldozer.

The Ox Armoured Bulldozer is a Tracked, heavily armoured Multipurpose bulldozer, Used to clear mines and help construct fortifications the Ox is equally suited to smashing apart such fortification's with its large dozer blade. Extremely well protected against small arms fire and some anti armour weapons.

Mole Subterranian Assault vehicale

Adapted from search and rescue machines, the mole is a large Drill like machine sized in varyation to carry infantry through to armour. However it's main size is larger than a Behamoth APC so it may carry up to twenty troopers at a time. The Huge Cyrodon drill on the front along with the tracks allows the Sen To tunnel under Enemy lines for a rear attack or breach defensive fortifications. Such is the way the mole works, it has not been unknown to dig through the floors of a building to disgourge troopers higher up. It is an unarmed vehicale but is able to dig to an astounding depth, its life support systems are extremely good to prevent death from suffocation. However, closer to the surface it's path is easy to spot for those that know how.

http://browse.deviantart.com/?qh=&section=&q=Thunderbirds+Mole#/d21ncz3

UCT-45 Thunderhead

The Ultor Corporation Type 45 "Thunderhead" is a Close Air Support aircraft designed from the ground up to fill an atmospheric support role. Heavily armoured and shielded the Thunderhead is more Akin to a flying tank with multiple redundancry systems, Self sealing fuel tanks and dual sub sonic engines.
The thunderhead is a welcome sight for ground troops awaiting a tactical airstrike as it has a long flight time and tends to carry alot of ammunition and ordanance. The Thunderhead is armed normally with a large 30mm gatling cannon that can be loaded with several role specific types of ammunition and it has a total of 20 wingstruts for Multiple rocket pods, bunker and tank busting missiles, Extra fuel tanks and clusters of bombs all the way up to 1000 kg.

FEISAR Mk IV "Squall"

A single seat, single engined multi role fighter, the Squall is the mainasty of the Sen Alliance Air Forces being rugged, fast, easy to maintain and a nimble little package all rolled into one. While not as fast as a Cyclone or tough as a Thunderhead, the Squall is able to take off from small, bombed out or even non existant runways thanks to it's VTOL system meaning it's able to be used anytime anywhere. It's primary close in armamaent consists of four fuselage mounted 20mm cannons with six underslung pylons for either BVR missiles, Bombs or other ground attack munitions. Dispite beign a single engined aircraft it's able to breach supersonic speeds easily

AAE Cyclone

A dual seater, Pilot and Navigator/weapons officer. The Cyclone is a Quad engined air superiority fighter with a large EWAR system to deflect BVR attacks. Designed in typical Sen fashion with a massive reliance on air to air Missiles and fighting from a distance the Cyclone only has a single Rapid cyclic Pulse array as a close in weapon, more likely to slice parts off an opposing aircraft than punch holes in it. Incredibly fast yet lightly armoured the cyclone is not at home at all when it comes to ground attacks or Close Air to air furballs, instead Relying on it's Extreme speed, It's EWAR suite and it's extensive array of long ranged weaponry to get the job done

Droids in service

Katya Administrative android

The Katya Android is a common sight seen in the Sen Alliance, From office secretary's to surgeon assistants and even as Ambassadorial Attache's, the Katya model android is seen in all walks of life, when the Sen military enters an extended operation, rear echelon operators will likely have several katyas on staff to assist with mundane paperwork, help with medical care as nurses and doctor assistants or even as communication officers, but due to their pacifistic nature, never as combatants. Like the bishop and to an extent the Nekomata series, the Katyas have a mildly disturbing degree of autonomy about them as well as an uncanny ability to pick up more human like actions.

Bishop Auxiliary Androids

With heavier servos and increased durability than the Katya's, the bishop Auxiliary androids form another part of rear echelon operations as mechanics, Drivers and medics. sharing the pacifistic nature of the katya's, the bishop android assists in a variety of roles freeing up more staff for combat operations. much like the katya's, their flesh wrap and identical features, coupled with their signature blue overalls, gives this "male" counterpart a distinctive appearance and is instantly recognisable by anyone familiar with the Sen alliance millatry

Nekomata Infiltration Android

Unlike some nations, the sen system alliance does not believe in combat androids, outright banning their production in Sen Alliance territory. However, fears grew in the Ultor corporation that the Sen alliance had fallen far behind in such a field and risked never catching up. Despite such models such as the katya Administrative droid and the Bishop Synthetic being well received and successful, the stance on combat droids would not change. Dancing around the law, the Ultor corporation moved it's combat android project to the Kitsune empire of xiscapia and eventually came up with the Bakeneko series of infiltration droids, Initial testing of all four prototypes was successful leading to production of more Bakeneko combat units for limited use among the Sen alliance military.

