Post by Skarlet on Dec 11, 2013 23:13:40 GMT -5
This will be the faction page for the Exiles, a general summary of the various pirate scum due to it being a little bit of vehicles and space ships, as well as some of the personnel that will crew them. Feel free to insert the Exiles into topic in need of pirates, mercenaries, or general morally degenerate thugs, killers and cutthroats. Just like with my selection on the Risen it is an active work in progress, and will get updated as time goes on.
As I said above; consider this open content. Most of the exiles gear is military surplus, aka most any military renegade style character should be able to get a hold of it.
The exiles are the name given to an uneasy alliance of pirates that serve the infamous leader known as Skarlet. The exiles began a small time pirate warband, but once Skarlet bullied her way to the head of this warband a campaign of alliances, terror tactics and sheer brutality saw the Exiles conquer and eventually consume other pirate crews into their own. The seizing of the pirate haven of Nassau gave Skarlet a base of operations, and the more their power grew the more aggressive their raids became. As their strength and resources grew the Exiles quickly became a formidable for lawlessness and anarchy in the galaxy.
However Skarlet's capture by imperial forces was a devastating blow to the Exiles. Without her iron grip on the Exiles, the band of pirates quickly fell to infighting and the Exiles became fragmented. There are dozens of pirate warbands that use the name the Exiles, and they've spread out all across the galaxy and lay claim to their own territory. However, the sections of the Exiles frequently fight each other, although Skarlet's band of the Exiles is by far the most aggressive in attempting to reclaim their renegade cells in an attempt to restore their former empire.
The Exiles have a wide variety of fighters, from pirate rabble to more professional paramilitary forces that are equipped with military grade gear. These are just some general military units that one may encounter if they run afoul of the Exiles. In general the Exiles can usually be identified by the sull emblems that will adorn their helmets or masks. While non-human Exiles aren't unheard of, their orgins in imperial space, and the location of Nassau the Exiles are Primarily human.
Name: Enforcers
Appearance: These soldiers are usually heavily armored in armor that is more common to riot gear employed by other nations. The enforcers are usually recruited based on sheer brute strength rather then military experience, and so are often heavy set humans. While they employ a variety of firearms during their raids the most common equipment is riot shields and electrified stun batons.
Known Locations: Rarely seen outside of Nassau
Lifespan: Depends on their race, though usually shorter due to a violent lifestyle
Sentience: Yes
Language: Galactic Common
Strengths: Most have combat experience, physical strength, heavy body armor
Weaknesses: Not equipped for military operations
Description: Enforcers are the civil protection of Nassau. They are the closest thing that the asteroid has to a police force although their arrmament also lets them serve as a national guard. The Enforcers aren't full Exiles, and aren't used for the pirate raids. In Nassau the Enforcers are a common sight on the overcrowded streets of the asteroid. These armed brutes are recruited for physical strength and sheer fanatical loyalty to Skarlet's Exiles. Bribery and other forms of corruption are widespread, and usually their wrath can be stayed with the right money in the right hand. They are what ensure that what little laws that Nassau has are enforced, although more often at the end of a stun baton rather then real police work. More often they are there to make sure that Skarlet simply gets her cut of their business, and suppress riots and uprisings.
Corrupt to the extreme the enforcers usually employ overwhelming force in their brutal raids. Targets that they wish to bring in often have their doors kicked in and dragged away by force. The prison block and chain gangs on Nassau is a variable hellhole, and a lack of a court system means that even minor offenders can serve a grossly disproportionate sentence, that is if they're body isn't left to hang on public display. Anyone that wishes to overthrow the Exile's dominance over Nassau will often contend with the Enforcers. These uprisings are often put down with the swift application of overwhelming violence to serve as an example to any other would be rebel, as there aren't any laws restricting brutality on their part. Their stun batons are often overcharged based on the user's preference. They carry a variety of firearms often closer to paramilitary units rather then police officers, a variety of firearms, automatic combat shotguns, grenade launchers to deploy choke gas, as well as armored apc's for transport.
The Enforcers are the one exception to the notion that the Exiles are fragmented, and are only seen in Skarlet's band on Nassau due to their direct role in the city.
Name: Exiles Raider
Appearance: They come from all walks of life, and their equipment always varies due to them having no unified load out for armor or weapons. They usually wear some form of armor, and gasmasks are common. If they are wearing a helmet, gasmask or other form of headgear it often is adorned with some form of skull motif, often crudely drawn.
Known Locations: Exiles raiding parties, Nassau
Lifespan: Depends on their race, though usually shorter due to a violent lifestyle
Sentience: Yes
Language: Varies although all of them know at least galactic common
Strengths: Usually well armed, numerous, willing to fight and kill for their pay.
Weaknesses: Not a professional military unit, allegiances are doubtful at best.
Description: Mercenaries, Pirates, cutthroats, thieves, whatever you may call them the Exiles all have their reasons for fighting. These are the most common infantry that Skarlet has at her disposal, and when someone is under attack from the Exiles these fighters are usually the ones that are conducting the raid.
