Disclaimer: I own nothing besides the UER.

Author's Note:

Welcome all, to TIOM's first Codex Dump. This is a collection of every single codex entry we've seen so far, in summation, as well as some we've missed and others that I deemed too small. Enjoy.

Heavy Cruiser: The infantry equivalent of the RAF Navy.

Hastings-Class Heavy Cruiser: 1,100 meters long, 310 meters wide.

Ship of the Line: RNS Hastings

Specialty: Mainstay Heavy Cruiser, Medium Fire Support

Armaments:

Main Guns: 3 Spinal Mounted Medium Magnetic Cannons

Broadsides: 200 LGCs

Missiles: 12 Raven Missile Pods—5 each side, 2 front. 60 missiles each.

Torpedoes: 1 Fracture Torpedo Pod—1 front. 4 torpedoes.

Point Defense: 200 60mm Gauss Gatling Rifles

Orbital Bombardment: 2 OB Mini Magnetic Cannons

Shielding:15,000 kilotons

85 Spacecraft

1,950 Marines

Frigate: Most common type of ship in the RAF Navy. Escorts, screening.

Gladius-Class Frigate: 520 meters long, 155 meters wide.

Ship of the Line: RNS Gladius

Specialty: Mainstay Frigate, Light Escort

Armaments:

Main Guns:1 Spinal Mounted Light Magnetic Cannon

Broadsides:30 LGCs

Missiles:6 Orion Missile Pods—3 on each side. 150 missiles each.

Torpedoes:1 Fracture Torpedo Pod—1 on front. 3 torpedoes.

Point Defense:45 60mm Gauss Gatling Rifles

Orbital Bombardment:1 OB Mini Magnetic Cannon

Shielding:750 kilotons

25 Spacecraft

500 Marines

Magnetic Cannon: Used as ship-board weapons for ship-to-ship combat or orbital bombardment, this is the mainstay of the UER/RAF navy weapon systems. Powered by Rivers-Gauss/Coilgun mechanisms, they fire large slugs at low (compared to Citadel Race) speeds for high yield.

Heavy Magnetic Cannon—Fires a 5 ton slug at 450 km/s for 95.602 kilotons of TNT. Primary ship-board spinal-mounted weapon. Fires every 5 seconds.

Medium Magnetic Cannon—Fires a 5 ton slug at 325 km/s for 63.112 kilotons of TNT. Ship-board spinal-mounted weapon. Fires every 5 seconds.

Light Magnetic Cannon—Fires a 5 ton slug at 275 km/s for 45.187 kilotons of TNT. Ship-board spinal-mounted weapon. Fires every 5 seconds.

Medium Gauss Cannon—Fires a 2.5 ton slug at 300 km/s for 26.888 kilotons of TNT. Limited to Corvettes. Fires every 6 seconds.

Light Gauss Cannon—Fires a 30 kg slug at 400 km/s for 0.574 kilotons of TNT. Used on some vessels as broadsides.

Mini Magnetic Cannon—Fires a 1 ton slug at 150 km/s for 2.6888 kilotons of TNT. Orbital Bombardment. Variable fire rate.

Swivel Magnetic Cannon—Fires a 5 ton slug at 100 km/s for 5.975 kilotons of TNT. Knife-fight MagCannon. Swivels on sides of ship.

Point Defense Weapons:

Gauss Gatling Rifles: These point-defense weapons systems use the UER's traditional, beloved Gauss technology to fire 40mm through 80mm projectiles at insanely fast speeds. They are excellent in point defense, and can shred through light, and sometimes even medium, armor quickly. Best used against missiles, fighters, lighter classes, or wounded ships in knife-fighting range.

Missile Systems:

Missiles:

Raven Missiles: These missiles are the bigger of the two missile systems, and are much more powerful. They are fired in clumps, and are kept in moderate amounts in pods. They are quick, agile, and extremely hard to dodge if one's point-defense systems are disabled or sabotaged.

Orion Missiles: These missiles are the smaller of the pair, and weaker, but their advantage is in numbers and speed—they are extremely fast, and are fired in large masses that regular point-defense systems can easily be overwhelmed by. However, they have no agility whatsoever, and can be dodged by a moderately skilled helmsman at range. They are reserved for lighter ship classes.

