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COR, ASD, CRE Spec Ops and Intelligence Agencies:

The COR has several branches, ASD has two, and the CRE has three.

 

COR:

Nano Division: Nano is the COR’s most commonly used Spec Ops division. They use the Nano suit 4.0. This suit allows them to create extensions of multiple forms from created nanites. The suit itself acts as a factory for them. The Deep Layer Protocol that protects the user instantly activates if the suit and user are mortally wounded. The Specialist squad for them is corpse squad. These Nano Division soldiers are unable to remove the suit as they are the only things keeping the soldiers alive. Primary form of insertion is orbital drop.

 

COR Intelligence (CORI): CORI is the intelligence branch of the COR. They are similar to the UNSC’s ONI; though they attempt not to break as many laws, and SHIELD; only without the enemy infiltration. Legion has admitted that without CORI, the COR might have been destroyed decades ago. There are two groups of them: Spectres and Ghosts. Spectres are the men and women behind the desks in CORI. Though they do sometimes go on field ops, they are better behind the desk. Ghosts are the field agents of CORI. They are the ones who go out into combat like other soldiers of the COR.

 

SPARTAN Vs: The SPARTAN Vs were an idea a member of CORI had. While any SPARTAN, even a IV, is better than a regular soldier, they are not better than a mutant [X-Men style mutant] soldier. This CORI officer began working on a permanent synthetic X-Gene. After several months, she managed to create 300 of it, each with a different usable power. These 300 serums were then introduced into a group of the COR’s SPARTAN IVs. The results created mutant super soldiers. High Commander Aldanna immediately created the SPARTAN Vs as the next phase of the SPARTAN project. These 300 were the first members.

 

Arashakage: The Arashakage are the COR’s stealth Spec Ops Division. They are used to go anywhere and never be seen, yet utterly destroy the enemy. They are also used in rescue operations when the hostages are in danger of being killed if there is even a thought that someone is there. [For more info, see the Non-Classified Data journal entry.]

 

X-Strike: X-Strike is High Commander Aldanna’s personal team. It is composed of multiple members of the X-Men from multiple realities, though each member is 20 years old or more.

 

Prime Division: The COR’s version of UNSC ODSTs. Unlike their UNSC counterparts, Primers, as the COR’s normal foot soldiers like to refer to them as, are dropped from orbit in a Mecha suit. When not inside the mech, they use COR Commando armor.

 

 

ASD:

Office of Military Intelligence (OMI): OMI is the ASD’s version of CORI. They only have one group: Spooks. Other than that, they are exactly like CORI.

 

Orbital Assault and Insertion Commandos (OAIC): The OAICs are the ASD’s answer to the COR’s SPARTAN Vs, Arashakage, and Nano Division. Though they do not have mutant abilities, they are still biologically augmented to make them stronger, faster, and smarter then the normal soldier. They are similar to the UNSC’s ODSTs as their main form of getting to a planet is via drop pods launched from orbit.

 

 

CRE:

Imperial Intelligence: The CRE’s Intelligence branch is similar to a much darker version of the UNSC’s ONI. They will do anything and everything to obtain the goals of the CRE. COR and ASD soldiers commonly refer to them as Ints, or Int Officers.

 

Imperial Commandos: The CRE’s answer to the ASD’s OAICs and the COR’s Primers. They are deployed in either a drop pod or Mecha grade armor.

 

Centurion Legionnaires: Legionnaires are the CRE’s answer to the COR’s SPARTAN Vs. Unlike their COR enemies, the synthetic X-Gene they use is temporary, and injected in the battlefield. Legionnaires have been known to lose complete control during a fight.

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COR, ASD, and CRE Mechs

There are four classes of Mechs. The higher the Mech grade, the less common it is in use.

Mecha:
Mechas are the most common Mech unit type. They are the size of a standard Titanfall Mech. Each government has their own upgrades for the mechs. They are also the only Mech unit that uses a control panel to control the Mech. All others use a holographic scanner system.
COR: The COR Mechas are called Prime Mechs. They have the ability to hold a mech grade weapon and have two shoulder mounted mech grade weapons at once. They look like a pitch black Autobot Titan with hands.
ASD: The ASD Mechas are called Tron Mechs. They look like a gun-metal gray Warhammer 40K Space Marine.
CRE: CRE Mechas are called Olympian Mechs. They are modeled after the Leaper class Decipticon unit, but can morph the melee weapons into heavy plasma turrets. The coloring is the standard CRE armor coloring.

