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Large Bore Mass Driver: Using a series of superconducting coils to generate a powerful magnetic field A mass driver propels it's projectile at extremely high velocities and is capable of high rates of fire without overheating or suffering heat distortion to the gun tube.

Most often Mass drivers are used as a starships main weapon mounted in heavy turrets on larger hulls, or as a spinal mount built into the ships superstructure. The weapon is preferred over plasma or laser based weapons due to the fact they can deliver a self guided round at extremely long ranges. In addition Kinetic energy rounds have far better armor penetration characteristics and can ignore plasma based, and electromagnetic shielding.

However for many reasons Kinetic energy rounds are not relied on as the only weapons system of most ships. O'sahdii protocols on interstellar warfare require that mass drivers over a certain yield fire a round capable of self destruction to ensure that the heavy rounds do not pose a risk to craft operating in distant areas years or centuries later. as a result the effective range of a Mass driver is limited by the required timed destruct system.

Usually guided rounds are programmed to redirect themselves to the nearest star. In Hyperspace the round will guide itself into a collision course with a large drift or reef.


Maximum Effective range: 100km ( automated self destruct systems limit the rounds to this range)
Rate of fire: 10 rounds per minute.
Angle of engagement 10 degrees off Bore.
Accuracy: 1 minute of angle




Mk 21 Large Bore Self Guided Projectile
Payload:
Type I Anti Ship Armor Breeching 120x1200 mm Depleted Uranium long rod penetrater
Type II Anti Ship Improved Expansion 120x1200 mm Long rod fragmenting Penetrater
Type IV Orbital deep penetration Bombardment 200x1200 mm Kinetic Impacter
Type III Air burst Anti Personnel Bombardment 2000 2x24 mm Aerodynamically dispersed flechettes
Type IV Anti vehicle/armor bombardment 25 22x220 mm Self Guided Hyper velocity Kinetic Sub munitions.
Type XIII Anti Ship ground bombardment 1.5 kiloton Quantum Resonance triggered Fusion warhead.
Type XVIII Orbital bombardment 100 unguided aerodynamically dispersed Kinetic sub munitions.


Standard Role: Anti Ship
secondary role: Orbital Bombardment
Manufacturer: Various

Overall Diameter: 14.5 inches (36 cm)
Overall Length : 12.1 feet (3.72 meters)

Power source: Liquid Metal Superconducting Power cell
Duration at operational output: 3 minutes ( maximum powered flight range : 380 Miles/611 Kilometers)
Power Duration In coast Mode: 1 hr]
typical Flight Duration (less than one minute)
Typical Engagement range: 100km

round Mass : 720 Kg
Terminal velocity
In Vacuum or Hyperspace : 3435.23 meters per second ( Mach 10 )
Atmospheric : 1750 meters per second ( Mach 5)
Impact Energy Type I-II-II Projectiles
Vacuum or hyperspace : 4.25 gigajoules ( roughly equivalent to one ton of TNT)
: 1.10 gigajoules
Armor Penetration : Classified
Effective Range : Classified
Sensor capability : Classified
( Ir/UV/Radio Frequency sensing ability confirmed. Resonance generated tachyon pulse sensors unconfirmed)
Guidance : Pseudo AI flight control system
Propulsion : Gravitational Impulse Drive
Defenses : Classified Electronic Warfare suite
Safety Systems : Inter stellar Warfare Protocols Mandated self destruct( guidance package redirects
projectile to nearest star or planetoid sized body)

the Mk 21 is the standard issue projectile for mass drivers fielded By Unified Fleet Systems heavy Mass Drivers. The round is self propelled and self targeting linked to the firing ships fire control network to allow for target position updates, and in flight redirection if needed. The heavy round is guided and propelled by four pop out gravitational impulse drives that use a small point of expanded space time to create a wave of gravity to maintain it's initial velocity and maneuver the round in flight.

While capable of maneuvering to track it's target the round is not as agile as a missile or torpedo. as a result it is most often used at close ranges and against large capital ships or relatively stationary targets.

On impact the depleted uranium tipped nickel iron penetrater is capable of penetrating deep into a target, before vaporizing from the force of the impact. this tends to create a lethal spray of liquefied metal, vapor and shrapnel around the point of impact as well as significant "beyond armor" effects.

