Deterrence - Equipment and Firepower

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Deterrence - Equipment and Firepower

Post by Deterrence » Fri Dec 21, 2018 3:46 pm


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"Weapons are but tools. Tools are the extension of man's intelligence, the extension of his soul. Our designs reflect that philosophy. Our practice with them makes it a reality."

The unique Hypercorporation Deterrence's weapons and gadgets are custom-tailored to deal with the strange and uncanny. That does not in itself mean that they are unusual; in fact, most of the gun designs the organization uses are derived from common military blueprints, only modified to suit the Shadow Nation's ends. Because of the tightly-controlled branding, they are very rarely found on the black market, as Deterrence Stalkers work tirelessly to ensure they do not fall into unauthorized hands.

In 1952 Perseverance absorbed several burgeoning arms manufacturing corps into its ranks, promising them access to exclusive designs as well as the knowledge that they were helping to defend humanity as a whole. The contract they have drawn up with these secret corporations essentially nullified them from the history books but made the weaponeers economic giants, on the condition that they provide them exclusively with new designs. Now that they've gone public as Deterrence, things may soon change.

Standard Gear


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Deterrence operators are among the best-prepared on the planet. The wide scope of problems they tackle necessitates a multitude of preparatory measures, usually involving the skilled application of tools. Trained to be problem-solvers first and soldiers second, they are allotted the sufficient basic tools needed to operate in highly variable environments. Each are provided with carbon-cast survival knives suitable for both close-quarters combat and cutting through dense materials. A hi-tech wristwatch monitors life signs and tracks the user's location, as well as providing technical readouts attached to the helmet's heads-up display. A collection of magnetic lockpicks enables an operative to silently breach objective areas, though explosive charges can accomplish the same with more collateral damage. Smoke grenades, flashbangs, and sleeping agents are also all standard issue to Knights.

Deterrence agents are encouraged to carry at least one small belonging of personal significance.

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The Third Eye system has long been used to provide Deterrence agents with an edge in the field. Awareness is one of the most essential components of successful use of force, and when dealing with any number of foes which can mask their presence and / or influence the minds of its hunters, it is essential to be equipped with tech that can keep up. The system itself is comprised of a weak AI that rapidly adjusts the means of vision in order to meet the demands of the user. The original model is still a large monocular headset, which was later streamlined down to the trigoggle model. Current versions incorporate the system into the wearer's helmets or even glasses; the streamlined "patch" type is only available to special agents.

The standard-issue Third Eye does not have as many features as the one provided to special agents, as the information it presents one with would simply overwhelm even highly-trained soldiers. Furthermore, unlike the prototype version, these standard-issue Eyes need to be manually activated. It does, however, contain the battle-tracking system, as well as the exonormal radiation detection capabilities.

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The Widget is a powerful amphibious microcomputer designed to connect each Deterrence agent to the battlefield around him. Small enough to be held in one's hand, it nonetheless possesses enough processing power to put room-sized supercomputers to shame. Capable of functioning as both a recording device and a universal translator, it links the user to the Deterrence mainframe, keeping them up-to-date with current happenings. Each Widget is programmed with a weak AI that can carry out background analyses for the user, updating relevant information in real-time. Widgets are assigned to specific operatives and develop alongside them.

Widgets, like most Deterrence tech, operate by means of fiber-optics, rather than metal wires. This renders them immune to electromagnetic interference, such as that from a pulse or nuclear explosion.

Part of the Widget's potency is its ability to hack not only via hardline connection, but sound. By sending out certain frequencies, the Widget can infect devices which pick up sound and vibration with its own files, essentially taking command of electronics via sound.

Firearms

In addition to standard firearms in use worldwide, Deterrence enjoys access to these specialized guns. That is not to say that they eschew the use of conventional weapons; in fact, their procurement and utilization is often far more economical. Most mercenaries hired by the Security Nation (see Baselines in Personnel) do not use these guns, but rather, more ordinary ones.

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Lightweight. Amphibious. Reliable. Deadly. All adjectives describing the PKD .38, built with the ideal soldier in mind. Compact and easily loaded, the PKD is typically loaded with .38 Special rounds, but like most Deterrence guns, can be modified significantly to accommodate other types of ammunition. Silencers can be affixed to the barrel for stealth operations. Some varieties of the PKD .38 can be set to auto-fire if the trigger is held down. The PKD's standard clip holds seven shots.

