Assault Shuttles
Length: 30 meters
Shields: Medium
Armor: Heavy
Offensive Weapons: 2 Independent Laser Cannons, 2 Rocket Pods
Carrying Capacity: 35 Stormtroopers
Description: The backbone of the Imperial ground forces deployment fleet. Bulky and large, they can take a pounding from ground fire and still land though their size comes at a price for speed and lack of heavy armament hampers their offensive nature and are desired targets for enemies.
T.I.P. Unit
Length: 3 meters
Shields: None
Armor: Medium
Weapons: None
Carrying Capacity: 1 Stormtrooper
Description: Used since quick insertion was needed to invade planets and secure landing zones for more troops, the Trooper Insertion Pod allows the Empire to do so. Fired above close orbit from capital ships, they have a total flight time of 7 minutes before hitting ground and allowing the trooper to move out.
Chapter 5
Ground Vehicles
If you can imagine it, it exists. The wheel is a timeless invention; all we have really accomplished in thousands of years of wheeled vehicles is better machines on top of the wheels and better roadways for them to run on. Hover vehicles have of course eliminated the requirement of roads and rails, but there is always the need for organized flow of traffic. Hover vehicles still follow designated roadways and flight patterns. Bicycles will always be an efficient means of inner-city travel, not to mention a good form of exercise and enjoyment. As civilian vehicles are even more varied than you would see on Earth today this chapter will describe the most common military vehicles.
Troop Transport
Size: 12 meters
Armor: Medium
Weapons: 4 Auto-canons
Carrying Capacity: 1 squad of soldiers
Top Speed: 100 kph
Hover Tank
Size: 12 Meters
Armor: Heavy
Weapons: 1 Heavy laser cannon, 6 light laser cannons.
Top Speed: 70 kph
Hover Copter
Size: 15 meters
Armor: Medium
Weapons 4 medium laser cannons
Top Speed: 500 kph
ATV
Size: 1 meter
Armor: Light
Weapons: 2 light laser cannons
Top Speed: 50 kph
Assault Bikes
Size: 1.5 meters
Armor: Light
Top Speed KPH: 200 kph
Weapons: 2 Auto-tracking Laser cannons
Carrying Capacity: 1 rider
Speeders
Size: 2 meters
Armor: Light
Top Speed KPH: 500 kph
Weapons: 1 Auto-cannon
Carrying Capacity: 4 soldiers
Walkers
Size: 15 meters
Armor: Medium
Top Speed KPH: 30 kph
Weapons: 4 Laser cannons, 1 Ion Cannon, 1 rocket pack
Carrying Capacity: 2 soldiers
Alltradeuin Vehicles
MAC Tank
Size: 13 meters
Armor: Heavy
Top Speed KPH: 40 kph
Weapons: 2 MAC guns, two mountable machine gun turrets, 1 laser cannon
LMV Jeep
Size: 4 meters
Armor: Light
Top Speed KPH: 140 kph
Weapons: Variable between Machine gun, miniature MAC gun, rocket pod
Chapter 6
Military Personnel and Soldiers
We can go on and on about the ships and vehicles and tanks and all of the cool stuff that people ride in and fly around the galaxy with. But all of those cool things require an operator. The individuals are the heart of the universe and the only reason that stories are worth telling. So yes, while this section will deal with broad types of individuals every one of them still has a story to tell. Maybe you can help share their story.
GRA Marines
The Marines of the Galactic Republic Alliance are among the toughest men and women in the galaxy. They are completely loyal to the ideals of the Republic and take their job of protecting the fleet and worlds of the Republic very seriously. They wear armor that protects them from most melee weapons and typical projectile and energy weapons. The marines are trained in the thin atmosphere and harsh conditions on the planet Kronsk. They live by the motto Do or Die.
Guardian Force
Guardian Force is comprised of the best of the best from the Marines and the Starfighter Command. Not only are they required to have exceptional skills in a starfighter and on the ground, but they must have an undying passion for doing what is right and fighting against tyranny in all forms. There is usually 72 members of Guardian Force at a time, six squads of twelve. Guardian Force is typically the behind enemy lines unit of the Republic’s military. On unsanctioned missions they disguise themselves as the Birds of Prey Pirates. Their motto is Libero Gravatus, or Liberate the Oppressed. Guardian Force headquarters is at a secret space station in deep space called Eagle’s Nest.
GRA Army
The Army of the Galactic Republic is a well oiled fighting machine. They are responsible for the defense of all Republic planets. Their numbers are several million strong. All capable citizens of the Republic must serve two years in the army at the age of eighteen unless they wish to serve four year terms in any other section of the military. Having all citizens trained in military tactics and weapons helps reduce crime and creates an environment on the ground that would be impossible for an enemy to control the planet. These laws were enacted after the last Socialist invasion.
