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DispatchFactbookMilitary

by The Collective Combine of Commonwealths and Principalities. . 38 reads.

Combine Star Navy

Fleet Strike Craft
The standard array of strike craft utilized by the non carrier fighting ships of the CCCP. All fighting ships carry at least some compliment of these craft in order to ensure that the supply consumption of the fleet is spread out and not concentrated solely on the carriers. In addition to reducing the reliance on carriers to provide strike craft support in such an event they are targeted and destroyed.




  • A cultural relic come alive, in Combine myth the neo crusaders rode upon great lizards to fight the hordes of the black chief, and the Euranic natives. Hearkening back to that as part of the new paradigm, Armadyne has crafted a semi-sentient battle machine that can serve as both mount, strike craft, and companion to the elite of the Combine's armed forces. Though the ancient mythical beasts could not fly, these battle machines have been equipped with predictive avionics and elerium antigravs to make it an effective fighting vehicle both manned and autonomously.

    Carries: 2 shoulder mounted quintuplet rocket pods, 2 shoulder mounted high intensity mining lasers, 6 nose mounted particle repeaters (low intensity to avoid frying sensor stacks), 2 heavy industrial grade power claws.

    Equipment Packages: open cockpit saddle/closed cockpit/enclosed cabin/advanced AI tank, underslung (claws) heavy torpedo, cloaking field/shield generator.

    Crew: 1-2 (closed cabin holds 6)

    Drive: High Fidelity elerium gravitational manipulator.





  • The initial baseline model for the Basilisk project, this maneuverable little vessel was built due to the very apparent need for a highly disposable fighter minus the very indispensable pilots to fly them effectively. So a cost effective solution was found in making a remotely operated, titanium shelled, and highly disposable fighter that can be remotely operated from a pilot arcade aboard a mothership that can effectively launch swarms of fighters as easily as they would launch missiles, as ammunition. Alternatively the remote operation systems can be replaced with an ejection seat & suit support system to allow the craft to be manned by a living pilot but this is not the recommended option. The only advantage of the manned fighters is that the mothership deploying the fighters can instead launch all of them instead of in limited waves of which the pilot arcade can only field so many.

    Carries: Twinlinked Particle Repeaters. (optional) 2 quintuplet Atlatl missile pods.

    Crew: 1

    Equipment Packages: Elerium atmospheric antigrav system, titanium hull, remote linkage/rigger cocoon.

    Drives: Twin Ionic-Elerium engines, Quantum Point Lock maneuvering system.



  • One of a litany of designs spawned by a massive international project for the first generation of dedicated spacial strike craft. Out of all those designed only the B-wing has been adopted for service with the Palatesian Star Navy.

    Carries: 2 Particle repeaters, 4 Atlatl Missile tubes (12 missiles), 1 Coil Gun.

    Equipment Packages: Remote Operating Suite/Rigger Cocoons, Elerium antigravs.

    Crew: 2

    Drive: 4 Gagin pattern fusion engines, Elerium anti-grav generator, Quantum Lock Point maneuvering system.


  • A fat and cumbersome ship, designed before but built in parallel to the drone carrier. Fills the role of high capacity personnel, cargo, and vehicle transport from a home ship to wherever that kind of stuff needs transporting with a pressurized compartment. Doesn't really need this detailed of a description does it?

    Carries: 60 Passenger Capacity

    Equipment Packages: Stowable drive pods, Retractable internal bulkhead for additional level of seating or tall cargo, maintenance machinery/medical evac equipment/mounted heavy weapon, stealth plating.

    Crew: 2

    Drive: 2 retractable Gagin S-pattern engines, Elerium anti-grav generator, Quantum Lock Point maneuvering system.


  • A heavier armed and armored transport than the Bertha. Used as a multi-role ship by smaller vessels to compensate for the lack of capacity for a more varied strike craft compliment. Is also a more general mainstay used by Combine Armsmen when going on mission, whilst the Bertha is a more dedicated cargo craft. As such also serves as the primary air mobility option for terrestrial forces as well, so replacement parts and craft are readily available throughout Combine space.

    Carries: 1 Retractable particle repeater, 2 Atlatl missile racks (6 missiles each), 120 passenger capacity.

    Equipment Packages: Stowable drive pods, Retractable internal bulkhead for additional level of seating or tall cargo, maintenance machinery/medical evac equipment, stealth plating.

    Crew: 2

    Drives: 2 Gagin S-pattern engines, Elerium anti-grav generator, Quantum Lock Point maneuvering system.

Fleet Corvettes
Parasite craft attached to line ships of the navy, usually 4 apiece designed primarily to escort and screen their motherships. Operating mainly as an oversized fighter rather than an independent fighting vessel like the corvettes of other nations. Lacking their own interstellar capable FTL drives.




  • A medium sized corvette, the Requin is made for heavy combat, and so has thicker armor and a more aggressive hull shape and weapon layout than most other corvettes. But lacks some amenities of other ships in exchange for a higher combat capability. Partially as it is designed as a parasite vessel that operates directly with its deployed mother ship in combat, while the crew stays aboard ship whilst on stand down.

    Carries: 24 Triton Torpedo tubes, 6 retractable PDPRs, 4 PDMPs.

    Equipment Packages: Hardlock docking clamps,

    Crew: 28

    Drive: 1 Shepherd S-Pattern engine, 3 Gagin S-Pattern engines, 2 Elerium anti-grav generators, Quantum Lock Point maneuvering system.




  • Based on the successful Requin Corvette design, the Marteau is a slightly more advanced combat corvette. Though designed and built more for utilitarian duties rather than the brute strength and brawling nature of the Requin. Though the more utilitarian nature of the Marteau makes it far less pliable as a combat corvette.

    Carries: 2 HAVOC-S turrets, 3 PDPRs, 2 PDMPs, 2 Special Equipment Hard points.

    Equipment Packages: Exclaved Sensordromes/Repair booms/Flak Towers.

    Crew: 32

    Drive: 1 Shepherd S-Pattern engine, 3 Gagin S-Pattern engines, 2 Elerium anti-grav generators, Quantum Lock Point maneuvering system.

Strike Fighters
Designed as the secondary offensive option of any battle fleet, are the second “volley” to follow behind the first “volley” of torpedoes, drones, and magnetic slugs. The pilots of these craft are trained to attack en mass in assault formations that are spread enough to avoid flak and deconcentrate point defense weapons, but tight enough that an entire formation can get brought in close to attack a single target.



  • A bizarrely shaped craft, is designed to fold up for not only storage but is equipped with a small elerium antigrav system to still be mobile whilst 'stowed'. Primarily so it could be used to insert maintenance or recon teams into tight positions which may not have enough room for a standard dropship to reach. Especially places which may be incredibly hazardous such as extensively damaged portions of a ship.

    Carries: 2 Torpedo Drone racks.

    Equipment Packages: Stowable drive pods, maintenance machinery/medical evac equipment/mounted heavy weapon, stealth plating.

    Crew: 2, 10 passengers

    Drive: 2 Retractable Gagin S-Pattern engines, 1 elerium antigrav unit, Quantum Lock Point maneuvering system.