Destroyer:
Destroyers are the variant one of the second most commonly used Mech unit. They are the size of a Jeager mech from Pacific Rim and weapon systems work the same way, but when hands are in hand mode, they can use ship deployed Mech grade weaponry.
COR: COR Destroyers are called Strikers. Each striker can be personalized in shape, color, and decals by the pilot, but the base shape must remain the same. Destroyers look like Gypsy Danger from Pacific Rim.
ASD: ASD Destroyer Class Mechs are called Hydras. They look like a gun metal grey and pitch black version of Transformers Prime Optimus.
CRE: CRE Destroyer Class Mechs are designated Asgard Mechs. They look like Evangelion Unit 13 only with the standard CRE colors. They can not convert their arms into weaponry, and rely on ship deployed Mech weaponry or hardlight tech.

Combiner:
Combiners are varient two of the second most commonly used Mech type that, as the name suggests, combine into larger mechs. They are the size of a Pacific Rim Jeager Mech unit. Combiners are also the only Mech units with more than one pilot, though only one controls it when they are combined. Uncombined COR flyers can also morph into Mecha grade units.
COR: COR Combiners are called Draco mechs. They have three configurations, Draco Gunner (holds a large scale Mech rifle), Draco Destroyers (holds a large scale Mech MG), and Draco Stealth (uses wrist mounted 50 cal machine guns and two Mech grade energized wrist blades) and require three flyers. Destroyer mode has increased armor and shield strength, Stealth has an active camo mode, and Gunner has flight capability. They look like the assault variant Aquarion.
ASD: The ASD Combiner Mechs are named for whichever of the two combinations they are in and they require two flyers. The primary combination, Ares, uses a Mech grade laser rifle, while the secondary combination, Mars, uses a Mech grade Laser projector. They look like completely gun-metal grey Fall of Cybertron Grimlock.
CRE: The CRE Combiner Mechs are called Titan Mechs. They need two flyers and have two configurations, Kronos (which uses two Mech grade plasma SMGs) and Atlas (which uses two Mech grade plasma energy blades). They look like Fall of Cybertron Optimus, Kronos, and Megatron, Atlas, with standard CRE armor colors.

Primus:
Primus Mechs are almost never called out. They are the size of a skyscraper and are only ever deployed from Flagships. Anything smaller simply doesn’t have the cargo room.
COR: They COR Primus Mech units are heavily armed goliaths. They look like a completely pitch black version of Metroplex, and are just as heavily armed. They are able to get new handheld weapons from nearby Flagships, but other than that they rely on the unit’s multiple turrets. They are called Voltron.
ASD: None.
CRE: The CRE Primus Mechs are called Primordials. They look like the Sym-biotic Titan with standard CRE armor colors. Though they have to get new gun range weaponry the same way as the COR, Primordials are able to create hardlight melee weaponry.
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[establishing link to COR public files...]

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Legion/Alexander Aldanna: Confident and intelligent, Legion commands the COR through respect and with great leadership. Legion is immortal (he cannot die from aging), and is the CO of X-Strike and the High Commander of the COR. He has a level three variant of Amazo's power (can see, read, and/or watch the power used and gains that ability with higher strength and control permanantly). Is married to Cyber Ninja (Angelica Aldanna). He is also a Patronist, meaning he believes that all gods of every religion are real and a trans sentient race (he has also met several of them) and are patrons to humans. His patron goddess is Fortuna.

Cyber Ninja/Sarah Angelica Aldanna: Angie is not only a member of X-Strike; she is also a long time member of the Arashakage ninja clan. Angel had been a member of the team that was working on the mission that caused her brother, Jason Masters, to disappear (he later returned as Power Master, the CRE's second in command). Angel is a level 1 shape shifter who is immortal (she cannot die from aging). She is married to Legion (Alexander Aldanna). Is a Patronist, and her patron god is Mars.

Galatea/Regina Elizabeth Aldanna: Rea is the daughter of High Commander Alexander Aldanna and Empress Angelica Aldanna of the COR. Her position has caused her to gain the nickname ‘Princess’ among the COR military, though she has expressed multiple times how much she hates that nickname. She inherited her mother’s shape shifting ability, and gained Superman X’s abilities, minus his weaknesses, from her father. She also inherited her mother’s temper and combat capabilities. She also tends to mess with storylines (i.e. alter things that end up having a huge impact on the canon story). She is immortal (she cannot die from aging and will stop aging at 25), is a Patronist, and her patron god is Hades.

Cosmic/Rachel Trinity Aldanna: Rach is the youngest daughter of the High Commander and Empress of the COR, being four years younger than her older sister. She has a different form of the power her aunt had while she was alive (shadows of what is being created form and shadows surround her during teleportation). She has her mother's hair color and her father's eyes, the reverse of what her sister got from them. Unlike her sister, Rachel is not invulnerable and can be killed as easily as her mother. She inherited her father's diplomatic capabilities and patience. She is also adept in multiple forms of magic, as she has no 'weakness' to it. She, like the rest of her family, is immortal ( she cannot die from aging and will stop aging at 25) and a Patronist. Her patron is the goddess Isis.

