CARD Products and Services

Jiang Winters

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CARD
Products and Services

CARD has a wide variety of services and products that are available to various black market customers, be they organizations or individuals. CARD [usually] won't ask questions when making a sale - anyone with enough credits is a welcome customer in CARD's eyes.

Also, please note that CARD is a highly competitive black market retailer. We offer discounts on bulk purchases and will make special offers to our favored customers. Especially trusted customers may even be privvy to equipment that is usually restricted to CARD's own security forces, such as the ACE cybernetic augmentation process and the 'Virgil' battle control program and its quantum computer.

NOTE: If you wish to make a purchase, please skim to the bottom of this document and read the order form.

Fighter Craft​

While many of CARD's current fighter craft are either for internal use only or are still in development, a few models have been released for sale to interested buyers - they may be expensive, but the performance is well worth the cost.

YF902/S ‘Dante’ Stealth Fighter
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Designed and built from the ground up by CARD’s most gifted aerospace engineers and military technicians, the YF902/S is the pinnacle of fighter technology. Hailed by her pilots as being ‘at least a generation ahead of all other fighters’, this advanced warplane boasts tremendous speed and agility, unprecedented stealth, high survivability, and surprising modularity. Capable of outrunning, out-turning, and outgunning any other fighter in its weight class, the Dante is much-loved by its pilots, and much-feared by its enemies.

The core of this ‘wonder fighter’ is her advanced internal systems. Powered by dual micro-fusion generators and managed by CARD’s proprietary QC/x ‘blue box’ quantum computer. These quantum computers manage the fighter’s innumerable number of complex systems, from basic stability management while in-flight to power management. They sync with other Dante-class fighters via optical data bursts and subspace comms, creating a web of tactical information called a ’battle net’, which allows the pilots in a wing to make more tactically informed decisions, as well as giving them the ability to monitor the status of their squad mates.

These computers can be upgraded with a battle control program known as ‘Guide’, or more popularly as ‘Virgil’. These guide gives the pilot of the Dante invaluable assistance; Virgil can control targeting functions, remotely pilot missiles, constantly tune the fighter for maximum in-flight performance, and otherwise ensure that the Dante performs at top capacity. Furthermore, Virgil is even capable of using the Dante’s LADAR suite to scan, identify, and tag weak spots on a target, making the software absolutely invaluable to the 902’s pilot. Lastly, Virgil is capable of seizing control of the YF902/S in the event that the Dante’s pilot is killed, and unlike the standard auto-return function programmed into the basic Dante, Virgil is capable of actively engaging and destroying targets without any human input. The program is, however, in its infancy and lacks the skill or finesse of a living pilot. As Virgil programs have to be individually installed and adjusted to work with any given quantum computer, each ‘Virgil’ develops his -or her, or its, or even ‘their’- own unique personality. Unfortunately, this also drives up cost exponentially, with a single Virgil sometimes costing fifty percent of the fighter itself or more. As such, production fighters are never equipped with Virgil; only CARD's defensive fighters are given such a luxury. This is, in part, to preserve CARD's tactical dominance in the unlikely event that a customer attempts to use a Dante against them.

Though the Dante is a leap forward in the world of networked fighter craft, this is not where the fighter truly shines. Her stealth systems are arranged in tiers of passive defenses -provided by sensor-ablative paint and hull plating and special thermally-shielded engine exhausts that make detection difficult save for directly behind the fighter- and active defenses - consisting of LADAR-scrambling ‘diffusion’ lasers that make the fighter appear to be an amorphous blob or asteroid to enemy LADAR, with active jamming masking the fighter’s comms systems, energy output, and other features. These two layers of defenses vastly increase the Dante’s survivability. Where they fail, her rugged reinforced titanium/durasteel frame and honeycomb composite armor give her enough staying power to survive a few stray blasts. However, her best defense is not her armor, rather, her speed and stealth; capable of fading in and out of enemy detection, a single Dante can attack from a dozen different directions in a very short period of time, making it difficult to track and destroy one of these advanced stealth fighters.

Once discovered, however, they’re in for a rough time of things; their shielding is minimal, designed only to minimize air resistance when in-atmosphere and traveling at hypersonic speeds, and their armor is relatively lackluster even when compared to lighter fighters. These are not designed for durability, rather, they are designed to survive by avoiding detection - something they perform remarkably well in.

UNIT PRICE:
$300 Million Galactic Standard Credits for standard model. 'Stripped down' models available for as little as $250 million. All models equipped with Virgil software are restricted for CARD use only and are not available for sale.

SPECS:
[Scales are 1-10 with 10 being the greatest]
Class: Multi-Role Stealth Fighter
Length: 18M
Crew: 1
Consumables: 2 days food/air
Top Speed in Atmosphere: 10 [15 when ‘boosting’ with shields up]
Top Speed in Space: 9.5
Agility in Atmosphere: 10
Agility in Space: 8.5
Hyperdrive: 8
Armor Rating: 1.5
Shield Rating: 1.5

WEAPONRY:

-2x C41 20MM gauss cannons. ROF: 2,000RPM per gun. Located on either side of the chin underneath the cockpit. Ammo stored is 4,000 rounds for each gun; ammo 'belts' are composed of 3 rounds of armor piercing to 1 round of armor piercing incendiary tracer.
-2x ‘Tradesman’ Multirole Internal Bomb Racks. Mounted on either side of the belly, internal. 6 slots per rack capable of holding anything from 3-round Anti-Fighter missile pods to 120-round 78MM hypervelocity rocket pods to a single Anti-Material Missile or heavy bomb.
-1x ‘Whisper’ Mini-Missile Rack. Mounted directly behind the cockpit. 40-round micro missile rack firing in automatic 10-missile spread volleys. Used to fend off harassing star fighters. Each missile packs the punch of a oversized hand grenade, is short ranged, but fairly nimble and speedy. Can also be fired in single-shot mode to eliminate ground targets.
-4x ‘Shade’ Countermeasure Launchers. Two located on the top, two on the belly. Each holds 30 ‘Shade’ combination flare/electronic chaff rounds used to distract and draw away incoming missiles. Triggered automatically when incoming missiles are detected.

MISC:

-L3 ‘Minuteman’ Active/Passive Multirole Targeting Sensor Suite
-MnL52 LADAR
-Kn/X High-grade Sensor Package
-‘Shadowmaster’ Sensor Jamming Suite

NOTE: The YF902/S and all its components are constructed entirely within CARD. As such, it bears no manufacturing insignia save for a simple VIN inscribed on every component, which serves to register the vehicle and its components within CARD for quality control purposes. Also note that, due to cost and manufacturing restraints, CARD maintains less than 30 of these fighters within its ranks, with two 5-fighter wings residing at each of their three main installations/ships.

SSF 38/A5 ‘Angelwing’​

The SSF 38, known affectionately by its pilots as ‘Old Ironwing’ or ‘Angelwing’, is the YF902 ‘Dante’s’ bigger, tougher, meaner brother. Long before the Dante was even on the drawing boards, the Angelwing was constructed to serve CARD as a general purpose fighter capable of fulfilling a long and diverse list of needs. The fighter that CARD needed was required to be capable of defending their fleet and their installations; it needed to be able to fly close air support for ground troops; it needed to function as an interceptor and a air/space superiority fighter; it needed to be capable of quickly hauling small amounts of cargo from one side of the galaxy to the other; and lastly, it needed to be tough enough to complete its mission and return home intact, no matter the resistance it faced or the environmental conditions it had to endure.

The Angelwing was the answer provided to that lengthy list of requirements. As the designers believed that survivability was key to a successful fighter, they first crafted the fighter’s chassis and engine compartments. Both were heavily armored and reinforced, with a triple canopy of defense: A layer of non-explosive reactive armor and ablative plating covered the hull, while the hull itself was built of a lightweight honeycombed composite armor placed onto a titanium skeleton. Underneath that central layer was a thin plasteel plate backed with spall-catching armorweave, with a layer of shock-absorbing gel placed between the plasteel plate and the composite armor. Together, these three layers of defense have rendered the craft completely proof against machineguns and cannon fire, with only heavy cannon -exceeding 25MM in power- proving truly effective against the craft.

To provide speed and agility to such a heavy frame, the decision was made to use not one but two fusion reactors to power the craft, along with the most powerful drives that could be fitted into the craft. [The designers ended up having to extend the chassis by two meters and place additional repulsorlifts and maneuvering thrusters to accommodate the length and weight of the engine/reactor assembly.] Built into a removable cradle with its own internal shielding and capable of being jettisoned in the event of reactor containment failure, the Angelwing boasts perhaps the most powerful engines ever fitted to a fighter. Despite this, an Angelwing is not actually a very fast fighter - it can keep pace with most typical fighters, but an interceptor can outrun it without much difficulty. It is, however, incredibly nimble for its size. Capable of acrobatics equal to those performed by lighter starfighters such as those fielded by the Hutts and Republic, the SSF 38 can hold its ground against most any opponent.