  • A relatively ubiquitous part of carrier compliments, is near always the primary craft set on intercept or escort duty, being nimble enough to outmaneuver a vast majority of bomber craft. But lacks any heavy enough weapon to be a threat to anything heftier than a medium corvette, as such are almost always ordered to give heavy ships a wide berth. Though has a unique setup for the maneuvering thrusters that allows it to jet and strafe incredibly well and as such makes an effective brawler.

    Carries: 4 Atlatl missiles, 2 light particle repeaters, 2 coil guns.

    Equipment Packages: Blast pack maneuvering system, IR-UV missile countermeasure flares.

    Crew: 1

    Drive: 2 Gagin S-Pattern engines. the Quantum Point Lock maneuvering system acting as the primary whilst the Blast pack system is not being used.



  • Developed as part of the new paradigm and built as a brawler craft to duke it out with corvettes and even some frigates. Is tantamount to a corvette with the weight it can throw around. Being large enough to be equipped with a small bay for several Triton Torpedoes, massed wings able to deliver a truly staggering blow to even a battleship. Though this is usually outfitted with extra particle charges for guns. Additionally the small cabin is outfitted with a workable enough living space and 2 cryopods for use on long range missions. Though at the longest their missions tend to only be transorbital.

    Carries: 4 medium particle repeaters, 2 Atlatl missile racks, Opt. 2 triton torpedoes, 1 retractable rear PDPR.

    Equipment Packages: 2 cryopods, crew cabin, extended ammunition/torpedo bays, stealth plating.

    Crew: 2

    Drive: 2 Gagin S-Pattern engines, 1 elerium antigrav unit, Quantum Lock Point maneuvering system.



  • A somewhat still experimental weapons platform, also designed during the new paradigm. An experimental new form of stellar weapon in the form of a biomechanical drone. The cephalopod like drone's anatomy (for lack of a better word) is grown on board in the carrier's armory from a seed batch, reducing the chance of a blowout should the ammo stores be hit. The drone produces a plasma torch like cutting bow wave ahead of itself it uses to cut through the hulls of ships as well as a means of propulsion, the many tendrils interacting with this bow wave for steering. Drone swarms are directed by the craft's pilot through a neural lace to give pinpoint control in order to exploit enemy hull weaknesses or hit exposed critical systems. The drones can be set to autonomous control by the ship's computer but pilot control is more effective. Additionally the drone can be instructed to expel its entire plasma charge to work as an explosive weapon instead of a penetrator, however the explosive force diminishes the more it is used to cut.

    The ship itself is built largely like the heavy fighter, though with the exception of massive retractable drone racks, retractable engine pods, and an ejection shuttle cockpit containing the crew cabin. This being different from the fighter in that it also contains the advanced Command and Control computer for the drones. Additionally it is much heftier as the cabin must also support up to 5 crew that can rotate for long duration missions. The drone control system being quite taxing on the mind.

    Carries: 2 retractable PDPRs, 40 drones in retractable racks (a further 80 in the magazine).

    Equipment Packages: Advanced biomechanical drone control computer, escape shuttle crew cabin, 5 cryopods, stealth plating.

    Crew: 3 (5 for long duration missions)

    Drive: 2 Gagin S-Pattern engines, 1 elerium antigrav unit, Quantum Lock Point maneuvering system.

Strike Corvettes
Much like the parasite corvettes, these craft too are more super heavy fighter than independent fighting vessel. Their primary mission is the same as that of the carrier strike fighters but rather with the emphasis placed on heavy armor and heavier fire power than higher speed and maneuverability.




  • A dedicated fighter support gunship with independently targeting turrets designed to take down multiple fighters in a mass dogfight situation, with additional short range flak rounds for dispersing swarm formations of fighters. Designed to work as the more brute force offensive option as carriers for dealing with fighters.

    Carries: 2 HAVOC-S turrets, 20 Atlatl missiles (2 tubes)

    Equipment Packages: n/a

    Crew: 15

    Drive: 2 Gagin S-Pattern engines, 1 elerium antigrav unit, Quantum Lock Point maneuvering system.




  • Taking the example of David & Goliath into account, a craft with a dedicated design geared towards fighting ships several orders far larger than itself. Armed with a single (and very light) Casaba Howitzer. The only mission and purpose of these craft is to perform surgical strikes on large capitol ships, striking deep at their most critical points with the near unstoppable power of the Casaba Howitzer in a focused beam.

    Carries: 1 "Pulsar" light Casaba howitzer turret.

    Equipment Packages: n/a

    Crew: 12

    Drive: 2 Gagin S-Pattern engines, 1 elerium antigrav unit, Quantum Lock Point maneuvering system.





  • an Auxiliary vessel who's job is primarily as a shuttle, secondarily as a rescue vessel for retrieving jettisoned life pods (pictured 4th), which it does exceedingly well especially with its heavily armored utility capsule originally designed for storing munitions and mines, but this craft was repurposed to be a ferry and rescue ship after it was found that quantum point locking did not work for mines.

    Carries: 2 Retractable PDPRs.

    Equipment Packages: stellar search and rescue, long range passenger transport, high capacity cargo bay.

    Crew: 8

    Drive: 2 Gagin S-Pattern engines, 1 elerium antigrav unit, Quantum Lock Point maneuvering system.

Battlefleet light ships of the line
The smallest independent combat vessels in the Navy, FTL equipped and commanded by warranted officers. This vessels equipped with each with a veritable arsenal to accomplish a variety of tasks that require more man or fire power out of range of strike craft, or requiring more speed and maneuverability than a capital ship can muster even redlining.




  • Purchased from the TASK military as phased out surplus, and as a licensed production item classified as a battleship. In the Combine's service it is small and utilitarian, a frigate making a good midline fighting ship between the corvettes and cruisers. Refit with an FTL drive, improved fusion reactor configurations, double strength capacitors, metallic hydrogen superconductors, particle point defense weapons, and torpedo tubes outfitted to fire Triton torpedoes.

    Carries: 2 HAVOC turrets, 20 PDPRs, 5 PDMPs, 32 single fire torpedo tubes (tritons).

    Equipment Packages: 2 Bouncing Betty shuttles, 8 Basilisk War Droids, EEV hull embeds, High object capacity tracking sensors, machine shop, crew galley.

    Crew: 18 Bridge Crew, 107 Gunnery Crew, 37 Enginseers, 12 pilots, 200 General Voidsmen, 45 civil support specialists, 15 Medicades, 165 Armsmen (3 infantry platoons). (599 total manpower)

    Drives: 5 Gagin pattern long tokamak fusion drives, Quantum Lock point maneuvering, Aurora drive.

    Length: 270 Meters





  • Another ship purchased from the TASK military as phasing out surplus and as a licensed production item classified as a dreadnought. In the Combine's service it is heavily armored and armed, a brawler making a good midline fighting ship between the corvettes and cruisers. Refit with an FTL drive, improved fusion reactor configurations, double strength capacitors, metallic hydrogen conductors, particle point defense weapons, and interchangeable Triton torpedo magazine/tubes or torpedo drone grow/launch tubes. The Truman dreadnought has been named for that greatest and first of the ancient nuclear warlords; “the Truman”. Who together with the great Estonian emperor Loseph of south Tallinn slew the party of Saint-Nazaire and the first empire of Japan in the second world conflict.

