The Evrensel Conflict Conquest & War -- Evrensel Spin-off

Mr. Wade & Watch

Cult of Personality
Half a league, half a league,
Half a league onward,
All in the valley of Death
Rode the six hundred.
“Forward, the Light Brigade!
Charge for the guns!” he said.
Into the valley of Death
Rode the six hundred.

“Forward, the Light Brigade!”
Was there a man dismayed?
Not though the soldier knew
Someone had blundered.
Theirs not to make reply,
Theirs not to reason why,
Theirs but to do and die.
Into the valley of Death
Rode the six hundred.

Cannon to right of them,
Cannon to left of them,
Cannon in front of them
Volleyed and thundered;
Stormed at with shot and shell,
Boldly they rode and well,
Into the jaws of Death,
Into the mouth of hell
Rode the six hundred.

Flashed all their sabres bare,
Flashed as they turned in air
Sabring the gunners there,
Charging an army, while
All the world wondered.
Plunged in the battery-smoke
Right through the line they broke;
Cossack and Russian
Reeled from the sabre stroke
Shattered and sundered.
Then they rode back, but not
Not the six hundred.

Cannon to right of them,
Cannon to left of them,
Cannon behind them
Volleyed and thundered;
Stormed at with shot and shell,
While horse and hero fell.
They that had fought so well
Came through the jaws of Death,
Back from the mouth of hell,
All that was left of them,
Left of six hundred.

When can their glory fade?
O the wild charge they made!
All the world wondered.
Honour the charge they made!
Honour the Light Brigade,
Noble six hundred!

In this chaos of the multiverse, only one thing can be sure. Change. Whether it is a newly founded nation, an empire rising out of the dust of the old world, or the liberation of lands once owned, the war is too big to simply keep in one place.

For fun or for your own story, if you wanna do battle with someone using a character or an army, here is where you shall fight. If you own a character that leads an army, use the sheet below to describe the army and what technology it may have. Be fair when fighting each other, and try to out strategize your opponent.


Army Name:

Units & Weaponry (What groups are in your armies? Are there engineers, commandos, snipers, and what type of weaponry do they own? Swords, guns, plasma guns, etc.):

Vehicles:

Special abilities or weapons used by soldiers:
 
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Army Name: The Army of the Unified Alliance (Alliance)

Technological Weapons: Guns that uses kinetic energy to launch projectiles. So yes, bullets. But think more advanced and more efficient than modern guns - think BO3-style.

Commonly-used weapons:
BR-19 "Salvo": Assault Rifle - Fully automatic and chambered for 6.5x45mm AP, HP, Explosive or Incendiary rounds, this versatile assault rifle can be field-stripped and re-purposed into a bullpup configuration, a stock-less configuration, and modified to support up to ten tactical attachments.
BR-20 "Eclipse": Assault Rifle - Less modular than its ancestor but still extremely lethal, this assault rifle takes the same 5.5x45mm rounds as the BR-19 but features a burst-fire mode, lightweight frame and ergonomic grip. Perfect for special ops use, or to bridge the gap between ARs and SMGs.
ADMR-14 "Huntsman": Designated Marksman Rifle - With 10 8.5x50mm AP bullets in a single magazine and advanced recoil compensation systems linked to the operator's exo, each shot is accurate, deadly and wholesomely terrifying.
Tok-54 "Vector": Submachinegun - 10mm. Fully automatic. 1000 HP rounds per minute. Ergonomic grip and reloading system. Extreme recoil dampener. The magazine might be empty after a bit less than two seconds, but there will be no living being still left standing in the field of fire.
Tok-76 "Tristar": Submachinegun - Still 10mm, still fully-automatic, but now with three barrels and less fire rate. The good thing about it is that trigger discipline is no longer required. Not that it ever was in the first place.
S96 "Iapetus": Bolt-Action Sniper Rifle System - Slower-firing but infinitely more lethal, the S96 fires modified .50 BMG rounds for less recoil, but is still best against armour and as anti-material. Warning: firing on humans may cause instant amputation of torso.
L117 "Crossfire": Light Machine Gun - More dakka. Hold down the trigger, and never let go as 7.5x45mm AP rounds tear apart anything less than an inch-thick titanium plating in their way.
M41 "Stunner": Shotgun - Semi-automatic and adjusted for some serious recoil compensation, the 10-shell magazine can be emptied, ejected and swapped out for a fresh one without too much effort, while the 10-gauge shells will typically make mincemeat out of anything soft and squishy.
P-6 "Veteran": Pistol - Available for both 10mm AP and HP rounds, this pistol looks relatively unthreatening at first glance, until someone gets hurt. Really badly.
P-6R "Elite": Pistol - Available for both 10mm AP and HP rounds, this pistol packs a serious punch at close range with its selectable full-auto firing mode and extended magazine size.
TH24 "Spazzer": Amplifier - This small but deadly weapon takes the operator's energy, converts and amplifies them into deadly bolts of... things. Destructive but exhausting, it is often used as a last-ditch weapon.

