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== Military == === Ground Military Force === *Tempest Army (25K): These men are loyal to you, at least in theory. They also double as Enforcers. Around five thousand are equipped Guard ARs & Security Armor. *Tempest Rangers (4K): Planetary law enforcement, led by Motoko Kusanagi. Many of them are augmented. Militia gear. *Mercenaries (5K): A1 Security is the largest contingent, and also the one with the only air transports and gunships. North Star, Tristar and Musashi Arms all hold Power Armored elements and large amounts of plasma weaponry, Thorhammer Military Services has a number of AT-14 Humanoid Armored Combat Walkers, and the Orns World Rangers have a unit of heavy self-propelled artillery." *Kzin Warriors (600): A mix of greens, blood-soaked veterans and legendary heroes. *Standing Militia (800K): Every adult colonist is given basic military training, a standard Guard Pattern Assault Rifle, and basic Security Armor. *Reserve Militia (0K): Every adult colonist is given basic military training, a standard Guard Pattern Assault Rifle, and basic Security Armor. **Soldiery: Your soldiers are trained up to the standards of a real military, making them a match for most Mercs where skills are concerned. Excellent for use of armored vehicles and aircraft, and makes your Guard much more professional and disciplined. **Weaponry: Your soldiers are are equipped with powerful military-pattern tri-barrel Assault Rifles, firing standard caseless, explosive-tipped light armor piercing rounds. Tri-barrel ARs can pierce through Combat Armor at the very least. They are also equipped with autopistols, knives, and frag grenades. Tempest Army soldiers are also given Combat Armor in stead of Security Armor. Your soldiers have enough LMGs to outfit most squads in your Guard with one, takes the same ammunition as your rifles, a few interchangeable parts. Said LMGs need their Morkul Combine ID chips removed. *Coalition Mammoth Super-Heavy Tanks (6): Seen by many as the poor mans BOLO, these tanks have an excellent blend of firepower, armor, and mobility combined with the excellent durability and ruggedness of Coalition designs. You blew up a fair number of these during the Iron league War, and know that even though they can't hope to match a BOLO, they're effective war machines. Good enough that on all else being equal, 10 of them are equal to a BOLO. *Southern Cross Light Amphibious Tanks (80): Light, fast, maneuverable, and cheap. Each comes with a light Battle Cannon and a hull-mounted Heavy Machine Gun, and a substantial supply of ammunition for both. *K-7 Combat Walkers (100): Also known as Chicken Walkers for their leg shape, these are effectively an armored cockpit with a heavy chaingun, limited missile launcher, and good sensors on nimble legs for recon and infantry support in rough terrain and urban environments. *SCAR-23 Amphibious APCs (825): Armed with heavy machine guns with basic passive and active countermeasure. Has a capacity of 16 passengers. You currently have enough that 2/3rds of the Tempest Army is mechanized. *Anti-Air cannons: Basic rapid-fire autocannons, great for shooting down home-built pirate junk fighters and converted shuttles, but not so much against even outdated fighters and landers. === Space Forces === *Gladius-Class Rift Federation Destroyer (1): Often regarded as a triumph of ship-building, its excellent construction fundamentals and superb design ensuring that many ships of its era still remain in service a hundred years after being sold off by the Rift Federation Navy. Even with its original, outmoded weapons and defenses, it could probably take on the combined might of the Pirate fleet it was until recently Flag of. *Missile Carriers (5) *Draconis Combine Frigates (9) *Patrol Ships (25): Lightly armed, more intended for police actions and rescue operations than combat. *Defense Auxilliary (Name Pending): An assorted collection of converted tugs and junk freighters gunned up enough to scare off small-time pirates and slavers. Put in a pattern common to defense satellites. *Coalition X-35 Talon Multi-Role Aerospace Fighters (50): While not up to date, like all Coalition Militech, they're well designed and built to last. === BOLO === *Iron Scythe: An aging BOLO, once named Iron Scythe, refitted for industrial purposes. A bit on the senile side, which makes many buyers skittish with memory of BOLOs on the rampage in their senility. The Commonwealth Safety Bureau will have a keen interest in this machine. Missing most of his former industrial tools outside of the drills. It now has four Laser Cannons and a box of rockets that must be manually fired by personnel. *Spare Parts: Various BOLO spare parts. Most from Sycthes Mark, the rest universal enough among BOLOs that Mark matters very little. *Full BOLO suite: Prmary and secondary plasma cannons, tertiary weapons outfitted with Gattling Lasers for anti-infantry, original countermeasures suite, point-defense. *Secondary Shields: For when the primary Shields go down, and to help stop specialized Shield-Breaker weaponry. *Modern Countermeasures === Small Arms === *Screechers (70): Banned Sonic weapons that literally dissolve the flesh from a targets bones. Incredibly painful, and lethal, but short-ranged and ineffective against armor modified to protect against it. Used primarily for "crowd control" and putting down lightly armed peasant revolts. Can be very effective against certain strains of rach *Northern Arms Powered Armor (50): High-quality with optional slots for integrated light weapons, currently empty. Still has the I.D chips. *Pulse Laser Rifles (80 High Quality, 180 total): Capable of fucking up light powered armor, and going right through Combat Armor (What your troops have) unless it's a glancing hit or weakened by specialized reflective fog. The high quality versions weigh & are 2/3rds the size while having +30% more range and power. *Morkul Combine LMGs (1299): Takes the same ammunition as your rifles, a few interchangeable parts.
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