    Carries: 2 HAVOC turrets, 30 PDPRs, 12 PDMPs, 2 Autoloading torpedo bays.

    Equipment Packages: 4 Bouncing Betty shuttles, 16 Basilisk War Droids, EEV hull embeds, High object capacity tracking sensors, machine shop, crew galley. Triton torpedo magazine/missile drone grow lab.

    Crew: 18 Bridge Crew, 144 Gunnery Crew, 42 Enginseers, 24 pilots, 200 General Voidsmen, 45 civil support specialists, 20 Medicades. 165 ratings (3 infantry platoons). (658 total manpower)

    Drives: 6 Gagin pattern long tokamak fusion drives, Quantum Lock point maneuvering, Aurora type photonic slip drive

    Length: 376 meters

Combat Flotilla light ships of the line
Ships neither designed nor outfitted for direct fleet to fleet confrontation in deep space but rather to support or escort the Elite Guards battalions carried by the Combat Flotillas.




  • Purchased from the UPR, these ships are used as a means of ensuring the Combat Flotillas are not without highly maneuverable firepower to keep the numerous troop transports covered during fleet operations. Is equipped with higher power antigravity drives and heat shielding to allow atmospheric entry to support ground operations. As such carries higher power weaponry and capacity of Armsmen than would normally be fitted onto a ship this small.

    Is the variant outfitted more for delivering and firing weaponry than direct troop support. Any troop support it does deliver comes either in the form of strike fighter deployment (as an escort carrier) or in direct fire support close into the battlefield as a mobile fire support base. Using its array of missiles and guns to hard kill enemy armor & fortifications. Additionally the 56 missile ports along its flanks have been outfitted to launch Torpedo Tube drone fighters, allowing this frigate to operate as an escort carrier by deploying either automated or remote operated fighter craft for screening operations and ground support. Though the option exists to instead have the missile ports launch Missile Drones.

    Carries: 1 MAC, 4 HAVOC-S turrets, 14 PDPRs, 56 Torpedo Tubes.

    Equipment Packages: Remote drone piloting arcade & drone fighters / Missile Drone grow lab, Gravity deck plating, high fidelity ground scanning radar.

    Crew: 18 bridge crew, 110 Gunnery Crew, 42 Enginseers, 56 pilots/Missile Gunnery Crew, 200 General Voidsmen, 30 civil support specialists, 15 Medicades, 165 Armsmen (3 platoons). (636 total manpower)

    Drives: High output elerium antigravity suspension, 2 Shepherd Pattern engines, 4 Gagin Pattern engines, Quantum Lock point maneuvering, Aurora drive.

    Length: 390 meters





  • An aged but venerable ship design from the Neptunian shipyards, being of older design its armor is far thicker and heavier than would normally be placed on modern ships, built before the proliferation of shield technology. Built also in the early days of the Aurora drive, so was built with a higher amount of radiation insulation. Is equipped with higher power antigravity drives and heat shielding to allow atmospheric entry to support ground operations. As such carries higher number of ratings than would normally be fitted onto a ship this small.

    Is the variant outfitted more for direct troop transport than delivering and firing weaponry. Any troop support it does deliver comes either in the form of direct deploying Special Operations Groups or resupplying already deployed battalions engaged in combat with fresh troops, tanks, and equipment. Acting as its own armored escort for these munitions in areas that may actively be covered by Anti-Air and Anti-Orbital weapons.

    Carries: 1 HAVOC turret, 8 PDPRs, 1 Battalion.

    Equipment Packages: Advanced Radiation Insulation, Gravity lift, Gravity deck plating, high fidelity ground scanning radar.

    Crew: 18 bridge crew, 29 Gunnery Crew, 37 Enginseers. (84 total manpower)

    Drives: High output elerium antigravity suspension, 5 Gagin Pattern engines, Quantum Lock point maneuvering, Aurora drive.

    Length: 362 Meters


  • A series of cruiser sized atmospheric capable military transports. Designed to run on the crew capacity of and but only able to output the offensive power of a frigate. These ships were not at all constructed for space combat, rather instead as over glorified school buses to ensure that the Elite Guard detachments could reach the surface of a planet or at least the same solar system they've been assigned. Their weaponry is only rated for at best personal defense against fighter craft primarily as a deterrent rather than outright offensive power, their main mission to be speed and defense in order to deliver their charge of an entire detachment each.

    Carries: 32 PDPRs, 24 Dual Purpose SAM/SSM batteries. 17,500 Manpower (1/4th of a detachment)

    Equipment Packages: Gravity lift, Gravity deck plating, high fidelity ground scanning radar.

    Crew: 18 bridge crew, 1 Artillery company, 96 Gunnery Crew, 37 Enginseers, 90 civil support specialists, 40 Medicades. (781 total manpower)

    Drive: High output elerium antigravity suspension, 3 Shepherd Pattern engines, 2 Gagin Pattern engines, Quantum Lock point maneuvering, Aurora drive.

    Length: 750-820 Meters

Cruiser Capital Ships of the Line
The foundation of each of the Combine's primary stellar fighting force. Consisting of the primary mainstays of the fleet and the bulk of offensive power, cruisers are versatile ships that fulfill a variety of roles and usages with varying amounts of armor and armament.





  • A design purchased and production licensed from the UPR. Much like many several other designs what was originally a stopgap to shore up numbers in the lead up to the final Manchu war, these designs have simply not been phased out as they continue to hold up well for the tasks required of them. The immensely strong honeycomb bracing structure running throughout the interior of this ship has itself been reverse engineered and retrofitted into numerous other designs currently in use by the Navy.

    As a light cruiser, the primary function of these vessels varies from case to case. Often these ships being refitted ad-hoc to fulfill mission parameters. As such possesses 4 equipment hard-points along the outer hull for attaching these equipment pieces. Equipment that draws considerable amount of power the likes of which a dedicated frigate would normally be used to operate such equipment, and the halcyon thus the offensive power of the vessel is slightly diminished in exchange for wider versatility in support options for the fleet.

    Carries: 1 MAC, 8 HAVOC turrets, 40 PDPRs, 12 PDMPs, 60 interchangeable Missile Modules, 4 autoloading torpedo bays.

    Equipment Packages: MAC burst fire modification, 2 Marteau Corvettes, 32 Big Bertha shuttles, 64 Star Viper interceptors, 15 B-wing bombers, Remote drone piloting arcade, EEV hull embeds, High object capacity tracking sensors, Molecular Manufacturing shop, multiple crew galleys. Triton torpedo magazine/missile drone grow lab.

    Special Equipment: Monarch Defensive Field, Astral Warfare Ship conversion, 24 Dual Purpose SAM/SSM batteries, Electronic/Information Warfare dedication, Deep Range sensor and recon dedication, Deep space Repair/Recovery/Refloating crews and equipment, large field Mine Sweeping equipment, Torpedo Tube Drone fighters, Trinity Torpedo launchers.