With its goals of survivability and speed accomplished, and rapid hyperspace travel facilitated by the addition of an attachable stand-alone hyperdrive pod, the design team turned to the remaining two necessary systems: Weapons and sensors. They constructed the craft’s weapon systems first. The team agreed that the craft would perform best as a balanced gun and missile platform, and so thusly integrated modular missile and gun bays into the design, disguising them as the distinctive ‘air intakes’ located around the cockpit and on the belly. After furnishing the craft with a sensor system that ultimately be the forerunner of the YF902’s sensors, a test platform was produced. This prototype was equipped with a belly-mounted 30MM Gatling gun, anti-tank ‘Thunderbolt’ missiles, and anti-fighter ‘Dagger’ missiles; it proved the worth of the Angelwing program when the experimental blasted its way through an entire division of drone fighter and robot tanks.

It was pushed into production shortly after its trial run. As always, CARD has maintained a preference for extreme quality over quantity; powerful and rugged though the Angelwing might be, it is expensive and only found in any number within CARD’s own hangars, where it is used as a local defense fighter. As CARD feels it necessary to maintain a force that is superior to any other in a one-on-one engagement, this fighter is not available for sale in its standard configuration. The only Angelwings sold are designated ‘SSF 39 Blackwing’, and are intentionally reworked to be capable of only half the weapons stowage, armor capability, and sensor power of an actual Angelwing. The upshot is that the Blackwings are nearly 30 million credits cheaper and are actually slightly faster.

UNIT COST:
$140 Million Credits [Angelwing]
$90 Million Credits [Blackwing]

SPECS:
[Specs are 1-10 with 10 being the greatest.]
Class: Heavy Multi-role Fighter/Bomber
Length: 22M
Crew: 1
Consumables: 2 days food/air
Top Speed in Atmosphere: 5
Top Speed in Space: 7.5
Agility in Atmosphere: 7.5
Agility in Space: 8
Hyperdrive: 4 [Detachable Pod Type]
Armor Rating: 9
Shield Rating: 5

WEAPONS
6x ‘Shade’ Electronic Chaff/Flare Launchers. Two on the top of the fighter, four on the belly. Each launcher holds 120 combination chaff/flare rounds capable of luring away and prematurely detonating most guided missiles.
6x Heavy Modular Gun/Missile Bays, four surrounding the cockpit, two below the cockpit, and two on the belly. Disguised as air intakes. While these can be loaded with several tons of ordinance, a typical loadout consists of the following weapons.
Standard Loadout:
-2x K89 ‘Stampede’ 30MM Gauss Gatling Guns, mounted in the two belly bays. Rate of fire is 2,000RPM per gun. 8,000 rounds of ammo is provided in total; 4,000 rounds to a gun. Ammunition is soft-jacketed tungsten cored ammo, giving each round considerable tank and ship killing power.
-2x M09 ‘Archer’ General-Purpose Missile Pods, mounted in the upper bays on either side of the cockpit. Each pod holds 12 missiles. The targeting computer is capable of locking onto and engaging up to 20 targets simultaneously, so the Archer missiles are often used for opening ‘ripple barrages’, with a wing of Angelwings focusing their fire on a specific group of targets to overwhelm them with sheer weight of fire.
-2x L51 ‘Rampage’ high-ROF laser cannons, mounted in the lower set of gun bays flanking the cockpit. Each blast is roughly as powerful as a 20MM explosive cannon shell and the guns have a rate of fire of 2,500 rounds per minute. So long as the reactors are online, these have essentially infinite ammo, though their rate of fire is limited by overheating. Pilots are therefore encouraged to fire in 5 second bursts.
-2x R8 ‘Harbinger’ Heavy Missile Racks. Each rack holds 6 Harbinger missiles. While slow and as graceful as a brick, a Harbinger missile more than makes up for its shortcomings with raw destructive powerful. Its powerful proton warhead is almost double the power of the typical proton torpedo, and is capable of dealing massive damage to both ground and space targets. Hitting a fighter is a bit outside its capabilities, though, and so it is recommended for use only on slow moving or stationary targets.

MISC:

-L1v ‘Sentinel’ Active/Passive Targeting Sensor Suite
-N4 FLIR [Forward Looking Infrared] Targeting/Optics Pod.
-Kn/X High-Grade Sensor Package

NOTES:
The Angelwing's cockpit actually serves as an escape pod with its own built-in life support and thruster unit. It's capable of atmospheric entry and can slow its descent by deploying parachutes once in-atmo. In the event of zero atmosphere, it relies on repulsor pods and braking rockets. The windows are made from armor-grade transparasteel and are proof even against heavy machinegun rounds.

The Angelwing's computing systems and comms systems are connected to allow the sharing of targeting data, but in the event that the pilot believes he is being hacked, he can physically disconnect the two systems simply by pulling a manual lever inside the cockpit, which forcibly severs the connection and makes the onboard computers impossible to remotely hack.

Gunships and Dropships

CARD produces and maintains a small number of dropships. Most of these vessels are produced for corporate use only and never see export - what few ships are seen in civilian hands are usually owned by former CARD pilots who were respected enough to be given their ship as a gift upon their retirement.

AD19 ‘Valiant Spirit’
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The AD19 is CARD’s most heavily armed and armored sub-capital ship, and one of few designs dating back from the corporation’s days as a legitimate public entity. It is made even more unique amongst the corporate fleet by the fact that Valiant Spirits are not available for sale - they are owned and operated solely by CARD and those lucky few crews who retired from CARD and were allowed to take their Valiant with them as a reward for their service to the company.

Designed for a single purpose, the AD19 was created simply to take men from orbit and put them on the ground, then bring them back alive. It has earned a reputation for doing just that, with dozens of accounts talking of Valiant Spirits that sailed through walls of anti-aircraft fire to pick up stranded men and bring them home. Crewed almost exclusively by former Republic Navy personnel, these ships and their pilots are a comforting sight to CARD personnel, for the creed of all Valiant crews is ‘No matter the danger to ourselves, no matter the damage to our ships, we shall not abandon you. So long as we draw breath, so long as this Valiant Spirit flies, we will leave no man behind.’

The incredible bravery and skill of these dedicated men and women, combined with the might of their ships, has brought countless Security Personnel and Legionnaires back from the brink. Because of this, the growl of the Valiant’s cannon, the shriek of her missiles, and the thunderous roar of her main drives has become a source of indescribable comfort to everyone serving under CARD’s banner.

Morale value aside, the AD19, in spite of its single-minded design, has proven itself to be a remarkably practical design that can serve in a wide host of roles. Capable of acting as a gun platform, an armored freighter, a missile boat, and an escort gunship just as easily as it serves as a combat dropship, the Valiant has replaced virtually every other dropship and gunship serving within CARD’s hangars, with the exception of the SD8 Stealth Dropship.

Her modular turrets, massive internal weapons stores, thick composite armor, and powerful engines have ensured her continued value as a combat vessel. An extensive upgrade program has been carried out by CARD over the years, adding upgrades such as enhanced sensors and avionics, non-explosive reactive armor applique panels, and shield generators. These upgrades have ensured that the AD19 will continue to serve the corporation for decades more. Even if it is retired in fifty years, it will never be forgotten - the Valiant Spirit is ingrained in the psyche of CARD’s military arms and its legacy will endure for all eternity.

UNIT COST: $230 Million

Specs:

[Specs are 1-10 with 10 being the greatest.]
Class: Assault Dropship
Length: 65M
Crew: 6
Consumables: 2 weeks food/air
Top Speed in Atmosphere: 4
Top Speed in Space: 6.5
Agility in Atmosphere: 4.5
Agility in Space: 6
Hyperdrive: 7
Armor Rating: 10
Shield Rating: 7

WEAPONS:

12x ‘Shade’ Electronic Chaff/Flare Launchers. Four on the top of the dropship, four on the belly, two on either side of the ship’s midsection. Each launcher holds 300 combination chaff/flare rounds capable of luring away and prematurely detonating most guided missiles.
-8x Missile Bays. Spinally mounted, 4 on either side of the ship. These bays hold 3 ‘Kali’ anti-shipping missiles in internal rotary magazines, giving the ship a total of 24 Kali missiles that it can unleash at will. It takes about five seconds to reload each bay.
-4x Modular Turrets. Two atop the vessel at the stern, two on the underside of the bow. The turrets can be equipped with a host of weapons, from heavy energy cannons to missile launchers. A typical loadout calls for two stern missile launchers and two forward cannons. Such a loadout is as follows:
-2x M1 70MM Rotary Breech Autocannons. [Bow]. High rate of fire, long range, high velocity cannons lobbing armor-defeating sabot shells, high explosive incendiary tracer shells, or thermobaric tracer shells. Rate of fire is 1,200 rounds per minute. Velocity is 5,000 feet per second. Ammunition supplied is 2,000 rounds per turret.
-2x C540 ‘Whirlwind’ Heavy Missile Launchers. [Stern] 9-shot missile launchers holding ‘Baby Kali’ anti-ship/fighter heavy missiles. Each missile contains a quarter of a ton of high explosives and boasts surprising speed and maneuverability. The launchers are capable of tracking starfighters or attacking specific components of a hostile capital ship, and the ship’s targeting computer allows it to engage up to 10 targets simultaneously, allowing it to lay down a withering missile barrage.
One alternative to the 70MM bow cannon turrets are twin-linked GC30 30MM Gatling Gauss Cannons. These Gatling Cannons boast a muzzle velocity of 7,000 feet per second -higher when using anti-armor rounds - and can fire high explosive incendiary, armor piercing incendiary, and armor piercing incendiary tracer rounds. Ammunition belts supplied are a 1 to 1 to 1 ratio, in that there is one of each round in every 3 round section of any given ammo belt. With a rate of fire of 3,000 rounds per minute, these guns are capable of tearing virtually everything to shreds - from starfighters hapless enough to cross into its field of fire to armored ground vehicles.

