Faction Profile: Acronymian Empire
Leader: No current individual leader, current major figures in the interim government include ISF General Leon Vettel and Imperial Army General Johnathan Noir
General Information: The Empire as it is now is a reformed entity, having ousted Emperor Vyrn and his inner circle, and is presently awaiting elections to take mainline power away from the military.
Equipment, Vehicles, and Sources: (Note, some things may not appear here.)Spoiler
K-Corp (note: due to K-Corp's destruction, equipment and materiel listed here are becoming limited):SpoilerHigh tech armor, riot gear (stun batons, armor, shields), pulse rifles, hovertanks. Other, more description-warranting assets include gunships-black VTOL craft with whisper engines, a laser chaingun, and wing-mounted turbolasers. Another is a rocket launcher with two rocket types: Normal and Annihilator. The Annihilator rockets... well... To quote KK:The next is basically this, except with laser chainguns, in the words of Kid Kris.These revolutionary new rockets use a new type of compact explosive to drive an explosive rod into the target upon impact, completely bypassing its armor! After a few seconds, the explosive rod, predictably enough, explodes, showering the entire inside of the craft (and the outsides of several objects within 10 meters of the craft) with shrapnel.
Then the shrapnel explodes.
Needless to say, these new rockets are highly expensive and impractical, especially considering that they too, have no seeking capability. Only for use against large tanks or airships, when absolutely everything must go!
A more recent purchase is an interesting variety of stealth detectors.There are also beam sniper rifles originally from K-Corp, but they have not been used for a while. This could change if a PC squad wanted to use 'em, I guess. These fire piercing energy beams in lieu of a typical sniper rifle round, the piercing capability being quite similar.See-All-Evil Stealth Detectors!
Coming in a sleek and stylish package, the device consists of a compact backpack, holding the main device, and a small two-way screen that one can look through, rendering the invisible, visible! So simple, even an NPC can use it.
The cloak detector is powered by Narrativium* and is capable of piercing cloaks, invisibility spells or illusions of all types, except for those running on the rule of cool or plot.
Purchased from Erin's Emporium:SpoilerPortable anti-teleportation devices, stun and tear gas
Themselves:SpoilerLaser pistols, electro-grenades, and APCs. Also cloaking devices. Also, all Navy ships, seen later.
Magtok, directly or otherwise:SpoilerLaser cannons, looted and reverse-engineered during the War for Inside. Plasma-launching artillery, designs for which were extorted from Magtok in exchange for not killing him. It looks like a cement truck, only the cement-container-thing is an artillery plasma cannon. Second on the extorted-from-Magtok list is an odd fighter jet type aircraft, with a strange self-powered repulsor unit that looks rather like a heater on the bottom of it, acting as its landing gear. Otherwise, it's armed with a laser-machinegun and eight missiles.
Alizarin Viscose's inventions:
SpoilerSA-02 bomber (see entry on the Sanctuary later on).
Teslafist-An anti-armor and anti-air turret tower, the Teslafist is a product of mad science and magic, forcing technology and magic together in order to power the weapon. The Teslafist fires searing black plasma beams capable of reducing adamantium to white-hot slag. It has variable range, but longer ranges require tighter beams.
Viscose has also provided the Empire with another unique invention...But what it is is a secret. Move along, citizen.
Imperial Laboratories products:
SpoilerFBI-9 Assault Rifle-A weapon created by Imperial Laboratories Designer Tzymine Xanthin, the FBI-9 is chambered for 5.56 mm ammunition. It has a 30-round magazine normally, though it is compatible with a 100-round drum magazine. The gun itself is of moderate power and good accuracy, and is compatible with a 40mm grenade launcher attachment. A number of different types of grenades are available, including standard frag grenades, incendiary grenades, flashbangs, and the typical Imperial electro-grenade.
SpoilerEvR-1 Variable Blaster Rifle (All): A rifle-type energy weapon, the Variable Blaster uses rechargeable and interchangeable power cells to function. The cells recharge on their own thanks to technology borrowed from Evolution Industries' prior main product, the MACE units, and come in many different varieties, with different types of energy for different situations. The blaster fires energy bolts of different types, determines by the power cell used. The cells run out after thirty shots. The EvR-1 also has an adaptable frame, suitable for many attachments, such as scopes and laser sights.