    Crew: 18 Bridge officers, 292 Gunnery Crew, 92 Enginseers, 64 Corvette Crewmen, 158 pilots, 250 General Voidsmen, 90 civil support specialists, 40 Medicades. 500 Ratings or alternatively (with AWS conversion) 1 Motorized Infantry company (1,200 men). (1,504-2,204 total manpower)

    Drives: 2 Shepherd L-Pattern engines, 4 Gagin Pattern Double-Side engines, 8 Gagin pattern tight maneuvering engines, Quantum Lock point maneuvering, Aurora drive.

    Length: 625 Meters




  • A design purchased and production licensed from the UPR. Much like many several other designs what was originally a stopgap to shore up numbers in the lead up to the final Manchu war, these designs have simply not been phased out as they continue to hold up well for the tasks required of them.

    A heavy cruiser, this ship's primary job is as a brawling vessel. With cruiser engines and cruiser guns but battleship armor. This vessel is made to primarily take hits but not necessarily to dish them right back out. The only versatility of this vessel lies with the variety of the MAC rounds

    Carries: 2 MACs, 12 HAVOC turrets, 46 PDPRs, 12 PDMPs, 70 Interchangeable Missile Modules, 8 Autoloading torpedo bays.

    Equipment Packages: Gun Type nuclear device MAC rounds, 4 Requin Corvettes, 20 Big Bertha Dropships, 48 Star Viper interceptors, 12 B-wing Bombers, Astral Warfare Ship conversion, Remote drone piloting arcade, EEV hull embeds, Molecular Manufacturing shop, crew food dispensers. Triton torpedo magazine/missile drone grow lab.

    Crew: 18 Bridge officers, 376 Gunnery Crew, 52 Enginseers, 112 Corvette Crewmen, 160 Pilots, 250 General Voidsmen, 90 civil support specialists, 40 Medicades. 500 Ratings or alternatively (with AWS conversion) 1 Motorized Infantry company (1,200 men). (1,598- 2,298 total manpower)

    Drives: 2 Shepherd L-Pattern engines, 4 Gagin Pattern Double-Side engines, Quantum Lock point maneuvering, Aurora drive.

    Length: 950 Meters





  • An in house design. Created at the very end of the Reign of Czarina's Alexandra Lohrail's time as Tsarina. As such the vessel is around 50 years old, one of the first vessels created to utilize the Aurora drive. Given the age of the design it was built during a time before shields were invented, giving it a far heavier armor load out than most modern vessels. With additional layers of reinforced radiation protection added to counter output of the early Aurora Drives. Most of the examples of this design were broken down for scrap to build other more modern ships, however the remaining functional ones were refurbished immediately after the final manchu war to modern standards and now serves as the flagship for every fleet in the Navy.

    Carries: 4 HAVOC turrets, 12 PDPRs, 6 PDMPs, 2 Particle Beam projector turrets, 4 Autoloading torpedo bays, 4 Pulsar Casemate guns.

    Equipment Packages: Advanced radiation insulation, Fleet C3 bridge, 4 Requin class corvettes, 15 Big Bertha dropships, 36 Star Viper interceptors, Remote drone piloting arcade, EEV hull embeds, Strike Craft repair/recovery bay, Molecular Manufacturing shop, Stately Feast Hall, crew food dispensers. Triton torpedo magazine/missile drone grow lab.

    Crew: 28 Bridge crew, 118 Gunnery Crew, 37 Enginseers, 112 Corvette Crewmen, 102 pilots, 150 General Voidsmen, 125 civil support specialists, 125 Medicades. 500 Armsmen. (1,297 manpower total)

    Drives: 5 Gagin L-pattern engines, Quantum Lock point maneuvering, Aurora drive.

    Length: 808 meters.


  • Design based on the Aphrodite Cruiser, and is a far more modern warship, having been produced during the reign of Tsarina Amalia Sterling. Created after the first manchu war to be able to perform a short burst jump behind enemy vessels to destroy their engine stacks, leaving the ship at the mercy of marine frigates to board the enemy ship. As such does not posses the advanced radiation protection or heavier armor of the Aphrodite, in fact even less so than most modern cruisers in order to reduce the amount of mass countering the quick charge of the 2 Aurora drives installed aboard. This design has served proudly and been the key to many victories against existential alien threats throughout its life and will likely do so for many decades. Has also had the number of weapons expanded over the Aphrodite to take advantage of higher grade power generators, and fulfills its roll as a true battlecruiser.

    Carries: 4 Gravitic cannons, 9 HAVOC turrets, 6 Pulsar turrets, 12 PDPRs, 8 PDMPs, 2 Particle Beam Projector Turrets, 4 Autoloading torpedo bays.

    Equipment Packages: Pinpoint Short Range FTL maneuvering sensors, 4 Marteau Corvettes, FTL supercharger manifolds, EEV hull embeds, crew food dispensers, Molecular Manufacturing shop. Triton torpedo magazine/missile drone grow lab.

    Crew: 18 Bridge Crew, 233 Gunnery Crew, 64 Enginseers, 128 Corvette Crewmen, 250 General Voidsmen, 90 civil support specialists, 40 Medicades. 500 Armsmen. (1,323 total manpower)

    Drives: 4 Shepherd pattern engines, Quantum Lock Point maneuvering, 2 Aurora Drives.

    Length: 795 meters.





  • An extensive reconstruction of an Aphrodite class hull to fill a carrier role. Provides the offensive strike craft power of a fleet as well as a logistics way station, taking refined resources from mobile refineries and distributing them to the rest of the fleet, even having an on board forge network with which to produce replacement weapon systems and equipment modules. Additionally possesses the ability with enough resources to produce replacement fighters and corvettes for the fleet, thought only during deep range operations when far distant from Combine space. As the logistics router, is always to the rear of a fleet during maneuvers and engagements to act as the go between for the fleet tenders & cargo ships, and the rest of the fleet.

    Carries: 25 PDPRs, 6 PDMPs, 12 Boxer Gunship Corvettes, 6 Pulsar Gunship Corvettes, 35 Broadsword interceptors, 9 Scout Craft, 15 Heavy Fighters, 12 drone carrier bombers.

    Equipment Packages: Advanced Radiation insulation, Fighter manufacturing & maintenance, Corvette manufacturing & maintenance, fleet logistics module, Remote drone piloting arcade, EEV hull embeds, micro forge complex, fleet strike craft traffic control tower, high object capacity tracking sensors.

    Crew: 18 Bridge Crew, 186 Gunnery Crew, 37 Enginseers, 252 Corvette Crew, 122 pilots, 250 General Voidsmen, 90 civil support specialists, 40 Medicades. 500 Armsmen. (1,495 total manpower)

    Drives: 5 Gagin L-pattern engines, Quantum Lock point maneuvering, Aurora drive.

    Length: 820 meters.

Core Capital Class ships of the line
The backbone of every fleet. These ships were designed and constructed under the new paradigm under the Reign of Talyn Stratsky as part of Grand Admiral Nagofski's post manchu modernization project.