MISC:

-KL3 Advanced LADAR Suite [Capable of terrain mapping.]
-LxN 9,000 High Performance Sensor Package
-ND40 Sensor Jamming Suite
-EDK ‘Avenger’ ECM and ECCM Suites
-MK XII Active/Passive Targeting Sensor Suite

NOTES:

As a fully functional dropship, the Valiant Spirit is capable of hauling 40 fully armed and equipped personnel in its internal cargo bay, or up to 100 tons of cargo. The bay is large enough to fit a single Liberator battle tank or a pair of BAU walkers, provided the walkers are stowed on a low-profile grav sled and they are folded into a compact storage configuration. It can also serve as a mobile medical ship, capable of housing 20 patients and a fully equipped combat surgical suite. In this configuration, Valiant Spirits are usually nicknamed ‘Armored Angels’.

The Crew have access to their own bunks, a compact galley, a bathroom furnished with a stowable shower, and enough food and supplies to last two to three weeks. In the event of an emergency, the entire crew section of the ship -including the cockpit- can jettison and act as a lifeboat, furnished with its own emergency hyperdrive. The windows are made of heavy transparasteel, and sturdy titanium shutters can cover the entire cockpit within a second, though this forces the crew to rely on their FLIR system and other sensor suites for navigational purposes.


AD38 ‘Firewalker’
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For years, the AD19 Valiant Spirit held the enviable position of being CARD’s largest and most powerful sub-capital ship. However, it lost its position when the need for a truly dedicated assault ship became apparent. CARD’s design teams, using the AD19 as a source of inspiration, drew up and put into production the AD38 ‘Firewalker.’ Created to go toe-to-toe with any military force or fortification and come out on top, the Firewalker is thick-skinned and boasts a mean bite.

The AD38 is often compared to a flying tank, and that’s a reputation she’s earned the hard way. With a thick hull can shrug off most anti-aircraft fire, powerful engines, and more firepower than an entire armored company, the Firewalker can lay waste to vast swathes of enemy forces within moments of arriving on the battlefield. Her heavy missile systems and guns combine to lay down a withering barrage that only the most heavily armored of foes can withstand, while her high-end engines make her nearly as sprightly as a Valiant Spirit.

To top it all off, the ship had so much internal space left over that the designers made her capable of hauling armored vehicles. With a innovative double-deck cargo bay, she can hold up to 4 heavy battle tanks or 8 BAU combat walkers, provided the walkers ‘crouch’ when they enter the ship. Alternatively, up to 200 troops and their equipment can ride in the back, or several hundred tons of munitions and supplies can be hauled. These ships can also be fitted out with command and control centers or mobile hospitals, allowing them to function in virtually any capacity.

UNIT COST: $330 Million

Specs:

[Specs are 1-10 with 10 being the greatest.]
Class: Assault Dropship
Length: 89M
Crew: 14 + 200 Passengers
Consumables: 2 months food/air
Top Speed in Atmosphere: 4
Top Speed in Space: 5.5
Agility in Atmosphere: 4
Agility in Space: 4
Hyperdrive: 7.5
Armor Rating: 10
Shield Rating: 10

WEAPONS:

12x ‘Shade’ Electronic Chaff/Flare Launchers. Four on the top of the dropship, four on the belly, two on either side of the ship’s midsection. Each launcher holds 300 combination chaff/flare rounds capable of luring away and prematurely detonating most guided missiles.
-12x Missile Bays. Spinally mounted, 6 on either side of the ship, typically concealed by thick armored panels. These bays hold 5 ‘Kali’ anti-shipping missiles in internal rotary magazines, giving the ship a total of 60 Kali missiles that it can unleash at will. It takes about five seconds to reload each bay. Can also be replaced with single-man piloted drop pods.
-2x M1 Rotary Breech Autocannons Fixtures, twin-linked, chin mounted. High rate of fire, long range, high velocity cannons lobbing armor-defeating sabot shells, high explosive incendiary tracer shells, or thermobaric tracer shells. Rate of fire is 1,200 rounds per minute. Velocity is 5,000 feet per second. Ammunition supplied is 2,000 rounds per gun fixture. Mounts boast limited flexibility, enabling them to hit anything in front of or immediately below/above the bow.
-2x N40 ‘Centaur’ 40x230MM Gauss Point Defense Cannon Turrets. Twin-linked, mounted on either side of the ‘hammerhead’ fixture behind the cockpit, in front of the missile bays. Fires soft-jacketed tungsten-cored rounds with incendiary tracer compound. Rate of fire is 2,500 rounds per minute. Velocity is 6,000 feet per second. Ammunition provided per turret is 10,000 rounds. Guns are computer-controlled for use as CIWS system.
-2x M24 ‘Repentance’ 100x1,250MM Magnetic Accelerator Cannon Turrets. Twin linked, mounted either side of the vessel amidships. Rate of fire is 10 rounds per minute. Velocity is 3KM/s. Ammunition provided is 80 rounds of alloy-jacketed fragmented tungsten core solid slug ammunition. Ammo ‘shatters’ as it penetrates the target, creating massive damage and a tremendous high-heat explosion at the impact point. Naturally, the blast produces a mushroom cloud upon impact. Blast radius is relatively small, however, being comparable to a 1,000 pound bomb.

MISC:

-KL3 Advanced LADAR Suite [Capable of terrain mapping.]
-LxN 9,000 High Performance Sensor Package
-ND40 Sensor Jamming Suite
-EDK ‘Avenger’ ECM and ECCM Suites
-MK XII Active/Passive Targeting Sensor Suite

NOTES:

The Firewalker is very similar to an upscaled Valiant in that it possesses crew quarters. Its accomodations, however, are far superior to a Valiant’s, in that each crew member has their own bunk room. A dedicated crew lounge is provided, as is a complete galley and on-board medbay with its own team of three medical droids.

The cockpit is heavily armored and, if necessary, can be further reinforced by lowering heavy durasteel blast panels over the viewports. This forces the pilots to fly by instrument, using their FLIR system and terrain-mapping LADAR.
 
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Jiang Winters

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Ground Vehicles

M39 ‘Liberator’ Main Battle Tank​

The Liberator Main Battle Tank is the heaviest and fastest conventional combat vehicle produced by CARD. Bristling with the latest in weapons technology and packed to the brim with cutting-edge gadgets, the Liberator boasts an unprecedented combination of speed, firepower, and intelligence. Capable of outrunning, outgunning, and outthinking any other tank in the market, the Liberator is truly a force to be reckoned with. Unfortunately, its price tag is a force of its own; at $10 million credits per unit, the Liberator is easily the most expensive main battle tank on the market. CARD is, however, very quick to point out that the vehicle’s immense survivability, relatively low logistical needs, and overall tactical usefulness makes the vehicle well worth the cost.

Stats:​

Unit Cost: $7.5 Million Credits
Length [with main gun forward]: 14 Meters
Width: Roughly 4.5 Meters
Height: Roughly 3 Meters
Weight: 85 Tons
Road Speed: 60MPH [Governed]
Off-Road Speed: 40MPH

Defenses:

Armor Type:
-Tharsis Tn/4 Honeycomb Composite Armor w/Armorweave Anti-Spalling Liner
Applique Armor:
-N59 Non-Explosive Reactive Armor [NERA]
-Karmin Encased Depleted Uranium Mesh Plating
-Lightweight Plasteel Anti-Mine Belly Skid Plate
-‘Diffuser’ LADAR-scattering paint [Helps confuse laser-guided missiles]
Active Defense Systems:
-Universal Canister Launcher, 6 shot, loaded with Thermal Smoke or CS Gas

Weapons:​

Main Gun:
-1x M920 ‘Triumphant’ Heavy Rail Cannon, 60MM, 5 KM/s muzzle velocity, rate of fire is 10 RPM. 120 rounds of SJTC [soft jacket tungsten core] ammunition is provided. Raw kinetic force of the impact of the non-explosive round produces useful fragmentary effects similar to those of explosive warheads, making the weapon effective against most targets.
Coaxial Gun:
-2x D410 ‘Thumper’ Heavy Blaster Cannons, one on either side of the gun. 600RPM rate of fire, bolt velocity of 2,900FPS [about 900 M/s] Power is supplied via auxiliary power plant. Bolt destructive power is similar to 20MM high-explosive cannon shell.
Auxiliary Guns:
-2x M50 ‘Archer’ Miniguns, mounted in remotely controlled turrets. Caliber is 7.62x60MM. Rate of fire is variable between 2,000 and 3,000 RPM. Muzzle velocity is 3,000 FPS. Archer turrets are equipped with variable zoom optical packages capable of standard-spectrum, infrared, and thermal viewing modes. Zoom levels range from 1x to 10x.

