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Souseiki Military Tech

Introduction

Militaries and Security Forces have been Souseiki Tech fastest adapters, because of their constant attempts to gain a advantage or avoid a disadvantage against their enemies and rivals. Although outside of best case scenarios nations and organizations employ a often haphazard mix of Souseiki and Industrial equipment and weapons.

Land Warfare

Land Warfare is the oldest form of conflict in Ashihara, armies typically formed up in large open formations and did battle with a opposing line. The increase of artillery and better organization capabilities have shifted armies to smaller units commands and wider fronts. Broadly land warfare is split between two different types of battles, field and siege.

Land Warfare Doctrine

Field Battles

Field Battles are when two armies meet in open combat without significant fortifications, usually organized into loose formations covering a front line several to several dozen miles. Most of the time armies spread out, coordinating using Souseiki communicators and messengers to minimize the effect of artillery, but at the vulnerability to calvary. Use of terrain and position is usually key as units attempt to outflank and pushback, while attempting the prevention of their own.

Field Battles begin as lighter units focusing on speed and stealth harass each other ahead of the main force with the goal of finding vulnerable points. Followed by large scale of infantry taking positions, with cavalry on flanks in reserve. Heavy Infantry will begin attacking vulnerabilities found by the lighter units, while cavalry will exploit any gaps. Artillery will be used to remove any stubborn positions, while countering opposing artillery. Field Battles end when one withdraws to new defensive points, or collapses entirely in a rout.

Siege Battles

Sieges Battles are when armies come across locations which have had significant efforts put into fortifying. Sieges are the protracted effort to take or defend these positions.

Fortifications can range from small walled outposts; to a larger fort covering key geography; and to a massive complex of forts and central citadel protecting cities. Locations are fortified with basic dirt ramparts made with Earth Magic machines to absorb some fire and basic cover. The second and additional lines are walls made from Kurogane and reinforced with Metal Magic sigils able to protect against direct and distant artillery attacks. Overhead protection of the interior is gained from the use of Lighting Magic shield machines to protect behind the walls. This is needed as the exact height varies from small 3 meters to 15 meter tall walls, and is easily avoided for mortar artillery firing over. Central to fortification defense is the use of counter battery artillery, which from its usually elevated position, attempts to silence besieger artillery.

To take a fortification, the besieger has many options, but roughly 3 basic options. The first is to assault the walls at the cost of significant casualties, usually only done for small outposts and forts, but the quickest option. The second is the surest but longest method, starve the defenders by cutting off the defenders from food and water sources, and with time the defenders surrender or die. Somewhere in between is the third option, a prolonged siege; the besieger will make concentrated efforts to weaken the defenders.

The Siege usually will involve building a wall around the fort to prevent any escape, foraging, communication, and make attacks from the walls difficult, although cavalry can be used for this purpose. Next the besieger begins digging trenches in zig zag pattern up to the walls, bringing short range artillery closer, while constantly shelling with siege artillery. Once close enough, sappers can undermine the walls by digging underneath, and artillery can attack directly. Finally once the walls are breached, an assault can begin, usually ending the siege.

In rare cases prolonged urban fighting has occurred, but more often than not the defender, if given the option, usually prefers avoiding fighting to death. The entire process can take a week for outposts, a month to three months for forts, and half a year to years for a citadel.

Land Warfare General Equipment

Most of the Souseiki tech used by land armies in field battles can usually be found elsewhere as well. Navy Ships and Airship Marines usually use similar gear, with most focusing on attacking, defense, and support abilities.