Torpedoes:

Fracture Torpedoes: The only type of torpedo used by the UER and RAF, these torpedoes are usually reserved for medium or heavy ship classes. However, they are devastating, incredibly so, and can easily gut a Citadel race cruiser, and even a Dreadnought with enough torpedoes. They are extremely fast, but cannot change direction once in flight, and can only be kept in short supply on ships—the RAF Navy is advised to use them in dire situations, or in ambushes or surprise attacks—not in the brunt of an engagement. Marked by bright red tracers.

The United Earth Republic

Socialist Republic

While at its core an authoritarian military dictatorship, the United Earth Republic's government is a socialistic republic in which a ruling party is elected by the people and their representatives as a whole. In fear of a situation in which the ruling party enacts a coup d'état and a hostile takeover, a separate sect is held in place that only possesses power in a dire civil situation, such as the one above. The ruling party is titled as the Elected Council, and is usually comprised of the top military officials of the UER.

Under the Elected Council is the Civic House, responsible with dealing with Civil, in-state matters, and the Republican Senate, responsible with dealing with military matters. Both are headed by a member of the rival party (of the Elected Council) and a member with a neutral party unaffiliated with the rival or Elected party. Each contains 500 members total, elected by the people. Every member would be a representative of his or her planet of origin, with Earth bearing the largest amount of members—but only by a slim margin.

Under the circumstances of the UER's birth, military service is mandatory for all legal citizens of the UER. Both men and women are required to serve from ages twenty to twenty eight. There may be exceptions in the case of those with disabilities or other—but they are still required to serve the UER military, albeit in appropriate positions, and for less time.

Along with this, the UER has founded and funds several military colleges—the most notable of which being the Joint Naval Officers Commission (JNOC) of Earth, and the Junior Officer's University (JOU) of Rapture. Those who attend these schools and graduate will have their first four years of military service certified, at the cost of being required to serve another three years as officers.

Those who attend military colleges are only those who have been chosen personally by the UER military and the Republican Senate to attend—not everyone can attend. In addition, those who graduate serve as officers, and are expected to be exemplary humans and citizens.

Members of the military are paid a decent wage, and their families also receive an addition to their annual welfare payment. In addition, citizens who remain in the military after mandatory service are given a moderate to large sized increase in wages, and are honored by the Republic.

Those who leave the service at age 28 (31 for officers) are entered into the Military Reserve, and are required to attend a mandatory two-month Auxiliary Training Drill (ATD) every three years, depending on their roles in the military during their service.

Those who remain in the military are career soldiers, and are honored as such. Increased wages, benefits for themselves and their families, etc.

Steymer Gravitic Oscillation Drive

The Steymer Gravitic Oscillation Drive, or Steymer Drive for short, is a modern piece of technology that allows faster than light travel at very high speeds, allowing for quick travel through the galaxy. Used by the UER, it comes in various models, with civilian models using smaller drives that are generally slower in speed, and the faster, and larger, drives reserved for military and science.

The Steymer Drive uses a system in which the drive creates a bubble, of sorts, around the ship where gravity is oscillated in multiple directions. The ship in the bubble is propelled forwards through space at high speeds, with little to no further propulsion needed. In this sense, gravity and space is distorted around the ship, and, with a set of coordinates, can put a ship thousands of light-years ahead of where it once was.

Pros:

Fast travel between two coordinates very far away from each other.

No use of mass relays or mass effect.

Strategic and Tactical implications abound against Citadel species.

Cons:

Relatively long recharge time.

Slower than mass relay system between two connected regions.

Cannot be used immediately before or immediately after the Warp-Shock Drive.

Rausch Warp-Shock Drive

The Rausch Warp-Shock Drive, or Warp-Shock Drive or W-P Drive, for short, is another modern piece of technology that allows for faster than light travel at high speeds. However, it is limited to in-system or in-cluster use, as it cannot handle long distances as the Steymer Drive can. It uses a system where space is distorted around the ship and the drive, creating a "warp" effect. After, the drive "shocks" the warp into propelling the ship to a certain place in the cluster or system.

Pros:

Fast travel in-system or in-cluster.

No use of mass relays or mass effect.

Strategic and Tactical uses against Citadel Species.

Cons:

No long distance travel.

UER Colonial Administration

The UER Colonial Administration is the heart of the Republic's colonial efforts. The Administration handles the exploration of new systems and celestial masses, and directs colonies and colonists across the UER's domain. Private colonies can be petitioned for, but usually require more money than the common citizen can provide.