EvR-2 Sapper Rifle (Special Forces Only): Outwardly, this weapon looks like a somewhat large and bulky assault rifle. The EvR-2 is much more specialized than the EvR-1, there being no spots suitable for attachments other than one for a simple scope. Under the barrel, where a grenade launcher attachment might go, is an odd detail, looking strangely similar to a laser beam emitter with a trigger of its own. On one side, where a laser sight might be, is a peculiar protrusion, a red power gauge shown on it. The under-barrel attachment is an energy sapper sub-weapon based on MACE technology that drains excess energies from whatever it's used on into the rifle, the power building up as displayed on the power gauge. The power is then channeled into the weapon's ammunition. When fired, energized ammunition will be surrounded by intense, searing-hot energy, giving the weapon extra power.
EvP-1 Variable Blaster Pistol (All): A pistol-size version of the Variable Blaster. Their power cells are smaller and run out after only 12 shots as compared to the EVR-1. These also recharge on their own, but very slowly,
EvAT-1 Precision Laser Cannon (All, IA Medium+): An extremely powerful and accurate man-portable anti-tank laser cannon, somewhat similar in appearance to a rocket launcher. It has a scope mounted on one side, and a faint silvery glow is visible in stripes running down part of the length of the weapon at the very back of it. Were you to look into the weapon's barrel, you would see a number of focusing lenses in front of a brightly glowing silver device that powers the weapon.
EvAT-2 Beam Cannon (Imperial Army, Heavy): A bulkier EvAT-1 in outer appearance, this weapon has a larger power core but a slightly less intense initial blast, and lacks a scope. Its strength is in the intense beam it fires being able to maintain itself for a murderous sweep through masses of enemies, or multiple lighter vehicles.
EvHW-1 Assault Blaster (Imperial Army, Heavy): This weapon is what happens when you take a variable blaster, remove the variability, put it in a much larger, heavier frame, and give it significantly more rapid-fire capability. It's a very brutal weapon, spewing searing energy at a very high rate. It's similar to the EvAT-1 in appearance, only bulkier, lacking a scope, and the barrel is divided into a number of sub-barrels to allow more shots to be fired at once. This weapon is very simply designed to cut down huge numbers of infantry, and can fire for a long time before having to stop.
EvM-1 Infernal Edge(s) (All, though will likely see more use with Special Forces): Unusually for weapons designed for Imperial use, 'EvM-1' is the classification for a number of melee weapons. Outwardly, they have small buttons on the hilt or handle, and very dark black blades. The blades, thanks to the material they are constructed from, are very strong and sharp, and can stand much more heat than most metals. The button on the hilt, thus, is actually the on/off switch for another function. The weapons can be superheated to give significant extra power.
EvA-1 Scout Armor (All): A lighter armor variant for scouts, the Army's new light armor is mainly used for non-special forces stealth units and scouts. It offers little protection against stronger attacks and is designed with maximum mobility in mind. In that aspect, it's more like the older ISF armor. The difference is that the EvA-1 armor comes with a full helmet with a number of scanning features, including x-ray, infrared, night vision, and magic-detecting settings.
EvA-2 Light Power Armor (Imperial Army): A medium armor variant most similar to K-Corp's older IA armor, this armor features slight strength amplification and offers decent protection from attacks. The helmet features are lesser compared to the EvA-1's, however, with only infrared and night vision settings.
EvA-3 Power Armor (Imperial Army): The heaviest of the new IA armors, this features excellent protection and significant strength amplification. The helmet features are identical to the EvA-2's, though it's more protective, obviously.
EvA-4 Spec Ops Stealth Armor (Special Forces): This armor type is suited for special forces, and is fully sealed with some life support capabilities for extreme environments. It has a built-in cloaking device and its helmet comes with EvA-1-level scanners. It's midway in protectiveness between the EvA-1 and EvA-2.
