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Avitus12 — Dreadnaught MK-II stats

#behemoth #dreadnought #fortress #guns #large #massive #mobile #tank #terrestrial
Published: 2019-01-18 06:08:33 +0000 UTC; Views: 27887; Favourites: 393; Downloads: 190
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Description


Commission by www.deviantart.com/leonitus


Light-class Terrestrial (Land) Dreadnought MK-II
Roles: Mobile Firebase, Artillery Platform, medium Transport Carrier, City/Fortress Siege weapon, Siege breaker, Anti-Aircraft firebase
Affiliation: Species: Tsvìet - Mobile Armor Calvary
Units produced and deployed: 300
Birthplace: Conceived on 'Path of Knowledge', Constructed in 'Path of Defiance', and Tested on 'Path of War'. (A 'Path' is a planet/large planetoid within the Tsvìet solar system, each Path dedicated to a specific area in their dominion, such as science, teaching, farming, hunting, research/development, citadel fortress, etc.)
Length (rear to front/not including cannon): 370 m
Height (treads to top/not including blast shield) Body lying low: 70 m Body extended up: 120 m
Width (treads to treads): 170 m
Weight: est. > 700,000 metric tons, assisted by ten Contra-Gravity generators in the body and six more attached to the back of the flank shield.
Speed: 164 mph Human Standard, on flat terrain.
Acceleration: 10 mph per second, +10 per second.
Deceleration: -40 mph per second, -20 per second.
Reverse: 140 mph Human Standard
Sharpest Turning Angle: 40 degrees
Crew: Fully automated by fifty C.T.s. (Cold-borne Tsvìets/ hyper-advanced synthetic A.I.s) for automated defenses and systems, to cyber warfare roles.

Backup Pilot System: Last resort measure. If the command bridge has been overtaken or destroyed, a Tsvìet can enter a special chamber that will isolate itself from the universe into a pocket dimension as a security measure upon him/her entering it. The chamber will fill up with a gelatin solution that creates a synaptic connection between the Tsvìet pilot and the locomotive and weapon systems of the Behemoth. From there, the pilot can issue commands at the speed of thought and the tank will respond with zero lag time, though its actions will obviously still be limited to the efficiency of its various designs. However, the unlikely case of the death of the pilot will mean the death of the Behemoth until it is retrieved and repaired by ally forces and an A.I. takes control once more while the destruction of the Behemoth will strand the pilot in the pocket dimension for eternity unless the Behemoth is repaired and the connection is reestablished.
 
Crew/Security Compliment: 6 Tread Section - 230 A.I.drones each = 1380.

Security: 800 in front section, 800 in middle section, 800 in back section (not including cargo hold (possible 3000 units with dozens of armored vehicles).

Engineer: 100 A.I. synthetic platforms each tread house, 200 in each three main body sections. 1,200 total.

Armor: Variable: 10 ft - 20 ft.

Turret Flank Shield: 3 m thick. Mounted to the frontside of the turret with impact absorbing strut arms and angled in slant so that incoming shells and missiles are repelled (for the most apart) upwards as well as so that the shield doesn't potentially hit the conveyor system as the turret turns. This Flank shield has been rigorously tested and tried in combat and has earned its place as the unbreakable shield of the Behemoth.

*Made from Neo-Nethicite and other mixed compounds, it has proven to be impervious to all forms of attacks, whether it be kinetic slugs, explosive heat and energy, DEWs, and even psionic powers, acting as a sponge for several types and even has regenerative properties, so munitions and attacks that normally ignore conventional durability- such as high-frequency vibrations via rapid movement, sonic, and thermal weapons' effects usually resulting in destabilizing its molecular structure- being greatly neutered. The shield isn't invincible, just that the requirements to achieve its actual destruction- as well as its synthesis- is far beyond the capabilities of almost any species out in the universe.

*The melting point of the Neo-Nethicite alloy is around 43 million degrees Celsius. Without the 'energy' veins and other refining treatments, it's around 13 million degrees Celsius. The alloy metal itself is forged from a Sun Forge, a specialized rig that floats on the surface of the hottest stars, extending into the core of the star where the facility captures the natural nuclear activity to heat and shape the metal after purifying it. Only the hottest stars host these facilities, such as Wolf-Rayet star WR 102. Due to WR stars being the last evolutionary stage of the most massive stars, Sun Forges will usually serve tours of about 1,000 to 1,500 years before being moved. Due to the rarity of WO2 spectral types  (the most preferred stars of which there are only four in the Milky Way galaxy), survey parties have been sent out to far away galaxies while closer groups try to make do with Type-O Hypergiants and less hot WR stars.