Vehicles: VTOL dropships, VTOL gunships, VTOL jets, hover bikes, hover/tires land vehicles, ships, etc.

Special abilities or weapons used by soldiers:
TM8 Combat Exoskeleton - A durable and reliable exoskeleton, it is the literal backbone of the Army, enabling soldiers to run faster, jump higher, take more punishment, retain more stamina, and features an entire computational system embedded within. It can be linked to almost anything the Army has on the field, the most common of which are the firearms themselves. The exos take readings from the weapons and guides the operators' arms to further compensate for recoil. It has a built-in thruster pack that takes the user's energy and uses them to power the microreactor within, allowing operators to use them to dash in any direction, on the ground or in the air.
Heavy weapons - Examples include the V-34 "Vulcan" Flamethrower, the R-3 "Zeus" Rocket Launcher, etc.
CHX Channeler - The channeler takes its operator's energy and amplifies it, allowing them to utilize the anomalous power like the Naturals do. However, they're not very efficient, and takes a large chunk of energy for basically everything.
 
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Army Name: Hyperion Corps. (Colonies)

Technological weapons: Same as the AUA.

Commonly-used weapons:
TA-22 "Obituary": Assault Rifle - Lightweight, fully automatic and extremely potent, this assault rifle boasts a bullpup design and features multiple tactical rails, and is chambered in 6.5x45mm bullets, with AP rounds as default.
TA-24 "Harbinger": Assault Rifle - This assault features a more traditional design at the cost of a bigger overall size, but is able to fit larger optics on the upper rail and larger attachments on the lower rail. Comes standard with 6.5x45mm Ap rounds.
ADMR-15S "Blowdart": Designated Marksman Rifle - Secretly withheld from the Alliance's shopping spree, this DMR is developed by the Colonies and features a larger magazine that holds 15 8.5x50mm AP rounds, a built-in sway-reducer and a better compensator.
Tok-54 "Vector": Submachinegun - Exact same model as the one used by the AUA, in a different colouring scheme.
GTM "Nova": Submachinegun - Near-carbon copy of the Tok-76, utilizing the same tri-barrel firing system but with a less effective cooling system. The magazine size was increased in order to compensate for the frequent overheating and to avoid reloads.
L115A12 "Javelin": Bolt-Action Sniper Rifle System - Sometimes, reviving an old concept isn't all that bad. This powerful sniper rifle was re-created from the long-discontinued L115A3, re-imagined and made better in every way. It's modular design makes it possible to chamber two different types of rounds: 8.5x50mm and .50 Beowulf, as long as the barrel is replaced beforehand.
H44 "Shredder": Light Machine Gun - The name sells itself. The 200-round magazine carries 7.5x45mm bullets that will mercilessly shred the target to pieces, and quite possibly the next target over as well.
M40 "Stunner": Shotgun - It was reverse-engineered by Alliance scientists into the M41, and the name was kept. It does exactly the same thing as the M41, except it fires 12-gauge shells and has 12 rounds per magazine.
PST-2 "Clover": Pistol - This competent pistol looks deadly and is also very much deadly. The 10mm AP rounds can tear a hole through any low-level body armour and do considerable damage even to military-grade armour.
PST-2T "Eaglefire": Pistol - An improved version of the PST-2, this pistol fires the same munitions but has a capacity of 12 instead of 10. It also features a better iron sight, a tactical rail and integrated compensator.
TH24 "Spazzer": Amplifier - Same model as the ones used by the AUA, but different colour scheme.

Vehicles: Same as the AUA.

Special abilities or weapons used by soldiers:
EXT-5 All-Purpose Exoskeleton - A cheap, reliable and mass-produced exoskeleton, it is fit for all civilian and military needs with the addition of modular modules that can be swapped on/off on the fly. Features nearly the same things as the AUA exos, except that its microreactor produces less energy output.
Heavy weapons: Similar to the ones used by the AUA.
CHT Channeler - Similar to the ones used by the AUA, but considerably weaker.
 