  • A new series of large warships built to bring an exponential increase to the offensive power of the battlefleets. Serves as the core that most fleet maneuvers center around. Despite the large size of the vessel it is highly inflexible, the armor layering and honeycomb bracing in addition to the weapon layout means that this ship is incapable of being refit to serve any other purpose than that of a combat ship. The corridors and rooms laid out in a way meant to hamper boarding parties rather than to allow efficient freedom of movement. Designed that way intentionally as the Astarte presents an excellent prize for the less strategically minded to capture, drawing enemy boarding maneuvers to itself like moths to a flame, in order to keep those attempts from targeting other less defensible ships.

    Carries: 24 HAVOC-L turrets, 36 PDPRs, 14 PDMPs, 32 Pulsar turrets, 8 Particle Beam Projector, 4 Autoloading torpedo bays.

    Equipment Packages: Anti-Boarding construction, double layered shields, Shield Leacher, Graviton Tractor beam array, 8 Requin Corvettes, 25 Broadsword Interceptors, 18 B-wing bombers, 32 Bouncing Betty gunships, Remote drone piloting arcade, EEV hull embeds, Molecular Manufacturing shop, crew food dispensers. Trinity Torpedo magazine.

    Crew: 18 Bridge Crew, 430 Gunnery Crew, 72 Enginseers, 224 Corvette Crew, 125 Pilots, 100 General Voidsmen, 175 civil support specialists, 110 medical specialists. 1,200 mechanized Armsmen company. (2,454 total manpower)

    Drives: 4 Shepherd L-pattern engines, 4 Gagin double-side L-pattern engines, Quantum Lock point maneuvering, Aurora drive.

    Length: 1.85 kilometers




  • The true crown jewels of the navy, Through an incredible effort these magnificent ships were crafted by only the best of shipwrights at the Kadeshi drive yards. Immense craft with super dense armor, these ships were built to be the flying fortresses needed to be walls against which alien invaders would throw themselves helplessly against in their attempts to conquest the CCCP. Built on the same principles of pure battle like the Astarte, these ships are designed not only take and dish out a massive beating, but to lure in boarding attempts into a trap that would waste the enemy's lives and resources. Also capable of serving effectively as a carrier given the capacity of its hangar bays, the ship is massive enough that it can serve as the basecamp for a planetary invasion, and provide both orbital fire support and as an airbase for fighter missions. The ship is also so massive that its standard torpedo bays are large enough to deploy Anvil class cargo rockets as weaponry, equipped with MIRV systems to allow it better ability to obliterate the enemy from afar from shear force of volume in warheads.

    Carries: 2 Twinlinked MAC turrets, 7 HAVOC turrets, 72 PDPRs, 28 PDMPs, 2 Particle Beam projector turrets, 6 Anvil Rocket launch tubes, 8 Autoloading torpedo bays.

    Equipment Packages: Anti-Boarding construction, double layered shields, 10 Requin Corvettes, 2 Marteau Corvettes, 100 Star Viper interceptors, 28 B-wing Bombers, 38 Bouncing Betty gunships, Remote drone piloting arcade, EEV hull embeds, Micro Forge Complex, crew galley halls. Anvil & Triton Torpedo magazines.

    Crew: 18 Bridge Crew, 515 Gunnery Crew, 104 Enginseers, 344 Corvette Crew, 232 pilots, 250 General Voidsmen, 200 civil support specialists, 125 medical specialists. 1,200 mechanized Armsmen company. (2,988 total manpower)

    Drives: 4 Shepherd L-pattern engines, 8 Gagin L-pattern engines, Quantum Lock point maneuvering, 2 Aurora drives.

    Length: 2.3 kilometers.

Engines and Drives
The powerplants of which give motion to the great ships of the CCCP, all are of standardized and interchangeable components across the entire fleet and built to an exacting standard. Regardless of where they are constructed, from the Neptune Gateway stations to the Kadeshi drive yards.

Engine designs are scalable and are sorted by their pattern and the modifier for S-small, M-midling, and L-large. However the base design of the engine will still be the same regardless of size, the only differentiating factor is the pattern used.



  • The most common workhorse engine in the CCCP, is either the primary sublight drive for frigates and corvettes of the like, or secondary engines for ships of the line. Doubles as both primary power generation and propulsion for the craft. Using the fusion byproducts of the reactor as propellant that is ejected from the reactor alongside a modicum of propellant material.

    Crewed by 5 Enginseers on rotating shifts.




  • The primary engine assembly for ships of the line. Produces a tremendous amount of power required for the line ships to power their numerous or super large weapons. However the higher output of this pattern of engine means that it becomes hot enough to begin producing elements such as lithium and beryllium inside the fusion chamber and requires periodic shutdown for cleaning out the especially reactive element to avoid catastrophic failure in the even of a coolant flush.

    Crewed by 10 enginseers on staggered shift changes



  • Standard FTL system for the CCCP. Uses an array of linear particle accelerators concentrating multiple opposing beams of plutonium atoms into a single point. Through a series of energetic distortions created by this effect, a ship's location in space can be changed instantaneously depending on the mass concentrated into the central point. Upon reaching the desired mass, the energy of the fuel pellet is released through the Linear Location Translator and this is translated directly into a forward change of position. The amount of fuel needed for a jump between systems is exponentially more efficient than a journey of equivalent or sometimes shorter length through normal interstellar space.

    Crewed by 12 enginseers on staggered shift changes

Armaments
The killing force by which the ships of the navy execute fighting action, be it defensive or offensive. The primary killing force usually comes from a vast array of missiles and torpedoes although the most commonly used weapon consists of either MACs, or the HAVOC turret which uses similar technology though scaled down to provide a 360 firing arc from the sides of ships. Both using metallic hydrogen coils.




  • Twinlinked Medium Coil gun system mounted in a modular turret. Uses magnetic coils to project solid core aluminum sabot rounds forged aboard ship from the Aluminum Particulate ammunition stores for the PDPRs using an arc furnace directly below the turret in the drum module used to root the turret to the ship itself. This furnace can be used to produce variably shaped aluminum slugs ranging from flat shatterer rounds to sharp penatrators. Optionally a round can be manufactured to be fitted with a warhead or even possible a solid tungsten core. Though manufacturing these rounds takes longer than standard rounds.

    Crewed by 1 Gunnery Sergeant, 1 Gun Operator, 3 Gunnery Technicians.



  • A retractable point defense weapon that utilizes a miniaturized linear particle accelerator to create a series of pulsed particle bolts to shoot down oncoming missile munitions and additionally as a ship to ship weapon in close ranges. Uses metallic hydrogen as the electromagnetic generating force and an additional “neutralizing” cycle to reintroduce electrons to the bolts to counteract the notorious problem that makes particle weapons short range, same charges repel each other. All ships in the navy are outfitted with a series of these weapons and with enough massed fire can match even the power of a MAC cannon in damage output, though not in range by any capacity. Only used in Close Quarters engagements. The guns themselves are fed from an internal ship supply of aluminum particulate that each gun ionizes and unionizes during the firing process.

    Crewed by 3 Gun Operators on 8 hour rotation.



  • The primary kill force of the ship designs purchased form the UPR. Operates in the same capacity as the coil gun turrets however at a far larger scale requiring a spinal mounting for the cannon. With the rest of the ship built around the gun. Though still using an arc furnace to forge the rounds for the gun. Though given the larger ship as a base to mount the gun there is more room for manufactured ammunition to be stored in a proper armory. Though still requires a larger crew just to ensure the numerous interworking parts continue to function optimally.