Cosmic/Galactic/Trinity Aldanna: Trinity was the twin sister of the High Commander, and his highest ranking General. During an operation lead by another High Council (the leaders of the COR at the time) High Guard, she was KIA. She kept the CRE fleet distracted as the COR commandos and other operative escaped. She died taking the CRE fleet, and the planet they were at, with her, her body was never found. A few years later, it was discovered that a third High Guard member was the cause of Cosmic's death. Her abilities were her family's immortality; the power to create anything with no limit on size, amount, or item; and teleportation. Her niece, who she never got to meet was named after her and took her codename as her own. She was a Patronist, with the god Ma'at as her patron.
New data: General Trinity was discovered alive in an alternate reality. CRE tech was being used to keep her memories, personality, and abilities suppressed. Upon her discovery, Legion launched an all out assault on the location she was being held at. She has been reinstated into the COR military as a General and has  finally gotten to meet her nieces.

Power Master/Jason Masters: Jason was a member of the Arashakage ninja clan for several years before Operation Blackout. The objective of that mission was to take out CRE communications in reality H263. A mole in the team (later discovered to be Jason himself) leaked information about the raid to CRE high command. The only survivors of the resulting battle were Angel Masters, Draco (Joshua Draymon), and Bow (Lillian Feran). Jason was listed as MIA, they never found his body, for two years after before he became listed as KIA. Another year later, he returned as Power Master, third highest ranking officer of the CRE. Ultamo has granted him the ability to exist outside of time and has given him Galatea's powers. Is Catholic and hates his sister for being a Patronist.

Ultamo/Alexander 'Al' Aldanna: The CRE Commander-and-Chief is an alternate reality version of Legion. He is confident and intelligent and commands the CRE through respect and fear. Though a good leader, he is a tyrant who uses his political rank to destroy any who oppose him. Unlike Legion, Ultamo is unmarried and has no children. He has the same power as Legion and also exists outside of time, but knows not to mess with the timestream (paradoxes and alternate realities form, so it is pointless to alter them either way). Considers himself to be greater than the God (was Catholic).

Cosmos/Trinity 'Trin' Aldanna: The twin sister of the CRE Emperor. Cosmos is as ruthless and dangerous as he is. She is also the alternate reality version of Trinity (formerly Cosmic, now Galactic). She believes her brother is the new God, and she is his one true Prophet. She would gladly give her life for her Emperor, something that has saved him several times. She is the only person that the CRE Emperor truly trusts. Even Power Master is not held in as high regard as she is. She is also the second in commando of the entire CRE, being second only to Ultamo. She has her alternates powers, and hates the COR High-Commander's children.

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Formation of The Alliance: Two years after the formation of the COR, one reality decided that it wanted to break away from the COR. This reality, along with 19 others, formed the Alliance of Separatist Dimensions. The ASD is a republic. The controlling council, High Command, is made of 10 elected officials. The COR helps the ASD maintain High Command, ensuring that only incorruptible leaders are elected. Though maintaining strong relations with the COR, there are sometimes small attacks committed by troops from a misunderstanding. Though these fights do occur, they have never caused a war between the two governments. There are now 255,000 dimensions that are part of the ASD, and more join every day.

Formation of the Empire: Little is known about the actual formation of the Centurion Rebel Empire. What is known was pieced together from data stolen from the CRE after the Omega Incident. The CRE is comprised of 200,000 different realities, and is slowly growing. Originally it had only 10, half of what the ASD started with. The first leader of the CRE was Omega, but after the Omega Incident the identity of the new Leader has remained a closely and carefully guarded secret of the CRE.

Formation of the COR: The COR (Coalition of Ordered Realities) was created as a result of the discovery of alternate realities. When Legion had first traveled through dimensions, they had believed it would cause no ill effects. They were soon proven wrong when several terrorist groups managed to break through the barriers separating realties, and attacked several realities who had never known war. When this occurred, the major governments of several realities came together to form an interdimensional government and military. Thus, the COR was born. It started as democracy similar to the US, with a central commander, or president (the COR title is High Commander), and a Congress (the COR title was the Command Council). After 40 years it became a dictatorship, though it breaks the mainstream ‘evil dictator’ idea. The current High Commander is Legion. Originally starting with 50 different realities, the number has now grown to 300,000 command realities, and several million client dimensions. And the numbers are still growing.

Birth of the Arashakage: After fighting in multiple realities for a year the COR finally decided that they needed a covert ops group. After months of debate Legion came up with the answer: a ninja clan. Though the idea was thought to be, 'laughable at best', originally, it was soon proven by Legion to be the perfect answer. After Legion had submitted his idea he had left for the Mortal Combat reality. He created the Arashakage ninja clan at the same time that the Lin Kui was formed. Legion created an alliance with the Lin Kui, severing it when corrupted heads took the seat, and strengthening it when strong leaders came to power. The latest Lin Kui Grandmaster, Sub-Zero, has further strengthened the relationship with the two clans by accepting Victoria 'Vicky' Drake (Snow-Cat of X-Strike) and Victor 'Vic' Drake (Ice-Shadow of X-Strike) into the Lin Kui. The current 'Grandmaster' of the Arashakage is Legion.