GRA Navy
The Navy of the Republic crews the hundreds of capital ships that patrol and defend the Republic and their interests. Members of the Navy must serve a minimum four year term and the Republic works hard to train as many of them as career Navy personal as possible. Good pay and benefits are provided for members of the Navy who are willing to make a career out of service in space. Every member of a ship is essential and the training to learn your role is rigorous.
GRA Starfighter Command
The Starfighter Command is an essential part of the defense of the Republic. All capital ships, space stations, and planets have squads of fighters assigned to them. The fighter pilots have the exciting chance to run cover for the capital ships, provide cover for any ground forces and are usually the first ones sent into a hot spot. The job is fast and thrilling, but life expectancy is short.
SA Navy and Marines
The Socialist Alliance has a very streamlined military. But they are highly trained, effective and very deadly. The Navy and Marines staff the capital ships and starfighters of the Socialist Alliance. Training is extensive and done a secret location in deep space. Socialist Marines are well armed and wear a strong armor when on missions. They also excel at deep space penetration. Marines are dropped off at the point in space where ships are expected to exit hyperspace. The marines latch onto the ship and force their way in.
SA Army and Planetary Defense Forces
The Socialist Army and Defense Forces are recruited from some of the most intensely loyal members of the Alliance. Every member is passionate about the ideals of the Socialist Alliance and will do anything to protect their planets and the interests of the SA. Weapons and armor are issued as needed for what the mission requires.
Alltradeuin Ground Forces:
Alltradeuin troops are among the fiercest in the galaxy. They have almost all been genetically altered for their roles. They also wear color coordinated armor by their divisions. Colors are as follows:
White - Specialized in Snow assaults and cold weather tactics
Green - Specialized in Forest assaults and jungle tactics
Brown - Specialized in City assaults and urban tactics
Blue - Specialized in Recon missions and stealth tactics
Red - Specialized in Defense t
actics and are Honor Guards
Black - Honorary Generals
Storm Troopers
Storm Troopers are the standard military forces designed for assault, defense and any mission that the Empire sees fit. They wear specially hardened body armor which is resilient against EMP attacks, chemical, biological and most physical attacks. Their helmets contain an advanced HUD along with a sophisticated communications array that allows them tactical feeds from across the battlefield as well as GPS set up. They work in platoons and squads, and are incredibly loyal to the Empire. All storm troopers are clones using the advanced technology of the Empire to enhance their reflexes, strength and speed. From the first day of training, each trooper is given a specific field of expertise: Standard, Sniper, Demolitions, and Stealth. They become experts in their field before they are assigned.
Special Ops
A select corp of Stormtroopers who have gone above and beyond their normal roles and those specially created for the program. They are assigned Tactical groups of 4, and train till they act like family. Unlike normal military, SpecOps are given higher grade armor, better weapons and special kits to accomplish their mission. They tend to go into battle scenarios before the normal troopers to disable or destroy key installations of the enemy. They are given more freedom and so most SpecOps soldiers customize their armor and weapons to match their personalities.
Quiedar
The Quiedar are an Ancient race of winged beasts, Quiedar were brought back into existence through cloning and hybrid manipulation by the Empire. Once a hierarchy was established, they were outfitted with armor and advanced sensors and detection gear to boost their already impressive natural abilities. Though many have trouble accepting Imperial Rule, they would not go against their leader’s wishes and so fight with ferocity against the enemies of the Alltradeuin Empire.
Strikers
First generation Strikers were trained since children, though now candidates are accepted at any age suited for military induction. Strikers are the front line soldiers and the Generals of the Imperial forces on the ground for their expertise. Their bodies are modified to be stronger, faster, and able to withstand significant damage without cause for concern. Wearing specially designed armor, their battle tactics are second to none and no opposing force has every defeated them in hand to hand, or in guerilla warfare unless in overwhelming numbers. Their armor is equipped with shields and small jump jets for boosts in speed. Strikers carry a number of advanced weapons.
Hunters
Hunters are the snipers of the Alltradeuin Empire and are universally known for their lethality on the field, and their legendary status of never missing. Their bodies have been modified to have quicker reflexes, better eyesight and a steady hand. Their minds are sharpened so that they don't require a spotter for their missions. The lone wolves of the military, Hunters keep with their own, remain silent and complete their task and fade away to the next mission. Their armor is equipped with shields and camouflage netting.
Vazkar
The Vazkar are the Empire's breed of the parasite entity code named 'Shovian' in Striker-18, Eliar Meine. Due to the difficulty in producing such units and finding viable hosts, there is only a handful in service. The Vakzar carry a number of advanced weapons, but prefer melee combat.
Merc Militia
The Mercenary Militia is a group of soldiers who are exceptionally good at what they do. They have no moral scruples and are known throughout the galaxy for getting the job done. Their prices are high but once they have accepted a contract they carry through. Today they might work for you, and tomorrow they may try to kill you. They are a well equipped and well trained fighting force. They make their base on the planet Star’s End.