    Crewed By 2 Gunnery Sergeants, 4 Gun Operators, 14 Gunnery Technicians



  • A heavier turret than the PDPR guns, fires a concentrated beam of neutralized aluminum particles to deliver the same sort of concentrated bombardment that would otherwise be achieved by lasers, though with far higher damage output, at regrettably closer ranges. However the power draw on the rest of the starship is intense and requires a dedicated power reactor to keep the beam sustained in addition to the standard capacitor banks other weapons utilize.

    Crewed By 1 Gunnery Sergeant, 2 Gun Operators, 7 Gunnery Technicians



  • Module based around the loading and firing of heavier torpedoes than rank and file armaments of the Interchangeable Missile Modules or the PDMPs, as such requires a direct logistics link to the ship magazine by which the torpedoes are extracted through a series of armor locks and bends to the torpedo room and loaded into hardened launch tubes. The tubes themselves give an initial launching push through a magnetic coil of metallic hydrogen to space the torpedo away from the ship to avoid damage from the torpedo's engine. The torpedoes themselves are controlled by dedicated Missile operators under direct supervision of the Master Gunner.

    Crewed by 1 Missile Operator, 3 Missile Technicians



  • A customizable missile pod with a rotary internal drum capable of being converted either to firing Triton torpedoes, or Drone Torpedoes. However it is too small to for the launching of heavier torpedoes such as the Trinity or the Torpedo Drone fighter. Is usually embeded in the outer layer of hull armor and makes access difficult in the heat of battle, making the internal supply isolated from the ship magazine. Is generally controlled from the missilier arcade however manual controls are present as a redundancy.

    Crewed by 1 Missile Operator


  • The kinetic counterpart to the PDPR guns, is an autoloading retractable turret capable of firing Atlatl missiles to intercept either heavy ship torpedoes or enemy fighter craft & corvettes at middle range before they have the chance to close into range of the PDPRs. Although the missile magazines cannot be reloaded during the heat of battle given the compartmentalization of the turret to the outer armor of the hull making it inaccessible from the outside. And usually at the strategically vulnerable areas of a ship that require protection by point defense. As such are used relatively sparingly.

    Crewed by 1 Missile Operator




  • Fires a particle beam generated by a Cassaba Howitzer utilized as cartridge ammunition. A portion of the initial power generated by the atomic blast is used to power a magnetic confinement field to focus the nuclear particle stream much like a bomb pumped laser. Far more damaging than a standard particle beam and does not require a dedicated reactor to power the weapon. However is still short ranged and now must rely on a magazine of nuclear charges rather than a unified storage of aluminum particulate.

    Crewed By 1 Gun Operator, 1 Gunnery Technician

Munitions
Logistics even on a planetary scale is a herculean task, let alone across even a single solar system. To ensure optimal fighting efficiency the variation in weaponry has been drastically altered from the archaic forms of combat involving chemical propelled projectiles and basic missiles. The future of warfare depends on weapons that will rely on easily sourceable material for ammunition resupply.


  • The ubiquitously referenced particle dust used as the primary ammunition in all the CCCP's particle weapons. As a semi conductor can be propelled through a magnetic current efficiently without worry of the material simply sticking to the magnets much like more ferrous metals would. While additionally being a metal of reasonable strength and low reactivity. It is additionally incredibly easy to source on numerous planets in the galaxy, making field resourcing and refining a viable option for rearmament.




  • A biomechanical weapon designed to serve as a high volume massed barrage weapon. Its primary destructive force is based around lightsaber technology with a cyclical plasma system. However it achieves this affect without a focusing crystal by instead exuding the plasma through its head much like sweat and drawing the plasma field back into itself towards the rear of the organism. Keeping this cycle powered by a small elerium reactor that it also uses for propulsion and power. The amount of stored plasma allows the torpedo to make 2-3 passes through a starship melting through bulkheads and armor plating. Upon exhausting the plasma supply the elerium reactor will detonate the remaining fuel to create a minor gravitic explosion to further cripple the target craft.




  • A man portable missile used as an SSM primarily for anti-corvette and anti-fighter roles. Given the throttleable solid fuel first stage has an unprecedented range among missiles of its caliber, it can reasonably chase and at the very least soft kill a corvette with a single Solid tungsten kinetic core. However in massed volleys can very definitely achieve hard kills in spite of heavy PD fire.


  • A mainstay torpedo for the CCCP at this point, effectively an upscaled Atlatl missile to be a long range SST. However with the replacement of the throttleable solid fuel first stage replaced with a Gagin S-pattern fusion engine and the edition of a mid grade sensor sweet and reactive shield generator in front of the warhead allowing the torpedo to acquire the exact frequency and polarity of the enemy shielding array and conform the torpedo's own shield array to match. Allowing it to osmosis through the energy barrier and allow the second stage to fire the Solid Tungsten Core into the enemy vessel, or other mounted warheads. Given the age of the torpedo, production is efficient and relatively inexpensive though given the variability of shield patterns used throughout the galaxy it is a coin toss on whether or not the torpedo is mounted with the proper shield projector.




  • A large nuclear payload SST, made for the express purpose of anti-titan duty, developed after the third Manchu war and the shock of the Manchu flagship forcing the design departments to rush out a counter to such large vessels. Uses a 2 stage thermonuclear style 2 stage warhead to achieve the maximum payload output, while additionally the torpedo itself is a cassaba howitzer albeit with a detonation pattern not quite as confined as the cartridges for the pulsar cannon. Focuses the explosion to only around a 90 degree cone towards the enemy primarily for the purpose of maximizing the destructive force applied to the target.



  • An atypical and largely experimental design. Was created as a conversion for torpedo frigates to serve as escort carriers by modifying a torpedo into a fully capable drone fighter rather than designing and manufacturing a whole new ship.

    Carries: 3 light particle repeaters

    Equipment Packages: serves AS equipment, replacement for heavy torpedoes

    Crew: drone

    Drive: 3 Gagin S-Pattern engines.


  • Aluminum Shell surrounding a solid tungsten rod. Is the “standard” munition for MAC guns in the Navy, are easily produced and often resourced and refined in field in deep range missions. Kill force is achieved primarly through penetrating the tungsten rod through vital areas of the enemy ship.


  • A MAC round built as a gun type nuclear bomb, however is detonated by deforming into the enemy ship in order to connect the fissile charges to create a detonation, rather than through a chemical explosive. The contact detonation usually happening after slightly embeding into the enemy ship through sheer blunt force in order to maximize damage by detonating within the enemy craft rather than simply impacting onto the surface.

Equipment Packages
The various gadgets and gimmicks that allow a craft to perform functions beyond simply shooting at the enemy with either missiles or magnetics. Even if a majority are mainly to assist ships in shooting better, its still important to have options.


  • A very analog and basic machine oriented Mechachapel. Used for worship by the practicing cult members aboard to perfect their craft. Additionally also serves as tool storage for some of the damage control and repair tools needed for fixing the ship. As well as the machinery needed to produce replacement parts to keep the ship running. Though is altogether fairly basic and minimalist.