Using Sen Processing centres and uplinks along with "Borrowed" Technology from the KEX Avatar Androids to create a hybrid of both nations advances into Android technology. While not as durable as the Avatar class and not armed with internal weapons, The Bakeneko class Android is equipped for surveillance with upgraded audio, optical and olfactory sensors. though they are still many times faster and stronger than Organic counterparts. Coated in various "flesh" wraps, the bakeneko series is a combat infiltrator, picking up habits from the enemy and deploying into their line, Being deployed as advanced scouts in their "base" form or acting as auxiliaries for squads of Line and Recon troopers, the bakeneko's performance in future theatres will make or break the alliance law on combat androids.

Falcon UAV

The Falcon UAV is an Unmanned ariel scout drone capeable of launch from any SSA armoured vehicale and infantry unit. The falcon is controlled by a combat A.I that identifies enemy target's using a combination of infrared laser's, camera's and sensor readings, allowing for more prescision strikes on enemy asset's aswell as scoutign without loss of sapient life. due to the programing of the A.i and the complete lack of weaponry on the drone, this does not breach the Sen Alliance Ban on the manufacture of combat Android's.

Type 800 "Ronin" Assault droid

Sen law defines an android based on it's Outer skin, resemblance to a biological and its scynthetically made, interior "Organs" unlike most robots, Sen androids can breathe as part of a cooling system, eat certain foods to help boost power and given enough time, heal themselves "naturally"

Unlike androids, The Ronin Assault Droid is exactly that, a robot designed for combat operations. The Ronin stands nine feet tall and weighs in at half a ton. Its Cyrodon reinforced superstructure harbours all the weapons it can handle. Though the ronin is humanoid, it is clearly not a biological or a android, a mere glance is enough to determine that it is not a man in any kind of power suit, it is a robot. However, it is capable of approximately 95% of the full range of sentient motion; it can walk, run, gesture or climb a cliff face. Its hands are fully articulated, meaning the Ronin unit can easily pick up a dropped weapon and continue fighting even when its own ammunition reserves are exhausted. Commonly found acting as a heavy support unit where Mecha and power armour is not warranted, or as a initial shock trooper, the ronin unlike its fellow non organics is not immediately autonomous in its actions, slaved to a Read only processor. The Ronin carries an inbuilt Katana arm blade and an inbuilt M36 "Impaler" rifle, it is however modular enough to be equipped with a variety of weapons in addition to its built in systems.

Type 900 "Takaashigani" Piloted Droid

Takaashigani are as large as an average sedan, are painted in camo and have four "eyes" fitted on the surface of their bodies. Three are on the "head" and one is beneath the abdomen. Each eye has three pinholes, loosely resembling a bowling ball These eyes sometimes become expressive in the typical anime style. Takaashigani are controlled by individual AI's are capable of speech and generally exhibit a childish, curious, joyful and active personality, although they are consummate professionals in the field. They normally operate as independent units and receive orders from human agents, but they can also be directly piloted from a cockpit in their abdomen Its design is implicitly based on that of a jumping spider in terms of bio-mechanical modelling,
Takaashigani have four legs and two arms. They can move by walking, or they can drive at high speed by using the wheeled footpads on each of their four legs. Each wheel appears to be angled and omnidirectional, allowing the Takaashigani to move in any direction with their drive system, which can control all degrees of freedom it's task space Other abilities of the Takaashigani include jumping great distances, sticking to vertical or inverted surfaces, engaging a thermoptic camouflage mechanism, and grappling/rappelling using their adhesive string launchers. Takaashigani maintain control of their legs while using wheels to drive down a road, and shift their weight around turns. They can also roll briefly on to two legs while driving to avoid an obstacle or pass through a narrow space. To make balance easier, they can move their heavy abdomens with a Ball joint
Standard Takaashigani equipment includes a 10x28mm light machine guns mounted in the both arms, a secondary weapon hardpoint in the "snout" (a 50 mm grenade launcher, capable of launching both explosive and gas grenades which can be replaced by a six-barrelled 12.7x99mm Gatling gun),a universal cybernetic connector on an extensible, prehensile cable in the left arm, liquid wires that can be used for grappling, rappelling or for restraining purposes and a built-in thermoptic camouflage
Last edited by Sennai on Mon Jan 16, 2017 11:03 am, edited 83 times in total.
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Postby Sennai » Wed Aug 04, 2010 7:48 am

