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LC3 Theodosian Market

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Re: LC3 Theodosian Market

Postby Michael50210 » Mon Oct 10, 2016 8:24 pm

Structures and fortifications


Order Assembly Factory
Cost:
400,000 Factory Complex
100,000 Production Floor(+2 Production Slots)(max 6)
100,000 Extra Assembly Floor (+2 Slots) (Max 3)
20,000 Steam Tools(+5,000 Income)(one per production slot)
500,000 Imbuing Building(+50,000 income)(max 1)
Income: 100,000
Production Slots: 8
Details: Featuring advanced mechanical features, powered tools, and large spaces, the Order Assembly Factories take advantage of new technologies and construction methods to produce a greater output of goods without sacrificing their quality.
--Production Floor: A new building with additional workshops, letting the complex handle larger orders.
--Steam Tools: A steam engine is added in an extension to the building, directing its power to a driveshaft that goes through the production floor, branching off to each work station, allowing workers to finish more products in each shift.
Assembly Floor: Where various workers work in assembly lines on various parts, slowly but surely assembling finished products while keeping an eye out for defects
--Imbuing Building: While identical to all the other buildings of the complex on the outside, the Imbuing Building is quite different on the inside. A library full of copies of books on imbuing techniques and spells combinations gives the team of sorcerers all the knowledge they could need, while a store of various materials provides any focuses needed for various jobs.

Order Assembly Shipyard
Cost:
300,000 Shipyard Pier
300,000 Pier Extension(+2 production slots)(max 3)
100,000 Steam Crane(+5,000 income)(one per production slot)
100,000 Extra Assembly Floor (+10,000 Income) (+1 Slot)
500,000 Steel Rolling Mill(+50,000 income)(max 1)
200,000 Harbour Defences(Max 1/Shipyard/Shipyard Extension)
Income: 200,000
Production Slots: 4
Details: The Shipyard Pier is a large pier stretching out from the shore, lined with building slips and covered in warehouses, workshops and an access road. It is a modern facility, using steam power and arc lighting to increase productivity, allowing 24 hour work to occur.
--Assembly Floor: where parts are assembled
--Pier Extension: An extension to the main pier adding another pair of building slips and their attendant warehouses and workshops.
--Steam Crane: A powerful, steam powered crane to lift and move heavier pieces or pallets of parts around the building slip, streamlining the building process.
--Steel Rolling Mill: This steam powered rolling mill allows for the production of large, thick, steel plates for use in the armoring of Order ships
--Harbor Defenses: Thick sloped walls are made from a solid backing of concrete, with a thick steel plate bolted to the front, covered in multiple meters of dirt, topped with sod to keep it from eroding. Each defense section adds ten Heavy Pulse Cannons, twenty S3 Blaster Cannons, and thirty S2 Blaster Cannon swivels, ensuring anyone trying to raid your harbors will get a nasty surprise.
Description: an enhanced version of the Order’s Shipyards featuring powered equipment, assembly lines, defenses, and plenty of space. Using both steam and arc powering for their equipment, these factories will ensure that the Republic and the Order always have the ships they need.
Republic Telegraph Station
Cost:
200,000 per Telegraph Station
100,000 per Capacity Upgrade(+50 telegraphs)(max 4)
50,000 per Relay System
1,000,000 per Provincial Telegraph Wire Network
Upkeep:
2,000 per Telegraph Station
1,000 per Capacity Upgrade
1,000 per Relay System
5,000 per Provincial Telegraph Wire Network
Details: The Telegraph Station is a large building, with fifty telegraphs spread throughout its several floors and a large steam powered electrical generator in the basement that provides much more energy than is needed to run the basic station. Each telegraph consists of a box containing two variable charge electromagnetic coils, each connected to a needle, two knobs and a button. The coils turn the needle a different amount, based on the charge passed through them, allowing for multiple possible positions for each needle. The first needle has fourteen marked points along its arc, going from zero to ten, plus a period, comma and question mark, and an additional position, on the far end of the arc, taken up by a small bell used as the "stop" signal. The second needle has twenty-six marked positions, corresponding to each letter of the alphabet. The combination of the two needles allows for any message to be spelled out, letter by letter, however a code system has been created for use with these telegraphs to assist in more concise messages. The code system consists of five-character segments, each representing a word, several words or entire sentences, making the transmission of fairly long messages requiring as little as 25 individual characters.
--Capacity Upgrade: Expands the Telegraph Station either vertically or horizontally, depending on the availability of land in the area, using steel beams to support the building when the number of floors gets great enough. The additional space is used to house an extra fifty telegraphs and lines, doubling the default capacity of the station.
--Relay System: A series of specially designed telegraphs, which are made to automatically receive a telegraph message from one line and relay it along to another station further down the line, for when messages need to be sent long distances, to prevent signal strength drops.
--Provincial Telegraph Wire Network: A series of both buried cables, and wires hung between poles, connecting to telegraphs in all large towns and cities, as well as the borders and along all major travel routes. The cables used contain many individual strands, allowing for a large number of telegraphs to be connected to the system.

Republic Provincial Power Station
Cost:
1,000,000 Provincial Power Station
1,000,000 Provincial Power Network
1,000,000 City and Road Arc Lamps
Upkeep:
10,000 Provincial Power Station
5,000 Provincial Power Network
1,000 City and Road Arc Lamps
Details: A sprawling complex often located on or near a river for fresh water access, each Provincial Power Station is a group of a dozen solidly build brick buildings and a large warehouse. Each brick building houses a very large steam engine, used to run a power generating coil, which is then hooked into a network of power lines throughout the province. The warehouse is used to store the coal that runs the steam engines, as well as replacement parts and a small workshop, allowing for on site repairs and maintenance.
--Provincial Power Network: A series of both buried cables, and wires hung between poles, connecting to all large towns and cities, as well as the borders and along all major travel routes, to provide power.
--City and Road Arc Lamps(requires Provincial Power Network): Connected to the Provincial Power Network, these lamps provide light to all of your major population centers and transit routes by arcing electricity. The lights along roads are spaced fairly far apart, primarily giving direction in bad weather and a well lit spot to stop for the night. Each lamp is a pair of carbon rods, mounted vertically in parallel, on clockwork pivots, with both rods connected to a powering wire, all inside a glass enclosure. The glass enclosure can be fully sealed to the body of the lamp and emptied of air by a pump on the lamp lighters cart, to create a vacuum for the arc to operate in. The lamps are ignited by turning a knob connected to both pivots which causes both rods to touch, starting a short arc, then the rods are slowly separated by the clockwork action until they return to parallel positions and the brightest arcing. As they arc, the carbon rods are slowly burned off, requiring semi-regular replacement.


Republic Provincial AC grid Upgrade
Cost: 2,000,000
Upkeep: 200,000
Upgrades: none
Details: a breakthrough in the Republic's work with power generation has led to a method of electrical current known as Alternate Current. It bypasses the need for any wires, although current can still travel through those already running through the province. The mass coils of the AC grid can put out energy more efficiently than the steam-driven plants, at the same time being remarkably environmentally-friendly; on top of that, part of its expense is due to citizens of the Republic, and those of other territories who have one, not needing to pay anything; the electricity is free and renewable. Naturally, special equipment is required to work around the AC grid due to the high electrical current flowing between and leaving the massive coils, nicknamed "Bolton Coils" after the scientist who led the breakthrough, Theresa Bolton.


Order Port Defenses
Cost: 80,000
Default guns: 6x Order Standard Howtizers, 10x Order Light Howitzers, 4x Order Heavy Howitzers, 12x Order SV3 Blaster Cannons, 12x Order Heavy Pulse Cannons, 12x Order Heavy Mortars
Static defenses: Razerwire, Order Posts
Garrison size: 1000
Description: want to help keep your ports safe from attack? Just buy the Port Defense package from the Order and they'll build you some nice thick sloped earthworks padded with strategic earth-and-metal bunkers to protect your guys from attack while you try and sink them. One per coastal city

Order Artificial Island Fort
Cost: 200,000
Building Time: 4 turns
Default Guns: 6x Order Heavy Howitzers, 20x Order SV3 Blaster Cannons, 16x Order SV4 Blaster Canons, 12x Order Heavy Pulse Cannons, 12x Order Heavy Mortars, 20x 32 Pounder Scourge Cannons
Static Defenses: Barbed Wire, Order Posts
Garrison size: 1000
Description: a costly addition to one's coastal defense, the Order Artificial Island Fort is an "island" with a nice fort on top to help protect your coast and/or port from pirates and enemy attackers. It is built designed similar to the Order’s bunker-style forts on land, albeit bigger, with an emphasis on superior vantage points to better fire away at an enemy fleet as well as being able to survive return fire, while the well-supplied and entrenched garrison fends off landing attacks that will surely come. Since it would be extremely costly to take a coastal city as long as this fort remains in the hands of the local defense forces, ensure these islands are fully garrisoned as the logical first step for a prepare foe will be to take them.

Order Post
Cost: 25
Description: a rather simple large stake-like metal post that you place on coasts and such to break up attacking formations, maybe even sink a landing boat or two if you're lucky. Very simple deterrent.

Order string mine
Cost: 100
Description: a version of a regular mine that uses string to activate the sparking mechanism. This mine is a useful trap if placed between trees or posts, and while it may not always catch an enemy by surprise it'll still delay them if they try to remove these. Aside from the standard explosive charge it can also be used to fling shrapnel.

Order Mine
Cost: 50
Kill Radius: three feet
Description: a mine made by the Order that can be detonated either remotely or by pressure. They can contain naptha or shrapnel as well as regular explosive.