EvCV-1 Assault Hovertank (Imperial Army): A heavy hovertank not very well suited to urban combat, it is heavily armored and equipped with a rail gun as its main cannon. Its secondary weapon is a rapid-fire blaster turret.
EvTV-1 Hover IFV (Imperial Army): An armored infantry fighting vehicle, it is mainly used as a transport and light combat vehicle. It is equipped with a rapid-fire blaster turret, similar to the EvAV-1's.
EvAV-1 Gunship (Imperial Army): A VTOL aircraft similar to the older K-Corp gunship, this one unfortunately lacks its predecessor's whisper engines, that technology not being in Evolution Industries' possession. Instead, it uses a more advanced repulsor drive similar to those found in hover vehicles to move and remain aloft, emitting a low-pitched humming noise when active. It is also black in coloration, and is armed with twin heavy laser cannons and a single rapid-fire blaster turret. All in all, this one actually seems to be a downgrade from the older ones...
EvAV-2 Aerial Transport (Imperial Army): Another VTOL aircraft, this one is similar to the EvAV-1 in appearance, but loses its heavy cannons and gains a large transport compartment. Versions used by IA Spec Ops soldiers are equipped with cloaking devices.
Information on designations: R = Rifle, P = Pistol, M = Melee, AT = Anti-Tank, A = Armor, CV = Combat Vehicle, TV = Transport Vehicle AV = Aerial Vehicle.
SpoilerThe Empire has the following army organization.
Squad-7 soldiers each for Light and Medium squads and 3 for heavy squads, equipment varies depending on situation. IA Heavy squads are more costly to outfit with their superior armor and utterly deadly weapons. One of them is an officer who leads the squad. Officers always have an anti-teleportation device. IA squads come in three types: Light, Medium, and Heavy. Light squads use EvA-1 scout armor and are equipped with lighter weapons. You won't see them with anything heavier than a standard rifle. Medium-armor squads use EvA-2 light power armor and are equipped with a larger variety of weapons, up to standard anti-vehicle weapons. Heavy squads are the slowest but most fearsome, equipped with the largest and most powerful infantry weapons in the Imperial arsenal.
In addition, Army soldiers can carry other personnel weapons described in the Equipment/Sources section.
Finally, the main army is spread throughout Imperial territory in general, leaving the Imperial Security Forces as Inside's main peacekeepers. The main army does have a large garrison based at the Imperial HQ in Inside, however. SEE BOTTOM FOR MORE
Division: 10 normal (Light/Medium) squads.
Battalion: 10 divisions.
Imperial Security Forces
The Imperial Security Forces, bearing an identical acronym to the government's old name, are a reorganized force in Inside itself alone. The new ISF is a quick-response sub-organization of the Imperial Army, with specialized equipment and vehicles. The base of the ISF is the Old Base, previously used in the original War for Inside and a while after before the new HQ was built. The ISF has also taken the old army's riot troopers.
SpoilerThe new ISF is organized a bit differently from the standard army in the wake of repeated conflicts lowering numbers.
A squad is now 6 soldiers, able to be divided into two fireteams. Leaders coordinate with teams via comlinks for direct orders, and the two senior officers in the squad lead the fireteams.
Divisions and Battalions are unchanged, but the decreased squad size affects their numbers. Not that these are likely to become relevant due to the nature of the new ISF as a security force rather than the main army, but it's more of an internal organization thing.
Equipment and vehicle support differ a fair bit from the main army, however.
SpoilerThe equipment of the new ISF is generally lighter than that of the main army, with more emphasis on making more out of less.
First, the standard Imperial weapon, the pulse rifle, becomes a pulse carbine, similar in difference to a modern-day M16 rifle and an M4 carbine. That is to say, it is a shorter and lighter variant of the normal weapon.
Another pulse rifle-based weapon is essentially a pulse SMG, a light rapid-fire weapon with shorter effective range than the carbine or rifle. It is usually carried by those carrying heavier weapons as well. This weapon becomes very inaccurate at longer ranges.