"Major" Colonies are colonies that have been fully established across the entirety of a planet. These colonies have been fully developed, and sustain major populations comparable to humanity's homeworld, Earth. The Colonial Administration categorizes these major colonies as either Military Strongholds, Civilian Centers, Industrial Powerhouses, or National Breadbaskets.

Military Strongholds: These major colonies are the literal fortresses of humanity. The homes to much of the UER's military might, they can sustain entire branches of the military. Such colonies include Fenix, Bastion, Ares, and the up and coming colony of Antioch.

Civilian Centers: These major colonies hold major civilian populaces, and are generally the trade hubs of the UER. They are still very well protected, and are major centers for education, trade, and more.

Industrial Powerhouses: The UER's industrial might is centered around these colonies. Full of looming factories, bustling ports, and extensive mines, these colonies are essential to the UER's industrial power, both in civilian and military matters.

National Breadbaskets: These colonies are the major food production centers for the UER. Most of the food throughout the UER come from these colonies, and the planets they are based on were the ones that did not need major terraformation, in order to sustain the natural growth of food and supplies. Eden Prime is a prime example of such a colony.

The Office of Republic Intelligence: The UER's Office of Republic Intelligence, often shortened to ORI, is an incredibly secretive intelligence organization within the UER. Not much is known about ORI, except for the fact that they will do anything they can to protect humanity and ORI. It is led by a singular Director, of which the current Director is an Admiral Mary Ishimura, but there are rumors that ORI is led by someone even higher than the Director…

BAC-SIG: The Battle Assistance Command—Special Interests Group, commonly shortened to BAC-SIG, is a special forces group within the UER. However, it is not connected to SPECWARCOM by any means, instead under the direct command of ORI itself. Not much is known about BAC-SIG, as it is a heavily classified and secretive group in the UER, and was created amidst the constant threats of rebel and terrorist activity. Slightly comparable to the 20th century American Military Assistance Command—Vietnam: Studies and Observations Group, upon which the BAC-SIG was lightly based, the SIG specializes in covert unconventional warfare, espionage, sabotage, assassination, etc.—and also, many things that are not even whispered of. Besides the spooks of the UER's various intelligence groups, the BAC-SIG is known to undertake the most Black Ops and Deniable Ops of the RAF, using specialized teams.

RIG: The RIG is a mobile support platform for the UER's largest fleets, and performs various support duties for the fleet it is attached to, varying from repairs, rearms, and resupplies, to in-field creation of smaller vessels if needed.

Support, meant to rearm and redeploy on the go. Contained to large fleets.

Homestead-Class RIG: 4,500 meters long, 2,150 meters wide.

Specialty: Support—Field Resupply and Repair, Assault Support Platform

SPECWARCOM: SPECWARCOM is the main command structure under which most of the UER's Special Forces are retained. SPECWARCOM is composed of various units from all the branches, and structures them all under several "groups."

November Group

November Group is a section of UER Special Operations that deals primarily with traditional special operations, including reconnaissance, some wetwork, assault, raids, some assassinations, etc., but can still participate in frontline combat or reconnaissance.

Guard Group

Guard Group is composed of all of the Guard elements UER SPECWARCOM.

Echo Group

Echo Group is among the least "Special" of the special forces, but are still potent, deadly, and elite. Echo Group deals primarily with reconnaissance, light infantry, skirmishing, etc.

Delta Group

Delta Group is, alongside Echo Group, among the least "special" of SPECWARCOM, but are still deadly, elite, and potent. Delta Group is comprised of units that specialize in assaults, front-line combat, demolitions, and anything primarily loud.

Zulu Group

Zulu Group is comprised mostly of UER ORI elements, and participate in wetwork, assassinations, intelligence gathering, special interests, studies and investigations, etc. It is completely separate from the rest of SPECWARCOM, and is commanded only by ORI.

Theta Group

Theta Group is one of the UER Army's most elite special operations groups, and not much is known about them. They undertake the most dangerous operations the UER Army offers, besides the ones assigned to the guards (and even then, some of the assignments meant for the Guards are reassigned to Theta Group). They specialize in counter-terrorism, hostage recovery, black/deniable operations, espionage, counter-insurgency, assassination, sabotage, and many more delicate subjects and operations.

Battlecruiser: Backbone of the RAF Navy.

Viridian-Class Battlecruiser: 1,500 meters long, 385 meters wide.

