The Alperian Technocracy
'Ex gladio veritas, ex veritate pax'
(From the sword, truth; from truth, peace)

Largest City


Formation Declared

February 5, 2030 (as a city-state alliance); March 22, 2040 (as a Drakite province); June 25, 2055 (as an independent nation from the Drakite Empire)

Official Languages

English, German, French, Spanish
Technocratic representative oligarchy



Gross Domestic Product
Per Capita:

$125.15 trillion
Social Market

Executive Assistant

Willian Vorman
"Juno" (Smart-AI)


Heavy machinery, high-tech products, genetically-modified agriculture, information, scientific services
Alperian Credit

Chief Justices
Natural resources/raw materials

Eliza Schmitt

Geography and Environment:

Alperia was mostly inhospitable land consisting of high mountain ranges, arid plains, deserts, and a few fertile zones and coniferous forests. If it was not for the vast natural resources that where located under it, Alperia would have never been a Drakite province. Original Drakite industrialization of the mountainous coast consisted of vast cities and complexes built on the coast and into the mountains, however as the province expanded so did its population, and thus cities. By the time of the assassination of the emperor; Alperia was the most densely populated of the territories. In the land-grab since then, Alperia expanded its control considerably, making it the second-largest nation on the planet (second to TWP) and controlling most of the former United States, Canada, and parts of Mexico.

Due to the geological changes caused by the great fault Alperia is mostly arid plains/rocky desert, mountains, prairie and coniferous forest (primarily the areas that were Canada and Alaska), with speckling of other biomes throughout; in sharp contrast to the massive diversity it had pre-fault. Apart from the natural biomes, Alperia is dominated by one man-made one; urban sprawl. Alperia has more square miles of city

An example of an Alperian "network"

and suburb than any other nation on the planet by several orders of magnitude. Rural living is unheard of, with any “rural” area being held by corporations performing automated mining or farming of genetically modified crops.

Alperian cities are known for being unconventional, they are miles and miles of widely spaced city clusters that are considered part of “the network,” at the center of each “section” (Alperian states or territories) is a mega-city…which is as its name suggests (mega-cities are surrounded by “the network”). The areas untouched still have the same ecology and flora and fauna that survived the fault, usually the areas up-north in what was once Canada due to the mega-cities being more prominent in what were the American west-coast, east-coast and Midwest. Alperia is also known for being extremely hot most of the year, primarily in the urban areas that aren’t costal, often not dipping below 70F even in winter. White uncomfortably sweltering for many foreigners, heat is something most Alperians revel in.


The Alperian government is a bizarre one, formed from what was left of the North American nations and the ensuing corporate-technocratic city-states after the fall. Due to the dominance of business and academics in the industrial and technological bases of the old United States, when Alperia finally succeeded from the Empire and “regained” its cultural identity it quickly set up a form of government emulating the pre-Drakite era.

The Alperian Technocracy is divided into 4 branches; Judicial, Legislative, Executive and Advisory. The Judicial branch consists of the courts and much like pre-fault nations serves to both punish criminals but also to determine if laws are constructional. The remaining branches however; are what really set Alperia apart.

The Alperian Legislative and Executive branches are dominated by automated systems, unlike pre-fault nations which tended to be infested with bloated and wasteful bureaucracy that both corrupts and spends excessive amounts of money. The Alperian Legislative branch is unicameral, consisting only of a senate of 3 elected officials for each of the 62 Alperian “sections”; a “section” is defined by the presence of a “mega-city” (which its self is defined by a certain economic output and size) rather than population or any other means as Alperia draws lines based on economics. Senators are elected every 4 years by the public in open voting that is open to any individual possessing a university education and owning property (general local voting is open to everyone). The Legislative branch does as its name suggests, it draws up laws, amendments, passes bills and helps along other changes. The Senate is led by the non-partisan Smart-AIs “Juno” and “Minerva” who acts as the Speakers of the House (or Senate) due to their status as an AI. Juno and Minerva also run the entire bureaucracy of the Legislative branch, with each senator only having very small numbers of human staff.

The Executive branch consists of the President, his Second (not vice president, the “second” is powerless and only there in-case then president is in some way disposed) and the “Permanent Executive Assistant” who is the Smart-AI Juno, plus all the other staff. Juno was instated for the role of helping to run the nation because she is a machine, a sentient-AI dictated by what is best and not by personal goals or gains, making her perfect for helping the president (and the rest of the government) on the best path for everyone in the long run. The President is not publically elected, instead picked from the Legislative and Advisory branches, all of whom vote to select the next president from among the Senators or Councilors. The President serves a 6-year term and can be re-elected without limitation; however no Alperian president has served more than one term. The Alperian president is both less and more powerful than presidents or prime ministers like those who served the United States, United Kingdom or Germany. The veto process is much more intricate, but the president is also treated like the true head of the government and not a glorified figurehead. The president and Juno have the final say in almost all matters. It may also be noted that the president is not considered the commander-in-chief of the Alperian military by default, however they may be given military command if he/she served and retired from the military with a pay-grade of OF-7 or higher (this has yet to happen however so there is no real legal precedent). Below the president, Juno and the second are the two chancellors (also voted in similar to the President) who act as the president’s “organic” advisors. After them come the various High-Chancellors who are considered part of the executive branch in terms of succession or “importance” due to the High-Chancellors performing a similar role to the various “Secretaries” of the United States’ government.

The final branch is the Advisory, which is the smallest by far. The Advisory branch has very little actual power except for the fact that their word caries considerable weight anywhere and when they work with the Judical branch to reject bills they believe will be very harmful to Alperia. Since many of the AIs run actually run the nation’s…everything, the Advisors fill an…advisory role to the rest of the government and therefore lack formal power. The Advisory branch does as it name describes, it advises all the other branches and is filled with many of Alperia’s greatest minds who serve short; 3-year informal terms. The Advisory branch is elected academically, only academics in the field of the councilors or high-councilor may vote in that election, for example; only people who hold extensive degrees in “economics” may vote on the Councilors or High-Councilor of Economics. Each scientific, analytical or mathematical field (there are roughly 5 dozen; including medicine, economics, metallurgy, computer engineering, agriculture, etc) has a High-Councilor, who is considered; more or less one of the best men or women in that field, and 5 Councilors below them who; while considered second to the High-Councilor are still highly respected in their field. It is considered an extreme honor to be selected for candidacy for a job in the Advisory Branch and most people are actually voted-in via write-in election. While significant academic skill is a requirement for any position in the Alperian government, the Advisory branch is a step above; and filled with some of the world’s most brilliant minds. The actual service is somewhat informal, while the Councilors and High-Councilors do have a meeting chamber in Mechanis they are mostly free to live where they want and only have to meet as a group once a month. They are also free to continue their other jobs since their job is simply to send some e-mails to help educate people on how they think a bill should be voted on (more or less).

As one may be able to tell the federal government dominates the Alperian government completely, with sections able to manage themselves but still deferring to the Federal government for anything important. This causes some chafing but Alperia explicitly focused on sections being centered around mega-cities so that they are all relatively homogenous, plus the AI that run Alperia help to make sure every section gets treated like individuals despite all the federal control. It may also be noted that due to the limited nature of Alperian official’s elections serious limits have been places placed on campaign contributions to limit excessive influence by special interests and corporate entities.


Alperia was a fairly racially and culturally diverse Drakite territory, and the diversity only increased after the First Drakite Wars with the influx of refugees and immigrants from more ravaged nations that continues to this day. Since the country was founded mainly by North Americans and Middle Europeans, the nation has a unique blend of general culture compared to other nations which were founded mainly by people from one geographic area (making defining any one single culture to be a fool’s errand). Alperians are widely considered very snooty and elitist by members of other nations, in part due to their superior standard of living and education; however they are often more than willing to help improve others (whether they want it or not). The official languages of Alperia are German, French, Spanish and English, most of which are spoken fluently by most Alperians; however a distinct “European accent” is held by people from the mega-cities when speaking English, whereas most living in the network speak English with a Midwest-American accent, making it easy to identify where somebody lives. Religion is a rapidly declining practice in Alperia, with less than a fifth of the population practicing some form of religion.

Most crimes committed in Alperia in recent times are white-collar crimes, whereas blue-collar crimes are uncommon since unemployment rate is so extremely low and most everyone with a job is an equivalent college graduate working in a professional field (Alperia is not crime-free by any measure, just that muggings have been replaced mostly with account hacking, electronic bank robbery and the like). Punishment for crimes are typically quite harsh but not cruel, the death-penalty has been banned for all but cases involving war crimes, massive breaches in social conduct and traitorous acts. Relative to the legal systems at the turn of the century in most nations, the Alperian legal system is quite simple (regarding court proceedings, since computers run a considerable deal of it) and gives law enforcement large amounts of power. The power is expected to keep citizens in line, however; any officer who abuses their power is subject to extreme penalties for misuse, which helps to assure the proper use of their authority. It is not uncommon for the few riots or other violent demonstrations that Alperia deals with to be dealt with by use of near-lethal force and psychological warfare to break mob mentality.

Freedom of speech is upheld, however; the government has the right to blacklist or demand limited publication/distribution of things such as hate speech, dangerous documents like home bomb-making, and excessive or disturbing violence (not to say Alperians can’t enjoy a good splatter film but some of the things that are probably indicative of the writer’s/artist’s mental illness can be controlled). Free speech zones are also established to protect the right of free speech while ensuring security at public events. Alperian citizens have a partial right to bear arms and are free to buy and own firearms assuming they have the proper qualifications and expertise and their government psych reports are cross-referenced with this right to make sure unstable citizens don’t have access. One of Alperia’s most bizarre legal practices however is that it does not recognize marriage if of its self, to the Alperian government marriage is a private, contractual matter between consenting adults and alone offers no special legal or tax benefits.


Healthcare in Alperia is socialized due to its extremely low costs, seeing as how Alperian medical techniques are extremely advanced; with a heavy use of robotics, lasers, computer interfaces, and advanced techniques create a very high success rate for even the most invasive surgeries. The costs saved on labor due to computerization and resources due to general technological advancements mean everyone can afford all but the strangest operations. Organ cloning is also used often for critically damaged or infected organs, and most Alperian citizens over 40 have at least some cloned tissue (like skin, hearts, or livers).

Some of the more “extreme” medical practices are a hallmark of Alperian living, the foremost is cybernetics, all Alperians born since around 2058 have a cybernetic implant installed in their cerebellum by the time they are 5 months, the semi-organic computer grows with the person throughout their lifetime and allows them to command electronics (like TVs, computers, or toasters) with thought. Older citizens can opt for accelerated growth implants too, free of charge. While the basic implant is provided free by the government, numerous upgrades are also offered for additional fees by numerous companies; including everything from compete photographic recall, to telepathy with other telepathically upgraded people (although that one is very rare). All Alperians are also injected with a “dose” of nanites during the cybernetic surgery; these nanobots also grow with the individual and maximize the efficiency of the body in every conceivable way, even the average Alperian will live a far greater span than the unagumented, and are faster, stronger, healthier and able to recover faster than citizens of any other nation.

Advanced prosthetics are another option to a cloned body part (and rapidly surpassing said cloned organs in popularity), not to mention that voluntary non-emergency cybernetic replacements are getting more and more common with some people bordering on being post-humans with a near-addiction to cybernetic and genetic enhancement. On that note, genetic therapy is another popular science used to fix genetic conditions (or in some cases; enhance). En-Utero therapy which can fix everything from genetic disposition for shortsightedness to a weakness toward developing cancer is a highly popular option, often tests and “operations” are performed with the same percentage of parents wanting to know what gender their child will be in other nations. While Alperians prefer cybernetics to genetic modification; due to the stigma associated with genetics coming from the issues with the Infor, it’s still a very powerful field capable of many brain-bending feats. The advanced medical system means that many from other countries often come to Alperia for treatment to cure particularly complex or unique ailments. White it may seem utopian, one must remember that Alperia is everything it is due to science and trade, a somewhat delicate balance if one looks at it the right way.


A good education is considered the single most important thing a youth can be given during the informative years. Alperian schools are heavily state-funded and are given access to the absolute best resources available. Alperian children are given extensive grooming in math, the sciences, government, history, engineering and business/economics, while the arts and language are left to be considered basic forms of education; however language classes are taught until the 12th grade and most Alperians are taught numerous languages to stay competitive in the international field. Alperian colleges (mostly free to students) and standardized testing are set to what other nations might call “insanely” high standards, however; Alperian students have the highest graduation ratio of any nation and are often considered the brightest in the world from their extensive education.

Economy and Science:

Alperian economy is a “social market” (which is to say, regulated capitalism) and based entirely on the export and production of high-quality, high-tech, and large scale industrial and domestic products. A number of the world’s greatest scientific research firms are also based in Alperia, as the advancement of technology and science is considered paramount by the Alperian government, many companies base themselves out of Alperia for the sake of large benefits and tax breaks. The Alperian economy is one of the most successful in the world and Alperian citizens have the highest standard of living known. To say it bluntly (and save time) it can pretty much be said that Alperian are addicted to the advancement of technology and that most jobs are devoted to the advancement of some kind of technology. Alperia turns out a massive per-capita of scientists, doctors and engineers, who often find little issue getting a job employed in a firm either locally-based or for forigen branches. This is what has made Alperia what it is today and most Alperians see technological obsession to be the very hallmark of what makes an Alperian an Alperian.
--Note: Alperians are the first (and currently only) to develop Smart AIs working off a dynamic memory-processor matrix, meaning they can not only be taught a vast wealth of information, but can learn and comprehend from their surroundings, and are able of thinking creatively. Much more common however are "static intelligences" (SI) which are much like conventional computers but have the advantage of very advanced GUIs, an exceptionally long list of parameters, and unusually-fast processing power. SIs can come close to duplicating the external performance of a true AI but are incapable of actually learning, only making slight adaptations to parameters within another set of parameters. SIs are given class names, with the first letter of the class dictating the intelligence based on a scale, with A being the “smartest” and Z being the “dumbest” (an Algonquin-class AI is faster and capable of more than a Gerald-class AI). SIs are found just about everywhere and are simply a part of Alperian society, government, and military; most households for example contain a variable-class AI to operate machinery and assist its occupants.


Alperian cities are heavily engineered so that the aesthetics, efficiency and durability of a city are never compromised. Since a huge amount of Alperian land is covered in some kind of urban or suburban sprawl and mining facilities or factories, cities are designed to not only concentrate the high population comfortably; but also to look pleasing as most Alperians rarely get away from them. Alperian architecture tends to be highly organic in influence; sweeping slopes, curved shells, and (synthetic) stone rather than concrete pathways are all hallmarks of Alperian design. In stark contrast to the urban areas of other nations; Alperian cities have wide, spacious streets, well lit alleys, thoroughly cleaned buildings and roads, glittering high-rises, interconnected buildings, large parks and green spaces and extensive gardens and planted pathways. Alperia is also known for its mega-architecture and hyperstructures; with most of the world’s largest and tallest buildings in the world calling Alperia their home (often by several orders of magnitude). Alperia has also dabbled in layered cities, pyramid-cities, and even orbital-elevator theories. High levels of energy efficiency are mandatory for building designs and

The Alperian mega-city of Springfield

often include features such as air purifying greenhouses on the roof, this coupled with extensive use of low-emission and renewable energy resources, fusion power plants, and an extremely well-funded mass-transit system (94% of Alperians make use of some PT system at least once a day) make Alperian air and ecology some of the purest (if you don’t mind the heat). Factories, docks, some personal services and menial labor are mostly automated since most citizens are employed in business, R&D companies, engineering firms, or medical technologies/fields. The beauty of Alperian cities also functions as a tourist attraction, since the unique architecture; designed to look pleasing, is appealing to most visitors, even those from other industrialized nations/cities, and this somewhat compensates for the lack of natural wonders the mountainous and mostly arid land Alperia is located on offers. Apart from the above ground building; a number of buildings are built underground and a few cities are even built into the sides of mountains and extend throughout them (mainly port cities). As described in the Government and Geography system Alperia has mega-cities surrounded by the semi-urban-semi-suburban “network” which are very wide clusters of vertically-constructed cities within eyesight of one-another. Most individuals live in the network, while being employed in mega-cities and commute via train to get to work each day. Mega-cities contain most of Alperia’s business and industry while the network contains most of the livable space, entertainment, shopping and tourism.

Foreign Policy and Trade:

Trade has always been important to Alperia and its export of the world's finest technological and electronic goods are what keep it at the top of the GDP charts. Alperia's primary exports are complex technological machinery, electronics, appliances, computers and software; Alperia also makes a considerable deal of money in the service industry as its scientific and engineering firms are often hired by other nations to perform problem solving or R&D. The nation's advanced space program and control of the asteroid-mining business also make Alperia a massive supplier of spcific rare minerals and services regarding orbital transport (such as satellite installing). Import-wise; Alperians are known for their consumption of earth-metals and luxury goods, along with assorted heavy machinery and equipment (primarily imported from the Protectorate).

Alperia has always had a somewhat controversial foreign policy. Originally Alperia was a crusader; willing to go to war with any nation that threatened global stability or treated its citizens without basic dignity. As time changed however so did Alperia and its citizens, as Alperia grew into a technological, economic and scientific powerhouse bar none its citizens grew elitist and haughty and while even to this day support is offered around the world and Alperia will stand up for other’s rights if necessary it is always done in subtly condescending way at best. Alperia also no longer will wage a war on principle and has grown obsessive with the proper channels and reasons for going to war, becoming ever-more withdrawn and beholden to rules. Alperia’s most controversial choice however is their declaration of sovereignty over earth’s orbit and space. With few exceptions, no nations are allowed anything but civic satellites and space travel is strictly prohibited unless under direct Alperian authorization. Alperia controls space and has done so for years under the premise of them protecting the world from its self, and that they are the only ones worthy of the power that is control of earth’s orbit.

As the co-founder of the Global Security Coalition, Alperia sees its self as the center of the modern world, and often uses that to its advantage, its massive economic and political sway combined with being the nation whose law-makers chartered over 90% of the original New Holstice Convention and the leader of the International Stability Council (the “leaders” of the whole GSC General Assembly, akin to the UN Security Council) means what it says usually passes with little issue, and with very little public opposition to its actions. This has led to many outside the GSC to state that Alperia is tyrannical…an arguable point, however not one likely to be agreed upon by most of the long-term members publically or privately.


The Alperian military has held the property of “quality over quantity” in high regard as it does with domestic products. Alperian soldiers are the best trained, equipped and prepared in the world, however; despite Alperia’s massive defense budget and economy, the Alperian military’s size remains disproportionately small, mainly due to the cost spent on each man. Alperian soldiers are recruited voluntarily but by an extremely stringent recruitment procedure.

Alperian infantry are a select group, with only an extremely small percentage of recruits actually getting their PCAS; due to the sheer cost of creating even a single infantry unit there are extensive genetic and physical, and psychological qualifications an infantryman must fill to be trained. Non-infantry are an entirely different group in the recruitment procedure altogether, as while many view the infantry with awe; they are terrified by exactly what they are. Alperian infantry have the longest overall training period of any nation by an incredible degree, often extending into over a year. This is nessecary due to the fact that all "wetware platforms" are operated by the Mk II "Unliving Warrior" System. Developed from the Titan NILSCE-program; the ULW transforms all of Alperia's operators into full post-human soliders, little more than a brain and life support locked away inside their armor until they perish in battle, feeling the world strictly through autosenses and simulated vision.
Space Vagabonds Battlesuit by ukitakumuki

The conceptual base for the PCAS-102

Most Alperian infantry-applicants are non-citizens, critically wounded soliders, death-row inmates, even repeat-attempt suicide offenders who have been nonresponsive to treatment. All people either unable or unwilling to return to a normal life; or those so fanatically devoted to Alperia or one of the techno-cults that they feel a need to end their "humanity" in pirsuit of mechanical perfection. One of the most common type of applicants are Warpian infantry who are religiously devoted to war but are unable to fight due to severe wounds, they gladly tribute themselves to the Alperian war-machine in order to become “Avatars of War” as is the more zealous title for Alperian infantry given by their chaplains. For others it’s a way to suffer death but to do something useful in death, to provide one last service; this is especially true due to the hefty stipends paid to the families of successful applicants. The one thing this motley crew all must share however is an unusually brilliant or quick-thinking mind and a high-degree of augmentation tolerance and spatial awareness.

After the applicant is deemed to have the necessary attributes they are given a funeral and shipped off to undergo a “corpusectomy”; the nickname for the removal of the body and the heavy upgrade of the remaining brain and stem with cybernetics and genetic enhancements. By the time the new “Synth” awakes, he/she will be 53% cybernetic at minimum…depending on how much of the brain needed to be improved and the rest will be treated so as to think and react at factors far faster than any unaugmented mind and be incredibly resistant to concussive force. “Synths”; as they are known by the non-augmented infantry and bodyguards, then undergo anywhere between 10,000 and 12,000 logged simulator hours (in sleep-accelerated jaunts). Psychological training and conditioning is spaced between simulator runs; it seeks to enforce absolute loyalty to the military and Alperia; some call it “brainwashing” but the fact of the matter is that it’s a necessary security protocol; the synths are ultimately loyal to Athena, her assistant AIs and the High-Generals and will not take orders from anyone but them except in “Blindman Orange” scenarios. This training also seeks to reinforce proper use of the suit in combat as it defies normal evolutionary “survival logic” (IE, forcing one’s self to walk right into enemy fire) and a specially developed CQB “martial art” specially designed for destroying enemy armor and disabling heavy weapons or fortified targets.  Due to their connectivity the infantry exist outside normal force organization and have their own command structure. During their simulator runs, those who adopt the best to military tactics are given “NCO” positions; those with the best grasp on strategy are assigned as “officer” platforms and assist the organic-officers in planning. One caveat however is that all infantry take to the field, no exceptions; however their command structure is incredibly shallow due to computer control and their linked “combat mind” meaning a chain of command is far less important. There are only 4 ranks of infantry “Operator”, followed by “Network,” then “Century” and “Command.” “Squads” of infantry typically consist of only 3-4 wetware-platforms each with an entourage of several (up to a dozen) assorted autonomous combat drones slaved to the operator's thoughts. Command between operator and drone and operator and operator is reflexive, the simple command of “take out that bunker” or “take cover from this inbound airstrike” is as natural as picking up a glass of water and is accompanied by a myriad of IAWSL-supplied data that would be indecipherable to any other being. Operators are said to think in terms of pure data, even the thought of firing a weapon is accompanies by barrel heat, mechanical stress, ammo counts, accuracy so far, wind strength, projected accuracy, enemy concentrations, and millions of other bits of information; they know everything, they see everything. Drones are capable of performing actions on their own, basic problem-solving and a rudimentary grasp of tactics; but don’t have initiative, requiring their sense-connected wetware platform to prove them with basic commands. After all surgery and sims are complete, a synth will be hooked into their PCAS for the first time and operate in a training platoon for 5 more weeks before being checked-out for active combat rotation. In essence, Alperian infantry become living dead; unspeaking, uncaring, unfeeling, merciless, faceless and unstoppable, and worthy of all the terror and fear this brings.

(note: Alperian “infantry;” which includes all forms of battlesuit users are often called “operators” rather than infantry since they sort of blur the line between actual infantry and AFVs, technically the official term is “wetware-based combat platform”)

General education for non-infantry troops in both the army and breakers runs for around 22 weeks, the first 14 are spent learning basic military training exercises and going through typical regiments and the remaining time is spent on education in general warfare, Alperian enlisted are expected to be trained like the officers of most other nations. After basic the serviceman or woman will be sent to the appropriate “university” whey they will learn the inside and out of their respective specialty. This can range from a few months for AFV crewmen to a year or more for advanced battlesuit engineers and mechanics (who typically will also require a previous college degree in something like mechanical or electrical engineering). Pilots and vehicle operators also undergo rather heavy cybernetic upgrades so they can "link-into" their vehicles while operating them, drastically increasing response time and operational effectivness as well as decreasing the crew requirements. This manifests in some as a sort of "machine-empathy," those who adapt well to the treatments seem to be able to communicate with a vehicle's systems on a much deeper level than expected and are able to perform better diagnostics by feel alone than most dedicated computers. During basic training all servicemen are also given a rigorous physical and psychological regimen, along with a number of neurological-enhancing chemicals and upgrades to their neural implants to allow their brain to keep up with and efficiently control various pieces of interface technology and enhancing their ability to think clearly in battle, they are also given a diet high in calcium, ceramics, proteins, and metals; increasing their body’s toughness, strength and ability to withstand fracture. Alperian psychological “training” seeks to harden them from the images of war, heavily reducing the potential for shell shock and PTSD and other damaging aspects of war that affect the mind. Alperian military units are thoroughly grounded in all manner of combat especially in desert and urban environments.

On top of a heavily armored and extremely well-trained military; most weapons in Alperian military service are incredibly advanced compared to their contemporaries in other nations, featuring electronic scopes with links to HUDs, ammo counting systems, self-adjusting features, automatic cleaning, dynamic electronics and other advancements. Most Alperian weapons are railgun/gauss guns or are magnetically assisted in some way; this makes most Alperian weapons extremely dangerous at ranges far above the average. Alperian tanks and vehicles are designed along the lines as tanks like the Merkava IV or Leopard 2 (for design concepts); featuring heavily sloped/angled and multi-tier armor, and emphasizing on crew survivability. Alperian tanks are meant to mount dangerous high-velocity guns and are extremely fast for their size, if they ever actually manage to engage an enemy that can either outrange them or are too heavily armored, they will close ranges using superior mobility to outmaneuver enemy armor and exploit every weakness there is to offer. Alperian tanks also focus heavily on extremely advanced targeting computers and electronics, fire control systems, radar, sensors, autoloaders, and anti-missile defense systems. Advances in robotics also give UCAVs and UGVs a large support role in the military at large most companies have access to multiple automated support options, everything from automated bombing runs to airborne nanomachine camera clouds (usually dispersed by aircraft) are available. Most support vehicles for the military are also automated; vehicles such as medical transports and cargo/fuel transports are entirely automated as are most “mindless” support jobs such as the loading and unloading of cargo, rearming fightercraft and the like.

One of Alperia’s more controversial decisions is to make its military extremely impersonal; literally it is illegal to take pictures of any active Alperian combat serviceman or woman outside their combat uniform, which in ALL iterations (from pilots to tankers) will have a full-face helmet (normally for the HUD but also serves to conceal identity). Military parades will be done in battle armor, medal presentations will be done in combat dress, etc. It seeks to foster an air of the “inhuman killing machine” to Alperia’s enemies (Alperians are big on psychological warfare). This is done to create fear, and Alperian infantry are the most infamous of all; known for being silent murder machines who stomp across the battlefield tearing apart anyone foolish enough not to run. While obviously the Alperian infantry have no problem with this, being not much more than organic CPUs for their armor, it can cause some pilots and tankers to suffer some resocalization issues, but the Alperian government has put a great deal of thought and resources into psychological care and support for discharged (and active) members of the military. While this is all a highly effective strategy in normal war, the impersonalization has come to bite Alperia in the butt a few times; mainly in dealing with insurgency in other countries, the faceless Alperian military giant does little to win over a populace quickly; often requiring the use of regulated PMCs to perform humanitarian and security ops.

