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Published: 2021-08-30 00:02:40 +0000 UTC; Views: 10654; Favourites: 79; Downloads: 4
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"From this day on, you are a Lancer Knight. Carry this title with pride, for you are no common soldier. You are the beacon of Holy Mother's light. May your actions and duty bring honour to Her name. Now and always."
Surfalano Grand Master, Vikri kept a close eye on all military matters since Shata'lin return and their conflict with Imubia before the split. While his forces were clearly superior, he saw flaws that would make prolonged conflict impossible to endure.
Shata'lin army relied on slow and heavy infantry and conceptually outdated armoured forces. They were also few in numbers, which severility limited their tactical flexibility against the foes who could field nearly infinite armies.
Even though Shata'lin were winning nearly every battle, victories were becoming more and more costly and it quickly became obvious that prolonged conflict would not end in Shata'lin victory. Their army had to adapt and quickly.
Vikri forced a number of reforms that completely re-made Shata'lin military. First of, faithful of all species could join the military now, and they would be organised in squads that would best utilise their natural abilities. New weapons, armours, vehicles and ships were also designed.
Within less than a century, Empress' army was completely renewed.
Old Guard forces remade into a new formation – Lancer Knighs. Additionally, new orders were formed to accomodate a massive influx of recruits from faithul of all different species. Battalions were formed around single species battle groups to best utilise their natual abilities. Mixed squads are extremely rare.
Lancer Knights are extremely well trained and equipped. The training includes all manner of physical and mental training, as well as courses in tactics, strategy, leadership but also faith.
Each Lancer is bound by the religious code of honour, as they are meant to represent the light of the Empress in person and take extreme pride in their duty.
Typical Lancer is clad in a fine power armour, far more graceful than crude contraptions of old Guard.
Shata'lin power armour is made of three layers:
Dermal suit – a bodytight suit that monitors the health of the user and translates the movement to the exoskeleton. It provides basic protection against heat and cold when coupled with a helmet.
Exoskeleton – a thin layer of artficial muscle made of mana-enchanced composite fibers that react to the impulses from the dermal suit. Exoskeleton can easily withstand small arms fire, though typically it is not exposed to enemy fire, with the exception of typical armour weakpoints, such as joints.
External Plating – customisable set of plating covers the Lancer from head to toe. Despite its rigid appearance, plates are somewhat flexible and harden momentarily when hit. They are able to withstand several hits from a typical combat rifle but are not designed to withstand sustained fire.
There are many patterns of external plating and almost every armour is in a way unique.
All elements of armour are made of self-regenerating materials. Given enough time, light damage automatically repairs, which allows soldiers to stay longer in combat and makes maintainance easier.
Helmet provides access advanced HUD with sensors for any combat situation, objective didsplay and advanced aiming assistance.
Additionally, each armour is equipped with a personal shield generator, that protects the user with a medium frequency single layer energy field, strong enough to stop several shots from most rifles and heavy machine guns and significantly lower the damage dealth by piercing lasers. However, the shield is virtually useless against close combat attacks.
The shield also features a 'haze field' generation. Beyond distance of roughly 30 meters, visual outline of a Lancer becomes distorted, in similar fashion to the heat haze. The effect increases with range, making Knights difficult to spot at distances above 200 meters.
Defensive capabilities of the Lancer armour make them incredibly difficult to dispatch. Still, Knights are trained to not everly rely on those features. Unlike the old Guard equipment that could be compared to a walking tank, Knight's protection is not designed for taking prolonged fire.
True to their name, Lancers rely on weapons Shata'lin call Solar Lances. These guns are psionic emilators – they immitate a rather powerful psionic attack in a form of blue bolt of energy shot with speed close to a speed of light.
Standard Infantry Lance Rifle is a typical weapon of regular Lancers - Lance Rifles are potent infantry weapons, capable of firing maximum 240 shots per minute (though the effective rate of fire is usually more around 100). The beam is strong enough to punch through pretty much any known infantry armour with relative ease. Low rate of fire makes this weapon most effective at medium and long ranges. Secondary focusing crystal allows soldiers to fire a concentrated beam, effective against light and even medium vehicles provided it is aimed correctly - this firing mode lowers the rate of fire to 1 shot every 5 seconds. Both modes have pinpoint accuracy.
The weapon has no regular sights - its targeting systems are integrated with the combat armour.
Typical squad of Shata'lin Lancer Knights is made of 10 soldiers.
Squad leader operates alone or attaches to one of 3 sections – 2 rifle section and 1 base of fire section.
Rifle sections are typically made of 3 identically armed Lancers, typically carrying standard Lance Rifles.
Base of fire section consists of Heavy Lancer with reinforced armour, carrying a Heavy Lance Rifle and two assistant gunners, one of which is typically a squad's marksman.
Mechanised infantry squad usually forgoes base of fire section, as this role is typically filled by an AFV.
Specialised Lancer squads, such as arigilian skirmishers may carry a different weapon and section setup, but they typically follow 1 commander, 3-3man section composition.
Psionics in each squad receive special training to further utilise their power and aid their squad in combat. Defensive use of psionic powers is favoured, as it is typically easier to utilise, even for comparatively weak psionics.
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felix-leg [2021-09-04 15:12:05 +0000 UTC]
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HidesHisFace In reply to felix-leg [2021-09-04 18:10:49 +0000 UTC]
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