The density of the metal is achieved using localized and shielded micro black holes (the size of pinheads) INSIDE of the material's structure to pull layer upon layers of the synthesized mixture into plates that weigh dozens of tons per square meter.

WEAPON SYSTEMS:
1 x Main Cannon 'FNLSG' (trans. Final Song) Type-30 Tactical Rail Cannon (8000 mm): Fire rate: 30 HS (Human Standard) seconds, Fire Range: 6,830 HS terrestrial miles, Velocity: 6.83 mps (miles per second).

Notes: Automated conveyor fed cannon. Turret must rotate back to forward position for cannon to be reloaded. The pressure wave generated along the shell's flight path can destabilize flying machines within 50 m, crush light-medium infantry, upturn vans and trucks within 30 m if shell is flying 30 m above ground, the sound generated by the shot can exceed 230 decibels within 100 m and an electric discharge from the barrel travels out for three miles and can arc onto objects 100 m outside line of fire. With the 45 degree cannon angle upwards, it can even attack orbiting spaceships.

Ammunition Types/Yields:
Default- HEAP (non-nuclear, non-chemical) - 500 m diameter total destruction, shockwaves can crush organs of unprotected humans up to 1 km away from impact site.

Sonic shell (FNLSG): Very rare sonic explosive, capable of generating a minute long series of sonic pulses ranging between 5000-7000 decibels within 20 km. The sound waves literally vibrate the molecular structure of objects to the point they tear themselves apart, ignoring conventional durability and most forms of metaphysical armors due to its nearly pure psychic nature.

Notes: Essentially, the molecules of solid matter vibrate so much that flesh, metal, earth, etc. is liquefied. Even should a target somehow shield itself from the blast, 20 km of land underneath them would have them sink beneath millions of tons of liquid matter. Outside of 20 km, the effects are not so devastating, but no less deadly if one's mind is not prepared for the sheer planet sized sorrow weighing down their hearts. These shells are very hard to make, taking the psychic wails of dying planets* and stars and condensing them into an unstable energy form, encapsulated by specialized armor within the artillery shell.

*Enemies and allies alike know when this shell is about to be fired as for the brief moments when the conveyor carries the shell into the cannon, all beings on the planet can hear the sorrowful, horrifying wail of a planet's final moments. It's enough to make even strong minds collapse and shutdown completely. Even demons of hellish persuasions cannot stand in the presence of this shell's cries.

*Planets usually produce ten shells, main sequence stars (ex. Earth's sun) produce 100, and hyper-giants produce 500-800.

Nuclear Yield-Dial shells: The simplest of massively destructive shells to make, these range from 15 kT to 50 Mt in explosive yield for planetary warfare, or up to 100 Gigatons for planet to space fire support.

Directed Nuclear Flare shells: 50 Megaton-100 Gigaton Explosive Yield range.

Notes: The most purely technological shell for the Tsvìets to make. Warheads covered in a highly advanced shell casing prickling with EGO needles. Once a set area within the estimated explosive payload's destructive diameter is set, the needles will expand outwards, riding the shockwave of the nuke's explosion until the preferred range of destruction is achieved, whereby they interconnect with an EGO barrier*, stopping the explosion's expansion but redirecting it back inwards towards the source, dramatically increasing its potential damage.

If you are familiar with how much more devastating an explosion underwater is compared to one on land, then that is the basic theory behind this. One can contain a 50 Megaton nuclear fireball within an area 50 meters wide with the properly graded EGO barrier strength. If impacted against a fortress or ship's wall/hull, the explosion will be directed straight into the target, letting none disperse away from it. One of these shells impacting a citadel's walls can direct the explosion inside, blowing up the citadel from the inside like filling up a balloon until it pops.

*The EGO barrier is very quite literal. The psychic powers of the Tsvìet Queen is incomparable in the material universe. With this power, and the ingenuity of the shells designed by her Second-in-Command and Head Research, DRGN SLYR (pronounced Dragon Slayer), she can create metaphysical energy batteries used to power the EGO needles (among many other things). The EGO barriers, or known by other species as A.T. (All-Types) Fields, can be used to block or contain all manners of energies, such as heat, sub-atomic particles, radiation, psychic, psychokinetic, reality warping, and spiritual forces.

Secondary Cannons:
2 x MALC (Malice) MLMP (Multiple Launch, Multiple Purpose) Variable Linear Cannons (2,000 mm).

