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Project Exodus, Baconshelf's scifi universe. Weapons and vehicles.


BaconShelf

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Well. This is it, I am beginning to post ALL of my weapon, vehicles and species here. Just click the spoilers to see anything in specific. Check back often, I will be editing the post. Anything incomplete will be added to over time.

 

Human Factions- (Incomplete)

 

Factions-Human

 

UCE-United Colonies of Earth

-United Colonies of Earth Government (UCEG)

Founded after the Third World War in 2103, in this time, the United Nations became a global world government, rather than individual nations. At the same time, one flag was adopted as the global flag. This also caused the abandonment of different countries, and focusing of colonising other planets. They are the ultimate ruling body of everything associated with UCE, as a whole.

-UCEDF (United Colonies of Earth Defense Force)-

The united power of the entire world’s, and UCE’s, military forces. Formed at the same time of UCEG after near global nuclear war, the military force was very oversized until colonisation of Mars and Luna, when the military was first divided into Army, Navy, Marine and Air Forces. The ranking system of these divisions was based off of a mix of British and American.

-United Colonies of Earth Army-

This land based army is the secondary defence force of terrestrial bodies after navy forces in space. Their weapons are mainly explosive and bullet based despite better weaponry such as Ionisation Rifles and Laser Weapons. They are only ever based on land and consist of two major forces- Infantry and Armoured (Vehicles). The army forces work heavily with UCEAF to coordinate attacks and UCEM for defence when other options have failed.

-United Colonies of Earth Air Force-

The UCEAF is a joint operation with Navy and Army forces; they are primary controllers of all small aircraft from atmosphere to space. VTOL, Jet and space-based. The space fighters are typically deployed from Navy Warships in orbit.

 

 

Outcast- Rebel faction

Resistance- on Earth, which is occupied by Spher, the Resistance is an underground army trying to establish contact with Outcast or UCE, in hopes of lifting the alien presence off of their home world.

 

 

 

 

Spher- (Incomplete)

 

Spher-(Officially the Joined Unity of Species, Species name Spher and commonly referred to by both sides, Conglomerate specie, Нагромождение видов)

The Spher aggressively conquer and attack any planet with life on it. It is believed that multiple dimensions/ universes are completely under the empire’s control, making it impossible to eradicate them. Humanity has been one of their biggest rivals, and both are at a complete stalemate in a seemingly unending war as of 2702.

-Protection Units or Military Police. Main troops dropped on a planet during occupation. MP units always have the native species’ traits to allow for an effective fighting force unique to that world. It is unknown how many species have been assimilated into the PU but it is estimated in the hundreds to thousands, as many different variants have been seen. They are effective police forces and also commonly seen on front-line battlefields leading researchers to believe they are also standard infantry.

 

It seems the MP forces have taken a certain… Liking to projectile based weapons used by humans. These weapons are more and more commonly seen on the battlefield. It is believed that some of the rarer and more destructive weapons are based off of technology used by other species, such as Black Hole Cannon and Grenade and Pulse Weapons as most of their native tech appears to be atom based.

Warriors- The main military force of Spher. They appear to have more ornate armour the higher the rank, and seem to not be genetically altered. Additionally, they cannot breathe in normal Earth-like territories, therefore ripping off the helmet will asphyxiate them. They are also vulnerable in EVA environments, though they seem to be able to withstand gravity at 1G.

 

 

 

 

Vulture- Complete.

 

Vulture,(Rithrael) a species that collects the scrap from other species and uses it for their own needs. Innititur aliis, опирается на другие, Their homeworld, Thael, was originally home to hundreds of thousands of clans, which warred and adopted each other’s technology. The final clan achieved space-capable flight, where it continued the species ways, raiding other worlds for technology and selling it or using it. They are largely peaceful, but extremely protective of their outposts, ships and worlds. They are one of the reasons why Outcast worlds continue to get weapons, as it is scrap picked up from battles of UCEDF and Spher. They reside on many human-controlled worlds, including the Spher-Occupied Earth, aiding resistance forces. They will sell anything at a price.

-Weaponry-

-Everything, and anything

-Natural claws, talons and teeth.

 

 

 

 

Burrowers- Pretty much done. May be a little left to do.