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Uniforms: Arashakage uniforms look like different variations of Snake-Eyes' GI-Joe Retaliation outfit.

Effects on the altered MK reality: When the altered MK reality appeared (MK reality created by the new game), Legion went to alter a few things. He first went to the Netherrealm and explained to Scorpion who truly destroyed his clan. He had formed a plan with Scorpion to wait for the right moment to attack his 'masters'. After that, he went to Outworld and recruited Shao Khan's assassin Skarlet for the Arashakage. Though it took some convincing, Skarlet eventually agreed to join the Arashakage. He then went to Shao Khan's arena to save the altered reality's Sub-Zero. After rescuing him, Legion brought Sub-Zero back to the Arashakage temple of that reality. Legion then went to the tower that the Forces of Light were using as a base. He attacked and defeated Sindel before she could reach the Forces of Light. After all of that, Legion returned to the tower to save Liu Kang from Raiden's, though accidental, fatal attack.

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COR, ASD and CRE Vehicles:

Ground Vehicles:

Trucks:

COR: M22 Fast Assault Vehicle (Cobra)-The COR's primary ground vehicle. The Cobra FAV bears strong resemblance to the UNSC Warthog LRV. Unlike the Warthog, the Cobra has two rows of seats and is closed (has doors and a roof). Though it has doors, passengers in the Cobra can fire their weaponry outside by removing the windows. The Cobra is extremely durable, and uses the COR's MHAW as its primary weapon, most commonly the LAAG form. The top speed of the Cobra is 250 MPH.

ASD: G5 Combat Truck (Grizzly)-The ASD main combat vehicle. The Grizzly resembles the US military's Humvee in shape and structure, but the UNSC's Warthog in tech. The Grizzly is an extremely durable vehicle, and uses the ASD's HRMG (usually the LAAG variant) as its primary weapon. The Grizzly is slightly slower than the Cobra with a top speed of 225 MPH.

CRE: C1 Combat Vehicle (Assaulter)-The CRE main combat vehicle. The Revenant resembles the Covenant Specter. The differences are that the color is silver with blue lines, the cockpit is covered, and the turret is a CRE AXM Mounted Laser Canon. The top speed is 250 MPH standard and 300MPH while boosting. While boosting, the turret cannot fire.

Transports:

COR: HTV6 (Rhino)-The Rhino is the COR's primary transport. Heavily armored, this vehicle is seemingly indestructible and fast. The draw back is that it is lightly armed. It Resembles a UNSC Gremlin in shape. The Rhino's top speed is 200 MPH.

ASD: ATV3 (Turtle)-The ASD's primary transport. Heavily armored, this vehicle (like the Rhino) is seemingly indestructible, though it goes slightly slower the Rhino and is as lightly armed. It resembles a UNSC Wolverine in shape, but has a cargo bay in the back instead of a missile turret. The Turtle's top speed is 190 MPH.

CRE: C2 Transport Vehicle (Elephant)-The CRE's transport vehicle. It resembles the Covenant Spirit dropship. The differences are the turret's type and position (it is on top of the cockpit instead of under it, and it is an AXM), the color (it is silver and blue with gold lights), and it hovers just above the ground instead of flying. The top speed is 200 MPH.

Tanks:

COR: MBT5 (Crawler)-The COR's Main Battle Tank. It is heavily armored and heavily armed. Unlike the Rhino, the Crawler can be destroyed with enough rocket rounds. It also has two travel modes; tread mode (top speed of 100 MPH), and walker mode/mech (top speed of 75 MPH. It resembles a UNSC Grizzly in size and shape. The walker mode allows the Crawler to travel in space. The main turret is a 120 caliber, high explosive cannon. The secondary turret is a MHAW. The defense turret is a 50 caliber Gatling gun.

ASD: HAV3 (Spider)-The ASD Heavy Assault Vehicle. The Spider is heavily armed and armored. It has a top speed of 90 MPH and resembles the Lost Planet: Colonies tank mech in mech form. Like the Crawler it can be destroyed with enough rocket shots. The main turret is a 120 caliber, high explosive cannon. The defense turret is a 50 caliber Gatling gun.

CRE: C3 Heavy Vehicle (Boomer)-The CRE tank. The Boomer utilizes a high explosive plasma shell launcher, similar to the ones used by the Covenant on their anti-air Wraiths, as the primary cannon. The secondary cannon, is a plasma mortar, similar to those used by the Covenant's standard Wraiths. The defense turret is a small scale, heavy plasma repeater turret. The Boomer resembles the Hover Tank from Mass Effect.