In Vacuum and open hyperspace the round is particularly effective delivering as much energy as a metric ton of TNT, However when firing in dense atmospheres drag tends to limit the rounds maximum velocity reducing it's terminal velocity and delivered energy dramatically. However, Even in a dense atmosphere, the Weapon is as effective as a WWII battleship's main gun and is suitable for orbital bombardment, or precision fire support..
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Tae Combat Armor:

The Terran Alliance Military places a high premium on personal protection. Lacking the enhance physiology of the Valkiir, or the ESP/Telepathy of the Tau. TAE troopers must use superior tactics training and equipment to offset these factors.

Tae Armor makes extensive use of Carbon-Zed ( hyperspace derived carbon crystal)enhanced carbon fiber, ceramics, and energy/heat dissipating aerogels.

The exterior of most armors are semi rigid, with panels of rigid carbon fiber/metallic allow plates. layered over gas, and moisture impervious layers of ballistic fiber and aerogels packets.

Tae Uniforms are generally looser fitting and more ruggedly manufactured that Valkiir and Tau uniforms, Leading to the nickname "Baggies" being used for TAE troopers by Tau Forces

Standard Personal Protective Gear:

A lightweight protective chest and back piece with additional semi rigid panels over. it is optimized against Fragmentation, small arms projectiles, and impact..
Usually it is worn over a set of reinforced BDUS and a thermal, pressure, chemical, and flame resistant, body sleeve. The body sleeve also includes a mask and cowl to protect the face, neck, and head.


Standard Combat Armor:
Issued when combat is expected, or planned. Combat armor adds layers of carbon fiber, ceramic, and metallic alloys to the Basic Protective gear. In addition a combat Helmet is generally worn enclosing the face, neck and head, as well as providing vision enhancement, and data transfer. In areas where needed the helmet is also equipped with a built in respirator, and gas mask.

Shock Armor:
Worn during heavy combats and assaults. Shock armor features heavier rigid plates, and extended protection of the Arms, neck, and abdomen. It also fully encloses the legs.
Additionally Shock armor is fitted with an automated system which monitors the wearers vital signs, and administers a cocktail of enzymes, drugs, and nano surgeons should it detect any massive change in blood pressure respiration, or detect a serious wound.


Field cap:
a light, comfortable cap worn when in uniform, it has some protective value, and had a standard radio and position tracking transponder embedded in the band of the cap.

Beret: worn by elite forces either in normal or dress uniforms the beret is not very protective, but it also contains standard radio link and transponder as well as a second encrypted transmitter.

Enhanced Combat Helmet:
A heavy reinforced piece of headgear that completely encloses the head and protects the face of the wearer. it features a standard HUD system with built in lo-lite, and active UV/thermal No-lite vision enhancement.


M-550k Plasma Pistol:
This high capacity high impact plasma pistol is a modification of a Valkiir design. It has a higher rate of fire, capacity, and can sustain a high rate of fire for a longer period without overheating.
It has a shorter range, and the shot pattern is larger, but this is not considered a major detriment since it is classified as a close in self defense weapon.

weight 2 Kilos
Capacity: 30 (180 charge power cell)
Effective range: 40 meters
Maximum range: 1000 meters

M-75 11mm E-mag pistol:
weight: 1.75 kilos
Capacity: 15 rounds ( power cell incorporated into magazine)
Effective range: 50 meters
Maximum range: 800 meters
Integral laser sight/UV illuminator
fire control system linked to HUD or visor.
low light/IR/UV camera system linked to HUD/visor

Using a series of near superconducting polymer coils the M-75 has the same impact and trauma inducing capacity as a standard issue assault rifle. it's smaller magazine, shorter range and limited power supply keep it from being considered as more than a self defense or tactical entry weapon.
It is designed to fire at maximum velocity, reduced high rate of fire velocities, and a special subsonic velocity for covert operations.
The M75 is preferred in most circumstances due to it's lack of flash and lower firing noise than a plasma pistol. In addition the lack of the Plasma pistols tracer effect allows a shooter to fire without giving away his position.

M-37-E5 E-mag Assault Rifle

Caliber: 6.5mm
Weight: 5 kilos
Capacity: 90 rounds (720 round power cell)
Effective range: 500 meters
Maximum Range: 1200 meters

Electronic Fire control system linked to holo-sight/helmet/HUD
Low-lite, active UV/thermal no light sight Linked to sight/helmet/HUD
Pulse coded UV laser finder/designator

Still in use after thirty years, the M=37 keeps with the policy of relying on projectile weapons as the standard arm of the TAE military. The primary advantage of a projectile weapon is that it has greater penetration and a much lower visual signature when firing. Plasma weapons can not penetrate heavy cover, and give away the position of the shooter every time it is fired.