Ship of the Line: RNS Viridian Green

Specialty: Capital Ship, Heavy Fire Support

Armaments:

Main Guns:2 Spinal-Mounted HMCs

Broadsides:250 LGCs

Missiles:14 Raven Missile Pods—7 each side. 60 missiles each.

Torpedoes:4 Fracture Torpedo Pods—2 front, 1 on each side. 4 torpedoes each.

Point Defense:250 60mm Gauss Gatling Rifles

Orbital Bombardment: 5 OB Mini MCs

Shielding: 45,000 kilotons

100 Spacecraft

3,000 Marines—One Regiment

Vector-Class Battlecruiser: 1,375 meters long, 365 meters wide.

Ship of the Line: RNS Vector

Specialty: Capital Ship, Mainstay Battlecruiser

Armaments:

Main Guns: 2 Spinal Mounted HMCs

Broadsides: 225 LGCs

Missiles:15 Raven Missile Pods—7 each side, 1 front. 5 missiles each.

Point Defense:300 60mm Gauss Gatling Rifles

Orbital Bombardment:3 OB Mini MCs

Shielding:45,000 kilotons

100 Spacecraft

3,000 Marines—One Regiment

13th Hazardous/High Risk Mechanized Division: H/HR Mechanized, Scarecrows. Delta Group

The only true mechanized Special Forces unit in the UER, the Hazardous/High Risk Mechanized Division, or H/HR Mechanized for short, specializes in elite battlefield operations where fast moving armor and infantry support are required. However, their main duties lay in operations that are either extremely hazardous to normal units, have a very high risk, or present an extreme challenge that requires elite mechanized finesse. The H/HR Mechanized are thus equipped with state-of-the-art heavy armor, EOD/HAZMAT-suits, and weapons with on-board life-support and environmental protection suites, while their armored vehicles are similarly protected. However, members of the H/HR Mechanized are known for their sadistic tendencies.

R821 Incendiary Microwave Emitter (R821 IME)

Range: 20m/30m/50m/70m/90m

A new UER weapon, straight out of Research and Development, the R821 IME, christened the "Microwave" by active combat forces, is a heavy DEW weapon utilized by heavy UER forces. It emits a concentrated cone of microwaves, designed to burn, incapacitate, and flush out hostile infantry. It has a rather gruesome effect, having a tendency to burn the skin off of those affected at close to medium range. It can be used as a direct support or combat weapon, or can be used to suppress and flush out enemies from behind cover, depending on the mode in which it is used. Prolonged usage, approximately two minutes of sustained use, will overheat the weapon, causing the need for a lengthy period of cooling (45 seconds to fully cool after 2 minutes of use). The range can be adjusted for wide, short range waves or narrow, long range waves.

R8 Special Combat Assault Rifle (R8 SCAR)

(Republic-8 Series 5)

Muzzle Velocity: 2,500 meters per second.

Uses MA-31 Rounds.

RoF: 825 RPM

Capacity: 35 Rounds per Magazine

Force: 2401.00 ft-lbf

RAF's Standard Issue Rifle

R2 Crimson

(Republic-2 Crimson)

Muzzle Velocity: 1650 meters per second.

Uses MA-20 Rounds.

RoF: 460 RPM

Capacity: 20 rounds

Force: 674.76 ft-lbf

UER and RAF's standard issue handgun/sidearm.

R260B Medium Machine Gun (R265B MMG)

Muzzle Velocity: 2720 meters per second.

Uses MA-49 Rounds.

RoF: 920 RPM

Capacity: 250 rounds per belt

Force: 4492.46 ft-lbf

Standard Issue RAF MMG, for platoon-based medium fire support.

R71 Falx

(Republic-71 Falx)

Muzzle Velocity: 1750 meters per second

Uses MA-90 Rounds.

RoF: 225 RPM

Capacity: 12 rounds

Force: 3415.62 ft-lbf

High-powered sidearm, comparable to 21st century Desert Eagle. Optional Standard Issue for officers.

R64 Adaptive Combat Rifle

(Republic-64 ACR)

Muzzle Velocity: 2400 meters per second

Uses MA-49

RoF: 620 RPM

Capacity: 28 Rounds, eight to twelve magazines.

Force: 3497.59 ft-lbf

Specialized Burst Battle Rifle. Can quickly put two rounds down long ranges with extreme accuracy.