Military Doctrine:

Alperian military doctrine is all about the strike force. The Alperian military is small, or rather its number of frontline troops is relatively small for its size and military expenditures (in fact the whole Alperian military is huge, especially with every squad of PCAS troops having an even larger team of technicians, computer specialists, mechanics, engineers and comm operators devoted exclusively to its operation both on the battlefield and off). To counter this, it is extremely fast; apart from their superb infantry, Alperia has the most powerful and massive air force ever seen by man. Together they are capable of running circles around the enemy both strategically and tactically.

In symmetrical warfare, Alperia uses its airforce to transport everything everywhere, the advent of the pulse engine allowed for cheap, high-capacity transportation of war material, a far cry from the normally extremley expensive air-transport of the fossil-fuels era. This alone gives the Alperian military a huge step-up in speed and ability to choose which battles it wants to fight and where. Alperian fighters are rare but tend to be able to clear hundreds of square miles of sky with a small handful, most air-to-air is actually handled by gunships; however if a squadron of Talons is ever actually deployed there’s no chance any enemy aircraft will return to base as anything more than scrap. Gunships and heavy combat transports allow Alperia to dominate the land from the skies and avoid ground-focused defenses, meaning they can drop troops where they want and when they want, often right on the enemies heads or behind their lines. The second advantage is raw speed of heavy ground support, Alperian tanks and land-craft are also very fast, practically racecars of the armored world; meaning they are often not far behind an infantry and air strike. The Alperian military takes advantage of this to stage what is called a “Three Hammers” maneuver; the airforce and infantry go in first and systematically disable supply lines, emplacements, heavy anti-armor, etc. (Alperian strike fighters are usually the first of the first; sent in to disable heavy AAA). Then the armor shows up and proceeds to dislodge anything too troublesome for the infantry, then a second wave of infantry (mechanized infantry) moves in to perform clean-up and securing. All this combined with efficient “recharging” capability means that the Alperians can create an uninterrupted “rolling surge” of their control all over the enemy lines, all over their country, and all over their strategic maps.

The Alperian military is also renowned for its use of passive psychological and stealth warfare. The Alperian military tends to be perceived as a faceless monster, a brutal and efficient inhuman army that kills without pity or remorse…which more or less has roots in reality when it comes to enemy combatants (Alperians are very proud of their precision and ability to inflict absolutely minimal civilian casualties). Therefore the mere presence of Alperians, especially their infantry tends to sap many men of a will to fight. On top of this, Alperian use of surveillance and active camouflage tech tends to induce huge amounts of paranoia; you never know what the Alperians might know, you don’t know if they are watching you wiz behind a tree right now or that you’re actually low on ammo, not to mention that the threat of constant ambushes do little to raise morale. Historically however; the Alperians really only use ambush warfare minimally, but just enough to keep the fear fresh in the minds of the enemy.

The Alperian military has an extreme degree of branch-integration, this is to foster overall military unity, and allow specialization in tactics on the divisional and corps level. Any battle will see at the very least the Breakers, Army, and Air Force working closley side-by-side. The Breakers are designated shock troops, while they have associations with the Navy and are often compared to the Marines of other nations, they exist strictly for performing smaller operations than the Army or being the speartip of a full assault. While the Army will be off performing massed paradrops and general assault of say; and enemy city, the Breakers will be sectioned into independent battalions performing high-profile objectives that require speed and precision beyond even what the army can bear. It is the Breakers who will be securing capitol buildings, terminating artillery batteries or destroying ammo dumps while the Army does the overall heavy lifting. On that note; the Army is the main force of the Alperian Military and posesses far larger numbers of heavy armored vehicles and PCAS-variants than the Breakers, as it is their duty to be the most adaptable and general of the 3 land-deployment branches, capable of tacking any situation big or small and reinforce the Breakers or SpecOps if they run into a roadblock. The 2 Elite Assault Divisions; also known as the Stormtroopers capture this the most; and are known for being utterly unflappable troop sections that can and will fight anything, at any time, with any resources at the drop of a hat. Alperia is also unique in that its Special Forces are their own branch, culled entirely from the top precentile of recruits in the Breakers and Army, it is rare to see Special Forces deployed in a conventional warzone as they are often saved for independent deep-territory raids, counter-terrorism or high-profile target disposal; however when they are deployed one can expect them to leave a wake of corpses on their path to whatever target is deemed important enough for them. The Air Force and Navy are largley unchanged in role from any other, however the Alperian Air Force is known for being omnipresent, in many other militaries forces like the Army or Marines have their own fixed or rotary-wing aircraft, not so in Alperia; if it flies the Air Force are the sole group coordinating, repairing and operating it. This is to give the Air Force a more active role and allow them to be ultra-specialized in aerial warfare while the other branches have their own set-up. Even carrier-based aircraft are flown and operated by the Air Force who will have a contigent of their people aboard any aircraft-capable warship.

It may be noted that recently, with Senate Bill H7-900-0I8-M and the "New Directive for the Alperian Air Force" in the military; that Alperia has started the slow process of nearly removing its navy entirely and downsizing its heavy ground forces (relativley minor downsizing) as a cost-cutting method due to the new Air-Fleet iniative. Alperia's airforce had begun to supplant the duties of much of the heavy ground-armor due to the gunships being able to mount dangerous autocannons and missile systems, not to mention armor far greater that pre-fault helicopter gunships while also able to maintain trans-sonic airspeeds and incredible agility. This is almost entirely in-part due to the pulse engine, as it allowed Alperia to also construct superheavy aircraft like the Condor gunship and C-27 Solar superlifter, due to the fact that they had high power-weight ratios (if not nessecaruly speed) and didn't burn fuel; simply needing electricity provided from microfusion cells or miniature fusion generators. Eventally the plan was put forward for the "Air Fleets", massive conglomerations of Peregrine gunships operating like an airborne armored lance. Eventually the numbers of active gunships skyrocketed as their effectiveness became apparent and unquestioned, the term "air-fleet" became more and more literal, as the huge Condor gunships and other heavy gunships began to operate in roles similar to naval command craft, leading "task groups" consisting of other aircraft. This proved to be so effective and cost-effecient that the government ran with it, decomissioning huge numbers of warships (which became less useful due to the pulse-engine granting week-long loiter times even at maximum energy draw) and drafting plans for literal flying warships (the P-series, listed in the "Aerial Warships" section) that would form a literal airborne fleet, the P-series coming in sizes, function and armament similar to naval cruisers, destroyers, frigates and even aircraft carrier and battleship analogues (while obviously the gunships provide fighter and escort-like jobs). These massive flying fleets are currently under construction; in unison with the decomissioning (mass-recycling) and reassigning of naval assets and personnel to the Air Force (this has caused endless amounts of grumbling). Eventually the Navy will consist of little more than a few submarines and some littoral combat vessels, all their former roles supplanted by the Air-Fleets, while several ground-elements are being decomissioned due to the Air Force's newfound ability to perform almost any role whatsoever.

The Alperian military seeks to win wars fast by dismembering and decapitating the enemy with pinpoint strikes on vulnerable or vital areas and facilities; let them wither on the vine so that either they or an ally (such as the Protectorate) can destroy the weakened and piecemeal forces that are left over. The aim is to bypass unimportant or heavily fortified areas; to punch into the chest of the enemy and rip the heart straight out. Information and very fast supply chains are the key to the Alperian military’s success. Alperian supply chains have to be well-protected and very efficient due to the fact that their military literally operates entirely on stretched-out lines (although the enemy is usually too busy with other forces or too weak due to their strikes to fight back effectively). Information is key because Alperia is a maneuver force, every unit needs to know exactly where it needs to be, when it needs to be and time quotas for actions are essential. Therefore; the Integrated Advanced Warfighter Networked Command Link was created; a marvel of modern military information technology.

The IAWNCL may be considered the greatest achievement in military history, along with the invention of steel, the bow, the firearm and the armored vehicle. There is literally nothing it can’t do for each and every single solider, pilot or driver. Managed by the two Smart-AI; Athena and Ares, the IAWNCL is a constant influx of information from billions of sources, all the sensors and cameras on each tank, aircraft, transport, PCAS, battlesuit, satellite, even the AIs projections themselves, assorted automated sensor networks and unmanned vehicles contribute data on enemy sightings, incoming fire, suspected enemy locations, artillery both friendly and hostile and where it will land, projected explosive radii, flight paths for enemy gunships and friendly aircraft, the list is endless. Data is shared through combined satellite uplinks and peer-to-peer wireless networking along multiple different encryptions and transmission wavelengths. This generates a flawless 3-dimentional view of the battlefield where anything that is known by one is known by all. Every single Alperian troop can access all this data. This allows infantry to literally call massive blankets of artillery fire on themselves and slowly walk through the maelstrom of fireballs because they know exactly where every computer-guided shell is going to land, how big its casualty radius is and what sort of crater it will leave. Tankers can see the location of a sniper picked up by a PCAS’s sonic sensors and level his building through several blocks with perfect accuracy. Gunship pilots can get precise locations of everything and everyone anyone knows about with an anti-air system, their threat rating and what angles they can see at. A PCAS with all its cameras and sensors blinded can still operate by using the IAWNCL to generate an environment based on what is known. And these are just naming a few uncreative uses. The IAWNCL also acts as a decentralized processor for units to calculate their own cannon shots or missile flightpaths; cross-referenced with other units, this allows maximum firing efficiency. This also gives commanders unprecedented battle control, a general in a command bunker can get a holographic overview of a battlezone with perfect up-to-date locations of all Alperian units and all known enemy units, even things like how many rounds they have fired, time to rearming or their performance in the battle so far. Commanders can simply point and squads can get waypoint data for their next objective. As said, the applications are endless and the IAWNCL is the epitome of information distribution technology, allowing the military to act with clean, cohesive, and efficient machine-like precision.

Military OrganizationEdit

Active Alperian Land-operations Military DivisionsEdit

--1st Elite Assault Division (CO: Major General Thurmore) “Reapers”
--2nd Elite Assault Division (CO: Major General Luevano) “The Reborn”
--1st Elite Armored Division (CO: Major General Lang) “The First”
--22nd Airborne Infantry Division (CO: Major General Bryant) “Blood Hawks”
--27th Airborne Infantry Division (CO: Major General Sennis) “Alpha Squadron”
--86th Airborne Infantry Division (CO: Major General Marshall) “Shrieking Doom”
--9th Infantry Division (CO: Major General Zambrano) “Division Primus”
--53rd Mechanized Division (CO: Major General Carson) “Silent Scream”
--12th Mechanized Division (CO: Major General Zimmerman) “Desert Warriors”
--98th Dedicated Mechanized Division (CO: Major General Meyer) “Valkyrie’s Wrath”
--117th Heavy Armored Division (CO: Major General Thamos) “Titan’s Fist”
--156th Armored Division (CO: Major General Lees) “Sundering Hammer”
--331th Armored Division (CO: Major General Wegmeyer) “Lightning Bolts”

Breaker Corps:
--1st Breaker Division (CO: Major General Pendelman) “Sea’s Fury”
--2nd Breaker Division (CO: Major General Richelieu) “Dreaded”
--3rd Breaker Division (CO: Major General Kent) “Iron Gauntlets”
--4th Breaker Division (CO: Major General Blaisdell) “Marines”
--5th Amphibious Armored Division (CO: Major General Perry) “Dreadnoughts”
--14th Shock Division (CO: Major General Galic) “Grinders”

Special Operations:
--STAS counter-terrorism unit
--Special Operations Task Group
----Elite Special Forces Operational Detachments (Alpha through Kappa)
--Observation and Information Attainment Force
--12th Strike Regiment

Major Active Alperian Air Force CommandsEdit

Air-Fleet Operations and Control Command (CO: General Robitaille)
---1st Heavy Assault Air-Fleet (CO: Lt. General Randrup) “Rolling Thunder”
---2nd Heavy Assault Air-Fleet (CO: Lt. General Illich) “Steel Hurricane”
---1st Tactical Deployment Air-Fleet (CO: Lt. General McDuffie) “Peacemakers”
---2nd Tactical Deployment Air-Fleet (CO: Lt. General Campos) “Grey Wolves”
---3rd Tactical Deployment Air-Fleet (CO: Lt. General Baronson) “Sky Hunters”
---4th Tactical Deployment Air-Fleet (CO: Lt. General Knight) “Blacktails”
---1st Guardian Air-Fleet (CO: Lt. General Garza) “Templars”
---1st Strategic Deployment Ait-Fleet (CO: Lt. General Amato) “Lightning Phoenixes”
General Air Combat Command (CO: General Kouda)
Air Force Branch-Integration Combat Command (CO: General Kankkunen)
Air Force Strategic Strike Command (CO: General Daecher)
Air Force Education and Training Command (CO: General Garrison)
Air Force Supply and Research Command (CO: General Shaw)
Air Mobility Command (CO: General Daecher)
Air Force Base-Mobility Command (CO: General Salib)
Orbital Global Defense Command (CO: General Angelo)
---Orbital-Drop Rapid-Reaction Assault Regiment (CO: Colonel Mattock)
Orbital Combat and Global Strike Command (CO: General Schafer)
Orbital Materials Handling, Information and Traffic Control Command (CO: General Dodd)
Orbital Construction and Logistics Command (CO: General Rice III)

Infantry Armor SystemsEdit

PCAS (Powered Combat Armor System)Edit

PCAS-102 mk. II

Classification: Powered self-contained combat battlesuit
Reporting name: "Garm"
Material: Advanced lathanium-based composite w/ carbon nanostructure reinforcement and layers of magneto-kinetic polymer gel armor inside nanoweave bundling. Thermo-absorbent emergency energy dumping mesh w/ aerogel spacing. Expansive fibrous titanium/aramid fill-layer spall-shield with Brutanium-Koltan backing. TektaFiber body-layer weave. 12-micron silver ablative coating. Iridioplatinum linkages and seal rims.
Weight: 4,575 lbs.
Size: 10’ 7” in-combat
Strength Augmentation: 57,500 lbs. for heavy manipulator arms, 720 lbs. for fine manipulators
Running speed: 52 mph
Drive type: Synthetic electroreactive polymer muscles
Protection Rating: Class XII
Protection coverage: Entire body
Power source: Gold-cobalt oxide lattice battery and a microfusion cell array
Weapon systems: The PCAS-102 is capable of mounting a weapon system on either arm, one on its upper left hull and a third from a small overhang on the left hull (usually a launcher). The opposite manipulator arm is left unequipped but can be mounted with a weapon (highly uncommon due to munitions storage limitations) otherwise an electrohydraulic utility ram with integrated short-range PEP system is mounted.
Features/integrated systems:
—Spinal hard-links to neural implants
—Ultra-bandwidth superheavy decryption/encryption receiver/transmitter
—Armor bio-feedback to implants considerably increases reaction time
—“Total information immersion” HUD
—Provides 360 degree vision directly to the optic nerve (the HUD is actually artificial stimuli)
—Full-spectrum acuity; output rendered as false-color visible with numerous settings
—Low-light enhancements
—2-12x optical, 12x-100x electronic zoom (monocular stereopsis)
—Smart-link to weapons with auto-correcting HUD crosshairs
—Wide-range auditory pickups
—9000-channel dynamic input/telemetry processors (including barometric, pheromonal, etc)
—Optical psychophysiological responses analyzer
—Active/passive ultra-high-frequency sonar motion detector system
—Seismic sensors
—Weapons and explosive identification database
—Auditory/visual round tracking and trajectory analysis package
—ECCM package
—Faraday anti-EMP mesh (common on all Alperian combat electronics/machinery)
—Built-in laser designator w/ range finder
—On-board medical diagnosis and treatment package
—Safe air system (nano-scrubber air purifier w/ 180 minutes air when fully sealed)
—NBC protection rated to all known biological and chemical weaponry/agents
—Sonic weapon dampeners/counter-harmonic resonators
—“Retractable” laser/radar reflective molecular smart-screens
—PX-8c active defense system (miniaturized)
—Internal/external temperature regulator (thermal masked)
—LiqBOS semi-crystalline reactive coolant ports
—Radiological background mimicry emitters
—Floodlight with infrared and ultraviolet sub-lighting
—OXNSFL operator-sunk fluid recyclers
—Nutrient and hydration distribution system w/ waste recycling
—Powered winch with 100m of lathanium-hybrid cable
—Compressed-air launcher and belaying system to use the cable as a “grappling hook”
—Draco XII hostile environment rooting system
—Lyran III hostile environment navigation assist
—Back recess, top and side-mounted GONSC-compatible connectors for hauling/carrying cargo
—YY8-0 Enhanced-mobility pulse-jet system; allows high-altitude drops with no additional equipment and short bursts of rapid aerial movement or low-altitude hovering
—Fixed-focus electromagnetic lensing field, back-up electromagnetic deceleration scoop


(only lists changes/additions)

PCAS-102(EW/S) mk. I
Classification: Electronic warfare and support armor
Weight: 4,825 lbs.
Size: 10’ 9” (not including retractable antennae)
Running speed: 50 mph
Weapon systems: Looses the ability to use the hull-mounted weapons to make room for the EW suites.
Features/Integrated systems:
—EMPD (Enhanced Multi-Processor Divider): larger onboard mainframe and networking control increases the processing speed and capability of nearby PCAS armors by expanding the “thinking space” of the IAWNCL through distributing processing among its self and other armors.
—Enhanced electromagnetic countermeasure suite
—More powerful Sonar motion detector
—Countless enhanced and additional sensors
—Storage space for up to a Class-A SI
—Ultra-sensitive seismic sensors
—Forced wireless connectivity, essentially a “hacking module”
—Hardened communication system and superior encryption/decryption
—Storage for a cloud of nanomachine cameras
—Griffon-I microwave weapon

PCAS-102(CV) mk. I
Classification: Covert operations armor
Weight: 4,669 lbs.
Size: 10’ 10”
Running speed: 55 mph
Weapon systems: Looses the ability to use the hull-mounted weapons to make room for the various stealth suites.
Features/Integrated systems:
—Wide-range phase-prism hologram projectors; allow the suit to shroud everything within a small adjustable area from sight while simultaneously creating an artificial dimensional cloaked image. Can shroud an entire close-formation squad.
—Hardened communication system with superior encryption/decryption
—Adaptive communication scrambling suite
—Destructive interference resonators
—More advanced radiological background mimicry emitters
—Auditory mimicry emitters
—Storage for a cloud of nanomachine cameras

PCAS-102(H) mk. II
Classification: Assault armor
Material: High-density classified alloy casing upgrade
Weight: 5,542 lbs.
Size: 11’ 1”
Strength Augmentation: 62,200 lbs. for heavy manipulator arms
Running speed: 47 mph
Protection Rating: Class XIII frontal
Weapon systems: The arm-mounted weapon attachment is moved up to the right hull to allow for the placement of the shields on both heavy manipulator arms.
Features/Integrated Systems:
—Heavily upgraded foreword armor plating designed to withstand immense punishment
—Dual forearm-mounted kinetic energy and blast dissipation shields (heavy, modular, break-away shields made of a number of advanced ceramics and composites that can easily block heavy projectiles and anti-armor missiles)
—Reinforced joint armor

PCAS-102(AI) mk. II
Classification: Heavy CQC/anti-Inforian armor
Weight: 5,401 lbs.
Size: 11’ 1”
Strength Augmentation: 62,200 lbs. for heavy manipulator arms
Running speed: 59 mph
Protection Rating: Class XII frontal
Weapon systems: The heavy manipulator arms are mounted with a massive (6 foot) industrial boring drill and a side-by-side pair of contra-rotating heated vibro-chainsaw similar to the ones on the Niddhoggr demolition armor on the left and right arms; respectively. The upper-hull has been redesigned and modified with a pair of flamethrowers hooked to large semi-external tanks and a 10.1mm machine gun.
Features/Integrated systems:
—Redesigned arm/leg joints and torso plates give the AI-variant drastically increased agility, dexterity, flexibility and melee potential, however at the slight loss of protection for its weight
—Microscopic needles coat the outside of the armor, capable of injecting advanced paralytic nanotoxins and neurotoxins
—Various hyper-lethal engineered nanotoxins exist in sacs all over the armor, which can be heated, releasing a lethal cloud of toxic fumes, used for point defense against Inforian beasts
—Retractable micro-bladed claws attached to the manipulator fingers of the heavy manipulator arms
—Incendiary cluster-pellet mine dispensers

PCAS-102(N) mk. I
Classification: Naval operation armor
Material: Lighter alloys in place of the normal armor casing
Weight: 3,160 lbs
Running Speed: 56 mph
Protection Rating: Class X
Features/Integrated systems:
—2 back-mounted hydrofans for underwater propulsion (replace the jump-jet system)
—Arm-mounted cutting torch on the left manipulator arm
—Climbing “gecko pads” on the armor’s heavy manipulator arms and legs

PCAS-102(CE) mk. I
Classification: Heavy combat engineering armor
Weight: 5,611 lbs.
Size: 10’ 10”
Strength Augmentation: 10,500 lbs. for each utility arm
Running speed: 50 mph
Weapon systems: Arm and overhang weapons are removed, leaving only space for the hull-mount
Features/Integrated systems:
—4 large, multi-jointed “crane-like” arms replace the standard heavy manipulator arm layout capable of mounting among dozens of various tool-tips
—Back-mounted automatic minelayer system
—Ultra-sensitive Seismic sensors
—Drastically upgraded hyperspectral composite image processors
—Demolition tape dispenser
—Mine-clearance line charge launcher
—Command network module for unmanned utility drones operated by mental impulse
—Small back-mounted digging auger
—Miniaturized DEMP emitter for defusing electronic explosives and landmines

PCAS-108 mk. I

Classification: Infiltration and Reconnaissance armor
Reporting name: "Nott"
Material: Lighter composite shell with a radiation absorbing coating
Weight: 4,002 lbs.
Size: 9’ 1” in-combat
Strength Augmentation: 3,030 lbs. per manipulator arm
Running speed: 67 mph
Protection Rating: Class X
Weapon systems: The 108 can only mount one hull weapon system, with no room on its arms unless it is physically holding it.
Features/integrated systems:
—8 smaller manipulator arms similar to the light manipulators on the 102, designed for fine-work and climbing.
—Complete CBOOC
—Complete spectrum and source telemetry with increased pickup range and sensitivity
—IAWNCL EW-link (instead of having a full on-board EW suite, the 108 takes advantage of the techs back at base and allows it to crack computer systems and mess with enemy electronics)
—The 108 is a smaller redesign of the 102, while relatively similar it is smaller, faster, quieter and has far better information-gathering capability (which is saying something). The 108 monster

PCAS-238 mk. I

Classification: Ultimate assault battlesuit
Reporting name: "Jotunn"
—Primary layers: Ultra-dense burtanium composite layers w/ lathanium micro-lattice reinforced by carbon nanostructures and layers of magneto-kinetic polymer gel armor inside nanoweave bundling. 20-micron silver ablative coating speckled with radiation-absorbing studs to confuse laser and radar-guided weapons.
—Secondary layers: Superconducting tubules containing Liq-BOS with an interconnecting “mesh” of synthetic coesite crystal.
—Tertiary layer: Staggered koltan “scales” covered in a hyperdiamond honeycombs protecting primary command nerves coated in an organic, high-mineral, self-repairing cellular colony and tubules carrying nanite “blood.”
—Quaternary layers: Pressurized fibrous titanium fill-layer spall-shield with brutanium-koltan backing.
—Quinary layer: TektaFiber "brain basket".
—Additional: Iridioplatinum linkages and seal rims, electromagnetic repulsion field, optional reactive and breakaway spaced armor modules for various spots on the battlesuit
Weight: 49,760+ lbs. (empty)
Size: 13’ 9” in-combat (full height)
Strength Augmentation: N/A; 1,290 lbs for each of the 4 manipulator arms, 214 lbs for each of the 4 fine-manipulators
Maximum Running speed: 33 mph
Maximum Tracked speed: 79 mph
Maximum Hovering speed: 105 mph, short term
Maximum jump acceleration: ~210 ft/s2
Drive type: Magnetic repulsor joints supplemented by hydraulics and synthetic electroreactive polymer muscles
Protection Rating: N/A (comparable to most modern heavy AFVs)
Power source: High-output ion cells and reusable microfusion cell arrays
Weapon systems: Compatible with the normal PCAS modular weapon system; the 238 has a quartet of mounting arms, allowing it to be armed with 4 weapons simultaneously; however there are also numerous “heavy weapons” that require a pair of arms to wield them. The PCAS-238 also as an armory of integrated weapons that round out its ludicrous loadouts.
Integrated weapons:
—8x 6-shot, 31mm micro-missile VLS pods arranged on the top-face of the primary hull, can be auto-loaded from internal bins if space is made.
—2x 4-shot defensive grenade packs (typically armed with chaff/smoke/ECM cluster-grenades)
—Modular slot for a 3-8 shot VLS version of the 3 main Alperian missile launchers (the Glaive, Halberd and Arrow) depending on missile diameter; located on the top-face of the secondary hull.
—Griffon-IIv defensive microwave system
Features/integrated systems: (shares almost all basic suites, sensors and electronics with the PCAS-102 and its variants, even if in updated, enhanced or altered formats; to list all software and hardware improvements would be redundant)
—Back-mounted automatic minelayer system (can also arm GPS beacons)
—Drone recharging and storage slots
—Nanomachine camera cloud dispenser
—Safe air system (nano-scrubber air purifier w/ 20 hours air when fully sealed)
—PX-8c active defense system (miniaturized) (6 installed)
—EDP-7b anti-mine system
—Icepick mk.5 information-acquisition package (advanced cyberwarfare suite)
—"Crocbyte" electronic warfare suite
—Electromagnetic repulsion field
—Draco XX hostile environment rooting system
—Lyran V hostile environment navigation assist
—"Switchback" tread drive system
—Side-mounted GONSC-compatible connectors for hauling/carrying cargo
—YY12-H Enhanced-mobility pulse-jet system; allows high-altitude drops with no additional equipment and short bursts of rapid aerial movement or low-altitude hovering
—Area-clearance PEP system supplemented by ultrasonic, subsonic, electromagnetic and concussive resonators to create nausea, severe pain, unconsciousness or confused senses when within several meters of the armor.
—Area-clearance plasma venting and overheat radiators; can raise the temperature around the armor over 1000 degrees centigrade, creating a field of desolation.
A PCAS in name only, the PCAS-238 was designed to be the “end of evolution” for the idea of frontline battlesuits; not quite as expensive as the “heavier” battlesuits (albeit, more expensive than the Hati, Surtur and Nidhoggr battlesuits) and taking inspiration from the Fenrir artillery armor (namely the more advanced electronics/miniaturized systems and the 4-legged mobility). Currently the PCAS-238 is the standard-issue armor of the Alperian army, the Breakers use the PCAS-102 and its variants due to their need for increased mobility, and the 102 still sees occasional use in the army in specialized formations. However, as a whole; the total number of active PCAS-102s is very small, replaced by the 238 and heavy battlesuits.