Mobile Artillery Vehicles:

COR: L995 MAV (Longshot)-The COR's premier artillery truck. The Longshot is an advanced vehicle, which utilizes a Magnetic Acceleration Cannon as its primary artillery turret. Its secondary turret is a Jericho missile launcher. The Jericho fires a heavy missile the separates into multiple small scale missiles before impact, increasing the damage radius. The defense turrets are two 50 cal. mini-guns. The top range of the Longshot is incalculable. The top speed is 200 MPH.

ASD: HAV556 (Havoc)-The Havoc is the ASD's heavy artillery vehicle. Its primary turret is a Doom bomb launcher. The doom bomb is a heavy explosive shell that incinerates everything within its 25 mile blast radius. The defense turrets are a pair of 50 cal. heavy machine guns. The top range of the Havoc is 300 miles. The top speed is 190 MPH.

CRE: None

Mobile Bases:

COR: GX3 (Metroplex)-The largest COR ground vehicle ever created; the Metroplex is the size of three UNSC Mammoth's combined. While normally the size would mean an extreme decrease in speed, the Metroplex's engines allow it to have a top speed of 300 MPH. The amount of weaponry on it allows it to face a small combat Frigate in a battle. The Metroplex has a high resemblance to its namesake.

ASD: ASD MB5 (Primus)-The ASD's most recent iteration of mobile bases. The Primus is much smaller than the COR Metroplex, but has the same top speed. The primus also has a much smaller arsenal than the Metroplex. It resembles a UNSC Elephant tank that the size has been doubled, and the tank itself covered.

CRE: C4 Base Vehicle (Hades)-The CRE's greatest creation (in their opinion). The Hades is the same size as the COR Metroplex, and has the same speed and arsenal. The Hades resembles a hovering version of the GI Joe mobile Pit.

 

Space vehicle classes:

Space Vehicles are also used in atmosphere in both the air and water. COR Cruisers look like Mass Effect Human and Turian Cruisers. CRE Cruisers look like Halo Covenant Cruisers. ASD Cruisers look like Star Wars Cruisers.

Interceptors:

Fighters: Fighters are small scale interceptor vehicles used in ship-to-ship combat as defenders.

COR: Looks like ME Alliance interceptors. CRE: Looks like Halo Sabers. ASD: Look like Star Wars X-Wing fighters.

Bombers: Bombers are slightly larger than fighters, and pack a larger punch. Used in ship-to-ship and ship-to-base combat to decimate enemy armor.

COR: Looks like the A-10 Gunship (Warthog). CRE: Looks like Halo Seraph fighters. ASD: Looks like Star Wars Y-Wing bombers.

Transports: Transports are heavily armored troop carriers. They are usually lightly armed, relying on fighters for defense. Transports can deploy troops onto the enemy cruiser or onto the ground.

COR: Looks like the VTOLs in Black Ops 2. CRE: Looks like Star Wars Republic Gunships without the wings. ASD: Looks like ME Alliance Kodiak Shuttles.

Carrier Transport: Jumbo Transports used when a larger carrying capacity is needed. They are the size of the original Normandy SR1.

COR: Looks like the Normandy SR1. CRE: Looks like a Covenant Phantom dropship. ASD: Looks like a large [Halo 4] UNSC Pelican.

Cruisers:

Prowlers: Prowlers are the smallest class of cruiser. These small ships are used as scout ship, or are used in hit-and-run ops. Prowlers are the only ship class that has a ship wide all-spectrum cloak. Prowlers have light armor and weapons, no fighters, but can hold two standard transports and two trucks in the hanger. Prowlers are the fastest type of cruiser. Size of the Normandy SR2. COR Prowlers look like the Normandy SR2.

Assaulter: Assaulters are a larger version of the Prowler. Also used for the same things as Prowlers, the Assaulter's main difference is that it doesn't have an invisibility generator, though they are hidden from all other spectrums. Assaulters also have a small scale MAC on them, and are slightly slower than the Prowler, but have a better arsenal and armor. Size of a Covenant Corvette.

Frigates: Frigates are the primary cruiser of any military. They have mid-level strength armament and armor, are fast enough for rapid attacks, and large enough to hold ODST troops and combat vehicles. Each is equipped with either a Plasma Accelerator Cannon (PAC) or a MAC. The hanger is twice the size of the Assaulter class ship hanger. Size of a large UNSC Frigate.

Destroyers: Destroyers are slower than other cruiser classes, but pack a bigger punch than most. Each Destroyer has one MAC, two PACs, one Light-speed Laser Artillery Weapon (LAW), and a very large ship-to-ship combat arsenal. The drawback of the Destroyer is that they are unable to carry a large troop contingency. Destroyers are also very hard to kill, or even disable. Size of a large UNSC Destroyer.