Equipment

Primary Powerplant:
-1x Hallor-Farson HF/a5 Advanced Fusion Generator
Auxiliary/Weapons Powerplant:
-1x Hallor-Farson ZK5.9 Fusion Power Pack [mounted in turret]
Locomotion:
-6x Jaller Heavy Electric Drives, two for each main track, one for each rear track pod.
Onboard Computing Systems:
-1x CARD N4 Advanced Vehicle Resource Integration System
-1x CARD Q.9 ‘Pitcher’ Fire Control Computer
Onboard Sensor Systems:
-Taim & Halford Ballistics Sensor Package [Includes all sensors required to give local atmospheric, geographic, and gravitational sensory data to the fire control system]
-‘Nimrod’ Battlespace Sensor Package [Includes LADAR and motion sensors]
-7x ‘Hawkeye’ Sensor Pods; two on either side of the hull, one in the rear, one in the nose, one in the rear of the turret. Includes laser rangefinder and full optics package, which includes a thermal camera and standard spectrum camera.
NBC Control Systems:
-Hazardous Environment Survival Kit [Air filters, hull pressurization, radiation shielding]
Miscellaneous Systems:
-Suspended/Insulated Seating, prevents potentially damaging transmission of concussive shock to crew in the event of a high-energy weapons impact.

Crew:
-1x Commander
-1x Gunner
-1x Engineer
-1x Driver
-Total: 4 crew

BAU-10 ‘Studly’

The Bipedal Armored Unit, or BAU, is an advanced mechanized assault unit designed to operate in tight urban spaces in which tanks are unwieldy or otherwise disadvantaged. Fast, heavily armed, and decently armored, the BAU family of combat walkers represent the cutting edge in vehicular warfare. The BAU-10 is the first unit of the BAU family; a frontline combat vehicle, the BAU-10 forgoes stealth and reconnaissance capability in favor of raw firepower and thick armor. It is separated into three sections. The lowest section contains the legs and ‘hips’ and serves to house all locomotion systems. The middle ‘torso’ section houses the reactor and two omnidirectional manipulator arms, each of which boasts impressive strength. The upper section, the ‘head’, contains the computing systems, an auxiliary power pack, the pilot, weapons, and all other systems.

Fast, nimble, and rugged, the Studly is a game changer in the realm of armored warfare.

Stats​

Cost: $1.25 Million Credits, Unarmed. $1.8 Million Credits with standard loadout. [Gatling Gun, Railgun, .50 Cal Chin Gun.]
Height: 6 Meters
Weight: 24 Tons
Speed: 40MPH [Sprint over even terrain]

Defenses​

Armor:
-Locke Lightweight Honeycombed Composite Armor w/Armorweave anti-spalling liner
Applique Armor:
-K8 Ablative Ceramic Plating w/Armorweave Backing
Active Defenses:
-M7 Thermal Smoke Grenade Launch Array, 6 shots.

Weapons​

Primary Weaponry:
-2x Modular limited flexibility gun mounts, one on either side of ’head’ section, can be equipped with any of the other listed primary weapons.
-M29 Medium Rail Cannon. [Pictured] Anti-vehicle weapon firing soft-jacket tungsten-core ammunition. Caliber is 25MM, velocity is 5KM/s. Rate of fire is 60RPM. 150 rounds of ammunition provided in gun storage bin.
-V30 Gatling Gun. [Pictured] General Purpose Gatling Gun firing either Armor Piercing Incendiary Tracer or High Explosive Tracer rounds. Caliber is 20MM. Rate of fire is 2,000. Onboard ammunition stowage is 2,000 rounds. Prolonged firing dramatically overheats the weapon. Can be loaded with proximity fuzed ammunition to increase effectiveness against aerial targets.
-M40 Short-Range General Purpose Rocket Pod. Rectangular 60MM Rocket Pod holding 60 dual-purpose rockets equipped with a shaped charge warhead with fragmentary case. Effective against light armored vehicles, infantry, and non-hardened structures. Electronic fire control enables single fire, variable salvo fire, or mass ripple fire. Can be used as an impromptu artillery pod.
-K6 ‘Kali’ Single-Shot Heavy Missile Pod. Tubular Missile Pod housing a single tandem-charge ‘Kali’ heavy anti-shipping missile. Massively destructive. Usually used in pairs aboard a BAU, forming a mobile anti-starship missile platform.
-Missile Pod Bracket: Bracket capable of holding any standard missile or rocket pod. If BAU is equipped with a dedicated fire control system and anti-air missiles, it can function as a mobile anti-air platform.
-K105 ‘Shuriken’ Recoilless Rifle. 105MM Recoilless rifle firing thermobaric rounds, giving each shell tremendous explosive power. Rate of fire is 30RPM. Internal ammunition stowage is 50 rounds. Can also be loaded with HEAT or dual purpose HEAT/FRAG rounds. Range is poor, at about 1,000M, but devastatingly accurate despite its ballistic drop. Some pilots take advantage of shell drop to use the K105 as an impromptu mortar, though the gun’s tremendous backblast makes this a hazardous practice to surrounding personnel when the gun is fired at a high angle.

Secondary Weaponry:
-1x Modular Mini-Turret; a ‘chin’ turret capable of mounting most light weapons. The following are the standard offerings for use in the modular turret.
-D410 ‘Thumper’ Heavy Blaster Cannon. 600RPM rate of fire, bolt velocity of 2,900FPS [about 900 M/s] Power is supplied via auxiliary power plant. Bolt destructive power is similar to 20MM high-explosive cannon shell.
-M23 Autocannon. 20MM ‘Bolter’ cannon. Short carbine shell houses a mini-rocket; the round is propelled out by a kick charge, then propelled by an internal rocket motor that imparts spin to the round. Range is short, but shell boasts impressive explosive power. Rate of fire is 450 RPM. Velocity is 1,250FPS. Ammo storage is 600 rounds.
-M2HMG. .50 Caliber Heavy Machine Gun firing Armor Piercing Incendiary Tracer ammunition. Rate of fire is 750RPM. Velocity is 3,000FPS. Ammo storage is 1,500 rounds.
-MK40 Grenade Launcher. Dual-feed grenade launcher firing either dual-purpose anti tank/anti infantry shells or thermobaric shells. Rate of fire is 120RPM. Ammo storage is 100 rounds per ammo type.

Defensive Weaponry:
-1x M3 ‘Defender’ CIWS gun. 7.62x60MM caseless rotary-breech defense gun firing armor-piercing incendiary tracer rounds at a rate of fire of 1,500RPM. Computer controlled, with a targeting sensor package geared towards detecting incoming missile and mortar shells. Capable of tracking and engaging up to 3 targets simultaneously. Can be manually controlled by BAU operator for use against infantry or unarmored vehicles. Ammo storage is 3,000 rounds.

Equipment​
Power Plant:
-1x Mercer-Virinson Fusion Generator
Auxiliary Power Plant:
-1x CARD Microfusion Array
Locomotion:
-CARD Combimotion System; combination of synthetic muscle, for responsiveness, and hydraulics, for raw strength.
Onboard Computing Systems:
-CARD Bipedal Vehicle Management System
-CARD N4 Advanced Vehicle Resource Integration System
-Mercenda Autotrak Fire Control Computer
Onboard Sensor Systems:
-Taim & Halford Ballistics Sensor Package [Includes all sensors required to give local atmospheric, geographic, and gravitational sensory data to the fire control system]
-1x ‘Hawkeye’ Sensor Pod. Includes laser rangefinder and full optics package, which includes a thermal camera and standard spectrum camera.
-2x DriverCam Camera Pods; one in the front of the vehicle’s ‘hips’ section, the other at the rear. Capable of both standard imaging and IR imaging.
NBC Systems:
-HazOp Kit. Unit is airtight and waterproof; capable of operating in all environments, including vacuum. Can operate off internal air stores for up to 30 minutes. [Note that CARD does not recommend using these vehicle underwater as its optics function very poorly when submerged, and weapons systems may not be water-proof, leading to potential weapon damage.]
Self-Destruct System:
-Baradium Charge with 8M blast radius. When armed, it initiates a 1-minute countdown. The pilot can opt to manually eject or to automatically eject a set number of seconds before the charge detonates.

Crew
-1 Pilot, seated in armored titanium pod capable of being ejected from the unit in case of severe damage.

BAU 2/M3 ‘Valiant’

The Valiant is the Studly’s lighter, faster brother. Designed as a fast scout unit, the Valiant is just as capable of reconnaissance as it is tank-killing. Fast, smart, and able to lay down a withering field of both direct and indirect firepower, the Valiant neatly fills the role of support mech.