R76 Recoilless Rocket Accelerator (R76 RRA)

Range: 700m

RoF: 150 RPM

30mm Compact Anti-Vehicle Rockets

Capacity: 7 rockets per magazine.

The R76 is a favorite weapon amongst UER military forces, suitable for engagements against hostile armor, vehicles, buildings, and infantry alike. Utilizing a small, compact rocket, the R76 is fired from the shoulder, to be aimed at suitable hostile targets. Using a chained gauss system, the rockets are fired at high velocities, and emit a bright red glow when traveling through the air. They do moderate damage against armor, and at most five shots in a concentrated location will pierce heavy armor. The rockets can be configured for high-explosive capabilities meant for anti-infantry roles, but will do minimal damage against armor. On a typical UER battlefield, it is common to see scores of the familiar red streaks flying across towards enemy targets and locations.

R14 Infantry Concussion Rifle (ICR)

Range: Up to 650m

Capacity: 10 rounds per magazine.

The R14 Concussion Rifle is a downsizing of the concussion weapons generally found on UER vehicles. It uses the same principle of utilizing a gauss-system to magnetically propel a round at extreme velocities at a target, upon which it detonates or airbursts, causing a lethal, near-lethal, or incapacitating concussion shockwave. Used as a platoon, or squad, support weapon, the R14 is best used for suppression, crowd control, or other scenarios where enemies are bunched together in even slightly exposed areas.

M5S5 Phalanx—Primary Tank

Mark 5-Series 5

Primary: R87 150mm Heavy Railgun

Secondary: .60 Gauss Heavy Machine Gun

Gunner: T91 Rhino Multi-Repeating Spiker (Rhino MRS)

Four Man Crew—Commander, Driver, Main Gunner, Second Gunner

Automatic (AI) Loading

Tracked

R87 150mm Heavy Railgun

Using Gauss technology, the R87 fires a large slug at extremely high speeds, doing immense damage. Like all Gauss technology, shells leave behind red, gaseous tracers.

.60 Gauss Heavy Machine Gun

Officially designated the R46 HMG, fires .60 rounds.

T91 Rhino Multi-Repeating Spiker (Rhino MRS)

Using Gauss technology, the T91 Rhino fires a small sized rocket through a belt-fed system. It is fully automatic, but reloads slowly.

A-15 Hippeus

20.4 meters long

A true close-air support attack fighter, the Hippeus is primarily used in conjunction with ground forces for assaults, sometimes danger-close, against enemy formations, structures, etc. It is not used for space-based operations.

Primary: L35 40mm Gauss High-Explosive/Armor-Piercing Gatling Cannon (L35 HE/AP GC)

Secondary: M294 Integrated Strike Missiles (M294 ISM) (8 missiles)

Crew: 1, Pilot

Tier 1AV Shields

L35 40mm Gauss High-Explosive/Armor-Piercing Gatling Cannon (L35 HE/AP GC)

The L35 is mounted on A-15 Hippeus Fighters, and fires 40mm HE/AP rounds designed to take out dense enemy formations of armor and infantry, but can still be used against enemy air. Devastating, and deadly.

M293 Integrated Assault Missiles (M293 IAM)

M293 IAMs are mounted on Kestrel fighters, and are used both against enemy ships, as well as ground support for close air support during planet-side battles against enemy formations or structures.

M294 Integrated Strike Missiles (M294 ISM)

Mounted on A-15 Hippeus Fighters, the M294 is the heavier brother of the M293, designed to work especially well against packs of enemy armor and infantry. High yield.

AM-31 Redcell Rapid Reaction Gunship

21.1 meters long

The UER and RAF's mainline gunship, specialized for heavy close air support, overwatch, and limited troop transport. Heavily armed and armored.

Primary: SE-2 25mm Gauss Canister Repeater (SE-2 GCR)

Secondary: K/L-67 M-HE/AP GM

Tertiary: M23 Heavy Canister/Concussion Rifle (M23 HC/C)

Quaternary: 6 Havoc Missile Pods, 20 missiles each

Crew: 3, Pilot, Co-Pilot, Gunner

Passengers: 6

Tier 2AV Shields

Limited Cargo

SE-2 25mm Gauss Canister Repeater (SE-2 GCR)

The SE-2 uses a version of the canister system that allows for several shots, fed from a magazine. The GCR fires 25mm rounds that combust on impact, creating a heavy anti-personnel effect. Mounted on gunships like the Redcell.