 

 

Burrowers, (Graltrin)

This extremely hostile species evolved on a planet nearer to the centre of the galaxy. After achieving spaceflight, war followed and proceeded to destroy the planets moon. The following disasters rendered the planet uninhabitable on the outside, so the species had to live underground for centuries before achieving spaceflight again. They then aggressively colonised other planets before contacting Spher. Their brute strength and four appendages allow them to be capable in hand-to-hand combat and ranged gunfire. The irradiated, volatile surface of their planet, combined with underground colonies has made them almost impossible to exterminate. This being the primary factor for the Spher retreat in their invasions. Their gravity/seismic tech allows them to make large underground complexes.

-Gravity Rifle

-Gravity Cannon

-Seismic Cannon

 

 

 

 

Sh'kaali/ guardians (Similar)

 

 

Guardians, almost mythical creatures, believed to be remaining Sh’kaali warriors guarding some artefacts. The few deployments where they have been seen, they have been using a camouflage technology. One instance on planet [CLASSIFIED] allowed Fireteam [CLASSIFIED] to record the combat and shape of one. These images are extremely classified. Spiritus Bellatores, Воины Духа

-Weapons-

-Antimatter Sword

 

Sh’Kaali, An ancient species that achieved almost transsendience until war finally destroyed them. Artefacts left by them are littered on various systems and planets, it is believed that the Spher technology is reverse-engineered from the Sh’Kaali. The species known as ‘guardians’ are believed to be remaining Warriors of them, but this is yet to be proved, or disproved. antiqua Bellatores. Древние Воины

-Known Technologies-

-Evolution of species

-Inter Galaxy/ Dimensional Travel

-Unlimited Power sources

-AI with full sentience

-Genetic engineering/ manipulation

-Believed to be their technology that allows for Spher weaponry such as Black Hole Cannons and Anti/Dark matter weaponry

 

 

 

 

Weapons- Human (Incomplete)

 

 

 

Weaponry- Human

Human weapons operate on a system of (Type) such as M for Machine, 2 for the iteration it is in/series , and then two numbers for the precise model.

M2 Series Rifles

 

The M2 series of assault rifles was introduced throughout the 22nd century, and has remained the SIR (Standard Infantry Rifle)used by Army and Marine forces until the introduction of R-Series laser weaponry. Despite the existence of new, more dangerous weapons, most forces still prefer to use the M Series as a standard assault weapon. It fires 7x6.22 rounds. AP is primarily used as normal bullets seem to have little to no effects on Spher armour.

R5- Series Marksman Rifles

 

The R5 series are marksman rifles with high damage/ rate of fire, allowing a skilled user to pick off multiple targets with the 60 round magazines. It has two fire modes; burst shot and single shot. Burst shot fires three rounds in quick succession at a slightly less accurate rate. Single shot is a slow-paced accurate fire mode allowing for precision firing on enemy targets. Uses same 7x6.22 AP ammunition as M2s, allowing for interchangeable magazines.

S7- Series Submachineguns.

 

The S7 series are SMG’s with interchangeable sights and scopes. They have the same basic design as SMG’s used since the end of the 20th century, albeit with improved tracer technology and equipment. They have a fairly high ROF(Rate of Fire)and a clip size of 35 AP 6x0.51 Rounds. It kills even Spher Warrior types in seconds of fire.

L6- Series Light Machine Guns

 

L6 weapons are relatively new inventions, housing an onboard power-core for powering sights and feeding the belt. They are used as suppressing fire and for powering other devices in emergency situations. They have a rotating barrel providing rapid ROF, they have a clip of 650 rounds.

N7- Series Sniper Rifles

 

N7’s operate on the basis of a Railgun; the magnetic coils charge and thrust the sliver of metal out at high speeds near to the speed of sound, it is extremely accurate and has little bullet-drop over long distances. It is the newest addition to the UCE’s arsenal, and is gaining widespread popularity throughout the sniper units on many worlds, it is one of the only weapons not have gained its way into Outcast hands.

H3- Series Heavy Machine Gun

 

H3’s are an upscale of L6’s, carrying two rotating barrels and more APC(Ammunition per Clip) than the smaller model. IT is a full gun battery, requiring a stand and two men to operate effectively. In addition, it is the weapon operated on tops of LRV ‘Monitors’ and various tanks as Anti Infanrty protection. It is capable of destroying Spher light vehicles and all infantry in seconds, it has a clip size of 1000 rounds.