Nearly all over-baseline personnel within Deterrence use the PKD as a sidearm.

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The non-lethal counterpart to the PKD, the STN is a cutting edge self-defense weapon, boasting both high rates of fire and accuracy without the deadly aspect of a standard handgun. The STN fires special electrogel bullets which self-forge in mid-air, shaped by the concussive forces in the barrel as well as through flight. A microcoil barrel propels the gel downrange, achieving high velocities for a non-lethal round. Though they have high stopping power, their capacity to penetrate is null; the ballistic gel is designed to spread out over an impact zone rather than maintain integrity. Even though they sting, they'll only leave ugly bruises. A powerful electric shock can be set to accompany the collision, destabilizing a target's neural system directly, most typically resulting in extended temporary paralysis.

The STN is silent when fired, given that the microcoil propellant has no flash. The recoil, too, is minimal, allowing it to be accurately fired numerous times in a row. An automatic rifle variant for crowd control is in development.

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The so-called "Sequel to the P90" is one of the premier weapons of the Deterrence Special Agent. Designed from the ground-up to suit the wide array of threats faced by elite anti-exonormal combatants, it boasts a highly variable structure to accommodate both homing rounds and precision "drilltype" bullets. Its magnetically-accelerated internal rail system can propel ballistics at the speeds needed to penetrate the skin of superhumanly durable enemies, all while retaining the minimized recoil and effectiveness of the original bullpup P90. Easily maintained and lightweight, it is a glowing example of Deterrence's military engineering capabilities.

P2020s feature an "auto-adjust" barrel system which can be linked to an Agent's Third Eye. In addition to standard combat ops, it is a potent weapon specifically for hunting speedsters and advanced martial artists, given its tendency to compensate for their otherwise unpredictable movements.

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Known for its potency in close-quarters combat, the XOF gained notoriety among Baselines in particular, often sought after as a gift from higher officers. More stripped-down and compact than many Deterrence weapons, it is a standard weapon of Knights, most useful against exonormals in cramped environments requiring lots of reloading and rapid fire. Complying with the "reliability first" model of Deterrence manufacturing, it is a simple, elegant gun, readily capable of chewing through even heavily-armored foes given its variable ammunition. The reinforced barrel and mag-accelerated rounds render this weapon's shots able to penetrate even advanced body armor (biological or otherwise) with ease. It is considered most effective against conventional foes armed with unconventional technology, i.e. illegal scavenger of exonormal tools.

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Larger than its counterpart the XOF1, the Rico was made specifically as an answer to bulk exonormal invasion forces. Featuring mag-accelerated miniaturized ammunition, it was built to be used in battle against foes which swarm, such as the pandemic undead, bug-types, lycanthropes, and nano-clouds. The ammunition is typically designed to shred through enemies and disable them, rather than kill outright; this is a feature of the anti-swarm design, enabling Deterrence operatives to cut through swathes of otherwise-unkillable foes without wasting ammunition. Neutralizing such waves of enemies is typically a greater priority than killing them outright; if they can be stopped from moving, they can typically be handled later on.

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Built to battle Gods, the Front Line is the wonder of the XOF brand, combining lethality with precision engineering on a henceforth unforeseen scale. Unlike the overpenetrating Rico, the XOF3 is armed with miniaturized meta-killing homing burst ammunition, engineered specifically with the advanced biologies of anthropoid exonormals in mind. The largest SMG Deterrence packs, it uses a magnetic-acceleration system to deliver its shots with enough power to punch through "invulnerable" skin. The barrel is reinforced with nanocarbon to withstand the powerful toll each shot takes. The XOF3 is under conventional terms an anti-material rifle, theoretically capable of destabilizing buildings and shredding tanks with sustained fire.

The high stopping power per shot combined with the use of homing-burst ammo renders the XOF3 the premier weapon of choice against any who proclaim themselves lords over humankind. These guns are also often customized to include laser penetration devices mounted on the underbarrel, in the event a foe has access to force-shield abilities (see Laser Penetration under Anti-Brick).