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Accessing Imperial Databanks . . . . .
Unauthorised Access Detected. Enter Authorisation Pin:
* * * * * * * * *
Access Granted.
Enter Search Query:
"Journal of the 501st Entry 8"
Searching for Relevant Files . . . . .
Search Successful. Displaying Entry 8 out of 18

"What I remember about the rise of the Empire is... is how quiet it was. During the waning hours of the Clone Wars, the 501st Legion was discreetly transferred back to Coruscant. It was a silent trip. We all knew what was about to happen, what we were about to do. Did we have any doubts? Any private, traitorous thoughts? Perhaps, but no one said a word. Not on the flight to Coruscant, not when Order 66 came down, and not when we marched into the Jedi Temple. Not a word. With the fall of Coruscant and the elimination of the traitorous Jedi, Palpatine's rise to power was complete. In recognition of our service and loyalty to the Emperor, the 501st were placed under the direct command of Lord Vader. Armed with deadly new weapons, blazing new ships, and shiny new armor, our presence let the galaxy know that the days of the Old Republic were well and truly over. We were establishing a new era, an era of order and peace. An era of The Empire."

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Army Name: The 501st Imperial Legion. Or more appropriately named "Vader's Fist", this legion of Imperials carried out ground-breaking operations for the Republic and now the Empire; from the Battle of Geonosis, the battle of Utapau, Operation Knightfall also known as Order 66, and even the legendary Battle of Hoth.

Technological weapons (meaning swords or guns, which do they use and what are those weapons): Every Imperial utilities a Blaster weapon, which shoots out a Particle Beam projectile towards wherever the gun is aimed at. The famous Imperial Weapon is the E-11 Blaster Rifle, which has numerous variants modified for different purposes.

There are different variants of Trooper in the Imperial Army that use modified variants of the E-11 Blaster Rifle:​
Scout Trooper​
Heavy Trooper​
Engineer​
Dark Trooper​
Officer​
Armed with a Sniper Rifle variant of the E-11 Rifle.
Most commonly seen riding the Speeder-bikes.​
Armed with the MiniMag Rocket Launcher.
Often deployed to deal with armoured and vehicle targets.​
Armed with a Shotgun variant of the E11 Rifle.
Provides Ammo for the front-line units and can drop remote-triggered explosives as a defence or offensive measure.​
Armed with the ARC Caster variant of the E-11 Rifle.
Is equipped with a Jetpack to allow for greater mobility and height.​
Armed with the Imperial Sonic Blaster and the V-6D Mortar Launcher. Can deploy a small Recon Droid to survey areas.​
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Vehicles:
614-Ava Speeder Bike
TX-130T Fighter Tank
All Terrain Scout Transport - AT-ST
All Terrain Armoured Transport - AT-AT
TIE Fighter
TIE Bomber
TIE Interceptor
Victory-II Class Frigate
Imperial Class Star Destroyer
Interdictor-Class Star Destroyer

Special abilities or weapons used by soldiers:

ARC Caster
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Utilised by Phase Zero Dark Troopers, this weapon modelled after the classic E-11 Blaster Rifle fires a bolt of electricity instead of the usual Particle Beam Projectile. It has the capability to chain towards other nearby targets and can severely damage the wiring and internal systems of Droid Opponents.

Imperial Sonic Blaster
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Utilised by the Imperial Officers, this weapon fires a sonic blast of sound towards the target, which is powerful enough to cause moderate damage. It is stated that it does a minor amount more damage than the E-11 Blaster Rifle.

V-6D Mortar Launcher
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Utilised by the Imperial Officers, this weapon fires up to five grenades towards targets which can be configured to detonate on impact or on a timer. It was prefer to use this at medium to long ranges, with close ranges not recommended.​
 
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Army Name: The Imperial Military/Imperial Navy

Technological weapons (meaning swords or guns, which do they use and what are those weapons):
Energy/plasma based weaponry.

Commonly used weapons:
E-11 blaster rifle:
The standard issue weapon in the Imperial Military. It holds 500 shots and has a range of 300 meters and an optimal range of 100 meters. Can switch between semi-automatic, full-automatic and pulse-fire. Able to use a variety of ammunition which includes grenades, darts, and flares. The scope posses a computer that compensates for dark, hazy or smoky conditions. This weapon is considered best used in close-quarter firefights.

DLT-19 heavy blaster rifle:
While not as popular or as well known as the E-11, the DLT-19 is more powerful with a longer range. These are carried by Imperial Stormtroopers.