K/L-67 Mongoose High Explosive/Armor Piercing Gauss Minigun (K/L-67 M-HE/AP GM)

The K/L-67 M-HE/AP GM is a medium weight weapon mounted on Condor Dropships and Humminbird Gunships as a primary and Redcells as a secondary, and is best for an anti-infantry role. Using a combination of chain and rotary technology, dubbed "minigun," though it is not a true minigun, the Mongoose can fire small 10mm rounds at extremely high speeds. The rounds then detonate or even pierce armor, depending on the user's current preference, allowing for a suitable anti-infantry role or a role against light to medium armor.

M23 Heavy Canister/Concussion Rifle (M23 HC/C)

The M23 Heavy Canister/Concussion Rifle is a weapons systems usually mounted on gunships and dropships, and uses the trademark concussion system of the UER. Firing a 25mm round out of a canister-based system, the expelled shell may detonate over enemy infantry or armor, creating deadly shockwaves that will likely kill, but can incapacitate those on the edge of the blasts.

M1024 Havoc Missile Pods

Havoc missile pods are exclusive to gunships, and are light-yield, anti-personnel/light-medium armor missiles that are launched in barrages or streams.

UT-441 Condor Multirole Dropship

22.5 meters long

The UER and RAF's main troop transport, is also used in MEDEVAC, CASEVAC, gunship, specialized variants based on specific roles.

Primary: K/L-67 Mongoose High Explosive/Armor Piercing Gauss Minigun (K/L-67 M-HE/AP GM)

Secondary: K112 .308 Anti-Personnel Deck Gun (K112 .308 AP)

Crew: 4, Pilot, Co-Pilot, Navigator, Door Gunner

Passengers: 14

Tier 2AV Shields

Cargo

K112 .308 Anti-Personnel Deck Gun (K112 .308 AP)

The K112 is a simple gauss system, acting in a rifled machinegun manner. Firing MA-49 rounds, and mounted on the deck of a Condor dropship, the K112 is best used as a support weapon against hostile infantry.

F/A-51 Zeus Armored Strike Fighter

19.4 meters long

More of a space/air version of a shock-trooper or tank, the UER and RAF utilize the heavily armed and armored Zeus for high-risk assaults against enemy targets.

Primary: L28 50mm Rotary Gauss Cannon

Secondary: L78 95mm Swivel-Laser Assisted Assault Gun (S-LAAG)

Tertiary: M421 Multirole Swivel Missile (6 magazines, 12 missiles each)

Crew: 3, Pilot, Gunner, Technician

Tier 1AV Shields

L26 35mm Rotary Gauss Cannon

Using Gauss technology, the L26 is mounted on Starfighters, and utilizes a rotary system to spew thousands of 35mm rounds at hostiles accurately.

L28 50mm Rotary Gauss Cannon

The L28 is identical to the L26 and L27, but uses the much heavier 50mm round to destroy gunships, troopships, and other heavy craft, and do some damage to starship hulls.

L78 95mm Swivel-Laser Assisted Assault Gun (S-LAAG)

The S-LAAG is a defining weapon for heavy Starfighters, and is mounted on a swivel on the belly of Starfighters like the Zeus. Used for precision fly-bys against enemy starships, the L78 fires a 65mm shell at insanely high speeds, at an area designated by a laser. When the laser locks onto a specific portion, or strip, of a target, the L78 quickly spews a burst of 5 to 15 shells. It then needs to recharge and rearm. Gauss technology.

M421 Multirole Swivel Missile

The M421 is a heavy-yield, magazine-fed missile system that can either be dumb-fired or laser guided. It is currently exclusive to the Zeus, and is mounted on a swivel.

AM-9 Hummingbird Multi-Mission Gunship

A small gunship, fitted with mush less weapons than the Redcell, the Hummingbird is a small multi-mission gunship primarily used for special operations. It is extremely fast and agile, true to the name of Hummingbird, but cannot hold up in long, extended firefights with larger gunships. It can be likened to the 21st century MH-6 Littlebird in role and ability.

Primary: 2 K/L-67 Mongoose High Explosive/Armor Piercing Gauss Miniguns (K/L-67 M-HE/AP GM)

Secondary: 2 Havoc Missile Pods, 6 missiles each

Crew: 2, Pilot, Co-Pilot

Passengers: 4

Tier 2AV Shields

No Cargo

TacSight Helmet-Mounted Suites

TacSight Sentry: Shows the user the paths of incoming projectiles.