The Exiles have a variety of fighters and skills. Although it's almost uniform that they didn't originate from professional military. The Exiles are not a military force, instead they are pirates and would much rather prey on the weak and unarmed then go against military vessels. They are fighting for their pay, weather it be their cut of the pay or whatever they can salvage for them self. The Exiles have wild variations in uniform or armament. But typically body armor and armament are often outdated and black market military hardware or salvaged goods, which means that they are more commonly in the possession of ballistic weapons rather then the more modern lasers and plasma weaponry.
Skarlet's Exiles are well aware of her cruel treatment of traitors and are less likely to retreat if they know they're under the supervision either Skarlet herself or one of her lieutenants. As well as this her imperial "patrons" help augment their weaponry with more consistent, and modern equipment.
Name: "Bearhunter MkIV" Hardsuit
Appearance: The bearhunter is the most common exoskeleton in the Exiles Armory. It stands at almost 8 feet tall despite it's hunched appearance. The armor suit is covered in heavy armor plating sometimes embellished with additional reactive armor plates. A shoulder mounted weapon pod and a heavy weapon dominate the right arm, while an open fist embellished with a arm length bayonet are on the right. At first glance many people mistake the suit for a heavy assault mechanoid. But surprisingly there is a live operator crammed into the armor. Camoflauge is pretty much irrelevant with the large suits, and so most often Warbands often customize their armor with various warpaint that is meant to cover the marks from the manufacturers.
Known Locations: Exiles raiding parties, Nassau
Lifespan: As the operator, small generator makes it not require a fuel supply.
Sentience: Yes
Language: As operator
Strengths: Heavy armor akin to a light armored vehicle, vehicle class weaponry, increased physical strength.
Weaknesses: Slow movement speed, weak rear armor, cumbersome, tipped over suits may struggle to stand.
Description: The bearhunter is the latest in a long series of hardsuits, otherwise known as breaching suits or boarding suits. These are an expression of the earlier development of power armor, as the use of older hydraulics rather then electronic muscle fibers made these suits incredibly strong, but extremely slow and cumbersome. This these suits relied on heavier and heavier armor and weapons rather then persornal protection for the average infantryman. These suits were meant to turn their single operators into walking tanks.
The bearhunter resilience can be attributed to quantity over quality. The suit can carry large amounts of vehicle grade armor, redundant systems, as well as a shield generator that would be nigh impossible for a human to carry into combat on his back. The breaching suit can practically ignore small small arms fire and only having to fear weapons that were designed to bring down armored vehicles. It wasn't uncommon to see a bear hunters comrades struggling to stand the suit back up after a direct hit from high caliber weaponry. However, the suit's power source as well as the ammunition is stored in the back, this combined with thin armor mean that infantry encountering one of these suits often make attempts to distract the user while comrades flank to attack the thinner rear armor. The joints of these suits are also vulnerable as a round can puncture important hydraulics lines or possibly even wound the user. Piloting a hardsuit is a cramped and claustrophobic experience, the users legs and arms are sealed in hard gel so the suit can read the user's movements while neurodes read the user's movements to translate for the suit. The Bearhunter, being an imperial design, is created with human pilots in mind. This means that alien species can have physical difficulties in piloting one, but modifications to the suits are not unheard of.
The weaponry on the hardsuits is what makes them the heavy hitters of the Exile's infantry. These suits can wield weaponry that would normally have to be mounted on a vehicle or a tripod in the right arm weapon pod. These include heavy lasers, mini guns, flamethrowers or even fully automatic grenade launchers. The shoulder mounted weapon pod carries a 3 shot missile pod that can give the suits limited ability to fight armor, or carry high explosive or incendiary loads to better fight infantry. The left arm is an open fist, allowing for the suit to open, or rip down doors and machinery that can be used by their cumbersome grip. The suit greatly enhances the user's strength, allowing for the fist to easily crush bone. There is also an optional combat blade the length of a man's arm that can be extended.
The Bearhunter model is the end of the hardsuit lineage for the empire. With the development of better powered armor the hardsuit was quickly rendered outdated. Despite their protection from infantry small arms the slow speed and cumbersome movement means they are vulnerable to armored fighting vehicles and anti armor weaponry in the open field. While they were retired from the front line duty, specialist units have found the hardsuit perfect for their tasks such as breaching bunkers, and the cramped confines of boarding operations. This change in employment meant that many of the bearhunter suits ended their military service in military warehouses. Hundreds of suits and no one to pilot them meant that many over worked and underpaid warrant officers suddenly finding themselves the recipients of very generous bribes.
The Exiles prize every suit they can get their hands on, many of them lack their original parts as any that are broken down are fought over, and cannibalized for parts. They are often used to spearhead boarding parties, ripping down bulkheads to butcher those on the other side. The Bearhunters are so prized among the warbands that infighting is all too common over possession of these suits. One of the persornal favorite of Skarlet's splinter faction as the Salamander variant, suits that use two flamethrowers to incinerate their foes. The self oxidizing fuels of these flamethrowers make then very valueable in the viscious close combat of boarding actions, as they can burn even in the vacuum of space.