The M-37 is a hard hitting accurate assault rifle that packs the power of a conventional 7.62mm round used in pre-contact battle rifles. The electromagnetic propulsion system allows it to operate in any atmosphere, or in vacuum.

Coupled with advanced electronics, compressed metal armor piercing ammunition and an optional burst, full auto firing mode the M-37 is the standard rifle of all TAE military forces, and many colonial, and colonial assistance forces.

The rifle sights of the weapon are a simple holographic display. a small display shines on an angled pane of glass which superimposes the image over the shooters field of vision. while not as detailed as a full electronic or holographic sight the simple rugged sight functions well, and is easy to maintain in the field.In addition the small display does not create a large light signature which might give it away to low lite optics.

M-37-S2
This modification of the M-37 is a marksman variant of the standard issue M-37 assault rifle. It fires in semiautomatic mode only and has an extended barrel and larger stack of magnetic coils to increase it's striking power, range, and accuracy.
The S2 is accurate out to 1000 meters. At maximum power, it has the terminal impact equivalent to a pre contact 30.06 rifle. although it is capable of firing in subsonic mode, and in special forces unit can reset to fire at the same power as a standard issue assault rifle allowing full auto and burst mode. This modification allows the weapon to be of limited use in close combat should the marksman need to defend himself or provide additional fire for his squad.
The sights of the S2 variant are improved over the standard sights. they include high resolution magnification, vibration damping and a passive optical range finding system.
The electronics package is also upgraded allowing the system to determine ( to a limited degree) wind speed, barometric pressure, and atmospheric composition to adjust the aim point of the rifle for these variables. This system is inferior to a dedicated snipers rifle but they allow far greater accuracy from the modified assault rifle than would be possible without the added system.


Grenades:

Compact

A-2150 Defensive Fragmentation Grenade:
Usually used when troops are behind cover or need to deal as much damage as possible over a wide area.this grenade is designed to kill and wound using metal fragments which can cause serious internal wounds to unarmored troopers
The weapon is made up of hollow, preformed brittle sphere of metal with coils of precut wire wrapped around the interior. the filling material is low velocity explosives designed to fracture the casing into lethal sized fragments and create a deadly radius of effect in a large area.
The small size and light weight of the grenade means that a trooper can carry several more than a conventional sized frag grenade. the spherical shape and size of the round also makes it more aerodynamic and easier to throw for most soldiers.

A simple spring loaded mechanical safety lever blocks the firing pin back, when released the circuit is armed and the timer begins it's preset countdown.
The delay time of the grenade can be adjusted by removing the fuse body rotating a small ring and replacing the fuse body into the grenade. normally the grenade has a 4.5 second delay, although it can be adjusted up to one minute, or rigged for instant detonation for use in booby traps and demolitions devices.

A-2150C: an air burst variant of the standard offensive fragmentation grenade. It is fused to detonate before landing using a series of small radar proximity sensors to detonate the grenade approximately six to eight feet off the ground.

A-2158 High Explosive Offensive Grenade:

Unlike a fragmentation grenade an offensive grenade uses concussion and blast wave effects to inflict damage in a smaller area. allowing troops assaulting a position to use it without fear of being hit by fragments from their own weapon.
The thin plastic shell, and preformed high explosive filler are designed to create the greatest concussion effect on detonation. if used in an enclosed space, or tossed into a fighting position the blast effect can still do serious harm to a body, possible causing the loss of limbs or disruption of internal organs.
at a greater distance the concussion and shockwave effect of the grenade can still injure, disorient, and disrupt troops long enough to allow the assaulting force to deal with them without risk.

High explosive grenades are fused and detonated in the same manner as offensive grenades, although they can be set for longer delays to act as an expedient demolition charge.
Newer models of the A-2158 have chemicals added to amplify the flash and sonic report of the weapon giving it an increased disruption and stunning effect on personnel not in the direct are of affect, but close enough to be exposed to the full brunt of the flash and deafening report of the device detonating.


O-2158: Bursting Smoke Canister:
A standard casing filled with a preformed material that gives off a thick smoke when it burns. when the charge is ignited it burns for 30-40 second creating a heavy cloud of smoke which can be colored for signaling, or target marking purposes. While the effect is not as sudden or as drastic as a bursting charge it is longer lasting and highly suitable for use in areas where combustible materials might be ignited by a bursting charge.