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Rugged, durable, and reliable, the MP45 is the SMG of choice for Baselines who prove themselves trustworthy. Unlike the "handheld WMD" style XOF line, the modded MP45 is a more realistic option for the mercenary soldiers who find themselves in Deterrence's employ. A popular weapon type made more effective against exonormals by way of flechette shredding ammunition, the MP45 is a solid alternative to the run-of-the-mill SMGs given to Baseliners. "Boring but practical," they admit, not quite knowing how lucky they are to wield one of the best weapons not on the market. Despite their initial condescension towards the "grunt line," many confess that they later grow attached to their personal MP45.

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Preparation for everything seems to be an unofficial motto of Deterrence's many engineering squads, as evidenced by the existence of the AQ-90. The Hydro is specifically crafted to fire hydrodynamic ammunition, similar to the APS amphibious rifle of the Soviet Union. However, unlike the overspecialized APS, which was ineffective on land, the AQ-90's rotating barrel can easily be activated to enable the wielder to fire it accurately on land. Unlike the APS, it retains the effectiveness of a land-based firearm, the miniaturized coils in the barrel nullifying the need for an unwieldy extra-long gun. The hydrodynamic ammunition can effectively be swapped with the other shot of Deterrence.

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Featuring no metal or mechanical parts, the PLAS-22 is an oddity among other Deterrence weapons, designed specifically for use against ferrokinetic exonormals. The gun itself is made of nonreactive plastic, rendering it extremely lightweight. A simple pull of the trigger activates a fiber-optic network, directing pressurized containers to fire either a highly-pressurized stream of fluid or bursts of pellets at a foe. These liquids can include acids, paint, or high-impact gels, all of which can be deadly in practice. Often compared to a toy because of its plastic composition and non-ballistic munitions, it is nonetheless a notable component of Deterrence's arsenal, and evidence of their specialized approach to dealing with certain threats.

Notably, the PLAS-22 is utterly silent when fired, and has almost zero recoil.

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A popular gun among Deterrence standard infantry, the RPF 5.56 is a basic assault weapon suited to both offense and defense. With a high rate of fire and respectable stopping power, it's a low-weight simple solution to many problems. Lacking the bells and whistles of certain other weapons, it's merely another good gun in the ever-expanding arsenal of the Security Nation. Like the MP45, the RPF 5.56 is usually given to Baselines and rookies for them to earn their stripes with. Effective at medium ranges with a high rate of fire. Some variants come equipped with anti-meta rounds if the situation calls for it.

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A simple yet effective sniper rifle boasting greater range and firepower than those found in conventional markets, the Sharpeye is an economical favorite of Deterrence, allowing its soldiers to engage and eliminate foes from a great distance. The telescopic lens attached to the barrel can be manually linked to a user's Third Eye system, allowing for predictive target tracking as well as accurate shots through walls or other obstructions. The reinforced barrel can load and fire specialized rounds, such as homing or air-burst, rendering it a capable anti-exo weapon just as much as a standard anti-personnel gun.

An automatic variant of the gun, the AKRDL, is in its prototype stages, ideal for engaging high-durability foes at long or even close ranges. Such modifications transform the Sharpeye into a viable anti-meta short range gun, delivering max-impact shots with manageable recoil and a high rate of fire. The Sharpeye's maximum effective range is around 3 miles.

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Designed to be fired from the hip at close range, the XOF4 Shotgun is one of the most brutally effective weapons in the Deterrence arsenal. Capable of breaching both doors and exohuman hide, the powerful pump-action weapon is a favorite among Knights in particular. Designed to be customized by their users, the XOF4 is a beast at close ranges. Its reinforced barrel gives it much the same lethality to exonormals as the XOF3, rendering it capable of firing hypervelocity rounds in a spray pattern. Though the recoil is intense, it is also mitigated through a collection of nanomotors in the stock, compensating for the punishing twitch to give the weapon even greater accuracy. Though made for pumping, it can easily be modified to make use of semi-automatic or even automatic technology.