The torso keeps much of the same aesthetic found in the “lesser” PCAS models (albeit several times larger and far more broad and deep); being heavily plated, angular and possessing an unnerving lack of any humanity but trades the two normal “ballerina” legs for an X-shaped quadrupedal layout, each of the 4 legs possessing 3 joints (including the root joint) and resembling segmented slabs of metal; broad and stable. For terrain navigation and weight distribution the legs are tipped in a “foot” consisting of 6 independently articulating multi-jointed pads spaced evenly in a hexagon-shape, each of the “toes” can rotate 270 degrees and has extending phalanges on each of its edges, both for grasping objects (such as rock outcroppings) or to increase surface area for stability on soft ground. Much like the Fenrir battlesuit, the 238 is also capable of rapid travel via the tracks mounted on the undersides of its legs; allowing it to rapidly cover open ground.

The upper torso is split into the primary and secondary hulls, the primary hull being the main hull that attaches to the leg nexus; where the operator is located along with most electronics, power subsystems and computer mainframes as well as the first arm socket on each side. The secondary hull is located further back and set up slightly higher than the primary (called the “backpack” by foreign troops for its location and general shape), the secondary hull contains most of the modular ammo bins, feed devices, a few of the microfusion cells, the main heat distributors and the second pair of arms (these arms are slightly longer and are therefore parallel with the forward arms). The 4 manipulator arms are located with one folded along the back of the secondary hull and the remaining three folding into armored compartments on the front of the primary hull, these arms are more "conventional" robotic, 4-jointed arms with a 3-fingered, "claw" hand capable of dragging and lifting heavy objects. The 4 fine manipulators are collapsed inside ports on the side of the secondary hull and resemble a highly-segmented metallic tentacle that can extend over 20 feet in length, these arms are tipped with smaller and smaller, recursive, microfine "fingers" that can integrate with machinery, operate keyboards, and even perform delicate battlefield surgery or repair work. Pulse engine modules are located through the armor; mostly on the underside of the leg nexus and in the crevice under the secondary hull with control/maneuvering jets coming out of and sweeping back from the primary hull.

Armored finer than any other battlesuit before it and possessing the absolute newest in defensive, offensive and terrain-navigation hardware and software the 238 is the ultimate vision of the Alperian military, however it had one problem…its massive size and weight make it impossible to enter buildings without demolishing them and while automatic fire could be emptied into a building to clear hostiles or a smart-grenade fired through a window; which is both inaccurate and prone to possible civilian casualties. In response and in-keeping with Alperian demand for absolute military precision the PCAS-238 was designed to be a drone carrier; able to deploy not only clouds of nanomachine cameras but also a trio of small, flying helicopter-like Q-8b drones and a single UG-1a ground drone in event of a squads isolation from its more typical slaved platforms. The Q-8b is a small, skeletal, folding tri-rotor craft armed with accurate and silent 5.7mm flechette packs and weighing no more than 25 lbs, capable of flitting around a battlefield to spy on individuals inside buildings and take out targets hidden in possibly sensitive areas. The UG-1a is demonstrably larger and heavier, weighing closer to 220 lbs and resembling an over-fed scorpion with a high-powered 10.1mm machine gun mounted on its “tail” and possessing two large hydraulic arms capable of bashing open doors and breaking bones while 6 nimble legs allow it to scale buildings and overcome most obstacles. The UG-1a can also carry wounded troops, defuse bombs, weld and perform other duties tangential to its parent (even if the 238’s manipulator arms are capable of this and more). Both of these drones can fold up into smaller packages, with the Q-8s fitting into sockets on the secondary hull and the UG-1 latching to the underside of the main leg joint in an armored compartment.

Conventional powered armorsEdit

GKMS-10 mk. I
Classification: Extreme mobility bodyguard armor
Material: Ionic Electroactive Polymer Liquid Armor
Weight: 306 lbs.
Strength Augmentation: +3,000 lbs.
Running speed: 73 mph
Drive type: Polymer muscle bundles arranged correspond to human muscle groups.
Protection Rating: V
Protection coverage: Entire body, helmet covers entire head
Power source: Photovoltaic bioelectric battery
Description: Alperian power armor and battlesuits have a history of being bulky to say the least and are often unable to enter bunkers or field command centers and are not considered acceptable company around visiting dignitaries due to being giant lumps of metal and guns. As a response the GKMS-10 was developed to give a bodyguard or base-guard force unparalleled defensive and offensive capability wrapped in a package no larger than your average human. A pitch-black muscle suit constructed from though strips of brutanium over carbon nanoweave armor, covering a plethora of reactive polymer muscles corresponding to human muscle groups. A trained solider inside a suit can out-sprint a car, crush steel with his hands and climb the world’s tallest building without issue, so great are its physical capabilities that only an Alperian solider could operate it; for without the armored bones, stronger connective tissue and a deep-tissue neural implant to control it the wearer would be crushed into a pool of blood within moments.

Apart from the heavy body implants the suit requires another key feature to operate; the wearer has to train extensively with the static intelligence that inhabits the suit and will share the processing load while in-combat. Since these troops are not the lobotomized super-infantry that makes up the battlesuit force, they cannot be upgraded to the point that they can process the telemetry from the suit’s myriad of sensors and processors; the SI needs to “hijack” primary motor control in order to allow the wearer to keep up. This however takes serious physiological and physiological training, without it; the wearer could go psychotic, fall into a coma or just lock-up and be unable to move their limbs. This is combined with a somewhat dangerous “dilator” which combined synthetic adrenaline and a cocktail of classified chemicals which use the adrenaline as an accelerant. Active; it allows the “user” to experience sensations a thousand times faster than a normal human, able to see (and therefore react) to circumstances and events before the action is even completed. The “dilator” is standard equipment for battlesuit operators (but even then it used sparingly), but for a relatively normal human it is extremely toxic and can only be used for extremely brief periods before it builds up scarring in the neurological system, however that limited time is often all the GKMS’s wearer needs.

At the end of the procedures the resulting individual is seemingly omnipotent; the suit has numerous radar, ladar, hypersonic and sonic sensors, trajectory and enemy weapon monitoring features that allow the wearer to literally be aware of the locations of every single person in a 100 yard radius, their psychological condition, any weapons they may possess, where their weapons are pointed and where their bullets will go. This allows bodyguards to seemingly doge bullets by placing themselves ahead of time to avoid most fire, with the suit absorbing the bits of small arms fire that makes it past. To an outside observer they move at superhuman speeds and fight with a fluid grace that is inhuman, neutralizing dozens of targets in seconds without pause. Most typically the GKMS is worn under a tailored suit with leather gloves intended to hide the armor's intimidating physique; leaving only the seamless, black polymer helmet visible.

Type-8 Mauler
Classification: Powered armor system
Material: Composite shell with nanomesh underlay
Weight: 758 lbs.
Size: Adds 7 inches to wearer’s height (produced in various ranges of human height)
Strength Augmentation: +10,000 lbs.
Running speed: 47 mph
Drive type: Magnetic repulsion joints
Protection Rating: VII
Protection coverage: Entire body
Power source: Photovoltaic bioelectric battery
Features/integrated systems:
—Enhances strength, endurance, speed, and general combat ability of the wearer
—Wireless links to neural implants
—Armor bio-feedback to implants considerably increases reaction time
—On-board medical diagnosis and treatment package
—Internal temperature regulator
—Smart-link to weapons
—HUD with thermal and night vision enhancements, allowing target acquisition, scanning, ammo and multitudes of other data to be displayed in-combat
—Laser targeter/designator w/ range finder built into helmet
—Auto-correcting computerized crosshair based on environmental effects
—Weapons and explosive identification database
—Retractable defensive wrist blades
—Safe air system (nano-scrubber air purifier w/ 30 minutes air when sealed)
—Munitions carrying harness
—Integrated side-arm holsters
—NBC protection
—Sonic weapon dampeners

Heavy BattlesuitsEdit

Surtr Combat Armor
Classification: General combat battlesuit
Material: Classified
Weight: 17.9 tons
Size: 15.9 feet
Operators: 1
Strength Augmentation: 140 tons
Speed: 62 mph, jump jets allow for extremely rapid bursts of speed into the air or horizontally
Drive type: Synthetic electro-reactive polymer muscle bundles supplemented by hydraulics
Protection Rating: Classified (far tougher than any PCAS variant or most vehicles)
Power source: High-output ion cells and microfusion cell racks
-1x shoulder-mounted 8-round TUA8 anti-armor missile pods
-2x chest-mounted backup 10.1mm machine guns
-Right-arm-mounted retractable backup “combat knife”
-25mm GSAS-10 5-barreled rotary gauss cannon modified as an “assault rifle”
-Various other large “hand held” weapons are in production
Description: The only "battlesuit" not operated by direct-neural imput from the Unliving Warrior system and instead driven like a conventional auto-loader; the Surtur was developed not for frontline combat but to assist in defending bases alongside GKMS-equipped troops. While certainly no less advanced than any other piece of Alperian military equipment, the Surtr has a lot less of the “frills” found on the more advanced battlesuits while also integrating several cost-effective features not found on those. The armor’s expense to performance ratio is impressive, one of the ways this is accomplished is by having fewer weapons integrated into the system or by having those that are being modular and disposable (like the missile pods). The modified GSAS-10 gatling gun also cuts down on costs and has proven to have superior “ergonomics” over designs that feature all-integrated weapons. The armor is incredibly agile for its size, able to run, jump, mantle, and manuver at incredible speeds; to bolster this is has also been given a Nidhoggr-derived jump system that vastly increases mobility in both open-combat and urban areas. In the end the Surtr captures the feel of a giant infantryman while providing the firepower of a squad for a comparable cost. The suit actually having detailed hand actuators means that the Surtur fills a secondary role in utility and repair work, hauling around and loading bombs onto aircraft or helping to perform heavy field repairs on tanks.

Nidhoggr Demolition Armor
Classification: Combat engineering and CQC battlesuit
Material: Classified
Weight: 20.2 tons
Size: 16.4 feet
Operators: 1
Strength Augmentation: 176 tons
Speed: 48 mph, jump jets allow for extremely rapid bursts of speed into the air or horizontally
Drive type: Synthetic electro-reactive polymer muscle bundles supplemented by hydraulics
Protection Rating: Classified (far tougher than any PCAS variant or most vehicles)
Power source: Microfusion cell racks
-Specialized forearm-mounted chainsaws
-Arm-mounted heavy flamethrowers
-Demolition tape dispenser
-Left shoulder-mounted 25mm GSAS-15 Komodo; 3-barreled rotary gauss cannon
-Palm-integrated canister guns
Description: The Nidhoggr is a specially designed demolition armor that can also be used in close quarters combat. The primary weapons (really tools) on the suit are a pair of massive forearm-mounted vibro-chainsaws that allow it to cut through foliage, masonry, concrete, metals and solid stone like paper; the chainsaws also are capable of being superheated a series of jets (similar to a plasma cutting torch) along the length of the track allowing it to slice through dense metals and even tank armors with relative ease. These jets can only be activated for short periods of time due to the stress it places on the blade.
Other tools such as flamethrowers used for burning down foliage and buildings, and the demolition tape dispensers allow it to place patches of various explosives for use in bringing down buildings, creating booby traps and blowing holes in tanks. The Nidhoggr is often also used for bomb-disposal, in-field repairs on armored vehicles and general construction tasks. Widely considered one of the most utilitarian armors in Alperian service; the Nidhoggr’ equipment and “toolbox” of hand attachments allow it to fill near-countless roles.
As much as the Nidhoggr is a multi-purpose 2nd-line engineering suit, it is a heavy combat armor; its flame throwers can light enemies aflame and the chainsaws and massive strength permit it to carve through enemy armor and messily slice through organic targets. The Nidhoggr is slightly slower, a bit clunker and harder to use than most of the other battlesuits but is heavily armored and extremely hardened so that it can survive massive impacts and the force of falling debris; making it frighteningly durable against enemy fire. The Nidhoggr also has numerous advanced physics projection computers, allowing it to take into account the result(s) of any action tasked by the operator, allowing for maximum efficiency in demolition. Nidhoggr’ are typically issued at least 2 per tank battalion, in mechanized companies (most all Alperian infantry companies are mechanized) they are typically attached to weapons platoons (some platoons can have none, and others up to 3), with a few issued to rifle platoons and then the remainder put into exclusively Nidhoggr; Assault Engineer Squads.

Hati Stealth Armor
Classification: Commando battlesuit
Material: Classified
Weight: 14.4 tons
Size: 16.1 feet
Operators: 1
Strength Augmentation: 254 tons
Speed: 63 mph
Drive type: Synthetic electro-reactive polymer muscle bundles supplemented by hydraulics
Protection Rating: Classified
Power source: High-output ion cells and microfusion cell racks
-1x shoulder-mounted 8-round TUA8 anti-armor missile pod
-1x shoulder-mounted 75mm gauss mortar
-1x left-forearm-mounted AII-303H 14.7mm gauss minigun
-Cases for explosive charges storage
-Generally modular design allows for easy altering from the standard payload
Description: Almost a paradox, the concept of a 16 foot tall robot running around like a ninja blowing up bases seems quite farfetched, which is exactly why the Hati was built the way it was; hoping to keep “information” of it reduced mostly to rumor or the “delusions” of survivors left in its wake. Cloaked with the finest stealth technology Alperia possesses, the medium-sized battlesuit is capable of infiltrating in teams of 3 (the typical deployment number) into an enemy base...then proceed to rip into shreds so fine that you’d need a magnet to find them. Using Alperian 3rd generation optical camouflage, sonic nullifiers, thermal countermeasures, and a plating of RADAR and ultraviolet-absorbing material mean the suit is all but completely undetectable to even the most advanced security measures. While a “simple” niche battlesuit of limited use, the battlesuit is extremely good at its specialized function and is projected to be extremely good at wreaking havoc behind enemy lines. Much like the Surtur and Nidhoggr, the Hati has articulate hands capable of performing utility work if pressed.

Valkyrie Support Armor
Classification: High-mobility airborne warfare battlesuit
Material: Classified
Weight: 26.1 tons
Size: 20.6 feet
Operators: 1
Strength Augmentation: 133 tons
Speed: 31 mph running, 1951 mph flight speed
Drive type: Synthetic electro-reactive polymer muscle bundles w/ articulated pulse thrusters
Protection Rating: Classified
Power source: Miniaturized nuclear fusion reactor supplemented by high-output ion cells
-6x ATY-6 micro-missile scatter pods implanted into the “wings”
-4x AGM-214 multi-purpose guided missile pods mounted on shoulder and back
-2x arm-mounted 2 MW point-defense lasers
-Hand-held M730/x 17mm ultra-velocity, void-spaced gauss sniper cannon
-DEMP device, chest-mounted (designed as an anti-missile system)
-Joint-mounted defensive “frag-packs”
Description: Nicknamed the “Angel of Death,” in an extremely short time this new model among the 3rd generation of Alperian battlesuits has grown to be one of the most popular devices among military commanders since the bullet. The Valkyrie is elegant, sleek, and almost calming, many have called it a work of art; the epitome of Alperia’s mastery of war as an artform. Alone the battlesuit is beautiful, a near 21 foot tall stylized human form, however; the armor was designed for flight and accomplishes this with 6 graceful vectoring pulse engines shaped like great bird wings, overall this generates as appearance of an angel, one loaded to the teeth with firepower.
The Valkyrie was designed with flight being its primary mode of transportation, although the Ymir battlesuit is flight-capable it lacks grace and it still a ground-pounder, merely using its pulse rockets to quickly move about the battlefield, the Valkyrie is the exact opposite, out of its element on the ground, it can perform near impossible maneuvers and is nearly a ballet dancer in the air, using kinetic suspension fields developed for spacecraft to prevent the operator from being liquefied during insane maneuvers that would shred the airframe of most aircraft. The armor is designed to neutralize strike fighters, bombers, helicopter gunships and the like while also having potent ground-attack abilities as a support option. The suit also provides battlefield surveillance, using its multitudes of highly sensitive scanners and sensors to supply a wealth of data to the IAWNCL network.
The Valkyrie’ primary armament is its immense M730/x gauss rifle, using some of the densest gauss coils found on Alperian weaponry, it can accelerate a 17mm slug to absolutely ludicrous speeds, so fast in fact that the slugs have to be made out of solid lathanium jacketed with brutanium and specially reinforced to prevent disintegration after leaving the barrel. The weapon can even punch holes in Protectorate superheavy tanks and will nearly vaporize lightly armored vehicles (such as aircraft). Supporting this weapon are numerous missile weapons and a pair of wrist lasers used at close range to conserve missile and rifle ammunition. The AGM-214 missiles are fairly typical multi-role thermobaric missiles effective against most targets and the ATY-6s consist of hundreds of micro-missiles stored in the “wings” effective against infantry and used as decoys for the more dangerous AGM-214s.
Secondary to its combat role, the Valkyrie fulfills its namesake by also acting as a "combat medic" for critically damaged battlesuits; its ideal for ripping the brain-core out of demolished battlesuits, allowing them to be recycled into new suits. The suit is currently quite rare, second only to the Kraken in lack of numbers, however demand for the suit nearly surpasses the Ymir; ensuring that the future will be populated with plenty of these “Angels of Death” soaring over battlefields.

Jormungand Assault Armor
Classification: High-endurance assault battlesuit
Material: Classified
Weight: 37.7 tons
Size: 23.4 feet
Operators: 2
Strength Augmentation: 210 tons
Speed: 57 mph
Drive type: Synthetic electro-reactive polymer muscle bundles supplemented by hydraulics
Protection Rating: Classified
Power source: Miniaturized nuclear fusion reactor
-2x twin-linked F-22 heavy plasma-based laser cannons, arm-mounted
-2x shoulder-mounted Zeus-pattern “mass-output” plasma cannons
-4 chest-mounted 1 MW lasers
Description: Considered a cheaper and in some ways more-effective version of the Ymir battle armor, this 3rd generation Alperian battlesuit is geared toward destroying heavily fortified defenses and armored units. Formerly the tallest battlesuit in production (now the tallest bipedal one), the Jormungand is also known as the “Archdemon” (in dichotomy to the angelic look of the Valkyrie) for its understandably frightening look based on heavy samurai O-yoroi armor and the accompanying menpo and kabuto. Lacking any form of flight or jump jets, which had to be traded for heavily reinforced and thickened armor, the battlesuit is still rather quick on its feet and can quickly close range with any target; not that it needs to. The Jormungand is a platform for numerous long-range plasma-based laser cannons, plasma guns and other energy weapons. The massive, overcharged fusion reactor that had to be moved into a large container on the suit’s back is stretched to its limit providing power to the weapon systems. The high-focus plasma cannons and the directed nature of the lasers mean that the Jormungand has little for targeting large numbers of targets at once but is well calibrated to march through a battlefield turning armored vehicles into melted shells (the jury is still out on if using the lasers to punch through multiple clustered infantry counts as “crowd control”). Although not modular in nature, the Jormungand’s weapon systems are easily removed and repaired, this could lead to other variants being produced in the near future. While considered a “cheap” version of the Ymir, the armor is well respected by its operators and none can deny its effectiveness against armored targets.

Ymir Battle Armor
Classification: Extreme endurance assault battlesuit
Material: Classified
Weight: 41.2 tons
Size: 20.3 feet
Operators: 2
Strength Augmentation: 356.8+ tons
Speed: 62 mph running, 416 mph flight speed
Drive type: Synthetic electro-reactive polymer muscle bundles supplemented by hydraulics
Protection Rating: Extreme (surpasses most known tanks)
Power source: Miniaturized nuclear fusion reactor
-Palm-mounted plasma arc manipulators
-Directed electromagnetic pulse weapon
(Apart from the above weapons, the Ymir has an ultra-variable weapons selection as detailed below)
Description: The poster-boy of Alperia's heavy battlesuits, the Ymir was the first developed, and while the newest mark of the armor is a far cry from its first iteration, it has lost no effectiveness since. The Ymir was designed as assault armor, and it does that with devotion; impeccably armored yet fast, flight-capable (to the extent “flight” can be applied to the grace of a semi-guided missile) and armed with an advanced modular weapons system that allowed Ymir teams to adapt to any situation or enemy on the fly. Originally the Ymir was built around a large “armory” carried by a specialized UAV assigned to a Ymir squad; when a rearm or overhaul was needed the craft would locate the squad and drop down so the weapon systems could be reconfigured or rearmed. However this suffered from a weak-link in the form of the UAV itself; as the Ymir is designed to operate at the very tip of the spear and would therefore often be unable to actually access its great armory. While the Ymir is one of the toughest battlesuits and possessed insane firepower no-matter the loadout; it defeated the purpose of a hyper-modular system in the long run.

As Alperia’s nanotech mastery advanced however the solution became apparent; the Ymir should be able to manufacture its own ammunition and weaponry on the fly using battlefield wreckages, scrap and debris fed into an onboard nanofabricator. While plans were startlingly expensive; the Ymir was a beloved armor that had grown to be loved by commanders and allied troops alike, it was as much a symbol as a weapon but had grown incapable of keeping up with the newest battlesuits so it was proposed that the new mark of the armor be an almost complete overhaul. The final design called for a back-mounted nanofabrication plant, resembling a “fanny pack” on the humanoid battlesuit (located beneath the massive ammo bins), with 4 connectivity points for weapon systems located on the forearms and “shoulders” of the Ymir. Building tentacles, micro and macro-constructors and nanite emitters remain hidden when not in use, but can quickly be found writhing around their respective build sites when a weapon needs to be deconstructed and repurposed or repaired. While the localized nanofabs keep the weapons operable, the back-mounted plant produces ammunition needed for the weaponry then shunts it to the hoppers. With a steady supply of ammunition, and polymorphic linkless feed chutes the battlesuit can supply almost any classification of projectile, chemical or even energy weapon (if supplied from the main reactor).

While the ability to shuffle though hundreds of different weapons  on a whim, constructed from collapsible and flash-manufactured parts would be enough for most, it was considered only the beginning for the Ymir’s engineers; who at the behest of the AI Enyo, took it one step further. The Ymir was granted the ability to literally rip enemy weapons emplacements apart and take the weaponry and technology onto its self. The Ymir (using brute strength) can say; rip the main gun of an enemy (or allied) tank out and using the repair tentacles, temporarily attach it to a hardpoint. Electronics are supplied energy by flash-manufactured, compatible conduits; computers (such as integrated fire-control systems) are cracked by adaptive viral intrusion (hand-written by Enyo); and ammo is supplied by the nanofab when supplied even the wreck of a compatible round fed back into the nanofab’s maw. State-of-the art computers and programs make this all possible, as they are able to pick apart every aspect of a weapon’s machinery using the connection-tendrils to “feel” the weapon and active hyperspectral scans, then coalesce that data into a method to make the weapon useable without it exploding. This whole feature was added to the armor because the nanofabbed weapons, while effective tend to be fragile; and sometimes your opponent is just using a good piece of equipment not in the nanofab’s blueprint database. In-practice the method has also been applied to armor ripped from destroyed enemies, and Ymir often tear plating from enemy armor to increase their own already incredible survivability; creating a horrific golem of blackened metal and shattered composites; daring any to come make it pay for the destruction it has wrought.

As an ensemble, the Ymir is more than able to keep up in the modern battlefield and is often described as a sort of grisly, mechanical trophy-taker; headhunting weaponry and gear from the strongest enemy units. Operators (chosen from the absolute best and most aggressive of the PCAS-operators) are known for deliberately hunting down elite detachments and dangerous armor columns in order to add their weapons and armor to the suit.

Fenrir Artillery Armor
Classification: Heavy fire-support battlesuit
Material: classified
Weight: 58.11 tons
Size: 24.8 feet
Operators: 2
Strength Augmentation: N/A
Speed: 34 mph walking, 131 mph with Lucius tread drives
Drive type: Synthetic electro-reactive polymer muscle bundles supplemented by hydraulics
Protection Rating: Classified (known for making the Ymir look poorly-armored)
Power source: Miniaturized nuclear fusion reactor
-2x 5-gun FI/W-h-20c medium plasma-based laser rotary cannons (5 guns mounted together sharing simultaneous recharge, increases RoF considerably)
-2x 105mm scram-gauss cannons
-4x 20-round Mk. II dumb-fire rocket pods
-2x 8-round TOC-1 multi-purpose guided missile launchers
-2x ATY-6 micro-missile scatter pods
-2x 10.1mm machine guns
-1x AnAusGes AA missile system (back mounted)
Description: One of the most ludicrously armed units in the Alperian military, the Fenrir is to Alperian battlesuits what the PCAS-110 model is to the standard PCAS-102. Technically speaking the Fenrir is a “hybrid vehicle-battlesuit” as its unique 4-legged form goes against conventional battlesuit design, plus its ability to “lie down” on its legs and quickly travel with the treads implanted in their undersides makes it more like an AFV that can walk than a normal battlesuit. The Fenrir’s torso is also inhumanoid and was only given legs for rough terrain navigation in urban warfare and is thus expected to spend most of its time in “tank form” where it has superior speed. While still extremely heavily armored, the Fenrir sacrifices armor (or potential for armor) for firepower and is therefore one of the most frightening battlesuits currently in production; able to saturate an area in a blanket of laser, rocket, missile and cannon fire until nothing remains. The Fenrir uses several new or prototype designs in its weapons, such as the rotary laser cannons which help laser weapons compensate for their normally abysmal rate of fire or the lightweight gauss cannons which use a new series and layout of superconducting magnets. The Fenrir was built to provide support to Surtur battlesuit teams, mechanized infantry, and if-able 1st-phase Alperian air-assaults. One of the most expensive battlesuits (rivaling the Ymir) due to its extensive use of extremely light-weight nanoalloys, the Fenrir is nonetheless one of the most cost-efficient armors in the Alperian military.