ISF soldiers can elect to carry two other types of main weapons as well. These are the standard Imperial beam sniper rifle and a type of pulse scattergun. This is essentially a pulse weapon in the form of a shotgun, scattering smaller pulse fire projectiles over an adjustable spread.
Pulse weapons, however, are becoming rarer, thanks to K-Corp's destruction. ISF troopers often use other equipment, such as EvR-1 Variable Blasters and FBI-9 Assault Rifles.
The sidearm of most ISF soldiers is a fairly standard laser pistol.
Some soldiers elect to use a newer heavy pistol over the laser pistol. This is the Perforator Heavy Pistol, which fires high-energy plasma. It is a fair bit more powerful than the standard laser pistol, but due to its larger energy drain it requires easily-replaced power cells, essentially a reload, which comes after 12 shots. Still others will use the EvP-1 Variable Blaster Pistol.
A new and more unique weapon is the Inferno Heavy Blaster. Similar in appearance to a flamethrower, though more high-tech in nature, the Inferno Heavy Blaster emits a special flammable gas, which is then ignited by a small energy discharge. This gives the appearance of a short range gout of flame bursting from the weapon. This flame is extremely hot and likely to burn through most anything short of metal. After all, it's not actually supposed to be an anti-vehicle weapon.
The standard heavy weapon of the ISF is, oddly enough, not a rocket launcher capable of using Annihilator Rockets. This weapon is the Thousand Hells Variable Energy Cannon. The cannon is held in the same manner of your standard rocket launcher, using the shoulder to support it. The weapon has four set firing modes. These are the Lightning Blast, Pulse Blast, Tribunal Laser, and Repulsor Blast settings. The Lightning Blast setting fires a bolt of lightning at the target, fairly standard. The Pulse Blast setting is basically your standard pulse fire scaled up to a point matching the power of a rocket launcher. The Tribunal Laser is based on the Magtok-created Tribunal Laser Cannon, essentially a laser bazooka weapon. Finally, the Repulsor Blast is an experimental setting of a fairly unique nature. Instead of using repulsorlifts to propel vehicles as in Imperial hovertanks, the Repulsor Blast setting uses simple force as its means of destruction, firing a force blast at approximately the strength required to match the destructive power of a standard rocket blast, in a more localized area. This is a precision setting in that the force only hits a certain spot rather than the explosive power of a rocket.
The ISF will also use EvAT-1 Precision Laser Cannons.
The standard ISF close-combat weapon is the Supercharger combat knife, also used by the Army. A device in the knife's hilt transfers electricity into the blade, electrocuting it and allowing for greater power. This feature can be turned on or off at will by the push of a button. However, the Superchargers are now in competition with Evolution Industries' EvM-1 Infernal Edges. Both still commonly appear.
The ISF, since Evolution Industries' takeover of the role of the Empire's main military supplier, uses EvA-1 Scout Armor.
As another note, the ISF also employs standard Imperial riot squads.
SpoilerThe first vehicle of note belonging to the ISF is the Warp-class landspeeder. It hovers above the ground, with two engine-like structures on the sides of the landspeeder which account for its forward propulsion. The landspeeder is capable of achieving very high speeds, and has a single rapid-fire pulse laser turret mounted on the rear. This can potentially be switched out for another type of turret. The landspeeder has room for 7 people, including the driver. The remaining 6 seats are usually used to carry an ISF squad. The drivers' seat and canopy are similar to a car's, made of bulletproof glass. If the soldiers are particularly in need of extra firepower, the landspeeder is also similar to a convertible in that this glass canopy is retractable.
The second ISF vehicle is an anti-riot APC, carrying a riot squad. The standard APC machine gun turret is replaced by one that fires sticky foam to incapacitate rioters.
The ISF's main air vehicle is a rather odd one. Whisper engines like those found in gunships on the back, the ISF Deliverance Sky-Transport is a VTOL craft that carries a single ISF squad. The vehicle itself is oddly similar to a flying saucer, though it has a drop pod-for quick deployment of the ISF squad-mounted on the bottom of it, with the cockpit coming out of the front of the transport, which is likely defined only by this fact and the engines on the opposite end. The transport can also land to unload the carried squad manually, and the drop pod function is rarely used. Small wings on the sides and rear account for maneuvering, and the vehicle is armed with two rapid-fire pulse laser weapons mounted on the sides, able to adjust for anti-air or anti-ground duties.