VIP's In the SSA

Counciler Katya.
Counciler Katya was voted as the Sen Representative in the Alliance council by a vast majority. Her dedication to her job and promotion of greater unity between the Races of the Alliance won her the votes amoung the Sen Population. Not only has her political mindset been a welcome one to the alliance they gave her the honour of making the Katya line of androids, all based off of the Organic origional and her dedication to the particular task.
Standing at 5,8 with short brown hair and brown eyes her features are a famliar sight around the Alliance. Mostly thanks to the distribution of Katya androids. she is 34 years of age.

Counciller Turan
This Ageing politician is the Political mouth for the Nekomi population. Well versed in laws and documents counciler Turan acts as more of a conciencse for the rest of the council Pointing out flaws in the others judgements and acting as mediator. His logical sometimes Cold approach to getting the greater good has earned him one or two eneimes (most notably the Ex-counciler Do'dren) And his loyalty to the Nekomi people is matched only by their loyalty to him.
At around fifty years of age he is the second oldest counciler in the high council. his ears and fur are starting (along with his hair) to show signs of his age. he is around 5,10 in height.

Counciler Do'dren
the Oldest Politician in the High council Do'dren is a hard beaked tengu who while showing greater knoladge of the goings on of the alliance refuses to share alot of it with his fellow members. His secreitive activities draw much anxiety from the Rest of the councilers who reguard him as a magpie. Recently he has been forced to reveal some of his plans or referendums due to the interferance of counciler Turan. Earnign the Nekomi emnity in the eyes of the tengu. The tengu population tries to avoid anythign that would offend the rest of the alliance bar the hardcore supporters of Do'dren. Do'dren simply remains inpower by politically crusing his rivals through well played political games. but its only a matter of time before he himself is supplanted.
Aging into his sixties the tengu is a grouchy Magpie feathered counciler his height at around 5,9

Do'Dren's shady past finally caught up with him when a Xiscapian I.I.D Team investigating the outbreak of blacklight on the sen world of Naviara Agreed to meet one of the Reformed terrorist's, Do'Dren dispatched an assasin to kill their contact but the attempt was foiled by the setulanite guardsmen Hank freeman.
With information gathered the team found out that do'dren, at the head of a large crime syndicate, Had resorted to using biological weapons in an attempt to oust the Xiscapian Syndicate, the plan had backfired however when the team finally arrested him and turned him over to the Sen authorities.

Counciler Gerarda
The Youngest of the Five councilers Gerarda is seen as the "New Kid on the Block" by the other four members due to his age. But there is no doubt that his political skill and handleing of sensative matters lead to his rise in power. fortunatly such power has not gone to his head and he works tirelessly for the betterment of the kitsune of the alliance. Unfortunatly during the new outbreak of blacklight released into the alliance by persons unknown. Gerarda changed. No longer alliance Homo vuples he is now an alliance vulpes vulpes. and this has not dampend his love of all kitsune. those changed or not.
At 5,9 he stands tall brown striped fur now dominating his body. His experiance amoung the sick taught him that people form close bonds together in times of strife. and as such he wishes to keep the bonds of the alliance strong.

Counciler Tekken.
counciler Tekken Is big even for a Fujikaman, Showing that even in the modern alliance the fujikaman still love an imposing figure. But the huge man is not all brawn and no brain. While his political tactics is typical of his race in taking the situation head on. the real trick is that he comes from an unexpected angle and flaw. in his political opponents.
towering over the others at 7,7 Tekken has blakc hair and deep brown eyes.