Kraken Specialist Armor
Classification: Amphibious warfare/ambush battlesuit
Material: Classified
Weight: 22.1 tons
Size: 9.0 feet (operator pod)
Operators: 1
Strength Augmentation: N/A
Speed: 52mph “slithering”, 60 knots underwater (with cavitation)
Drive type: Magnetic electric pulse motors supplemented by high-tensile metal fibers, magnetohydraulic propulsors when underwater
Protection Rating: Classified
Power source: Miniaturized nuclear fusion reactor
-Up to 8 externally-mounted TOC-88U underwater-capable multi-purpose guided missiles
-3x ATY-6 micro-missile scatter pods
-2x F-13 light plasma-based laser cannons
-Storage bay for explosive demolition charges
Description: The Kraken is another entry in the list of entirely inhumanoid battlesuits, greatly resembling its namesake and consisting of a central bullet-shaped operator pod to which 8 smaller metallic tentacles much like an octopus or squid (these are roughly 7 inches in diameter and can extend up to 24 feet) and 2 larger arms (roughly a foot in dimater and 30 feet long) are attached underneath. The arms are covered in numerous retractable “tools”; including micro-fine blades, adhesive patches for climbing, ultra-hot torches, laser-cutters and small manipulator tentacles. The Kraken is somewhat obviously designed for naval/amphibious warfare; quickly zooming toward a target, climbing up the sides of enemy ships and tearing them apart, or latching to submarines and cracking their hulls. One of Alperia’s more exotic battlesuits, the Kraken is also covered in extensive optical camouflage but also integrates prototype miniaturized phase-prism hologram projectors like the Thundershock tank allowing it to also infiltrate positions from the sea and perform sabotage or information gathering. Perfect for ambushes and shock-attacks due to this; the Kraken is ideal for leading amphibious assaults in the few cases Alperia uses them, often going ashore long before the invasion even arrives to assist in weakening any sort of costal defense. For these same reasons it is exceptionally good at destroying warships; it can silently scale the sides then appear on deck, destroying comm equipment, weapons batteries, crushing the bridge, etc. before demolishing it with explosive charges. The battlesuit is also unique in that it requires a very special mind to operate, one that is fluid and capable of using the squid-like body both underwater and on land, a strangely rare attribute; and as such the program has an incredibly large drop-out rate.

Titan NILSCE (Neural Integration Life-Support Combat Exoskeleton)
Classification: Experimental Life Support Armor
Material: Quantum Crystallized Titanium
Weight: 37.2 tons
Height: 20.2 feet
Strength: 422+ tons
Speed: 54 mph
Drive type: Synthetic electro-reactive polymer muscle bundles supplemented by [classified]
Protection Rating: Classified
Power source: Miniaturized nuclear fusion reactor
-2x 14.2mm gauss miniguns
(Apart from integrated weaponry; the Titan can mount two large weapons as arms (or in place of arms) and one specialized weapon on top of the hull. All “arm mounts” are mountable on either side of the hull.)
-Arm mounts
--Power-fist (a massive 4-fingered fist that can be charged with a high voltage field)
--Twin-linked 25mm GSAS-15 Komodo miniguns
--Twin-linked 65mm gauss autocannons
--Twin-linked MSHCL-45 heavy laser cannons
--CLASH-9/kl multipurpose missile launcher
--Incinerator flamethrower
--Classified Rail-pattern plasma cannon
--102mm gauss cannon
-Top mounts
--150 round 60mm rocket pod
--4-barreled 100mm mortar system
--Independently turreted stub-barreled 110mm cannon
Description: The Titan is an experimental, controversial, and extremely deadly combat platform that was the predecessor to the modern battlesuits and the Mk. II Unliving Warior system. Like the ULW; the Titan is a giant combat platform which contains the life support and uplink systems for a disembodied human brain, originally a proof of concept that would not be applied to the mainline Alperian force for several decades the first bearers of the armor were war heroes, generals and other extremely valuable military staff. If critically injured beyond saving, these individuals were offered a chance to have their heads removed and put into “stasis” using a specialized blend of nanites and chemicals. Later they would have their brains removed and installed into the Titan chassis, serving as their new body. However, unlike modern battlesuit pilots or even Alperian infantry from the past decade they lack excessive neuro-cybernetic enhancements and therefore cannot even come close to using the armor to its maximum potential as they can. In recent upgrades to the system however; the addition of a static intelligence was found to provide the necessary boost in combat performance.

The original chassis was much like the earliest models of the Ymir; heavy armored and possessing modular weaponry but lacking the former’s ability for flight since the suit was designed to perform a more “ceremonial” and morale-centric role on the frontline; empowering Alperian troops by being a shining beacon of warfare. As Alperian troops started to more closely resemble machines in thought and purpose however, the Titans were reassigned to “outreach” and pure-command roles as military ambassadors, spokesmen, advisors/generals and advertisers of the Alperian military, it was they who came to represent the Alperian military and its strength on the global stage. To facilitate this change in role; the formerly irremovable brain in the Titan was granted the ability to leave in the form of a much more human-sized and shaped android that could interact at a more personal level rather than looming over any human. Despite this, it’s rare to find Titans outside their armor; decades within the powerful shell has left them feeling weak and ineffectual in any form but their 20-foot chassis. In the modern era it is unfortunate that such powerful soldiers have begun to fill the role of politicians but all still feel the need for command and battle, as such; the Titans make up a massive portion of the highest echelons of Alperian command, and are permitted to take to the battlefield in select circumstances, where they may once-more feel the rush of combat alongside their troops. While technically the Titan program is no longer active and no more Titans are produced, it is surprisingly common to see “organic” career-generals and officers to seek similar life-extension technology (as the Titan’s occupants are considered theoretically immortal) and be implanted into a mechanized frame; as such the term “Titan” has become a catchall for any high-ranking, non-operator military-employed transhuman.

These units are and will be treasured as a walking library of tactical knowledge and combat styles and will be used as generals, veteran field commanders, and walking tanks for decades or even centuries to come as their knowledge will only grow with their “ascension”. Titans always operate with two Nidhoggr battlesuit systems as bodyguards, and are often accompanied by a platoon of elite shock troops. Currently the number of Titans is between 400 and 420 platforms between all branches and models (the massive models described above numbering no greater than a dozen); the most famous of which being the war-hero Nathan Sabol, venerated as the living embodiment of the Alperian military and supreme commander of Alperia's military; alongside his 12 "paladins."

Developed PCAS-mounted Weapons

Note: All weapons designed for the most recent PCAS series are not conventional weapons such as rifles or pistols and are instead gunpod-like weapons systems designed to be mounted onto the PCAS at various hardpoints. Most are linked into an internal/external ammunition hopper through various means (usually a linkless armored belt) unless otherwise stated. Ammo counts for each weapon will vary heavily based on the size of hoppers and how they are arranged for each mission.

KM-9 “Bayonet”
Classification: Multipurpose gunpod
Caliber: 25x220mm gyrojet /10.1x71mm caseless
Operation: Gas operated, closed rotating bolt; w/ magnetic acceleration assist
Overall length: 143 cm
Barrel Length: 104.5 cm/92.1 cm
Effective Range: 4,600m+
Maximum ROF: 120 rounds per minute/880 rounds per minute
Feed device: Linkless electronic, dual feed/linkless electronic
Total Weight: 35.4 kg
-Two barrels firing different ammunition
-The 10.1x71mm caseless is the standard issue rifle cartridge for armored infantry, and due to its size has multiple variants like a (5.3mm) sabot, sherdders, microexplosive and JIFI rounds
-Multiple ammo types available for 25mm round including: APDS, HEDP, Thermobaric, HEIAP, and a variable setting CHE

KM-11 “Thresher”
Classification: Gunpod
Caliber: 10.1x71mm caseless
Operation: Gas operated, closed rotating bolt; w/magnetic acceleration assist
Overall length: 143 cm
Barrel Length: 86 cm
Effective Range: 1,200m+
Maximum ROF: 4400 rounds per minute (counting all barrels)
Feed device: Linkless electronic, 5-feed
Total Weight: 31.9 kg
-5-barrel suppression weapon

KM-76 “Kingslayer”
Classification: “Battle rifle” gunpod
Caliber: 14.2mm (maximum size of round)
Operation: Electronic loader, gauss firing system
Overall length: 173 cm
Barrel Length: 140 cm
Effective Range: 5,200m+
Maximum ROF: 2,000 rpm 4-round burst (ideal)
Feed device: Linkless electronic, dual feed
Total Weight: 50.1 kg
-Uses the same ammunition as the AII-303H
-Extended barrel with additional magnetic accelerators

KM-84 “Perforator”
Classification: Magnetic “scatter catapult” gunpod
Caliber: 62mm canister shot
Operation: Motorized loader, gauss firing system
Overall length: 143 cm
Barrel Length: 81 cm
Effective Range: 200m+
Maximum ROF: 300 rounds per minute
Feed device: Linkless electronic
Total Weight: 52.44 kg
-Automatic canister weapon designed for CQC suppression and use in areas where “collateral damage” is irrelevant. While intended for VGLMC canisters, it can also be used to catapult a buckshot of miniature grenades and other munitions such as incendiary or electrostatic pellets.

KM-32 “Hotfoot”
Classification: Grenade launcher gunpod
Caliber: 50x62mm
Operation: Motorized loader
Overall length: 143 cm
Barrel Length: 63 cm
Effective Range: 550 m
Maximum ROF: 80 rounds per minute (both barrels combined)
Feed device: Linkless electronic, dual feed
Total Weight: 32 kg
-Multiple ammo types available for the 50mm smart-grenade

KM-60 “Godwyn”
Classification: Special-purpose gunpod
Caliber: 19.05mm gyrojet (varying lengths and payloads)
Operation: Gas-delayed blowback
Overall length: 143 cm
Barrel Length: 70.7 cm
Effective Range: 3,300m+
Maximum ROF: 690 rounds per minute
Feed device: Linkless electronic
Total Weight: 30.9 kg
-The gyrojet comes in multiple variants with numerous exotic tips; including mass-reactive high-explosive, an acid-coated barrage of flechettes, cover-destroying “thermo-infernus” and a self-steering “smart-shot” variant.

AII-303H “Widow”
Classification: Heavy assault/support rotary machine-gunpod
Caliber: 14.2mm (maximum size of round)
Operation: Electrically driven 4-barreled gatling-style, gauss firing operation
Overall length: 180 cm
Barrel Length: 133.6 cm
Effective Range: 4,000m+
Maximum ROF: 1,200 rounds per minute
Feed device: Linkless electronic
Total Weight: 135.2 kg
-Multiple ammo types available for the 14.2mm round, including: API, flechette, and a variable setting CHE. However the standard round is actually an 8.5mm solid slug (due to the gauss system being able to shoot anything 14.2mm or smaller) coated in a thin reactive film powered by a micro-capicator located in the base of the slug that can slightly alter the aerodynamics of the bullet and perform limited in-flight path corrections. This capicator is divided into sub-sections that also store kinetic energy from the firing procedure which can be released on impact, amplifying the impact damage to a ludricious level.

CZW-130 “Longeye”
Classification: Anti-material sniper cannon system
Caliber: 40mm (maximum size of round)
Operation: Motorized chain-loader, gauss firing operation
Overall length: 202 cm
Barrel length: 161.7 cm
Maximum effective range: 15,000m+
Maximum range: 23,500 m
Maximum ROF: 62 rounds per minute
Feed device: Linkless electronic, dual feed
Total Weight: 73.6 kg
-While able to fire endless types of ammo, the most common anti-armor round is a 40mm, foot long brutanium spike encasing a high-explosive.

CZW-10 “Requiem”
Classification: Sniper rifle/specialized designated marksman system
Caliber: 19.05mm gyrojet
Operation: Gas-delayed blowback
Overall length: 118 cm
Barrel length: 93 cm
Maximum effective range: 4,200m+
Maximum ROF: 400 rounds per minute
Feed device: linkless electronic
Total Weight: 13.1 kg
-Uses the same amunuition as the KM-60 “Godwyn”

RGH-220 “Hammerfist”
Classification: Cannon pod
Caliber: 70mm (maximum size of round)
Operation: Motorized loader, gauss firing w/rocket assist
Overall length: 208 cm
Barrel length: 151 cm
Effective Range: 7,500m+
Maximum ROF: 55 rounds per minute
Feed device: linkless electronic
Total Weight: 92.1 kg
-Can be used with VGLMCs

PPY-55 “Bunker-buster”
Classification: Mortar
Operation: Scram-rail
Feed device: 6-round drum
Bore diameter: 103mm
Maximum range: 2.87 miles
Barrel length: 103 cm
Maximum ROF: 43 RPM
Sustained ROF: 31 RPM
Weight: 39.91kg
-Smokeless, silent firing
-Multiple ammo types
-PCAS armor back mounts
Description: The 55 is designed to be mounted in a pair on the back of a PCAS armor unit, allowing that infantryman to provide short-range artillery to other squads. The weapon uses low-power coils to fire the weapon at a lower velocity than most mortars, making it an effective support weapon as opposed to a full-power siege weapon. The weapon is recoilless due to the gauss operation, and is, unlike most mortars; disposable, having an integrated drum magazine, allowing a single infantryman to unleash a barrage of 12 103mm rounds before having to detach the system. The system self-cannibalizes upon detaching, consuming its self in a thermal overloading of its magnetic coils, melting the weapon into a grey goo. Unlike most PCAS weapons this one does not fit into the normal weapon sockets and is designed to simply be mounted on the back.

SSRM-97 “Tank-buster”
Classification: Multi-purpose heavy missile pod
Munitions Diameter: 200 mm
Operation: Compressed-air “soft launch” w/electrically activated solid-fuel rocket
Launcher Length: 1.75 m
Effective Range: 5,900+ m
Feed device: 10-barrel disposable missile pod
Total Weight: 58.1 kg
-Suppressed smoke and flame firing allows for easy use in buildings
-PCAS top mounts
The success of the PPY-55 disposable mortar system and its ability to drastically improve a squad’s support options on the cheap led to the commissioning of a similar disposable top-mounted weapon to bolster a squad’s anti-tank and long-range firepower. The SSRM is a cluster of 10 large-bore missiles mounted inside a detachable, 2-section rack; each missile has a large long-range propellant charge and a large warhead with numerous options allowing the rack to be filled with variable charges for numerous occasions. The SSRM-97 has a large enough bore to fit the experimental “plasma-core” warheads and miniaturized SDAI rounds, allowing it to deliver extremely powerful, exotic firepower to supplement the PCAS’ already extensive anti-armor/fortification capabilities.

RMS-29 “Arrow”
Classification: Anti-air missile pod
Munitions Diameter: 63 mm
Operation: Electrically activated solid-fuel missile
Launcher Length: 1.43 m
Effective Range: 7,000+ meters
Feed device: 4-barrel reusable missile pod
Total Weight: 46.6 kg
-Infra-red/UV dual-detector capable of locking onto 4 independent targets or can be fed targeting data from the IAWNCL

IT-620 “Glaive”
Classification: Multi-purpose rocket pod
Munitions Diameter: 110 mm
Operation: Compressed-air “soft launch” w/electrically activated solid-fuel rocket
Launcher Length: 1.52 m
Effective Range: 1,900+ m
Feed device: 4-barrel reusable rocket pod
Total Weight: 58.1 kg
-Suppressed smoke and flame firing allows for easy use in buildings
-Ammo types can vary but are most commonly an advanced HEAT or Thermobaric

ATY-6G “12-pack”
Classification: Micro-missile scatter pod
Munitions Diameter: 31 mm
Operation: Electrically activated solid-fuel missile
Launcher Length: 1.01 m
Effective Range: 830+ m
Feed device: 12-barrel reusable rocket pod
Total Weight: 42.5 kg
-Suppressed smoke and flame firing allows for easy use in buildings

FGM-157 “Halberd”
Classification: Anti-Armor AI-guided missile launcher
Missile Diameter: 168 mm
Operation: Gauss coil “Soft-launch” w/electrically solid-fuel activated missile
Launcher Length: 1.3 m
Feed device: 1 round disposable tube attached to mount
Total Weight: 19.8kg (per tube)
-Suppressed smoke and flare firing allows for operation in buildings
-Ammo type; advanced tandem shaped charge HEAT
-The manipulator arms on the PCAS can attach a new firing tube from a small rack attached to the back of the armor.

HISW-L (Heavy Infantry Support Weapon – Laser)
Classification: Laser-based support gunpod
Output: 270 MJ plasma-based laser (maximum output)
Firing style: Continuous beam (10 seconds max), single shot (900 RPM)
Power source: Deuterium-fluorine-terrazide battery
Focusing system: Synthetic boronized diamond lenses
Weight: 74kg
Maximum effective range: 2,350m (at 30% humidity)
Beam diameter: 17mm
Description: Running off an array of chemical batteries mounted in an armored box on the external hull of the PCAS, the HISW has now evolved from a tripod-based infantry support weapon to an extremely powerful mounted weapon. Often mounted to the PCAS’ right arm mount; this weapon has made a come-back as the most advanced mass-produced weapon currently available on the infantry scale. Firing a tightly focused beam, the weapon can easily melt flesh at even a low power setting (making projectile body armors useless) and can burn through concrete, metal, and even tank armor on higher settings. The variable firing settings are designed to deal with varying targets; the rapid fire “machine gun” configuration can demolish infantry formations while the beam configuration is designed to melt through vehicle armor. The beam can easily bore through the armor on APCs and light vehicles, however; it is also effective against rear engine armor on tanks, where the heat can cause a catastrophic fuel explosion.

DFP-3 Flamethrower system
A PACS armor system integration weapon, this modernized flamethrower uses napalm-based fuels (most often Hellfire Napalm) contained in a pressurized, armored tank. The weapon can sustain several seconds of fire before overheating and the tank contains over 3 minutes worth of fuel. The fuel tank is fitted into where the ammo for any other weapon would be fitted, making it all but impenetrable. Fuel is pumped in small, extreme high pressure quantities using a hydraulic system and through the firing mechanism which is about 3 feet in length and is rooted in the standard KM-series gunpod. Despite the massive number of safety system integrated into the weapon it is still dangerous to use, most often Desolator squads are considered the bravest or the most psychotic by their brothers, due to their nature to charge into battle with reckless abandon and stretching the limits of the PCAS’s hostile IDing system.

FtY90 “Haywire” NNDEMP rifle
The Haywire is a weapon actually imported from the Grand Duchy of Verdun with its normal casing removed and the internal workings placed into a gunpod for mounting on the PCAS. The Haywire is a non-nuclear directed electromagnetic pulse weapon, primarily designed to disable enemy equipment as per normal Verdun RoE, which emphasizes minimal contact with and casualties on enemy personnel; instead aiming to disable all their hardware and ability to actually fight. The Haywire is a rather fantastic weapon even for its short range of 300m, capable of running off the standard power output of the PCAS, it fires busts of interfering electromagnetic energy with a tight-focused or widespread beam. NNEMPs tend to be erratic and while their reliability is never assured, the chances of the electronics of non-hardened equipment (wither it be a laptop or the equipment of a tank) surviving the focused beam are negligible, it therefore makes an excellent short-range anti-armor weapon also ideal for destroying electronic materiel targets. The wide-spread setting is shorter ranged (roughly 100m) and is less powerful but more adept at frying all the light electronics in an area, like “simple” computers, electronic firearms, radios, phones, etc. which make it great for stealth operations. The weapon has also found use as a piece of mine-disposal equipment, using the EM pulses to destroy and disable modern electronic and magnetic mines.

DG-2 Electrolaser system aka “The Lightning Gun”
The DG-2 is a multi-role specialist weapon that applies electrolaser technology to a unique feature to make a gun that sounds like something out of a bad sci-fi movie. The weapon is fueled by a generator similar to the one used in the W/AA M7 plasma rifle, the weapon its self is about 131 cm long and weighs around 15 kg. Like any electrolaser the gun uses a Laser-Induced Plasma Channel which is directed at targets to create a conduit in which a high-energy beam of electricity can travel efficiently. The gun is able to output over 10,000,000 volts of electricity at 700 amps, and will cause complete neurological destruction resulting in almost instant death, the power can also be set to different levels from lethal to stunning to a mild jolt. The weapon appears to fire a flash of lightning which has in a few cases been used in plausibly deniable fake lightning strikes; the weapon can also be used efficiently against anything that uses electricity, frying computers nearby and disabling vehicles through overloading their electrical transfer systems (like spark plugs in internal combustion engines). The weapon deviates from normal electrolasers however in that the LIPC can jump to targets that give off electricity if they are nearby (range varies based on the targets output) allowing the beam to link numerous targets using their electrical output to further fuel the beam making ideal against bunches of targets (including infantry). It does have its limits but the links are entirely determined by electrical current and distance. The initial beam has a range of 680 meters and a rate of fire of 100 rpm making it more of a marksman’s weapon than a sniper or assault weapon. It’s a hard to produce weapon and is quite delicate even with the case its mounted in being armored and filled with shock absorbers; meaning that only a few are currently in service until performance is adequate enough for the Alperian military to order mass production.

W/AA M7 PBNR Plasma rifle system
The M7 is a limited-production; man-portable plasma weapon designed as a proof of concept in the future of directed energy weapons. The system consists of the actual weapon with a cable connecting to a modified version of the PCAS’ microfusion cells which are replaced with a small fusion generator in order to fuel this weapon. The weapon has a large energy output (exact is classified), and fires a large bolt of collapsed supercharged-gas plasma that ionizes the surrounding air, appearing as a golden bolt as it travels (using gauss technology to focus and energize the plasma) toward a target at ranges of up to a few hundred meters. The “fusion bolt” is supplemented by an electron beam that is alone a lethal weapon, this was unintentional and actually a byproduct of electromagnetic energy condensing. The weapon is dangerous to operate when unarmored and being unprotected in the weapon’s immediate area when fired can also have adverse effects (like burns, severe headaches, etc.) due to massive heat and electromagnetic output. The weapon has a fairly slow firing rate (30 rpm), however with the exception of anti-armor weaponry it is one of the most powerful infantry-portable weapons available anywhere; easily able to burn a man and those around him to cinders in a single shot and is even able to disintegrate tank armor fairly efficiently. The weapon is expensive, heavy, maintenance-intensive and requires highly specialized training; meaning it is only issued to elites or weapon specialists. The weapon is somewhat volatile and thus dangerous to use and has numerous emergency shutoffs and venting features but if the superconducting matrix is breached while fully energized the weapon has a tendency to explode.

A few other weapons in service with only small sections of the military also exist.

Developed Infantry Weapons

Note: These are weapons that have mostly been phased out due to the change in the PCAS’ armament systems however they still find service among unarmored troops (like tankers and pilots), those using the older/different models of power armor, base guards who don’t wear powered armor and among various Alperian PMCs.

Classification: Heavy multipurpose assault rifle
Caliber: 25x104mm gyrojet /10.1x71mm caseless
Operation: Gas operated, rotating bolt w/magnetic acceleration assist
Length: 134.2 cm
Effective Range: 2,300+m
Maximum ROF: 100 rounds per minute/ 780 rounds per minute
Feed device: 6-round box mag (standard, 25mm)/40-round box mag (standard, 9mm)
Total Weight: 9.4 kg (empty)
-Integrated system links
-Two barrels firing different ammunition (similar to the OICW)
-2x-12x optical/digital zoom scope
-Digital recoil reduction systems
-Multiple ammo types available for 25mm round: API, ADPS, Thermobaric, flechette, and a variable setting CHE

HMK 410
Classification: Heavy carbine
Caliber: 9.5x56mm caseless
Operation: Gas-operated, rotating bolt
Length: 80.5/88.5 cm
Barrel length: 78.6 cm
Maximum ROF: 832 rounds per minute
Feed device: 35-round box magazine
Total Weight: 3.97 kg
-Integrated system links
-2-5x optical/digital zoom scope
-Bullpup design
-Integrated suppressor
-Recoil compensator
-Attachable 40mm grenade launchers, CAW weapons, grips and others

Classification: Combat shotgun
Caliber: 8 gauge (standard)
Operation: Gas actuated semi-automatic
Length: 926 mm (36.4 in)
Barrel length: 510 mm (20.07 in)
Effective range: 50 to 60 m with "000" (range extended with AP slugs)
Feed device: dual 8 round tubes, 40 round detachable dual box
Weight: 5.4 kg (11.9 lb)
-Integrated system links
-Hardened for "Dragon Shells"
-Can carry two separate shell types and can alternate fire between them

Classification: Personal Defense Weapon
Caliber: 4.7x35mm caseless (Brutanium dart)
Operation: Gas operated, rotating bolt
Length: 54 cm (stock extended) / (33cm; stock collapsed)
Barrel Length: 23 cm
Effective Range: 250 m
Maximum ROF: 950 rounds per minute
Feed device: 20 or 40 round box magazine
Muzzle velocity: 630 m/s
Total Weight: 1.9 kg (empty)
-Integrated system links
-Reflex scope
-Integrated flash suppressor
-Extendable stock

TMW-A (Tactical Modular Weapon-Automatic)
Classification: Sub-machine gun
Caliber: 10.7x33mm caseless (standard)
Operation: Gas operated
Length: 60.4 cm
Barrel length: 45.6 cm
Maximum ROF: 820 rounds per minute
Feed device: 55-round box
Muzzle velocity: 1,000 m/s
Total Weight: 2.8 kg (loaded)
-Integrated system links
-2x optical/digital zoom scope
-Integrated silencer/flash suppressor
-Operable underwater
-Bullpup design
-Magazine is located above the action
-Extremely modular design

.512 Cobra
Classification: Armored Infantry Personal Defense Weapon
Caliber: 13.04x49mm CHE gyrojet
Operation: Recoil
Length: 32.34cm
Effective Range: 680+ m
Feed device: 7-round box
Muzzle velocity: 571 m/s
Total Weight: 2.27 kg (empty)
-Integrated system links
-Advanced quick-loading system
-Gyrojet-to-helmet guidance

Classification: Pistol
Caliber: .45 caseless
Operation: Recoil
Length: 24.5cm
Effective Range: 440+ m
Feed device: 14-round box
Muzzle velocity: 720 m/s
Total Weight: 789 g (unloaded)
-Integrated system links
-Threads for suppressors/silencers

Classification: Tactical sniper rifle
Caliber: 8.6x70mm gyrojet
Operation: Gas-actuated imitation bolt-action
Overall length: 99 cm
Barrel length: 85 cm
Feed device: 7-round box magazine
Weight: 5.9 kg (empty)
Maximum effective range: 3,900+ m
Expected accuracy: .08 MoA at 3,000m
-Integrated system links
-2x-16x optical/digital scope
-Free-floating barrel
-Bullpup configuration
-Specially built barrel and gyrojet rounds make firing silent without a reduction in damage
-Gyrojet-to-helmet guidance

Developed MunitionsEdit

Vortex rounds:

Aptly-named munitions designed to unleash a spiraling torrent of molten, razor-sharp scrap metal and plasma upon enemy armor the Vortex is an expensive, specialized anti-armor round usually loaded in very small quantities on Alperian armored vehicles. The Vortex was developed in response to the generally disastrous performance of the SABSE; its predecessor in the “specialized anti-armor” field. The SASBE was underpowered and overly-complex for its bloated cost-ratio and as stated; poor performance due to its almost nonsensical design. The Vortex however was tested to far higher standards is considerably more lethal, ultimately considered to be the most powerful AT round currently in existence.

The Vortex is a “fitted gauge” round (in that it actually matches or comes close to matching the bore of its intended cannon) that consists of a 4-stage design with a small, ejecting ferric baseplate attached to the end (so the round can actually be fired using gauss coils). The Vortex’s layers consist of a small brutanium penetrator followed by a pack of microfusion cells designed to overload upon impact and shattered between the force of the 1st and 3rd/4th stages, then a magnetic pulse generator and finally a weighted circle of solid-fuel jets arranged horizontal to the axis of movement; to top it off the shell is coated in an ablative shell consisting of tightly-packed carbon-based nano-blades and molecular hooks.