OB-2158: Bursting Smoke Canister:
The basic offensive grenade shell is filled with a highly combustible material that produces a thick smoke when it buns. This grenade is ruptured violently by a small bursting charge which ignites the powder spreading it in a wide area. the resulting smoke can obscure vision interfere with breathing and confuse personnel who suddenly find it impossible to see their surroundings or track enemy movements.

OC-2158: similar to the Bursting Smoke canister this version of the grenade is filled with an irritant powder as well as the smoke agent. when ignited fine particles of highly irritating chemical fill the area an make breathing difficult, and causes intense pain. Blurred vision excess mucus production and nausea are common in persons exposed to this compound.

A-2158E1 Assault Grenade
This modification of the standard offensive grenade adds an extended handle to the device allowing a soldier to throw it further as he moves toward a defended position accuracy suffers slightly but this modifications improved range is a strongly approved of by troops forced to assault a fixed position.

I-2140 Compact Demolitions Device "slap charge"

a compressed disc of Cemtol explosive mixed with highly semi stable refined carbon-zed. the high temperature and shock wave of the detonating Cemtol triggers a catastrophic exothermal reaction in the carbon zed which greatly amplifies the initial explosion.
While Cemtol-C-Z is stable enough for military use, it is a very powerful cocktail. A few ounces of this high powered explosive is roughly equivalent to one kilo of TNT. in it's compact container slightly larger than the palm of the hand. it can be fitted with a timer, trip wire detonator, or remote activated detonator.
A tab of high strength epoxy coated material is located on the back of the casing allowing a soldier to easily and quickly slap it to a door, wall, or vehicle.
Many military forces use these handy devices to breach walls, disable equipment or make up hasty improvised devices to deny the enemy access to a small area. Another common use it sto blast a hole in a wall or structure for rapid entry, without using an existing door or window.

For added utility, the casings can be attached to one another to form a larger more destructive demolition charges, the standard issue of slap charges for a Fire Section is enough to completely level a normal home,disable an armored vehicle,dig a hasty fighting position without the use of shovels, or dispose of captured or confiscated vehicles/structures.
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Like the title says, a WWII tech-level heavy ground attack fighter.

Armed with 4 fixed forward-firing 20mm cannon, 2 more 20mm cannon in a rear-firing turret, and a magazine-fed 75mm cannon.

Crew of two - pilot and navigator/rear gunner (who can also reload/unjam the 75mm cannon magazine in flight)

The twin-boom layout is designed to improve the field of fire for the tail-gun (hence the absence of a central tailplane)
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Near future weapon concepts inspired by the movie Aliens and many other things.
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A battlewalker from the Dark Nova Roleplaying Game


After the various rounds of crushing defeats on the ground by the Freemen during the Free Systems Alliance's bid for independence, the North American Union was left reeling. The Freemen militias had managed to take on and defeat one of the biggest and oldest superpowers in known space. Battlefield analysis detailed the perfect blend of layered heavy armour, speed, agility, and precise, brutal firepower used by the Freemen to gain the upper hand. While undoubtedly aided by other nations in this effort during the war- the Ahruga openly admitted as much, and intelligence indicates that both the Australio-Pacifica Coalition and Andali Confederation were selling military-grade munitions nanites and virtual blueprint systems for mass production- the walkers and powered armour were unquestionably designed and built by the Free Systems Alliance.

Learning from this painful lesson, the NAU quietly initiated a subtle industrial espionage campaign that netted them an impressive insight into Freeman armour manufacturing. The first battlewalker fielded based on this tech was the Grizzly assault walker, but the American military planners also noticed a glaring gap between their powered armour suits and the Grizzly. Thus was the North American Union's very first support walker- the Cougar- brought to life.

Unlike assault walkers, which largely move around the battlefield at a distance as artillery support, support walkers provide heavy firepower to infantry units engaged on the front lines. They must be tough, fast, agile, and heavily shielded to survive these engagements. Being between fifteen and twenty feet tall, support walkers are giant walking bullseyes begging to be shot if they slow down. Thus, the emphasis on agility and speed is much higher than in assault walkers. That being said, it is inevitable that support walkers WILL get the snot pounded out of them, by small arms and man-portable heavy weapons especially, so they are even more heavily shielded than assault walkers.

The Cougar is a design that, shockingly, actually works. The Grizzly was the result of nearly seventy years of horrid military engineering steered by political committees and agendas, and took seven decades to produce a viable walker out of the mess that was the Arbalest. The Cougar, on the other hand, had no precedent, and came off the factory floor in late 2317 as a viable, well-balanced combatant.