Order Light Fort
Cost: 90,000
Building Time: 2 turns
Guns: 16x 10 Scourge Guns, 10x Order Pulse Canons, 6x Order Heavy Pulse Cannons, 10x 24 Scourge Guns, 2 Order Standard Howitzers, 4x Order Heavy Mortars
Garrison size: 500
Static Defenses: Razerwire, stakes
Income: 9,000
Details: the Order Light Fort is a small but well-constructed fortification that can be useful in holding off enemy forces in areas that are lightly defended. It is designed in a trench-like manner, with three main bunkers constructed of earthworks and metal to defend against artillery attacks so that the garrisons inside can stay alive to fire back.


Order Gun Towers
Requirement: Artillery Tower or existing stone fortifications at the least
Cost: 8000
Building time: 3 turns
Income: 4000
Guns: 1 top-mounted Order Heavy Howitzer, 2 Order Heavy Mortars near-top level, 4x Order Pulse Cannons, 4X Order SV3 Blaster Cannons
Details: tired of your castle not having any cannon towers to hit back hard at the enemy? Well the Order can fix that! With some modifications to your existing towers and heavy lifting, the Order Artillery towers will give your castle long-ranged firepower that'll make even the hardiest armies hesitate.

Order Heavy Gun Towers
Requirement: Order Gun Towers, existing Order fortifications
Cost: 10,000
Building time: 3 turns
Income: 5000
Guns: 1 top-mounted Order Destroyer Cannon, 2 Order Heavy Howitzers near-top level, 4x Order Heavy Pulse Cannons, 4X Order SV4 Blaster Cannons
Details: more spread and a bit “larger” and more fortified than prior Order Gun towers, the Heavy Tower is a much heavier emplacement often found in critical areas or on the coast. The Destroyer Cannon on the top gives it immense range and firepower that can rip shits and formations apart, while the other heavy weaponry mop up what’s left as the gun recharges.


Order Main Fort
Cost: 100,000
Building time: 3 turns
Income: 25,000
Garrison size: 1000
Guns: 18x Order SV3 Blaster Cannons, 14x Order Heavy Pulse Cannons, 12x36 Pounder Scourge Guns, 5x Order Standard Howitzers, 3x Order Heavy Howitzers, 10x Order Heavy Mortars
Static defenses: Razerwire, Stakes, Mines
Details: a huge step up from the light fort, the Order Main Fort is designed to hold the line in a typical assault. With emphasis on trenches and bunkers fortified against artillery and cannon fire, the Main fort employs more and heavier guns than the light fort and houses a larger garrison to help throw back more determined enemy assaults.

Order Heavy Fort
Cost: 250,000
Building time: 6 turns
Income: 75,000
Garrison Size: 1500
Weapons: 30x Order SV3 Cannons, 20x Order Heavy Pulse, 12x Order Heavy Mortars, 20x 32 pounders, 10x 64 Scourge Cannons, 15x Order Standard Howitzers, 10x Order Heavy Howitzers
Static defenses: Razerwire, Stakes, Mines
Description: when you absolutely, no joke, have to defend a key position, this fort will do the job. Heavily armed, heavily reinforced, and capable of holding a large garrison, is VERY costly in terms of manpower and resources but you can guarantee the enemy will waste about ten times more money and men trying to take this fort from you in assault after bloody assault.

Order Rail system
Cost: 200,000
Building time: 3 turns
Upkeep: 50,000
Income: 100,000
Benefits: 2x Faster movement through a province by forces of the controlling faction if it possesses a rail system; having all provinces in a territory upgraded with rail system provides a boost to happiness and income earned
Description: Having wholeheartedly embraced steam engines and all that came with it, the Republic and thus the Order have standardized lay-outs and workings for a full Rail system that aids greatly for both the economy and for the military. Each rail system is created per province, so a ruler should keep that in mind. Make sure to keep your rails protected. Stations are also included.

Order Factory Steam pump
Cost: 20,000
Type: Factory upgrade
Effects: cuts building times in half and reduces the time to produce new items by half
Details: after many years of work and research, the Order has made what they proclaim to be the first step of harnessing a new kind of energy: steam. More specifically, they have found a way to use steam in factories, allowing them to power their efforts away from rivers and the sea. This model of the pump is rather large, and thus far must be built into a factory itself.

Order Razerwire
Cost: 200 for 200 square foot rolls
Description: defensive wire that can slice apart the flesh of any who try to rush past it. More dangerous than barbed wire, and often placed in strategic locations to slow and break apart enemy waves.
Last edited by Michael50210 on Mon Jan 09, 2017 2:31 am, edited 2 times in total.
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Re: LC3 Theodosian Market

Postby Michael50210 » Mon Jan 09, 2017 2:27 am

Armor and Weapons

Order Infantry Helmet
Cost: 50
Details: The Order Infantry helmet is an open-faced helmet designed to protect most of the wearer’s head from bullets, shrapnel, and blows, while still allowing them to see their surroundings.

Order Infantry Armor
Cost: 250
Details: The Order’s Infantry armor contains special steel “plates” in vital areas such as over the heart, but is mostly cloth-based, woven with strong, thick fibers of fabrics including silk, to spread out the impact force of a bullet while also slowing it. It’s lighter than the armors of before, allowing for greater mobility while still being protective.

Order Militia Helmet
Cost: 40
Details: A variant of the Order Infantry Helmet designed for the lighter militia provisional troops.

Order Militia Armor
Cost: 200
Details: a lighter variant of the Order’s Infantry Armor for their militias.

Order Grenadier Helmet
Cost: 60
Details: The Order Grenadier helmet is a “heavy” helmet for the elite grenadier troops of the Order, offering better protection.

Order Grenadier Armor
Cost: 300
Details: The Order Grenadier armor is a heavier version of their infantry armor, offering better protection, while being a little heavier. It’s the perfect fit for their shock troops.

Order Heavy Grenadier Helmet
Cost: 60
Details: A variant of the Grenadier helmet for the werewolf Heavy Grenadiers, fitting over their wolfen heads rather snugly

Order Heavy Grenadier Armor
Cost: 300
Details: A variant of the Grenadier armor designed for the werewolves who make up the heavy grenadiers, still offering great protection but also flexible enough to accommodate the user when they transform.

Order Dragoon Helmet
Cost: 60
Details: A variant of the Infantry helmet for the Order’s Dragoons, fitted well for those who like to ride fast.

Order Dragoon Armor
Cost: 300
Details: A variant of the Infantry Armor designed for the Dragoons. Lightweight while still being protective, it’s a choice armor for the mobility-inclined.

Order Marine Helmet
Cost: 60
Details: A variant of the Infantry helmet for the Order’s Marines, a bit thicker but able to stay attached even in water.

Order Marine Armor
Cost: 300
Details: A variant of the Infantry Armor designed for the Marines. It’s more protective but is also waterproofed for carried gear and flexible, allowing for the wearer to keep swimming and be mobile during landings or other water-centric operations.


Mist Helmet
Cost: 80
Details: The main helmet worn by the line infantry of the Mist Islands, forged with better materials to offer greater protection.

Mist Infantry Armor
Cost: 400
Details: The Armor worn by the elite Mist Linemen. Better forged, more protective, yet still mobile for the field.

Mist Grenadier Helmet
Cost: 80
Details: The main helmet worn by the grenadiers of the Mist Islands, forged with better materials to offer greater protection.

Mist Grenadier Armor
Cost: 500
Details: The Armor worn by the dreaded Mist Annihilators, it’s one of the few armors truly considered “heavy”. The wearer may be slowed, but someone who can wear this armor generally doesn’t need to be running around.

Order Tri-rider Helmet
Cost: 100
Details: The main helmet worn by the Order’s Triceratops riders. It features a small horn on the nose flap and is sizes for their large wearers.

Order Tri-rider Armor
Cost: 500
Details: The armor worn by the might Tri-riders, all of whom are Mist Equines. It offers full protection, or as much as armor can, for their large wearers, while not being too uncomfortable for the beast they ride.

Mist Guard
Cost: 150
Details: The main helmet worn by the Mist Guard, the elite of the elite. Made from the best materials and forged by the best factories and smithes.

Mist Guard Armor
Cost: 550
Details: The armor worn by the Mist Guard. Made from the best materials available, this armor is tough to get through, yet mobile enough for the fearsome warriors the armor contains.

Order Triceratops Armor
Cost: 700
Details: armoring worn by the Order’s Triceratops. Light enough to allow them their full range of movement yet strong enough to withstand the hazards of the battlefield

Order Spino-Armor
Cost: 900
Details: The armor worn by the Spinosaurs of the Order. It’s relatively light to allow the beasts to swim and move underwater as is their nature, but provides protection from bullets and blades and teeth


Order Tyranno Armor
Cost: 100
Details: The armor worn by the T-rex's of the Republic's Mist Dragoons. It covers the vitals of the Tyrannosaur and supplies their cannons with power, while also allowing them their regular range of motion. It even comes with "boots" that the Rex can wear to protect their feet from mines, caltrops, as well as allowing them to more easily crush things.


Annihilator Armor
Cost: 20,000
Weaponry: 1x Wrist-mounted Mk1 Bolton Gun, 1x Steam Thrower, 1x Standard Bolton Rifle
Details: a form of Bolton armor created for the Guard Infantry of the Republic, the Annihilators. It is not enchanted and carries less equipment, though like its cousins it does seal fully. It also mounts an electricity-powered torch, not so much to light up the way for the Annihilators as it is for their allies, as well as to blind their foes.


