Talk:Repzork Empire
High Chamber Cheat Sheet[edit source]
- Grand Marshal Tarsovis Visaria
Patron Deity: Oltavar
Was raised as a Chosen. Former High Marshal of the Marines. Calm and collected even in dire circumstances. Staunch nationalist willing to do anything he feels necessary to protect the empire as a whole. Man of few words; prefers to hear the other members of the council before giving them his input. Initially supportive of the Warlord Pact, but has grown increasingly skeptical as the war has progressed.
- High Marshal of the Army Zurar Azakeia
Patron Deity: Riigr
Considered by many to be the physical embodiment of the branch he leads; tall, proud, and independent. Always willing to speak his mind regardless of the circumstances. Slow to accept new ideas until they have been thoroughly tested, leading him to becoming a counterbalance to sometimes overly ambitious projects. Both of his wings and his left arm are cybernetic. Believes that the Pact is a failure and that the Repzork need to find new, more dependable allies.
- High Marshal of Star Navy Ilivaris Kindasi
Patron Deity: Athovat
Youngest member of the High Chamber. Began what has since become a sweeping modernization of Repzork military design & doctrine during the Repzork-Nepharian Cold War. Acts as the Chamber's micromanager for her attention to small details. Energetic and talkative, but also argumentative about what she is passionate about. Wildcard. Remains an ardent supporter of the Warlord cause.
- High Marshal of Marines Nuoh Gersalv
Patron Deity: Saertu
Close friend of Tarsovis and Ilivaris, with rumors claiming a romantic connection with the latter despite her devotion to Athovat. Places great emphasis on integrity, honor, and faith. Arguably the most religiously devoted member of the High Chamber. Personally leads the Selshezak supersoldier program. Strives for unity when the Chamber has disagreements. Remains a supporter of the Warlord cause.
- High Marshal of Central Intelligence Veto Korvack
Patron Deity: Golgolag
Has the public persona of a caring father figure; jovial and sociable, but can be stern when necessary. This belies a deep-rooted cynical streak and a capacity for intense cruelty against anyone Veto perceives to be a threat. Seeker of knowledge who often uses his public persona and a silver tongue to extract information from others. Known to have spies working across the empire, but only he and Grand Marshal Tarvovis know their identities and locations, leading to some members of the High Chamber to be wary of him. Increasingly disdainful of the Warlord Pact.
- Kaiser Zervath Nezekar V
Patron Deity: Sarikarak
Charismatic and remarkably intelligent from a life of ceaseless study and observation. Though loyal to the Chamber, he does not follow their orders blindly, going as far as to personally challenge Tarsovis and ask hard questions. Often indulges in magic and writing poetry in his spare time, and has both wings tattooed with runes. Like Tarsovis, Zervath has grown skeptical of the Warlord Pact, but continues to support them for now.
Heading text[edit source]
OOC armada notes: Set number of armadas for each theatre. Present number is 1 for Betel [which then relocates], 1 for Aeveria after 1st Norsus (which then relocates), 4 for Diab, 4 for [Formerly Galderan, change to be made], 1 for Biomatter, 2 for new sector, at least 2 for Zaretian civil war[?]. Total of 15 armadas, 30 named commanding officers of substantially differing degrees of importance/prominence.
Staff | Abbrv. | Commands | Description |
---|---|---|---|
Sector Marshal | SECM | ||
Star/Field Marshal | SM/FM | ||
Operations Commander | OC | ||
Admiral/General | ADM/GEN | ||
Vice Admiral/General | VADM/VGEN | ||
Lieutenant Admiral/General | LADM/LGEN |
Chosen/Offering[edit source]
Orphanages do not exist in Repzork society in the traditional sense. Instead, "unwanted" children who have been abandoned by their biological family, regardless of reason, are claimed by the government, who effectively becomes their parents. Raised in exclusive academies, these children receive an enhanced education, are taught the teachings of Oltavar, and more importantly, are trained in the art of combat throughout their life. This produces intensely loyal and highly trained soldiers that are sent to the deadliest war zones the empire has to offer. Such infantry are equipped with state-of-the-art equipment and also receive a substantially higher wage than their conscripted counterparts. Though most Chosen do not live long enough to leave the military (or simply chose not to leave), those that do are often revered by their local community, and often find themselves in positions of influence.