Operation is centered around the hard penetrating tip forcing a fissure in enemy armored followed by the razor-coating drilling down as it breaks off; tearing apart the armor it touches, generating massive amounts of friction-heat, at this time the microfusion cells overload and are forcibly crushed, releasing a massive burst of explosive force, EMP, low-intensity radiation and plasma which is helped along by the already ultra-hot ablative razors; this combination of plasma and molten metal are then pushed forward by the magnetic burst generator, creating a metallic rod (the still-intact penetrator) backed by a molten jet of hellish consistency. All this is possible due to the 4th stage providing rear-force and rotation to generate the friction of the razor-shell. By extent this round is dangerous and highly lethal; able to blow through meters of material that would foil even a solid kinetic slug such as deep-ground bunkers and hyper-dense alloy armor.

GPMLW rounds (Guass-Propelled Molecular Lathanium Web)

While the Vortex round is Alperia’s premier specialized anti-armor/fortification round GPMLW rounds are the ones loaded most often for general combat. GPMLW are primarily a small solid kinetic penetrator constructed from brutanium and nanoalloys, often no bigger than 40mm even when used by the largest caliber cannons. This allows them to be accelerated to absolutely ludicrous velocities, capable of easily punching holes in tanks, even through reasonable sections of cities let alone single armored vehicles. However a simple small-caliber KP is rather ineffective, often causing minimal damage to enemy armor beyond an exit and entry wound, oftentimes splattering the crew over several hundred feet on the exit; this disables the tank but it could still be easily repaired and redeployed after being hosed out.

To compensate for this, the kinetic penetrators were redesigned to deploy a large microfine net of lathanium-hybrid cable behind them in-flight. This trailing net is constructed of billions of mono-molecular hooks that dig into almost any material on the atomic level and forming an unbreakable cold-weld (allowed by the negative pressure wave of the gauss round’s velocity) when tension is applied. When a GPMLW round impacts enemy armor the net wraps around the outside, and as it exits the cold-weld forms and the tank is forcibly ripped inside-out through its own entry-hole, often ending up an elongated pile of scrap unrecognizable as anything. The round also has anti-infantry applications, the microfine net can gather up and instantly rip apart concentrations of infantry; leaving a gore-stained area where the men once stood.

N270 Thermobaric rounds:

The Alperian armored-level equivalent of high explosive rounds, the N270 is a simple shell version of a thermobaric bomb. Upon impact the shell releases a fine mist of a highly explosive chemical compound that then explodes when the right oxygen-fuel mixture is reached. The N270 has several times the effective explosive radius of standard HE rounds of a comparable size and the explosion lasts for longer making it highly effective against infantry and static structures. The oxygen-eating explosion and pressure wave also make it exceptional against tunnel structures and bunkers.

VGLMC rounds (Variable Geometry Liquid Metal Canister):

VGLMC rounds are a unique multi-purpose round designed to counter infantry, light vehicles and even light tanks, however; it still makes an effective weapon against heavier armored targets. The VGLMC is a canister filled with a specially fabricated metal that shows high reactivity to electromagnetic fields, called Magnocite. The gauss coils on Alperian armored vehicles induce the metal to enter a liquid state with an extremely low viscosity. Based on how the firing coils are pulsed the metal can be broken down into droplets, formed into a sharp spear, or even take the shape of a rain drop before leaving the barrel, and as soon as it does it hardens back into a metal almost instantaneously. This allows the gunners to have a single round be canister shot, a kinetic energy penetrator or even a blunt round for smashing through structures. In recent times the tank-sized canister are rare and almost never produced, however infantry-sized canisters are still manufactured for various infantry-portable gauss weapons.

SDAI rounds (Seismic Demolition & Anti Infantry):

These new rounds are designed to eventually replace HE rounds as the next generation of anti-infantry/structure rounds. Working like a concussion bomb on steroids, these rounds utilize the principles of charged shockwave cascade to maximum effect. Chambered specially and filled with classified explosives, these rounds explode in a horrifyingly powerful shockwave that can rip infantry and light vehicles into bits and collapse entire blocks of buildings. Designed to amplify the force of the explosion by an inconceivable amount, these relatively cheap rounds shake the earth and do damage with pure kinetic energy and no shrapnel whatsoever. They do have less effect against case hardened vehicles (like tanks); however in most cases a tank would fall apart after a direct hit. And even if that doesn’t happen the crew could be seriously maimed, or at least severely disorientated to the point of being completely useless for a reasonable time. In due time and with more advanced technology they may become an all-purpose round of the future.

Hellfire Napalm:

Hellfire Napalm is modernized napalm created using a refined compound that features among a number of classified substances; magnesium strips, thermite dust and phosphorous, increasing its burn temperature to allow it to dissolve metals (or flesh) on light and heavily armored targets alike. The substance is used in various Alperian weapons, and is incredibly dangerous (probably the most dangerous flame-based weapon ever developed), used in bombs, shells, grenades (called Type-8 grenades), and fired out of flamethrowers; it is feared greatly for its ability to melt anything and everything. Hellfire nepalm bypasses several NHC limitations on flame-based weaponry by burning so extremley hot that it kills faster than most firearms can.

MPG-HEF/45 (MultiPurpose Grenade-High Explosive Fragmenting):

The 45 is the standard issue grenade for all Alperian launcher-equipped infantry, it consists of a cylindrical, fragmenting casing ringed with tungsten-cobalt flechettes and packed with Octonitroglyconitrate-RDX, an extremely explosive substance. Unlike most grenades, the 45 has a microcomputer and various sensors that make it capable of performing several different roles. The 45 can be set to detonate on impact indiscriminatley, use a brutanium "wall" to direct explosions (allowing to be launched say; near civilians yet target the hostiles around them), bounce (or fly) until it detects an optimum enemy concentration, lay dormant for use as a booby-trap, etc; the grenade is as useful as its user wants it to be.

The 45 is very powerful but easy to produce due to the simple construction and lack of advanced electronics (by Alperian standards). The grenade weighs 14 ounces with a filler weight of 6.3 ounces; the weapon has a fatality radius of 11 meters and a causality radius of 32.2 meters but is capable of imbedding shrapnel in objects out to 348 meters over flat terrain. Its extreme fatality and casuality ranges are in-part due to the tungsten-cobalt flechettes which are rotated along two axes by two micro-engineered magentic centurfuges "belted" around the grenade which both "rifle" the flechettes and add additional range to their explosive propellant. These flechettes can be semi-prioritized with targets, in which the centerfuge spins the flechettes in such a way to direct them toward specific areas, increasing the chance for lethal penetration.

Apart from pure lethality, the MPG has a number of interchangable cores that allow it to serve numerous roles, such as the MPG-SF, which creates a bright star flare; the MPG-EM, which is filled with a small, self-destrictive EMP generator; the MPG-S, which can mark a location with smoke in varying colors and numerous other variants.

SAE-67 Thermobaric Grenade

The SAE-67 is a specialty grenade developed for the destruction of light vehicles, buildings and personnel in areas where the standard issue MPG-HEF/45 could generate too much collateral damage due to the grenade’s massive payload. The 67 solves the problem of the unpredictability of most Thermobaric weapons by using a jet propelled mist of the powdered ultra-explosive fuel rather than letting it disperse naturally, combined with the small scale of the weapon (since most Thermobaric weapons are easily affected by weather), making a neatly spherical and highly predictable blast. The SAE-67 has an explosive radius of about 8 meters, but the lack of shrapnel removes the chance of accidental impact, coupled with the ability of power armor to calculate the damages and effect of each grenade launched make it very “safe” to use.

Developed Defensive “Systems"Edit

BECFAA (Burtanium-Encased, Composite-Filled Advanced Armor)

The standard armor developed for all Alperian armored needs; BECFAA is exceptionally strong plating that has the highest mass-to-protection efficiency of all known passive defenses despite its immense mass. Exact composition is classified but BECFAA consists of an ultra-refined Brutanium casing filled with layers of Koltan (an advanced ceramic-like material)-metallic composite spaced with kinetics gel and capsules containing LiqBOS. All heavily reinforced with fullerenes and nanostructures designed to strengthen the existing material and improving heat distribution. Lathanium-iridium sheathing is also placed over the Brutanium base. The armor is then coated in laser/radar absorbing studs and radiation-absorbing plaques; drastically increasing the difficulty of enemy forces getting a missile lock.

EDP-7 Anti-mine system

The electromagnetic detection and pulse anti-mine system is a fairly simple (theoretically) concept that allows Alperian tanks to safely traverse and defeat modern magnetic antitank mine fields. The EDP-7 generators are mounted in the fronts of Alperian tanks and emit a steady magnetic field that can identify the detector coils in magnetic mines. Upon discovery the EDP applies a directional magnetic pulse to force the mine to detonate prematurely and at a safe distance. The system’s abilities are bolstered with a system using an earth-penetrating seismic “RADAR” than can detect the changes of density in the earth that a mine would cause. The mines can then be safely uncovered and removed. The EDP-7 is standard equipment on all Alperian tanks.

Firewall-II active protection system

The Firewall system is a hard-kill active protection weapon designed to defeat modern guided anti-tank missiles and cannon rounds. The system has an integrated trajectory analysis computer that is fed information from the IAWNCL and onboard omni-channel sensors. After an incoming missile or shell is detected; the ring of cylindrical turrets on the roof of the vehicle come online and fire a small ultraviolet-wavelength laser beam that causes premature detonation of warheads and in the case of missiles; destroys guidance systems. The system has a reaction time of 200 milliseconds and is nearly undefeatable even at close range urban settings even with as many as 6 simultaneous projectiles. At least one system (ring of lasers) is installed on most heavy Alperian vehicles with individual lasers installed on lighter vehicles. Regardless, the system is in some way found on everything from aircraft to transport trucks in the Alperian military.

AMAS-MRA preemptive active armor modules

Developed as a backup to the Firewall system (but also capable of functioning independently), the AMAS system is a secondary hard-kill active defense armor module. The AMAS consists of large independent blocks of concussive explosive stored in ceramic armored cases. The directional concussive explosive is slaved to the Firewall’s targeting system and if the Firewall predicts a low chance of interdiction the explosive detonates when the projectile closes, releasing a blast of concussive force that can break-up, redirect or outright deflect the incoming munitions. The individual armor blocks are light, cheap and a very small number can cover the entire hemisphere around the vehicle, allowing for a broad range of options on any ground vehicle with a computer that can run their control drivers.

Bastion electric reactive slat armor

Bastion armor is a type of vehicle armor designed to protect from anti-tank attacks. It functions like most slat armor; using a number of metal bars placed away from the hull creating a rigid barrier around the vehicle causing the warhead to explode at a relatively safe distance from the actual chassis. However unlike normal slat armor this armor is made up of a conductive tube inside another separated by an insulating material, creating a high-power capacitor. In operation, a high-voltage power source charges the armor. When an incoming body penetrates the tubes, it closes the circuit to discharge the capacitor, dumping a great deal of energy into the penetrator, which may vaporize it or even turn it into plasma, significantly diffusing the attack. A Bastion cage is standard covering for all cooling radiators and over vulnerable areas on all Alperian tanks and APCs.

Chromatophore-based organic optical camouflage

The CBOOC is a fairly broad designation pertaining to any of the “coatings” placed over Alperian armor that contain colonies of genetically engineered photosynthetic organisms that act like the chromatophore on numerous sea creatures skin that allows them to generate exceptionally high-quality camouflage. The CBOOC takes the abilities of chromatophore to the next level, allowing a unit equipped with the system to take to the surrounding area almost perfectly when stationary, far exceeding the abilities of traditional paint camouflage. Every single aircraft, tank, vehicle and infantry armor in the Alperian military has the basic CBOOC that permits them to generate camouflage from a set of patterns and color allowing the unit in question to change operation range without being repainted for a new mission. However; a few units in the military (such as the Talon III fighter) have the complete system that allows them to become completely invisible to the eye when stationary and very hard to see even when moving. The system is not without flaws, it can be defeated by exposing the unit to rapid changes in highly different lighting or texture, and the system also works with less detail at night due to the cell’s photosynthetic nature, but these flaws while still there, are hard to use in effective countermeasures.

“Hand of God” Kinetic superweapon satellite grid

The “Hand of God” is the Alperian answer to the nuclear weapons and stockpiles owned by some nations. All NBC weapons have been banned in Alperian warfare since the nation’s foundation, allowing only for kinetic, energy and seismic (although restricted to a small scale) weapons to be developed. The Hand of God is a development of this restriction, and considered by many to be a far more useful and efficient system than any NBC weapon; it consists of a massive, hundreds-strong network of satellites that are little more than massive gauss cannons which maintain a semi-geosynchronous orbit above earth. Each satellite is armed with over 20 massive tungsten/Brutanium darts (certain ones are over 20 feet tall) in varying sizes and some armed with seismic payloads (but most are purely kinetic).

The security system to prevent accidental firing is incredibly advanced and complex with each part not knowing the operations of the other parts, compartmentalization to prevent any abuse. After a launch is authorized; the survey of the battlefield is analyzed by a smart AI who then dictates which satellite to use, which size of dart and which firing speed, this data is then transmitted to the satellite which then cycles the round, charges the cannon and fires; this entire process can take less than a minute. The weapon is highly precise (with accuracy in the centimeters) and the variation on power means that the weapon can devastate an entire city or just a block, maximum blast power has never actually been tested but is simulated to devastate most surface targets in a 60 mile radius, with catastrophic damage to underground structures due to seismic upheaval rated as a flash 10 on the Richter scale with effects reaching out for hundreds of miles. It has been said that the blast crater and surrounding area after impact resembles “land bombed until unrecognizable then torn up by the world’s largest rototiller”. The weapon has an advantage over NBC weapons in that there is no “leftovers” after deployment, meaning that the blast radius is “safe” afterwards and has no chance of inadvertently harming soldiers or civilians after initial damage.

O8 “Seraphim” orbital support weapon grid

The O8 “Seraphim” support grid is a recent development similar to the Hand of God system although less powerful it is more generalized. The Seraphim grid uses a similar layout to the Hand of God, however; the gauss gun is replaced with a massive plasma-based laser of classified output. The grid has replaced the old GMDG-14 in its role of completely outdating all ballistic missile technology but also serves as a tactical weapon. The grid can provide precise laser-targeted firepower on a battlefield level able to scorch the earth it hits to glass and melt holes in any defense.

The weapon is more easily deployed than the “Hand of God” and doesn’t need as much approval for deployment, with some squads having the ability to request use. Each satellite can sustain a single beam medium power for around 12 seconds on a single charge; allowing it rake across the battlefield destroying all in its path, reducing bunkers to charred rubble and armored divisions to misshaped melted husks. The Seraphim satellites are clustered in groups of three around each Hand of God satellite, performing defense for the satellites and making general defense for each weapons cluster cheaper and easier. For safety, both the Hand of God and Seraphim units are cloaked in some of the most advanced optical and electronic camouflage Alperia possess, making finding them all but impossible.

Alperian Military Land VehiclesEdit


AP-7f Cyclone
Classification: Main battle tank
Weight: 116 tons
Hull Length: 35.07 feet
Width: 15.2 feet
Height: 10.5 feet
Crew: 3 (driver, gunner/commander, missile/electronics operator)
Armor: BECFAA (classified thickness on all Alperian vehicles)
Primary armament:
--1x 152mm M56 scram-guass cannon
Secondary armament:
--1x 30mm RCWS-9/B rotary gauss cannon
--2x remote-mounted HISW-L turrets (top mounted)
--2x TOC-1 multi-purpose guided missile launchers (internally-fed)
--1x ATY-6 micro-missile scatter pod
--4x 80mm defensive mortars
Engine: AGT-1500C fusion reactor
Suspension: Active electromagnetic recuperative/hydropneumatic
Top speed: 94 mph
Movement: 2 caterpillar tracks

AP-402d Hurricane
Classification: Assault and artillery tank
Weight: 308 tons
Hull Length: 58.53 feet
Hull Width: 28 feet
Height: 16.6 feet
Crew: 5 (driver, 2 gunners, missile/electronics operator, commander)
Primary armament:
--2x 220mm M86 scram-gauss cannons
Secondary armament:
--2x 30mm RCWS-9/B rotary gauss cannons
--2x remote-mounted HISW-L turrets (top mounted)
--AnAusGes AA missile system
--3x TOC-1 multi-purpose guided missile launchers (internally-fed)
--2x ATY-6 micro-missile scatter pods
--4x 80mm defensive mortars
Engine: AGT-3800G fusion reactor
Suspension: Active electromagnetic recuperative/hydropneumatic
Top speed: 80 mph
Movement: 4 track pods (2 per side)

AP-111c-M Brimstone
Classification: Microwave/Electronic warfare tank
Weight: 68 tons
Hull Length: 28 feet
Width: 12 feet
Height: 8.7 feet
Crew: 4 (driver, gunner/commander, 2 technicians/EW officers)
Primary armament:
--1x Griffon III Heavy directed/non-directed microwave field emitter: The Griffon is a utility microwave weapon deployed for removing special targets. At “passive” state the weapon emits a continuous field of microwave radiation (19-meter diameter hemisphere, however this can be adjusted) that can cook a man alive in moments or be used to clear foliage, interferes with missile guidance systems and damages unshielded electronics. When directed via a radiation-reflective “mirror” and focusing optics, the beam turns into a lethal and debilitating directed-energy weapon; capable of literally killing a man instantly (leaving nothing but a half-exploded, smoldering corpse devoid of any fat or water) even if they are the crew of an unshielded heavy armored vehicle. The microwave beam can also be directed at buildings and armored electronic targets to permanently disable them via annihilating delicate components.
Secondary armament:
--1x hull-mounted 25mm GSAS-21 rotary gauss autocannon
--4x 80mm defensive mortars
--A complex electronic warfare suite rounds out the “armament”
Engine: AGT-1700N fusion reactor
Suspension: Active electromagnetic recuperative/hydropneumatic
Top speed: 90 mph
Movement: 2 caterpillar tracks

XP-G7 Hellstorm
Classification: Advanced energy weapons tank
Weight: 135 tons
Hull Length: 38.07 feet
Width: 15.2 feet
Height: 12.6 feet
Crew: 4 (driver, gunner/commander, missile/electronics operator, engineer)
Primary armament:
--1x F-200 ultra-heavy extreme-output plasma-based laser cannon
Secondary armament:
--2x F-57 super-heavy plasma-based laser cannon
--1x ATY-6 micro-missile scatter pod
--1x remote, top-mounted HISW-L turret
--4x 80mm defensive mortars
Engine: AMI-5TW-9VC72 fusion reactor
Suspension: Active electromagnetic recuperative/hydropneumatic
Top speed: 88 mph
Movement: 2 caterpillar tracks
Description: Based on the AV-7 Cyclone’s chassis; the XV-G7 is a new production-line of energy-weapon battle tank. While not designed to replace the Cyclone, it is designed to work alongside it, primarily to destroy high-armor vehicles and hardened structures. Using what is currently the most powerful ground-based plasma-based laser in production and an enlarged fusion reactor the tank can melt holes through shocking amounts of materiel (like…several blocks of buildings). The weapon does have a slow capacitor recharge however, limiting its prolonged effectiveness.

XP-G20 Firestorm
Classification: Advanced energy weapons tank
Weight: 371 tons
Hull Length: 58.03 feet
Width: 28 feet
Height: 18.1 feet
Crew: 6 (driver, gunner, missile/electronics operator, commander, 2 engineers)
Armor: BECFAA (and prototyped materials)
Primary armament:
--“The Inferno Cannon” a large cannon that uses gauss technology to fire a magnetically enveloped ball of collapsed and concentrated plasma generated as bleed-off from the nuclear fusion reactor using an ultra-dense, extreme-high-temperature, superconducting matrix capacitor bank, “grown” using a classified molecular repositioning technique. The weapon has massive power, and can obliterate any known armored vehicle in one shot and demolish infantry companies and fortifications.
Secondary armament:
--2x F-57 super-heavy high-powered plasma-based laser cannons
--2x ATY-6 micro-missile scatter pod
--1x remote, top-mounted HISW-L turret
--4x 80mm defensive mortars
Engine: AMI-10TW-5TY78 fusion reactor
Suspension: Active electromagnetic recuperative/hydropneumatic
Operational range: unlimited
Top speed: 75 mph
Movement: 4 track pods (2 per side)
Description: Recently moved out of prototype testing and onto mass production. The Firestorm plasma tank (based on the Hurricane chassis with a new turret enclosure and larger reactor) is much like the Hellstorm; it’s new, it’s shiny but it’s not designed to replace its predecessors just yet due to sheer expense and imperfections in the technology. Alperian energy-storage tech is still not to the point that rapid-fire energy weapons are fully feasible and therefore the Firestorm will remain a special-use weapon. The inferno cannon is currently THE most powerful land-based energy weapon in production and a decent range of 9 kilometers makes it ideal for cracking open sieges and well-defended cities.

Self-Propelled ArtilleryEdit

SPG-1400c Typhoon
Classification: Self-propelled artillery
Weight: 79 tons
Hull Length: 37 feet
Width: 19 feet
Height: 12 feet
Crew: 2 (driver, gunner/commander)
Primary armament:
--300mm M222 “Mountain cracker” gauss cannon
Secondary armament:
--8x 100mm mortars
--1x remote-mounted HISW-L turret (top mounted)
Engine: AGT-2500A fusion reactor
Suspension: Active electromagnetic recuperative/hydropneumatic
Top speed: 80 mph
Movement: 4 track pods (2 per side)

MMS-320a Blizzard
Classification: Self-propelled MML/MRL artillery
Weight: Varies
Hull Length: 39 feet
Width: 19 feet
Height: (variable)
Crew: 2 (driver, gunner/commander)
Primary armament: (3 most common load-outs)
(Standard load-out)
--2x 30-round TOC-1 multi-purpose guided missile launchers
--2x 8-round AnAusGes AA missile systems
(“Saturation” load-out)
--3x 40-round 105mm Mk. II dumb-fire rocket pods
(Long-range artillery loadout)
--6x GGC-10 heavy short-range hypersonic cruise missiles
Engine: AGT-2500A fusion reactor
Suspension: Active electromagnetic recuperative/hydropneumatic
Top speed: 72 mph
Movement: 4 track pods (2 per side)
Description: Based on the broad and stable Typhoon chassis, with the artillery turret removed for a huge array of modular missile systems.

WA-306 Wildcat
Classification: High Mobility Missile Artillery System
Weight: 25.6 tons
Length: 26 feet
Crew: 1 (gunner, driver is automated)
Armor: Advanced composite
Primary armament:
--20 MPGMS (Multi-Purpose Guided Missile System) missiles or
--2 Log-7 heavy short-range cruise missiles
Engine: OFT I-6 low-temperature solid oxide fuel cell-powered electric engine
Suspension: Hydropneumatic
Operational range: 594 mi
Top speed: 102 mph
Movement: 6 wheels

Special Purpose Armored VehiclesEdit

AP-74a Tempest
Classification: Air-defense support tank
Weight: 73.1 tons
Hull Length: 33.3 feet
Width: 20 feet
Height: 13.3 feet
Crew: 4 (driver, commander, 2 technicians (double as gunners)) + 1 A-class AI
Primary armament:
--15 heavy plasma-pulse laser ball-turrets
Engine: AMI-5TW-J9LU-5 fusion reactor
Suspension: Active electromagnetic recuperative/hydropneumatic
Operational range: unlimited
Top speed: 72 mph
Movement: 2 caterpillar tracks
Description: Designed to neutralize large missile artillery strikes, air cover, or even conventional artillery bombardments, the M74 is a cutting edge war machine designed to provide cover for large numbers of friendly forces. Despite the M74s cutting edge insides, the outside is hardly interesting, nothing more than a large boxy frame topped with 15 heavy ball turrets containing rapid-recharge lasers. The command cabin is similar to most Alperian tanks, however; unlike most tanks, the vehicle has no primary gunners, mainly relying on the AI implanted into the tank to control the turrets, rather; the “gunners” direct priority targets for the AI. The M74 uses burst-lasers designed to destroy incoming munitions, a short blast can destroy any missile and coupled with the tank’s very advanced targeting system make it so that the only way to defeat the system is to overwhelm it with an absolutely enormous numbers of munitions; a number that probably isn’t as cost effective as another option. The M74 is also very effective at destroying low-flying aircraft, enabling a few of the vehicles to create a nigh impenetrable shield in the airspace above friendly forces. However, the tank is quite vulnerable against infantry attack, as the turrets can point to a level where it might be able engage tanks, but are incapable of hitting anything below their height at close ranges.

SWP-287b Thundershock
Classification: Tank destroyer/assault gun
Weight: 50.2 tons
Hull Length: 31 feet
Width: 23 feet
Height: 8 feet
Crew: 3 (driver, gunner/commander, engineer)
Primary armament:
--SV-98 “Shatterer” hard-sound cannon
Secondary armament:
--1x 40mm gauss autocannon
--1x hull-mounted HISW-L
--1x ATY-6 micro-missile scatter pod
--4x 80mm defensive mortars
Engine: AMI-4TW-1TU51 fusion reactor
Suspension: N/A
Operational range: unlimited
Top speed: 56 mph
Movement: Skimmer system
Description: The oval-hulled Thundershock is a return to the tank-preying destroyers of old; however advancements in Alperian technology, especially in camouflage have given this old concept a new purpose and level of lethality on the battlefield. The Thundershock is a brand new vehicle that only recently completed extensive prototype testing on the tank’s numerous once experimental technologies. The primary weapon is a fixed position heavy sonic cannon, known as the “Shatterer”, the weapon consists of 8 separate barrels each with its own synthetic resonance crystal, sound is piped down the barrels and is adjusted by the vibration frequency of the crystal in each barrel that can be set to millions of resonate frequencies for all sorts of materials. The 8 barrels then meet at the primary focusing chamber at the weapon’s tip, where the sound is combined into a harmonized, compound wavelength beam of “hard-sound” the weapon then directs this blast at a target. The wide ranges of frequencies stored in the Thundershock’s computers allow it to shake apart everything from copper wire to titanium alloys in a single blast, making it as effective as a siege weapon as a tank hunter. This unique weapon’s latent effect as hard sound is that soft-targets like infantry are affected in a matter similar to being hit with a wrecking ball flying at hypersonic velocities, regardless of the beam’s current makeup. This weapon is only a small part of the Thundershock’s innovative design; the tank is the first to utilize “skimmer” technology, allowing it to hover a few meters off the battlefield, bypassing terrain entirely. The skimmer uses advanced and extremely powerful turbofans, ground effect air currents, and a magnetic suspension system to hover up to 3.2 meters off the ground. As if the skimmer and hard-sound cannon weren’t enough, the tank utilizes not only the chromatophore-based organic camouflage that Alperia has been using for years but also phase-prism hologram projectors, this allows the tank to disguise itself as a tree, boulder, or even an enemy vehicle, this disguise combined with sensor blinding stealth systems and an audio replicator will stand up to all but the closest scrutiny, and an advanced EW package allow it to propagate even more confusion and disruption. The Thundershock stands up to its name and heritage as the perfect ambush predator.