Chapter 7
Weapons
It is amazing how much science advances through the development of new weapons. The development of bio weapons sometimes leads to the discovery of medicine. Nuclear weapons led to the development of nuclear power. Lasers can be used as weapons as well as for surgeries and other medical uses. Weapons are also essential for defense against those who would destroy you; whether that is a strange new animal just discovered on a new colony, or the invading armies of a foreign government. We could hope that the next few thousand years would do away with all war and that peace would reign, but as long as there are individuals who are willing to take up arms against someone else for what they believe in and believe that they have the right to force their opinions on others, war will always exist. This section will discuss the basic weapons of the galaxy. There are of course infinite varieties of weapons and you are welcome to imagine all you wish.
Lasers
Light: Found mostly on light frigates and corvettes as well as freighters, they are meant to deter small fighter craft or pirates from preying on them. They do not have any penetration value, though their recycle rate is extremely high, putting out more energy into space then other heavier weapons, yet under sustained fire, can destroy fighters and missiles.
Medium: The mainstay of cruiser class ships, medium lasers provide penetration and damage along with a decent recycle charge. Twice as powerful as a Light Laser, the gas mixture is slightly different to give the Medium laser a longer range.
Heavy: Battleships, Super ships and Heavy Cruisers use these weapons in anti-capital assaults and orbital bombardments. Large capacitors charge the energy required before delivering the blast.
Pulse Laser: Using small pockets of gas, mixed with energy output in concentrated bursts causes rapid darts of laser energy which has the output of light lasers, but continuous hits can cause serious kinetic damage to targets.
EMP Cannons
EMP Cannons are sometimes called Ion Cannons. Ion energy is designed to disable electronic systems and eat through shields of capital ships and fighters. Using a special gas, ionic particles are excited which causes an Electromagnetic field which is directed through a barrel much like a laser, except the EM energy is transferred as well. Many fighters have one or more of their laser cannons removed and are retrofitted with EMP cannons.
Torpedoes
Torpedoes are a large projectile weapon fired from a ship that causes major damage when it hits a target. They have a guidance system built into them that allows them to follow a target through space.
Hyperspace Missiles
A hyperspace missile is a massive warhead fitted onto a hyperspace capable missile. They are typically launched from planetary based silos, enter hyperspace once into orbit and exit hyperspace on top of a target causing massive amounts of damage that the enemy had no chance to prepare for. While a very powerful and effective weapon and particularly good at taking out targets like defensive space stations the weapon is very expensive to use since it involves the destruction of a hyperdrive.
Planetary lasers
Planetary laser cannons were developed as a defensive weapon. Strategically placed around a planet’s surface they provide the ability for a planet to defend itself against large capital ships in orbit attempting to bombard the planet or to land troops. Most planets of any consequence have a few of these while more important or wealthy worlds have hundreds.
Incendiary
Incendiary weapons are created from a chemical combination of rare elements found only on the planets of Pangea and Atlantis II. When combined it bursts into a ball of flame that burns intensely hot and without oxygen until it consumes the materials it is burning, it burns hot enough to melt quickly through nearly all types of armor known to the universe. The process of creating incendiary weapons is expensive and slight accidents turn very deadly. It was originally intended to be a weapon used against incoming ships, but the process of firing incendiary weapons into orbit in a concentration large enough to do any damage resulted in the destruction of the facility from which it was fired. The incendiary rifle was developed for elite Republic troops. It fires eight small incendiary rounds before it must be reloaded in a secure environment.
Neutr
on Weapons
The Neutron bomb is the only nuclear type weapon not banned by the Treaty of Abregado. The neutron bomb releases an intense burst of radiation that wipes out all living things in its range, but leaves the structures. The radiation clears within hours and it is safe for living things to enter the affected area again.
Unique Alltradeuin Weapons
The Alltradeuin Empire has developed a number of high powered unique weapons that the rest of the galaxy desires to copy but is still far behind.
MAC guns
MAC guns were designed as an Anti-Capital ship weapon, the MAC round varies in weight between the Ship base 5,000 tons, and Planet Defense version 30,000 tons. They have the power to punch through shields and carve out brutal holes in ships. They are unguided and follow a straight trajectory at incredibly high velocities.
HVEM
HVEM stands for High Velocity Electro Magnetic. Used in conjunction with plasma cannons to fire a super concentrated beam of energy that slices through armor and can melt through multiple capital ships. Expanding plasma is forced through a series of energized coils compressing the energy and greatly expanding its destructive capabilities upon impact.
Chapter 8
Essential Technology
Our Grandparents could hardly imagine what the world of today would look like. For many thousands of year’s technology was stagnant moving forward measured in centuries. The world we live in today the progress of technology is measure in weeks, days, sometimes even hours. I believe we can only begin to fathom what the future will look like in another three thousand years. We can barely imagine what great new thing tomorrow will bring. We live in a world of constant change, if you cannot adapt, you will be left behind to die. This chapter will discuss a few of the essential technological advancements mankind must make to be successful as we spread out across the stars.
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