Of note among the Chosen are the Offerings. Though officially discouraged and prevented when possible, Shrines devoted to Yinve and certain other deities produce children from time to time during their regular duties. If the mother chooses to keep the child, they risk loosing a lucrative position within the shrine due to mandated maternal duties. Instead, most instead offer the child to the government. Most shrines attach a religious significance to this procedure, believing that the child was brought to the world by Yinve, or perhaps by the Fates themselves, for this purpose. These children are indoctrinated into devoted servants of Yinve as a goddess of bloodshed and wanton rage. Offerings serve almost exclusively as shock troopers and breachers (naval boarding infantry) and are known to decorate their armor with blood, bones, and other grim trophies. Likana Raldalvi is a notable Offering who not only survived her days as a shock trooper but rose to the rank of Field Marshal in the 277th Armada.
Due to their intense loyalty to the empire and the fact that the government effectively owns them, Chosen and Offerings are frequent candidates in the AFRE's supersoldier program, the results of which would begin to see service near the end of the Interim Era.
Grand Army of Alrukai[edit source]
Organization[edit source]
Combat Doctrine[edit source]
Betel Recyclers[edit source]
"While the Betel pose no threat to the mainland, they have proven more difficult to fight than initially planned for. Their troops, though unable to hold a line for long, are capable of extended guerrilla operations that hamper us long after we have claimed a world."
"The destruction of Betel civilization and complete annihilation of their people is inevitable. It is simply a matter of time and persistence."
"For the love of the Goddess, do NOT consider eating them."
Ever since their first engagement, the Betel Recyclers have been an annoying thorn in high command's sides. Though the Betel are believed to currently be unable to pose a significant threat to the mainland due to their disorganized state and out-of-date equipment, the process of conquering and dominating Betel-held worlds has proven to be a slow, frustrating ordeal thanks to the unique environment of Betel colonies and the sheer determination of Betel resistance forces. While the Betel will almost always be defeated in a direct confrontation, their ability to conceal themselves among the mountains of trash and utilize the environment to their advantage has proven to be both ingenious and incredibly deadly, sometimes to both sides.
Special precautions must be taken for invading Betel colonies. Soldiers have to be equipped with pressure-sealed suits with special air filters borrowed from the Vahlsrod's Maw in order to breathe the oftentimes toxic air. It is also advised to bring jetpacks to help navigate the labyrinth of refuse. The use of heavy explosives is carefully monitored due to the possibility of triggering avalanches of garbage. As a result, artillery, bombers, and orbital bombardment, are all rarely utilized.
Rather than travel in a few large groups as they would against other races, the chaotic and undeveloped nature of Betel planets have prompted commanders to split their troops in smaller groups and move them along the various paths through the mountains of refuse, slowly clearing out Betel resistance as they encircle and destroy settlements along the way. Few troops move directly through refuse, and the ones that do, -such as Kavras walkers- only go through the smaller, more stable piles of trash. Commanders have also begun to just blitz Betel settlements rather than besiege them for extended time periods, as Betel defenses have a difficult time fending off the assaults and the fact that sieges are risky because of the environment and the Betel's affinity for guerrilla fighting.
Even once most Betel resistance has been eliminated and the planet is considered to be captured, the battle is far from over. It is often just as hard to retain dominance over the planet as it was to capture it. Betel resistance fighters continue fighting months after the planet has been lost, and are constantly at work harassing Korvar troops and hampering their construction efforts. These militia fighters are oftentimes much more dangerous due to their recklessness and how difficult it is to track them down. Almost all conquered planets still have troubles with resistance movements. To counter the resistance, regiments trained to counter guerrilla warfare have been deployed to these captured colonies, and have proven to be effective despite difficulties with the terrain. Taking prisoners has become much less common as the Korvar choose to instead slaughter anyone they find to lessen resistance and prevent the possibility of escaping.
Empire of Diablos[edit source]
See also: Operation: Xarvok's Hammer
"The soldiers of the Empire of Diablos are not to be trifled with. They are strong, fast, and capable, the best the Peacekeeper alliance can muster."