Armaments
Variants;
Intruder Assault Transport: Intruder is the unofficial name for the imperial landing craft that have fallen into the hands of the exiles. The role of these transports are akin to their ancestors from the last century. They are designed to rapidly deploy infantry squadrons while being able to give supporting fire while they disembark. However in the age of space travel assault transports gained a new critical function to the armed forces, as these craft are used to deploy infantry from star ships in low orbit.
The landing craft is a 2 man vehicle, a pilot handles most of the flying while either the copilot or panels in the transport bay can act as a gunner for the two turrets. Due to the requirement for these craft to also land critical supplies or light vehicles, the seats in the transport bay can be easily removed to make room for crates of supplies and a heavyduty towhooks can be lowered from the bottom of the vehicle to allow for it to carry buggies, artillery pieces and even light to medium tanks. In the case of the exiles many of their tanks are used because of their ability to be carried via Intruder.
Imperial landing craft undergo a retrofit in order to become an intruder. Some of the transport capacity and range of the stock craft is cut down to make room for an extensive electronics counter measure suite which can either foil or give false readings to enemy sensors. As well as the ecm suite many Exiles make use of frag assault launchers, shaped explosives fitted to the craft which allow for the pilot to release a cloud of deadly shrapnel around the underside of the craft. These weapons suppress or shred lightly armored infantry before the soldiers inside land. These features help aid the vehicle in the shock assaults that the Exiles often take part in rather then their more conservative deployments in more conventional military's.
When raiding planetside settlements the Exiles make heavy use of airbourne assets, their assaults usually taking place through infantry and vehicles carried in Intruders or Nomads.
Role: Heavy Atmospheric Vtol transport
Nomad Technical: The Nomad is a model of light ore haulers seen in industrial mining operations all across the galaxy, lightweight, fast and maneuverable, and most importantly cheap to replace and upkeep. Industrial companies often purchase Nomads by the hundreds for everything from mining to settlement operations. The Nomad is little more then a single crew cockpit, a series of engines, and a flat surface on top which to load cargo, often compared to a pickup truck with jet engines. The Nomad makes use of vectored thrust engines, allowing it to take off vertically and hover in place while it's lightweight design allows for it to use minimum fuel. This also gives it far greater range and speed than the helicopters and jump-jet aircraft of the earlier centuries. The craft is built to my swift and maneuverable, the ability to make it's way through dense industrial sprawls, as well as narrow canyons were kept in mind during it's design, and even see them in use in heavyily urbanized areas where they can maneuver with little difficulty. While capable of upper atmospheric flight, the cockpit is not pressurized, and any equipment to survive in such an environment must be worn by a pilot, Nomads cannot operate in deep space.
But the Nomad has often been seen in the service of paramilitary groups as a military vehicle. Once used purely to haul weapons and ammunition around as cheap and quick battlefield taxi. However it quickly saw use in airlifting wounded out of combat, which saw it quickly transform into a transport for soldiers in combat, despite the fact that riding on top is a violation of numerous safety codes for the vehicle. Riding atop a Nomad is a bone-jolting, terrifying, and ear-shattering experience. The exposed cargo bed has had very few comfort concessions. Only a few straps and a knee-height rail are the best you can expect. Under fire, they have been known to literally shake their passengers out into free fall, and even if you stay on you have little protection from shrapnel, airborne rubbish, and turbulence. The Nomad cam be compared to militia groups in previous centuries riding into battle in the bed of a truck. With military service inevitably came the addition of firearms. Nomads do not have a standard armament, or even a conversion kit. Instead weapons are merely bolted on to be operated by the passengers. An armed Nomad still more then capable of lifting soldiers and their gear into battle with plenty extra, the original craft designed to transport Extremely heavy loads of ore and scrap metal.
Despite the Exiles having access to Intruders unfortunately they are limited in number. The lower ranking raiders of the clan often make use of Nomads in impressive numbers due to their low cost and widespread availability. The pirates heavy use of airborne deployments make Nomad use a common sight for even the smallest of Exile splinter groups as a way to deploy personnel and equipment from starcraft in low orbit. Nomads are often customized to personal preference, seeing a variety of firearms mounted on them or even some having access to the more expensive ECM suites to give them a chance of not being detected due to their lack of any protection.
Role: Heavy Atmospheric Vtol transport
Cutlass Strike Craft: Drake Interplanetary claims that the Cutlass is a low-cost, easy-to-maintain solution for local in-system militia units. The larger-than-average cargo hold, small crew compartment, and it's dedicated turret mount make it well suited for these roles. The company literature insists these features are for facilitating search and rescue operations. While it’s true that Cutlasses are used throughout known space for such missions, their prime task and immediate association is with high space piracy. Cutlasses, often operating in groups, menace distant transit lanes to prey on hapless merchants. A single Cutlass can ravage a mid-sized transport and a pack operating as a clan can easily take down larger prey. STOL adaptations allow these interceptors to operate off of modified transports or pocket destroyers; the most common warships that make up pirate caravans.