E12-Series Rocket launchers

 

E12s were introduced in the 24th century. They are a complete redesign of 20th, and 21st century launchers, which operated on propelling an explosive out of a barrel. Instead, it contains trace amounts of an element known as Rubidium, a highly unstable element. The launcher has a laser which guides the rocket on a trajectory decided by the user. The Rubidium is in a sealed vacuum container attached to a rocket booster. It follows the laser to a target, where the impact lets the element explode on contact with any materials it hits. Spher constructions, made of an unknown metal, appear to be highly reactive to the projectile, causing even more damage to their buildings.

I56- Series Flamethrower

 

The I56 flamethrower has two different variants, the I56 and I56/H. The normal variant operates by spewing a series of sticky napalm, which attaches to the target and ignites. The adherent then continues to burn at extreme temperatures, until the target is dead or so seriously injured, it is no longer a viable threat to trooper forces. The Heavy variant operates on a similar, but different principle; acting as a flame grenade launcher. The operating mechanism clumps the balls of adherent together in extreme pressures, which is launched at the enemy fortification. The initial impact is explosive/kinetic, and then incendiary as the liquid then sets alight in a much larger radius than the normal variant. A side effect of this weapon is much quicker ammunition usage, making unsuitable for prolonged periods of time. Both variants use capsules explosive napalm adherent, allowing for effective weaponry.

P74- Series Shotguns

 

P44’s were introduced after the advent of the Human-Spher war. The individual pellets are volatile and explosive in nature, proving an effective weapon against armour in close quarters. The pellets are also capable of bouncing off walls, allowing soldiers to shoot around corners to clear a room or corridor.

F1- Series Fragmentation Grenades

 

F1’s have remained fundamentally unchanged since the early 20th century; the fragmentation grenade uses the same basic principle as the grenades used by soldiers during the 20th and 21st centuries. It’s biggest upgrades include a timer, to allow for customised charges and more damaging metal inside as well as bigger blast radiuses, again customised to the users preference.

Laser weaponry

The advent of laser technology has quickly made it a favoured weapon for marine forces due to their low recoil and weight, making them ideal for boarding actions and space warfare. They are less popular among terrestrial Army units, who prefer to use kinetic based weaponry. These factors make energy weapons almost exclusive to Navy, Marine and Spec-Ops forces.

Outcast Weaponry

Although officially a whole nation of various systems, the Outcast still have to rely on Vultures and black market to obtain weapons and ammo. Their weapons are outdated, some dating back to the early 21st century rifles such as the M16 assault rifles and M4 Carbines as well as newer M2’s and R5’s. Additionally, the schematics for their factories are only old models of weapons, as more dangerous weapon blueprints are destroyed should a system be taken. Despite this, limited numbers of Laser, Flame and Rocket launchers are in Outcast hands in small numbers when left on bodies after battles or raids. These weapons are generally issued to the specialist forces. N7 Snipers and L6/H3 Machine guns are yet to be captured, so the rebelling military still uses SAW weapons and kinetic snipers.

 

 

 

Spher Weapons (Native tech) (Incomplete)

 

 

Spher Weaponry

Spher weaponry is a mix of weapons from all manner of species. It is believed that their native technology is Atomiser weapons, which ionise the atoms and break them apart. They can range from small shots that only cover millimetres to higher-powered weapons that can disintegrate a human in one hit. Only their native tech is covered here.

Class-45 Directed Energy Pistol/Atom (Atom Shot, Decimator)

The DEP/A is one of the first weaponry seen in the war. It uses a revolving clip with six shots, or one overcharge per clip. The standard mode is a three CM bolt of energy that ionises the particles where it hits. It can still cause severe wounds to the body when used up close. The pistol is less accurate at range, making it a close-medium ranged weapon. The overcharge dumps all of the remaining energy into one bolt, which is released and acts as a shotgun. This mode was designed for being held down for self-destruct, but I commonly used against infantry for its extreme effectiveness. It uses the entire clip to use, making the weapon needed to be reloaded.

 

Class-45 Directed Energy Rifle/Atom (Atom Rifle, Atomizer)

The DER/A is the most common rifle used by Spher forces, PU and Warrior class. It operates on the same basis as the DEP/A, though it is a full rifle. It is mainly seen in the hands of Warrior class and specialist PU class units, as regular policing tend to be more fond of human-made firearms. It has a clip size of 66 rounds, and is fully automatic.

