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Android Armada

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Android Armada Empty Android Armada

Post by Blitz Zhavanx Wed Jul 15, 2015 7:55 am

Over the course of multiple years, Blitz was secretly building an entire Android Armada deep in the Green Hill Zone. The Android Armada broke off into 4 branches: Army, Navy, Space, and Air Fleets, each branch also has a special smaller branch that Blitz had created based on her name as she thought it suitable. 

(Note that every android as a serial number. The initials will represent what branch they're in, followed by a squadron number, followed by their factory number. (EX. AC-887-596 (AC = Artillery Crew)))

(The Entire Android Armada is largely based off the US' Military today)

_____________________________________________________________

(Army)Swarms: This branch is a bit of a speciality created by Blitz for the term Blitzkrieg*. Instead of your run-of-the-mill unit, these guys equip armor with various types of shields and various types of melee weapons. Their speciality is to use Hit-And-Run tactics along-side quick demolish and destruction as fast as possible. Each of these guys do not have a squadron, but act as Platoons of units. That's 30 androids, each with something a little different from the one before him. Copies of one android may exist or even an entire Platoon may have 30 of the same type of unit. It's unpredictable completely.

(Swarm Units) There are a total of 4 different generalized Swarm units, and each of these general types has 3 smaller versions of itself, leaving 12 different types of Swarm units.

Marauder: Now, Marauders are generally what their name says, but they arrange from from 3 different types; Annihilation, Carnage,  and Fury. They also use dual swords with medium armor. They're special because they focus on overwhelming their opponents and making them confused. Generally they are more likely to just kill outright with taking no prisoners.
Annihilation: These Marauders focus on using their melee weapons to the max, they use their weapons not only as direct damage but also stabbing their victims, making them bleed. As their targets bleed the Marauder becomes stronger but not by much at all. In the long run that small amount could mean the difference between victory and death. They have a special ability called 'Camouflage', meaning they can activate a special stealth generator on their belt that makes them invisible for 6 seconds. May not seem like much, but seconds matter just as important as minutes when dealing with the Annihilation Marauder.
Carnage: The carnage Marauder focus' on speed, when they activate their enhancement they become faster by 30% percent. In addition, they also have the kinetic force of their weapons deal additional damage alongside the cuts and beatdowns of their dual weapons. Despite the massive speed and damage output they can deal, they are generally weaker, probably the weakest of all Marauders. They have a special ability called 'Predation', making them faster, and their melee and range defenses by 50%.
Fury: Fury Marauders focus on CC, or Crowd Control. They use heavy blasts of punches and slashes of their weapons alongside jet-boots to jump to their targets. If they manage to hit their targets when the jump, their target is pushed to the ground. Can also slash at the targets legs slowing them down greatly, but their target can wear it off over time. They have a special ability called 'Undying Rage', making them immune to all attacks for 10 seconds.

Juggernauts: These are what their name says, and most of you already know what this name means. These guys focus on making sure all of their enemies are focusing on them and they take most, if not all, of the incoming fire. They also focus on breaking down their enemies piece by piece. They all have shields that absorb incoming fire. The smaller types are the Immortal, Vengeance, and Rage.
Immortal: These guys enhance their shields to take on all types of damage. There is no known weapon that isn't able to fire upon the Immortal Juggernaut and not be stopped. These guys also carry a sword that is a yard long, a foot wide, and an inch thick with a good grip hilt. They can slowly make nanites that repair them over time, but not by much. They have a special ability called 'Reflection', it makes all incoming damage to the Juggernaut reflect back at the attacker. (For instance a tank round might hit the Juggernaut while Reflection is up, the impact and kinetic forces of the round would instantly damage the tank and the Juggernaut would be unharmed.) This only lasts 12 seconds and cannot be used again for another hour.
Vengeance: These guys focus on breaking down their opponents armor so they can strike at the flesh. Their swords are a stick rounded up with spikes all around the spine. This allows them to make their targets bleed and allow for an opening in their armor for the Vengeful Juggernaut. They have a special ability called 'Threatening Scream', when activated the Juggernaut will make a terrifying scream that makes any hostiles that are in a 8 meter radius have their fears come alive before their eyes for a few seconds. (Doesn't work on anything that isn't organic)
Rage: The Rage Juggernaut is similar to the Fury Marauder, but instead of single-target the Juggernaut focus' on beating down multiple enemies that they can reach. Using heavy blasts of kinetic energy and using a gas to choke and obscure their enemies, they slowly beat down their enemies until there is nothing left. They have a special ability called 'Chilling Scream' which, when activated, has the Juggernaut make a monstrous scream and having the air around him become very cold. (Around 30 degrees Fahrenheit)