Unit Cost: $750,000 Credits Unarmed, $1.1 Million Credits Fully Armed
Height: 3.5-4 M Crouched, 6 M Standing, 8.5 Meters ‘Tiptoeing’
Weight: 15 Tons
Road Speed: 50MPH
Off-Road Speed: 40MPH

Defenses:

Armor Type:
-Marsel Lightweight Honeycomb Composite Armor w/Armorweave Anti-Spalling Liner
Applique Armor:
-N59 Non-Explosive Reactive Armor [NERA]
-‘Diffuser’ LADAR-scattering paint [Helps confuse laser-guided missiles]
Active Defense Systems:
-2x Universal Canister Launcher, 7 shot, loaded with Thermal Smoke or CS Gas

Weapons:​

Primary Weaponry
-2x Modular Flexible Weapons Mounts, can be equipped with any weapon compatible with the BAU combat walker series, including the following weapons.
-M62 ‘Ripperjack’ 14.7x120MM Gatling Gun. [Pictured in vehicle reference image.] Range is 1,200 Meters, rate of fire is variable between 500 and 3,000 rounds per minute. Ammo load is 4,000 rounds. Ammunition load is 3 rounds armor piercing incendiary to 1 round armor piercing incendiary tracer. Weapon is effective against all light armored vehicles and low-flying aircraft.
-K2v425 Anti-Tank Missile Launcher. [Pictured in vehicle reference image.] Non-Line-Of-Sight missile launcher firing the devastating v425 Advanced Tandem Charge Anti Tank/Anti Structure Missile. Missile is wire guided by operator, but can also be laser guided, allowing for the missile to be launched near-vertically and be used as a short-range artillery missile. Range is 2.5KM. The K2 launcher carries a set of four 2-round missile pods, for a total of 8 v425 missiles.
-L902 Lance Cannon. A high-powered particle cannon firing a lance-like beam of energy capable of melting through most known vehicle and starship armor. Creates a powerful explosion-like effect at site of impact prior to burning through the target. Weapon’s on-board power capacitors only contain enough energy for 6 shots. Cells are contained in revolver-like rotating chamber that eject spent capacitors after use. Can be reloaded in the field. Range is short, at 200 meters.
-UT4 ‘Rampage’ Autocannon. 50MM hypervelocity semi-automatic sniper cannon with pinpoint accuracy out to 1.8KM. Fires armor-defeating fin stabilized discarding sabot rounds capable of defeating tank armor. Dual-feed ammo system also allows traditional explosive, incendiary, or thermobaric rounds to be loaded. Ammo capacity is 40 rounds per feed, allowing a total of 80 rounds.
-C6 Demolitions Pod. A specialized rectangular pod containing a set of high-speed drills and plasma torches, along with robotic manipulator arms and large numbers of high-yield explosive charges. Used to bore holes in a target, place charges, then remotely detonate those charges from a safe distance. Entire pod can also be jettisoned and used as a remote bomb in an emergency as it contains roughly 1 ton of high explosives. Pod can also be loaded with mines, creating an impromptu minelaying pod.
-A400 Artillery Rocket Pod. A high capacity rocket pod holding 30 heavy artillery rockets, each containing a thermobaric or shaped charge/fragmentary dual purpose warhead. Used in conjunction with onboard targeting computer and satellite uplink to provide mobile fire support to other forces. Can be reloaded from a mobile automated munitions carrier in under thirty seconds. Range is 2KM.

Auxiliary Weapons:
-2x Semi-Flexible ‘Shoulder Mount’ modular weapon hardpoints located behind the cockpit and between the two primary mounts. Used to mount secondary weapons such as flame projectors, grenade launchers, close-in anti tank rocket launchers, and more. Some common weapons are listed.
-L3 ‘Longbow’ Anti-Infantry Rocket Pod. [Pictured in vehicle reference] A 14-shot rocket pod containing high explosive fragmentation rockets, used to suppress hostile infantry. Can be used as an impromptu short-range artillery pod. Maximum range is 500 meters.
-Mod 2 Defoliant Projector. Short-ranged flame projector containing enough incendiary gel for approximately 40 seconds of constant fire. Gel sticks to most materials and burns at just over 800 degrees Fahrenheit, producing thick black smoke at the same time. Range is roughly 80 meters.
-MK40 Grenade Launcher. Dual-feed grenade launcher firing either dual-purpose anti tank/anti infantry shells or thermobaric shells. Rate of fire is 120RPM. Ammo storage is 100 rounds per ammo type.
-M3 ‘Defender’ CIWS gun, mounted in self-contained mini turret attached to shoulder mount. 7.62x60MM caseless rotary-breech defense gun firing armor-piercing incendiary tracer rounds at a rate of fire of 1,500RPM. Computer controlled, with a targeting sensor package geared towards detecting incoming missile and mortar shells. Capable of tracking and engaging up to 2 targets simultaneously. Can be manually controlled by BAU operator for use against infantry or unarmored vehicles. Ammo storage is 1,000 rounds.
-R/com Sensor Mast. Not so much a weapon as a tool; a specialized sensor and communication system mounted on a retractable mast that lays flat against the BAU’s upper hull. Mounted with an array of optical, thermal, aural, communication, radiation, and life signs sensors, the R/com Sensor Mast enables a BAU to operate efficiently as a scout mech. Due to the bulk and weight of the mast, it takes up both of the BAU’s shoulder hardpoints. Often used in conjunction with a Gatling Gun and anti-air missile pod, allowing a BAU to serve as a mobile anti-air platform.

Chin Gun
-1x M89A5 .50 Caliber Heavy Machine Gun. Rate of fire is 700 rounds per minute. Optimum range is 200 meters, maximum range is 1KM. Ammo is 5 rounds armor piercing to 1 round armor piercing incendiary tracer. Ammo load is 400 rounds.

Equipment

Power Plant:
-1x Mercer-Virinson Fusion Generator
Locomotion:
-CARD Combimotion System; combination of synthetic muscle, for responsiveness, and hydraulics, for raw strength.
Onboard Computing Systems:
-CARD Bipedal Vehicle Management System
-CARD N4 Advanced Vehicle Resource Integration System
-Mercenda Autotrak Fire Control Computer
Onboard Sensor Systems:
-Taim & Halford Ballistics Sensor Package [Includes all sensors required to give local atmospheric, geographic, and gravitational sensory data to the fire control system]
-1x Forward Sensor Pod, mounted above chin gun. Capable of IR and Thermal imaging along with standard visual imaging. Limited zoom abilities.
-Various gun sensors and shoulder-mounted sensor pod.
-2x DriverCam Camera Pods; one in the front of the vehicle’s ‘hips’ section, the other at the rear. Capable of both standard imaging and IR imaging.
Miscellaneous Systems:
-HazOp Kit. Unit is airtight and waterproof; capable of operating in all environments, including vacuum. Can operate off internal air stores for up to 30 minutes. [Note that CARD does not recommend using these vehicle underwater as its optics function very poorly when submerged, and weapons systems may not be water-proof, leading to potential weapon damage.]

Crew:
-1 Pilot, housed in the same armored ejection pod used in the Studly.
 

Jiang Winters

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Infantry Weapons and Gear

Most, if not all, of CARD's standard infantry equipment is available for purchase. However, equipment unique to Omegas and Special Operations Legion personnel is restricted.

Refer to this comprehensive list of standard gear and view it as a sort of 'priceless catalog' for you, the customer, to use when purchasing infantry equipment. Please note that the price of individual items will vary depending on the number of items being purchased, shipping costs and times, and other considerations.

Other weapons produced by CARD are as follows.

M7 MARS

Unit Cost: $1,200 Credits

The M7 Modular Assault Rifle System is a modular assault weapon designed and built specifically for use by LANCE-equipped soldiers. Chambering and firing a high-powered 7.62x56MM round similar in performance to rounds used in marksman rifles, the MARS boasts long range, excellent stopping power, and decent accuracy. It fires from a 32-round box type magazine contained at the rear of the stock, and has a cyclic rate of just over 700 rounds per minute. Its range is about 200 meters, and it boasts an integral sight and ammo counter system, both of which can sync to a user’s HUD or Neural Net to allow accurate fire without actually physically looking through the computerized scope, mounted on the top of the weapon. With a muzzle velocity of 2,400 feet per second, this rifle tears through armor and flesh alike with disturbing ease.

Ammunition is typically 2 rounds of full metal jacket to 1 round armor-piercing incendiary tracer. Specialized prefragmented ’shredder’ anti-personnel rounds, subsonic rounds, and explosive rounds are available upon request. This weapon can be fitted with a lengthened barrel for marksman use or a silencer for covert operations.

M8A3 w/ GL50

Unit Cost: $1,400 Credits

The M8A3 is a fairly typical gauss rifle firing 6x40MM jacketed tungsten slugs from a 50-round magazine at the rear of the weapon. With an optimum range of 200 meters, a muzzle velocity of 3,000 feet per second, and a rate of fire of 800 rounds per minute, this rifle is a short to mid range powerhouse. Its armor-defeating rounds can punch through most light infantry armor with ease, while it’s single-shot under barrel 50MM grenade launcher can wipe out pretty much anything that the rifle itself can’t handle. The rifle is fitted with a reflex sight as standard, and as a smart weapon, it automatically syncs with a neural net or HUD to display a targeting reticule and ammunition count, along with battery charge and overall weapon status.