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Rocket propelled grenades, or RPGs, were initially developed as anti-tank weapons, though the principles which give them their power make them potent against exonormal threats as well. Capable of armament with miniaturized HEAT rounds as well as other explosive munitions, the Bulldog is one of Deterrence's most dangerous handheld weapons. Unlike heavy bazookas, the Bulldog is lightweight and can be equipped as a secondary weapon, ideal for use against exonormals with indestructible skin. It fires small micromissiles which can be set to blindfire for rapid deployment or homing mode, which takes slightly longer. The rocket engines which power these shots are stable until activated as they pass through the barrel, often fed through a belt for rapid-fire.

Though relatively lighter than any RPG launcher on the market, it's still a heavy weapon. A signature advantage of the Bulldog is that it can be fired from the hip, rather than over the shoulder, as most RPGs are. The powerful recoil and loud firing signal make it difficult to handle, but its easy deployment and rapid firing time contribute to its utter lethality when used against exonormal threats. Undoubtedly designed for anti-exopersonnel combat rather than long-range engagement, it is a key weapon for use against invulnerable metas.

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Few weapons in the Deterrence arsenal match the sheer destructive potential of the Itano BRUTICUS. Capable of firing an array of deuterium-based rocket-propelled warheads with the single squeeze of a trigger, it can deliver an explosive payload with the approximate destructive potential of a thermonuclear weapon, the combined force of each rocket enough to blast through nearly any substance. Terajoules of force are packed into the deadly over-the-shoulder weapon, firing mag-coil propelled missiles at speeds of up to Mach 40, just under the speed at which such projectiles would burn up in the atmosphere. Capable of achieving escape velocity to strike orbital targets, the Itano BRUTICUS' deadly nature and potentially nuclear payload classifies it as a weapon of mass destruction.

When fired, the standard BRUTICUS releases a barrage of 14 escort missiles covering the paths of 4 primary missiles, twisting and turning through the air as they home in on a single target. A weak AI within the BRUTICUS guides these missiles based on target priority; the escort missiles can track away from the original target in order to take out auxiliary objectives, or intercept anti-missile countermeasures such as flak or laser defense systems. These homing missiles twist, criss-cross, and turn through the air to match the optimal attack angle, inexorably chasing down enemies and ultimately striking with enough power to annihilate whatever it touches. By necessity they cannot be used in populated areas.

"You're in for a show tonight, kid. We're packing a Bruticus." - Attributed to a Deterrence officer in early 2019

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One of the most futuristic weapons in Deterrence's arsenal is the LRX, a versatile over-the-shoulder weapon which uses a variety of energy frequencies to disrupt or destroy enemies. The sizable emitter on the front can project energy in either a cone or highly precise beam. A single soldier armed with the LRX often has a technician at his back to monitor and adjust the settings of the weapon. By altering the frequency of each attack, a variety of effects may be produced. On the simpler end, it can emit visible light of such intensity that targets are blinded or disoriented, the glow powerful enough to overwhelm even advanced optic shielding. The LRX can temporarily bathe the battlefield in light brighter than the Sun, often intense enough to cause flammable materials to explode.

These flashes pale in comparison to the awe of a microwave burst. Melting electronics and boiling fluids, the deadly microwaves radiate from the emitted tip, flash-frying anything caught in the blast. Even exotic or exonormal body armor is no protection against the unstoppable heat, which can have extremely detrimental effects on the internal organs of a target. The LRX's potential to emit UV radiation also makes it a weapon of choice against enemies classified as undead or demonic, which are commonly lower-frequency beings (bathed in so-called red energy).

A sustained pull of the trigger can easily ionize the air and produce plasma, which is extremely dangerous. These crimson blasts can be withheld within the emitter and then released in a straight vector, packing both profound concussive and thermal power.

Deterrence engineers are currently hard at work attempting to miniaturize the weapon.

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A directed acoustic weapon wielded by Knights, the FCG Rifle is a potent addition to the Deterrence arsenal. Because sound can propagate through any medium, it is extremely effective against heavily armored or conventionally invulnerable foes, pulping the internals of enemies with a sustained burst. It can be adjusted to merely stun or disperse enemies as well; on the other end of the spectrum, it can drill through solid steel, vibrating the atoms until they merely fall apart.