  • A far more extensive and advanced module. Effectively a shipboard temple dedicated to the machine god, where the methods of molecular manufacturing are used to create components with a very negligible to no defects like one would produce with normal manufacturing methods. Manufacturing of absolutely critical components is generally outsourced to the ships in the fleet that possess these modules.


  • Not so much a sensordrome in itself but more a massive Re-writable memory that allows the ship's fire control computer to maintain tracking of a staggeringly high number of objects and track their attributes such as velocity and trajectory. Incredibly handy for Point Defense weaponry to track and kill large volleys of missiles or strike craft.


  • The numerous different methods of feeding a crew revolve around this critical component of which recycles the gray water and general waste of the crew to produce a mineral solution for on board hydroponics. Hydroponics of which filter the air of the ship, and feed its occupants. Most often in the form of various nutrient slops or hardened nutrient cubes. With stored provisions only broken out for special occasions such as holidays.


  • Section of a ship dedicated to allowing pilots to remotely operate their craft. Rather than using an inefficient automated drone or risking the pilots life, the mothership deploys the fighters like missiles from racks.


  • Ejectable Escape Vehicles. Built into the outer hull to allow them to be jettisoned at any given moment, come with seating in gravity chairs for 5. With varients made to connect directly via logistics flow tubes to the ship's cryobays from which the ship's crew still in cryostasis can be moved automatically to the escape pods and jettisoned without being awoken. Powered by a nuclear reactor to keep the pod functioning for years at a time in deep space, though the base provisions can only be stretched to a month at maximum.


  • A wide cast shield and interdiction field that disrupts enemy attempts to pull similar maneuvers to that of the Eris class cruiser. As the strategy has been found to be highly effective, the Navy thought it wise to develop a sufficient counter to similar attempts being done by future enemies.

Crews
The men and women that make up the manpower to operate the great ships of the Combine Navy. All engineering duties are carried out by Cult Mechanicus Clergy literally embedded into the ship. And the duties that would normally be carried out by marines are instead filled by Vaeldari Armsmen. Although mainline crewmen makeup is ethnically amalgamated and merit based, those that perform a particular job well are assigned that job without bias or deference to race or status. Although naturally Elves and Vaeldari end up as gunners more often whilst Trogs end up as gun loaders and cargo managers.

All crew aboard a ship have to wear a pressure suit at all times. In case of explosive decompression or other hazard to one's health happens to effect a ship. Additionally as standard practice a ship is vented to pure vacuum during combat maneuvers to prevent loss of air in the event of an inevitable hull puncture. Under normal running though emergency helmets are located at all workstations to allow crew to go about their business without having to lug their own helmet around with them.




  • The standard enlisted of the Navy, made up of generalists that can perform numerous different tasks throughout the ship should the specialists usually assigned there either be dead or incapacitated.



  • Voidsmen that have been assigned a permanent job aboard ship, comprises [Task] Sergeants, [Task] Operators, and [Task] Technicians. Have a more advanced helmet at their disposal consisting of a solid metal shell with a sensor suite mounted in the front. The helmet is equipped with a trode net that allows direct neural interaction with the Specialist's work station.




  • The standard issue pilot suits are built to be their own self contained sensory deprivation and supplement suits, removing all excess stimuli to the pilot and then filling the gap with the fighter's own sensor suite in order to provide a high feedback environment to let the pilot operate their craft better. Additionally fills with Low Density Perfluorocarbon to protect the pilot during high-G maneuvers. This saves power better used in flying the craft and allows for a much smaller profile for the craft, however at some cost to pilot comfortability as the fluid must be breathed to fill the air pockets within the chest cavity. This is extremely uncomfortable and takes an immense amount of training to become accustomed.



  • A larger version of the standard service pistol used by terrestrial forces, Every voidsman has one strapped to the leg of their voidsuit using a combat harness. This pistol is of a higher power than the standard service pistol template as rather than use as a sidearm it must be powerful enough to use as a primary weapon for voidsmen in the event of a boarding action. As such it is capable of piercing most light armors, and some medium armors depending on their material makeup.

Bridge Crew
The command center of a ship consists of 6 Rigger cocoons networked directly to the ship's Data Node. Allowing direct VR dive into the ship by the bridge crew. Absolute command is carried out by the Captain first, First Officer second, and 3rd the Master Commissar. The 5 remaining bridge staff are jointly controlled by 3 different shifts, each serving an 8 hour period.



  • In the event of a high-G maneuver occurring if the inertial dampening system is damaged. Bridge crews and various specialists across the ship are immersed in a rigger cocoon filled with a highly viscous though oxygenated and breathable liquid. This viscous liquid protects the occupant of the rigger cocoon from death, though it is uncomfortable to breath as it is so highly viscous.


  • Absolute commander aboard a starship, unless an admiral has taken direct command of a ship. However delegates the other 2 command shifts under normal running to the other upper officers. However all are aboard the bridge during combat running. Has the powers of normal naval captains such as officiating weddings, and being judge in trials. Usually commands during the afternoon shift.


  • Immediate second to the captain. Usually an up and coming officer working towards their own captaincy. Usually fills in the morning shift.


  • Head of personnel, is an outright political officer serving the Doux Councils rather than the military. Embedded aboard ships to ensure the crew lives up to the Democratic ideals of the Combine at large. Acts as the prosecutor in ship board trials. Serves mostly as the night shift commander.


  • Master of the engines, is ultimately responsible for the functioning of the engines. Ensuring that the ship is capable of moving. Which tends to be defining feature for a ship rather than a station. As such 100% of their duties revolve around propulsion and ship power. Given the power of the Mechanicus within the Combine at large, and especially the navy given their immense reliance on technology just to remain breathing. As such the Engine master must always be a member of the Mechanicus, and the maintenance and operation of an engine must always be carried out by Enginseers alone.


  • As the title suggests, is the master of all gunnery aboard the vessel. With all the guns and missiles of the vessel being his sole responsibility and purview. Even if the individual weapons themselves are operated by their respective gunners, the Master Gunner ultimately designates develops the firing solutions and creates the target priority lists.


  • Another Mechanicus exclusive position. The Communications array is a holy relic, a cluster of disparate and alternate systems interconnected with the Ansible network connection at its core. Through political finagling only the Mechanicus may directly work upon the network. The technologies so sacred that only men of a certain cloth may carry out the rites of repair and operation. As a double duty the Comms Magos is primarily responsible for the running of the on board mechachapel which serves as the ship's machine shop.


  • A position that one would assume be another under the sole control of the mechanicus, however on a warship is usually a more tactical position. More of an intelligence station than proper science, it is the task of the science officer to analyze and collate all incoming data to keep the ship properly apprised of the mission environment and enemy statistics. As it generating new technology or new scientific theory does not fall within the duties of this station, it is generally granted to lay peoples.


  • The duty of guiding the ship through the void, whilst the Engine Magos' purview is the maintenance and observance of the engine rites, they do not control where the ship goes or how it does so. The Helmsman is solely responsible for the evasive maneuvers and FTL spool up.

