They’re fueled by anti-matter fuel cells, giving them enormous
independent operating capacity. A few micrograms of anti-matter can
power a vehicle for weeks. These fuel cells are prone to combustion
in case of penetration, though, so they’re usually placed behind
as much armor as possible and loaded with only enough fuel to power
the vehicle for the immediate engagement at hand, when practical.
All vehicles are armored with a nano lattice of carbon and iridium,
giving very high effective armor ratings in terms of “millimeters
of steel” measurement. Even the wheels of wheeled vehicles are
composed of a matrix of carbon nano springs that weld millions of small
pieces of iridium together into a flexible, but tough, whole.
So while the basic mechanics of the AFV’s produced by LiveShips
have slipped steadily toward the simplicity of the past, using tracks,
wheels, and guns, the underlying materials and sophistication of these
vehicles are still so advanced that they can operate effectively on
planetoids without atmospheres or in Earth-like environs with ease.
Note: All Vehicle info and systems below are subject
to change and new info will be added periodically.

M4 Command Track - Generation T (Mercury)
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detailed internal schematics of vehicle
The Mercury is a mobile command & control center.
The electromagnetic spectrum of the modern battlefield is ablaze with
noisy signals caused not only by enemy jamming but also by the weapons
and anti-matter fuel cells used by forces in the conflict. Effective
command & control must, therefore, always be done from the front,
within the short radius that fast, reliable communications can occur.
The Mercury is packed with powerful, redundant communications systems,
ranging from traditional neutrino emitter/receivers all the way down
to physical message torpedoes and ground induction devices which can
communicate through vibration frequencies in the ground itself. These
various systems are used in concert as circumstances dictate so that
the Mercury is continually in touch with local friendly forces and with
the intel reported by threat assessment AI systems among those forces.

R1 IFV - Generation C (Hermes)
This is a variant of the venerable Paladin platform that
is specialized as an electronic warfare unit. The Hermes carries an
integrated sensor jammer, providing all of the same capabilities as
the deployable sensor jammer but on a mobile platform, opening a wide
range of tactical options to well coordinated forces. The Hermes also
features integrated short range air defense: an automated small caliber
cannon that fires carbon lattice penetrators at a rate of 3,000 rounds
per minute driven by fast, hardened AI systems that automatically engage
enemy aircraft within its radius. The additional load of these extra
systems severely hampers the speed of the Hermes compared with its progenitor.

R5 – Generation C (Shrike)
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to view detailed internal schematics of vehicle
The Shrike is a highly mobile, lightly armored strike and reconnaissance
vehicle. This jeep is extremely vulnerable to enemy fire, but LiveShips
have evolved the C Generation which sports an anti-tank guided missile
system that can punch through thick armor. Missiles fired from the ATGM
launcher are guided by the gunner throughout flight. This is a blessing
and a curse, because it means the gunner must remain in line of sight
of his target until the missile impacts. The missile’s velocity
is very low and the ATGM launcher has a long reload time. The best defense
against this weapon is to destroy the jeep before its incoming missile
reaches you, or to duck behind terrain features to get out of the gunner’s
line of sight.

R1 IFV – Generation A (Paladin)
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to view detailed internal schematics of vehicle
The Paladin can serve as an IFV, transporting up to 5 armored infantry
in its crew bay, or can optionally be fitted with a recco electronics
package in the crew bay for deep scouting missions. It balances light
armor with good mobility. Its 20mm gun fires incredibly dense carbon
lattice penetrators, yielding excellent results for such a small caliber
weapon, but it is still relatively weak; it can’t even reliably
punch through the front of other IFV's (though it can penetrate their
weaker side and rear armor.) This is somewhat made up for by the gun’s
high rate of fire. This makes the Paladin an excellent choice when shooting
down air targets or lightly armored targets such as turrets and Shrikes.
When facing armored targets, though, the Paladin’s only option
is to try to get on the target’s flank or rear.