The body is made of layered graphene, as reinforcement is necessary for the weapon to function. The emitter is a compound artificial diamond with amplified resonance, positioned within the barrel to allow for directed aim. The weapon's sound is audible only within the cone of fire; it is utterly silent outside this area of effect, rendering it a perfect weapon for engaging foes in areas where collateral damage is unacceptable. Further, it can be used underwater without heavy loss of effectiveness.

Drawbacks of the Amp include its expensive production cost and cooldown time after a sustained burst - otherwise, the weapon will fall apart.

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Combining the range and fire-rate of an assault rifle with the devastating destructive capacity of a shotgun, the AKRT Scattergun is perhaps the deadliest anti-personnel weapon in Deterrence's arsenal relative to its efficiency. True to its name, it is a firearm built for the purpose of abusing the Deterrence homing bullet in conjunction with burst flechette rounds. The result is a long-range weapon with a high rate of both accuracy and fire which accounts for exonormal foes' tendency to dodge ballistic attacks by incorporating an air-burst tracking system. In short, the original round explodes moments before striking a foe, releasing a barrage of accelerated microrounds which spread in a cone pattern. This hypervelocity metal spray can utterly disintegrate even heavily armored enemies, and electropulse between them can enable them to bypass force-shields by mimicking the false-frequency of visible light.

In order to fire such powerful bullets, the barrel must be heavily reinforced and maintained. Allocating scatterguns to Deterrence soldiers is expensive for the organization, so only Knights are permitted to use them. There has been discussion of mounting them on vehicles as well for anti-personnel purposes, along with the CCR 700.

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A tri-barrel air-cooled rotary-driven machine gun capable of firing nearly 7,000 rounds a minute, the CCR is a beast of an antipersonnel weapon without the modified Deterrence ammunition. With it, it's a veritable mechanical grim reaper, the sheer ballistic output putting any conventional military machine gun to shame. Mag-coils within the body of the weapon accelerate the shots to speeds in excess of Mach 35, though special ammunition is required at that point. Belts of miniaturized shot are constantly fed into the device, which takes a total of 3 seconds to get up to maximum rotational velocity. The power source is internal, typically a microcell battery that can last up to an hour without recharging.

After sustained fire, the weapon must be given time to cool down. By doing away with the external power source common to gatling weapons, it reduces the weight and makes users more mobile. The weapon seems more fit to be mounted to a vehicle than carried into combat, and often is; however, for mobility purposes and unexpected advantage, Deterrence infantry may use it in conjunction with strength-boosting mechanical harnesses, moving into position before unleashing a wave of pure metal on foes. The recoil is notable - most wielders must remain stationary when firing it.

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Some agents have the luxury of engaging from so far away that they seem to be outside the scope of the battle entirely. They are the ones armed with the KRPT Boomer, a deadly weapon capable of killing a target up to around one hundred miles away. To put that in perspective, a standard battleship 16"/50 caliber cannon can strike a target 24 miles away. Further adding to its lethality, of course, is the fact that the Boomer's shot will always arrive before the sound of it having been fired, making it, of course, impossible to dodge by audio cue alone. The Boomer is built to take down everything from exonormal anthropoids to extraterrestrial craft boasting enough armor to survive re-entry.

Weighing in at 150 lbs., the Boomer often requires either a two-man team to tote, or an armored exoskeleton to carry solo. Ammunition can include everything from hypersonic "thunderbolt" rounds capable of collapsing skyscrapers to explosive homing rounds customized to chase down fliers. The projectile velocity of the Boomer tops out at around Mach 35, which is above escape velocity. The weapon is highly esteemed for its thunder-like discharge. Firing it, however, takes both strength and patience, as well as a dedicated spotter to ensure accuracy. The weapon overheats easily and must be carefully maintained.

As one of the most dangerous guns in the Deterrence arsenal, the Boomer is often sought-after by competitors for resale. Deployments are always kept a secret, given the value of the weapon and the danger it might pose to civilian populations if misused.

Note: This list is non-exhaustive and will be expanded as the organization develops.