Drake interplanetary, on paper, designs ships that are meant for close range system law enforcement and interplanetary system patrol. While this may be true many of their sales aren't to those that would bring the law, but instead those who would break it. The vessel is able to be operated by a single crew member, as the turret is hardwired to the head movement of the pilot although manual control for a separate gunner is available. The crew compartment can easily accommodate 2 other passengers, which often operate as a boarding party. While only slightly larger then a fighter craft the Cutlass is designed for operation independent of a carrier which is why it's very popular for the aspiring pirate.
The fact that these are common pirate vessels practically ensure that they're one of the most common vessels that operate on behalf of the Exiles.
Role: Light strike craft/pirate vessel
As I said above; consider this open content. Most of the exiles gear is military surplus, aka most any military renegade style character should be able to get a hold of it.
Summary;
The exiles are the name given to an uneasy alliance of pirates that serve the infamous leader known as Skarlet. The exiles began a small time pirate warband, but once Skarlet bullied her way to the head of this warband a campaign of alliances, terror tactics and sheer brutality saw the Exiles conquer and eventually consume other pirate crews into their own. The seizing of the pirate haven of Nassau gave Skarlet a base of operations, and the more their power grew the more aggressive their raids became. As their strength and resources grew the Exiles quickly became a formidable for lawlessness and anarchy in the galaxy.
However Skarlet's capture by imperial forces was a devastating blow to the Exiles. Without her iron grip on the Exiles, the band of pirates quickly fell to infighting and the Exiles became fragmented. There are dozens of pirate warbands that use the name the Exiles, and they've spread out all across the galaxy and lay claim to their own territory. However, the sections of the Exiles frequently fight each other, although Skarlet's band of the Exiles is by far the most aggressive in attempting to reclaim their renegade cells in an attempt to restore their former empire.
Infantry;
The Exiles have a wide variety of fighters, from pirate rabble to more professional paramilitary forces that are equipped with military grade gear. These are just some general military units that one may encounter if they run afoul of the Exiles. In general the Exiles can usually be identified by the sull emblems that will adorn their helmets or masks. While non-human Exiles aren't unheard of, their orgins in imperial space, and the location of Nassau the Exiles are Primarily human.
Name: Enforcers
Appearance: These soldiers are usually heavily armored in armor that is more common to riot gear employed by other nations. The enforcers are usually recruited based on sheer brute strength rather then military experience, and so are often heavy set humans. While they employ a variety of firearms during their raids the most common equipment is riot shields and electrified stun batons.
Known Locations: Rarely seen outside of Nassau
Lifespan: Depends on their race, though usually shorter due to a violent lifestyle
Sentience: Yes
Language: Galactic Common
Strengths: Most have combat experience, physical strength, heavy body armor
Weaknesses: Not equipped for military operations
Description: Enforcers are the civil protection of Nassau. They are the closest thing that the asteroid has to a police force although their arrmament also lets them serve as a national guard. The Enforcers aren't full Exiles, and aren't used for the pirate raids. In Nassau the Enforcers are a common sight on the overcrowded streets of the asteroid. These armed brutes are recruited for physical strength and sheer fanatical loyalty to Skarlet's Exiles. Bribery and other forms of corruption are widespread, and usually their wrath can be stayed with the right money in the right hand. They are what ensure that what little laws that Nassau has are enforced, although more often at the end of a stun baton rather then real police work. More often they are there to make sure that Skarlet simply gets her cut of their business, and suppress riots and uprisings.
Corrupt to the extreme the enforcers usually employ overwhelming force in their brutal raids. Targets that they wish to bring in often have their doors kicked in and dragged away by force. The prison block and chain gangs on Nassau is a variable hellhole, and a lack of a court system means that even minor offenders can serve a grossly disproportionate sentence, that is if they're body isn't left to hang on public display. Anyone that wishes to overthrow the Exile's dominance over Nassau will often contend with the Enforcers. These uprisings are often put down with the swift application of overwhelming violence to serve as an example to any other would be rebel, as there aren't any laws restricting brutality on their part. Their stun batons are often overcharged based on the user's preference. They carry a variety of firearms often closer to paramilitary units rather then police officers, a variety of firearms, automatic combat shotguns, grenade launchers to deploy choke gas, as well as armored apc's for transport.
The Enforcers are the one exception to the notion that the Exiles are fragmented, and are only seen in Skarlet's band on Nassau due to their direct role in the city.
Name: Exiles Raider
Appearance: They come from all walks of life, and their equipment always varies due to them having no unified load out for armor or weapons. They usually wear some form of armor, and gasmasks are common. If they are wearing a helmet, gasmask or other form of headgear it often is adorned with some form of skull motif, often crudely drawn.