Firearms

    Basic
  • Fire Magic breech loading smoothbores utilize fire magic to explosively propel a bullet at rapid speeds. They can tend to be unstable if not properly maintained, jokingly referred to as hand cannons by the troops which receive them.
  • wind Magic Rifles utilize air magic to create pressurized air which propels a bullet forwards. It lacks the range of some other options, but stability and accuracy at shorter ranges make up for it.
  • Advanced
  • Metal Magic Carbines utilize metal magic to arch their projectiles by pushing the bullet mid flight. This combined with the short barrel of the carbine makes it suited for use indoors and as a cavalry weapon.
  • Lighting Magic Railguns utilize lighting magic along with special rails in replace of rifling made entirely of Kurogane which rapidly accelerates the bullet. This gives the bullet better armor piercing and pure destructive energy, but with increased maintenance and deafening to the user without hearing protection.
  • Light Magic Guns utilize light magic to fire a continuous beam of light doing a small but continuous amount of damage, but requires a direct line to the target.
  • Shadow Magic Stealth guns utilize shadow magic to turn a normal rifled bullet into a fully silent and invisible one making the user’s position impossible to ascertain without other means.

Bows

Souseiki Bows utilize Raiko wires and a Sorakon frame, along with a system of pulleys and levers, in addition to Wind Magic. The result is a much stronger bow which amplifies the pulling strength of the user. Souseiki bows also can use a variety of magic arrows to give extra versatility; fire magic explosive, metal magic returning arrows, etc. Typically a favorite of special forces due the versatile magic arrows over non magic bullets.

Some Melee Options

While Firearms have become the primary option, there is still a great deal of use of melee weapons. Most firearms perform poorly in close spaces and trenches which has led to major use there. In addition many armies favor melee in conjunction with firearms before a cavalry or infantry charge, often being a good counter when fighting troops without good training. Tradition also favors melee weapons, but the largest reason is favored by mages who's magic and speed is most felt at close ranges.

Still most Melee weapons remain basic, usually enhanced with sigils increasing their durability with metal magic, adding burning effects with fire magic, but generally resemble basic forms: swords, spears, axes, etc. Though usually the frame is made from Kurogane for extra strength, and the blade is made from Raiko for better cutting.

  • Fire Magic ‘Sword’ by combining fire magic with a handle a continuous stream of flames can be created which mimics a blade of pure flames which is impossible to parry.
  • Shockwave Hammer by using earth and metal magic, and complicated mechanical mechanism, the hammer can create a stream of vibrations which impact into a target.

Mage Conduit Weapons

Mage specific weapons usually can follow any previously mentioned, enabling magic outside of mages purview. The weapon is usually engraved with simpler sigils turned to whatever magic type the user is proficient in. They are by far the most versatile, being able to utilize any magic the mage themselves are capable of to great effect.

Souseiki Armor

The design of armor is specific to certain cultures, nations, and units, with each requirement being potentially different. Most wear at least helmets and chest plates, made from Steel, Kurogane, or Sorakon. The exact coverage of armor varies, anyway from the basics, to full body plate armor, while Souseiki Tech can give additional benefits to armor.

Armor Options
  • Earth Magic Resilience Component: utilize earth magic to give the wearer better traction, and resistance against being knocked down.
  • Wind Magic Breathers Component: utilize wind magic to filter out poisonous gasses and are required in high altitude low oxygen environments by lowlanders.
  • Water Magic Breathers Component: utilize water magic to remove oxygen from water for the user to breathe underwater.
  • Fire and Ice Temperature Control Component: utilize a combination or only one of ice and fire magic to regulate the internal temperature of the armor. Keeping the user cool or warm depending on needs by releasing cold or heat under the armor from the sigils. This is particularly useful when soldiers need to adapt to environments they are not accustomed to, although only a few maintain both fire and ice.
  • Metal Magic Durability and Repair Component: utilize metal magic to first reinforce metal armor, but also capable of making minor repairs. Useful for preventing armor from breaking from a previous hit.
  • Lighting Magic Personal Shield Generators: utilizing advanced lighting magic to create a field around the wearer which provides additional protection, and covers the entire body.
  • Shadow Magic Active Stealth: utilizing advanced Shadow magic to turn the wearer invisible by obfuscating them in shadows, and making them silent by preventing the creation of sound. They are undetectable except by other magical means.
  • Wind Magic Flight Suits: utilizing a combination of gliding wings built into the sides of the armor, and wind magic to propel the user enabling a limited flight and gliding.