Counciler El'Tair.
A Eagle headed Tengu, El'Tair was a minister of justice before his election to the position of counciler in the wake of Do'dren's fall, A few years younger than the magpie he replaced, El'Tair set about dismantling Do'Dren's organisations and began to clean up Organised crime on Tenga and the Alliance as a whole When it comes to Decision's he is a stickler for protocall and act's accordingly, intent on showing that the Tengu are just as law abiding as everyone else.

High admiral Yutani
high admiral Yutani is a man in his late fifties. Having stared retirment in the face and not wishing any part of it, he is a respected Sen amoung the alliance millatry. He was granted the post of supreme commander due to his calm nature and good judgement and has inspired many admirals, commanders and Captains to rise to there current positions.
Grey haired with blue eyes Yutani stands at 6 feet high. he walks with a limp from an old war wound.
He is either at work on the Atlan fleet station or onboard the sen Flagship SSA Poseidon

Commander Taka Toshi Shita
the first alliance National to begin a conversation with a xiscapian, Commander taka has been thrust into the world of politics. Seen as a immense focal point of alliance xiscapian relations she is set upon by Protesters and Right wing newspapers about her relationship with Captain Tawara, a freelance merchent. commander of the Manta class heavy cruiser SSA Celestia, Taka was known to run a very tight ship, recently thanks to tawara her crew have become used to a somewhat laxer hand and remain loyal and steadfast to her.
Tensions around her have already increased with her bonding to Captain Tawara. Upon her return to Alliance space she will no longer be able to avoid the Political situation between both nations.

During the event's of the 13th Danversian war, commander Taka was withheld from service due to the nature of her marrige. A fighter by nature taka refused this pardon and fought to gain a legitimate position for the course of the war, ending up as Fleet Liason to the Xiscapian's for the war's course. Holding dual citizenship of both the Alliance and Kitsune empire, Taka still commands the SSA Celestia and retains her job as fleet Liason to the Kitsune Imperial Navy. She has two children, one boy and one girl, both twins.
http://www.testq.com/nfs/testq/photos/0001/3405/butterfly_fox_girl.jpg


Kunai Skylera.

Known as Kunai, The Nekomi Ex-Corporal was amoung the first to set foot upon the xiscapian freighter fifty three years in space assisting in helping the crew repel pirate raiders. Having struck up a freindship with the one of the crew Kunai helped in her own small way to assist alliance-Xiscapian relations. The true importance of her was not known until several months later after a problem occured during a routine transport mission. In which the founders, most notably Triskerana, where involved. Kunai was found to be Studentrana (A.K.A Rana skylera, her assumed identity at the time.)'s biological daughter and as such gained several things from the experiance. the most important of which is the inclusion of founder Nanobots into her bloodstream granting her a extremly fast healing prowess and a increase in both physical and mental skills along with a unknown lifespan (the founders claim to be several hundred universes old.)

the nanobots allow her to change her appearnace in subtle and overtways, Such as length of hair, an extra tail (this may be the Nanobots using Studentrana's origional bio structure as a base) Skin colour, fur colour and eye colour. Her height of 5,9 does not seem to change.

to distance herself from others and to stop them finding out or guessing her true heratige Kunai left the millatry and undertook Mercenary work, although she does so with a moral code well above most other Private contractors. currently Kunai keeps her look as close to her "real" self as she can, But retains her mothers Red eye colour instead of her brown ones she was born with. she has displayed a fondness for brown leather or similar coloured clothing.

http://i153.photobucket.com/albums/s227/DeadlyPoison125/NekoRogue.jpg

Fourplay

by far the most succesful musical band in the SSA, fourplay consists of Cicania Ishida, a blacklight afflicted Kitsune as lead guitar and backup singer, Kagero Masaki, a Nekomi as lead singer, Frank Dylan the Sen Base guitarist and Kennade Dacktar, the fujikaman Drummer. The Group is well known inside the SSA for its musical talent ranging accross the spectrum and for it's modesty and well behaved manner in which it treats its fans and Lodgings. however the band has recently seen competition from the xiscapian band Skewerd