Dreadnaught: Dreadnaughts are an advanced form of Destroyer [Read Destroyers on steroids.] that have a larger arsenal and higher speed. Dreadnaughts also have better armor. Dreadnaughts have twice the number of anti-ship weaponry that Destroyers have. They have the same drawback with troops that the Destroyer has. Size of a large Covenant Destroyer.

Carriers: Carriers are one of the largest class of cruisers. The Carriers have the same amount of fire power as a Frigate, but the cargo, hanger, and troop bay has a larger capacity. The hanger itself is three times the size of a Frigate's hanger. It is large enough to hold a single Prowler. Size of the UNSC Infinity.

Super Carriers: Super Carriers are the second largest class of cruiser. Super Carriers are twice the size of Carriers. The troop capacity is twice the size of a Carrier's, and they have the fire power of a Destroyer. The hanger bay and cargo bay are also twice the size of a Carrier's. The hanger of a Super Carrier is large enough to hold three Prowlers. Size of a Covenant Super carrier.

Flagships: Flagships are the largest class of cruiser there is. The hanger bay and cargo bay are twice the size of a Super Carrier's. The troop capacity is four times the size of a Super Carrier. The arsenal that a single Flagship contains could obliterate a planet in one shot -as proven twice by the CRE. They have five MACs, ten PACs, five LAWs, 28 Broadside MACs (14 on each side), and one Planet Crusher Laser (PCL). Their speed is as fast as a Prowler. Flagships are virtually indestructible. Usually the only way to kill one is with several Dreadnaughts, or with another Flagship. The hangers are large enough to hold two of each of the non-carrier size cruisers. The ship itself is the size of two of the alien motherships from ‘Independence Day’.

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COR, ASD, and CRE Weaponry:

All projectile weapons are case-less.

Assault Rifles:

Assault rifle attachments are: grenade launcher; IR, ACOG, and dual-band scope; extended and dual mag; laser, reflex, and red dot sight; fore-grip; a chainsaw and knife bayonet.

Round types are: standard, inferno, explosive, warp, arctic, overload, armor piercing, buck-shot, and High Explosive Armor Piercing Incendiary (HEAPI) rounds.

COR:

MKIV Standard Issue Rifle (Sir)-The COR military standard assault rifle. It has three fire modes (burst, semi auto, and full auto), a 32 round mag, and fires at a rate of 200 rounds per minute. Looks like the Crysis Grendel assault rifle.

ASD:

L5AR (Recon)-The ASD military standard assault rifle. It has three fire modes (burst, semi auto, and full auto), a 30 round mag, and a fire rate of 100 rounds per minute. Looks like the Halo 4 Battle rifle.

CRE:

L2X Laser Gun (AR)-The CRE standard assault weapon. It has one fire mode, a battery charge that can fire 300-400 rounds, and a fire rate of 500 shots per minute. Looks like the N7 Valkyrie (Mass Effect 3) with CRE colors (silver and gold), CRE emblem, and black lights.

Submachine Guns:

SMG attachments are: IR, ACOG, and dual-band scope; extended and dual mag; laser, reflex, and red dot sight; fore-grip; and suppressor.

SMG round types are: standard, inferno, explosive, warp, arctic, overload, armor piercing, and buck-shot.

COR:

MKIII Recon Unit Standard SMG (Russ-MG)-The COR military standard submachine gun. It has It has three fire modes (burst, semi auto, and full auto), a 60 round mag, and a 300 rounds per second fire rate. Looks the Crysis Feline SMG

ASD:

MPX (Storm)-The ASD military standard submachine gun. It has three fire modes (burst, semi auto, and full auto), a 60 round mag, and a fire rate of 200 rounds per second. Looks like the Halo ODST SMG.

CRE:

L1X Laser Gun (SMG)-The CRE standard CQB weapon. It has one fire mode, a battery charge that can fire 1000-1500 rounds, and a 250 shot per second fire rate. Looks like the N7 Hurricane (ME3) with CRE colors, CRE emblem, and black lights.

 

Shotguns:

Shotgun attachments are: extended and dual mag; laser, reflex, and red dot sight; and foregrip

Round types are: standard, inferno, explosive, warp, arctic, and overload.

COR:

MKV Combat Assault Shotgun (Cas)-The COR military standard shotgun. It has It has three fire modes (burst, semi auto, and full auto), an 18 round mag, and a rate of fire of 30 rounds per minute. Looks like the Crysis Jackal shotgun

ASD:

S5P (Blasto)-The ASD military standard shotgun. It has It has three fire modes (burst, semi auto, and full auto), a 16 round mag, and a fire rate of 20 rounds a minute. Looks like the Halo 4 SAW.

CRE:

L1X Laser Gun (Shotgun)-The CRE standard scatter-shot weapon. It has one fire mode, a battery charge that can fire 100-150 rounds, and 30 shots per minute fire rate. Looks like the N7 Piranha (ME3) with CRE colors, CRE emblem, and black lights.