Marine Guard Armor
Cost: 20,000
Weaponry: 1x Wrist-mounted Mk1 Bolton Gun, 1x Steam Thrower, 1x Standard Bolton Rifle
Details: a form of Bolton armor created for the Guard Marines of the Republic. It is similar to the Annihilator armor, but it also designed for amphibious operations, with increased capacity for air and pressure compensation and prototype "jets" to improve swimming speed.


Order Bolton Paladin-Initiate Armor
Cost: 60,000
Weaponry: 1x Wrist-mounted Mk1 Bolton Gun, 1x Steam Throwe, 1 Electricity-powered Piledriver, 1 Bolton 'Power' Sword, Fists
Details: The Order has worked on it's own set of "powered armor" for quite some time, particularly after certain allies released their own. With breakthroughs in power and pure science, it has finally been able to be produced. This version is for the Paladin-Initiates, those who take the long, ardous path to becoming a true Paladin of the Republic. It features similar abilities and general armor design to the Kotte Destrier armor, such as the pile driver and a self-contained environment with air once the armor is fully sealed. The similarities pretty much stop there, however. Using their own pump technology and that of the new Bolton coils, the Paladin-Initiate armor has become a suit that does not require SE to function. It draws upon its own Bolton coil for power, allowing the use of the wrist-mounted Bolton gun as well as for the full rang of movement. As well, anyone wanting to strike a wearer of such armor in melee had best beware if they use a metal weapon, lest they invite a current powerful enough to sustain an entire suit of mobile armor to make its home in their frail organic body. There are enchantments in the armor that the Initiate (or other wearer) can activate, such as making the armor weightless for a time, unleashing a burst of pure force energy (this combined with the weightless property can make a potent ground-pound weapon), and so on, but these abilities are limited, and have to recharge for some time after every use.


Order Bolton Journeyman Armor
Cost: 800,000
Weaponry: 1x Wrist-mounted Mk1 Bolton Gun, 1x Steam Thrower, 1x Standard Bolton Rifle, Electricity-powered Piledriver, 1 Bolton 'Power' Sword, armored Fists
Details: The powered and enchanted armor worn by the Journeymen of the Republic's Paladin Branch. A step up from the Initiate armor, it is more durable and enhances the wearer more, and comes with a Bolton Rifle.


Order Bolton Paladin Armor
Cost: 100,000
Weaponry: 1x Wrist-mounted Mk1 Bolton Gun, 1x Steam Thrower, 1x Heavy Bolton Rifle, Electricity-powered Piledriver, 1 Bolton 'Power' Sword, armored Fists
Details: The most advanced version of the Bolton powered armor line, reserved for only those who have become Paladins. Their armor is sleek and the most durable out of the three sets, their armor power system is streamlined and powers the Heavy Rifle, and all of their enchantments are stronger and longer-lasting. It's the perfect armor for the most powerful SE warriors of the Republic and the Mage's Guild.


Retribution gun
Type: specialized flamethrower
Cost: 500
Range: varies
Description: a specially made flamethrower imbued to Fire-class spells that greatly extend their range and power. It currently has a popular use on the Order's new airship fleet as a Shaman can use the Retribution gun to cleanse the enemy in flame, whether or not they hide in a cave, in the woods, or under a rock.


Order Mk2 Light Howitzer
Cost: 60,000
Round: 14 pound solid shell or 12 pound explosive shell
Range: 10,000 meters
Detail: An updated Order howtizer design based on the Kotte and Renate designs that were based on the original howtizer; a breech loading, rifled steel wire-wrapped howitzer, with a hydro-pneumatic recoil buffer. Steel gun shield, high angle carriage, split tail and wedges are default equipment. The high angle elevation of the gun means it can also be used in an anti-airship role. Standard rounds are solid shot, naphtha, guncotton explosive shell, shrapnel, parachute flare, Null and timed explosive. It can fire up to 10 rounds a minute and has an effective range of 10,000m.

Order Mk2 Standard Howitzer
Cost: 70,000
Round: 30 pound solid shell or 24 pound explosive shell
Range: 13,000 meters
Detail: An updated Order howtizer design based on the Kotte and Renate designs that were based on the original howtizer; A breech loading, rifled steel wire-wrapped howitzer, with a hydro-pneumatic recoil buffer. Steel gun shield, high angle carriage, split tail and wedges are default equipment. The high angle elevation of the gun means it can also be used in an anti-airship role. Standard rounds are solid shot, naphtha, guncotton explosive shell, shrapnel, parachute flare, Null, and timed explosive. It can fire up to 8 rounds a minute and has an effective range of 13,000m

Order Mk2 Heavy Howitzer
Cost: 80,000
Round: 60 pound solid shell or 50 pound explosive shell
Range: 15,000
Detail: An updated Order howtizer design based on the Kotte and Renate designs that were based on the original howtizer; A breech loading, rifled steel wire-wrapped howitzer, with a hydro-pneumatic recoil buffer. Steel gun shield, high angle carriage, split tail and wedges are default equipment. The high angle elevation of the gun means it can also be used in an anti-airship role. Standard rounds are solid shot, naphtha, guncotton explosive shell, shrapnel, parachute flare, Null, and timed explosive. It can fire up to 6 rounds a minute and has an effective range of 15,000m

Order Mk2 Super-Heavy Howitzer
Cost: 100,000
Round: 115 pound solid shell or 100 pound explosive shell
Detail: An updated Order Howitzer design that was based on Kotte and Renate designs that were based n the original Order Howitzers. A breech loading, rifled steel wire-wrapped howitzer, with a hydro-pneumatic recoil buffer. Steel gun shield, high angle carriage, split tail and wedges are default equipment. The high angle elevation of the gun means it can also be used in an anti-airship role. Standard rounds are solid shot, naphtha, guncotton explosive shell, shrapnel, parachute flare, SE Disappear(class E) and timed explosive. It can fire up to 4 rounds a minute and has an effective range of 16,500m.


Order Hellstorm Rocket launcher
Mounts: Ships, Batteries, Airships
Type: Rockets
Sizes: 80mm/140mm/250mm
Costs: 20,000/30,000/40,000
Details: The Hellstorm rockets are the Orders response to the apparent arms race involving rocketry. As well as simple explosive rockets, the Hellstorm specialize in being "multi-stage" that is, when the rocket is lit, the main carrier or boosters race down towards the target for a set time before exploding and releasing a whole multitude of things that can include: naptha, silver, regular shrapnel, more explosives, smaller rockets, and more! It's wonderful at area denial and causing lots of misery to what it hits. They have effective ranges of 6000m-6500m-7000m and the launcher can fire a full volley every ten minutes or so if the crew chooses.


Order Apocolypse Rocket Launcher
Mounts: Ships, Airships, Batteries
Type: Siege Rockets
Size: 700mm explosive rocket
etail: The Apocolypse Rocket Launcher is a heavy rocket siege engine, for when you absolutely must kill or destroy everything in four football fields. It is a trio of wagons, two with racks of 30 adjustable steel tubes and a series of stabilizer legs that can be cranked down to level the platform, and the third being a magazine cart, with a quick erecting 20m tower, with a heavy telescope and a heliograph. The rockets have a standard 350 pound guncotton bursting charge, surrounded by shrapnel, and an additional payload, with the option of: canister, naphtha, quicklime, silver, extra 250 pound bursting charge or a steel nose cone and delayed impact fuse for destroying fortifications. A special Flail Rocket was made specifically for the 60/700, consisting of a main charge of 100 pounds of guncotton and a load of grapeshot and musket balls on an timed fuse, with a secondary payload of 40 ten pound guncotton bombs, spread by a weak bursting charge while still in flight, spreading the bombs before impact. The Flail Rockets combined canister and spread bombs let each rocket blanket an oval of 30 by 45 yards with a powerful lashing of grapeshot, musket balls and shrapnel. It can fire one full volley every 28 minutes and has and has an effective range of 9000m.

Order sv2 Blaster Cannon
Mount: ships, Air ships
Type: Energy cannon
Description: Naturally, after the success of the Blaster Cannon against the Grand Romano Fleet, particularly against their armored ships, the Order was quick to work on and improve their new weaponry to ensure they were ready for the future battles of the sea. The force and fire energy inside are twice as strong as that of the original cannon with greater range due to specialized lenses built into the weapon. The v2 Cannon is the primary broadside energy weapon of the Order’s fleet, replacing a great deal of the older conventional cannons. The downside to the Blaster is that it cannot be angled, only able to be used in a direct fire manner. They can be aimed upwards to deal with aerial threats.


Order sv3 Blaster Cannon
Mount: Heartbreaker ships, airships, coastal defenses
Type: Energy cannon
Description: a much more powerful version of the v2 cannon, with great range and hitting power at the downside of direct fire and slower rate of fire. The guns are mounted primarily on Heartbreaker ships to help them keep their role as destroyers of higher-rated ships from afar, but are also greatly used in port defenses to make enemy assaults regret their life choices. They can be aimed upwards to deal with aerial threats.

Order sv4 Blaster Cannon
Mount: coastal defenses, airships, Murderhobos
Type: Energy cannon
Description: The most powerful of the ship-borne blaster cannons, naturally are mounted on the Order’s most powerful ship in the sea, as well as serving for much stronger emplacements on the coast and on airships. It has the greatest range and the greatest destructive power of any SE weapon on the sea, setting off wood ships like tinder and turning lesser armored ships into floating piles of slag. They can be aimed upwards to deal with aerial threats.

Order Pulse Cannon
Type: specialized 'cannon'
Cost: 1000
Range: varies
Description: The success of the Retribution Gun helped to finance and finish the design of what is called the "Pulse Cannon". Just like the Retribution gun it is designed to allow SE users to channel a specific class of spell with greatly enhanced range and hitting power; instead of fire however, the Pulse Cannon is designed for Force spells. This effectively allows the Orders ships to forgo regular heavy and unwieldy cannons for something with just as much or more hitting power but much smaller and easier to place.