Cicania Ishida

Cicania is a Naviaran born Kitsune who was recently afflicted with Blacklight, Taking her image in stride the Twenty two year old vixen stands at about five foot severn and weighs about 143 pounds. She plays lead guitar and backup vocals the majority of the time alongside her freind Kagero. sometimes however she takes the lead with Kagero overtaking her duties on Lead guitar. rumour mill has it that cicania is bi sexual, but she has done nothing to either confirm nor deny this in her personal life but sees her new found looks as a way for the band to branch out into the xiscapian fore amoung the other nations in the Alliances newly found induction into the AXIS alliance.

http://thelounge.keenspot.com/images/italyfox1.jpg

Kagero Masaki

Kagero was born on Kenzoku and loved music at an early age, at 17 she joined the Alliance music academy and soon transferred out after three years to hook up with her freind Cicania who was startign a band, Kagero's voice was able to reach high notes and she had a great level of control over it causing her along with her looks to be the forefront of the band, Now twenty, Kagero Happily sings and acts out the dance routines for the Bands songs while the others play backup but she is in no doubt that the bands success is a team effort.

http://browse.deviantart.com/?qh=&section=&q=guitar+%2B+catgirl#/d3cx7xt

Frank Dylan

Frank dylan Playes base guitar backing up the girls with a steady guitar He is largely responseable for any of the new songs the band writes and plays the music along with cicania and the Routines along with Kagero. He also gets the backing beat sorted with Kennade first however before indulging the girls. at thirty he ranks as the groups oldest member but he still has a plethora of fans that cheer him on stage. His guitar solos are legendry with cicania's comign a close second but the largest amount of music played by the band is part of his works.

http://img.skitch.com/20080515-rpft8fs9wh6bfj957bgnafc9g6.preview.jpg

Kennade Dacktar

the groups only Drummer Kennade stands at a good seven feet and causes a hell of a racket to come out of his drums and on occasion Keyboard if it has not already been recorded in the studio, a master of percussion Kennade is responseable for the backup beat of the group and Is a vital part fo the band, Often overlooked due to his silent demeanour Kennade is also the Hardest member of the group to admit it's success and when asked about why he did not comment about it he simply replied "I play the drums, People want music and we give them it thats all really." At 28 he is the second oldest band member and looks down on the rest as family. though he doesnt show it his punches are legendry and stopped the alliances premier Paparazzi "Photographer" , Teran Harvard, From ever bothering cicania in her dressing room for a long time landing him in hospital for three weeks. Harvard tried to sue but was found guilty of breakign and entering, harrasment and obstruction of a public walkway after he hit the ground.

The Founder's
Before the Sen Alliance began, The five world's were intent on bombing each other out of existance due to real or imagined slight's, the war was not extensive however and dispite missile technology racing ahead, very few Nuclear weapons were launched at one another, instead several primative space battles and Forlorne hope ground attack's.
before the war could escalate to devestating level's Five "founding" figure's appeared, United their world's and forced the leader's of each one to cooperate for a better future. As soon as they arrived they left, as mysteriously as they arrived.

The five sen founder's are actually immortal beings with highly advanced technology (including Time and dimensional Travel) from times unknown (they claim to have skipped the end of the universe several hundred times) what is known is that they know more about the alliance than it does it'self, Several crucial documents from before the alliance accord havign been lost during the war. as such, overtly serching for them is considered a side mission for the Sen alliance, should the founder's ever decide to assert their power however, they could not be stopped in ruling the sen alliance

the five founders are:

Gallifery, The Inventor
Gallifrey is the sen founder, human like in appearance and the apparent genius behind most of their technology. He is also considered, by those who have encountered the founder's, to be the most eccentric of them all. dispite this he has traveled time, space and dimension's the most and has a laugh about each crazed adventure he has.
he is around five foot ten in height, with brown hair and jade coloured eye's. his dress style ranges from senseable opera gear to a old fashioned top hat and cane style of dress

O'dan, the warrior
At Nearly nine feet tall, O'dan is the fujikaman founder, Perhaps the least eccentric founder O'dan represent's strength and solidity, he is an expert in hand to hand fighting style's and weapons of all types and size's, though he seems to prefer close quarters as does much of his kind. O'Dan also seems to like Hunting dangerous prey (although he himself is next to immortal) for sport or to eat, He has a good sense of honour and has a certain type of practical wisdom. he is also known as warrio, a Pet name given to him by triskerana.