Mechanical Power Armor: the most advanced of Souseiki Tech Armor, which is a full suit of armor. It utilizes a complex system of joints and powered motors pushed by wind and metal magic to make the wearer faster and reduce wight fatigue. Made from Kurogane for armor plating, Sorakon for moving parts, and Raiko transmit magic between different parts. Metal Magic is used to make the movements possible, while Wood Magic is used to make it more reactive to its biological user. Wind and Water Magic can be used to create a full body seal on the armor, giving them immunity to gas and drowning.

Land Warfare Unit Specific Equipment

In addition to main weapons and armor, soldiers use a variety of Souseiki Tech in their operations, but usually not at the individual level, rather at the company and above. Such as fire magic to cook without light, water magic to purify water drinking, metal magic repairs of equipment. Some specific Souseiki equipment exists which assists in their role and is deemed cost effective.

Infantry

The most basic unit type, infantry, have a variety of roles. Light Infantry use Souseiki to make themselves quicker and stealthy for skirmishing and scouting. Medium Infantry use Souseiki mainly defensively to increase their endurance, while heavy Infantry use Souseiki to increase their survivability during their breach attempts of frontlines and fortifications.

Land Decection

Lighting Magic radar devices are used by light infantry to detect aerial projectiles, airships, and marching movements. It's also used to detect enemies at long range on the ground, although it is less accurate at detecting units beyond barriers: buildings, forests, etc.

In such a case Earth magic Seismic Sensors are used which use magic to detect vibrations reflected through the ground and structures. Skilled users can accurately detect how many, what kind of units, etc of an enemy formation, but are limited to a few hundred meters, and cannot see flying units.

Intelligence on enemy positions is useful for planning ambushes, avoiding ambushes, seizing key points, and can frequently be the determining factor in battle.

Other Infantry Equipment

The use of Grenades have become a favorite of medium infantry which lack the firepower and protection to remove stubborn positions. They are either fire magic based for explosives, or lighting magic based to temporarily disable sensitive machines and devices.

The use of metal magic Exoskeletons, which are external support units soldiers wear, assist by taking weight off the soldier themselves. They’ve seen some limited use, but remains an experimental technology, and highly expensive.

Calvary

Usually elite or key parts of any army, Calvary have the strength and speed to be a breakthrough force. They are able to close gaps to prevent flanking, exploit weaknesses of enemy units, and prevent retreat by moving behind enemy units. Some Calvary types are Mounted Infantry, which move as Calvary, but fight as infantry. Light Cavalry types are focused on harassing and scouting, using either carbines from a distance or quick hit and run charges. Heavy Cavalry types are designed to break an organized unit through a concentrated charge, heavily armored and armed, making them a formidable foe, but vulnerable if exposed to artillery. Most Calvary use either Souseiki Constructs or Souseiki Augmented Mounts, depending on their preference.

War Wagons are the peak of Calvary forces, heavily armored and armed mobile fortresses; war wagons serve as platforms for infantry fire, highly mobile artillery, or as armored transports and hospital evacs.

Artillery

Central to modern military doctrine is the use of a variety of artillery to break enemy positions, and the ability to bring an unmatched level of firepower to the battlefield. Except for Gatling guns; Cannons, mortars, and artillery all can use Souseiki ammunition, fire magic for explosives, lighting magic for anti-armor, and standard metal magic for extra speed. Earth Magic is used for easier transport of mud and dirt, and to increase stability when firing. Water or Ice Magic to keep artillery from overheating due to friction. Most are operated by at least several personnel, and require external transport.