HT-162 Thunderhead
Classification: Super-heavy siege breaker
Weight: 285 tons
Hull Length: 67.1 feet
Width: 32.1 feet
Height: 23.5 feet
Crew: 6 (driver, 3 gunners, commander, loadmaster), 56 carried infantry
--1x 400 mm scram-gauss, rocket-assisted siege mortar (N270 rounds are standard)
--2x 30mm sponson-mounted RCWS-9/B rotary gauss cannons
--2x heavy flamethrowers (attached to RCWS-9/B sponsons)
--6 roof-mounted heavy pulse laser ball-turrets
--4x 80mm defensive mortars
--Frontal boring rams
Engine: GE-6100M fusion reactor
Suspension: Active electromagnetic recuperative/hydropneumatic
Top speed: 47 mph
Movement: 2 caterpillar tracks
Description: The M182 is a unique weapon designed to be deployed in one of the rarest situations that the Alperian military faces; an unbreakable siege. The M162 is an extremely heavily armored block capable of bashing straight through the thickest defenses, the vehicle’s bulk, rams and high-bore cannon allow it to obliterate most fortifications and charge right past the rubble. After a breach is made by the tank a frontal gate opens and dozens of heavily armed Alperian infantry can pour into the area. The vehicle also has several roof mounted chemical lasers designed to defend against enemy artillery and missile strikes to some degree. The vehicles were invented during the disastrous military engagements in Nezumi, where it was proven that Alperia needed some kind of ultra-armored transport to brute-force its way past the guerrilla’s constant ambushes (note that this was also developed before Alperia started to truly dominate in technology and powered armor).

IFVs, APCs and TransportsEdit

HT-758/IF Persecutor
Classification: Heavy infantry fighting vehicle
Weight: 89.7 tons
Hull length: 53.92 feet
Width: 24.02 feet
Height: 15.65 feet
Crew: 3 (gunner, commander/driver, computer tech), 16 armored infantry (standing)
Primary armament:
--1x 105mm gauss autocannon
Secondary armament:
--1x coaxial 55mm cannon
--1x Longsword 180mm AT missile system
--2x ATY-6 micro-missile scatter pods
--2x remote-mounted HISW-L (top mounted)
--4x 80mm defensive mortars
Engine: AGT-1400A fusion reactor
Suspension: Active electromagnetic recuperative/hydropneumatic
Top speed: 113 mph
Movement: 4 caterpillar tracks
-An advanced onboard mainframe helps support infantry in the area by giving the interlinked IAWNCL computers among nearby infantry more “thinking space.”
-Command network module, adds further security and “resistance” to the IAWNCL of nearby troops.
-Seismic sensors
-Multiple variants for special duties (engineering, AA, heavy gun system, mortar carrier, etc)
-Fully amphibious using small hydrojets combined with the treads for movement

GF-4 Hammerstrike AFTAV
Classification: Armored Fighting & Tactical Artillery Vehicle
Weight: 65 tons
Hull length: 45 feet
Width: 14 feet
Height: 11.7 feet (base hull w/o cannon)
Crew: 5 (driver, 4 gunners); 6 carried armored infantry w/ APC package
Primary armament: (standard configuration)
--Independently turreted, scram-rail assisted 135mm howitzer/AT cannon
Secondary armament: (standard config.)
--2x GSAS-15/U Komodo rotary gauss cannons on independent remote pintles
--2x HISW-L
--1x 50mm automatic grenade launcher (rear pintle)
--1x Longsword 180mm AT rocket system
--4x 80mm defensive mortars
--varying armament based on current mission package
Engine: Proton-exchange-membrane fuel cell/thermo-synthetic hybrid engine
Suspension: Hydropneumatic
Operational range: 783 mi
Top speed: 144 mph
Movement: 8 wheels
Description: Designed to function as a “does it all” multi-role combat vehicle to keep up with 1st-phase Alperian assaults (if need be, it’s primarily used in 3rd-phase). Blocky, heavy, fearsome, powerful, and with ridiculously thick armor, the Hammerstrike is designed to function well in both urban and open combat. Its 135mm turret can have the rail assist deactivated turning the powerful AT cannon into a howitzer/mortar, allowing it to shell targets within an urban environment. The other heavy weapons allow the Hammerstrike to crush infantry in urban combat and lay waste to many tanks. The Hammerstrike really shines, however; due to the modular main bay which was designed to have a number of mission packages, most of which can be swapped around with only a few hours in the mechanics. The Hammerstrike is built with a high degree of standardization, and designed to be maintained efficiently despite the vehicle’s high level of complexity.
Packages include:
•Armored personnel carrier
•Assault (piles on additional armor, a larger engine and large stores of ammo)
•Mobile Gun System
•Medical/Armored Infantry Recovery
•Electronic warfare
•Support (armory and additional ammunition storage)
•Combat engineer vehicle (replaces most weapons with a larger engine, cranes, dozer blades, 200mm rocket-assisted demolition mortal and other additions)
•Tri-barreled 180mm mortar system
•Anti-Air (replaces the weapons with numerous AA missile systems and the bay with targeting equipment, RADAR systems, and additional missile storage)

MHMWV-94 Sentinel
Classification: MRAP Medium Transport
Weight: 20.5 tons
Length: 28 feet
Width: 8 feet
Height: 8.5 feet
Top speed: 178 mph
Capacity: 10 passengers (automated driver, all LHMWV models have automated drivers)
Armor: metallic composite
Armament: None
Engine: ACT M/E-12 low-temperature solid oxide fuel cell-powered electric engine
Suspension: Magnetorheological damper
Movement: 6 wheels
Description: A light, wheeled, closed vehicle designed to move non-combat personnel quickly through safe zones or speed specialists into light combat. With exceptional speed and decent armor they are also used in cities as attack and support vehicles. The 94-series are also designed to withstand IEDs, mines, other explosives, traps, and ambushes; substantially increasing the survival of occupants. The MHMWV-94 and its variants are not able to transport PCAS-armored troops.

MHMWV-94 AA/I Sentry
Classification: MRAP Medium Anti-Infantry Vehicle
Weight: 20.5 tons
Length: 28 feet
Width: 8 feet
Height: 8.5 feet
Top speed: 178 mph
Capacity: 1 passenger/gunner; 5 passengers
Armor: metallic composite
Armament: 1x twin-linked GSAS-17/n Komodo
Engine: ACT M/E-12 low-temperature solid oxide fuel cell-powered electric engine
Suspension: Magnetorheological damper
Movement: 6 wheels
Description: The frame of the MHMWV-94 except with 4 of the back seats removed for a remote controlled allowing it to better fill an attack role.

MHMWV-94/AT Enforcer
Classification: MRAP Medium Anti-Tank Vehicle
Weight: 20.5 tons
Length: 28 feet
Width: 8 feet
Height: 8.5 feet
Top speed: 178 mph
Capacity: 1 passenger/gunner; 5 passengers
Armor: metallic composite
Armament: 1x Longsword AT missile launcher
Engine: ACT M/E-12 low-temperature solid oxide fuel cell-powered electric engine
Suspension: Magnetorheological damper
Movement: 6 wheels
Description: The frame of the MHMWV-94 except with 4 of the back seats removed for a remote controlled missile launcher allowing it to better fill an attack role against armored targets.

MHMWV-94/AA Archer
Classification: MRAP Medium Anti-Air Vehicle
Weight: 20.5 tons
Length: 28 feet
Width: 8 feet
Height: 8.5 feet
Top speed: 178 mph
Capacity: 1 passenger/gunner; 5 passengers
Armor: metallic composite
Armament: 1x 8-round Archer missile pod
Engine: ACT M/E-12 low-temperature solid oxide fuel cell-powered electric engine
Suspension: Magnetorheological damper
Movement: 6 wheels
Description: The frame of the MHMWV-94 except with 4 of the back seats removed for a remote controlled anti-air missile system allowing it to better fill an attack role against airborne targets.

MHMWV-96 Guardian
Classification: MRAP Medium Armored Infantry Transport
Weight: 18.6 tons
Length: 28 feet
Width: 8 feet
Height: 7.7 feet
Top speed: 178 mph
Capacity: 6 passengers (automated driver)
Armor: metallic composite
Armament: None
Engine: ACT M/E-14 low-temperature solid oxide fuel cell-powered electric engine
Suspension: Magnetorheological damper
Movement: 6 wheels
Description: Based on the MHMWV-94 base schematic, the 96 had some minor changes done to it to allow it to transport Armored Infantry, whose sheer size disallows them from using normal-sized transports. Among the most noticeable changes are the removal of the roof, transforming the vehicle into an open-top transport; normally a bad move on combat transports the durability of the PCAS makes this a negligible change.

AUV-98 Razorback
Classification: Internal Security Vehicle/VIP Transport
Weight: 13 tons
Length: 19.1 feet
Width: 7.8 feet
Height: 8.3 feet
Top speed: 164 mph
Capacity: 4 passengers (automated driver)
Armor: metallic composite
Armament: (optional; capable of mounting most PCAS-weapons in a modular turret)
Engine: ACT M/E-5 low-temperature solid oxide fuel cell-powered electric engine
Suspension: Magnetorheological damper
Movement: 4 wheels
Description: While found in far greater numbers among Alperias varied PMCs, the AUV-98 still has a noticeable niche in the Alperian army where it serves as a transport for VIPs such as generals and theater-visiting politicians but also as a security vehicle to supplement MHMWV-transported medium power armor-equipped engineer teams and base defense. While light and lightly armored by frontline Alperian standards, the vehicle’s metallic nano-armor and PCAS-derived modular weapons are more than capable of dealing with the minor threats it is most likely to encounter.

Numerous other crew-serviced weapons, advanced field guns, light/recon vehicles, dedicated engineer units, earthmovers, bridge layers and support vehicles fill out the Alperian ranks.

Unmanned Military Units

Note: While Alperia is famous for its huge array of unmanned vehicles, listed below are primarily “heavy” combat units. Meaning that “small” UCAVs, UCGVs or transport vehicles are omitted.

UFP-58B Tracker
Classification: Unmanned, fully-autonomous tactical combat frame
Weight: 5.2 tons
Height: 14.1 feet
Speed: 67 mph running
Locomotion: 2 reverse-jointed legs
Drive type: Synthetic electro-reactive polymer muscle bundles supplemented by hydraulics
Power source: Microfusion cell arrays
--2x 30mm BTI-63E rotary gauss autocannons w/ telescoping muzzle breaks/claws
--1x 10.1mm medium machine gun
--1x 6-round TUA8 anti-armor missile pod
--1x 80mm defensive mortar
Description: The center of the Alperian kill-team may be the PCAS-238 but the Tracker plays a close second and it's rare to find a fully-loaded kill-team without atleast 1 or 2 Trackers assigned to each wetware platform. A perfect blend of armor, firepower and armor; the Tracker can easily keep pace with the PCAS-238 and other drones in all manner of terrain and lay down a withering barrage of shells. Running a copy of the "Overlord SI-system" developed by Paragon Peripherals for PCAS-linked drone teams; the Tracker is operated by an advanced military-grade static intelligence, class-C; that is more than capable of using somewhat inventive and surprisingly brilliant tactics and their renown as “dumb machines” is regarded as ill-deserved by most Alperian robotics techs (the Overlord system is also optimized for combatant-identification, and with most platform's onboard suites and psychophysiological scanners can easly identify hostiles or aggressors from non-enemies, often better than any organic soldier). While sticking strictly to basic concepts of battlefield maneuvers, the Overlord system uses shared-process networking with its command-unit and fragments of the wetware platform’s own creativity and sapience; allowing it to be downright cruel in its planning capacities. The SI installed in the Trackers are known for utilitarian techniques that make use of the other drones in a wetware platform’s complement, performing feints, trapping maneuvers and attempting to encircle and destroy an enemy utterly; the bestial intelligence driving them diverted from the command-unit’s cruelty and anger. Possessing a wide breath of weaponry, the Tracker is an adept multi-purpose drone and is often considered their wetware-platform’s “NCO” (atleast in the eyes of Alperia’s allies); operating as the “brain” of mission-independent drone forces.

UFP-265A Hunter
Classification: Unmanned, fully-autonomous tactical combat frame
Weight: 12.2 tons
Height: 15 feet
Speed: 53 mph running
Locomotion: 2 double-jointed legs
Drive type: Synthetic electro-reactive polymer muscle bundles supplemented by hydraulics
Power source: Microfusion cell arrays
--1x 35mm GSS-63E rotary gauss autocannon
--1x 80mm M117 HV gauss cannon
--1x 3-round BGT-18 multi-purpose missile pod
--1x 8-round TUA8 anti-armor missile pod
--1x 10.1mm M223 minigun (coaxial to upper torso)
--1x 80mm defensive mortars
Description: As the success of the Tracker brought the demand for more unmanned fire support platforms, the TacticaMotor Corporation; inventors of the original Tracker went back to the drawing board and developed a much heavier model, one suited to heavier work than the Tracker. While not much taller than its predecessor, the Hunter is considerably broader, more heavily armored and armed with a wider array of weapons. The driving-SI of the Hunters are designed to take hints from their command unit’s will to defend their fellow soldiers; as such Hunters are known for their defensive style of combat; operating near the rear of a firefight and hammering enemies from arm’s length with their fully battery of weaponry; the Hunters are the heavy fire support of the “Quad Infantry” (the nickname for the 4 heavy, legged UFP platforms built by TacticaMotor) but also act as a shield-wall in dire circumstances. Many tales have been hold by Warpian or Gridiron infantry who were saved by a Hunter standing in the way of an oncoming tank, or one diving in the way of a missile to protect another unmanned platform heedless of enemy fire. Oftentimes the Hunter’s survive this bravado due to their armor and decentralized systems, and many allied infantry have come to take an interesting view on the drones bordering on camaraderie, assigning them nicknames and personalities if in extended conflict alongside a particular Alperian kill-team.

UFP-41A Pursuer
Classification: Unmanned, fully-autonomous tactical combat frame
Weight: 7.1 tons
Height: 17.6 feet
Speed: 98 mph running
Locomotion: 2 reverse-jointed legs
Drive type: Synthetic electro-reactive polymer muscle bundles supplemented by hydraulics
Power source: Microfusion cell arrays
--1x 6-tube 90mm rocket pod
--2x Mk. 21 55mm burst-fire gauss cannons
--1x Chin-mounted Hellfire napalm flamethrower turret
--1x 80mm defensive mortar
Description: If the Tracker is anger and leadership, and the Hunter represents willpower; the Pursuer definitely represents their commander’s guile and intelligence. The Pursuer is intended to do what its name suggests, using its incredible speed to wind through the urban jungle; “hunting” enemies, acting as scouts and rearguard for their kill-team. The Pursuer is renown as among the most advanced applications of the Overlord SI; Pursuers seem to possess an almost inhuman cunning, and are often found “toying” with isolated squads of infantry, appearing and reappearing at random; picking off isolated elements and attempting to drive them into the more heavy-armed jaws of the kill-team’s remainder. To accommodate their style of warfare; the Pursuers have a full-coating of the CBOOC and can take to the surrounding almost perfectly on almost all spectrum bands when running low-power, even teams armed with thermal optics may only see splotches of heat where the Pursuer’s ground-directed radiators dispersed heat and oftentimes these footprints are used to further the drone’s goal of trapping and exterminating an enemy force. The armament on the Pursuer is optimized for quick engagements against light vehicles and infantry; their flamethrower is often used for distraction or to generate a screen to retreat behind as well as an offensive weapon, and their gauss cannons are often loaded with armor-piercing flechette-shot that can punch through most body armors and soft-skinned vehicles. A tactical terror-weapon of high order, the Pursuer is very popular among kill-teams specializing in deep-territory raids and attacking/defending the flanks of a main attack force.

UFP-393A Cerberus
Classification: Unmanned, fully-autonomous tactical combat frame
Weight: 15.31 tons
Height: 17.2 feet
Speed: 50 mph running
Locomotion: 2 double-jointed legs
Drive type: Synthetic electro-reactive polymer muscle bundles supplemented by hydraulics
Power source: Miniaturized fusion reactor
--2x F-13 light plasma-based laser cannons
--1x F-22 heavy plasma-based laser cannon
--2x HISW-L gunpods
Description: Currently the last in the UFP series from TacticaMotor, the Cerberus is the heaviest, most well-armored and well-armed version yet. Designed to mount exclusively energy weapons, the Cerberus is a dedicated-anti-armor support platform and can destroy armor several times its weight with relative ease. By far the most expensive variant, requiring an expensive miniaturized reactor, it is nonetheless one of the most favored for its impressive firepower and has been compared to a cheaper, unmanned Jormungand battlesuit. The Cerberus takes hints from the command-unit’s overwhelming desire to crush the enemy and are powerful assault units that will rush to engage enemy armor or crush infantry beneath their feet.

MCRV-1 Swordbearer
Classification: Unmanned, fully-autonomous munitions and combat recharge vehicle
Height: 6 feet
Length: 7.4 feet
Top Speed: 120 mph
Movement: 8 wheels
Armor: classified
Armament: AII-303H Widow rotary gauss gun
Description: While not anywhere near as “intelligent” as the UFP-series (just designed to follow a squad and stay out of trouble), the Swordbearer performs a key role unrivaled by any combat drone, resupply. Boxy and ugly, the Swordbearer is a tubby abomination of a drone, tagging along behind kill-teams, it allows teams sent on long-endurance missions to act independent of supply lines or support. Most of the internal space is taken up by a projectile munitions storage bay and a battery of tool-tipped arms allowing for the quick delivery of ammo. Due to the compartmentalized and hard-to-access nature of the PCAS’ storage bays, these machines are essential for long-endurance or high-intensity missions where even the huge ammo hoppers on the PCAS may become depleted. While the PCAS suits and most battlesuits are known for limited self-repair systems, they cannot restore a crippled battlesuit to fighting shape, however with the assistance of a “Warsmith” drone, the Swordbearer can via their utility arms, a small nanofabber and compartments for spare parts and armor modules. In addition, the MCRV has the ability to replace the microfusion cells on the PCAS and most drones, increasing combat endurance into several consecutive days. For self-defense and to provide a measure of fire support the MCRV has a turreted Widow minigun attached to its top with its own independent fire control are target selection system.

U/MT-B Roach
Classification: Unmanned, fully-autonomous medium armored fighting vehicle
Weight: 47 tons
Height: 7 feet
Length: 20.1 feet
Width: 7.3 feet
Top speed: 87 mph
Locomotion: 2 treads
Power source: Miniaturized fusion reactor
--1x 120mm M39 high-velocity gauss cannon
--2x 6-salvo internally-fed 90mm missile pods
--2x 80mm defensive mortars
--1x coaxial HISW-L
Description: The heaviest platform running an Overlord SI, the Roach is more or less a miniature tank designed to provide unrivaled firepower and armor for a kill-team. The removal of a crew compartment and necessary life-support allows the Roach to possess an oversized reactor, impressive armor and huge amounts of ammunition for its size. With a Roach or several in a kill-team, it transforms from a quick strike-team into a heavy line-breaking force, in which the Roaches act as the primary source of firepower; the PCAS’ and other drones providing support fire, an odd change of role for most operators. Roaches are designed to be vanguards, especially in urban combat; where their more combat frame and shorter-barreled cannon allows them to outperform and outmaneuver contemporary tanks, while their missile launchers and plentiful point-defense systems allow them to be effective against infantry and aircraft as well as assisting kill-teams in defense against anti-armor attacks. Combat protocols for the Roach are balanced and it’s rare to see one destroyed fully even outside direct control due to their large processing banks and ability to quickly analize a situation; playing aggressive but using their armor where it counts. Despite the Overlord system making the Roach ideal for PCAS-linked teams, it is large enough and heavily equipped enough to operate on its own and it’s common to see independent squadrons of Roaches acting as a bodyguard force for APCs and other, more-vulnerable ground vehicles. In this role its armor is less notable (due to often engaging heavier forces) but its speed and accuracy often keep the Roach far ahead of the curve.

VQ-1 Punisher
Classification: Unmanned, fully-autonomous gun platform
Height: 5.2 feet (in “compact” mode)
Diameter: 4.8 feet (in “compact” mode)
Top speed: 113 mph
Locomotion: 1x HGU-77 high-spread vectored pulse engine
Power source: Microfusion cell arrays
--2x AII-303H rotary gauss guns on independently-rotating armatures
--1x KM-76 battle rifle on an independently-rotating armature
--50x 31mm micro-missile tubes
Description: The Punisher is a flying ammunition cylinder propelled by a high-spread pulse engine and feeding a trio of heavy guns. The punisher is yet another in the long line of Alperian combat drones to use the Overlord SI system, and does so driven by its wetware-platform’s spite toward the enemy. The drone is designed for “heavy reconnaissance” into areas the PCAS may not be able to reach, but are too heavily defended for lightweight UCAVs such as the Q-8b. It also serves as a high-mobility fire-support platform, where the multiple independent guns dangling from it can engage several targets simultaneously and mulch any infantry it can see. The VQ-1 is heavier than most UCAVs in the Overlord system, but as a hovering gun platform it has unmatched versatility and maneuverability and is therefore naturally used for hint-and-run attacks alongside any Pursuer drones to harass and cripple enemy forces. While heavily armed, the Punisher is lightly armored, both to keep it mobile and to allow room for the micro-missile launchers, as such it rarely stays still for any length of time and have been called “twitchy” due to their constant movement; however their SI coordinates firing and movement between pauses in gunfire and the sighting of enemy weapons, assuring that the enemy has no bead while the drone itself maintains perfect accuracy.

Q/AH-66 Raider
Classification: Unmanned, semi-autonomous combat helicopter
Height: 11.2 feet
Length: 40.9 feet
Rotor diameter: 36.7 feet
Top speed: 213 mph
Locomotion: Coaxial 6-bladed rotor
Power source: Microfusion cell racks
--1x NOV-2-42 25mm gauss autocannon (nose mounted)
--4 hardpoints on fuselage/wing pylons for 5,100+ lbs of ordinance (typically guided missile pods)
Description: The U/AH-64 is currently the largest non-fighter UACV in the Alperian military and the most well-armed to boot despite its “archaic” design. While the rotor system has been considered outdated in the Alperian military for over a decade now, it is used on the Raider simply because it has one saving grace: it’s very cheap. While it’s not normally within Alperian principle to waste anything or consider a unit “expendable” the Raider is designed to be sent on high-danger missions where survivability is low. The Raider’s primary role is demolition of AAA in areas where it would be considered too dangerous to even send in a Talon III fighter. The drone is mostly autonomous (it is issued targets via the IAWNCL and then carries out the action on its own), capable of engaging targets and using its weapons under its own power but can also have control overridden by a human operator. Its secondary role is as the director for “ST-1 airborne suicide drones”; tiny (about half as large as a human torso) flying robots that explode in proximity to priority targets, slaving them to the IAWNCL so they can be issued targets.

FQ-45 Ghost
Classification: Unmanned, fully-autonomous multirole fighter
Height: 9.3 feet
Length: 39 feet
Wingspan: 49.5 feet (flying wing)
Top speed: 2,346 mph
Locomotion: 2x concealed Y2-99UD-Y pitch-thrust vectoring stealth pulse engines
Power source: Miniaturized fusion reactor
--1x F-13 light plasma-based laser cannon
--2 internal-rotary bomb bays for 5 bombs/missiles each
Description: Built with utility in mind, the Ghost is an inexpensive alternative to the Talon III fighter for maintaining air-superiority in a combat zone; yet is able to fill a ground-attack role. The Talon III fighter is expensive; the most advanced aircraft ever built, and while having exceptional performance is few in number. Alperia doesn’t typically use fighters except as strike-weapons; pinpoint targeting of important targets both near and far, expecting their over-armed gunships to also perform general anti-air roles. As such, the Talon is rare and in constant demand for destroying distant enemy targets or taking out AAA, therefore the Ghost was built to provide assistance if enemy aircraft are giving Alperian gunships too much trouble or to assist in ground-attack if that is not a problem. The Ghost is fully autonomous, capable of engaging enemy fighters and designated ground targets without any controller assistance.

CQV-13 Harbinger
Classification: Unmanned, fully-autonomous 2nd-line medium-capacity transport
Height: 18.6 feet (21.2 feet with landing claws extended)
Length: 99.6 feet
Wingspan: 84.5 feet
Top speed: 668 mph
Locomotion: 2x AA I-9 omnidirectional pulse engines, 4x AA I-6 pitch-thrust pulse engines
Capacity: 100,000 lbs cargo
Power source: Miniaturized fusion reactor
Armament: N/A
Description: Little more than a flat, flying square with a quartet of small wings; the actual fuselage is only a few feet thick with the engines and landing struts hanging from the edges. Designed strictly for a support role, the entire aircraft is a lift surface allowing the small aircraft to carry an extremely disproportionate weight in cargo containers which are connected to the bottom of the fuselage between the two landing struts. Said cargo containers are standard-use containers and the magnetic/GJSSC-compatible grapples can carry anything from individual ammunition drums to oversized shipping containers. Due to the lack of an actual fuselage the aircraft can’t carry infantry or personnel unless they are in specialized, pressurized containers built for that purpose; also due to this when carrying cargo the Harbinger loses its aerodynamics and it noticeably slows down, as such; the Harbinger is mostly saved for short jaunts transporting supplies between mobile command bases and forward outposts rather than long-distance strategic hauling. The unmanned nature and sheer hauling capacity makes the Harbinger ideal for this purpose, however it is advised they are kept away from combat if possible due to their fragility and lack of armament.

Alperian Military AircraftEdit


F-47C Talon III
Classification: Strike and air-superiority fighter
General characteristics
•Crew: 1
•Length: 22.6 m (74 ft 2 in)
•Wingspan: Varies due to switchblade wing design
•Height: 6.3 m (20 ft 8 in)
•Powerplant: 2× AE-7H/K pulse detonation engines w/ scramjet boosters

•Maximum speed: Mach 6.5+
•Range: classified
•Service ceiling: classified (sub-orbital)

•2x ABHCLW-7 high-output laser cannons mounted near intakes
•2x internal rotary launchers with capacity for several of almost any strike bomb or missile

Advanced Avionics
•Multi-target tracking computer
•Long range radar warning receiver
•Self-destruct systems
•Extensive output baffles and stealth coatings/systems
•Chromatophore-based organic optical camouflage
•Numerous highly classified systems
•The recent QF-47D/E Talon III variant is an upgraded version of the Talon with a new nose and cockpit design containing the computers for the Skysplitter command system (a variant of the Overlord system), turning the fighter into a independent-operations UCAV.