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Orbital Security - The Longinus Array

Post by Deterrence » Sat Mar 02, 2019 4:52 am


Longinus Array

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Space is no longer the final frontier. With the advent of alien interaction, it has merely become another dimension of an ever-expanding battlefield, a location to be secured, fortified, and utilized. Deterrence understands this better than any government, mobilizing into the outer atmosphere and beyond as a general rule. Partnering with SpaceX and NASA, they have begun in earnest humanity's colonization of the stars - by first starting with truly defining the outer borders of the planet.

Launched as part of Earth's new planetary defense net following the adoption of UN Resolution A/RES/1/26, this collection of orbital weapons platforms owned and operated by the Hypercorporation Deterrence are the next great weapon against the unknown. The astronomical cost of deploying such devices notwithstanding, they are projected to be an essential component of the Security Nation's "no holds barred" approach to planetary security when dealing with proportionally destructive opponents. Among the most terrifying of their new breed of weaponry are the warriors comprising the so-called Longinus Array.

Conditioned for exo-atmospheric operations, they personally man and fire the long-range orbital cannons with the machine precision and killer intuition common only to thinking, breathing human beings. Their capacity for abstract thought and improvisation still outperforms machines, meaning that their aiming the vast weaponry net is tactically superior.

Structural Overview

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The exorbitant cost of orbital satellite emplacements is matched by the combination of tactical effectiveness they bring as well as the sheer awe inspiring nature of exo-atmospheric strikes on enemy targets. Whereas the ISS has cost approximately 150 billion dollars over the course of its lifetime, the Longinus array has already racked up a price tag of around 100 billion in deployment costs, without considering the price of additional maintenance launches and crew staffing.

Regardless of resource drain, there is no doubt that the salvation of a city will pay back the price for the Longinus array in full. Even so, they must be constructed, launched, staffed, armed, and maintained, rendering them some of the Hypercorp's most expensive weapons utilized to date. However, their global attack range combined with their early warning potency against space-borne foes makes them truly indispensable, not to mention imposing.

The outer hulls of these satellites are composed of a special nano-farmed carbon substrate ideal for deployment in the irredeemably harsh conditions of outer space. Powered by both nuclear microreactors and solar panels, these miniature space stations operate in Low Earth Orbit, consistently placed at around 260 miles above the Earth's surface with an orbital speed of 18,000 mph. Each node in the array is about the size of a house, and can be staffed by as little as a single astronaut.

Longinus node cabins are designed for long-time stays in space by singular Deterrence operators, or in some cases, small squads. Nutrient production farms help keep them alive in between care package deliveries, and a dedicated communications network keeps them up-to-date with orders and goings-on on the planet below. Full VR pods help with the stresses of prolonged isolation in space, and weak targeting AIs may also be equipped to provide a form of company to those staffing the devices. A tunnel to the outer gun platform is present.

Though gravity at the altitude of the arrays is around 87% as strong as Earth's, the continuous orbit places objects in what appears to be a continuous state of free-fall, resulting in weightlessness for everything inside. Operators are fully trained to live and fight in this environment, with the internal structure of the cabin compensating for a directionless experience. There are kitchens, CO2 filters, exercise equipment, and oxygen generators aboard, as well as a main computer drive.

The individual nodes are capable of independent self-guiding operation, including evasive maneuvers. Incremental adjustments to the external flaps and jets can result in outrageous displays of zero-g aerobatics, all directed from within the pilot's cockpit. The outer gun platform of the array is built to be manned by a spacewalking combatant, though it can be fired from within the cabin. When engaging a target, the operator usually leaves the pressurized cabin to directly take control of the gun turret.

Defense Countermeasures

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As high-priority targets for any attempting to undermine humankind's authority over Earth, as well as significantly expensive investments for the Hypercorp, the individual Longinus units are equipped with a variety of defenses practically guaranteeing they will live to see the end of their operational lifespans. Monitored and guided by the individual pilots, these systems secure the Array, and by extension, the world.

The first and most potent countermeasure is the positioning of the ships themselves. For starters, they fly beyond the capacity of most Earthboudn beings to reach or even see. Equipped with the same cloaking field technology employed by Deterrence's advanced vehicles, they evade sensors and sight alike until deployed. Existing within the vacuum of space means no sound or radar can be used to pinpoint their positions; further, the sheer enormity of the outer atmosphere means that hitting one by simple chance is impossible.

