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awilla the hun

With the possibility of many wars involving very well fortified positions, it is perhaps useful to write vague descriptions of them here.

12/13/2008 #1
Mindwarp

Blackwater City

Blackwater is one of the best fortified cities on Isai, and had withstood several sieges before the Survaek and Rakarskians arrived on the planet. The city is built within a medium-sized cavern with three levels, each one a ridge above the lower levels. All levels are accessible via stairs or ladders. The city has six entrances, two of which are gates, the other four are man-sized tunnels sealed off by metal doors. The city sits between two different tunnel systems, making it impossible to besiege unless the attackers are willing to travel to the surface, find the other tunnel openings, and then descend towards the town again. The town has a constant supply of water in the form of a river that flows from its own tunnel into the town, and then out past the main gate. The river tunnel is protected by metal bars, and it provides constant drinking water.

The Main gate is twenty yards down a steep slope from the city. The gate itself is copper reinforced with wood and bronze. The wall around the gate is six feet of thick stone. Between the roof of the tunnel and the top of the paraphet is a two-foot gap, making the defenders incredibly hard to hit from their defensive position.

12/13/2008 #2
AspenIvan

SEM fortifications:

Outpost: surrounded by barbed wire or a short wall, this is essentially a fortified barracks, sometimes with mines around for extra protection. The complex always includes at least one watchtower and an anti-aircraft gun, but apart from that it is more of a base than a fortification. It can take the form of anything from a border-post to a bunker.

Prefabricated Fortress: The notably unique mark of the SEM engineers, this fort includes foot-thick Virium walls, several towers, up to thirty light turrets and space for a full barracks, warehouse, and armory. These are the next step up from outposts in ground defense, useful for protection of any area when there is not enough time to construct heavier fortresses.

Point Fortress: The name comes from it use in defending key positions: choke-points, hills, and so forth, on a potential battlefield. This structure's walls are of concrete, supported by meter-thick Virium plating, and include ramparts (not in the medieval sense, rather long roofed corridors with slots for firing out of) for soldiers. The walls can mount ninety light turrets and thirty heavy turrets turrets, and even more turrets can be added in the form of high towers within the walls. The fort is known to contain multiple barracks centers and armories and even tank factories and storage within.

Standard Fortress: Such fortresses are anything but "standard," acquiring their label from standardized use as evacuation centers for settlements under attack. Three-meter thick Virium plating, two-hundred and seventy light turrets, ninety heavy turrets, and even three anti-starship guns make a standard fortress an emplacement defensible from all manners of attack.

Grand Fortress: With nine meter-thick Virium plating on its walls, eight-hundred and ten light turrets, two-hundred and seventy heavy turrets, and space for thirty barracks, thirty armories, nine vehicle bays, three hangars, and an extensive radar and communications center inside, one of these fortresses alone can both stand to and contain small armies. They can also contain up to nine anti-starship guns inside.

Iron City: The name fits, though the material is actually Virium; these gargantuan bases are actually small cities entirely devoted to military and defense. It can contain any number of military buildings, even factories, as well as dozens of super-heavy weapons. Some even harbor military spaceships. The walls are never less than ten meters thick and bristling with all the weapons enemy soldiers don't want pointed at them en masse: thousands of heavy guns and tens of thousands of lighter weapons. In addition, it is standard to construct behind the walls towers capable of fitting entire batteries of artillery. An Iron City has never been taken in all the history of Survaek.

Fortress Weapons:

Rampart Weapons: Infantry support weapons such as machineguns, miniguns, mortars, light plasma cannons.

Light Turrets: Each contain either four coordinated and interconnected infantry support weapons or one medium artillery-type weapon such as a low-caliber autocannon, semi-automatic coil-cannon up to caliber of 250 mm, medium plasma cannon, medium laser cannon, and missile pods. In almost every fortress, at least two thirds of its light turrets are applicable in anti-aircraft roles.