DLT-20A:
Also known as the 'longblaster'. It was a long-barreled blaster rifle with a top-mounted rangefinder and electronic sight. It shoots semi-automatic but has the ability to fire full-automatic. It has an optimal range of 45 meters and a max range of 450 meters. This was one of the few blaster models produced with a magnetic adhesion grip, keeping the weapon firmly in the wielder's grip and making him or her more difficult to disarm.

T-21 light repeating blaster:
The T-21 was the heaviest and one of the most powerful standard-issue weapons that could be carried by a single soldier. The sheer power of its bolts could cut through personal armor and break down personal energy shields, even penetrate the armored plating on many light combat vehicles. It could be wielded two-handed and fired on the move, however, for superior accuracy a light extendable tripod, usually carried in the soldier's belt, was included for stationary firing.
While it came with a standard power pack this only provided enough energy for twenty-five shots, which meant the T-21 was almost always paired with a continuous-feed power generator. This twenty-kilogram generator was carried as a backpack, and the entire set-up of weapon, tripod, and generator could be made operational in less than thirty seconds, creating a devastating weapon emplacement. The generator's low cooling capacity limited the T-21 to a maximum firing rate of one shot per second. Some units would pair a larger generator for full auto fire, but this required a second crewman to carry the bulkier generator and sustained used at this higher rate threatened to overheat and melt components of the T-21 if the gunner did not take care to restrict his sustained rate of fire.
It has an optimal range of 150 meters and a max range of 300 meters.

T-28 repeating sniper rifle:
A standard issue sniper rifle which was used by stormtrooper snipers.

Imperial Heavy Repeater:
Possibly the only projectile weapon on this list.
The gun had an extremely rapid rate of fire and a moderate spread pattern. It differed from previous repeater models in two critical areas. First, it used metallic bolts similar to those used by the more primitive slugthrowers. Second, it carried an attached concussion grenade launcher, which allowed the gun to fire a concussive explosive.
The heavy repeater was valued by the Imperials for its rate of fire and effective suppression fire capabilities and was often used for crowd control or to provide covering fire over a large area.

Baradium-core code key thermal detonators:
The model had adjustable time settings, ranging from six to eighteen seconds and a small range of five meters. They had activated only with the right code tapped into it; therefore, Rebels couldn't use captured explosives against them. Also, the buttons were unlabeled, which ensured that even if a Rebel discovered the code, they couldn't figure out which buttons to press in order to activate the detonator. Owing to this, stormtroopers needed to employ pattern memorization.

LXR-6 concussion grenade:
These concussion grenades had powerful magnetics and were utilized against armored vehicles during the war such as AT-STs. The grenade would stick to the armor of the vehicle and detonate with a powerful blast designed to rip a hole through the vehicle's hull. While effective against armored vehicles, the grenades had a short blast radius and caused only minimum damage against infantry units.

SE-14r light repeating blaster:
An alternative model of the SR combat pistol used by the CIS. It's full-automatic and has a high rate of fire. More often used by Storm Commanders and Imperial Officers.

Vehicles:
AT-ST:
Scout walker
Armed with 1 twin blaster canon and 1 twin light blaster canon
Unshielded

AT-AT:
Assault walker
Armed with two heavy laser canons and two repeating blaster canons
Can carry 4 speeders, 40 soldiers and heavy weapons such as E-Web Heavy Repeating Blasters (static weapon)
Lacks underbelly armor and vulnerable neck
Can be unstable due to center of gravity
Unshielded

74-Z Speeder Bike

C-136:
Static Artillery
Takes between 6 and 12 hours to set up
Max range of 25000 kilometers
Blast radious of 100 meters
Ion based

AT-AA:
Anti-Air vehicle
Uses a flak-canon
Can be equipped with a concussion missile launcher instead of flak which can hold up to 36 missiles
Incapable of targetting ground targets
Carries electronic countermeasure systems that could scramble missile guidance systems
Max speed of 60 km/h

HAVt B5 Juggernaut:
Transport vehicle
Armed only with point laser defense canons

2-M Saber-class repulsor tank:
Repulsor tanks
Has a deflector shield
Armed with 1 blaster canon, 2 heavy laser canons and 1 missile launcher with 2 missiles