Assassin: These guys are the hardest to keep track of, all types of the using stealth generators to constantly be camouflaged however long they wish. Using staffs or doubled-bladed swords, they strike with precision and a carefully thought out plan. The Darkness, Deception, and Hatred Assassins are all threats to be concerned about.
Darkness: This unit makes sure that they can live through the fight as well as kill their foes. Using projectiles of all sizes to defend themselves and harm their foes, the Darkness Assassin focus' on being a walking fortress that can appear out of nowhere.
They have a special ability called 'Phase Walk'. The assassin marks a spot on the ground while in stealth, weither it be on a different floor or behind a wall, as long as the assassin is within 60 meters of the spot they can have nanites break them apart and put back together on that marked spot in less than a second. This allows for a quick escape if the primary defenses can not be relied on.
Deception: These ones tend to focus on hit-and-run tactics and increasing their stealth capabilities. Making them harder to detect and using only their staff/Double-Bladed Sword, the Deception Assassin pops out of stealth doing their damage and quickly disappearing back into stealth. They have a special ability called 'Spike' that can only be used from stealth. Stabbing the target from behind with addition shocking the target with burning electricity makes the perfect quick stun and allows the assassin to attack with no problems if the target is vulnerable.
Hatred: These guys are a special kind of swarm. Using mainly nanites to destroy their foes, the Hatred Assassin slowly uses nanites to bite into their foes while rebuilding themselves for half the damage done. They have a special ability called 'Mind Trap', forcing the target to go into an unconscious state for 60 seconds. Only one person can be affected at any given time by a single Hatred Assassin. (3 Hatred Assassins can make 3 foes go 'asleep' at once but no more than 3 at any given time)

Sorcerer: These guys don't generally focus on using their melee weapons and only hold a single sword. They tend to focus on using nanites to their advantage. They can use Nanite Shields to absorb a moderate amount of damage and also repair their allies in-combat. Being Corruption, Infection, and Frustration, the Sorcerers use a variety of nanites to do their bidding.
Corruption: Using advanced, prototype nanites, the Corruption Sorcerer uses risky nanites of all types to repair their allies and keep them alive when their tactics don't pan out well. They have a special ability called 'Reanimation' that, when channeled, can bring the pieces of a fallen ally back together and they live once more. (10 minutes before they can do it again)
Infection: The Infection Sorcerer is similar to the Hatred Assassin, using nanites to heal themselves, but the Infection Sorcerer uses the nanites from a range having the nanites bite and tear ta their targets surely but moderately slowly. As they attack and hurt, they slowly get small amounts of nanites that return and repair small amounts of damage done to the Sorcerer. They have a special ability called 'Death Field', when activated, a sudden and power amount of nanites quickly cut and bruise anyone in a small 8 meter radius circle within 30 meters of the Sorcerer. It also heals the users self half of the total damage done with the Death Field.
Frustration: The Frustration Sorcerer uses nanites for heavy sudden blasts of electric nanites to stun and quickly kill their foes. The nanites carry an electric current between themselves and sometimes, when the blast is powerful enough, will spread the electricity to the nearest foe within 10 meters. As a bonus, when their nanite shield ends or is destroyed, a bright blinding light emerges and blinds any foes within 5 meters of the Sorcerer for 8 seconds. They have a special ability called 'Nanite Barrier'. When activated, the Sorcerer calls upon a swarm of nanites to defend the Sorcerer and become immune to all attacks for 8 seconds, and if all 8 seconds are channeled, the Sorcerer becomes immune for all attacks for the next 4 seconds. (Also repairs the Sorcerer for half of the Sorcerer's total health during the 8 seconds but can only be used every 4 minutes.)