Heavy Turrets: Contain heavy artillery-type weapons such as long-range lasers, heavy plasma cannons, automatic medium coil-artillery, semi-automatic coil-artillery up to 1000 mm, and small ballistic missiles

Anti-Starship Guns: Huge weapons that are, unlike weapons on actual starships, meant as super-weapons able to counter one cruiser-type vessel each; such weapons include greater-than-1000 mm coilguns with enough power to launch shells into space, but are usually giant missile-launchers or laser cannons

12/13/2008 . Edited 10/30/2009 #3
awilla the hun

Rakarskian Defences

The Armoured Train

Rakarskia has had a long history of employing these as weapons of war. Whilst their area of use is limited, it is less so than that of conventional fortifications, and is therefore of reasonable military use (especially as the railway is still a vital part of Rakarskian infrastructure, owing to the relative lack of private car ownership.)

Armoured Trains tend to mount at least one massively heavy Railway Gun, which is a remarkably heavy artillery piece capable of lobbing shells over great distances (a key Rakarskian innovation is their ability to load such weapons quickly.) They contain mobile command carriages, commissarial manned carriages (to ensure that nearby troops keep fighting), shield generation carriages, catering carriages, and lighter artillery carriages. Each of these is a defensible position, owing to loopholes in the armoured walls. They are not to be relied upon for long sieges- they can only carry a limited amount of supplies, and their walls are not that resilient- but they are excellent at providing a makeshift position for troops to fall back to, or even an offensive vehicle in its own right, providing heavy artillery support to attacking troops as it rolls down the tracks, bullets, lasers and coil shot glancing off its armoured hide.

Rakarskian Trenches

Rakarskian military engineers have not wholly forsaken the idea of walls as a military defence; they are of great use when potential enemies have limited artillery potential. However, in the modern age of exceptionally long ranged pieces and widely available jet packs, the old fashioned wall is of limited use (especially in the advent of the shield generator.) Instead, battallions are relied upon to dig and man trench systems, which are (naturally) designed to be the finest in the galaxy.

Rakarskian Sappers have developed methods of quickly making their networks nigh on invulnerable to an enemy bombardment. Their parapets are dug high, are reinforced with quick setting "Sekrete" (an extremely solid variant of concrete.) Deeper bunkers are swiftly dug out, and are heavily reinforces with the same. Further back, shield generators are prepared for use, to provide even greater protection from enemy gunnery, whilst gun pits are dug for the devestating counter bombardment, and AA Guns and missiles mercilessly pound enemy aircraft. In this way, soldiers can watch in relative comfort and safety (for their bunkers are quite spacious and, with baggage being unloaded, even comfortable) whilst the enemy gunnery wastes itself on their defences (and chemical weaponry does likewise on their gas curtains.) And, when the bugles sound, they smartly march to their firing stations and repel the attacker with steady Rifle, Lainsby Launcher, and Machine Cannon fire, whilst enemy attacks are entangled in wire and mud (with any tunnellers being picked up by sensors, and swiftly countered.) Longer ranged enemy small arms are rendered of limited use by their parapets, and soldiers with short ranged guns are mown down.

Owing to the efficiency of Rakarskian Sappers (and the willing assistance of their fellow soldiers) such defence lines can be erected in a matter of hours. And, once thus entrenched, few enemies are capable of hurling back their occpants (for, if their system is somehow breeched and invaded, Rakarskian troops fight with a great ferocity.) These defences are also cost effective, which is of great importance to the Ministry of Defence; they don't require to spend billions of dollars on tall, thick walls, when all is required is a spade, a supply of Sekrete, and plentiful ammunition.

12/14/2008 #4
Marinus

Siridar Defensive Structures

Complexes:

Outpost - a small, remotely-operated monitoring station. Where time permits, these drill underground and use complex bio-organic networks to monitor the area (think the hyphae of a fungus). They are nonetheless quite tough, with three powerful shield generators, hex-cellular walls of Rinian steel, a hundred-megaton self-destruct device and several point-defence batteries against sappers.