M7 MBT – Generation B (Thor)
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view detailed internal schematics of vehicle
This is the most heavily armored, armed, and slowest moving vehicle
available. The LiveShips evolved generation B to have even thicker armor
than the original A Generation, at the expense of mobility. Its 120mm
gun fires incredibly dense carbon lattice penetrators which will punch
through anything except for the front turret armor of another tank (but
it will punch through the front chassis armor – so stay hull down!)
Its slow speed makes the tank impractical for flag grabs and scouting,
but it is the mainstay for defending objectives or for spearheading
an assault on a defended objective.

M9 Engineer – Generation A (Cutter)
The engineering vehicle is unarmored and has only small
caliber weaponry for limited self defense. It has a digging blade that
can be used to perform “cut & fill” dirt moving on the
terrain. Engineers can be used to dig trenches to obstruct enemy movement,
to construct revetments for friendly vehicles, etc. Engineers are also
able to capture buildings that have autonomous turrets on those scenarios
with such buildings and clear mines from the battlefield.

M8 Light Tank – Generation A (Apollo)
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to view detailed internal schematics of vehicle
This vehicle is virtually unarmored, but it’s outfitted with
the same lethal 120mm gun found on the Thor MBT. It relies on high mobility
and the devastating power of its gun to “outsmart” its more
heavily armored cousin.

H1 Hover Tank - Generation A (Tempest)
Most Liveships have already lost the ability to construct
military-grade hover craft, but a few have retained enough knowledge
to build at least the simpler specimens, such as the lightly armed Tempest.
This light attack craft compensates for low armor with high mobility,
and is armed with a 10mm ion gun - a pale imitation of the large caliber
"Hellbore" ion beam weapons that used to serve as the mainstay
for fighting forces in The Rim. The Tempest's hover propulsion system
is nearly as advanced as its higher-tech predecessors'; it uses fine
particles of anti-matter for repulsion against any underlying surface,
allowing it to operate equally well in atmosphere or vacuum.
However, its control of this process is crude compared with its ancestors
so steep slopes and rough ground can often obstruct the Tempest.

H2 Hover Tank - Generation D (Hurricane)
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to view detailed internal schematics of vehicle
The H2 works on similar principles as the H1 described above. The H2
was evolved for a direct support role, its hover propulsion and heavy
armor allowing it to keep pace with front-line troops and bring its
high explosive, direct-fire artillery rounds to bear on the enemy. The
Hurricane is traditionally used against dug-in infantry or enemy structures
and fortifications.

M13 SP Mortar – Generation D (Hammer)
This vehicle provides indirect fire support to its team
in much the same way that fire missions do. Unlike fire missions, this
platform is always available for use without delay so it can bring its
massive firepower to bear in a more precise way on specific targets.
It lobs low-velocity, high-yield explosives (specs of anti-matter in
limited containment fields.) These are high yield explosives, so using
them for direct, close combat is suicidal. Due to the low velocity of
the rounds, they are ideal for indirect fire over terrain and other
obstacles from the safety of cover. This vehicle is unarmored and slow
moving. Its only defense is to stay out of line-of-sight of the enemy.

D3 Dropship - Generation F (Viper)
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to view detailed internal schematics of vehicle
The Viper clearly illustrates the fluid nature of Liveship manufacturing
evolution. Having long since abandoned armed aircraft, the Liveships
have finally begun to recognize and adapt to the growing opportunity
to once again use aircraft in a direct combat role. Though the Viper
isn't armed, its armor is heavier than other dropships, and its systems
are highly redundant, allowing it to operate under enemy fire. Its primary
role, like all dropships, is troop transport, but the Viper is tough
and nimble enough to move troops while under fire, directly at the front.
Its long magnetic grapple allows it to nimbly snatch cargo while on
the move, minimizing its exposure to enemy fire.
The Viper is a favorite basic platform for "after-birth"
modification: some purely defensive, atmosphere-bound forces in The
Rim have already successfully jury-rigged their own external weaponry
onto the Viper. Many in The Rim see the Viper as evidence that Liveships
are evolving toward once again manufacturing combat aircraft with their
own integrated armament.