Triskerana, The trickster.
Triskerana is the most commonly encountered founder, as a Kitsune she lives up to her name useally perfoming elaborate Prank's or exacting strange cost's and punishments on objects of her focus. With nine tail's and stark white hair, sapphire blue eye's and red fur tipped white, she strikes a deadly figure when angered. Triskerana has several eccentricities that people normally first spot when the meet her, a singsong voice that mixes up the order of sentance's, a obsession with music, pullign visual jokes and displaying a brazen attraction towards women of any race or species she find's pleasing, she does however,sometimes treat these as one time fling's, as fickle as the wind. the also seems to have a crush on Studenrana, in retaliation for calling him warrio, O'Dan refers to her a "Lokia"
http://browse.deviantart.com/?qh=&section=&global=1&q=Human+kitsune#/d11ecrg

Studenrana, The student
Studenrana is the nekomi founder, appearing very similar to her daughter, Kunai skylera, Studenrana has two tail's, red eye's and blonde hair. she endlessly gathers information from all point's in time and space, learning and processing them. dedicated to learning everything about everything, studenrana constantly reevaluates what she has learned when new information arrives. she however does nto simply parrot what she has found, but knows everything about subject's she has learned under the tutalage of the sage, but unlike the sage she has made it her goal to learn everythign rather than his of knowing all. It has been hinted at that she and Triskerana occasionally sleep together, however rana herself is not Homosexual.
http://browse.deviantart.com/?qh=&section=&q=blonde+neko#/d18m3te
(one on the right.)

Sagen, the sage
the Tengu founder, known as the sage, know's in the simplest of term's. everything.
his chambers in the founder's ship (or pocket dimension) hold a vast libary of information gathered by Studenrana, However the sage is set in his way's and can be mistaken for beign senile but has displayed a vast intelligence and deep insight normaly hidden by his forgetfulness and display's of old age.
The sage spend's his time reading the book's in his libary as a mental exercise and was last seen wearing a old paisley dressing gown, a fez and holdign a glass of sherry. He resembles a raven with greyed out feathers.

Kiaska, Unknown
Kiaska was the Founder's attempt at creatign a xiscapian counterpart, the xiscapian race having proven it'self through LT commander Sakaki to be worthy of evolution in the next universe. To help with that and to solidify their nations relation, the founders created her using said commanders DNA as a base, little is known about this founder other than the fact that she has contacted empire Foxfire rose atleast once as she get's to know her future people.
Last edited by Sennai on Wed Mar 14, 2012 4:46 am, edited 7 times in total.
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Postby Sennai » Sun Sep 05, 2010 11:26 am

Other Weapons of the Alliance

Weldyer Model 1892
The Weldyer 1892 is an extremly old design by alliance standards. Currently in its 309th year of use (as of 201 AF) the Old Leaver action rifle is still used and Licensed by some civilian arms manufacturers. the 1892 had it's roots in early Sen farmer rifles and while its age is apparant next to new automatic firearms it retains one good fact. reliability and Stopping power in the form of it's high calibur carteridges. Holding 15 rounds it is a favorite for having .44 or .454 rounds and is used in many forms.

Barrel length for such a gun ranges from 12 Inches for a Pistol license and from sixteen for a rifle license.

http://192.155.87.217/wp-content/uploads/2013/01/Model1892MaresLeg.jpg

Weldyer-Savant Thirty
The Weldyr Savant Thirty is a civillian Hunting rifle commonly used as a Police sniper rifle due to it's reliablity and Stopping power. There are several varients such as the .308 civilian version or the more common 7mm Police and millatry version. The rifle is bolt action with a six round internal magazine and is used accross police departments for sniper work.

Rasengan 86 PDW
The R-86 is a Submachine gun used bu the Sen Police departments and some Sen special Ops groups. It also sees use as a downed pilots weapon, though only in raptor recon craft or Havoc Pilots. Used also with the crew of other armoured vehicales if there is not space for a Pusle rifle or any other weapon.