Castellum: The standard basis for Siridar fortifications, the castellum is a basic defensive base, comprising a fourth-layer barrier wall complex, a number of light drone turret production facilities giving around a hundred and fifty light gravity or gauss turrets, several other production facilities, extensive monitoring abilities and a small C&C, usually sunk underground behind more gravity barriers for further protection.

Arsenal: A powerful defensive fortress, the Arsenal is designed to work in harmony with standard Siridar space doctrine. It is built in a concentric manner, comprising anywhere from four to seven tenth-layer gravity barriers - supported by six nexus towers each - hex-cellular walls, complex scanning-baffles and other ECM and ECCM paraphernalia. The nexus towers of the gravity barriers are heavily-fortified bastions, each one housing a powerful siege turret and a heavy turret production facility, each capable of maintaining fifty turrets as well as providing significant AA capability. The inner areas of the Arsenal station house siege batteries, capable of bombing targets hundreds of leagues away thanks to uplinks from orbiting satellites or starships, drone barracks and a C&C centre, as usual with powerful point-defence batteries to guard against kinetic projectiles and missiles.

Star Fortress: Designed to hold key points, these are often custom-designed to work with the terrain they are sited on. Complex geometry and reflecting gravity barrier walls minimize the effectiveness of shot, all important buildings are sunk deep underground behind further gravity layers. Super-heavy turrets patrol the labyrinth of barrier walls, and anti-air suicide drones and missile banks make an aerial assault nigh-impossible. Large staging and manufacturing areas are hollowed out underground, allowing forces to be assembled in relative safety and maximum protection. A maximum of three infantry drone facilities, four aerial drone complexes and two vehicle factories can be accomodated.

Citadel: The lynchpin of a Siridar ground defence, these gargantuan fortresses are large metropoli devoted to military means. Over two thousand super-heavy turrets swarm about their labyrinth of interlocking barrier walls, no less than twelve drone facilities can hammer out an army, a dedicated spaceport, guarded by extensible shields and enough AA and surface-to-space ordnance to bring down a battleship to ensure supply lines, and towering star forts form the core of this vast base and can rain down siege shells from afar.

Individual Structures

-Gnat-class Concorrant Industries Light Drone Turret - a light, manoeuvrable turret designed for perimiter defence of low-importance military facilities or high-security civilian operations. Equipped with two repeating gravity cannons and two fusion-tipped 14" gaussguns, its sophisticated tracking and surveillance system - comprising gravitic anomaly, visual spectrum, radio, UV and thermal ensures its effectiveness. It is particularly suited to disposing of infantry, light vehicles and light aircraft, but its relatively light armour and shield make it vulnerable to AT ordnance and heavy shells, although it does have some limited self-repair mechanisms and is hardened against EMP.

-Barrage-class Luminary Systems Ground-Air-Space Platform - a powerful, though slow missile platform comprising an organic extrusion facility, reaction complex and seven twelve-ring TX-10 missile launchers plus seven TA-5/TA-8 launchers and three point-defence ring batteries, coupled with the customary Siridar shield complex and armour plating. The wide arsenal that can be produced and fired makes this platform useful against heavy vehicles, aircraft of all sizes and even spacecraft. It is, however, unable to specifically target infantry, although this is something of a moot point when a TX-10 multi-stage fusion missile explodes nearby.

-Archon-class Luminary Systems Siege Cannon - A super-heavy stationary turret mounted on a high tower, this delivers awesome defensive firepower to the battlefield. Comprising no less than eight 20" napalm-fusion-tipped gaussguns, four expansion-web launchers, an electron ram and two torpedo tubes, this is designed to destroy large concentrations of enemy troops and fortifications from a distance. The torpedo tubes can be loaded with Violet plaguebearers to provide a terrifyingly effective infantry weapon, or with organo-tipped siege borers to destroy underground bunkers and shield generators, while the napalm-fusion gauss projectiles rain fire down on the enemy. Expansion-webs are designed, further, to shatter heavy vehicles and fortifications, while electron-rams rip apart the atmosphere to destroy enemy air and spacecraft.