  • Gatling Guns are rapid firing anti infantry weapon. Gatling guns use a combination of metal magic and complex mechanical motions to cycle between six barrels to maintain a high rate of continuous fire. Gatling Guns are best against lightly armored targets, and for pinning units down, making it ideal for defense.
  • Field Cannons are the basic front line firepower which infantry might require within line of sight. They are typically closely tied to units on the ground, coordinating closely at the company level. Field Cannons are relatively small rifled cannons mounted centrally on two wheels, using fire magic shells at short range.
  • Mortars are the medium level of fire power which is able to arc projectiles past barriers and basic fortifications. Primarily used when field cannons are being obstructed or extensively during sieges to shell units directly behind walls.
  • Siege Artillery is the most powerful piece of firepower most militaries have, only surpassed by battleship guns. They are capable of shelling targets from up to ten miles away, able to destroy most basic defenses with ease. Without coordination with infantry, siege artillery is massively inaccurate, missing by miles without careful calculations. It's through Siege artillery which mages make up for their lack of range, using them to level entire forts if given time.
  • Anti-Airship Light Magic Cannons utilize light magic to track and destroy airships, able to fire straight above which other artillery cannot, and quick enough to not miss.

Specialist

There are a variety of non combat jobs which utilize existing Souseiki tech. Communications officers using Souseiki Communicators; military engineers using Souseiki construction machines, and field medics using Souseiki medical technology.

Naval Warfare

Navies are how the modern great powers conduct diplomacy and power projection, with Souseiki Navies in particular being a league ahead of their industrial counterparts. Souseiki ships are on average faster, stronger, and tougher, and have far more options available to them. Whereas non Souseiki ships range from wooden sail ships to ironclad steam ships.

Naval Warfare Doctrine

Navies can generally be organized in three different ways, which further affect their goals, design, and overall positioning. Navies Differ from land forces in which, naval build up takes decades instead of years for armies.

Types of Navies

River Navies are the most basic, usually preferring smaller, but also less balanced ships as they will not have to face tumultuous ocean and sea currents. Instead their main goal is focused around supporting the land forces in defense and attacking cities along their rivers.

Sea and Coastal Navies are the middle, usually medium sized ships, but still seaworthy, sacrificing instead the operational range for additional armor or weapons. Their main goal is the protection of the nation’s coast, preventing hostile navies from landing, and stopping pirates and raiders from attacking coastal villages. Usually taking a role in search and rescue of fishermen, and protecting against Sea Yokai.

Ocean Navies are the few, requiring large ships with better range, often forced either to sacrifice either armor or weapons or add even more additional cost and size. Any ship will have to be well suited to sailing in bad storms, and to avoid capsizing. Their main goal is power projection, but has extensive coverage: protecting their commercial shipping, hunting pirates, escorting diplomats, defending colonies, and occasionally assisting in aggressive negotiation. Ocean Navies require by far the largest logistics networks, requiring a connection of friendly ports to refuel and repair around the world.

Types of Ships

Warships are generally placed into two categories based on size and purpose. Escort ships for protecting larger ships and for river duties, and capital ships the largest and the main damage output of any fleet.

Escort Ships

Frigates

Souseiki Frigates are the most common type of ship, and dates to days of sail as the smaller equivalent of ships of the line. Today frigates are small ships, equipped with a moderate main cannon, although its main weapons are torpedoes. Torpedoes are cylinder shaped devices equipped with water magic jets which are propelled from a ship along the water line and explode on impact, usually containing fire magic explosives. Frigate's main tactic is to use their powerful propellers for their size, to outmaneuver capital ships, and destroy them with their torpedoes, which are a favorite of coastal river navies.

Destroyers

Souseiki Destroyers are the second most common type of ship, having been created to counter frigates and their torpedoes. Destroyers are equipped with a variety of counter systems against frigates. Destroyers have quick fire main cannons used with integrated light magic to acquire small ship targets quickly. Against recent Submarines or Sea Yokai, Destroyers use water magic sonar to find, and then drop depth charges which are designed to sink and then explode. Against Capital ships, destroyers usually have a few torpedoes themselves, and their quick targeting can cause issues for slower capital ship cannons, although this only ends up close to enemy capital ships.