Airborne Aircraft Carrier Sanctuary
SpoilerThe airborne carrier Sanctuary's much simpler to describe than the Haven, since it's based on a preexisting craft. It looks rather like this, though it is not entirely the same as what its base is taken from, mostly in the area of armaments. It does not possess the same level of armaments as the Haven, lacking bomb bays entirely. It does, however, have numerous laser chaingun and laser cannon emplacements for defensive purposes.
What the Sanctuary excels at, though, is obvious. It's an airborne aircraft carrier for crying out loud. It carries a large number of aircraft, likely inspired by the relative success of the Haven's deployment in the brief and bloody Acro-Felinian War, backed up by large numbers of aircraft, but with many of them wiped out or found to be damaged beyond repair upon returning. The Haven itself narrowly averted this fate as it returned to Inside. The Sanctuary is meant to eliminate that weakness.
The Sanctuary carries unique aircraft, including:
SpoilerContinuing with the naming theme of the Haven and Sanctuary, the SF-01 Gatekeeper is a craft designed for air-to-air combat. The aircraft has powerful twin engines and much more traditional landing gear than your typical Acro-Imperial fighter, instead of the space heater-like landing repulsor unit. More distinctively, the craft possesses forward-swept wings. The SF-01 has two laser machine guns on the front, along with 8 rather small anti-air missiles in an internal bay. Four larger missiles are mounted on the craft's wings. The internal missiles are small and traditional, but the four larger ones explode into showers of plasma.
SpoilerThe SA-01 Apocalypse takes a much more ominous nickname than most Acro-Imperial craft thus far. While many might think it cliche'd, with all that's happened in Acro (or Town, if you prefer that) it is more than capable of striking fear into the hearts of many people. The SA-01 is a dedicated air-to-ground attacker, or bomber. Its design is even more on the traditional side than the SF-01. It possesses a single, large engine. Its wings are more standard than the SF-01's. All in all, it's a large, lumbering brute of a plane. In spite of its lack of fancifulness, the aircraft makes up for it in raw power. It mounts a laser chaingun on the front and carries 8 air-to-ground missiles in an internal bay, rather similar to the SF-01's AAs. It becomes a greater threat when you see the four larger anti-ground missiles mounted on its wings. They're quite similar to the SF-01's missiles, exploding into showers of plasma in addition to a conventional missile's effects. And, finally, the plane carries two Annihilator-based bombs, exploding in a similar manner to your standard Annihilator Rocket, in that the shrapnel it throws explodes.
SpoilerBased on the original SA-01, the SA-02 has had some rather bizarre alterations thanks to mad scientist and mage Alizarin Viscose. Much of the hull has been replaced with wood and canvas, and the wings with air sails and fins. On each wing and in the rear is a black tube, emitting a constant blue flame. These are magical jets, used in place of conventional engines.
It's been completely stripped of the SA-01's standard payload of conventional warheads, Annihilator-style bombs, and plasma missiles, along with the heavy rapid-fire laser. To compensate in a sense, it is much faster and more maneuverable than the original craft.
The SA-02's payload consists of hundreds of coin-sized silver discs, which at first might not appear to do much upon hitting the ground-but after a slight delay, the spell sealed within is activated, calling down a single lightning strike for each coin, each blast fueling the next, and only leaving stray ball lightning and a line of molten silver in the wake of the attack.
The SA-02 is largely a single-strike bomber, ideal for softening up targets for SA-01 or SF/A-01 attacks. As mentioned, it's much faster and more maneuverable than the SA-01, making it more suitable for evading anti-air defenses. The nature of its warhead delivery system-essentially a carpet bombing-means it does not have much capacity for more than one strike.