-Lance-class Concorrant Industries Beam Turret - A heavy turret designed to dispatch vehicles quickly, it is armed with four independently-targetable Starfire Lance electron rams, an eight-ring missile launcher, a variable-aperture heavy gravity cannon and four shredder cannons. It is further heavily shielded with four gravity barriers, capable of self-repair and independent movement, although somewhat slow.

-Mangonel-class Concorrant Industries HE Turret - a specialized turret designed to break up enemy charges and demoralize the opponent, as well as destroy bunker complexes. Its eight bomb tubes can be loaded with a variety of ordnance, ranging from high-explosive TF-9 submunition bombs, through shrapnel and claymore devices, to napalm, white phosphorus, gravity shredders and even subterra borers.

-Carronade-class Luminary Systems Super-Heavy Turret - a heavily-armoured, shielded and armed turret capable of movement and self-repair. It bears eight variable-aperture heavy repeating gravity cannons, each independently-targetable, sixteen shredder cannon, four starfire lance electron rams in spinal mounts, two expansion-web launchers and an experimental mirror-beam weapon mounted front and centre.

-Circe-class Rizon Systems Barrier Complex - the standard Siridar shield generation facility, heavily-armoured and equipped with point-defence batteries to defend against incoming kinetic projectiles and subterra borers. They automatically bury themselves in the ground when deployed, and generate the characteristic Siridar gravity barrier walls, which arc over the entire base. When linked in systems, they can both reinforce each other and spot-shield, reducing power usage. It has a limited self-repair ability.

-Deity-class Global Orbital Defence Platform - the standard Siridar orbital defence platform, this is a versatile and heavily-armed and armoured fortress, equipped with powerful batteries of every point-defence device the Siridar have in production, a phalanx array of variable-aperture dreadnaught-class heavy gravity cannon, a particle beam capable of leveling ten per cent of a planet, seven batteries of repeating gauss turrets of battleship standard and large banks of twenty-two-ring fusion missile launchers.

12/14/2008 . Edited 3/1/2009 #5
Mindwarp

Singularity Defenses

Theresa Class Submersible- While not strictly a defensive structure, these submersibles serve the role of mobile and largely invisible anti-orbital platforms. The submarine's quiet fusion reactor and life support systems allow it remain underwater for months at a time. A collection of submersed-to-orbit missiles can be launched from a noticeable depth underwater, allowing the submarine to be almost entirely immune to orbital detection or counteraction.

Watcher III Autoturret- A quad-legged turret about the size of a luggage bag. Watchers are light enough to be carried into battle en masse and simple enough to be errected quickly. They sport light armor and a burst-laser turret that is capable of penetrating most infantry armor. The use of a passive sensor sleep mode and a micro-fusion reactor allows a turret to remain operational for a month after deployment.

3/1/2009 #6
Endless Autumn

Synexian Planetary Defense (vague)

The Synexians have a wonderful mix of long range point defence, and rapid communication throughout the entire planet. Most of the larger boat-platforms have anti-space guns aboard, and when synced with a point-defense defensive system they can effectively defend against space-vessels to a range of ten miles beyond the planets atmosphere. The accuracy and destructive power of the photon packets increases as objects get closer. In addition to the anti-space guns on the planet, there are a variety of spaceborn craft that vanguard against invasions and attacks. What gets through these ships is mopped up by the planetary defenses.

5/27/2009 #7
AspenIvan

Galerii Republic Defenses

Static Defenses

Bunker: Standard and most variable of Galerii defensive structures, a bunker can serve various purposes. It can work as a large machinegun nest, an armored artillery position, a cache for weapons, a barrack, a communications relay point, and many combinations of these and more. All bunkers have firing slots for small arms, and many have underground chambers beneath. Ground defense networks always include mass numbers of bunkers, but a bunker can also operate on its own, most effectively when placed in a well-covered location with camouflage covering.