Order Heavy/sv2 Pulse Cannon
Type: SE cannon
Cost: 2000
Range: varies
Mounts: all defenses, ships, airships
Description: a much more powerful version of the Pulse cannon, it serve well in place of heavy cannon, particularly on ships such as the Wall-Slayer and Murderhobo, and works well as a defensive emplacement on land and sea.

Order Destroyer Cannon
Type: ten-inch specialized force cannon
Cost: 30,000
Range: far
Mounts: Wall-Slayer Bombardment ships
Recharge time: four minutes
Description: A much realized form of the Order’s Pulse Cannon, the Destroyer cannon exists for one reason and one reason only: to show the enemies of the Order that no matter how deep they hide inside their fortresses, the forces of righteousness will blast their walls down and drag them into the light. It differs from other force cannons of the world in how it fires: the gun and the magic imbued inside is crafted to form a containment field of energy, each “shot” first being shaped into a form very much like a large, shifting cannonball. Upon firing, the contained ball is released at a high velocity, continuing until it slams into its target, the force of impact allowing the containment field to break apart and release the contained energy in the direction of the impact. The result of this, given the sheer power imbued into the shot, is absolutely devastating, blasting stone into dust, sundering mortal bodies and rending metal, leaving nothing in its large radius untouched. Their size and power forces them to either be used as very heavy coastal defense guns or onboard the Order’s Wall-Slayer Ironclads and Reaper Flagships


Order Bolton Destroyer Cannon
Type: ten-inch specialized Bolton cannon
Cost: 30,000
Range: far
Mounts: Wall-Slayer Bombardment ships and Reaper Flagships
Recharge time:3 and a half minutes
Description: A massive piece of Bolton weaponry, designed to fire a ball of energy in a similar manner to the Destroyer Force Cannon. Not only is it more destructive, but it has the added benefit of ignoring Null protection!


Order 12 Pound Infantry Mortar
Cost: 5,000
Round: 12 pound solid shot or explosive shot
Detail: The main rifle mortar for the Order, typically used in batteries for basic infantry regiments and companies. It’s mobile, it packs a hell of a punch especially in numbers, and it has impressive range. What more could you ask for?

Order 12 Pound Horse gun
Cost: 5,000
Round: 12 pound solid shot, explosive shot, shrapnel shot, pamphlet shot
Detail: The main horse-drawn cannon, capable of both angle fire and direct fire at the foe while being able to be repositioned quite rapidly.

Order Force Cannon
Type: Force cannon
Cost: 15,000 yards
Range: varies
Size: Nine pounder
Description: The Force cannon is a direct land copy of the Order’s Pulse Cannon. It works the exact same way save being of a nine pounder weight, allowing it to be a very mobile cannon, aided greatly by its lack of conventional weaponry. While of some use against true fortifications, it works havoc among enemy troops be they cavalry or the poor bloody infantry, ripping their bodies apart with force, causing their armor to break apart and impale them, all sorts of vicious effects.

Order Zap Cannon
Type: energy cannon
Cost: 5000
Range: 15,000 yards
Description: The Zap cannon is a copy of the original Blaster Cannon. It can melt through lines of enemy troops in a single shot, but is most effective against fortified emplacements, the directed beams of force and fire blasting through stone and metal and wood.


Order Spino-Cannon
Type: energy cannon
Cost: 5000
Range: 1500 yards
Description: the Spino-cannon is a variant of the Order’s Blaster cannon refitted and resized for use by the Mounted Guard of the Order. It fires a sustained beam of energy for several seconds at a time, and is usually mounted in a pair on the arms of a Spinosaurus. Since it is magical in nature, it can handle water much better, fitting for a more aquatic creature.

Mk1 Bolton Gun
Type: specialized experimental energy weapon
Cost: 2000
Range: 1000-1700 yards
Round: .40mm explosive energy bolt
Details: one of the results of the breakthrough in technologic weaponry, the Mk1 Bolton gun is a pure energy weapon that fires a "bolt" of explosive current energy that can cause grievous harm to any for no matter how conventionally armored, usually to death. The Gun draws on Bolton coil power, so the MK1 is typically mounted to the Paladin-Initiate Powered Armor so that the weapon has a fuel source. It can fire rapidly if pressed, but doing so drains rapidly from its source.


Mk1 Bolton Cannon
Type: specialized experimental energy weapon
Cost: 4000
Mount: Steam Carriages
Range: 5000 yards
Round: .60 mm "stream"
Stream Length: 10 seconds max
Details: A version of the Bolton gun on a larger scale, the Bolton Cannon fires a consistent arcing stream of energy as opposed to a bolt. It can be sustained for a maximum of ten seconds before it needs to be allowed to cool and charge. It is several scales more powerful than the Bolton gun, able to take out several groups of foes in a full burst with the dangerously arcing energy from its barrel.

Mk2 Bolton Cannon
Type: technological energy weapon
Cost: 6000
Mount: Order Warships, static emplacements
Round: 40mm highly compressed energy bolt
Charge time: 5 seconds
RoF: 1 shot per 15 Seconds
Range: 5000 Yards
Details: a much more powerful version of the Bolton weaponry that has been fitted to see use on the Order's warships. Drawing upon Bolton coils and such for power, the cannon charges a 40mm bolt of highly compressed and pent-up electrical energy for at least 5 seconds. Thee release is quite deadly, searing and punching through armor with quite an explosive blast radius. The thunderclap is an added side effect, sure to terrify the opponent, as the Order has surely tamed the power of lightening for their own use. The canon is meant to ultimately replace the Blaster Cannons; while there are less of them, they are more powerful, saving even more space to allow for more armor or what have you.

Mk3 Otter Bolton Cannon
Type: Energy weapon
Cost: 8000
Mount: Otter-class Submersible
Round: 40mm highly compressed energy bolt
Charge time: 10 seconds
Rof: 1 Shot per 30 seconds
Range: 10,000 yards
Details: an advanced version of the Mk2 Bolton cannon scaled for use by the Order's submersibles. Mounted on the top, the firing rod slender and waterproofed, it's a little smaller than the Mk2s but carries a harder punch, particularly when fired at the sweet, generally unarmored or thinner portions of a warship that are closer to the waterline. It has a much slower recharging time, so once fired the Otter has to quickly submerse itself and wait for another opportunity, as this cannon is meant to be a sort of ship sniper weapon.

Mk4 Bolton Canon
Type: Energy weapon
Cost: 8000
Mount: Heartbreaker warships and larger
Round: 40mm highly compressed energy bolt
Charge time: 10 seconds
Rof: 1 Shot per 20 seconds
Range: 6000 yards
Details: a model of the Mk3 Bolton Cannon what is somewhat larger and has been mounted upon the Heartbreaker Frigates to help them retain their identity as the anti-heavy-ship warship ship. As it has a larger source to draw on it recharges faster, and while not QUITE as powerful as the Mk3 it's more than enough to put a hole in any capital ship it meets. Edit: Thanks to the new shipbuilding techniques, the Mk4 is now the standard on most warships, and has been made quite powerful.


Mk1 Static Cannon
Type: anti-airship energy weapon
Cost: 10,000
Round: 20mm highly compressed energy bolts
Charge time: 5 seconds
RoF: 10 seconds of "bolts" arcing from the weapon per 20 seconds
Details: the Mk1 Static cannon is the Order's attempt to create a weapon tooled specifically as anti-airship weaponry. It works by acting similarly to the Bolton children toys that when you have the arcing electricity focus you have several weak bolts all working towards the area. It's like that, but larger, and also a highly lethal weapon, the arcing bolts disintegrating smaller gliders and light ships to deliver punishing blasts on the flying fortresses of the enemy.


O-Mk2 Rocket Launcher
Type: Infantry rocket
Cost: 4,000
Range: 200-1200 yards
Round: 55mm rocket
Details: An offshoot of the Order's work on their Steam Carriages that happens to work against fortifications or groups of people as well as armored targets. It's a re-loadable, man portable rocket launcher, made of a steel tube with a pair of grips and forearm braces. The tube is held at the waist, across the body and braced against the hip, spreading the weight and recoil between both arms and the hip. A caplock mechanism connected to the rear grip ignites the rocket at the rear of the tube, sending it hurtling downrange towards the enemy. While it lacks pinpoint accuracy, the rockets all steel, finned body allow it to hit near where its aimed. The rockets come in guncotton bursting charge, shrapnel, naphtha, and a mostly solid steel rocket, with a smaller one pound guncotton bursting charge.


Order "Longbow" Bolt-action Rifle
Type: Bolt-Action Rifle
Cost: 6,000
Range: 500 to 1800 yards
Round: 7.52x54mm copper jacketing
RoF: 8-15 Rounds per minute
Cartridge: metallic 10-round clip
Sights: Iron, volley, can be upgraded with a telescopic scope
Details:
Spoiler
The TRUE result of the offshoot of research into superior infantry weapons, the "Longbow" Bolt-action rifle is yet another attempt by the Order to revolutionize warfare. For instance, the rounds are what are being called "centerfire" cartridges, cartridges with a primer located in the center of the cartridge case head. Unlike rimfire cartridges, the primer is a separate and replaceable component. The thicker metal cartridge cases can withstand rougher handling without damage, and safer to handle because explosive priming compound in a protruding rim is more likely to be triggered by impact if a rimfire cartridge is dropped or pinched. The stronger base of a centerfire cartridge is able to withstand higher pressures which in turn give a bullet greater velocity and energy. Said velocity of the round is currently 865 meters per second, or 2,838feet per second, thanks to this as well as new powder. For firing, the Longbow has a metallic "bolt" that can be moved back and forth and turned to close the breech, sealing the bullet and the gasses inside. It is further sealed by a method called obturation, which further seals the breech via a segmented rubber ring that can easily be replaced on the field. The bolt itself has a "needle" with which to penetrate and ignite the round inside. While the rifle is single-shot, the ease of turning and opening the bolt to eject the gasses and spent round (said gasses are vented away from the owners face fortunately) and load a new round allows for a rate of fire never before seen. Thanks to interchangeable parts being a thing, the rifles are easy to disassemble for maintenance at home and abroad, and any replacement parts are easy to acquire.