TacSight Overwatch: A tactical suite that allows the user to mark important hostiles, objects, places, coordinates, targets, etc. on the battlefield and relay the information to the rest of his/her squad, platoon, etc.

TacSight Vision: Features many optics, such as infrared, night vision, thermal, sonar, magnetic, and element zero vision.

IRNV—Infrared Night Vision

NV—Night Vision

FLIR—Forward Looking Infrared

SNRI—Sonar Imaging

MGVS—Magnetic Vision System

EZOV—Element Zero Vision

TacSight Marker: Used predominantly by grenadiers, demolitions, and heavy weapons, this utility gives those who use it detailed information on many things pertaining to their fields of expertise.

Command: The UER military is divided into several sections of command structures, all tasked with different things.

HIGHCOM: UER High Command, or HIGHCOM, is the highest operational command of the United Earth Republic, and is ultimately in charge of all personnel, equipment, and facilities used by the military. It is based on Arcturus Station,

NAVCOM: UER Naval Command, or NAVCOM, is the section of operational command in charge of naval personnel, structure, and organization, and is also in charge of the UER Air Force. It is based on Fenix, the largest of the UER's Military Strongholds.

EXPECOM: UER Expeditionary Command, or EXPECOM, is the section of operational command in charge of the UER Marine Corps, and all expeditionary maneuvers. It is based on Fenix.

CENTCOM: UER Central Ground Command, or CENTCOM, is the section of operational command in charge of the UER Army, and deals with all things planet-side, especially on military colonies and outposts. It is based on Earth.

LOGCOM: UER Logistics Command, or LOGCOM, is in charge of logistics, trade protection, and the movement of troops from theatre to theatre. It organizes military units, and prepares Quick Response Forces. While an overarching structure, it is technically under HIGHCOM, NAVCOM, EXPECOM, and CENTCOM. It is based on Arcturus Station and Fenix.

SPECWARCOM: UER Special Warfare command, or SPECWARCOM, is the operational command in charge of all UER Special Forces. It organizes special operations and units, and maintains detailed links with other operational commands. It has no home "base," as it remains secretive and roving.

R72 Enhanced Marksman's Rifle

(Republic-72 EMR)

Muzzle Velocity: 2900 meters per second.

Uses MA-49 Rounds.

RoF: 320 RPM

Capacity: 20 Rounds, four to eight magazines.

Force: 5106.73 ft-lbf

Standard Issue Designated Marksman's Rifle

F-41 Kestrel S/ASF

18.5 meters long

The UER and RAF's main, favored Space/Air Superiority Fighter. Top of the line, state of the art, and a nightmare for enemy pilots.

Primary: L26 35mm Rotary Gauss Cannon

Secondary: M412 Multi-Purpose Missiles (M-PM) (4 pods, 8 missiles)

Tertiary: M293 Integrated Assault Missile (IAM) (6 missiles)

Crew: 1—Pilot

Tier 1AV Shields

M412 Multi-Purpose Missiles

The M412 Multi-Purpose Missile system is a versatile system, capable of several functions, including a short barrage, homing, dumb-fire, or laser-guided homing. Has a medium yield. Air-air or air-ground.

B-63 Peregrine Bomber

20 meters long

The UER and RAF's general-purpose bomber, armed with a heavy railcannon and multiple payloads, ready to assist in the assault of land, naval, orbital, or cosmic targets.

Anti-Starfighter: L75 75mm Heavy Repeating Railcannon

Payload 1—Precision: A23 Angled-Assault Bomb

Payload 2—Carpet: A49 Heavy-Ordinance Bomb

Crew: 3 or 4, Pilot, Bomber, Technician

Tier 1AV Shields

A23 Angled-Assault Bomb

One of the types of bombs a Peregrine Bomber is armed with, the A23 is meant for precision strikes against its targets, be they ships, hostile gatherings, or enemy infrastructures. Heavy yield.

A49 Heavy-Ordinance Bomb

Another bomb equipped by Peregrines, the A49 is an example of the UER's doing-away with many of the old Geneva Convention laws. The A49 is a carpet-bomb system, meant for inaccurate, but devastating, bombing runs. Heavy yield.

Author's Note:

Hopefully you guys weren't too bored by this info dump. It's simply a collection of all the codex entries, so that people can stay up to date and not confused. Thanks guys, and don't forget to review. I sustain myself solely on reviews.