The grenade launcher is a single-shot affair. Reloading is facilitated by swinging the barrel to one side or the other, which ejects the spent case and clears the breech to allow another round to be loaded. Its range is about 150 meters. It is typically loaded with high explosive fragmentary or thermobaric rounds, though exotic warheads such as incendiary and smoke are not uncommon. The GL50 grenade launcher can also be detached and used as a stand-alone pistol unit. The grenade launcher is not a smart weapon and sighting must be done manually, using a flip-up sight mounted on the left of the rifle.

K8A1

Unit Cost: $550 Credits

A high-powered shotgun chambering powerful 8-guage rounds, the K8A1, or ‘Katie’, is one of the simplest and most robust weapons employed by CARD. With an over-barrel tube magazine holding 6 8-guage magnum shells and an effective range of about 50 meters with buckshot rounds, this shotgun boasts absolutely unbeatable short-ranged firepower. When loaded with slugs, its range increases to about 130 meters. Typical ammunition consists of powdered iron ‘Hinge Popper’ frangible rounds, 00 Buckshot rounds, High-Explosive Shaped Charge/Fragmentary Dual Purpose slugs, High Explosive Slugs, Armor-Defeating Slugs, and good old Jacketed Hollow Point Slug. Known for dropping a rampaging wookiee in a single blast, the K8A1 is perhaps one of the most powerful shotguns in existence… And it’s recoil is also the fiercest. At least it makes up for its killer kick with illuminated sights and rail space on the left-hand side of the weapon, where a tactical light/red laser combo is mounted.

As it is a ‘smart’ weapon, it comes equipped with an array of sensors that relays to the operator’s neural net or HUD the weapon’s condition and ammo count, in addition to displaying a targeting reticule indicating where the weapon will hit.

M5 AutoMag

Unit Price: $900 Credits

The M5 AutoMag is a powerful magnum handgun chambering a .60 caliber short rimless cartridge. The handgun is a no-frills gas operated weapon, with a 10 round internal box magazine, illuminated combat sights, full hand guard, and mounts for a computerized scope and laser aiming module. The standard issue model comes with a 2x scope and infrared tactical light/laser combination unit. Its muzzle velocity is a meager 1,100 feet per second, but as the standard rounds are semi-armor piercing high explosive incendiary -meaning they blow up after they’re inside you - the gun rarely has a problem killing whatever it’s pointed at. Its recoil is easily controlled by augmented individuals or by power armor users, but normal soldiers will find its kick to be sharp and difficult to control despite its weight, necessitating the use of both hands to maintain any semblance of accuracy.

Like all other LANCE-certified weapons, it is ‘smart’ in that it provides information to the user’s HUD or Neural Net that displays a targeting reticule and ammunition count.

C/AM T9 ‘Thor’

Unit Cost: $20,000

The Cannon, Anti Material, Type 9 is easily CARD’s most powerful man-portable precision weapon. A 20MM semi-automatic cannon firing armor-piercing fin stabilized discarding sabot shells at a blistering 3,500 feet per second, this weapon is more than capable of obliterating any target with less armor than a main battle tank. It fires from a 4-round box magazine. It can be broken into three parts -the barrel, the scope, and the stock/internals- for ease of transport. If desired, it can be modified to chamber and fire a 14.7x119MM round, which has much less recoil. [Such a variant is reclassified a C/AR, as it is no longer a cannon but rather a rifle.]

The scope is a computerized affair, with variable zoom between 1x and 16x. It can be linked with a wearer’s armor or a firing computer to provide extremely precise targeting solutions to the scope; when combined with decent targeting software, the reticules automatically compensate for wind, gravity, range, atmospheric pressure, and other variables, making the act of scoring a hit as simple as putting the crosshairs over the target and squeezing the trigger.

This is not a smart weapon. The scope can be linked to a neural net, armor, or remote platform by means of a data cable, however.

LAS50 LasCannon

Unit Cost: $1 Million

One of CARD’s most powerful infantry weapons, if not its most powerful, the LasCannon is classified as a shoulder-fired anti-everything weapon. Firing a dense particle beam created in a fashion similar to the way blaster bolts are formed, this weapon is highly effective against virtually every target known to the corporation. It boils through armor, concrete, flesh, and shielding with horrifying ease, often leaving blackened, smouldering tunnels wherever it strikes. It can penetrate about two meters of durasteel per blast and creates an explosion upon impact, and as the beam travels instantly, it is nearly unavoidable. Each beam lasts about half a second and completely burns out a power capacitor, which is a cylindrical affair stored at the rear of the weapon.

Typically, a LasCannon is supplied with ten such cylinders, but as each one weighs fifteen pounds, this ensures that a LasCannon is a crew-served weapon requiring at least two personnel to properly operate. It is supplied with ‘smart’ thermal and standard optics with up to 10x zoom, and with a range of about 1KM, this is one beam weapon that nobody wants to face down. Luckily, very few people ever see it in action - as it weighs about 100 pounds, LANCE-equipped soldiers and Omegas are virtually the only troops to carry these potent cannons into action, and when they do use them, it is usually to obliterate a single specific target, such as a bunker or parked starship. Typically though, even LANCE troops prefer rocket launchers or recoilless rifles, due to the lower weight of launchers and their ammo.

Note that a LasCannon’s beam focusing and constraint systems must be replaced every 20 shots, making this a very maintenance-intensive weapon.


Powered Infantry Armor

As always, CARD leads the way in the production of bleeding edge military technology. Their work in self-contained armored infantry exoskeletons - better known as 'power armor' - is no exception. From the robust and reliable LANCE armor to the mighty 'Thor' Hardsuit, CARD's armor is top of the line in every respect.

MKIII Legionnaire AdvaNced Combat Exoskeleton - 'LANCE'
Image 1

MKIII Unit Cost: $250,000 Credits
MKVIII Unit Cost: $1.75 Million Credits

Heavy, intimidating, and powerful, the LANCE suit was originally designed and built to fit the unique needs of the Special Operations Legion. With a balance of agility, armor, and strength and unmatched modularity, LANCE armor has served in the Legion in various configurations for better than a decade and a half. Operators enjoy its comfort and ease of use, and praise the low maintenance requirements and high tolerances boasted by the armor. As the suit can expand or contract itself to a limited degree to fit its wearer, and as custom helmets are available to fit the unique needs and physiology of multiple species, LANCE armor certainly follows a 'one size fits all' policy. Able to wade into the thick of battle and bring its operator out alive, this armor has earned its reputation as one of the toughest and most practical hardsuits in existence.

It is powered by a microfusion power cell - essentially a highly miniaturized fusion power generator. This cell powers the suit's array of Generation IX Synthetic Muscle - the same muscles used to augment the cyborgs in the Omega tier of the ACE project. The suit is linked to the wearer via a direct neural interface; the suit syncs with the wearer's neural net and moves in perfect harmony with the wearer, causing the suit to feel literally like a second skin without any loss in dexterity or agility. [In the event that the wearer does not have a neural net, a simple wireless 'collar' must be worn around the neck, which detects and transmits neural impulses to the armor. It is worth noting that the armor suffers from dramatically reduced responsiveness in this mode of operation.]

The armor itself is made of several layers. The outermost layer is a ceramic shell coated with thick ablative material. This layer on its own is capable of deflecting or stopping pistol-grade rounds, both from blasters and slugthrowers. The layer beneath it is a composite armor similar to the material used to protect CARD's armored vehicles. This layer is wholly proof against assault rifles and shell splinters from fragmentary grenades and explosions, though out of necessity the armor is segmented over the joints and certain other regions, and as such these areas are weak against knives. Beneath this composite armor is the suit's synthetic muscle, which, in and of itself, serves as an extra layer of armor. Under the synthetic muscle is a thick layer of cushioning semi-solid ballistic gel, which hardens and distributes kinetic energy upon impact, reducing the force that the wearer perceives when he is struck or shot. The final layer is a triple layer of circuitry, power conduits, self-tightening tourniquets and combat stimulant dispensers, and vital signs sensors, all of which are vital to the suit's operation.

The faceplate is made of ten thin layers of laminated transparasteel, with the innermost layer containing all the necessary equipment to display a HUD or video feeds on the inside of the plate, along with enabling a useful autotint feature that ensures that the wearer is resistant to the effects of a flashbang grenade. A sensor strip integrated into the faceplate also facilitates the use of a low-light vision mode, eliminating the need to carry bulky and fragile night vision equipment. This faceplate is proof against most handgun fire, but armor defeating rounds and forceful blows with a knife have proven frighteningly effective against it.

The armor is vacuum sealed and equipped with a self-contained rebreather system. Capable of operating for days in a toxic environment or hours when submerged or subjected to vacuum, LANCE armor is quite capable of serving as a hazardous environment suit in a pinch. It is equipped with a full combat computing suite, which syncs with the HUD, any allied suits, and any weapons and ammo carried to give the wearer an up-to-the-second report on his tactical situation. Equipped with LANCE armor, a soldier's effectiveness can increase tenfold or more.