Snipers:

Attachments are: IR, ACOG, dual-band, and zoom scope; extended and dual mag; laser sight; ballistics CPU; recoil absorption and dissipation stock; and fore-grip. Round types are: Standard, inferno, explosive, warp, arctic, overload, armor piercing, and High Explosive Armor Piercing Incendiary (HEAPI) rounds.

COR:

MKIII Scout Standard Issue Sniper (Sis)-The COR military standard sniper rifle. It is semi-auto and has a 12 round mag. Looks like the Crysis DSG-1 sniper.

ASD:

G57S (Beacon)-The ASD military standard sniper rifle. It is semi-auto and has a 10 round mag. Looks like the Halo 4 UNSC sniper rifle.

CRE:

ZAX Laser Sniper Rifle (Sniper)-The CRE sniper rifle. It is a beam fire weapon and has a battery charge that can fire 10 rounds. Looks like the N7 Valient (ME3) with CRE colors, CRE emblem, and black lights.

Light Machine Guns:

Attachments are: grenade launcher; an under barrel shotgun; IR, ACOG, and dual-band scope; extended mag; laser, reflex, and red dot sight; fore-grip; and a chainsaw bayonet. Round types are: standard, inferno, explosive, warp, arctic, overload, armor piercing, buck-shot, and High Explosive Armor Piercing Incendiary (HEAPI) rounds

COR:

MKIII Squad Heavy Assualt Weapon (Shaw)-The COR military standard light machine gun. It has one fire mode, a 200 round mag, and a 1000 rounds per minute fire rate. Looks like the M60 Mod 0 from Crysis.

ASD:

VLR (Reaper)-The ASD military standard light machine gun. It has one fire mode, a 200 round mag, and 900 rounds per minute fire rate. Looks like the HMG from Halo 2, only without the tripod mount.

CRE:

L3X (LMG)-The CRE heavy assault weapon. It has one fire mode, a battery charge that can fire 2000-3000 rounds, and fires 1000 shots a second. Looks like the N7 Typhoon (ME3) with CRE colors, CRE emblem, and black lights.

Missile Launchers:

COR:

MKIII Demolitions Assault Rocket Launcher (Darl)-The COR military's missile launcher, is a highly advanced demolitions weapon. The Darl has two fire modes, tracker and free fire. Tracker mode allows it to lock onto any enemy vehicle. It also has a zoom function for distant targets. The Darl has a five missile launch case for rapid firing of rockets. The Darl has several round types: seeker, cryo (heat seeking rockets that are chilled to the core), flak (anti air rockets that explode at a set distance), bunker buster (Spike), and the Jericho (rocket that breaks into multiple smaller warheads before impact (main warhead still explodes, creating a shockwave). Looks like the Crysis JAW.

ASD:

B5K (Stinger)-The ASD military's missile launcher, is a reliable piece of equipment. The Stinger has two fire modes, tracker and free fire. Tracker mode allows it to lock onto any enemy vehicle. It also has a zoom function for distant targets. The Stinger has a two missile launch case. It is designed for distant target take down. The Stinger has several round types: seeker, cryo (heat seeking rockets that are chilled to the core), flak (anti air rockets that explode at a set distance), and bunker buster (Boom Stick). Looks like the Halo 4 UNSC rocket launcher.

CRE:

VAZ Plasma Launcher (Sticker)-The CRE military's missile launcher, is a remarkable piece of equipment. With one firing mode only (tracker), it is slow to fire, but the results are worth it. The Sticker lobs highly explosive plasma grenades at a locked target. The grenades will then stick to that target until detonation. It has a large blast radius, and a curious EMP effect. The battery charge allows 50-60 shots to be fired in total. The drawback is that it cannot be recharged on the field. Looks like the M-560 Hydra (ME3) with CRE colors, CRE emblem, and black lights.

Pistols:

Only the COR and ASD have pistols.

Attachments are: extended mag; laser, reflex, and red dot sight; fore-grip; and suppressor. Round types are: standard, inferno, warp, arctic, overload.

COR:

MKIV Standard Issue Pistol (Sip)-The COR military standard pistol. It has It has three fire modes (burst, semi auto, and full auto), a 24 round mag, and fires as fast as you can pull the trigger. Looks like the Crysis M12 Nova pistol.

ASD:

5AP (Hush)-The ASD military standard pistol. It has It has three fire modes (burst, semi auto, and full auto), a 24 round mag, and fire as fast as the trigger can be pulled. Looks like a Halo ODST pistol.

CRE:
L0X (Pistol)-The CRE military standard pistol. It is a semi auto plasma firing weapon that allows 500-700 rounds per battery charge. Looks like the N7 Eagle 
(ME3) with CRE colors, CRE emblem, and black lights.