Signal cloaking is vital. Those aboard the Longinus array receive no information from Earth while cloaked, which is around 95% of the time. In addition to routinely decloaking for information briefs at standard intervals, the satellites can be activated by specialized radiation bursts on Earth near target zones, which they can detect. These "flares," which can also go off at Deterrence bases, indicate to the pilots that they are to decloak and receive orders. When engaged in surveillance, Longinus satellites must be decloaked to receive information.

The cloak makes most combat scenarios moot. Even if detected, however, there are additional defenses. Significantly armored and EMP hardened, they are difficult to engage with in air-to-air conflicts. Starlite-like coating laser-ablative coating is more than sufficient to absorb and / or refract thermal attacks, such as lasers. Such attacks appear common to both extraterrestrials and spacebound metahumans, making this a potent defense. Autoguns which fire rocket-propelled shrapnel as well as laser-field generators to deter enemies from attacking can be activated and directed, turning anything which gets too close into space refuse. Anti-missile interceptor flak is activated at the push of a button - or by automatic command of the AI, based on the pilot's preferences.

A ready-launch re-entry capable escape pod can be deployed to save the pilot's life in the event of the node's destruction or a malfunction.

Primary Armament I - Longinus Spears

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Longinus nodes are equipped with myriad primary attack options, ranging from gravity-propelled ballistic attack pillars to high-powered particle bombardment cannons. Dedicated space-to-ground munitions, the ballistic columns are constructed in-space by "diamond farming" drones, which shape and craft the supplied raw materials into 50 foot long pillars perfect for kinetic bombardment. Though these weapons would have once violated the Outer Space Treaty, the presence of extraterrestrials alleged to possess enough power to flash-fry planets has left most world governments willing to endorse such weaponry.

The elongated ten-ton cylinders, after being constructed, are anchored to the outside of the node, and can be fired on command after orbital synchronicity with a target is achieved. An individual gunner can be used to aim the massive spear, with a superheated casing attaching to the back before firing. These "super-snipers" wear hulking exosuits to wield their weapons and protect against the vacuum of space.

The spear-like shape of the projectile eliminates friction on re-entry and maximizes target penetration, enabling such weapons to punch through virtually any defense at speeds of Mach 28 or greater. Time between deorbit and impact is minimal, though the kinetic energy transfer is ludicrous - these projectiles can strike the ground with the force of a small nuclear warhead. With the advent of more advanced guidance systems that could withstand re-entry, these attacks could become even more dangerous and precise - usable on moving targets, rather than purely stationary ones.

Such weapons are incredibly hard to create defenses against for a number of reasons. First and foremost, they have high-closing velocity, meaning that the time between firing and the attack hitting is minimal. Foes cannot know when the weapon is launched, as any launch signature occurs in orbit with no fixed position to track. Compared to a missile launch, it is virtually impossible to know that one has been attacked until after the attack lands - with devastating effect. There is no known bunker on Earth that could withstand a strike from a Longinus spear, as they are sometimes called.

Primary Armament II - Focused Radiation Beams

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Though not nearly as powerful as the devastating Longinus Spears, these tightly-tuned beams of directed energy can do massive damage to selected targets. Adjustable lenses make it possible for these weapons to fire a variety of energy bursts across the electromagnetic spectrum, ranging from pure heat/light output to gamma ray attack to incinerating microwaves. Similar in concept to the notorious Sun Gun, this means of attack is genuinely viable, and represents a cutting-edge means of waging war from space without the excessive collateral damage caused by releasing a ballistic column.

When fully focused, the beams can reach temperatures of around 5,500 Kelvin - nearing the heat of the Sun itself. These pulse attacks cause plasma explosions on direct impact, and by extent, fry all electronics in the target area, sometimes even bypassing EMP shielding with concentrated exposure. The near-instantaneous speed at which a target is destroyed after being selected makes this weapon tactically viable. More notably, these lasers are not gravity-based, and as such can be directed outwards, away from the planet.

Other uses for the FR Beam include shooting down intercontinental weapons, weakening or eliminating "Brick" class entities, successfully tagging "Speedster" type threats, blinding foes, and with minimum bursts, transmitting signals or messages. The mass energy requirements for these weapons makes successive space-to-ground shots infeasible.


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