Dropship – Generation R (Meteor)
The Meteor is the result of many generations of evolution
by the LiveShips. During the times of the Rim Conflict, when weapons
of incredible technology dominated the battlefield, military aircraft
quickly proved worthless in combat. Armed with particle beam weapons
and advanced AI-controlled guidance systems, anything that could be
seen could be instantly killed. The only way to survive in combat was
to stay close to the ground, using terrain as cover and letting the
ground itself provide background clutter that prevented the kind of
instantaneous automated death that was consistently suffered by aircraft.
The LiveShips therefore evolved their aircraft templates away from
armed combatants and toward simpler troop transport roles. Dropship's
were evolved that were good at transporting ground troops down onto
planetary surfaces at great distances from enemy forces. Ground forces
would then advance overland to their target areas to engage the enemy.
The Meteor is the culmination of this evolution. It is capable of
transporting troops from orbit into virtually any environment, including
high pressure atmospheres under high gravity. It can operate autonomously
for months and has enormous lift capacity. It is the lynch pin of mobility
for all planetary assault forces in The Rim.
As the modern battlefield erodes into an ever more primitive environment,
devoid of particle beams and advanced targeting systems, the old idea
that armed aircraft are worthless no longer rings true. There are many
in The Rim who are trying to actively coax LiveShips into production
of the ancient templates that were used to construct armed aircraft.
Others are simply working at modifying the existing Meteor chassis to
support “slung” weapons after construction by the LiveShip
(an incredibly difficult endeavor given the requirements of atmospheric
entry.) Armed aircraft are therefore still rare in battles throughout
The Rim, but not unheard of.

Deployable Turret (Anti-Aircraft and Anti-Vehicle Variants)
These defense turrets are fully autonomous. They will
fire on any enemy unit that is not under the protection of sensor jamming,
is within line-of-sight of the turret, and is within the turret’s
effective range.
All of the autonomous turrets fire plasma bolts, but LiveShips have
evolved two varieties of turret: anti-aircraft and ground turrets. The
anti-aircraft turrets fire smaller plasma bolts at high velocities,
enabling them to more easily hit air targets at the expense of having
less penetrating power. The ground turrets fire large, powerful bolts
for maximum penetrating power. This power limits the velocity of the
plasma bolts, though, since high densities of plasma are difficult to
hold stable.

Deployable Sensor
Almost all modern vehicle and weapon systems are powered
by anti-matter, a design decision that is justified by its incredible
logistical and tactical advantages. Its chief disadvantage, though,
is that it emits a unique electro-magnetic signature that can be detected
even through hundreds of miles of rock and, given sufficient time and
powerful enough sensors, even across light-years of space. In practice,
cost-effective sensors are generally limited to smaller, tactical ranges.
This deployable sensor detects such emissions within a modest radius
of a few thousand meters and broadcasts anything it detects onto the
team’s sensor network, making enemy units that are within its
radius visible to everyone on the sensor’s team.

Deployable Sensor Jammer
This automated device broadcasts specifically tunes frequencies
in the region of the electro-magnetic spectrum where anti-matter exhaust
is found, canceling out any anti-matter emissions signatures which may
be present, making it impossible to discriminate anti-matter emissions
within its radius. This effectively jams the sensors of the enemy units.
Mines
Rapidly scatterable, dropship deployed anti-vehicle mines. Used mostly
for area denial (mines are usually clearly visible) each deployment
of mines covers a 500 meter radius and are triggered by vehicles passing
over them. Each mine holds a small high explosive fragmentation
and shape charge. They are vulnerable to artillery and mortar fire and
can be cleared by engineering vehicles.
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