Order "Boomstick" Bolt-Action Carbine
Type: Bolt-Action Rifle
Cost: 6,000
Range: 500 to 1200 yards
Round: 7.52x54mm copper jacketing
RoF: 8-15 Rounds per minute
Cartridge: metallic 10-round clip
Sights: Iron, volley, can be upgraded with a telescopic scope
Details: a shorter version of the Longbow, this carbine is great for Marines, Dragoons, and anyone in tight quarters who can't use a full rifle.


Order Mk3 Harvester Machine Gun
Type: Machine Gun
Cost: 500,000
Range: 2000 meters effective range, 4500 meters max firing range
Sighs: Iron, Telescopic scope, range counter for indirect fire
Round: 7.7mm/.303
Capacity: 250 round canvas belt
Weight: 33–51 lb (15–23 kg) all-up
Details: a vast improvement over the Aera repeater guns, the Mk3 Harvester is a "medium" of the new machine guns of the Order and the Republic. Instead of needing a crank, it is instead "reloaded" by recoil from the gasses fired from each round. It is a highly versatile weapon; it can be used by three-man crews, Golems, aircraft, and ships, and can fire a variety of different rounds from smoke to explosive, whatever it takes to get the job done. It has a 450 to 500 round/min firing rate and a muzzle velocity of 744 meters per second, or 2440 feet per second.


Order Mk4 Harvester .50 machine gun.
Type: Heavy Machine Gun
Cost: 600,000
Range: 2900 meters effective range, 3900 meters max firing range
Sighs: Iron, Telescopic scope, range counter for indirect fire
Round: 12.7mm/.50
Capacity: belt-fed 300 rounds
Weight: 63 pounds (29 kg) (includes 10 pounds (4.5 kg) cooling water)
Details: a vast improvement over the Aera repeater guns, the Mk3 Harvester is a "medium" of the new machine guns of the Order and the Republic. Instead of needing a crank, it is instead "reloaded" by recoil from the gasses fired from each round. It is a highly versatile weapon; it can be used by three-man crews, Golems, aircraft, and ships, and can fire a variety of different rounds from smoke to explosive, whatever it takes to get the job done. It has a 500-600 round/min firing rate and a muzzle velocity of 744 meters per second, or 2440 feet per second.


Mk1 Bolton Marksman Rifle
Cost: 5,000
Range: 2000-2100 yards
Round: Bolton arc source
Round size: 15mm equivalent bolt
RoF: 1 charged shot per fifteen seconds
Details: The Genius of Bolton continues to deliver in the form of the Bolton Marksman rifle. With a telescopic scope and a sleek yet durable design, it carries no visible magazine, and seems less like a modern rifle and more like a slender cylindrical tube with a trigger. Inside however are powerful Bolton arc coils that, when the trigger is held down for four seconds, releases a powerful, compressed bolt of lightening at the target that can blast through armor and, even if it doesn't kill the target via a direct hit to the head or the center body mass, may as well leave them so as the lightening fries their sensory nerves, muscle structure, etc, paralyzing them at best.

Mk1 Pressured Steam thrower
Cost: 5,000
Range: 50 to 100 yards
Round: 10mm compressed steam force
Mount: anti-boarding turrets, anti-personnel emplacements, Bolton Armors, Order Steam Carriages
Details: while others are experimenting with flamethrowers using SE, once again the Order relies on technology to lead the way. Instead of a blast of flame, the Steam Thrower releases a tight, powerful blast of steam that generally reaches between 800 to 2,700 degrees Fahrenheit on a maximum blast. While there's no scary fire to stick to things, there is indeed a heat that could start a fire, or melt metals, all while almost boiling alive anyone or anything caught in its path, making it just as terrifying if not more so than a flamethrower. After all, you can't really see the blast before it's too late.


Standard Bolton Rifle
Type: Bolton rifle
Cost: 3000
Range: 2000+ yards
Round: .55mmm highly compressed explosive energy bolt or 5-second stream of Bolton energy
Details: one of the the most advanced and powerful forms of Bolton infantry weaponry, used by the Journeymen as well as the Mist Annihilators. It has a large range and can fire either a direct bolt of the explosive energy like a bullet, fire it as if using a hand mortar thereby "lobbing" the ball of energy at a target, or simply act as a very brief lightening-thrower to kill even larger swathes of enemies. It uses its power efficiently, and draws it right from the suit of the wearer's armor for maximum effect.

Heavy Bolton Rifle
Type: Bolton rifle
Cost: 4000
Range: 2000+ yards
Round: .60mmm highly compressed explosive energy bolt or 5-second stream of Bolton energy
Details: the most advanced and powerful form of Bolton heavy infantry weaponry, reserved for the Paladins of the Republic and the Order. It has a large range and can fire either a direct bolt of the explosive energy like a bullet, fire it as if using a hand mortar thereby "lobbing" the ball of energy at a target, or simply act as a very brief lightening-thrower to kill even larger swathes of enemies. It uses its power efficiently, and draws it right from the suit of Paladin armor for maximum effect.


Order Guard Heavy Rifle
Type: special heavy rifle
Cost: 1,500
Range: 200 to 1,400 yards
Round: .303 Inch shot
Details: A specialized heavy rifle that can take out most of what it hits, and then the people behind it. As an added bonus, the rounds for this are all SE-infused, lending an extra dose of whatever they’re charged with when they impact, such as incendiary effects, freezing effects, etc.


Guard Bolton Carbine
Type: Bolton Carbine
Cost: 3000
Range: 1500+ yards
Round: .55mmm highly compressed explosive energy bolt or 5-second stream of Bolton energy
Details: one of the the most advanced and powerful forms of Bolton infantry weaponry, used by the Mist Dragoon Guard. It fires somewhat like a regular carbine, and has about the same range of one.


Order Handgun
Type: Caplock Pistol
Cost: 250
Range: 40 to 100 Yards
Round: .75 cal minie ball
Details: The standard issue handgun for the Order, built to put down most foes while being easy to handle and relatively lightweight.
Order Heavy Handgun
Type: heavy Caplock Pistol
Cost: 900
Range: 150 to 250 yards (slug)/ 15 to 35 yards (Burst)
Round: .90 caliber overcharged silvered minie ball paper cartridges or silvered buckshot
Details: The Order Heavy Handgun is a heavy pistol, with all of the poise and fragility of an Aera to the face, but with pinpoint precision and unparalleled reliability. The weight and recoil of the Heavy Handgun is usually too great for regular troopers and officers, but the much stronger soldiers from th Mist Islands can use them just as one could a normal handgun. It features a full metal construction, excluding thin wood plates on the handgrips, with all surfaces other than the sights blued to prevent glare and rust.

Order Shotgun
Type: repeating shotgun
Cost: 600
Range: 15 to 30 yards (Burst)/40 to 80 yards (Slug)
Round: .65 Calibre minie ball
Details: The Order’s Shotgun is the mainstay of its Grenadiers, able to be quickly loaded with a variety of shot, from silver to explosive to regular, coming in burst or slug form. It comes with a slot for a bayonet, but the design of the shotgun allows it to be used rather effectively for all your blunt force trauma needs. A shot from this can knock a charging werewolf down onto its ass…dead.

Order Aera-Pattern Shotgun
Type: Heavy Repeating Shotgun
Cost: 7000
Range: 25 to 50 yards (Buckshot)/50 to 100 yards (Slug)
Round: .85 Calibre minie ball
Details: A much bigger version of the Order’s standard shotgun, named after the Minister herself, the Aera-Pattern shotgun is much heavier and more powerful, and is the weapon of choice for werewolves, Mist soldiers, or really really, strong people. One generally doesn’t want to be on the business end of an Aera-pattern.

Null grenade
Cost: 100
Radius: 10 meters
Details: a grenade in the shape of a neat cube, the null grenade is a militarized variant of the Furis Spiritualis cubes liberated from a Sons slave camp. It does not have much lethal effect, but the grenade upon detonation begins to sap the Spritual Energy completely out of anything or anyone in the radius.

Order Grenade
Cost: 20
Range: 5 to 8 feet
Details: The Order standard grenade is a hand carried bomb that is used by Grenadiers and Marines.

Order 18 Pound Heavy Grenade
Cost: 50
Range: 8 to 16 feet
Details: The Heavy Grenade of the Order is typically carried by Heavy or Mist Grenadiers, hurled further and packing a much bigger boom.

Null Bomb
Cost: 1000
Radius: Huge
Details: a much larger variant of the Furis Spiritualis weaponry, fit into a single bomb carried by airships. A single bomb could wipe out a good deal of an army's ability to use SE-related anything.

Force Bomb
Cost: 2000
Radius: Huge
Details: a variant of a bomb using the Order's SE/technology mix, it works similar to the Destroyer cannons except that the shape of the condensed energy can be shaped to focus its energy in a certain direction if desired as opposed to exploding in a circular or spherical radius.