OF/B-90B Valiant
Classification: Strategic orbital bomber/orbital-superiority “fighter”
General characteristics
•Crew: 4 (pilot, copilot, flight engineer/ECCW operator, operations officer)
•Length: 211.8 ft (64.6m)
•Wingspan: 38 ft (11.5m) (uses lifting-body to generate lift, non-existent stubby “wings”)
•Height: 29.3 ft (8.9m) (11.3m with landing gear extended, fuselage only)
•Powerplant: 4× AE F101-GE-102 augmented pulse engines (nuclear fusion reactor)

•Maximum speed: Mach 4.34 (in atmosphere)
•Maximum range: unlimited
•Service ceiling: unlimited (capable of fully-exo-orbital travel)

•1x ABHCLW-7 high-output laser in rear turret (remote operation)
•3x forward-facing F-57 super-heavy high-powered plasma-based laser cannons
•Three internal bays for 140+ tons of ordnance
•6x external hardpoints for long-distance AI-controlled cruise missiles

Advanced Avionics
•AE/GGH-184 defensive management system
•Industrial AE INH-F10F combat package
•DCH-70E Electronic warfare package


AV-84B Peregrine
Class: VTOL Gunship
General characteristics
•Crew: 2 (pilot, CPG (co-pilot/gunner))
•Length: 62.17 ft (18.94 m)
•Wingspan: 30 ft (9.14 m)
•Height: 12.7 ft (3.87 m)
•Powerplant: 2× AE T70-701 downward-thrust high-spread pulse engines
•Fuselage length: 53 ft 7 in (16.36 m)

•Maximum speed: 930 knots (1,070 mph, 1,722.4 km/h)
•Service ceiling: 62,000 ft (18,897 m)

•1× M330 35mm gauss cannon (nose-mounted)
•8x hardpoints on “wing” pylons (4 each)
•2x under-fuselage pylon stations
•4x additional ATA missile hardpoints attached to forward fuselage

Advanced Avionics
•Chromatophore-based organic optical camouflage
•Mostly classified; mainly extremely advanced targeting/guidance equipment, detectors, long-range sensors, and stealth systems (the gunship is made of sensor absorbing materials)
•Industrial AE INH-F1F combat package

AV-60A Kestrel
Class: VTOL Heavy Gunship
General characteristics
•Crew: 3 (pilot, 2 CPG)
•Length: 82.4 ft (25.11 m)
•Wingspan: 45.9 ft (14 m)
•Height: 25.3 ft (7.7 m)
•Powerplant: 3× AE B12E/80 Dual downward-thrust high-spread pulse engines

•Maximum speed: 670 knots (771 mph, 1,241 km/h)
•Service ceiling: 50,000 ft (15,240 m)

•1× M700 70mm gauss cannon (nose-mounted)
•6x hardpoints on “wing” pylons (3 each)
•2x internal rotary bomb bays with multiple payload options
•1x twin-linked 14mm rotary gauss gun (turret on aft fuselage underside)
•Underside grapples for up to 6 PCAS-equipped troops to “hitch rides”

Advanced Avionics
• Industrial AE INH-F1F combat package

AOV-40A Goshawk
Classification: VTOL Assault/Support Gunship
General characteristics
•Crew: 3 (pilot, fire control, electronic warfare)
•Length: 68 ft (20.7 m)
•Wingspan: 50 ft (15.2 m)
•Height: 16.2 ft (4.9 m)
•Powerplant: 4× AE F109-CS-110 vectoring pulse engines

•Maximum speed: 1,389 knots (1,598 mph, 2,572 km/h)
•Service ceiling: classified

•2x 30mm RCWS-9/B rotary gauss cannons mounted under-fuselage
•10×/2x under-wing/under-fuselage pylon stations

Advanced Avionics
•Industrial AE INH-F3F combat package
•Long range radar warning receiver
•ECCW package

AV-250A Black Eagle
Classification: Heavy strategic/assault gunship
General characteristics
•Crew: 13
---Officers: 4 (pilot, co-pilot, electronic warfare officer, sensor array officer)
---Enlisted: 9 (power technician, flight engineer, 6 gunners, loadmaster)
---Other: one C-class (or above) AI
•Length: 152.9 ft (46.5 m)
•Width: 61.16 ft (18.6 m)
•Height: 48.5 ft (14.76 m)
•Powerplant: 6x WA-778-UI8 high-power pulse engines, 2x AE-13T Pulse Detonation engines

•Maximum speed: classified
•Service ceiling: unlimited (designed for low-orbit at highest however)

•2x twin-linked 152mm hypervelocity gauss cannons
•2x twin-linked F-22b heavy high-powered laser cannons
•6x Agent V AIM pods
•6x AGM-144CSM missile pods
•8x A-74 Webspinner vertical missile launchers

Advanced Avionics
•Industrial AE INH-F6F combat package
•Advanced detection sensors

MAV-51C Condor
Classification: VTOL Ultraheavy Assault Gunship
General characteristics
•Crew: 47
---Officers: 8 (pilot, 2 co-pilots, 2 EW officers, sensor array officer, ops officer, captain)
---Enlisted: 39 (4 power technicians, 3 flight engineers, 29 gunners, 3 loadmasters)
---Other: one A-class (or above) AI
--100 sets of Surtur Combat Armor or similar battlesuits
--or; 400+ armored infantry w/ payload racks
--or; assorted combat vehicles and infantry
•Length: 342 ft (104.2 m)
•Width: 276.2 ft (84.2 m) (fuselage only)
•Height: 67.5 ft (20.5 m)
•Powerplant: 4× Wesson Aeronautics YH-89g/H ducted rotors, 14x articulated WA pulse engines

•Maximum speed: 342 knots (393 mph, 633 km/h)
•Service ceiling: 42,000 ft (12,801m)

•12x GSAS-6/D 14mm rotary gauss guns in ball turrets
•6x twin-linked 83mm void-spaced gauss cannon turrets
•6x F-57 super-heavy high-powered laser cannons (one on each of the 83mm turrets)
•3x tri-linked F-20b medium laser cannon turrets
•8x Zeus-pattern plasma cannons
•1x 220mm void-spaced fuselage-mounted hypervelocity gauss cannon (vertical traverse)
•4x A-74 Webspinner vertical missile launchers
•4x Agent V AIM missile launchers
•Griffon-IV Heavy directed-microwave weapon
•Basilisk-I Heavy directed-electromagnetic pulse weapon
•Large racks optionally attached to the left and right of the Condor’s hull allow for the mounting of tens of thousands of pounds of assorted missile weapons

Advanced Avionics
•Industrial AE INH-F6F combat package


JAHDT-11B Sparrow
Classification: VTOL Attack Dropship
General characteristics
•Crew: 3 (pilot, CPG, loadmaster)
--30 armored infantry (standing), 60 troops with the troop bay expansion (takes up magnetic grapple)
--Up to 60 tons of cargo (including vehicles) in a magnetic grapple in an overhang at the craft’s rear
•Length: 100 ft (30.5 m)
•Wingspan: 90 ft (27.4 m)
•Height: 35.9 ft (10 m) (10.5 m with landing gear)
•Powerplant: 6x FFD/9-G4 pulse engines in independently articulating nacelles

•Maximum speed: 647 knots (744 mph, 1,198 km/h)
•Service ceiling: unlimited (theoretical)

•1× M330/M700 35 or 70mm gauss cannon (nose-mounted)
•2x HAMMER-LVC\8 multi-purpose missile pods mounted on wings (8 missiles per pod)
•Rear-mounted variable monitions dispensers (anything from micro-bombs to flares)
•Mounting for a GSAS-15/U Komodo rotary gauss gun covering the troop bay (other weapons can be fitted)

•A command modification adds a size extension to the troop bay and converts it to a fully capable mobile command center and electronic warfare platform.
•Industrial AE INH-F4F combat package

JAHDT-13A Raven
Class: VTOL Attack/Utility Dropship
General characteristics
•Crew: 3 (pilot, co-pilot, loadmaster/gunner)
--10 armored infantry (standing)
--12 tons of cargo in magnetic grapple under the fuselage
•Length: 64.8 ft (19.8 m)
•Width: 15.6 ft (4.7 m)
•Height: 18.9 ft (5.7 m)
•Powerplant: 4x WA AH-I7/B-0U pulse engines in independently articulating nacelles

•Maximum speed: 710 knots (817 mph, 1,315 km/h)
•Service ceiling: unlimited (theoretical)

•1× M330 35 mm gauss cannon (nose-mounted)
•3x 14.2mm rotary gauss guns (port, starboard and aft mounted)
•4x hardpoints on “wing” pylons (2 each)

Advanced Avionics
•Industrial AE INH-F3F combat package

JAHDT-18A Plover
Class: VTOL Stealth Insertion Dropship
General characteristics
•Crew: 2 (pilot, CPG)
--12 armored infantry (standing)
•Length: 77.4 ft (23.6 m)
•Width: 72.1 ft (22 m) (with stabilizing thrusters fully extended)
•Height: 34.9 ft (10.6 m) (including sensor fin)
•Powerplant: 6x WA AH-I0/d emission-masked pulse engines in 2 variable thrust-pods

•Maximum speed: 960 knots (1,104 mph, 1,777 km/h)
•Service ceiling: unlimited (theoretical)

•1× M330 35 mm gauss cannon (nose-mounted)
•2x 14.2mm rotary gauss guns

Advanced Avionics
•Advanced emission sinks and stealth systems
•Complete CBOOC
•Industrial AE INH-F3F combat package

Aerial WarshipsEdit

P-110 Umbra-class (8 constructed, 2 under-construction, additional planned)
Classification: Aerial Command Battlecarrier
General characteristics
•Crew: 662 officers and enlisted (not including mission crew) + several advanced static intelligence +
--1 complete Assault Wing of assorted gunships + additional squadrons
--Numerous dropships, utility aircraft and special-purpose aircraft
--1 armored or infantry regiment of variable size
•Length: 2,520 ft (768 m)
•Wingspan: 3,251 ft (991 m)
•Height: 375 ft (114.5 m)
•Powerplant: 4x banks of 20 T&F F65-PW-2000 pulse engines, 50x AeroTech CWAS-55-U7 pulse engines

•Maximum speed: 497 knots (572 mph, 920.5 km/h)
•Service ceiling: classified

•58x NNBF-8 Stratosphere heavy cruise missile VLSs
•360x 21-34 inch VLS
•16x twin-linked 83mm void-spaced gauss cannon turrets
•60x Agent V AIM pods
•5x Griffon-X Superheavy viatable-setting microwave field emitters
•10x Basilisk-IV Superheavy directed-electromagnetic pulse emitters
•[classified] AM/ADF-2 point-defense laser turrets

The largest and heaviest flying machine ever constructed by humans, by an incredible margin; the Umbra is as much a symbol of the seemingly-endless Alperian air-power as it is a weapon of war. The Umbras were constructed in response to Alperia's ever-increasing size and strength in its air force, even large navy ships and aircraft carriers were becoming outdated due to the pulse engine giving aircraft effectivley limitless loitering times (barring routine maintainence), in the place of the somewhat limited aircraft carriers, Alperia needed a battlefield-scale command and control platform and warning system that could act as a mobile maintence bay and munitions depot, yet also be able to keep up with their air force as a whole and be able to travel anywhere. Thus; the Umbra, named for its massive size literally being able to blot out the sun; the Umbra was created to fill a role as an airborne aircraft carrier, able to store, repair and rearm massine numbers of aircraft (even ones not stored internally) throughout heavy combat in addition to maintaining and transporting ground forces. The Umbra is a marvel of aeronautical engineering, incomportaing many new composites, engineering techniques, nanoalloys and zero-gee metallurgy, to create an aircraft far larger than any would have thought possible.

Underneath its massive wingspan is slung a maw-like hangar containing storage and mounting racks for aircraft when not deployed, automated rearming facilities and numerous fully-equiped sotrage bays equipped with all the machining and micro-production equipment to perform full repairs on even critically damaged combat and utility aircraft. The Hangar has 3 decks with elevators running between them, due to the precision offered by pulse engines and their VTOL capability, the hangar can be packed much more tightly than any normal airfield/hangar. The repair and rearming facilities allow the Umbra to loiter just outside a heavy combat zone, with aircraft either damaged by enemy fire or bingo on weapons able to freely land, get repaired (assuming the damage isn't too critican) or restrocked, and reengage in combat; signifigantly increasing Alperia's air-combat endurnace.

While designed to stay out of combat; the Umbra is nonetheless armed extremley heavy with the very best in Alperian ECW suites, countermeasures, point defense weapons, anti-air missiles and assored "flak" guns. The massive investment that is each individual Umbra means they had to be armed with defensive tech to make them all but indestrictible, able to negate even the most amassed anti-air fire. Even with all the defensive weapons, the Umbra is still able to perform stand-off line-breaking and ground bombardment though its array of cruise missiles. The Umbra has vertical silos in both the 21-34 inch models (one of Alperia's most standard VLS systems for a wide array of missiles and warheads) and the huge silos housing the massive Stratosphere heavy multi-purpose cruise missiles; new weapons of mostly classified ability, what is know is that they are ultrasonic-capable medium-range cruise missiles of titanic size, armed with advanced prototype warheads such as prototype fusion warheads, seismic devastators and other classified munitions.

P-111 Corona-class
Classification: Aerial Escort Carrier
General characteristics
•Crew: 305 officers and enlisted (not including mission crew) + several advanced static intelligences
--2 air combat groups of assorted Gunships
--4 YYB-30 heavy defense drones
--Can be outfitted with transport dropships and a ground-attack compliment
•Length: 1,643 ft (500.7 m)
•Wingspan: 1,556 ft (474.3 m)
•Height: 253 ft (77.2 m)
•Powerplant: 4x banks of 6 T&F F65-PW-2000 pulse engines, 24x AeroTech CWAS-55-U7 pulse engines

•Maximum speed: 507 knots (584 mph, 939 km/h)
•Service ceiling: classified

•2x GSAS-6/D 14mm rotary gauss guns in ball turrets
•2x twin-linked 83mm void-spaced gauss cannon turrets
•2x F-57 super-heavy high-powered laser cannons (one on each of the 83mm turrets)
•47x tri-linked F-20b medium laser cannon turrets
•2x 105mm void-spaced gauss cannon
•104x Agent V AIM launchers
•40x 21-34 inch vertical launch silos
•2x Griffon-X Heavy variable-setting microwave emitters
•6x Basilisk-IV Heavy directed-electromagnetic pulse emitters
•[classified] automated [redacted] launch systems
•[classified] superheavy [redacted]
•[classified] AM/ADF-2 point-defense laser turrets

The 2nd of the P-series aircraft developed under "Project Umbra," the Corona-class was developed as a defensive and support escort, to be deployed in pairs (or greater) with each singular Umbra battlecarrier. The Corona is is many ways a smaller Umbra, as it has its own hangar, rearming and repair capability and some long-range missile launch capability, however the Corona also has a very large number of point defenses (some classified), and heavier anti-aircraft laser turrets, its 1st and foremost role is to keep its Umbra mothership safe from enemy aircraft and battery fire by providing a withering barrage of defensive fire and advanced ECW systems. The Corona also performs electronic warfare duties on the battlefield scale and can do the job of several E-2 Aegis by its self. The Corona-class also acts as a command nexus for UAVs and UCAVs, and is often loaded with unmanned aircraft instead of manned aircraft, as it contains the crew facilities and special equipment to maintain and operate squadrons of drones at peak effeciency.

P-118 Radiance-class
Classification: Aerial Battleship
General characteristics
•Crew: 572 officers and enlisted + several advanced static intelligences
--Several infantry platoons and pod-hangar space for up to 10 dropships (based on variant)
•Length: 1,753 ft (534.3 m)
•Wingspan: 895 ft (272.7 m)
•Height: 432 ft (131 m)
•Powerplant: 5x banks of 12 T&F F65-PW-2000 pulse engines, 85x AeroTech CWAS-55-U7 pulse engines

•Maximum speed: 434 knots (500 mph, 804 km/h)
•Service ceiling: classified

•26x twin-linked 83mm void-spaced gauss cannon turrets
•8x X W/AA-200 Demolisher-pattern superheavy plasma cannon turrets
•10x twin-linked W/AA-150 Deathbolt-pattern heavy plasma cannon turrets
•8x F-200 ultra-heavy extreme-output plasma-based laser cannon turrets
•6x 220mm void-spaced hypervelocity gauss cannons
•50x tri-linked F-20b medium laser cannon turrets
•140x 21-34 inch vertical launch silos
•200x 48-inch vertical missile launchers
•26x NNBF-8 Stratosphere heavy cruise missile VLSs
•490x Agent V AIM launchers
•5x Griffon-X superheavy variable-setting microwave emitters
•6x Basilisk-IV superheavy directed-electromagnetic pulse emitters
•[classified] AM/ADF-2 point-defense laser turrets

Nearly edging out the Umbra-class for sheer tonnage, the Radiance-class battleship is a firm and unstoppable symbol of sheer overpowering strength of Alperia's air force; just as the Umbra is a symbol of its utility and adaptability. Resembling a brutal, sleek, flying wedge studded with heavy weapons on its bottom hull; the Radiance's purpose is to be the leader of close-range assaults of heavily fortified enemy structures or cities, leading a lance of Eclipse and Halo warships deep into the enemy line. Designed for sweeping away even the heaviest resistance with its battery of superheavy plasma cannons capable of vaporizing entire city blocks with each shot and a massive array of secondary weapons capable of engaging and destroying almost any target with precision firepower. Its advanced targeting systems allow gunnery to hit a single enemy combatant in a crowd of civilians from several thousand feet in their air or devestate any counter-strike of enemy AAA or enemy aircraft, not that enemy aircraft are a problem with its escort of other warships and hordes of assault gunships like the Peregrine and Goshawk. The level of bombardment coming from an entire air assault lance would be capable of turning even the largest megacities into dust and craters in minutes if commands for complete free-fire were given.

Even with all its defensive systems miraculously disabled the Radiance is designed to withstand such an insane level of punishment that it could put a Warpian armored regiment to shame. Covered in advanced lathanium-derived plasma-treated nanoalloys, liquid-state armor matrices, crystaline soft-form shock absorbers and adaptive structural reinforcements; the Radiance's redundant armors, engines and electronic subsystems read out like the resources needed to construct an entire armored division and air-combat wing. As a frontline assault air warship, endurance is a key design feature, and many of the best Alperian defensive systems and cutting-edge armor designs were integrated into the blueprints (this is relativley true across all the aerial warships, but the assault ships are the "best" designed in that respect; the Radiance foremost), allowing it to take a beating betraying the normal fragility of non-Alperian aircraft and surpassing many naval or ground-based assets.

P-112 Eclipse-class
Classification: Aerial Battlecruiser
General characteristics
•Crew: 327 officers and enlisted + several advanced static intelligences
--2 YYB-30 heavy defense drones
--Assorted point-defense UCAVs
•Length: 979 ft (297 m)
•Wingspan: 1,923.8 ft (586.4 m)
•Height: 255 ft (77.7 m)
•Powerplant: 2x banks of 14 T&F F65-PW-2000 pulse engines, 38x AeroTech CWAS-55-U7 pulse engines

•Maximum speed: 568 knots (654 mph, 1,052 km/h)
•Service ceiling: classified

•12x twin-linked 105mm void-spaced gauss cannon turrets
•12x F-57 super-heavy high-powered laser cannons (one on each of the 105mm turrets)
•4x XEW-1 shock cannon turrets
•4x twin-linked W/AA-150 Deathbolt-pattern heavy plasma cannon turrets
•3x F-200 ultra-heavy extreme-output plasma-based laser cannon turrets
•6x 220mm void-spaced hypervelocity gauss cannons
•43x A-74 Webspinner vertical missile launchers
•206x 48-inch vertical missile launchers
•22x NNBF-8 Stratosphere heavy cruise missile VLSs
•240x Agent V AIM launchers
•2x Griffon-IX Heavy variable-setting microwave emitters
•2x Basilisk-III Heavy directed-electromagnetic pulse emitters
•[classified] AM/ADF-2 point-defense laser turrets

Whereas the Umbra and Corona are designed as carriers and support craft, the Eclipse-class battlecruiser is all firepower, every inch of its frame is devoted to power generators, weapons turrets, munitions bays, cooling systems and missile tubes. The Eclipse-class is designed to operate ahead of the main Umbra fleet alongside the regular fighters and gunships, providing an apocalyptic barrage of heavy weapons fire to enemy ground forces. Armored with a several feet of advanced armors in some places, this flying battleship can take a beating that would destroy even a naval warship, and it has to...unlike a naval ship; catasthropic damage leads to a crash in aircraft, not a slow sinking; therefore the Eclipse is covered in redundant systems, sectioned safe-storage, automated damage control, emergency thrusters and of course; thick armor (the P-series craft all posess massive numbers of saftey systems, the Eclipse just has among the most for its size).

While there isn't much to say about the Eclipse other than the fact that it has a ludricous number of weapons, one can look at one of its weapons; the 4 XEW-1 shock cannons; advanced concussive/electrical-based energy emitters than can change a focus to fire "bolts" of energy along an electron stream at ground targets that explode in a flurry of lightning and kinetic shockwave, or be tuned for a high-spread shotgun-like blast used against aircraft. Just out of prototype-phase, the shock cannons are only found on the Eclipse and Prism-class aerial warships, primarily due to their vantage point being able to take maximum advantage of the weapon. The system has many similarities to a PEP emitter, but on a massive scale and possessing a unrivaled area-of-effect damage radius.

P-113 Aurora-class
Classification: Aerial Missile Artillery Cruiser
General characteristics
•Crew: 147 officers and enlisted + several advanced static intelligences
--Assorted point-denfense UCAVs
•Length: 961 ft (293 m)
•Wingspan: 1,837 ft (560.7 m)
•Height: 193 ft (59 m)
•Powerplant: 3x banks of 8 T&F F65-PW-2000 pulse engines, 40x AeroTech CWAS-55-U7 pulse engines

•Maximum speed: 512 knots (590 mph, 949 km/h)
•Service ceiling: classified

•6x F-200 ultra-heavy extreme-output plasma-based laser cannon turrets
•106x NNBF-8 Stratosphere heavy cruise missile VLSs
•1120x 21-34 inch VLS
•555x 48-inch VLS
•34x RRT-115 AGM pods
•94x Agent V AIM pods
•4x Basilisk-IV Heavy directed-electromagnetic pulse emitters
•10x 8-round DRS-8c ASROC systems
•30x SOM-AS mk. II designated anti-ship missile launchers
•[classified] AM/ADF-2 point-defense laser turrets

The Aurora is much like the Eclipse-class battlcruiser, its a massive airborne warship designated in its entirety for offensive firepower, however; unlike the Eclipse which is designed for direct-fire assaults on the front-line; the Aurora is designed to hang back with the rest of the fleet unleasing an endless stream of devestating cruise missiles and assorted long-range ballistic weapons. Resembling a 4-winged cigar with a v-shaped bottom, every inch of the Aurora's hull is covered in vertial launch tubes, missile pods or point defense systems. With a similar role to an arsenal ship in oceanic navies, the Aurora is not designed for direct conflict but still posseses a number of point-defense weapons and some of the most advanced targeting computers ever developed, using incredible amounts of data from the IAWNCL layered and picked apart by supercomputers and expertly-trained computer technicians to optimize missile flightpaths for ultimate effectiveness. The Aurora has the missile batteries to engage any target, from enemy aircraft, to tanks, to fortified bunkers, to submarines.

Despite a miniscule service record, the Auroras have already gained an infamous reputation among enemy forces (primarily rebelous city-states Alperia intervenes in) for being a force of nature that cannot be stopped, its long-range artillery has often left entire battalions blown into a crater before they even know what happened and the craft are often kept just inside visual range during "negotiations" to assure enemy cooperation.

P-116 Prism-class
Classification: Aerial Exotic Weapons Cruiser
General characteristics
•Crew: 241 officers and enlisted + several advanced static intelligences
--2 YYB-30 heavy defense drones
•Length: 861 ft (262.4 m)
•Wingspan: 593.7 ft (181 m)
•Height: 358 ft (109 m)
•Powerplant: 4x banks of 8 T&F F65-PW-2000 pulse engines, 21x AeroTech CWAS-55-U7 pulse engines

•Maximum speed: 431 knots (497 mph, 800 km/h)
•Service ceiling: classified

•1x Coaxial Arc Cannon
•6x twin-linked W/AA-150 Deathbolt-pattern heavy plasma cannon turrets
•3x W/AA-200 Demolisher-pattern superheavy plasma cannon turrets
•21x twin-linked F-20b medium laser cannon turrets
•162x Agent V AIM launchers
•1x Griffon-IX Heavy variable-setting microwave emitter
•1x Basilisk-III Heavy directed-electromagnetic pulse emitter
•[classified] AM/ADF-2 point-defense laser turrets

Little more than a flying cannon attached to a flying reactor, the entire design of the Prisim-class is constructed around the massive barrel and charging mechanisms for the Shock Cannon. While massive, the ship is mostly hollow and consists of a tapered but bulging rear section containing the main reactors and secondary power systems along with most of the heavy plasma cannons, missile pods and the two shock cannon turrets connected to a massive skeletal barrel ringed with gauss coils, lasers, electrified arcs and other charging mechanisms. At the top of the "joint" between the reactor section and the cannon section juts up a short fin which the bridge is mounted on, kept safe and heavily shielded from the output of the Arc Cannon.

The Arc Cannon or "Nova Gun"; offically the "X-0 High-Speed Exotic Plasticized Mass Charging and Projection Cannon," the Arc Cannon is offically the most powerful singular non-orbital weapon in the Alperian arsenal and is, technically; capable of higher overall energy output than even a singular O8 Seraphim weapons platform; which it all condenses into a single shot, rather than spaces out over a several second beam. The weapon gets its name for its highly visible multi-stage charging mechanism; first a large "torpedo" of layered aerogels, plastics, Terrazide gas pockets and assorted semi-solid chemicals is loaded into the central 1st stage charging chamber where the first player of plastic is lazed with the right wavelength and frequency to bypass its aerogel insulator, while the plasma is kept contained via magentic fields. The lazing procedure is repeated by the next massive array of lasers to instantly ionize and charge each layer of the torpedo until the core layer is all that remains. The final stage is where the weapon gets its name; the core is now exposed to massive amounts of electrical energy via an array of 8 massive arc generators, this electricity charges the pockets of Terrazide gas and other chemicals inside the plastic torpedo until it expodes with massive force, turing its self inside out while being contained within extremley strong magnetic forces. The gauss coils then exert a huge amount of pressure until the now-amorphous blob of pseudo-stable plasma reaches a state of active metastability through creation of its own magnetic field. This entire time the ball is continually charged with more high-powered lasers and bolts from the arc generators until the ball approaces the internal tempature of an yellow star, the amount of energy needed to do this is utterly incomprehensible and the end result is in-effect a self contained miniature sun ready to go supernova.