The R-86 fires a 5.7X28mm round with a 900 RPM firing rate. While not as devestating as a Pulse rifle round it's stopping power is enough for most humanoids. It's magazine is a 50 round box mounted horizontaly into the top of the gun with a perspex slide to keep count on your ammunition.

http://thumbnail.image.rakuten.co.jp/@0_mall/ggimport/cabinet/gun03/p-90.jpg

Clydesdale M1911
At around 300 years of age (as of 201AF) the M1911 Still sees use in the Sen millatry and at home. The .45 ACP, 7 box magazine pistol is highly favoured for its size and relative stopping power. Sadly the Clydesdale was replaced in the Sen alliance millatry by the current VP model at the protest of several ranking officers. While it is officaly no longer a service pistol The millatry still has many in use with requests for ammunition, the old pistol favoured over the new due to its heavy stopping power relative to the VP line.

http://world.guns.ru/userfiles/images/handguns/usa/1/1287739918.jpg

Clydesdale .50
The Clydesdale Arms company decided to try and broach the Xiscapian and Setulanite markets with a high caliber handgun. Looking for reliablitiy aswell as high calibur stopping power, Traditional Slide lock action was ruled out as a result of jamming problems with the rounds large size, but thanks to the closest caliber handgun the alliance produced (the AAE .44) Clydesdale Arms developed the Clydesdale .50 as a Five cylinder revolver. The weapon has proven popular already amoung some army units and private collectors.
Clydesdale Borrowed some modifications from the AXES side arm such as HE shells, armor-piercing darts, EMP bolts, Stun blasts, "Flying Hammers" knock-backs, incendiary rounds and a variety of other custom ammunition that the side arm can be equiped with as well as incorporating the Megajoule laser sheath. As a Result the Clydesdale .50 is a rather heavy handgun that requires training to use but as to wether it will make its mark in the Forign competator markets has yet to be seen.

Ultor Enforcer .50
With the Intigration into AXES several companies began producing firearms equal to the tasks demanded by the Xiscapains Setulans and Alversian nations respectively, the first into this market was the the Clydesdale arms company. while they stumbled over their mistakes ad successes, the almost Ominpresent Ultor company watched and waited. This lead to the eventual development of the Ultor enforcer, a large heavy caliber handgun with a variety of ammunition types (.50, .44, .454 rounds and more) and various warheads such as mercury, HE shells, Flechette, EMP, Stun rounds, Knock back's, Incendiery and depleted uranium. using bartered technology it includes the standard megajoule laser but unlike the AXES or the Clydesdale .50 has a normal clip of 7 rounds ( up to nine in a clip depending on ammo size) and comes with a variety of customisable upgrades. as if to counterpoint the single shot revolver, it comes with a two round burst setting for that extra firepower when needed.

http://www.irononsticker.com/images/2012/09/18/Desert%20Eagle.jpg

AAE-80
The AAE-80 was the Primary Rifle of the sen Alliance thanks to it's bullpup design and decent punching power. Unfortunatly this is no longer the case thanks to the M41A2 Pulse rifle which requires much less maintenance and who's explosive tipped round carries a better punching weight than that of the AEE 80. The AAE 80 is still used by auxillary units such as those in the Artillery corps or as a preferred weapon to the R-86 by some pilots. The AAE-80 fires a 7mm steel jackedet round at 610 RPM it normally has a Magazine that numbers 30 rounds in total.

http://blogs.birminghammail.net/technobabble/800px-SA-80_rifle_1996.jpg

Brace Aligned Sonic Shredder Cannon

The B.A.S.S Cannon is Generally mounted on a four wheeled carridge able to be towed behind most Sen Alliance armoured vehicales, More slowly, it can be wheeled into position by infantry, though in both cases, it must be braced to fire. It is a Weapon that uses Sonic emissions chenneled through a crystaline amplifier reengineered from shardi technology to vibrate the air into a focused "waves", used to generaly destroy hardened bunkers it's capeable of a powerful singular blast that can be focused on tanks to violently shake them apart or on enemy soldiers to buckle armour and pummel them with sonic waves, internally mashing them to mush. it has been known to be removed from a destroyed mount and dug in to a breastworks position during extended campaigns. It is fired from a seated position behind the gun, allowing the user to sight down the barrel. Though not intended for, it isnt uncommon for unreccomended modifications to be added in the form of a disk drive, It isnt unknown for Pop singles to be used as "Ammunition"
Last edited by Sennai on Tue Mar 05, 2013 12:36 pm, edited 8 times in total.
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