SpoilerThe SF/A-01 Blackjack doesn't carry any particular nickname pattern, though its nickname may be in reference to its role as a jack-of-all-trades compared to the SF-01 and SA-01. The craft is rather conventional, with traditional wings similar to the SA-01. It has dual engines and dual laser machine guns, more like the SF-01. The SF/A-01 carries a more balanced payload than the other two aircraft. It possesses 4 small air-to-air missiles and 4 small air-to-ground missiles in an internal bay, and has two of the larger, plasma-showering missiles, one on each wing. One is anti-air, and one is anti-ground. It possesses two conventional bombs, mounted on the wings alongside the larger missiles.
SpoilerThe SSF/A-01 is a new multirole stealth jet designed in the wake of two sieges on Inside, the first being the Acro-Felinian war and the second siege being staged by presently unknown forces believed to be linked to the destruction of the Haven. The SSF/A-01 was designed to eliminate mass casualties suffered by Sanctuary fighters in the second of the two sieges to enemy anti-aircraft fire. This craft is meant to be able to slip in, attack, and slip out without being fired upon once again.
In appearance, it is a semi-futuristic jet aircraft with very odd wings. They appear similar to those of this aircraft at lower speeds. When it achieves a high enough speed, these wings 'fold' backwards, becoming more similar to this.
The SSF/A-01 is armed with twin medium laser guns. These are essentially powerful armor-piercing laser guns with a slower rate of fire than your standard pulse lasers/laser machineguns. These are designed with surprise attacks in mind, for dealing maximum damage with less firing.
The Vengeance lacks bombs, while it does carry missile weaponry in internal bays. It carries six general-purpose standard missiles, made more difficult to store due to being general-purpose rather than dedicated-purpose, which made more guidance systems necessary and made it more difficult to miniaturize them. In addition, there are four other more unique missiles in the Vengeance's arsenal, named Driller missiles. They are essentially anti-armor missiles in that they have an Annihilator Rocket-like end, an explosive rod that is driven into its target on impact. However, unlike the Annihilators, they do not throw explosive shrapnel, instead releasing a small amount of extremely volatile gas into the air that ignites violently due to the, you know, explosion, essentially adding a smaller, but still significant, blast to the missile. The gas ignited is actually an altered version of that used in the ISF Inferno Heavy Blaster, only going beyond its power.
Judging by the higher performance of Sanctuary-based craft to the normal air force, those pilots assigned to the Sanctuary are likely of the highest skill levels the Empire can field. The Sanctuary's comparative lack of armament compared to the Haven is easily compensated for by its aircraft and pilots.
Aerial Weapons Platform/Battlecruiser Supremacy
SpoilerCommanded by former Haven and intended Spectre captain Anthony Cross, the Supremacy is the Empire's latest giant flying acquisition, constructed at the Mountain Base as Sanctuary was, though this time with Evolution Industries assistance.
Outwardly, the Supremacy initially appears relatively unremarkable: Jet black in coloration, it has long, wide wings with navy-colored stripes on them branching out from a central frame, with a fairly short bridge tower on top of and in the back of this frame. At the rear is a large, white-glowing cluster of high-tech engines, emitting a loud humming noise rather than the roar of a jet engine. Mounted under the wings are a number of smaller but similar engines used to assist in maneuvering the giant craft. The ship is also equipped with a shield generator.
However, the Supremacy is more than what it may initially seem to be.
The Supremacy's main weapons of note are a pair of massive beam cannons that deploy from concealment from both port and starboard sides of the ship, forward from the wings. Similarly to the EvAT-2 Beam Cannon, only scaled much further up, these fire ultra-intense, wide white beams that maintain themselves for roughly five seconds before needing to recharge. Even at a glancing non-sustained hit, these are capable of putting more lightly-armored targets in a world of hurt, and when held on a target, can break through almost any armor or shields.
This battlecruiser also has other weapons, mainly used for point defense. The front, rear, and underside of the craft are dotted with smaller anti-air emplacements such as rapid-fire AA laser turrets and missile launchers. The craft notably lacks heavy turbolasers as with the older Haven and Spectre, instead reliant on its twin ultra-heavy beam cannons to break armored targets. This means that with its limited truly heavy weaponry, it would not hold up in direct combat against large numbers of ground-based armored anti-air vehicles. At least, it would not if it was alone.