Known Locations: Exiles raiding parties, Nassau
Lifespan: Depends on their race, though usually shorter due to a violent lifestyle
Sentience: Yes
Language: Varies although all of them know at least galactic common
Strengths: Usually well armed, numerous, willing to fight and kill for their pay.
Weaknesses: Not a professional military unit, allegiances are doubtful at best.
Description: Mercenaries, Pirates, cutthroats, thieves, whatever you may call them the Exiles all have their reasons for fighting. These are the most common infantry that Skarlet has at her disposal, and when someone is under attack from the Exiles these fighters are usually the ones that are conducting the raid.
The Exiles have a variety of fighters and skills. Although it's almost uniform that they didn't originate from professional military. The Exiles are not a military force, instead they are pirates and would much rather prey on the weak and unarmed then go against military vessels. They are fighting for their pay, weather it be their cut of the pay or whatever they can salvage for them self. The Exiles have wild variations in uniform or armament. But typically body armor and armament are often outdated and black market military hardware or salvaged goods, which means that they are more commonly in the possession of ballistic weapons rather then the more modern lasers and plasma weaponry.
Skarlet's Exiles are well aware of her cruel treatment of traitors and are less likely to retreat if they know they're under the supervision either Skarlet herself or one of her lieutenants. As well as this her imperial "patrons" help augment their weaponry with more consistent, and modern equipment.
Name: "Bearhunter MkIV" Hardsuit
Appearance: The bearhunter is the most common exoskeleton in the Exiles Armory. It stands at almost 8 feet tall despite it's hunched appearance. The armor suit is covered in heavy armor plating sometimes embellished with additional reactive armor plates. A shoulder mounted weapon pod and a heavy weapon dominate the right arm, while an open fist embellished with a arm length bayonet are on the right. At first glance many people mistake the suit for a heavy assault mechanoid. But surprisingly there is a live operator crammed into the armor. Camoflauge is pretty much irrelevant with the large suits, and so most often Warbands often customize their armor with various warpaint that is meant to cover the marks from the manufacturers.
Known Locations: Exiles raiding parties, Nassau
Lifespan: As the operator, small generator makes it not require a fuel supply.
Sentience: Yes
Language: As operator
Strengths: Heavy armor akin to a light armored vehicle, vehicle class weaponry, increased physical strength.
Weaknesses: Slow movement speed, weak rear armor, cumbersome, tipped over suits may struggle to stand.
Description: The bearhunter is the latest in a long series of hardsuits, otherwise known as breaching suits or boarding suits. These are an expression of the earlier development of power armor, as the use of older hydraulics rather then electronic muscle fibers made these suits incredibly strong, but extremely slow and cumbersome. This these suits relied on heavier and heavier armor and weapons rather then persornal protection for the average infantryman. These suits were meant to turn their single operators into walking tanks.
The bearhunter resilience can be attributed to quantity over quality. The suit can carry large amounts of vehicle grade armor, redundant systems, as well as a shield generator that would be nigh impossible for a human to carry into combat on his back. The breaching suit can practically ignore small small arms fire and only having to fear weapons that were designed to bring down armored vehicles. It wasn't uncommon to see a bear hunters comrades struggling to stand the suit back up after a direct hit from high caliber weaponry. However, the suit's power source as well as the ammunition is stored in the back, this combined with thin armor mean that infantry encountering one of these suits often make attempts to distract the user while comrades flank to attack the thinner rear armor. The joints of these suits are also vulnerable as a round can puncture important hydraulics lines or possibly even wound the user. Piloting a hardsuit is a cramped and claustrophobic experience, the users legs and arms are sealed in hard gel so the suit can read the user's movements while neurodes read the user's movements to translate for the suit. The Bearhunter, being an imperial design, is created with human pilots in mind. This means that alien species can have physical difficulties in piloting one, but modifications to the suits are not unheard of.
The weaponry on the hardsuits is what makes them the heavy hitters of the Exile's infantry. These suits can wield weaponry that would normally have to be mounted on a vehicle or a tripod in the right arm weapon pod. These include heavy lasers, mini guns, flamethrowers or even fully automatic grenade launchers. The shoulder mounted weapon pod carries a 3 shot missile pod that can give the suits limited ability to fight armor, or carry high explosive or incendiary loads to better fight infantry. The left arm is an open fist, allowing for the suit to open, or rip down doors and machinery that can be used by their cumbersome grip. The suit greatly enhances the user's strength, allowing for the fist to easily crush bone. There is also an optional combat blade the length of a man's arm that can be extended.