Low Altitude Assault Transport/infantry (LAAT/i):
Clone Wars Era gunship
Armed with:
Anti-personnel laser turrets (1 behind the doors and 2 at the front)
Composite-beam laser turrets (2 behind the cockpit and 2 others on the wings)
Mass-driver missile launchers (2)(30 missiles each)
Light air-to-air rockets (4 under each wing)
Incapable of low-orbit and above travel

Multi-Altitude Assault Transport (MAAT):
Troop transport
Capable of space flight
Armed with laser canons and missile launchers

Lancet Aerial Artillery:
Incapable of space flight
Unshielded, weak to AA
Armed with a proton beam canon and a laser canon

TIE/HU Hunter multi-role starfighter:
Armed with 2 ion canons, 2 laser canons and a proton torpedo launcher holding a standard load of 12 torpedos
Class 1.0 hyperdrive equipped
Exclusive to Storm Commandos
Waterproof
Shielded

TIE/LN starfighter:
Unshielded
No life support
No hyperdrive
Armed with 2 laser canons
Great in swarm tactics

TIE/sa bomber:
Slow
Unshielded
No hyperdrive
Armed with 1 laser canon, two proton torpedo launchers with 4 torpedos, 2 concussion missile launchers with 8 missiles and a bomb bay with variable payloads

TIE/IN starfighter:
Unshielded
No hyperdrive
Armed with 4 laser canons
Very fast

TIE/sr starfighter:
Class 3 hyperdrive
Scout starship
Armed with 1 laser canon
Unshielded

Tartan-Class Patrol Craft
Lancer-Class Frigate
Dreadnaught-class heavy cruiser
Victory II-class Star Destroyer
Imperial I-Class Star Destroyer
Imperial II-Class Star Destroyer

Special abilities or weapons used by soldiers:
Special weapons:
Stouker Concussion Rifle:
400 shot magazine
30 meters explosion radius
2 fire settings: heavy shot and explosive shot
High recoil
Unblockable by lightsabers

Oppressor flamethrower:
Flamethrower

Specialized/Special Forces:
These are less common employed soldiers.
Phase II and Phase III Dark Troopers:
Phase II:
Each droid was equipped with the external elements such as the suit, a jump pack, and an assault cannon capable of firing 400 plasma-shells and 20 missiles before reloading. It was also capable of being loaded into hyperspace pods for transportation. It was also equipped with a deflector shield.
Phase III:
The Phase III dark trooper was the last and most powerful dark trooper exoskeleton/droid. It dwarfed even the Phase II dark trooper and was intended to be the armor of the next generation of stormtroopers. It was sometimes even classified as a bipedal tank.
The Phase III trooper's standard weapon complement included a large handheld assault cannon and two shoulder-mounted seeker missile launcher racks that were hidden under the suit's shoulder plates when not in use. They were issued additional fragmentation grenades, thermal detonators, and concussion grenades. Phase III Dark troopers wore black armor made of the nearly indestructible metal phrik, mined on the moon Gromas 16. It provided superior protection against enemy fire including energy weapons such as lightsabers.

Hazard stormtroopers:
Hazard troopers wore a very heavy suit of body armor that offered complete immunity to temperature extremes, immunity to acidic damage, as well as invulnerability to small-arms fire. Their air supply lasted for three days and was enriched with beneficial bacteria. The armor was also a functioning space suit which could keep the wearer alive in a vacuum or underwater environment for up to three days. Hazard trooper armor was lightsaber resistant to a certain degree.
According to section 7782.X.ST08 of the Imperial Stormtrooper Corps Field Manual, the Hazard stormtrooper helmet is equipped with a HUD that alerts the wearer if an atmospheric contaminant has penetrated the filters of their mask and thus poses a lethal threat. Although nothing atypical is generally considered able to penetrate the suit's sealed environment, it was nonetheless mandated that, should any unusual smells or tastes infiltrated the suit somehow, they adhere to the following procedure, which is to stop breathing and close their mouths and eyes, then close the helmet filters manually, and then hold down the helmet purge valve and sharply exhale to clear the helmet environment. Afterwards, they are to alert their squad via one of three alarms, either a squad-only comlink alarm via three short comm bursts, a gestural alarm via extending their arm overhead with clenched fist, and then bend their arm 90 degrees at their elbow, or percussive alarm, which is three raps in close succession, armor on armor by knocking forearms together. If the armor's electronics were still functional, the potentially infected hazard stormtrooper is to initiate an emergency contaminant flush and antibiotic injections. Afterward, they are to resume their mission and then upon return to their base of operations, they are to report directly to quarantine for examination by the base's medical droids.
Hazard troopers had similarities to Dark troopers in that they were cyborgs since they had their limbs removed and replaced with mechanical versions of them, though they were biological beings and not droids. Stormtroopers who were selected for hazard duty were required to undergo cyborg limb replacement to supply them with the necessary strength and stamina to operate their armor for extended missions. Hazard troopers were commonly equipped with either an Imperial heavy repeater or a Stouker concussion rifle, or, less commonly, an FC-1 flechette launcher.