Note that MKIII is a decade-old version of the suit. The CARD standard variant is MKVIII, which boasts a lightweight shield generator capable of stopping several blaster bolts, increased armor capable of defeating sniper rifle rounds or armor-defeating assault rifle rounds, a more efficient tactical computer, thermal and electromagnetic shielding for added stealth, and nanotech-based healing systems that keep the wearer in tip-top shape along with patching any breaches to the suit's bottommost layers, minimizing the risk of losing the suit's vacuum-proof qualities. The MKVIII can also be fitted with an advanced ballistics computer and specialized sniper rifle, and it can trade in its shields for primitive optical camouflage, making it an ideal choice for scout snipers. Lastly, it utilizes CARD's 'Titan' Class of advanced synthetic muscle - the same muscle used in the Alpha tier of the ACE project, and some of the most powerful synthetic muscle in existence, with over three times the strength of Generation IX muscle... And three times the power consumption, which necessitates the use of two microfusion arrays in the MKVII.

The MKVIII is NOT usually available for sale, partly to maintain CARD's technological superiority, and partly because very few units are made each year. As such, MKVIII's are only made available to CARD's most trusted customers.


The Dynamic Muscle Suit is the pinnacle of CARD’s combat armor technology. Created from the most advanced materials available and including every technological and nanological advancement ever pioneered by CARD, the Symbiote is a not so much a weapon as it is an infinitely moldable tool. It learns, it absorbs data and material, it integrates new technology and information; the suit adapts itself to deal with any given situation, and it does so with unmatched speed.

To do so, the suit relies on two things.

The first is its unique distributed organic computing system, or DOC. This computer serves as the suit’s heart and mind; as the suit encounters new situations and variables, it constantly collects data and analyzes it and its wearer’s reactions to those situations. DOC gradually begins to adapt itself to match its wearer’s behavioral patterns by mimicking the wearer’s mental processes. As the computer is organic, this means that it is, to a degree, imitating its user’s neural pattern. The longer an operator uses one specific suit, the tighter the bond between that suit’s DOC and that particular operator.

Some operators have become so tightly entwined with their suits that the DMS will refuse to operate for another wearer unless explicitly instructed to do so by its previous wearer, and even then DOC will not adapt to its new wearer - it will instead mimic its old wearer, creating an onboard AI capable of providing feedback and tactical advice. If necessary, it can even seize control of the suit in order to take the wearer to safe ground should the operator be knocked unconscious or otherwise rendered incapacitated.

In this, DOC can be regarded as semi-sentient, if not wholly sentient. As a constantly learning AI with seemingly infinite processing power and memory, much like an organic being, DOC AI’s are always learning, always adapting, and always establishing themselves as being distinctly different from one another. Because of this, it is common practice to ask each DOC to assign a name to itself.

Secondly, the DMS utilizes CARD’s self-replicating nanite technology in order to analyze and integrate material, conduct repairs to both the suit and the operator, and to do virtually anything else the operator or DOC require. These nanites coat the suit’s outer surface and flow through tiny conduits woven throughout the armor. When they contact a foreign substance, they analyze it and, if it’s deemed to be safe, they absorb and integrate it. That substance is broken down by the nanites and analyzed further, used for repairs or nutrients; whatever the suit needs, the nanites ensure that the material is used to fill that need. In addition to this, the nanites can repair and reinforce the suit, and if sufficient organic compounds are present, they can even heal the wearer. Alternatively, should DOC have designed an upgrade, the nanites can assemble and install that upgrade on the suit. However, there are very distinct limits on upgrades that DOC can and cannot make. As a rule of thumb, the more complex the upgrade, the more time it will take for DOC to design it and for the nanites to install it, if they’re even capable of installing it.

These two systems alone make the Pinnacle class Dynamic Muscle Suit the most advanced armor ever designed and fielded. However, they are useless if they are not mobile or resilient, and that requirement for survival is where the suit earns its classification as ‘powered armor.’

The DMS has hundreds of layers, composed of sensor arrays, organic data storage units, nanite distribution lattices, power conduits, DOC’s organic gel layers, raw material storage units, and so much more. All of these components are sensitive, and as such, they are built into a lightweight and highly flexible armored exoskeleton. Crafted from carbon nanotube-reinforced alloys, this ultra-light material is as strong as armor-grade durasteel but only a fraction of the weight. This exoskeleton forms the base for the rest of the armor and covers the entire body from head to toe, affording excellent protection to the wearer.

Woven atop this exoskeleton is the suit’s musculature. Consisting of thick, rippling bands of Type 3X synthetic muscle, this power-hungry muscle is extremely responsive and boasts inhuman strength and stamina. Each strand of synthetic muscle is woven into its own sheath, which is made of honeycombed C54 Composite Lattice. This flexible sheath is lightly armored and insulates against thermal shock and electrical attack, at the same time providing enough porous space for the storage of raw materials.

While the synthetic muscle alone is durable enough to be proof against handgun fire, the suit gains additional armor in the form of HexArmor. This unique flexible armor is very similar in concept to a dragon’s skin. It consists of a thick, almost leathery armor backing similar to armorweave, and a top layer of hexagonal composite armor cells. The backing is a combination of anti-spalling liner, fireproofing material, shock-absorbing material, and ‘soft’ ballistic armor. Perforated with hundreds of thousands of nanite-constructed micro-pipes, this layer functions as a nanite distribution and storage area in addition to an armored shell. Atop this backing sits thousands upon thousands of ‘Hex’ armored cells; these flat hexagons are carbon nanotube-reinforced titanium/ultrachrome blend.

The HexArmor is layered over the synthetic muscle in strips that roughly correspond with the location of the bands of muscle, meaning that if a thin knife or armor-defeating round should slip between bands of HexArmor, it will be stopped by the synthetic muscle. Broader weapons, such as swords, cannot slip between the bands. This armored layer affords good all-round protection against concussive blasts, shrapnel, assault rifle and blaster rifle rounds, and most mid-caliber high-velocity rounds. Furthermore, the ultrachrome makes the armor resistant to energy weapons and extremely resilient to lightsabers, with a blade taking at least ten seconds of continuous contact to begin to damage the armor. Appliqué titanium/ultrachrome alloy armor is fitted over the knees, elbows, hands, chest, groin, spine, and other sensitive regions to afford additional protection.

All this would be useless if it weren’t for the armor’s control systems. Located at the rear of the armor’s ‘collar’ section is a direct neural interface. This device docks with the wearer’s direct neural interface implant, allowing the suit to share data while receiving instantaneous commands. In essence, the suit becomes a second skin, with the wearer ‘feeling,’ ‘hearing,’ and ‘seeing’ the world through the sensors of his suit.

A wide variety of touch and heat sensors cover the suit from head to toe, allowing it to very literally function as a second skin. High-end aural sensors are installed in the helmet, which is of identical construction to the rest of the armor, while its ‘viewplate’ is in fact an optical sensor array capable of thermal and low-light vision modes, in addition to a 4x ‘zoom’ mode. Combined with DOC, the optical sensors are capable of highlighting threats and interesting environmental features, ranging from ammunition to medical supplies to a chocolate bar someone hid atop the fridge. Lastly, the suit’s nanites serve as sensors, and are capable of transmitting such things as taste, touch, smell, and the sensation of texture to the suit and its wearer.

The DMS is powered by a micro-fusion generator, hidden beneath the exoskeleton’s thick armor, between the shoulders. This generator can be refueled and repaired by the suit’s nanites, and a pair of high-density batteries flank it, providing emergency power for up to a day of operation should the generator be taken off-line or run out of fuel. However, as refueling is only required once every few months, this is a rare event indeed.

Finally, the suit boasts a variety of life support and combat survival systems. First and foremost, the armor has a HUD that can visually depict what weapons and ammunition are attached to the armor’s magnetic hardpoints. This HUD can also sync with whatever weapon is being wielded, and will display a targeting reticule and ammunition counter for that weapon. Secondly, the armor has a miniature air reserve, capable of supplying enough air for up to 20 minutes of operation in hard vacuum or underwater. The helmet is equipped with an experimental regenerative filter mask, which constantly filters out toxins and chemicals from the air, then uses nanites to collect and purge those contaminants from the filter.

Finally, the armor’s interior is filled with thick biogel. This gel suspends the operator, acting as a highly efficient shock absorber which protects the wearer from kinetic shock. It also provides a dense nutrient source, which can sustain the operator for several days before depletion and can be replenished by the on-board nanites. The gel also provides a resource base for the nanites to draw off of when repairing injuries to the operator or DOC. The nanites in this gel keep it sanitized at all times, and also collect all waste matter that escapes the body and recycles it, purging useless elements from the suit in puffs of vaporized material while cycling useful materials into the appropriate storage medium.