The Bearhunter model is the end of the hardsuit lineage for the empire. With the development of better powered armor the hardsuit was quickly rendered outdated. Despite their protection from infantry small arms the slow speed and cumbersome movement means they are vulnerable to armored fighting vehicles and anti armor weaponry in the open field. While they were retired from the front line duty, specialist units have found the hardsuit perfect for their tasks such as breaching bunkers, and the cramped confines of boarding operations. This change in employment meant that many of the bearhunter suits ended their military service in military warehouses. Hundreds of suits and no one to pilot them meant that many over worked and underpaid warrant officers suddenly finding themselves the recipients of very generous bribes.
The Exiles prize every suit they can get their hands on, many of them lack their original parts as any that are broken down are fought over, and cannibalized for parts. They are often used to spearhead boarding parties, ripping down bulkheads to butcher those on the other side. The Bearhunters are so prized among the warbands that infighting is all too common over possession of these suits. One of the persornal favorite of Skarlet's splinter faction as the Salamander variant, suits that use two flamethrowers to incinerate their foes. The self oxidizing fuels of these flamethrowers make then very valueable in the viscious close combat of boarding actions, as they can burn even in the vacuum of space.
Armaments
- Right Arm; Minigun, heavy support laser, 25mm grenade launcher, flamethrower
- Missle Pod; 3 Shot missile launcher, HEAT armor piercing, High Explosive, Incendiary
- Left arm; Open fist, Bayonet
Variants;
- Salamander; shoulder pod removed, both arms wield flamethrowers.
- Pioneer; missile pod removed to make use of a 3rd mechanical arm tipped with various tools for battlefield engineering of salvage work.
Vehicles
- Raider Buggy: The general term for the various buggies used by Exiles Raider warbands. They use a variety of manufacturers, most of them built by small time mechanics so standardized models are usually bastardized military light buggies or even civilian off road vehicles. All of them are fast, raiders are constantly modifying their vehicles and they're used for racing as much as they are used for combat. Warbands take pride in their vehicles, and are often covered in personalized trophies, and symbols. The vehicles are all armed to personal preference, usually whatever heavy weapons can be bolted to the buggy, usually in the form of a turret to provide fire support on raids. If not carrying a heavy turret, the buggies implement flat beds and a pintle mounted light machine gun for carrying extra fighters or cargo. In their raids the buggies often have fighters hanging hazardously off of the sides of the vehicle.
A black market kit has gained popularity with the buggy warbands, utilizing technology first seen in 21st century gunships, the turret is hard linked to the helmet or hud of the driver. The turret tracks the head movements of the user, allowing for the driver to operate the weapon system.
Role: Light strike vehicle, or transport
Dimensions - Weight: Average 2.27 tons
- Height: Average 1.84 m
- Length: Average 4.14 m
- Width: Average 1.5 m
- Max Speed: speeds of around 85 mph, often modified for more
Common Armaments
Weapon Turret Variant: Quad 50cal HMG, 20mm cannon, twin linked hydra MRLS, heavy flamethrower
Pintle Weapon Variant: twin linked SA-4 LMG, 50cal HMG, 40mm grenade launcher
- Archer Light Tank: A light tank manufactured within the Empire before it's retirement. Poduced in massive quantities the archer has found it's way into militia forces on the rim worlds as well as pirate raiders. The Archer has become the tank most commonly seen in the Exile's armored forces due to it's cheap prices and it's light weight allows for it to be transported by vtol. It is often deployed in close support of infantry in urban fights, hit and run raids, or to give a heavier punch to buggy raids. A lightweight by armored standards the archer tank relies on it's twin heavy missile pods in order to defeat armored forces and the turret is armed with a 20mm chaingun for taking out infantry and light vehicles. Each of the missile pods houses two large 155mm guided misses, while these don't give the archer the staying power of a conventional tank turret, it allows for a relatively light tank to still pose a threat to enemy heavy armor. For anti infantry or thin skinned vehicles the archer can replace the heavier guided missiles with unguided swarm missile pods. The archer tank is lightly armored, the light tank is not designed for a standup fight and will be easily knocked out by anti armor.
Role: Light tank
Dimensions - Weight: 15.2 tons
- Height: average 2.3 m
- Length: 6.2 m
- Width: 2.8 m
Max Speed: 43mph
Armaments
Turret: 20mm chaingun, twin missile pods: x2 155mm anti armor guided missile or twin swarm rocket pods. Pintle mounted SA-4 lmg or searchlight
Equipment, Smoke launchers, sensor suite, optional dozer blade, additional reactive armor plates. Exiles have made use of "carver" attachments; heavy duty vehicle mounted concrete saws for breaching buildings.
- Trishka Main Battle Tank: The trishka is an infantry tank. It's chassis was originally designed as an apc or ifv vehicle. Once they fell into the hands of the Exiles heavier and heavier turrets were placed onto it whereas it less resembled an personnel carrier and had more in common with a tank. The trishka relies on heavy missle pods like the archer tank, utilizing twin autocannon against infantry and light armored targets. However unlike it's lighter cousin the hull space of the Trishka allows it to dedicate space for reloads, the rear hatch allowing for the tank to reload it's main weapons much easier. The Trishka can still fufull it's ifv role and carry troops in exchange for less missles. The infantry deploying out of the rear hatch. Depending on how much spare ammunition the Trishka uses it can carry between 4 and 8 fully armored troops. The Exiles also use them for varying roles, be it carrying extra supplies for extended opperations or even acting as a medivac and a field hospital.