"Those who engage a Diabloian in melee combat are asking for a fool's death. If a Diabloian is charging you, retreat. There is no shame in fleeing from certain death. Only those in battlesuits have a chance at taking them on in close-quarters."
War between the Empire of Diablos and the Korvar was inevitable. The Korvar see the Diabloians as a race that was so close to being a possible ally but turned away from the 'true path' at the last possible moment. To them, the Diabloians present their biggest challenger and the largest to their Empire's survival, and thus must be dealt with quickly. As a result, the Korvar have dedicated a massive force, -larger than any other armada currently engaging other empires-, and have put it under the command of Varo Arvintis, one of the Empire's most effective generals.
Despite their anger towards the Diabloians, the Korvar also possess an immense amount of respect for them; their military and culture impresses the Korvar, and their prowess on the battlefield has made the Diabloians their biggest challenge thus far in the war. This has resulted in a change in the Korvar's behavior on the field that some observes have begun to notice; Unlike on the Betel front, where the Korvar outright slaughter defenders without the slightest bit of mercy, some Korvar have been seen offering Diabloians the chance to fight to the death rather than mercilessly slaughtering them. This is especially true among those Korvar who hail from the Lekon culture, a culture that is noted for its code of honor on the battlefield.
When it comes to rank-and-file soldiers, the Diabloians are superior in every aspect. Diabloians are stronger and faster than the average Korvar, and can pick up a fully-armored Elsekt with minimal trouble. It often takes a number of heavily armed Korvar soldiers to take down Diabloian marines, and melee combat is almost always in the Diab's favor. To counteract this, Korvar marines typically wear armor with added plating, utilize more heavy weapons, and are deployed in greater numbers. An increased number of battlesuits have also been deployed since they can match the strength of a typical Diabloian.
While the Diabloians are infantry-centric, their armor is no pushover. Though not as common as their soldiers, Diabloian armor makes up for it by being both strong and durable. The main strength that the Korvar have in the field of armor is number and variety; Korvar vehicles outnumber Diabloian vehicles on the field and often work in pairs or whole squadrons and also possess decent variety when compared to the Diab army. Like their infantry, the Korvar have also deployed a greater number of heavy vehicles and artillery to punish any attempt Diabloians make to blitz the Korvar.
The realm of space combat is where the battle becomes more even. Both races are known for their large, heavily armored vessels and immense amount of firepower. In a one-on-one fight, the winner is often determined by who fires first and where. The only way either side can gain a true advantage is to either outnumber the other side or use cunning strategies to catch the enemy off-guard. In short, space battles can go either way.
In summary, the Korvar rely on numbers and overwhelming firepower to secure victory on the Diabloians, though rarely can the victor be determined until near the end of a battle. Both factions excel at direct assaults and armored warfare, so these situations are often determined by who strikes first and other circumstances. When on the defensive, the Korvar tend to edge out due to their heavy utilization of fortifications and punishing artillery that can take a bite out of a Diabloian blitz. As it currently stands, it is unknown who will be able to pull ahead in the war, and it may come down to who has more troops, supplies, and allies.
Aeveria Confederation[edit source]
See also: Assault on the Border Blockade (Still needs page)
Alongside the Empire of Diablos, the Aeveria Confederation is considered to be one of the larger threats to the Korvar's survival in the Great War. The Korvar fear that if they were to be defeated by the Peacekeepers, the Aeveria would try to absorb them and forcefully destroy their culture, a direct violation of what the Goddess had commanded of the species. At the same time, many had wanted to attack the Aeveria so they could relieve pressure on the Zaretians and build up their relations with the 'brother' nation. This is why the Korvar agreed to join up with the Margan and assault the Border Blockade.
On the battlefield, both the Aeveria and the Korvar are, for the most part, evenly matched. Neither side possesses any significant, game-changing advantage over the other; rather, they have smaller advantages that need to be carefully used for maximum effect. The Korvar's main advantage is their numbers. While the Aeverians also possess a large army, the Korvar can oftentimes outnumber them. The Aeveria, on the other hand, possess superior technology. More advanced shielding, weaponry, and equipment can rapidly turn the tide of battle. This holds true in all fields of warfare.