Order Bayonet
Cost: 20
Range: Stabby
Details: Tried and true, the Order bayonets have carried many of their soldiers through the brutal swirl of melee. All soldiers are heavily trained in the use of it, becoming fluid, efficient, and ruthless in its application to battle sword and spear and other bayonets. They are typically tipped with silver to help kill werewolves or vampires, and are a soldier’s second best friend in battle, whether it be in a forest, in the ruins of a city, on a boarding action at sea, or in an open meadow. Come cavalry or infantry, the bayonet can take them all on.

Bolton Power sword
Type: energized sword
Cost: 300
Details: a specially-made sword that on top of normal cutting and stabbing can be powered by Bolton energy, making it hot enough to rend through armor without itself being damaged.


Null Shell
Cost: 200
Radius: variable
Details: Another variant of the Furis Spiritualis gear that has been modified into artillery shells from mortars all the way up to heavy cannon. They have larger areas of effect and thanks to being used by artillery can effectively silence the enemy's SE attempts for the infantry to sweep in or for the fleet to get closer.


Null Post
Cost: 50
Radius: 50 feet
Details: A variant of a Furis Spiritualis post that sapped SE from an area, this post has been tailored specifically to counter people using the Shadow tree of SE spells, whilst leaving others more or less untouched. This makes it ideal for use in guard posts and military bases.


Null Umbrella
Cost: 200
Radius: large
Details: a variant of the null post that is large and has several extended arms similar to umbrella, generating a "field" of protective anti-SE stuff above the troops below, shielding them from aerial SE attacks.

Basic supplies
Cost: 40
Details: everything a soldier of the Order needs, including ammunition, rations, water, cleaning kits, repair kits, entrenchment tools, etc.


Special

Doomsday Rocket Launcher
Type: Railway Rocket Launcher
Cost: 500,000
Round: 3 foot long, 5 foot diameter
Range: 17,000 m
Details: the largest rocket launcher ever made by anyone ever. It has been deemed solely for use by artillery trains due to their size by Republic and Order forces, limiting its availability but also making it a devastating mobile weapon. It can fire an entire 60-rocket salvo in 10 seconds to deliver destruction over a massive area. Its downside is that it takes a long time to reload compared to conventional weapons, and is confined to railways as either a defensive or offensive weapon. The launcher is slightly imbued with TK SE, allowing the rockets to fly farther and straighter.

Order Mk1 Railway Artillery
Type: Railway Artillery
Cost: 30,000
Range: 17,000 meters
Round: 250mm Solid or Explosive
Details: A special train car manufactured by the order that has been fitted with a turreted Howitzer-style gun based on Borean and Nerian Railway artillery, albiet with a longer range and a heavier shell. It has a slow reload, but what it lacks in rate of fire it makes up for with its ability to destroy pretty much anything it's aimed at.


Order Mk1 Armored Artillery Train
Cost: 100,000,000
Upkeep: 10,000,000
Armor: 4 inch steel plated hull
Armament: 3x Order Mk1 Railway Guns, 1x Doomsday Rocket Launcher, 10x Order Static cannons, 8x Order Mk5 Aera Gatling Guns
Details: The Mk1 Amored Artillery train has been a long-awaited design by Republic and Order Forces ever since the Technology Showing in Boreas. It was delayed and pushed back for weeks and months due to new technologies coming out and fears that the gun would be ultimately useless. With the offensive in Cassandrian Firedonia finally going, the train is finally ready to see combat. Fitted with 4 cars of heavy firepower and many anti-aircraft and anti-personnel cannons and gatling guns. the Mk1 Artillery Train is a deadly piece of equipment
Last edited by Michael50210 on Sun Aug 20, 2017 3:26 am, edited 9 times in total.
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Re: LC3 Theodosian Market

Postby Michael50210 » Tue Mar 07, 2017 2:00 am

Golems

Through the ages, many great fictions have described the communing with and using spirits to affect the material world, sometimes binding them directly. This is true to a degree in the real world, particularly due to the works of necromancy, though the use of the spirits themselves has largely been limited. Thanks to the usage of ancient, well-preserved notes of the great Prometheus detailing his research into such areas, it is no longer fiction. The best Necromancers of the Republic have used these notes and discovered that with the heavy use of rooms composed of classified materials they can bind willing souls into prepared bodies, the more powerful the soul the larger the body. Out of this discovery has come the Golems: towering constructs of iron or steel. While some are being configured for domestic use such as construction and heavy hauling, many loyal and experienced warrior spirits have been bound to these normally-inert masses, specially sculpted to resemble the knights of old. With an additional layering of Null metal, the Republic's Golems are vicious one-man armies, their thick armored bodies striding across the battlefield, towering above the heads of mortal men and shrugging off all but the most powerful of blows. Due to the high material consumption, the care dedicated to ensuring the durability of the body, and the ritual or binding itself to ensure a successful transfer to the specially prepared vessel for the soul, Golems are very expensive, but used right can easily make up for their cost many times over.


The creation of a Golem is a lengthy, expensive task, as stated before. As well, during the ritual to commune with the spirits takes place to gather a host for the "shell" that is the body, one must NEVER attempt to force a host to inhabit the Golem. As very thoroughly detailed in Prometheus's notes, disaster befalls any who try, with the consequences including the spirits rending the summoning party asunder or, rarely, taking possession of the Golem body before turning on its creators. As well, creating the "bridge" of Necromantic energy to allow the spirit to begin transferring itself is not an easy task, requiring multiple high-level participants who can maintain the bridge for an extended time. If attempted in an unprepared room not specially made for such things, such a task is impossible, and trying anyways can result in a very unpleasant death.

Once such a bridge is formed, as previously stated the spirit becomes one with the Golem shell, gaining full control over every bit of the construct. When the word "shell" is used, it is a mistake to assume that the Golem is hollow inside; this is not the case. Save for a couple exceptions, one being a Bolton power supply for any equipment requiring such, the Golem is generally solid all the way through. The only other exception is a special gem buried deep inside the Golem's body, where the spirit can focus and base itself to stay part of the world of the living. A good way to think of it is being similar to a Lich's phylactery, except when destroyed, the spirit simply returns to the world beyond. If destroyed, the Golem will only function for a short time after, before exploding from the release of the special energies helping to make the gem function.

While the gem does indeed give a way to kill the Golem, it is also effectively the only way; a Golem has no vitals, and few if any weakpoints on their carefully constructed frames, particularly the combat Golems. They are capable of the full range of motion, including running, and more due to lacking a conventional body structure, an unpleasant surprise if one fights a Golem expecting it to be slow and lumbering. If a limb is somehow damaged critically or removed, or even if the head is compromised, a Golem will still be active and dangerous. As well, a Golem has no need for air or sustenance, and can survive under intense crushing pressure. They are subject to rust and do enjoy a form of maintenance, however their outer shells are carefully treated each time to help stave off degradation for a long period of time. Due to both their immunity to SE magic and their technical unliving status, a Golem doesn't benefit from conventional healing spells, requiring physical repairs to any damage that cannot simply be buffed out or re-attached.

It is very important to keep in mind that a Golem is not at all mindless, fully capable of emotion and thought as well as communication, either with the living or with other Golems in the language of the dead. They can learn, teach, interact, just about everything a living person can do. They even go so far as to have names and identify by gender. Naturally, as old, venerated spirits, Golems are treated with respect as according to that station; after all, coming from the afterlife to rejoin the world of the living isn't as simple a deal for a spirit as climbing out of the bed. For the Republic, whose general religion is the veneration of the dead, this isn't really an issue.

As a final note, it must be noted that the spirits see things in a special manner, a sort of spectral sight of you will. It allows them to pick out and identify the living, even if they're using the Shadow SE to hide themselves. This makes Golems particularly difficult to sneak up on or surprise.


Golem units and rules
Limit of 4 Golems
Strength: large morale boost to allied army, effective in most terrain and against pretty much everything, extremely hard to bring down, works well alone or in groups against large numbers of troops
Weaknesses: can be damaged or worse by concentrated heavy artillery, can't be used underground or in a tunnel, can be swarmed if not careful. Very expensive and limited in numbers.


M1 Dreadknight Golem
Cost: 20,000,000
Type: War Golem
Upkeep: 2,000,000 (repairs, ammunition)
Weapons: 1x Dreadmace/Dread Axe/Dread Blade/Dread Halberd/Dread Shield, 2x Steam Throwers, 1x Heavy Bolton Rifle, Fists
Equipment: Bolton Power supply
Protection: Null layering, thick Steel body
Description: Standing at twenty feet tall and thickly built, a Dreadknight Golem resembles the Gothik Knights of days gone by, albeit with strategically sloped armor, the eye slits of the "helmet" glowing with baleful black energy. While it contains a Bolton Power Cell for its ranged weaponry, the Golem itself is not powered, save for the soul of a powerful soldier-spirit that has been extensively bound to the Golem to have even greater control of it than they had over their bodies when they were alive. In one hand they wield a Dread-class weapon, a massive steel weapon imbued with Force SE, allowing them to shatter ranks of soldiers or soldiers behind cover with a single blow. Even without the SE magic, the strength of the Golem is such that a strike from it would easily cause the armor of, say, a Steam, vehicle to crumple. A Heavy Bolton Rifle mounted on its other hand, the wrist specifically, provides the Dreadknight with ranged firepower, and two mounted Steam Throwers are emplaced to help clear out buildings, cover, or just to keep people away. As a further defense, in case someone tries to climb on, the Dreadknight can use its Bolton Cell to shock its outer shell, electrocuting the unwary wannabe titan-slayer.