Role: Exiles MBT
Dimensions - Weight: 65 tons
- Height: average 2.66 m
- Length: 7.6 m
- Width: 3.72 m
Max Speed: 43mph
Armaments - MBT; Turret mounted twin 20mm auto cannons, dual missile pods; x4 155mm guided anti armor missiles or x4 swarm rocket pods, standard 2 extra reloads per pod.
- Anti Aircraft variant, turret mounted twin medium guided missile pods, advanced sensor and target lock suite.
- Assault gun variant; turret removed, 155mm railgun replaces all carrying capacity.
- Assault APC, light turret with a single 20mm chaingun. Expanded cargo space, often used by the Enforcers.
Equipment, compartment for infantry or extra ammo, Smoke launchers, additional reactive armor plates, sensor suite, optional dozer blade
- Firefly Exoskeleton: Early walker designs filled the role of infantry support rather then front line combat vehicles. Early servos were unable to carry the heavy armor and weaponry that could make them viable replacements for main battle tanks. However exoskeletons were able to go where tanks could not, capable of breaching and entering buildings and carrying heavy weapons that infantry could never hope to wield. Much heavier then power armor, exoskeletons are closer to vehicles then armor, and are piloted via a control panel in the cramped cockpit rather then responding to the pilot's movements. These vehicles can greatly augment an infantry squadron's firepower and their relatively small size and light weight ensure that they can be easily transported by vtol aircraft and make use of Icarus jumpjets to allow it to jump distances of over 60 meters.
The Firefly exoskeleton is a more modern variation on that early design philosophy. Rather then scrap the vehicles the Empire decided to sell them. Given out via lend lease contracts to security company's and militia groups that were loyal to the empire these exoskeletons have become a common sight in paramilitary groups. The blackmarket has become saturated with Fireflies due to these policies, as once it was out of imperial hands the monitoring of these vehicles was near nonexistent. Those both lawful and lawless can easily get their hands on the Firefly. Designed to support attacking infantry the Firefly mounts a 7.62mm mini gun for suppression fire as well as 75mm rocket pods with varying payloads such as high explosive, light anti armor, or white phosphorous incendiary payloads favored by the Exiles.
These weapons platforms accompany the more elite sections of the Exiles, including airborne forces deployed via dropship as each of the represents a sizable investment compared to the salvaged weapons that they prefer. These Enforcers also have access to a few Fireflies, although they are rarely deployed in all but the most serious of circumstances due to extremely limited numbers.
Role: Infantry Support Exoskeleton
Dimensions - Weight: Average 19.7 tons
- Height: 5.9m
- Length: 2.8m
- Width: 5.7m with arms outstretched
- Max Speed: speeds of around 67 mph
Common Armaments
x5 75mm unguided rockets
7.62mm short barreled minigun
Equipment; additional reactive armor plates, smoke launchers, Icarus pattern jumpjets.
Intruder Assault Transport: Intruder is the unofficial name for the imperial landing craft that have fallen into the hands of the exiles. The role of these transports are akin to their ancestors from the last century. They are designed to rapidly deploy infantry squadrons while being able to give supporting fire while they disembark. However in the age of space travel assault transports gained a new critical function to the armed forces, as these craft are used to deploy infantry from star ships in low orbit.
The landing craft is a 2 man vehicle, a pilot handles most of the flying while either the copilot or panels in the transport bay can act as a gunner for the two turrets. Due to the requirement for these craft to also land critical supplies or light vehicles, the seats in the transport bay can be easily removed to make room for crates of supplies and a heavyduty towhooks can be lowered from the bottom of the vehicle to allow for it to carry buggies, artillery pieces and even light to medium tanks. In the case of the exiles many of their tanks are used because of their ability to be carried via Intruder.
Imperial landing craft undergo a retrofit in order to become an intruder. Some of the transport capacity and range of the stock craft is cut down to make room for an extensive electronics counter measure suite which can either foil or give false readings to enemy sensors. As well as the ecm suite many Exiles make use of frag assault launchers, shaped explosives fitted to the craft which allow for the pilot to release a cloud of deadly shrapnel around the underside of the craft. These weapons suppress or shred lightly armored infantry before the soldiers inside land. These features help aid the vehicle in the shock assaults that the Exiles often take part in rather then their more conservative deployments in more conventional military's.
When raiding planetside settlements the Exiles make heavy use of airbourne assets, their assaults usually taking place through infantry and vehicles carried in Intruders or Nomads.
Role: Heavy Atmospheric Vtol transport
- Weight: (empty) 35t
- Height: 5.5m
- Length: 19m
- Width: 6m
- Max Speed: 248 mph
Common Armaments
2 turret mounted 20mm chainguns.
alternate configuration,2 unguided swarml rocket pods, 7.62mm machineguns replace the chaingun turrets.