Submarines

Souseiki Submarines are the most recent ship type, utilizing advanced water and wind magic to create a fully pressurized and sealed ship capable of diving below the waterline. They utilize a combination of water magic sonar to track targets and then destroy them with torpedoes. The depths offer a decent amount of stealth, usually combined with shadow magic to make themselves invisible to surface ships and other submarines. Often resulting in a chaotic guessing game when it comes to battles between submarines.

Capital Ships

Cruisers

Cruisers are the budget capital ships for nations which can’t afford a full battleship, or for spreading the navy budget into several ships. Cruisers are equipped with heavy armor and powerful main guns using lighting magic against capital ships, while supported by secondary guns using fire magic against escorts. Cruisers are equipped fully with an array of detection magic: lighting magic radar, water magic sonar, and light magic target tracking.

Cruisers are often the flagship of flotillas of escorts, having a wide set of command and control devices. Cruisers will differ from their larger cousins by still being able to enter deep and wide rivers, and are generally more flexible with their roles, raiding commerce or escorting ships like smaller vessels.

Battleships

Battleships are the largest ships ever built, being around 200 hundred meters, with main guns capable of ranges of 60 kilometers. Its Secondary guns are rated against Cruisers with ranges of 20 kilometers themselves. Battleships are built with an outer hull of a thin layer of Kurogane instead of Sorakon for extra armor. A central armor belt which covers main machines: engines, command center, etc, and separate armor belts for main and secondary guns. The sheer firepower and armor makes them suitable for shore bombardment, destroying coastal fortifications which cruisers lack the armor to duel.

The main purpose of a battleship is the destroying of other battleships, although this it's rarest role in practice. During battle it uses the largest engines, to be able to keep pace with the fleet. While a combination of firing data from its own lighting radar and from allied cruisers and escorts, positions ahead allows it to hit targets from distance.

Battleships typically are fleet or navy flagships, operating coordination between dozens or hundreds of ships across a wide theater of operations. Only highest ranked officers are able to take command of a battleship.

Air Warfare

Airfare is largely only possible with Souseiki airships with a a few exceptions. Souseiki airships are equipped with air magic floatation devices and Sorakon hulls which enable it to maintain a basic hovering ability up to a couple kilometers for most airships. Pressurized Airships with wind magic and fire magic heat are able to rise up 8 km.

Military airships use fire magic thrusters exclusively for their omnidirectional maneuvering abilities, though poor travel speed. Airships were briefly dominant over the battlefield being initially immune to any ground attacks. This had allowed them to shell land units and cities without them being shot back, but development of light magic artillery made it possible to target and destroy airships from the ground. Airships now mainly serve an important, but niche role.

Air Warfare Doctrine

Airships mainly serve a supporting role, giving a flexible fire support to ground troops, and able to scout ahead for navies and armies. They serve a larger strategic role, allowing militaries to maintain isolated operations which couldn't be supported over land or sea. For exclusively inland powers, Airships also take the role of navies to a degree, offering major fire power in sieges and power projection.

Airship types

Airship Monitors are the oldest militarized airship, built around a large central main gun onto the underside of the ship. They are designed with advanced metal magic to reduce recoil, while firing typically fire magic shells. Previously monitors were able destroy ground targets with impunity, but today they mainly stick close to the front lines to mitigate the impact of anti-airship guns. Some Monitors will attempt to make more dangerous runs, dropping unguided bombs onto a general target area.

Airship Frigates the main air based counter to other airships, equipped with small cannons facing a variety of directions. Airship frigates do best when engaging other airships, having nearly no ability to support ground troops.

Stealth Airships are the specialty niche. They are typically the fastest of any airship, using active wind magic to propel itself faster at cost for inefficiency. But are also given shadow magic stealth devices, enabling a quick insertion and extraction of special forces behind enemy lines. They are however poorly equipped to do any major damage themselves, to do so would require giving up their speed and stealth.

Transport Airships are largely the same as their civilian counterparts, but are typically a bit faster, but also stripped of any comforts. Used primarily by militaries to rapidly shift forces and to supply isolated territories not supported by sea lanes.


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Cover image: by created using cgdream AI

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