Advanced, fast, agile, powerful, and deadly, the Pinnacle Dynamic Muscle Suit is truly the future of armored infantry. While granted, it is not as rugged and strong as more traditional types of powered armor nor as it as fast and agile as dedicated recon armor, the DMS’s intelligence and incredible adaptability make it the first ‘go anywhere, do everything’ armor developed. Unfortunately, it is highly unlikely that these suits will be mass produced anytime soon; each suit takes months to construct, and months more must be taken to ensure that its operator is in the mental and physical shape needed to use the DMS to its full potential. However, they will one day be commonplace on the battlefield, as the DMS is indeed the face of tomorrow’s battlefield.

Unit Cost: 560 Million Credits [Reserved only for 'TRUSTED' customers]
Height: Variants available in heights between 5’7” and 7’6”
Weight: 750Lbs
Number Built: CLASSIFIED [Assumed to be fewer than 8]
 
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Jiang Winters

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Ordinance

CARD designs and manufactures a host of ordinance, both for ground and space use. As it is built by a shadow company, these weapons are untraceable and thus ideal for use in black ops. This list will grow and expand as more weapons systems become available.

-AS40 ’Kali’ Anti-Shipping Missile
Unit Cost: $150,000 Credits
A 2.5 Meter long anti-capital ship missile, the AS40 is designed to be fired in volleys of 2 to 10 missiles at a single target. Extremely fast but about as nimble as a brick, this heavy missile relies on its speed to evade enemy point defenses and ensure the delivery of its powerful tandem charge explosive warhead to the target. As the charge is tandem, the first charge breaches an enemy ship’s armor while the second charge penetrates into the hull and detonates, causing massive damage. If the target is protected by shields, the first charge is usually enough to the shields to weaken at the site of impact for a moment, allowing a fraction of the second charge’s explosive force to inflict hull damage.

As the AS40 carries one ton of high grade explosives, it is also tremendously useful against ground targets and can be used as a low orbit-to-surface guided bomb. However, it must be deployed in either very low orbit or sub-orbitally, otherwise re-entry will destroy the weapon in flight.

-SRAAM 3010 ‘Hawk’ Anti-Fighter Missile Pod
Unit Cost: $15,000 Credits Per Pod
A pod containing 6 ‘Hawk’ Short Ranged ‘Anti-Anything’ general purpose missiles, the SRAAM 3010 pod is the perfect choice for militaries on a budget, or for commandos looking for a pod they can strap to a truck and run around with. With their unique soft-launch system, which uses cylinders of compressed inert gas to launch each missile from its tube within the pod, these missiles can safely be launched from any position, even inside a bunker, though reasonable protection must be given to the launch crew to protect from the missile’s initial ignition backblast.

Capable of selecting and tracking virtually any target designated either by laser or tracking beacon, the Hawk missile is a fairly fast and nimble weapon capable of chasing down and putting the hurt on pretty much anything. Hawk missiles can be equipped with fragmentation warheads, thermobaric warheads, or shaped charge warheads, depending on the mission at hand. They can also be fitted with exotic payload canisters, allowing the user to load them with anything from EM bombs to pamphlets to poison gas.

-SLM 04 ‘Tick’ Smart Mine
Unit Cost: $1,840 Credits per Mine
A simple space mine equipped with an IFF system. When a vessel flagged as ‘hostile’ ventures close to the mine, the half-ton explosive device uses a series of rocket motors to fling itself headlong at the target. Once close, it activates its electromagnetic clamp system, causing it to home in on its victim. When in contact with the hull of the hapless passerby, it violently detonates, ruining the day of whoever is aboard. It is strongly recommended that these mines be deployed in swarms. The user can disguise these mines as debris if necessary.
 

Jiang Winters

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Droids

While not a droid manufacturer by trade, CARD does design and produce a wide range of droids to fill a host of applications. Capable of enduring absolutely anything, from the rigors of warfare to the horrors of a daycare, CARD's droids are absolute top-of-the-line and sport relatively low price tags. At the moment, it has very few designs in active production, but that will change as more funding is placed into the development of civilian and military droids.

AMCD 10 ‘Ares’
Image 1

Heavily armed and armored, the skeletal Ares is CARD’s primary mass-produced battle droid. Standing at a frightening 2.2 meters and weighing in at nearly 350 kilos, these war machines are everything that a living soldier is not. They are fearless, tireless, relentless, and wholly incapable of feeling pain or remorse.

Their frame is made mostly of welded durasteel. Internal components are inserted into the droid and fixed to shock-absorbing mounting brackets, with the overall component layout more or less echoing conventional human physiology. The droid’s power packs, computational systems, and cooling systems are all fitted inside the machine’s torso, with the power packs and computers being placed in the ribcage, where the droid’s armor is thickest. The primary sensors -simple optics and audio sensors, tuned to mimic a human’s eyes and ears- are mounted in the ‘skull’, along with the droid’s communications pack. Secondary optical and aural sensors are mounted in the shoulders and hips, for the purpose of redundancy. These secondary sensors are ‘forward only’ and as such cannot see behind the droid.

Their relatively simple construction allows an Ares to be rapidly assembled by almost any manufacturing plant, while even the simplest of droid production facilities can easily be retooled to produce AMCD 10’s. Once assembled, the droids are fitted with their base armor, which is a centimeter-thick honeycombed composite material resistant to both blasters and slug throwers. A final layer of armor in the form of a centimeter-thick plasteel plate is then placed over the composite material, giving the droid surprising durability at the cost of agility.

The droids are marginally intelligent and programmed with a wide range of infantry tactics. However, as they are ‘stupid’ when compared to a regular soldier, it is generally considered best to deploy Ares in squads of 20 so that they can overwhelm a target with sheer weight of fire. Their servomotors are tremendously strong but slow, giving the droid the ability to carry massive loads for long distances, as well as the ability to use heavy weapons that could not be wielded by ordinary humans. Strong and resilient but slow and stupid, Ares are best deployed as a massed infantry force or as cannon fodder, where their toughness and low cost make them more appealing than well-trained troopers.

Unit Cost: 15,000 Credits

UAD 200 ‘Firebrand’
Image 1

The Universal Assault Droid is CARD’s answer to anything and everything that wields the Force [or draws breath in their presence.] Armed and armored to the gills, this heavy-duty battle droid has enough firepower to take on anything short of a tank and come out on top. It takes advantage of all of CARD’s most advanced technological developments, from a miniature quantum computer to Omni-directional weapons mounts to a micro-fusion generator to Generation 3x Super Muscle - the most powerful synthetic muscle ever developed.

Its armored housing is reinforced durasteel, with ultrachrome inserts in most rigid body pieces for lightsaber resistance. An ablative ceramic compound coats the durasteel to afford the droid added protection from energy weapons, while an anti-spalling armorweave liner prevents armor spalling from damaging internal components. Each internal component is encased in its own armored housing, crafted from double thick plasteel. Its power and data conduits are encased in -you guessed it- segmented armored tubing, while its thick synthetic muscle is wrapped in armorweave for protection. The entire droid is watertight, while its sensor arrays are covered by transparasteel, affording them tremendous protection.

With legendary durability comes unimaginable firepower. Sporting twin-linked heavy blaster cannons on one arm and 7-tube multiple munitions launcher on the other, the Firebrand can lay down a field of withering firepower in any direction. The two large ‘eyes’ on either side of its head are firing slots for a pair of monstrously powerful 4-gauge automatic shotguns, each of which is linked to 100 rounds of buckshot ammunition. Its munitions launcher holds 7 stacked mini-missiles tubes; with each tube holding 2 high-explosive fragmentation laser-guided mini-missiles, this launcher allows the droid to absolutely annihilate target caught without armor.

Of course, what good is all that firepower without sensors to direct it to its target? The Firebrand is furnished with the very best in fire control systems and combat sensors. Capable of scanning for targets using thermal imaging, infrared, ultraviolet, motion sensing, standard spectrum imaging, aural sensing, sonar, and environment-scanning LADAR, the Firebrand is as close to all-seeing as you can get. It ties it all in with a smart targeting computer, which, when controlled by the droid's onboard quantum computer, allows this super-intelligent battle droid to instantly identify and prioritize targets and compare them and their gear to its extensive on-board databases. Furthermore, its sensors are omni-directional; it can see in literally every direction, as all its armored sensor pods are mounted on their own 'turret', be it on the head or the shoulders and weapons.

Finally, the heart of the droid is the small ‘pod’ at the very core of its torso: Inside this pod is an adult Ysalamir and its nutrient rack. When combined with the Force neutralization bubble of the Ysalamir, the Firebrand’s thick armor, heavy firepower, incredible intelligence, and somewhat surprising speed and agility make the droid one of the most terrifying artificial weapons in use on the battlefield. However, it does have a critical flaw: Its large size makes it an easy hit for any infantry weapon, including rocket launchers, and furthermore, it does not have any air filters for its Ysalamir. If subjected to vacuum, underwater environments, or poisonous gas, its Ysalamir will die and the effectiveness of the Droid against Force Sensitives will be drastically reduced. After all, a droid isn’t a threat if it’s crumpled into a little metal 8-ball!

Unit Cost: 100 Million Credits
 
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