Equipment
12 man transport capacity, heavyweight towhooks, Electronics countermeasures suites, rappel ropes. Frag launcher system.
Nomad Technical: The Nomad is a model of light ore haulers seen in industrial mining operations all across the galaxy, lightweight, fast and maneuverable, and most importantly cheap to replace and upkeep. Industrial companies often purchase Nomads by the hundreds for everything from mining to settlement operations. The Nomad is little more then a single crew cockpit, a series of engines, and a flat surface on top which to load cargo, often compared to a pickup truck with jet engines. The Nomad makes use of vectored thrust engines, allowing it to take off vertically and hover in place while it's lightweight design allows for it to use minimum fuel. This also gives it far greater range and speed than the helicopters and jump-jet aircraft of the earlier centuries. The craft is built to my swift and maneuverable, the ability to make it's way through dense industrial sprawls, as well as narrow canyons were kept in mind during it's design, and even see them in use in heavyily urbanized areas where they can maneuver with little difficulty. While capable of upper atmospheric flight, the cockpit is not pressurized, and any equipment to survive in such an environment must be worn by a pilot, Nomads cannot operate in deep space.
But the Nomad has often been seen in the service of paramilitary groups as a military vehicle. Once used purely to haul weapons and ammunition around as cheap and quick battlefield taxi. However it quickly saw use in airlifting wounded out of combat, which saw it quickly transform into a transport for soldiers in combat, despite the fact that riding on top is a violation of numerous safety codes for the vehicle. Riding atop a Nomad is a bone-jolting, terrifying, and ear-shattering experience. The exposed cargo bed has had very few comfort concessions. Only a few straps and a knee-height rail are the best you can expect. Under fire, they have been known to literally shake their passengers out into free fall, and even if you stay on you have little protection from shrapnel, airborne rubbish, and turbulence. The Nomad cam be compared to militia groups in previous centuries riding into battle in the bed of a truck. With military service inevitably came the addition of firearms. Nomads do not have a standard armament, or even a conversion kit. Instead weapons are merely bolted on to be operated by the passengers. An armed Nomad still more then capable of lifting soldiers and their gear into battle with plenty extra, the original craft designed to transport Extremely heavy loads of ore and scrap metal.
Despite the Exiles having access to Intruders unfortunately they are limited in number. The lower ranking raiders of the clan often make use of Nomads in impressive numbers due to their low cost and widespread availability. The pirates heavy use of airborne deployments make Nomad use a common sight for even the smallest of Exile splinter groups as a way to deploy personnel and equipment from starcraft in low orbit. Nomads are often customized to personal preference, seeing a variety of firearms mounted on them or even some having access to the more expensive ECM suites to give them a chance of not being detected due to their lack of any protection.
Role: Heavy Atmospheric Vtol transport
- Weight: (empty) 10, 12t cargo capacity
- Height: 3m
- Length: 5.6m
- Width: 2.3m
- Max Speed: 248 mph
Common Armaments
Varies; 7.62 medium machineguns, 50cam heavy machinegun, or 40mm grenade launchers.
Equipment
10t transport capacity, optional ecm suite and towhooks for vehicles and equipment.
Starships
Cutlass Strike Craft: Drake Interplanetary claims that the Cutlass is a low-cost, easy-to-maintain solution for local in-system militia units. The larger-than-average cargo hold, small crew compartment, and it's dedicated turret mount make it well suited for these roles. The company literature insists these features are for facilitating search and rescue operations. While it’s true that Cutlasses are used throughout known space for such missions, their prime task and immediate association is with high space piracy. Cutlasses, often operating in groups, menace distant transit lanes to prey on hapless merchants. A single Cutlass can ravage a mid-sized transport and a pack operating as a clan can easily take down larger prey. STOL adaptations allow these interceptors to operate off of modified transports or pocket destroyers; the most common warships that make up pirate caravans.
Drake interplanetary, on paper, designs ships that are meant for close range system law enforcement and interplanetary system patrol. While this may be true many of their sales aren't to those that would bring the law, but instead those who would break it. The vessel is able to be operated by a single crew member, as the turret is hardwired to the head movement of the pilot although manual control for a separate gunner is available. The crew compartment can easily accommodate 2 other passengers, which often operate as a boarding party. While only slightly larger then a fighter craft the Cutlass is designed for operation independent of a carrier which is why it's very popular for the aspiring pirate.
The fact that these are common pirate vessels practically ensure that they're one of the most common vessels that operate on behalf of the Exiles.
Role: Light strike craft/pirate vessel
- Weight: (empty) 35t, 10t cargo capacity
- Height: 16m
- Length: 29m
- Width: 18m
- Max Speed: 750 mph, warpjump capable
Common Armaments
2 light mass driver cannons.
Equipment
3 man crew compartment, loading bay, boarding tube.