 

Class-49 Directed Energy Launcher/ Atom (Atom Launcher, Annihilator)

The DEL/A is effectively a clip-fed grenade launcher. It’s design is unusual, as the clip is mounted in the bottom. The rotating ‘Arms’ then rotate everytime the weapon fires, to drop the empty canister and collect a new one from the clip. It has an optional holographic targeting sight, which projects a hologram of the grenades trajectory. There is also a regular iron sight for stealth use. Clip has 6 grenades.

 

Class-51 Directed Energy Sniper Weapon/Atom (Disintegrator Rifle, Disintegrator)

The DESW/A is one of two sniper rifles systems used exclusively by warrior forces. It is pump-action, where the energy cell is slid back to recharge. When fired, it generates an overcharged bolt of energy similar to the DEP/A, but is much longer ranged and pinpoint accurate. This weapon has the ability to puncture through a Dragonfly cockpit, making these weapons highly dangerous. No matter where the bolt hits, the overcharge will completely disintegrate the person hit. The bolt only seems to have this effect on living organisms, having the same effects as a regular atom bolt on environment. An obvious giveaway of this weapon is the blue laser which depicts where the sniper is aiming. This is to ensure pinpoint accuracy if fired from the hip. It possesses a powerful scope which uses this laser for aiming. It has a battery of 21 rounds, after which it needs to be recharged to be more than a club. (Was actually thought of before the Binary Rifle was known of. No copypasta here!)

 

 

 

Vulture Weaponry

 

 

Vulture

The vulture, although officially assimilated into the Spher, still remains in the billions of population spread on various systems, acting as a mercenary and black market force for the highest bidder. The known weapons specifically using their technology are used by Warrior units, and therefore use the same classification system of Class (Year) Directed (Ballistics, Energy, kinetic, explosive etc…) (Launcher, projector, sniper…)/ (Specific munition)

 

Class 46 Directed Energy Flechette/ Pulse (Pulse Shot, Liquefier)

DEF/P weapons act as Pulse Shotguns. Pulse weaponry is plasma based and highly damaging. These shotguns scatter the pulse in a wide range to inflict more damage. Pulse is inaccurate at range so is generally unused for sniping and medium range combat, but makes up for this in close ranged, where it is feared by forces. Plasma Canisters can fuel this weapon for 6 shots/charge

 

Class 46 Directed Energy Rifle/ Pulse (Energy Rifle)

The DER/P operates on the same basis of pulse weapons. However, it channels the plasma into a charge that is fairly low damaging. The fire rate (5shots/second) more than makes up for this, making it an easy match for Atom Rifles and M2-Series rifles. Plasma canisters fuel this for 65 shots before reloading.

 

Class 46 Directed Energy Pistol/ Pulse (Energy Pistol)

DEP/P weapons are standard Vulture sidearms. They have shorter clip sizes, for the cost of more damaging individual shots. They also have a much shorter range, which allows for more accuracy overall than its rifle counterpart. Plasma canisters fuel 12 shots.

 

Class 51 Directed Energy Stream/ Pulse (Pulse Beam)

Pulse Beams fire a continuous stream of plasmafire. The range and accuracy can be adjusted depending on situation to allow for flamethrower-like plasma streams to pinpoint accurate fire. The plasma is strong enough to completely melt Human and Spher armour, making it a potent anti-armour and anti-infantry weapon in the hands of a skilled user. The weapons effective range varies by setting. Plasma Canisters can fire the weapon on a full charge for about 30 seconds.

 

 

 

Burrower tech/ weapons (Incomplete)

 

 

Burrower technology

Gravity tech is extremely destructive and not usually carried by common infantry. It is used or mining and combat, being ample for both

Type 56 Directed Energy Sniper/ Gravity (Gravity Rifle)

Just like seismic tech, gravity tech was invented on the same basis, though slightly less powerful. Instead of firing bullets, plasma and other energy, they fire a force of gravity on the target. Because of this, they can crush or make very precise, accurate targets. The DES/G is a sniper weapons system use by Spher and Burrower forces alike on the battlefield and is extremely powerful against infantry, but is not as good against armour. It fires 30 shots before being recharged. It is the stealthier counterpart to the Disintegration Rifle.