The Supremacy is mostly meant to take on ultra-heavy targets like other oversized flying objects or naval vessels rather than normal combat. If used in such an engagement, it would meed to be supported by the Sanctuary's smaller aircraft or similarly normal-sized fighters from another source.
Overall, it could be said that the Supremacy is designed for just that-guaranteeing the supremacy of the Acronymian Empire in the realm of massive aerial power.
The Mortal Coil Unit (Player: Wolfbane)
SpoilerOriginally Posted by Wolfbane
Spoiler1 Blitz-class Amphibious Light Destroyer (Blitz)
A unique type of naval craft filling in the role of destroyers. They actually hover over the water instead of floating in it like a boat. This grants them some degree of amphibious capability, but their hover units are specifically designed to hover over water, meaning that they suffer from extremely poor maneuverability when run aground.
Their hovering nature also makes them faster than most naval craft.
A pair of double pulse cannons, similar in function to the pulse rifle, only scaled up to around the point of modern-day six-inch guns. One on each end of the ship.
3 general purpose missile launchers, with 15-missile magazines. Could potentially be loaded with Annihilators, which is why there are relatively few compared to a normal destroyer, from what I've heard of (from a mister Bushranger). Please correct this if it is inaccurate. In fact feel free to correct me on these in general, since I'm not really much of a navy expert. I'm also aware that those have very small magazines-see: Annihilators.
4 anti-air laser chainguns, two on each end of the ship.
They do not carry anti-sub weaponry due to their hovering nature, which makes them less vulnerable to submarines-or at least, those reliant on torpedoes.
The Blitz class also carries radar equipment.
The Blitz seems to have been upgraded with a shield generator recently.
Finally, the Blitz class has one helipad to accommodate a single helicopter or gunship.
2 Prowler-class Frigates (Prowler, Seeker)
This type is smaller than the Blitz class. The Prowler class is also much more straightforward than the Blitz-namely, it does not hover. It possesses a single dual pulse gun-much like those on the Blitz-mounted on the front side (I forget the naval term) of the ship, and a pair of general purpose missile launchers with 15-missile magazines. Again, small magazines to maintain relative balance due to the potential for Annihilators. There's also a pair of AA laser chainguns, one on each end of the ship.
It also possesses four seeker-torpedo tubes, two on each side of the ship.
The Prowler class also carries sonar and radar equipment.
4 Assailant-class Corvettes (Assailant, Viper, Black Widow, Assassin)
The Assailant class is smaller than the Prowler class, being at the bottom of the named conventional ship scale. It is armed with two single pulse guns-one on each end, predictably-and a seeker-torpedo tube on each side of the ship. It also has a single AA laser chaingun and a single general-purpose missile launcher-the same 15-missile magazine-d type as on the Blitz and Prowler. The Assailant-class also possesses sonar capabilities.
Not notable enough to have names or specific numbers (being even smaller than the Assailant), these are armed with a single pulse gun and a single seeker-torpedo tube. And sonar, obviously.
4 Phantasm-class Submarines (Phantasm, Illusion, Hallucination, Fabrication)
The Phantasm class submarine is armed with three seeker-torpedo tubes on each side and one on the front and rear of the ship. It possesses sonar capability, obviously.
Also equipped with a cloaking device.
Headquarters: The Imperial Army HQ and ISF HQ lie in Inside, along with the Acro-Imperial Government Complex (post is from when it initially popped up), which is slated to become more important in the near future.
Current Territory: Inside (Capital), the Mountain Base, many villages and small towns Outside
Bases: HQ (Inside), Old Base/ISF HQ (Inside), Mountain Base (located in/on a mountain in Imperial Territory, obviously), small garrisons in villages/small towns in Imperial Territory as previously mentioned
SPECIAL: ISF squads can be led by PCs if the PCs in question join the ISF. Highly encouraged by me! The player of a PC with a squad can control it, and decide what exactly they're carrying. ISF squads with PC leaders will have the leader in question attached to them, bringing their numbers up to 7.