M1 Thunderlord Golem
Cost: 20,000,000
Type: War Golem
Upkeep: 2,000,000 (repairs, ammunition)
Weapons: 2x Steam Throwers, 2x back-mounted Static Cannons, 2x Mk2 Bolton Cannons, 2x Heavy Bolton Rifles
Equipment: Bolton Power supply
Protection: Null layering, thick Steel body
Description: stomping imperiously through the battlefield with blasts of lightening arcing from their weapons, the Thunderlords loom above all mere men on the field. Their design is similar to that of the Dreadknights, being about twenty feet tall, sculpted to appear as a knight, and of course specially made to harbor a soul. However, these souls in particular are passed artillery masters and marksmen. and the Thunderlord has no true arms, instead emplacements for its weaponry. Its power supply for all these weapons is much larger, and the Thunderlord lacks any true defense in melee save for electrifying the surface of its armor, and of course kicking with its legs. Despite this weakness, the Thunderord is still a terror on the field, blasting apart defense works and ranks of men with bolts of Bolton energy whilst blasts from its Steam throwers can clear trenches and help keep away those who linger too closely, all while shrugging off the return fire from all but the heaviest of shots. They can also serve as effective Mobile Anti-Aircraft.


Golem weapons and upgrades
Note: Only 4 Upgrades can be applied to a single Golem.

Dread Mace
Type: Golem Weapon
Range: Melee
Users: Dreadknights
Description: A large steel flanged mace imbued with Force SE that allow asi ngle blow to cause large blasts of damage on troops and structures. Even without the SE 9say, a Null zone), the Dread Mace is still capable of fatal damage to anything hit by it. Is generally wielded one-handed, thoug some Golems use both hands.


Dread Blade
Type: Golem Weapon
Range: Melee
Users: Dreadknights
Description: A massive steel longsword with Force energy imblued along the blade's edge itself for large amount of damage during a swing. Can be wielded one-handed or two-handed.

Dread Katana
Type: Golem weapon
Range: Melee
Users: Dreadknights
Description: A massive Katana forged of steel and imbued with force energy along the blade. For those Golems who favor the Samurai style of bladework.

Dread Shield
Type: Golem Weapon
Range: Melee
Users: Dreadknights ad Thunderlords
Description: a massive slab of shaped steel in the form of a kite shield, with a spiked boss in the center. Dreadknights can use this to either block projectiles or bash aat enemies. Thunderlords can also use these as a form of defense.

Dread Axe
Type: Golem Weapon
Range: Melee
Users: Dreadknights
Description: A large war axe imbued with force energy, perfect for Golems who like to hack things.

Dread Halberd
Type: Golem Weapon
Range: Melee
Users: Dreadknights
Description: a powerful halberd imbued with Force energy. Due to the strength of a golem, it can be wielded with either one or two hands, though most perform the standard style.

GRC-1 Powered bow
Cost: 400,000
Type: Golem weapon
Users: Dreadknights and Thunderlords
Rounds per clip: 5
Scope: Telescopic scope
Description: a massive metal repeating crossbow that uses Bolton energy to reload after each shot. It's akin to wrist-mounted steel ballista with massive penetrative power that can skewer groupe of men. As well as regular "boltsl, it can also fiire special charged bolts that explode with Bolton energy, as well as fire bolts and such. The "clips" are reloaded internally, allowing the Golem to have its other hand free. This replaces a Bolton Heavy Rifle. Limit 2.

Golem Flamethrower
Cost: 400,000
Type: Golem Weapon
Range: 100 meters
Burst length: 6 seconds
Description: a specially made flamethrower, with the containment cylinders deep inside the golem. The "thrower" itself is located along the arm, allowing the Golem to simply reach out and fire the mixture, a jelly-like substance that can be ignited either immediately or later by something like a spark.

Hellstorm Launcher upgrade
Cost: 300,000
Type: Golem weapon upgrade
Users: Thuderlords
Caliber: 140mm
Description: A 140mm Hellstorm Launcher mounted on the back area of a Thunderlord. It has enough ammo for three salvos. Limit of 1.

Rocket Launcher Upgrade
Cost: 100,000
Type: Golem weapon upgrade
Users: Thunderlords
Caliber: 55mm Rocket
Description: a OMk1 Rocket Launcher mounted onto the arm of a Thunderlord. Replaces a Bolton Heavy Rifle. Ammo is internally stored. Limit of 2.

Extra Arm
Cost: 500,000
Type: Golem Upgrade
Description: an extra arm for Golems, allowing them to use an extra weapon and other things you would use an arm for. Comes with a Heavy Bolton Rifle. Limit of 2.

Chest cannon
Cost: 500,000
Type: Golem Upgrade
Description: A spot is cleared in the chest cavity of a Golem for the emplacement of a deadly Bolton cannon. When not in use or recharging, it's hidden by an armored slit until ready to fire. Incompatible with the Fear SE upgrade.

Extra Cell
Cost: 500,000
Type: Golem Upgrade
Description: an extra Bolton cell that can help power Bolton weapons, allowing them to inflict more damage and charge faster. Limit of 2.

Fear SE upgrade
Cost: 600,000
Type: Golem Upgrade
Radius: 100 Meters
Description: The Fear SE upgrade essentially places a rod inside the Golem that continually puts out an aura of the C-class SE spell. The downside here is that the area of placement, the chest, has no Null plating on this spot, making it vulnerable to SE attacks. Incompatible with the Chest Cannon upgrade.

Extra Heavy Bolton Rifle
Cost: 100,000
Type: Golem Upgrade
Description: adds another Heavy Bolton Rifle to the Golem. Great for more firepower, but can drain the main cell faster. Limit of 2.

Extra Bolton Cannon:
Cost: 200,000
Type: Golem Upgrade
Description: Adds another Bolton Cannon to the Golem, either on an arm or on a shoulder. Limit of 2, doesn't take an upgrade slot if replacing a Bolton Rifle.

Extra Steam Thrower
Cost: 200,000
Type: Golem Upgrade
Description: Adds another Steam Thrower to the Golem. Limit of 2.
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Re: LC3 Theodosian Market

Postby Michael50210 » Wed May 24, 2017 10:09 pm

The Mage's Guild Market

While the Mage's Guild has only recently been formed, for years work has been put into its final creation, quietly bringing together multiple parties ranging from disaffected Sorcerers to entire portions of nations to create a counter to balance against the rampant corruption of the League. Now that it has been successfully formed and gained traction in other parts of the world, the Guild has opened some of its manpower for use by nations who are paying to support the Guild. Unlike the rotten League, those sent out into member nations have many obligations and rules they must follow, and help to work domestically as well as offensively on the field, as opposed to resorting to Neco teams to root out "undesirables".


Current available Guild "troops"

Guild Seeker
Type: SE specialist/Ranger
Cost: 200,000
Upkeep: 20,000
SE level: B in all
Weapons: Renate Magician's blade, 1x Guild Scoped Repeater Crossbow,4x Grenades, 2x Null Grenades,1x T-2 Shotgun
Protection: Guild Seeker Armor\
Equipment: Basic gear and whatever they are supplied with from their hosting nation
Details: the "light infantry" of the Mages Guild, the Seekers serve a vital domestic role as well as a military one in nations who have membership in the Guild. These men and women are particularly sensitive to SE, and use this for a variety of reasons, the most important of finding especially powerful and potential individuals, usually children, for recruitment. On the battlefield their task is the elimination of enemy SE users, using their abilities to hunt down and eliminate sorcerers and the like with deadly precision.


Guild Peacekeeper
Type: SE elite infantry
Cost: 300,000
Upkeeop: 30,000
SE Level: B all
Weapons: Renate Magician's blade, Order Bolton Rifle, P-1 Grenade Rifle, 4x Grenades, 4x Null grenades
Protection: Guild Peacekeeper armor
Equipment: Basic gear and whatever they are supplied with from their hosting nation
Details: like the Seekers, the Peacekeepers serve domestic purposes as well as battlefield use. They tend to accompany Seekers to help keep the peace in member nations and root out SE troublemakers and infiltrators. On the field they're akin to elite infantry, supporting against enemy SE and destroying other lesser infantry with ease.


Guild Defender
Cost: 350,000
Upkeep: 35,000
Type: special SE specialist/ "guard infantry."
SE level: none; immune
Weapons: Order Power Blade, MCS-2B Forge Rifle, Renate Shotgun, 4x Grenades, 4x Null grenades
Protection: Guild Defender Armor
Equipment: Basic gear and whatever they are supplied with from their hosting nation
Details: a special Guild soldier, these men and women are actually immune to direct SE attacks. This makes them perfect as elite bodyguards domestically and on the field, with their heavy armor and weapons supplementing their skills as they protect their charges.


Guild Paladin
Type: super-elite guard
Cost: 500,000
Upkeep: 50,000
SE Level: A in all
Weapons: Order Power Blade, MCS02B Forge Rifle, Order Bolton heavy rifle, Renate Shotgun, 4x Grenades, 4x Null grenades
Protection: specialized Order Paladin Armor
Details: The highest level of Guild "trooper" allowed for use, the Paladins are some of the most powerful SE users in the organization. On the field they're clad in powerful armor and use some of the deadliest weapons and spells to bring down the Guild's enemies; domestically, they are teachers and watchers, keeping an eye on Guild affairs in member nations and dealing with any issues that arise as needed. They are something of arbitrators in this regard.


SPECIAL: The Mage's Guild also has access to the Golem Market. This access is primarily for their own research, but of course in such tumultuous times they have the service of several War Golems.