 

Type 56 Directed Energy Support Weapon/ Gravity (Rotary Cannon)

The Rotary Cannon is a fair equivalent to L and H series machine guns. It fires the same energy as the DES/G but less accurate, ranged and faster with a rotating barrel. This weapon can literally rip things short of vehicles to shreds, making it an impressive support weapon.

 

Type 56 Directed Energy Launcher/ Gravity (Gravity Cannon)

Gravity cannons are an upscaled Gravity Rifle, with a much larger blast radius and damage. These weapons are shoulder-mounted, though handheld for the massive burrowers they originated from. They do the same to vehicle and turret emplacements as to what its infantry counterpart does; rips vehicles into scrap metal. 10 shots/charge

 

Type 57 Directed Energy Cannon/ Seismic

The DEC/S is a stationary heavy weapons emplacement. It is able to destroy and topple buildings as well as rip open enemy fortifications. They are seen on Burrower tanks and dropships as very powerful weapons. They rarely leave survivors. None of these weapons have been captured yet, so their inner workings remain a mystery to UCENI operatives.

 

Type 46 Directed Energy Weapon/ shipborne/ Seismic. (Seismic Bombardment)

This weapon, the final upscale is mounted exclusively on Spher capital ships. When fired, these orbital strikes have the ability to erase entire countries off the map, blow up rocks the size of a small moon or even realign continents. These weapons were used in the Battle of Sol to destroy Luna, Earth’s moon, and many countries around the globe. These weapons destroy entire ecosystems and permanently change the climate of the worlds they are used on, which is why they are mainly used as a last resort measure, to deny an enemy of an asset. A fleet, using these weapons on weak points in a planet’s crust can reduce entire planets to dust in days.

 

 

 

Sh' Kaali/ Guardian weapons

 

 

Sh’Kaali weaponry

Sh’Kaali technology is believed to be the basis of many Spher weapons and technology. Weapons confirmed to originate are weapons utilising Dark Matter, Antimatter and/or miniaturised black holes.

Type 50 Directed Energy Launcher/ Dark (Dark Matter Cannon)

Although relatively short ranged and not very accurate, the pure damage and destruction dealt by this weapon easily outmatches weapons such as the Disintegrator Rifle and Gravity Cannon. The capsule is launched on an arc, like that of a grenade launcher. When impacted, the solid shell explodes, spreading the highly corrosive gas. The gas rips apart anything it hits, and separates it into individual atoms. Therefore, this weapon is rarely seen on battlefields, and none have been captured.

 

Type 65 Directed Energy Launcher/ Black (Black Hole Cannon)

The charge generated by this weapon remains a complete mystery to UCE scientists. A charge of extreme force is created, resembling a miniature black hole. The ‘Projectile’ is then shot in an arc to the target, once impacting the ground; it proceeds to force anything in a 10 meter radius into a ball of rubble. After 5 seconds, the rubble is shot outward, creating an instantly lethal ball of scrap to vehicles and infantry alike.

 

Type 80 Energy Stave/ Antimatter (Antimatter Stave)

This weapon is a dual-edged spear with a handle in the middle. The blade itself is composed of antimatter, which when put into contact with a target, literally destroys only what is hit, causing very severe injuries and clean wounds. It is just as effective at cutting through living tissue as any known building materials; Human and Alien. This weapon is used exclusively by Spher Generals and their handpicked Guards.

 

Guardian Weapons

Although Guardians are technically Sh’Kaali, their weapons are used separately to identify them as NOT used by Spher forces.

 

Type 91 Energy Sword/ Antimatter (Antimatter Sword)

These weapons have been encountered twice. Both times, the engaging fireteams have perished to their blade. The similarity of injuries and cuts by this weapon suggests it is similar to its Stave counterpart. However, the blade can be reshaped into any form the user requires, as some have been seen as ‘whips’ where others were more sword like.

 

 

 

 

 

 

I hope you enjoyed these, images and more stuff added soon!

Edited by BaconShelf
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this sounds interesting. o like it. seems like the sphur are like the covenant in ways the guardians are like the forerunners in a way but they still partially exist. then the vultures seem like the kiigyar and the burrowers seem a bit like the grow from spore. i like it. sounds interesting. this should become a game like halo

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