Blitzkrieg* - an intense military campaign intended to bring about a swift victory.
_______________________________________________________________________

(Naval Fleet)Gunspeeders: These fast, quick, and deadly ships are the CQC of the Navy Fleet. Each ship is about the size of 2 helicopters, side-by-side. They can be equipped with Anti-Air, Anti-Armor, Anti-Personnel, and Anti-Projectile guns. 4 turrets can be equipped on each ship varying from 4 of the same to one of each. Their armor-plating can withstand up to 3 high-explosive tanks rounds before it begins to get shredded. They are as fast as speeder-boats but can be knocked over with moderate difficulty. In an attempt to overcome this, Blitz' Android Engineers put stabilizers on each one in the design. So it may take a couple of high-impact RPG rounds to knock one over.

(Air Force Fleet)Fox Units: These Jet-like units are nicknamed the 'Flying Reapers'. For good reason, too. Their primary weapon systems arrange from 3 different types: Gattling Guns, Missile Swarms, and Heat Lasers. 

The Gattling Guns are Six-Barrel machine guns that shoot 60mm explosive Anti-Tank rounds at 1150 rounds per minute that are meant to deal with dug-in troops and shred Heavy Armor. These have the ability to desecrate Concrete buildings in seconds, but are very inaccurate. (Ex. One jet would be 4000 meters away, the accuracy of the exact spot they would be aiming is a 50 meter diameter.)
The Missile Swarm Systems launch 12-18 fast, long range, varying missiles that are meant to deal with Infantry Personnel in general. They can be used for other units but deal low damage. The Missile System will lock-on to organic heat signatures and when fired will make small circles while heading directly to the missiles programmed target. Only one person can be targeted every 0.5 seconds. The missiles are based on impact, so if someone is detected behind a wall or something, it is possible for them to lead the missile into nearby debris which is one way of avoiding the missile. The missiles themselves go about 170 mph.
The Heat Lasers are what they say. The Laser System acts in a very deadly but risky way, thus there are not many made. The Heat Laser System works by a focused energy beam that has a range of 15000 meters, with this range could have an inaccuracy of 1000 meters on a moving target. If the target were to stay still or move slowly, like a Jeep, the damage, if the pilot were to take his or her time lining up the shot, would immeasurable. Anyone who would get hit would disintegrate as the beam has a width of 10 meters. Roughly the length of a limo. As deadly as this weapon system is, it doesn't come without its kinks. The deadly energy draws engine energy, causing the jet to lose power. If the Laser Beam were used long enough, the jet would have 1.5 minutes before engine power returns, otherwise the pilot and the jet will crash.

The secondary systems are more like defense systems. Flares, shields, evasive system, and cloak.
Flares: Simple, really. When the pilot activates this, multiple hot flares are shot out from the jet, disrupting lock on systems and scanners. A missile would hit a flare instead of the jet if already locked on when the flares activate. During this, a jet cannot be locked-on for another 3 seconds.
Shields increase the durability of the exterior armor-plating of the jet, making it a wall of steel. But the downside is that it slows the jet by 1/10 of it's maximum speed.
The Evasive System directs priority power to the engines, making the jet 0.5 faster than it's maximum speed. This allows the jet to flee from any lock-on systems and rockets.
The Cloaking ability makes the ship utterly invisible to everything around it. But a very keen eye could make out the outline of the ship since the jet can't become a ghost-like jet. Can only be used once every 3 minutes. Lasts 30 seconds.
______________________________________________________________________