Vehicles


MGLT-1 Scarab
Type: SE Vehicle
Cost: 500,000
Crew: Driver/Main Gunner, one Pintle Gunner
Passengers: 10
Weaponry: Forward Mk1 Bolton Cannon, pintle mounted twin Heavy Bolton Rifle, 2x pintle mounted Heavy Bolton Rifles
Armour: 4 inch steel, ceramics and null metal, force and ice imbued
Detail: The Scarab is a sleek vehicle, with a rounded design reminiscent of its insect namesake and livery of the Mages Guild, of glossy purple paint and polished steel, with their emblem proudly emblazoned on all sides. It is fully enclosed, with a separate forward and rear compartment, with the forward compartment containing the piloting controls, equipment storage, SE crystal banks, a powerful bolton generator, a null field node, access to the top mounted twin heavy bolton rifle and a small hatch which allows access to the rear compartment. All passengers ride in the rear compartment, which has a sliding door on each side of the vehicle and a folding rear ramp for cargo use. The sliding doors are split, top and bottom, so either part can open independently, to provide ventilation, or allow for greater protection to the door gunners. Padded leather seats, with buckled straps, ensure safe and comfortable travel, while the seats themselves can be folded into the walls, to allow for large cargo. A series of vents in both compartments lead to a small bolton powered fan that blows over a metal grid that's the target of either fire or ice magic imbued projectors, allowing the sealed compartments to be heated or cooled, as needed. Inside the passenger compartment there is a series of shielded arc lamps, shrouded by thick frosted glass, to provide ample, diffused lighting, while a pair of powerful arc lamps on the front provide excellent illumination for night travel. Except while in combat, the twin heavy bolton rifle is hidden in a swing down mount, bringing it inside the vehicle, with its hatch fitting closely with the rest of the crafts body panels, making it disappear. Similarly, the cannon is hidden behind a hinged section of body plating, while the two single heavy bolton rifles are mounted at the side doors, in pintle mounts that can swing into the vehicle and fold themselves and the guns into compartments that blend into the bulkheads, for storage. On each corner of the vehicle, there are mounting points for small flags, to further show the allegiance of the occupants, for affairs of state, such as meeting with state officials or parades. Internal storage in the passenger compartment allows for all of their luggage to be transported safely inside, as well as things like a small bar and snacks to be on hand, for when it is used by VIPs.


Gear

Guild Scoped Repeater Crossbow
Type: Specialized Guild Weapon
Cost: 10,000
Range: 200 to 2,500 yards
Clip size: 5
Round: specialized crossbow "bolts" ranging from armor piercing to HE to Bolton
Details: a specialized crossbow produced by the Republic and used by the Guild's seekers. Based off the GRC-1 design, it's a powerful repeater crossbow that can punch even through the armor of the Neco heavy troopers. It typically comes with several clips and varied ammunition, enough to get any job done, and has a powerful scope for Seekers to make those deliciously long ranged shots. As the weapon is silent, it's perfect for assassination.
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Michael50210
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Renate Market Cont.

Postby Siggymansz » Thu Aug 17, 2017 6:03 pm

Renate Family
Renate Military,Generals & Retainers
Renate Market Part 1

Renate Brennholz Gewehr 902 (or just Brennholz 902) *
Type: Bolt-Action Rifle
Cost: 6,500
Range: 25~ meters to 1000~ meters
(the longest hit on record has been so far 1378 meters and it was non-fatal)
Sights: rear/forward Iron-sights + Volley sights for group firing further than 1,000 meters (1km to 3km).
Round: 7.92×57mm Gewehr
Internal Magazine Capacity: 5 + 1 in the chamber
weight: 5.0 kilograms unloaded.
Details:
Spoiler
Wooden furnishings available:
Firedonian Purplewood, Crussian Oak, Pine, Greatwood, Blackwood

Using the Bolt-Action from the 901 but firing a much improved yet smaller cartridge, able to fit more in the magazine while still inflicting greivous mortal wounds.

If your still unfamilier with the Renate Brennholz Gewehr Bolt Action:
A turn-bolt mechanism that cocks the gun as it is manipulated by the user with the cartridge fired by an internal firing pin inside the rifle.
Featuring 2 locking lugs just behind the bolt head making it able to handle high pressure cartridges and a third locking lug present at the rear of the bolt that does not normally lock the bolt but will if you flip the safety on.

This Mechanism cocks the weapon upon opening the bolt which is done by rotating the bolt handle counter-clockwise and drawing it rearward.
7.92x57mm Gewehr Cartridges will be loaded into the internal magazine through the breach then the bolt handle is pushed forward and rotated clockwise back into lock.

The safety is located to the rear of the bolt handle as a metal tab or fan
When it is pointed left the safety is disengaged.
The safety can only be engaged if the brennholz is cocked which can be done by rotating the bolt counter-clockwise and opening and closing it.

The safety is engaged by first flipping up the the tab located at the rear of the bolt action so it will be pointing directly up and it locks into place.
This will withdraw the firing pin inside the rifle and will prevent the trigger from causing discharge of your brennholz.

Further flipping the safety so as it is firmly pointing to the right and it locks into place will engage the third locking lug which will introduce asymmetrical locking forces preventing the bolt from being opened.


A Renate Brennholz will come with the following;
One Brennholz Bolt-Action Cleaning kit (and the instructions to do so)
a Backup Short Sword Bayonet for when a proper Renate Sword bayonet is unavailable.
Brennholz Geweher Manuel 902
a sample pack of 6 7.92x57mm Gewehr rounds
A Purple Flower pin.


Renate Brennholz Gewehr 902k (or just 902k)
Type: Bolt-Action Rifle Carbine
Cost: 5,500
Range: 10~ meters to 600~ meters
(the longest hit on record has been so far 1063 meters and it was non-fatal)
Sights: rear/forward Iron-sights.
Round: 7.92x57mm Gewehr
Magazine Capacity: 6 + 1 in the chamber
weight: 4.0 kilograms unloaded.
Details
Spoiler
Wooden furnishings available:
Firedonian Purplewood, Crussian Oak, Pine, Greatwood, Blackwood

Essentially a much shortened Brennholz 902 with a detachable magazine that carries one more round.
Intended for use by Mounted Soldiers such as Cavalry and Dragoons.

A Renate Brennholz will come with the following;
One Brennholz Bolt-Action Cleaning kit (and the instructions to do so)
Brennholz Geweher Manuel 902k
a sample pack of 7 7.92x57mm Gewehr rounds
A Purple Flower pin.


Box of 7.92×57mm Gewehr
Cost: 800 (Standard) 1,200 (AP) 1,000 (XP) 800 (Tr)
Type: Rifle Round
Details:
Spoiler
All Boxes contain 100 rounds.

"If it survives one of these to the chest or head then it isn't human, if it survives 3 or 4 to the head then its not a werewolf, if the fifth shot won't kill it then your fighting a god."

Copper Jacketed death shards propelled from a Gewehr 902 or 902k, sold only by the Renate Family and approved vendors.

1 Box of any type of 7.82x57mm Gewehr will net you 100 rounds to shoot whenever you please, garunteed to kill any animal or defend your home, life and liberty.

Not only is it useful for civilians who choose to adopt the 902 Gewehr as their hunting or personal defence rifle.
It is also quite useful in the military sense, designed as aerodynamically possible as we are able to at this time.

This round will fly far, fly true and hit hard. For only 400$ more the tough and hardy Steel cored Armour Piercing varient(AP),
This will rip right through anything short of and ironclad's deck belt! If you want to add some pepper to the mix why not try our Explosive tipped varient(XP)?
It won't solve problems with armour but if you shoot an unarmoured person the round will penetrate inside them and explode! Very nasty stuff...

We also sell standard fare tracer(Tr) ammunition so you can adjust your shots as you go!

Bullet Band Colour Index
No Band = Standard 7.92x57mm Gewehr
Blue Band = Armour Piercing
Red Band = Explosive tipped
White Band = Tracer round


Renate FeuerZwieg 902 Parabellum (or just the FeuerZwieg02P)
Type: Handgun
Cost: 3,000
Range: Effective out to 70 meters. max effective range out to 120 meters.
(Longest shot on record was 267 meters and it was a fatal shot.)
Sights: Iron Sights
Round: 9x19 Parrabellum
Magazine Capacity: 8 round detachable box magazine, 32 round detachable drum magazine.
Weight: 871 gramms unloaded
Details:
Spoiler
A Stylish modern pistol for the stylish modern gentleman

The Purchase of a FeuerZwieg02P will include;
Usage, Disassembely and Reassembely, and Cleaning Manuel.
Renate Branded Monocle
Renate Branded Top Hat
Stylish Wooden case to hold your FeuerZwieg02P
8 9x19 Parrabellum rounds to test our your new firearm with.


Renate 9x19mm Parabellum Pistol Cartidges
Type: 9x19mm P handgun ammunition
Cost: 250 (box of 50) 500 (box of 100)
Details:
Fired in the brand new Renate FeuerZwieg 902 Parabellum.

Renate Maschinengewehr 902 (Renate MG02)
Type: Medium Machine Gun
Cost: 400,000
Range: 100 - 2,000 meters Effective range, 3,500 meters Max Effective range
(Longest hit on record was 4,134 meters, it was a fatal shot.)
Sights: Iron-sights, Attachable Marksman's Scope (x4 magnification), Attachable sight with range counter for indirect fire.
Round: 7.92×57mm Gewehr
Capacity: 250 Round Fabric Belt
Weight: 70kg (With Water) 65kg (without Water) 26kg (Gun Body) 5kg (water) 39kg (Sled Tripod Mount)
Details:
Fires at a rate of 600 rounds per minute, with a design that facilitates quick changing of barrels and water.
this short recoil blowback operated firing mechanism will sweep streets garunteed.

Featuring the Sled tri-pod design of the Automatic Energy Force Rifle, this is truly a weapon of mass destruction.
Spoiler
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