Notes: A cannon on both sides of the FNLSG cannon, these can independently target different enemies with air mines, anti-tank and aircraft missiles, anti-satellite missiles, anti-missile missiles, anti-infantry missiles (cluster, napalm, plasma, white phosphorus, black phosphorus [original creation], concussion, biological, chemical, dark matter, MIRV-style missiles), mini-nukes, or metal slugs at relativistic speeds. Due to the sheer versatility of payloads, a Behemoth is always deployed with appropriate munitions upon determined foe types estimated by recon forces.
Fire Rate: Varies- 15 seconds to 1:30 minutes, Fire Range: 50 m to 500 miles, Velocity: Variable

Final Note: All three cannons have a depression of 30 degrees down and can angle 45 degrees up.

Other Weapon Systems:

18 x 11-tubed 1000mm automated FOG Launchers, Fire Rate: Every 15 secs. Fire Range: 40 m to 300 m.
Notes: Launchers connected to advance sensor stations throughout the surrounding forces and its own, detecting presence of enemy anti-armor or anti-radar munitions upon launch and the nature of the incoming munitions. If missiles are detected quick enough while far enough away, these launchers will fire FOG missiles according to the nature of the attack, where they will either intercept with missiles, disorient with sensor and radar scrambling clouds of metal, radar reflecting dust particles, trick heat-seekers with flares or even Singularity AM/ADM (air dropped munition) missiles.

2 x 12-tubed SAM launchers, Fire Rate: 1-12 missiles per second, Fire Range: 20 m - 10 miles, Reload: 1 minute

5 x MDM (Medium) AA Laser-targeting Quad Lightning turrets. Fire Rate: 20 seconds, Fire Range: 15 miles
Notes: Uses lasers to paint targets. Lasers displace atmosphere, giving an 'easier path' for built-up  10 million AC electrical charge to be released through and strike target at the speed of lightning.

134 x CIWS AA/AT/AI(infantry) 200mm repeater laser cannons. Fire Rate: 1 shot p/3 seconds, Fire Range: 1 mile, Velocity: 23% SoL (Speed of Light)
Notes: Organized in two groups of five.

50 x 500mm auto-loading cannons. Fire Rate: Variable, Fire Range: Variable-1 mile, Velocity: 6,500 - 9,000 m/ps (meters per second). Variable ammo loadouts.

15 x Dual-barreled 12' automated auto-loading Gauss Cannons. Fire Rate: Variable, Fire Range: 20 m - 400 m, Velocity: Variable-Mach 20. Variable ammo loadouts. (Biological, Chemical, Dark Matter, Tungsten slugs, Incendiary, API, Air-Burst Fragmentation)

10 x Underbelly 'Murder Holes' for dropping bombs and mines.

15 x Internalized Underbelly EMP (Electro Magnetic Parasite) prongs. Fire Rate: 5 minutes, Fire Range: 25 m.
Notes: Works similar to an EMP but the pulse carries with it an A.I. parasite that enters through any openings into an enemy machine's systems instead of just frying the circuitry. For something like power armors with weaker shields, the A.I. would seize control of all mobility and life support functions from immobilizing it to venting oxygen and suffocating the wearer.

2 x Triple-mounted 30mm Electro-Magnetic Gatling Beam Cannons. Fire Rate: 2,000 rpm, Fire Range: Variable-1 mile, Velocity: 99.99% SoL, Energy Charge Rate: 1% per second during rest, Energy Charge Capacity: 10,000 rounds nonstop.
Notes: Doubles as EMP (both pulse and parasite) transmitter.

18 x 3-tubed 1000mm Automated Mortar Launcher System. Fire Rate: 1-8 rounds per second, Reload: 30 seconds, Fire Range: 10 m - 1 mile. Variable ammo loadouts.

24 x Tread house pillboxes. 460 soldiers. Variable mounted weaponry loadouts (x-ray lasers, heat lasers, EMP cannons, AT cannons, AAM launchers, heavy machine guns, etc.)

80 x Murder holes, along sides of tread houses and underbelly.

15 x Triple-mounted 250mm Automated Auto-firing rail cannons. Fire Rate: 10 seconds, Fire Range: 3 miles, Velocity: Mach 33

1 x 500mm MSV (Massive) Automated Auto-loading AAA VF (Variable Flak) Quad turret. Fire Rate: 60 r/pm, Fire Range: 20 miles, Velocity: Variable-10,000 mps (meters). Variable Loadout: Main- AA/AM magnetic miniature cluster mines.

2 x 4-silo ICBM-modified AAA Systems. Fire Rate: 1-4 missiles per second, Reload: 1 minute, Fire Range: 3,800 miles, Velocity: Mach 8.

Notes: Massive Air-burst MIRV missiles used for AAA and anti-satellite tasks.

1 x EPCM (Electronic/Psionic Counter Measure) Pod: Range- 50 km diameter. Produces EM field 50 km in diameter. Produces: 2 EGO shields 100 m outside of body, even underground. Barrier Strength: 500 Teratons. Recharge Rate: 10% per 30 minutes even when under fire.