One major advantage the Aeveria does possess is in their commanding officers. With the Aeveria's sheer racial diversity, many new ideas and tactics have been brought into the fold of Aeverian military doctrine. By comparison, the Korvar only have their own experiences and doctrines to go off of. This makes it very difficult for the Korvar to come up with a solid idea as to how to fight the Aeveria, as it relies almost entirely on the commander. This has necessitated increased usage of Spec-ops infantry to try and kill or at least find information on the commanding officer.
With the Korvar repelled from the blockade and deploying to attack Diablos, it is now up to the Aeverians to decide how they will proceed. The future of warfare between the two, for now, remains uncertain.
Biomatter Swarms[edit source]
"You cannot hide behind fortifications and hope to win against a Biomatter invasion. They spread rapidly, and will consume an entire planet in mere days. You must put pressure on them, always be on the offensive. Force them back to where they spawned and then slaughter them all. Leave no traces of their blight."
The Biomatter Swarms came as a complete surprise to the Korvar; never before had their race encountered a species such as it. The Biomatter's sporadic and seemingly random incursions into the frontier worlds caused wide-spread panic for the upper echelons of high command as they had to devise a completely new strategy for something they barely knew about. Theories on the Biomatter ran rampant, ranging from demons from another dimension to some strange biological weapon of alien origin. As studies began and the truth became clear, the panic subsided and concrete planning began. The Biomatter are considered to be a significant threat to the Empire as well as all sentient life, and thus must be stopped as soon as possible. To this end, High Command took elite units from several Vahlsrod's Maw regiments and placed them in one unit, creating a task-force specifically trained for combating the Biomatter. Given specialized weapons and armor, this task force has been sent against the horde, burning their hives and clearing infestations anywhere they can find. The Task-force is commanded by Vier Elseron Nethali, who has proven to be a highly effective commander thus far in the war.
On the field of battle, the advantages of the Biomatter are obvious; they are vast and numerous in scale, always always out-numbering their opposition. Their ability to tunnel into the earth means that can pop up and ambush ground forces from anywhere, and their rapid ability to adapt means that the Korvar have to constantly look for new ways to counter them after each engagement. So long as it has Biomass, the Biomatter can pose a significant threat to the Korvar's ground army. However, the Korvar to edge out in other fields, such as protection, firepower, and strategic ability. A single soldier can take down dozens of Biomatter on his own with only his basic equipment. The same tunnels the Biomatter use can become their tombs as the Korvar will not hesitate to chock them full of fire, explosives, and acid. The Biomatter's heavy siege units, while still a major threat, can be taken down with sufficient firepower from tanks and walkers.
When an infested planet has been discovered, the Korvar will generally bombard the planet with bunker-buster rounds for a long period of time, severely damaging the hive and provoking it into action. The minions will come to the surface, where they will likely be bombarded, killed, and their biomass rendered useless for the hive. Once orbital bombardment is done, air units are deployed to bomb the region with more precise rounds to mop up anything that is left. Only then are ground forces deployed to search through the remnants of the hive and purge whatever may be left. If the Biomatter land on a world, the procedure is to encircle the hive's location as quickly as possible and attempt to starve it out and, if possible, bomb it with artillery or bombers. If not already present, the Task Force would be contacted to provide assistance, regardless of the seeming status of the hive itself. If the hive managed to grow out of their control, nearby bases would be evacuated and forces would relocate to defensive positions further away, and either hold out if possible or retreat, leaving the Task Force to purge the hive later.
The Khasii[edit source]
"Though their troops are of exceptional quality, the Khasii's own forces are not the biggest threat on the battlefield. Their military is small, we could easily overwhelm them with numbers if need be. What one must be aware of when fighting the Khasii are their numerous auxiliaries. The Khasii reinforce their own troops with the forces of their allies. This presents a significant threat on the battlefield, as no one army can be perfectly equipped to combat all of them."
"We have yet to conclusively prove how, but the Khasii seem to have the unusual ability to 'predict' when our energy weapons are about to fire and will find a way to rush to cover beforehand. As a result, our energy-based weapons have been rendered partially useless in direct confrontations. Soldiers armed with energy weapons must be advised to pay their attention to Khasii who are distracted."