Redoubt: Essentially a two-story quadruple-size bunker with another, smaller bunker atop and surrounded by earthworks, redoubts are The GR's first "fort" class defenses, considered able to hold a position of some importance. Although designs vary, it is most common for a redoubt's weaponry grid to consists of machineguns and heavy weapons along the side walls and one retractable medium artillery piece able to jut out from the roof at each corner. Redoubts always include an independent communications relay and an underground ammunition cache.

Light Fortress: A GR light fortress consists of a sixteenfold-size bunker with a regular bunker by each corner and a redoubt on the middle of the roof. The height of the large base at the bottom is enough for multiple rows of defenses, usually one at the top of light artillery and two below of smaller arms. Light fortresses contain one to three long-range communications/detection relays, a permanent barrack inside, a large underground storehouse, and an EM/plasma shield generator. A light fortress' computer targeting systems are all networked by a central computer connected to the fortress' detection systems for quick targeting.

Heavy Fortress: At the center of a heavy fortress is a twentyfold-size bunker topped with bunkers along each side of the roof and a dedicated artillery redoubt in the center. This center defense structure is surrounded by a "bunker wall:" a bunker elongated into a line forming a square with a redoubt at each corner. The bunker wall and the central base are connected by trenches or other earthworks. The center structure contains three or four relays, two permanent barracks, an extensive underground armory/storhouse, a powerful shield generator, a central computer, and a backup central computer. A heavy fortress without a bunker wall is considered a "hill fortress."

Network Fortress: A network fortress is not of an entirely standardized gemoetric pattern like smaller defenses. Essentially, a network fortress consists of several rings of bunker-walls and even redoubt-walls (with light fortresses at each corner) with light and heavy fortresses placed in-between each pair of walls. The many underground chambers of a network fortress are often, but not always connected by tunnels.

Defense Crews: Military personnel trained to man GR defenses. They are considered responsible for several duties, and are trained into several sub-sections including artillery crews, communications crews, digital crews (both for managing central computers and defending against hacking), logistical crews (in underground caches), and CQB crews.

Engineers: Responsible for the setting and maintaining of earthworks, mines, tripwires, other traps, and -most recently- autoturrets.

((More to come...))

5/27/2009 #8
Mindwarp

Tashar Imperial Defenses

Hkamae Cloth

A wonderful cloth material used ubiquitously in Tashar construction. The material is light and cheap to manufacture, and is commonly used in everything from blankets, to bunker camouflage, to tarps and tents. What makes this cloth so wonderful is its extremely resilient woven form and its reactive armor capabilities, which cause it to expand and harden under impact. Hkamae cloth can defend against shrapnel, light caliber shots, or stray bullets of any level at long range. Woven in layers or combined with other fabrics it can be quite an effective armor. In addition to its defensive capabilities, the material also scatters radar waves and distorts light of all wavelengths, making it useful for stealth purposes.

Takimino

A commonly used material in field defenses. It can be poured in a manner similar to concrete, but the material is metallic in nature once it dries, and considerably stronger. It has limited self repair capabilities and its interlocking molecular structure makes it extremely strong despite its ease of use and surprisingly light weight. It's often poured to build hasty bunkers and trenches, but is also carried in block form for quick field structures. Tends to be superseded by more complex materials in hardened defenses.

Orbital Defense Station

The ETE uses both satellite and ground-based defenses against orbital attack. The Orbital Defense Station is a common layout for ground based defenses. The facility is primarily underground, with only a large, armored dome and a square bunker structure jutting out from one side. Each ODS is heavily armored with both conductive armor, an underground heat-pump coolant system for output absorption, and multiple layers of ablative, reactive, and repairing materials. Inside the dome are three scram cannons identical to those used by Crusher-Class artillery cannons, powered by a generator and an automatic fire reload system. The dome roof of the ODS can shift to leave a small window for the artillery to fire out of without exposing themselves. Each ODS station also has a small garrison complement, and a circle of laser batteries around the perimeter of the dome to defend against air assault or missiles.

4/14/2010 . Edited 4/17/2010 #9
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