Mechanicus
The Cult holds vast power in the CCCP at both a state and cultural level. Thusly the clergy are embedded aboard vessels to handle the holy machineries, to ensure their charges remain operational. Though the Admiralty have used their clout to demand a counter. To prevent further Mechanicus Control over naval operations, the allotted enginseers are put through the Navy's training regimens as standard recruits to build more loyalty to the navy than to the Mechanicus.



  • “The Man who fixes the Engine” is a title of high honor among the Combine's lay people. However among the members of the mechanicus, the Enginseer is among the lowest form of the clergy. Primarily acolytes working towards a priesthood, or the lesser members of the priesthood that lack the skills or political connections to rise up the ranks. However for the vast majority of the personnel in the Navy the presence of an Enginseer is welcome. However this may be in part due to the lack of more the more exotic style of augmentations as the upper echelons of the priesthood. Some even still possessing portions of a human face still. Their mechanical bodies easily seen in the mind as just a suit of power armor.


  • One last bit of political finagling on the part of the Cult. Using the wording of their Marque of service they have taken their duty of “repairs” to also include not just the craft and equipment but of the Navy's personnel themselves. Given the widespread usage of cyberware among the entire population of the CCCP, maintaining such bionics has been construde to be an Engineering affair rather than purely medical. They still must be trained primarily according to Navy standards, however it is but one more aspect of the military branch the cult has wormed its way into, that they will likely never be dislodged from.

Armsmen
As a substantial portion of the CCCP now, the Vaeldari have been amalgamated into the military at large in a way that can preserve their military culture and traditions in a manner that best serves the Combine. Rather the traditions of the Aspect Warrior have been utilized to fill the role left empty by the Cosmarines becoming an international special operations group. These Vaeldari Armsmen now defend the ships of which they are assigned in the roles they are best suited for. While some may not seem to work well aboard a ship, some roles allow a ship to execute limited ground operations with the varied specialists needed for the job.


  • Vaeldari military doctrine used to rely on massed infantry assault with “Guardian” soldiers comprised of what were effectively regulars only one step above militiamen. With support from advanced specialist soldiers that had walked particular paths of war, ranging from flying machinegunners to anti-tank flamethrower operators, Those that became lost to these paths becoming Exarchs. However post burning, it would be irresponsible to levy a near extinct race for use as cannon fodder. As such the CCCP has deemed it viable to use these specialists to fill the numerous roles required of armsmen in the modern stellar battlefield.

    Are also technically in a way Holy Warriors, each aspect being literally an aspect of the war god Khaine. The Temple of the Aspect Warriors being the origin for these masters of warcraft, however was also burned in the eponymous burning. As such a second temple has been refounded on the combine's colony world of Germac, effectively the military capital of all the Combine's space territory.




  • Aspect of Khaine as a noble warrior; the mainline aspect warrior in service to the navy. The Dire Avengers are elite ranged generalists fighting their battles primarily with their Harpoon Catapults. Weapons that fire monomolecular bladed micro-harpoons at high velocity, able to slice through light and medium armors with just as much ease as bare flesh. Usually operate in squads of 5-10 lead by an Exarch, a soldier that has been lost to the path of the warrior, equipped with a singing spear and shimmering shield. While the Exarch is skilled and geared for mainly melee combat, the mainline dire avengers are not, as such they are only equipped with effectively ceremonial monomolecular knives. Still lethal but not so nearly as other more vicious melee weapons in the Vaeldari arsenal.




  • Aspect of Khaine as a silent hunter; are equipped with advanced stealth recon armor that allows them to penetrate deep behind enemy lines to assassinate or sabotage high value targets, though equipped with heavier plates to allow them to survive if found and shot at, though this slows them moreso than their other more speedier counterparts. Their name in human languages is derived from the special toxin dart launchers attached to along the lower sides of their helmets, allowing them to quickly and quietly kill in a manner less messy than a Harpoon Catapult or chainsword. Deploys in squads of 5-10 much like dire avengers, however are not so commonly found aboard ships, usually 1-3. 5 at the absolute most.




  • Aspect of Khaine as a careless destroyer; effectively Anti-Material flamethrower specialists. No fancy tactics, no grace, no elegance. The first and foremost duty of the fire dragon is to burn (preferably the enemy). Equipped with a fusion caster that predictably casts out fusion as the projectile. The same method used for their remote operated fusion bombs, discs they throw and stick to surfaces for use as automatic AT mines or remote demolition charges. Their primary purpose aboard ship is to seek and destroy enemy heavy infantry or even armored units that may have somehow been jammed into a spaceship. Though when deployed in ground operatiors their duties consist of seeking and destroying not just heavy infantry and armor but enemy fortifications and gun emplacements as well. Given the short range nature of their weaponry they have the heaviest armor plating, this does greatly reduce their speed however this is not too much of a problem aboard ship, and during ground operations Fire Dragons are always carried by armored transport to the AO where they are needed. The Exarch however is equipped with a thermite lance, a particle repeater designed to fire a beam of thermite at the enemy to better burn through heavy armor, however these weapons are complicated to make and very niche in their utilization.




  • Aspect of Khaine as Inescapable Death; serve as man portable long range artillery support. Their weapons consist of long range swarm missile launchers that can be used to surgically destroy enemy vehicles and heavy infantry from a far longer range than the Fire Dragons. However using such weapons within the confines of a starship is irresponsible at best. The macabre armor does not do much to endear them to naval crews anyways. With its thick stabilizer legs that allow them to even fire heavy ordnance from the standing position, and the skull patterned helmet. Seeing them fills both the enemy and allies alike with dread (or nausea at the sight of how terrible the armor looks) so they are not as commonly utilized. However due to their talent for longer ranges and pinpoint accuracy they excel at a task the fire dragons cannot. Anti-Air duty. A massed battery fire from a full squad and their exarch can clear the sky of dozens of small quick air support craft.




  • A newer Aspect of Khaine at the temple as an Eternal Guardian of the Vaeldari post burning. Are equipped with a man portable version of the Aurora drive mounted in their backpack. This unit is far too small to have adequate enough shielding to protect from the immense output of radiation generated by a jump. This amount of radiation is lethal to humans so the jump system can't at all be used by humans, but by that same token it can barely be used by Vaeldari. Only those that have already received a tremendous dosing of radiation on their homeworld during the burning can survive the output. This jump unit is only one part of their strategy, their primary weapons consist of monomolecular web spinners. The monomolecule strands rip lightly armored infantry to shreds, able to be used either offensively as a direct projectile weapon, or defensively as stationary web traps along corridors. The exarch's spinners are mounted by neural controlled mechanical arms to leave their hands free for melee weapons.




  • Aspect of Khaine as a precise predator; these jet pack infantry serve as a highly mobile strike force, though wearing the lightest of armor, with their wings they can perform vertical envelopment tactics to surround enemy units in 3 dimensions. Completely disregarding cover to rain armored piercing Harpoons onto the enemy with their upgraded Harpoon Catapults. The exarch carries with them a man portable brightlance allowing them the ability to strike at the less armored upper hull of enemy armor. An Additional tactic allows the hawks to fly over the enemy to drop a wide variety of grenades from standard plasma to haywire EMP grenades.

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