Launched via another series of magnetic coils, this miniature sun has theroretically limitless range and could possibly break gravitational pull and go flying off into space, the cannon is therefore always aimed at the ground, where upon impact it will "bounce" as its magnetic field collapses and it becomes a "red giant" before going supernova after traveling a few hundred more meters. Needless to say...nothing near ground zero will remain, anything present will simply cease to exist. At full power (IE, firing a full-sized torpedo) the weapon will utterly annihilate everything within several miles and produce cataclysmic damage for miles further, leaving a nice spherical crater surrounded by nothing but scorched earth and ash wastes. The release of electromagnetic energy, radiation and heat will disable any electronics (even heavily hardened ones), cause irreperable damage to even the most hardened pieces of equipment and can in some outlying areas leave ash-statues of anything organic (such as humans or forests, anything with high water-content) inside the blast radius.

Due to the sheer overkill of this weapon, the Prism-class possesses a small battery of powerful plasma weapons just in-case the need to vaporize and entire section of the earth is unnecessary. The Prism is fairly lightly armored and moderatley slow, and it therefore spends nearly all its time at the rear of a fleet, lobbing bolts of plasma into the distance, and is usually provided a drone escort consisting of specifically designed drones that can resists huge electromagnetic outputs. It should be noted that the Arc Cannon's firing procedure cannot be interrupted once started, as part of a safety feature to prevent a catastrophic overload, therefore; once the charging sequence has been iniated, somebody, somewhere is going to have a very bad day.

P-117 Halo-class
Classification: Aerial Assault Cruiser
General characteristics
•Crew: 212 officers and enlisted + several advanced static intelligences
--1 small squadron of gunships
--8 external hull-mounts for point-defense UCAVs
•Length: 630 ft (195 m)
•Wingspan: 1,032 ft (314.5 m)
•Height: 143 ft (43.6 m)
•Powerplant: 6x banks of 3 T&F F65-PW-2000 pulse engines, 32x AeroTech CWAS-55-U7 pulse engines

•Maximum speed: 610 knots (702 mph, 1,129 km/h)
•Service ceiling: classified

•8x twin-linked 105mm void-spaced gauss cannon turrets
•8x F-57 super-heavy high-powered laser cannons (one on each of the 105mm turrets)
•7x SV-164 Sonic cannons
•1x XEW-1 shock cannon turret
•38x tri-linked F-20b medium laser cannon turrets
•2x F-200 ultra-heavy extreme-output plasma-based laser cannon turrets
•80x 21-34 inch vertical launch silos
•80x 48-inch vertical missile launchers
•5x NNBF-8 Stratosphere heavy cruise missile VLSs
•170x Agent V AIM launchers
•1x Griffon-IX Heavy variable-setting microwave emitters
•2x Basilisk-III Heavy directed-electromagnetic pulse emitters
•[classified] AM/ADF-2 point-defense laser turrets

As the Corona is the escort counterpart to the Umbra, the Halo-class cruiser is the lighter counterpart to the Eclipse battlecruiser, and has many of the same duties. As with the Eclipse the Halo is a flying block of armor and weaponry, designed to keep the Eclipse and Radiance-classes safe and provide a role in direct fire artillery and ground-assault backup. Unlike the Eclipse however the Halo possess a very small hangar for roughtly 10 to 15 gunships (depending on class), allowing it to put up a fighter screen for the defense of the Eclipse-led aerial assault squadron. The only setting the weaponry of the Halo apart from the Eclipse-class is that the Halo possesses a set of SV-164 sonic cannons, upscaled versions of the Thundershock assault gun's main weapon, it has similar properties, only on a far larger and more powerful scale.

P-114/P-115 Dawn & Dusk-classes
Classification: Aerial Advanced Support Frigates
General characteristics
•Crew: 60 officers and enlisted + several advanced static intelligences
•Length: 476 ft (145 m)
•Wingspan: 285.4 ft (87 m)
•Height: 216 ft (65.8 m)
•Powerplant: 4x banks of 4 T&F F65-PW-2000 pulse engines, 13x AeroTech CWAS-55-U7 pulse engines

•Maximum speed: 568 knots (654 mph, 1,052 km/h)
•Service ceiling: classified

•27x twin-linked F-20b medium laser cannon turrets
•16x A-74 Webspinner vertical missile launchers
•44x Agent V AIM launchers
•2x Basilisk-III Heavy directed-electromagnetic pulse emitters
•[classified] AM/ADF-2 point-defense laser turrets

The Dusk and Dawn classes of aerial warship are among the most dangerous of the P-series depite having extremley reduced armaments, this is not because of its firepower but because of what the pair of them can do for an air-fleet. While nearly-identical, the two classes have a completley different function and internal mechanics; the only similarity being a pair of phase-prisim hologram networks and emitters of unmatched weight and size that can create incredibly large volumetric displays. These huge devices take up most of the internal spaces of the Dusk and Dawn, constituting signifigant power draw and while they are running at full-capacity leave the ship unable to power all its weaponry.

The Dusk-class is the stealthier of the twin-ships, its secondary-system is an array of advanced stealth suits, radiological mimicry devices, thermal compensators and LiqBOS nozzels. The Dusk's purpose is to shroud the core of its fleet from scanners; using its hologram projects to put up an artifical screen of mimiced clouds and sky which its fleet can hide behind (or rather the important parts), the radiation emitters, EW countermeasures and thermal compensators to scramble enemy RADAR and other sensors via destructive interference and negative or false returns, the LiqBOS to help mask any thermal emissions in the surrounding area and a coordination system to create useful flightpath data to miniamlize suspicion for non-cloaked craft. Ultimately the Dusk-class allows even a massive air-fleet to approach an enemy line unnoticed until its already too late. Unfortunatley, the hologram emitters and mimic-systems become useless once combat starts as they can't even come close to hiding a fully-powered fleet, retreating outside of visual range or shrouding its self and hiding behind the rest of the fleet.

The counterpart to the Dusk-class, the Dawn-class performs the opposite role of its sister-ship, instead creating an artifical image of a secondary air-fleet with positional data copied over from the IAWNCL. While the visual mimic is a large part of the Dawn's function, its not the only part. Much like the Dusk-class, the Dawn posses several secondary systems, in this case; a fleet of small UAVs that deliberately create excess radiological, thermal and radar (some using a specially-engineered radar-reflective "chaff") signatures to simulate the cross-sections of the ships in the fleet, hiding inside their holograms at key locations to give the full impression of a second fleet. The Dawn often creates a false fleet while the Dusk hides the real one, since an adequately large fleet will rase suspicion even with the Dusk's systems running at full capacity, so giving them a ghost fleet may tip the enemy off to an attack, but atleast it will have them shooting at imaginary airships. Unlike the Dusk, which often retreats to the rear-line once combat actually starts and becomes mostly useless (it might de directed to help cloak wounded or retreating aircraft) the Dawn often starts really using its abilities, creating wraith-squadrons of gunships for SAM sites to fire at, forcing enemy retreat from a sector with a fictional or augmented force size, and generally putting false blips all over enemy maps, forcing them to waste precious ammunition and time chasing ghosts.

P-119 Mirage-class
Classification: Aerial Steath Frigate
General characteristics
•Crew: 52 officers and enlisted + several advanced static intelligences
--3 platoons of armored infantry and 4 Plover dropships
•Length: 464 ft (141.4 m)
•Wingspan: 401 ft (122 m)
•Height: 130 ft (39.6 m)
•Powerplant: 2x banks of 4 T&F F65-PW-2000 pulse engines, 9x AeroTech CWAS-55-U7 pulse engines

•Maximum speed: 570 knots (656 mph, 1,055 km/h)
•Service ceiling: classified

•6x 153mm void-spaced gauss cannon turrets
•8x tri-linked F-20b medium laser cannon turrets
•1x twin-linked W/AA-150 Deathbolt-pattern heavy plasma cannon turret
•20x GSAS-6/D 14mm rotary gauss guns in ball turrets
•50x A-74 Webspinner vertical missile launchers
•12x 48-inch vertical missile launchers
•80x Agent V AIM launchers
•2x Basilisk-III Heavy directed-electromagnetic pulse emitters
•[classified] AM/ADF-2 point-defense laser turrets

The Mirage is an oddity, the P-series areial warships are designed to operate as a group, either as a massive line-breaking fleet or atleast with a heavy escort guard of gunships and dropships; the Mirage however is designed to operate alone in a strategic capacity to supplement special operations action or disabling manuvers from Breaker shock troops.

The smallest of the P-series, only slightly smaller than the Dawn and Dusk classes in terms of tonnage and length; the Mirage is covered in the best stealth technology Alperia possesses, many drawn of prototype Verdun technologies enhanced by dedicated Alperian engineering. The Mirage is promised to be the quietest and least visible aircraft in deployment with any airforce anywhere, even bypassing Alperia's own Talon III fighter despite a size rivaling many nation's naval cruisers. For obvious reasons this stealth is put to use dropping large special operations forces behind enemy lines and acting as a mobile headquarters for rear-echelon military action, the armament of the Mirage also allows it to act as direct or ranged fire support in dire situations but its still pirmarily designed for staying out of combat and loitering near the deployment zone for rapid deployment of extraction dropships.


Utility AircraftEdit

UC-27B Solar
Classification: Ultra-capacity Strategic Airlifter
General characteristics
•Crew: 4: 2 pilots, 2 loadmasters, 1 class-A AI
•Capacity: 3,800 armored infantry w/ payload racks or
•Payload: 5,900,000 lb of cargo
•Length: 550 ft (167.6 m)
•Wingspan: 607.5 ft (185.2 m)
•Height: 77.2 ft (23.5 m)
•Powerplant: 20× T&F F117-PW-100 pulse engines, 4x T&F F65-PW-2000 pulse engines

•Maximum speed: 460 knots (530 mph, 850 km/h)
•Range: unlimited
•Service ceiling: unlimited

Advanced Avionics
•Long range radar warning receiver
•Numerous advanced landing and defensive systems

C-145E Taskmaster
Classification: Strategic/Tactical Airlifter
General characteristics
•Crew: 3: 2 pilots, 1 loadmaster
----120 armored infantry or
----40 litter and 58 ambulatory patients
•Payload: 520,000 lb of cargo
•Length: 182 ft (55.4 m)
•Wingspan: 179.8 ft (54.8 m)
•Height: 55.1 ft (16.8 m)
•Empty weight: 282,500 lb (128,100 kg)
•Powerplant: 4× T&F F117-PW-100 pulse engines
•Fuel source: AMI-8TW-2847/A-6 miniaturized fusion reactor

•Maximum speed: 750 knots (863 mph, 1,389 km/h)
•Range: unlimited
•Service ceiling: unlimited but the craft is not rated for pressure above 47,000 ft

Advanced Avionics
•Long range radar warning receiver
•Numerous advanced landing and defensive electronics

Specialized AircraftEdit

U-79 Phantom
Class: High-altitude hypersonic delivery craft
General characteristics
•Crew: 3: 2 pilots, 1 loadmaster
----10 HAAIV-SIV2/Mk. IIs (20 infantry) or
----10 “Bladegrass” support pods or
----any combination of the two or
•Payload: N/A, designed only to carry the pods or seated infantry
•Length: 146 ft (44.5 m)
•Width: 87 ft (26.5 m) (uses lifting-body to generate lift, no wings)
•Height: 40 ft (12.1 m)
•Powerplant: scramjet-augmented pulse detonation w/ pulse-thrusters for orbital travel

•Maximum speed: classified (hypersonic)
•Range: classified
•Service ceiling: classified (capable of fully-exo-orbital travel)

Advanced Avionics

E-2 Aegis
Classification: Electronic warfare, AWACS and battle management aircraft
General characteristics
•Crew: 10
---Flight Crew: 2
---Operations Crew: 8 (can accommodate up to 20 depending on ops)
---3 A-class Artificial Intelligence
•Length: 142 ft (37.2 m)
•Wingspan: 100 ft (30.48 m)
•Height: 41 ft (12.5 m)
•Powerplant: 4x T&F B14-PW-76 pulse engines

•Maximum speed: 680 knots (782.5 mph, 1,259.4 km/h
•Service ceiling: unlimited but the craft is not rated for pressure above 46,000 ft

•Griffon-IV Heavy directed-microwave weapon
•Basilisk-II Heavy directed-electromagnetic pulse weapon
•3x ABHCLW-4 high-output lasers in independent turrets

Advanced Avionics
•The E-2 is practically a flying box of electronics, acting as a signal hardener and security bounce for IAWNCL, command and control platform, signal jammer, early-warning RADAR, reconnaissance, battlefield observer, EMP/Microwave weapon and capable of performing hundreds of other electronic warfare duties.

Other utility, electronic warfare and support craft fill out the Alperian air forces.

Specialized VehiclesEdit

HAAIV-SIV/Mk. 2 (High Altitude Aerial Insertion Vehicle-Shock Infantry Variant)
Classification: Infantry droppod
Capacity: 2 armored infantry & all needed weapons and supplies
Length: 2.7 meters
Width: 2.5 meters
Height: 5.1 meters
Equipment: survival equipment & 15 days consumables
Speed: Freefall
Description: An offshoot of the now defunct program to create a space-borne infantry dispersal system, the HAAIV is a U-61 launched 2-man infantry pod. While the exact system is classified, the kinetic absorber is a high tech system using rapidly hardening electrostatic gel that hardens when an electric current is run through it. The HAAIV can be launched only from the U-61 aircraft, but delivers 2 infantry right into the heart of enemy concentrations without major threat of AA fire, wreaking havoc and sowing confusion if vital points of the enemy force are hit. This allows a single aircraft to deliver a large 20-man squad, or a few to drop whole platoons of well-armed and armored PCAS-equipped infantry. Currently the PCAS is required for a safe landing, and even so with a small chance of damage on impact. The system is designed mainly to hit heavily entrenched enemy forces right in a weak spot by simply bypassing the defenses, it can also be used to clear a landing zone for more conventionally transported infantry. The pod is reusable after certain plates and the gel is replaced.

HAAIV-RWSV ”Bladegrass” Support Pod
Classification: Experimental support droppod
---dual 40mm chaingun or
---125mm AT cannon or
---Missile artillery system or
---Archer AA system or
---supply drop; can be loaded with almost any needed object of proper size
Description: The Bladegrass is an evolution of the HAAIV system designed it deliver not infantry; but a heavy fire support weapon on-demand. The Bladegrass is a modified HAAIV pod that contains a heavy weapon and its ammunition, the pod is launched to earth by the U-61, and upon impact unfolds and connects to a remote human operator who ordered the launch, the Bladegrass is then remotely operated like a turret and can unleash a withering barrage. The Bladegrass was designed mainly to showcase the advantages of an on-demand fire support option to bolster the already impressive automated Alperian military force. Currently the system is designed only to provide instant fortification and heavy-support to HAAIV-launched shock teams, however; it may soon become a large staple of Alperian military tactics. As with the HAAUV, the Bladegrass system is reusable.

Alperian Naval WarshipsEdit

Borealis-class (3 produced, the ANS Borealis, ANS Silence, ANS Justice, project finished)
•Classification: Supercarrier and amphibious assault/fleet headquarters
•Crew: 2,400+
•Displacement: lol
•Powerplant: 1 AP4 nuclear fusion reactor, 1 backup AP1 nuclear fusion reactor
•Propulsion: 8 screw propellers
•Maximum speed: 34 knots
•Range: unlimited
•Hull Length: 688m (2257.2ft)
•Deck Length: 702m (2303.1ft)
•Beam: 121m (397.4ft)
•Height: 60m (196.8ft)
--41x AM/ADF-2 laser turrets, providing complete anti-missile and fighter coverage
--18x Fathom-class surface-to-surface guided missile launchers (3 missiles per launcher)
--8x 350mm surface bombardment artillery rail-cannons firing kinetic munitions
•Carrying capacity:
--over 280 fighter-craft or a mix of fighters, bombers, dropships, gunships, some transport aircraft and antisubmarine warfare craft + additional UAV/UCAVs
--an additional mechanized battalion or mechanized infantry battalion and needed amphibious transports
--Has a sub bay located at the bottom of the hull, capable of maintaining most smaller Alperian submarines.

Troy-class (5 constructed, project completed)
•Classification: Aircraft carrier
•Crew: 1,060
•Displacement: 102,500 metric tons
•Powerplant: 1 AP3 nuclear fusion reactor, 1 backup AP1 nuclear fusion reactor
•Propulsion: 4 screw propellers
•Maximum speed: 36 knots
•Range: unlimited
•Length: 333m (1092ft)
•Beam: 41m (134m)
--20x AM/ADF-2 laser turrets, providing complete anti-missile and fighter coverage
--6x Fathom-class surface-to-surface guided missile launchers (3 missiles per launcher)
•Carrying capacity:
--Up to 90 fighters, gunships, dropships, and anti-submarine warfare vehicles + additional UAV/UCAVs

Devastator-class (3 constructed, ANS Devastator, ANS Taybor, ANS Hammer, project on indefinite hold)
•Classification: Advanced weapons artillery ship
•Crew: 320
•Displacement: 64,800 tons (full load)
•Powerplant: 4 AP4 nuclear fusion reactor, 1 backup AP1 nuclear fusion reactor
•Propulsion: 8 MHD propulsors
•Maximum speed: 46 knots
•Range: unlimited
•Length: 293m (961ft)
•Maximum beam: 37m (121ft)
•Draft: 12m (39ft) maximum
--4 W/AA-200 “Demolisher” plasma artillery guns (works like the Prome’s but on a massive scale)
--6x dual 200mm Mk. 45 void-spaced gauss cannon turrets firing kinetic ammunition
--25x AM/ADF-2 laser turrets, providing complete anti-missile and fighter coverage
--19x Fathom-class surface-to-surface guided missile launchers (3 missiles per launcher)
--2x Basilisk-IV NNDEMP weapons
--Anti-submarine weaponry
--Advanced EW suites
•Carrying capacity:
--10 Hawk-IV5 UCAVs
The ship’s sleek design, advanced construction, propulsion, Tumblehome hull, and other features make the ship as silent as a small submarine and give it the radar signature of a fishing boat rather than the Iowa-class battleship sized vessel that it is. The Habakkuk’s hull and superstructure are also constructed with a covering of the chromatophore-based organic optical camouflage, allowing the ships to become virtually invisible to the naked eye.

•Classification: Arsenal ship
•Crew: N/A
•Powerplant: 2 AP1 nuclear fusion reactors
•Propulsion: 6 MHD propulsors
•Maximum speed: 42 knots
•Range: unlimited
•Hull Length: 222.8 m (731 ft)
•Beam: 98 m (320 ft)
•Draft: 9 m (30 ft)
--60x Arrow-II(h) SAM launchers (in 3 cylindrical, 20-tube pop-up launchers)
--680x 21-34 inch VLS
--110x 48-inch VLS
--30x AM/ADF-2 laser turrets, providing complete anti-missile and fighter coverage
•Additional: The Haymaker-class is a titanic, broad trimaran and amounts to little more than a giant floating field of VLS tubes. It is the first fully-automated Alperian warship and therefore has no crew or superstructure aside from a few sensor towers and balancing structures. The extremely minimal waterline and lack of a superstructure combined with stealth features and advanced electronic countermeasures make targeting the ship very difficult. Due to their nature as floating artillery batteries the ships are often far-removed from combat but still have a powerful point-defense system for protection against counter-battery fire.

•Classification: Multi-mission guided missile cruiser
•Crew: 100 officers and enlisted
•Displacement: 17,230 tons
•Powerplant: AP3 nuclear fusion reactor
•Propulsion: 4 MHD propulsors
•Maximum speed: 60 knots
•Range: unlimited
•Hull Length: 180 m (600 ft)
•Beam: 24.6 m (80.7 ft)
•Draft: 8.4 m (27.6 ft)
--134x 21-34 inch VLS
--104x Arrow-II(h) SAM launchers (in 4 cylindrical, 26-tube pop-up launchers)
--2x 120mm void-spaced hypervelocity gauss cannons
--1x 55mm void-spaced gauss cannon
--4x 25mm GSAS-15/N rotary gauss cannons
--4x AII-303H rotary gauss guns
--10x AM/ADF-2 laser turrets, providing complete anti-missile and fighter coverage
•Carrying capacity:
--4 Hawk-IV5 UCAVs
--2 Q/AH-64 Raider or JAHSD-13 Raven or AV-84 Peregrine aircraft
--Room for storage and preparation-space of 20 suits of PCAS-variant armor

•Classification: Anti-air/submarine destroyer
•Crew: N/A
•Displacement: 9,100 tons
•Powerplant: 2 AP2 nuclear fusion reactors
•Propulsion: 2 Wesson “Grutreller” pumpjets, 2 MHD propulsors
•Maximum speed: 60 knots
•Range: unlimited
•Hull Length: 123 m (405 ft)
•Beam: 13 m (43 ft)
•Draft: 8 m (26 ft)
--10x 21-34 inch VLS
--320x Arrow-II(h) SAM launchers (in 4 4-cell (20 tubes per cell), angled pop-up launchers)
--4x 8-round DRS-8b ASROC (anti-submarine rocket) systems
--18x AM/ADF-2 laser turrets, providing complete anti-missile and fighter coverage
--6x 25mm GSAS-15/N rotary gauss cannons
--2x Griffon-IV heavy microwave weapons
--2x Basilisk-III heavy NNDEMP weapons
•Carrying capacity:
--6 Hawk-IV5 UCAVs
•Additional: The second automated warship in the Alperian navy; the Mechanis-class destroyer appears to have a very misplaced classification due to its small size. While small, the Mechanis-class still is well into the tonnage of a destroyer, due to its dense armor and completely-packed interior; filled with missile launchers, reloading systems, reactors and powerful directed energy weapons. Direct-energy microwave weapons are not common on Alperian warships except as PD because they tend to interfere with crew performance due to the lack of heavy shielding, the Mechanis; being automated has plenty of excess room for shielding and needed countermeasures. Much like the Haymaker-class arsenal ship; the Mechanis-class has a nearly-nonexistant superstructure (but maintains the conventional tumblehome hull); increasing the fields of fire for its plentiful anti-air and point-defense systems.

•Classification: Frigate (with extensive land-attack capability)
•Crew: 35 core crew, w/ room for 40 additional mission crew + infantry
•Displacement: 5,990 tons
•Powerplant: AP2 nuclear fusion reactor
•Propulsion: 5 Wesson “Grutreller” pumpjets
•Maximum speed: 63 knots
•Range: unlimited
•Hull Length: 139.5 m (458 ft)
•Beam: 34.7 m (114 ft)
•Draft: 20 ft (6 m)
--40x 21-34 inch VLS
--1x 105mm void-spaced gauss cannon
--4x 25mm GSAS-15/N rotary gauss cannons
--2x AII-303H rotary gauss guns
--4x AM/ADF-2 laser turrets, providing complete anti-missile and fighter coverage
--40x Arrow-II(h) SAM launchers (in 2 cylindrical, 20-tube pop-up launchers)
•Carrying capacity:
--2 Hawk-IV5 UCAVs
--Storage room and preparation-space for 80 suits of PCAS-variant armor
--Storage for several lanes of armored vehicles
--2 Q/AH-64 Raider or JAHSD-13 Raven or AV-84 Peregrine aircraft
--1 A/BV-60 Kestrel or JAHSD-11 Sparrow
•Additional: While the submarine may be the focus of the Alperian navy; it still requires cheaper utility warships to perform non-direct combat roles or round-out its combat fleets. The Garvon-class was developed to fill this need; a highly capable warship for its size, with decent firepower, high capacity for aircraft and land-forces and exceptional speed (all due to a trimaran design). The Garvon was designed with peacekeeping and patrolling in mind.

•Classification: Attack submarine
•Crew: 41 enlisted and officers
•Displacement: 8,220 tons
•Powerplant: 3 AP1 nuclear fusion reactors
•Propulsion: 4 MHD propulsors
•Maximum submerged speed: 62 knots
•Range: unlimited
•Test depth: 1,650 m
•Length: 97 m (323 ft)
•Beam: 11.3 m (37 ft)
•Draft: 10 m (33 ft)
--4x forward-facing 14-inch gauss cannons firing self-guided supercavitating slugs
--2x backward-facing 14-inch gauss cannons
--16x 21-34 inch VLS
--AED-C concussive/electrical aquatic active defense shockwave

•Classification: Attack submarine
•Crew: 57 enlisted and officers
•Displacement: 9,300 tons
•Powerplant: 2 AP2 nuclear fusion reactors
•Propulsion: 4 MHD propulsors
•Maximum submerged speed: 59 knots
•Range: unlimited
•Test depth: 1,650 m
•Length: 115 m (377 ft)
•Beam: 12 m (39.3 ft)
•Draft: 13 m (43 ft)
--4x forward-facing 14-inch gauss cannons
--2x forward-facing 20-inch gauss cannons
--24x 21-34 inch VLS
--AED-C concussive/electrical aquatic active defense shockwave
•Carrying capacity:
--Bay and deployment airlock for up to 20 PCAS-series armored infantry

•Classification: Guided missile/drone controller submarine
•Crew: 80 enlisted and officers
•Displacement: 31,600 tons
•Powerplant: 2 AP2 nuclear fusion reactors
•Propulsion: 6 MDH propulsors
•Maximum submerged speed: 46 knots
•Range: unlimited
•Test depth: 1,000 m
•Length: 175 m (574 ft 2 in)
•Beam: 23 m (75 ft 6 in)
•Draft: 12 m (39 ft 4 in)
--1x Arrow-II(h) SAM system (20-tube popup)
--170x 21-34 inch VLS (often armed with Fathom-II hypersonic cruise missiles)
--AED-C concussive/electrical aquatic active defense shockwave
•Carrying capacity:
--The missile tubes and various ports on the Hammerhead can deploy a huge array of drones, from airborne UCAVs to what amount to little more than intelligent torpedoes.

•Classification: Cruise missile submarine
•Crew: 60 enlisted and officers
•Displacement: 18,200 tons
•Powerplant: 2 AP2 nuclear fusion reactors
•Propulsion: 6 MHD propulsors
•Maximum submerged speed: 51 knots
•Range: unlimited
•Test depth: 1,200 m
•Length: 154.0 m (505.2 ft)
•Beam: 18.2 m (60 ft)
•Draft: 9.0 m (29.5 ft)
--4x forward-facing 14-inch gauss cannons
--1x Arrow-II(h) SAM system (20-tube popup)
--60x 21-34 inch VLS
--2/2x 26-inch forward/backward-facing launch tubes
--AED-C concussive/electrical aquatic active defense shockwave
•Carrying capacity:
--Bay and deployment airlock for up to 22 PCAS-series armored infantry

Most Alperian naval warships are very fast and agile, equipped with stealth systems, tumblehome hulls; focusing on guided missiles systems, advanced electronic warfare capability and defenses and long-range gauss weapons to beat an opposing fleet into submission before they can even get within range. Alperian submarines are the epitome of stealth and speed, and are the main focus of Alperian naval warfare. I omitted amphibious warfare vessels due to their somewhat inconsequential nature in-combat; however Alperia still maintains a varied fleet of them for the Breaker corps.