One of the most notable design elements of the Cougar is her asymmetrical weapons loadout. The left weapons nacelle contains two potent AP lancers, and the "shoulder"/torso area houses the Cougar's compliment of 16 SRMs in a four-volley launcher, and 12 LRMs in a six-volley battery. The opposite nacelle contains a 150mm APPC, one of the first anti-proton particle projection weapons fielded on an American walker due to past issues with reactor drain, and a conventional particle beam weapon. The right "shoulder"/torso mounts the only other HVMAC Gauss cannon fielded by the NAU to date, but it is a smaller, rotary-barrel model, only 20mm as opposed to the Grizzly's 30mm. Ironically, the Cougar carries far more ammunition for its HVMAC than the Grizzly, making the weapon more effective on this model of walker over the long haul.

Center-hull weapon systems have not been overlooked, either. A 50mm anti-personnel light PPC is mounted in the nose under the cockpit nose. Just behind the cockpit, in a recessed area, is a light AP lancer ball turret for anti-missile defense. A second such ball turret is in the rear near the ENWO modules.

Speaking of those, the Cougar does something rather innovative- it mounts a substantial amount of Electronic and Network Warfare Operations (ENWO) equipment, ranging from signal displacers and holographic emitters to fool targeting sensors all the way up to a built-in VR chair in the gunnery seat for remote netjacking operations. Comm jammers and encrypted comm gear, as well as a variety of other ECM/ECCM gear- come standard on the Cougar.




A collaboration between :iconjepray: 's pen-n-paper art mastery and my digi-fu. Basically, I made a frankenmech that came out looking pretty slick, IMHO, to fix an issue we had with the original design so it didn't go to waste.

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Dark Nova Games

The information in the writeup and artwork- as well as any image based off of it- is the exclusive property of Dark Nova Games. All rights reserved. Any other use of these artwork images, without the expressed written consent of Dark Nova Games, is strictly prohibited. This image is copyright protected by United States and International Law.
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Modular space plane for Kerbal Space Program, based of Arca Space's E-111 Excelsior design. 8434 Tris, more information and download (when it's available) at my Space Ark thread on the KSP forum.

I havn't actually played the game, but I've been doing some part building for it.

This plane connects together out of nine pieces; Command Module, decoupler, fuel tank, engine, 2 wings, 2 control surfaces and a drop tank, and attaches flush to make a smooth even surface.

:)
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The United States replacement for the E-2 and E-3. In the world of UEA High Command the US has little money so few vehicles are built to perform one role. The EV-4 although smaller than the E-3 can perform its main job but also be used on carriers in the USN due to its VTOL tilt jet design. It has a crew of 19 (2 pilots and 17 equipment operators). I borrowed and idea from Yukikaze that is having the radar array under slung on the aircraft. I also tried out the layout of the X-22 a VTOL ancestor to the XV-22 and V-22. Two sets of wings with the front being shorter than the rear wing. The EV-4 has a hardpoint to carry a refueling pod to refuel some of the aging aircraft that do not use a clean fusion reactor for power. It has a CV-4 Motherbird variant for carrying up to 30 troops in seats or 40 floor sitting.

EV-4's have rear extending landing gear and a front ski/wheel the ski being for both balance and for landing in snow (the world's climate has dropped 50 degrees so winters are long).



(Heavily) Modified from a MV-22 Osprey blank drawn by :iconbagera3005:


~ONI-Defense 2011
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Silenced as the night, chambered in 5.7x28mm, this cute personal defense weapon packs one hell of a punch. Its very compact and lightweight design makes it an excellent PDW.

Quicksilver Ind. produces top of the notch firearms made for easy and cheap mass production, while maintaining very high quality. Our firearms will always be fully ambidextrous, two toned, operator-friendly and accessory-friendly.

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Credit to Kormet for the magazine

I hope you like it, because I really, really do. It's a bit of a wild design, but that's what I like about it.
Also, today is my birthday, I'm 22 now.

Yours truly,
~ Shockwave
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The next concept for my future game project. This time it's the 'Fast race'. Ships of this faction tend to be faster than the others, but have less defense (tanking) capabilities.
In lower right corner you can see the original Star Temple TD artwork as a comparison.

other factions for same project:
'Shield race' concept

'Standard race' concept

'Heavy race' concept


If you are interested, follow me at amarrvengeance.wordpress.com
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