Turrets:

COR:

MKII Mounted Heavy Assault Weapon-The MHAW is the COR's standard turret. It is commonly placed in defensive positions on bases, and mounted on vehicles. It can use either a Light Anti-Aircraft Gun (LAAG), a Heavy Anti-Aircraft Gun (HAAG) [Gauss turret], or a Missile turret as the weapon. The LAAG variant can use these rounds: inferno, explosive, warp, arctic, overload, armor piercing, buck-shot, and High Explosive Armor Piercing Incendiary (HEAPI) rounds. Multiple looks-LAAG: Halo 4 Warthog turret. HAAG: Halo 4 Gauss Hog turret (but with three spinning barrels for rapid fire). Missile turret: Halo 4 Rocket Hog turret (select fire can shoot one at a time or six in a row like in the game.

ASD:

HRMG Mounted Heavy Weapon-The HRMG is the ASD's standard turret. It is commonly placed in defensive positions on bases, and mounted on vehicles. It can use either a Light Anti-Aircraft Gun (LAAG), or a Missile Turret as the weapon. The LAAG variant can use these rounds: inferno, explosive, warp, arctic, overload, armor piercing, and buck-shot rounds. Multiple looks-LAAG: M2 50-Cal Machine gun (or Ma Deuce).  Missile Turret: Halo Wars Rocket Hog turret.

CRE:

AXM Mounted Laser Cannon-The AXM is the CRE's standard turret. It is commonly placed in defensive positions on bases, and mounted on vehicles. It either uses twin Heavy Plasma Repeater Cannons, or a Plasma Torpedo Launcher. Looks like a Halo CE Shade Turret except with CRE colors and black lights.

Special Weapons:

COR:

MKI Configurable Assault Weapons Platform (Titan)-The CAWP is the pinnacle of weapons. It is the greatest weapon that the COR has ever created. It can be reconfigured into an AR, SMG, or a DMR. It can use LMG, sniper, and RPG rounds. It can use any attachment and any round type for any weapon. There is no better, or more costly, weapon in the entire multiverse. Standard mag holds 60 rounds and has a fire rate of 750 rounds a minute. Multiple looks-AR mode: Crysis SCAR, DMR mode: Crysis SCARE (semi-auto SCAR with an extended barrel and scope) [Was a weapon idea for the second game that went unused], SMG mode: Crysis SCARAB.

ASD:

ZRX (Kronos)-The Kronos rifle is the ASD's answer to the Titan. Though it cannot reconfigure into other weapons, it can use any ammo, no matter what weapon it was designed for. It is able to use all attachments, except for the under barrel shotgun, and any round type. Standard mag holds 45 rounds and it has a fire rate of 500 rounds a minute. Looks like the MA5D Assault Rifle from Halo 4.

CRE:

LXA Laser Rifle (Liberator)-Though not on par with the COR's Titan or even the ASD's Kronos, the Liberator is still a force to be reckoned with. Like the Kronos it cannot reconfigure into other weapons. Unlike the Kronos, it only needs the battery inside it to use different ammo types. The drawback of the Liberator is that it can't be recharged in the field. The crowning achievement of the Liberator was that it created a new round type. The shock blast. Similar to a scatter-shot weapon in area of affect and range, the shock blast produces a 'blast' of lightning from the gun. The Liberator can use standard, warp, overload, and shock blast rounds. The battery can hold 10,000-12,000 shots and has a fire rate of 800 shots a minute. Looks like the M-55 Argus (ME3) with CRE colors, CRE emblem, and black lights.

 

COR, ASD, and CRE Equipment:

 

Combat Equipment:

 

The UR, ASD, and CRE use two combat tech items. The main item is the combat grade omnitool. It can be used to fire off an EMP, be morphed into a hard light knife, and used to apply medical equipment (such as bacta, biofoam, medigel, or biogel [a combination of the three]). The other combat tech is a combat VI. These VIs can be used in several ways, such as to increase the accuracy of weapons, to translate (a passive function of the VIs), to secure comm channels, and to use assault equipment more accurately.

 

Intelligence Equipment:

 

The COR, ASD, and CRE use two intel tech items. The main one is a smart AI (COR Wetworks teams use 7th generation smart AIs) which is used to hack computers, enemy equipment, and for surveillance. The other is the intel op omnitool. These do the same things as the AIs only at a slower and less accurate pace.

 

Enhancer Equipment:

 

The COR, ASD, and CRE use one type of enhancer equipment. The upgrade VI. These VIs are specifically designed to increase the efficiency of the soldier and his equipment. They can upgrade a soldier's speed, strength, endurance, accuracy, equipment, and weapons.

 

Assault Equipment:

Assault equipment, for any group, are tech items such as bubble shields, deployable shields, EMP generators, sentry turrets, and hard-light tech. Any other tech is an armor special ability.

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