Storm Commandos:
The storm commandos, also known as Imperial commandos or shadow scouts, were the Special forces of the Imperial Stormtrooper Corps. One task for storm commandos was to instigate uprisings on enemy systems or to subdue insurrections on Imperial-held worlds. They also served as second-wave attackers in the battlefield, tasked with holding territory won by the first wave.
Their armor was based on the scout trooper's light armor, though the black color most commonly seen earned them the nickname "shadow scouts"; it was enhanced with a coating of an advanced polymer called reflec, which deflected light and sensor energy. This made the wearers virtually invisible to all but the most determined of scans.
Storm commandos used a wide assortment of weaponry. The E-11 blaster rifle served as their primary rifle, though they were sometimes known to make use of Evasive-226-R field disruptors. If the situation required, storm commandos could also use the Oppressor flamethrower and the Imperial long-range rocket rifle.
In addition to their standard gear, Storm Commandos who were part of the assault section carried concussion grenades and a heavy weapon, the latter of which depended on the commander's choice and mission parameters. For example, in operations which required speed, a single-trooper light repeating blaster or grenade launcher allowed for a measure of firepower and mobility. For members of the saboteur team, their extra gear were satchels of detonite, (usually three for every other trooper) and occasionally thermal detonators and thermal wells. Tech team members carried sophisticated communication gear, toolkits, and computer probes in addition to their normal weaponry.
Storm commandos used modified 74-Z speeder bikes to aid them in missions of deep infiltration. These missions usually involved uncovering plots and discovering deadly secrets that could be used to force enemies to cooperate. Their speeder bikes were designed for silence and speed, with a trideflective energy shield that prevented detection.
According to some reports, certain Storm Commando units (such as the DeathWhispers), made use of Imperial war droids such as the ZQ infantry droid long after they were supposedly phased out of general use by the Imperial military.
Storm commandos were also trained to fly commando-exclusive TIE Hunters, generally operating from Imperial escort carriers. These carriers would be under their direct command and control. In addition, in certain special forces operations, they made use of Imperial Troop Drop Pods.
 
Army Name: The Helghast Empire

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Units & Weaponry:

The Helghan army's main forces are Assault Infantry, which are the usual grunts; Shock troopers, which are German Storm troopers (not star wars) who infiltrate trenches and bunkers with light equipment to carry; Rifleman, soldiers who fortify the rears of the assaults; Support Troops, demolition experts; and LMG Troopers, front line soldiers who carry more deadly weaponry but can't move as fast as the Assaults.

The Elites of the Helghast Empire are commandos, Black Ops units who go behind enemy lines for the attack; Elite Shock Troopers, who have almost invisible camouflage technology, are more athletic, faster, and harder to kill without serious fire power. Snipers, as the name might suggest; And Pyro troops, soldiers with flame throwers to burn out the trenches.

Their weaponry is made by Stahl Arms, run by Jorhan Stahl, one of the key political figures after Visari's death. They produce many of the guns, ammunition and vehicles used by the Helghast.

Vehicles:

They own a series of different vehicles and ships. Their tank units are a mixture of light and heavy hovertanks, used to travel over shallow or heavily rocky terrains. Their aerial arsenal has heavy drop ships, jet fighters, and ATAC's, unmanned hover-copters used as suppression against enemies in heavily fortified buildings. Their cruiers are light and fast, but are also easily destroyable, as they lack energy shielding to defend themselves. They also do own sea vessels, such as battleships and assault boats, but the crown jewel of the Helghast army is this:

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The MAWLR. A massive fort on legs that is hard to kill and harder to penetrate with conventional weapons. It can not only fire missiles from it's body, but can also fire massive bolts of energy at ships, easily breaking through shielding with one shot. Usually only one is found on the battlefield.

Special abilities or weapons used by soldiers:

They have energy launchers, rocket launchers that fire high amounts of energy, that when hitting a mass group of soldiers, can reduce some into a much of blood, while others can be left without limbs. They also have jetpacks with mounted machine guns, so that's fun.​
 
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