GENERAL NOTES:
Treads are able to be magnetized to pick up soldiers (wearing metal), tanks, vehicles, and even close flying aircraft such as choppers. Should the Behemoth come upon a vertical metal surface, the treads' magnetism- as well as the tread arms attached to the main body- are strong enough to traverse this obstacle.
Tread arms can lift main body up for an additional fifteen meters of clearance.
Tread arms can lower body enough to crush enemies underneath.
All areas of importance can be sealed airtight.
No entrance hatches into the main body from the outside exist. All personnel are teleported inside and outside of it.
Main bodies can detach from each other to perform differing roles over a wider operational area.
Tread arms are strong enough to lift tread houses up to stomp on enemies and fortifications around them, such as trenches and bunkers.
The Tread arms are actually the second sturdiest part of the Behemoth, weaker only then the flank shield.

Related content
Comments: 25

ThePersianGod [2024-10-13 01:50:36 +0000 UTC]

👍: 0 ⏩: 0

marshadow-10 [2023-11-01 12:34:11 +0000 UTC]

👍: 0 ⏩: 0

aircraftenjoyer2001 [2023-10-29 03:30:11 +0000 UTC]

👍: 0 ⏩: 0

outpatient8 [2023-02-02 18:52:57 +0000 UTC]

👍: 0 ⏩: 0

MetalicSoul [2022-02-09 16:37:19 +0000 UTC]

👍: 0 ⏩: 0

ghidorahy [2021-08-14 14:06:26 +0000 UTC]

👍: 0 ⏩: 0

NO-SoupForYou [2021-04-16 12:25:20 +0000 UTC]

👍: 0 ⏩: 0

Arklyte84826 [2021-04-15 11:00:30 +0000 UTC]

👍: 0 ⏩: 0

Rexareus [2020-08-30 01:50:50 +0000 UTC]

👍: 1 ⏩: 0

Mermanwatch [2020-01-21 20:00:50 +0000 UTC]

Cool design.

👍: 0 ⏩: 0

sevenofeleven [2019-12-13 19:09:24 +0000 UTC]

Kudos.

👍: 0 ⏩: 0

nov1design [2019-03-26 17:35:26 +0000 UTC]

I just can imagine how many thousands of people need to operate this monster.

👍: 0 ⏩: 1

Leonitus In reply to nov1design [2019-04-02 02:16:37 +0000 UTC]

👍: 0 ⏩: 1

nov1design In reply to Leonitus [2019-04-03 17:36:18 +0000 UTC]

thanks, I'll read it

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titanpaul51x [2019-02-05 00:02:34 +0000 UTC]

How big are the projectile that are fire in FNLSG main rail gun! 26'.2" feet in diameter by 52'.5" feet length? 

👍: 0 ⏩: 1

Leonitus In reply to titanpaul51x [2019-02-05 03:18:21 +0000 UTC]

Okay, about 40 ft long. Typo, my bad. The other shells are alot smaller, 40% that size.

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RebellingLemming [2019-02-03 06:44:01 +0000 UTC]

Great model!

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writingscifi65 [2019-01-24 02:31:00 +0000 UTC]

Yeah, what White-Hellion said...

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TyZhunter [2019-01-22 23:58:05 +0000 UTC]

*whistles* That's a big vehicle... I love it

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masterofThardus [2019-01-21 07:29:32 +0000 UTC]

Giving me SupCom flashbacks...

👍: 0 ⏩: 0

White-Hellion [2019-01-19 23:01:57 +0000 UTC]

O.G.R.E.    

👍: 0 ⏩: 0

Fotoref [2019-01-18 12:45:06 +0000 UTC]

Your gallery is fantastic!

👍: 0 ⏩: 0

Impguy101 [2019-01-18 08:49:11 +0000 UTC]

Hthis thing would fit in the Warhammer universe...

👍: 0 ⏩: 1

Rexareus In reply to Impguy101 [2021-01-22 20:25:30 +0000 UTC]

👍: 0 ⏩: 0

Leonitus [2019-01-18 06:52:12 +0000 UTC]

Just needed to say real quick that some information that is shown got mixed up with the old jnfo, such as the 12' double barrel cannons on the underside should now be 600mm and the 50mm machine guns in the pic have no mention in the description, or weren'the properly updated. Also, the ball cannons 200mm in the description are listed as in groups of five and the fire rate is different for the 1000 mm mortars since there's only three per setup instead of the original 8. These mistakes are a remnant of the old stats. I know this sounds nitpicking but I just wanted any removed. Also, the description left out the torpedoes but don'the work to much, avitus12. We can sort it out later when I get off work tomorrow.

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