(Space Fleet)Lock-Out Killing Insect System, or 'LOKIS': Loki Satellites are a Space-To-Space and Space-To-Surface Missile System that can Orbit Planets or be missile systems on Space Ships. The Heavy and Light Missiles in the Target Chambers do not require lock on, but do not follow targets. One Large missile can crater an entire city and one Small Missile can crater a suburban neighborhood. One satellite can store 3 Large Missiles and 7 small missiles. They have no close-range defenses leaving that to Spaceships to defend them. From Orbit to Ground, any missile can arrive at its intended target in 20 seconds. The Missile system requires a small drone to target areas for the missiles, otherwise if targeted from Orbit, the missiles have an inaccuracy of 4000 meters of it's target. The Targeting Drone has a constant Cloaking system keeping it invisible, but otherwise has no defenses. The drone is the size of an AC-130 gunship or a V-TOL Warship, depending on the design.



The Android Armada's base goes 4000 meters under the ground of the Green Hill Zone with 100 meters of it showing above ground. The buildings have a Forest Camouflage paint on the building for disguise at a distance and Traps for anyone or anything that gets too close. This is only part of the Android Armada that its Empress Overlord, Blitz Zhavanx, rules over. It is unknown as to how much of the Armada is complete, but when it is...

...It'll be enough to conquer Mobius in a matter of days.


Last edited by Blitz Zhavanx on Mon Jul 20, 2015 11:35 am; edited 1 time in total
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Post by ResolverOshawott Sat Jul 18, 2015 4:35 pm

Sounds... Rather OP, the it'll be able to conquer möbius in the matter of days part I mean but I'm assuming that's if no one steps in to try and stop them.

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Post by Blitz Zhavanx Sat Jul 18, 2015 6:44 pm

It's not even complete. It's about halfway done, so it'll take another 3-4 years before she can.
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Post by ResolverOshawott Sun Jul 19, 2015 5:45 am

That isn't a very long time il be honest.

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Post by Blitz Zhavanx Sun Jul 19, 2015 5:48 am

A lot of things could happen in a month on this site. That is a long time, trust me. Besides, the two, and maybe three, oppositions would be the Eggman Empire, GUN, and maybe the S.S.P.D. (From what I've read)
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Post by ResolverOshawott Sun Jul 19, 2015 5:59 am

Doesn't sound too bad now I guess, still needs a bit of nerfing in my opinion.

Hey I have a pretty powerful faction in mind basically a mafia with mobians perhaps your faction could be either allied or with a underground war with them.

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Post by Uncanny-Illustrator Sun Jul 19, 2015 6:46 am

AS said by an admin on your bio: https://sonicrpnation.forumotion.com/t3248-blitz-zhavanx-the-ghost-of-mobias

Your character working for Eggman directly goes against our rules. So might want to change that snippet of info here.
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Post by Blitz Zhavanx Mon Jul 20, 2015 4:14 am

Uncanny-Illustrator wrote:AS said by an admin on your bio: https://sonicrpnation.forumotion.com/t3248-blitz-zhavanx-the-ghost-of-mobias

Your character working for Eggman directly goes against our rules. So might want to change that snippet of info here.
Eh, quick question: I did state that she was betrayed and no longer works for him, since she's a solo act now doesn't that technically mean it's not against the rules? I'm not trying to bypass it or anything, I'm just saying I started RP'ing her after she was betrayed.
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Post by Blitz Zhavanx Mon Jul 20, 2015 4:18 am

ResolverOshawott wrote:Doesn't sound too bad now I guess, still needs a bit of nerfing in my opinion.

Hey I have a pretty powerful faction in mind basically a mafia with mobians perhaps your faction could be either allied or with a underground war with them.
Send me a link to it or a summery of it via Private Message and I'll think about it.
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