Margan Empire[edit source]
"The Margan are a vicious, fanatical species; as numerous as they are persistent. Nothing is more important to them than completing their so-called 'holy goal:' the destruction of all life in the galaxy. It does not matter how many you kill, their advance cannot be halted unless they have either been completely wiped out or they have exterminated all life on the besieged world."
"We work with the Margan now, but this will not last. Their galaxy-wide genocide must be halted before we ourselves are their next target. This is why we must begin preparations now. War between us is inevitable."
While the Margn and Korvar are technically allies right now, this is considered by most to be only a temporary arrangement that will last for the duration of the conflict against the Peacekeepers; the Empire fully expects the Margan to turn on them and the other Warlords as soon as the war ends. Many within the Empire, especially the Korvar and Nevelin, also despise the Margan, holding a grudge against them because of their brief invasion of Imperial space and their fanatical Holy Goal. The religious community in particularly dislikes them, calling them overzealous and destructive 'monsters' that have to be put down. As a result, the Empire has secretly been planning for a war against the Margan, with the hope of completely exterminating them before they can destroy anyone else.
Infantry battles between the two can often go either way. While the typical Korvar is superior to Margan troopers and Blade Fighters in one-one-one confrontations, the Korvar will frequently lose when they are caught off-guard. The Margan's advantage comes from their heavy infantry and overwhelming numbers. The Korvar can even the field with their own heavy infantry, anti-infantry weaponry, and battlesuits. The Korvar have also begun experimenting with EMP weaponry to disrupt and disable Margan bionics.
In the field of armor the Korvar reign supreme in the field of quality. Many Korvar vehicles, especially the heavy hitters, will defeat their Margan equivalents most of the time. Coupled with their powerful armor, the Korvar's heavy weaponry can prove to be a game-changer. One other advantage in certain cases is range. Margan tanks such as the Purgator and Templar, while heavily armored, utilize weapons of a fairly short range. This allows the Korvar to pick them off before they get into effective range. Unfortunately, the Margan's main advantage is sheer numbers. For every tank the Korvar destroy, another comes to replace it. If other vehicles are present and the Margan get close enough, the tide can quickly change in favor of the Margan. This tends to hold true in space combat as well.
The major advantage that the Margan hold over the Korvar is that the Margan do not need to care about what happens to the planet they're assaulting due to their nomadic lifestyle. Margan commanders can freely do anything within their power to win, to the detriment of the planet they land on. The Korvar are unable to do this, and often have to fight the Margan while at the same time attempting to halt crystal growth and the destruction of the biosphere. Korvar commanders have never had to deal with this before, and many are unsure as to how they can pull it off when they go to war. Some fear that even if they did win, they would have a massive number of now uninhabitable worlds that could take generations to repair.
As a result, Korvar doctrine has taken a viewpoint of striking fast and hard when it comes to the Margan. All available anti-air assets are deployed to shoot down as many Margan landers as possible before they reach the surface. Those that do will, if everything goes to plan, quickly be set upon, bombarded, and surrounded, cut off from the others. They will then individually destroy each landing zone. However, since the two are not officially at war, this is only based off simulations and conflicts the Margan have had with other races. What will ultimately happen when the two go for each other's throats is still up in the air.
The successor of the Ilindov, the Dreavarok is a general-purpose bipedal combat walker. Its design addressed many of the flaws of the Ilindov, such as its overly-long legs, distinct lack of maneuverability, and the lack of a shield generator. Built with a more humanoid shape and with vastly improved joints, the Dreavarok is both faster and more agile than its predecessor, and handles much better in rough terrain. Shock absorbers built into the legs allow it to fall a fair distance with minimal damage to the walker's mechanisms. A powerful shield generator built into the torso -the first of its kind on a walker- allows it breathing room to attack and retreat. The Dreavarok is most often seen in crowded urban environments, where its mobility allows it to harass enemy forces and navigate the labyrinth terrain with ease. Walkers generally operate in small squads of 2-4 units in size, or are deployed individually as heavy support for infantry units.
The Dreavarok is armed with two weapons; the first is a heavy autocannon mounted on its right arm. This autocannon fires explosive rounds that are effective against both infantry and light armor. On its left arm is a powerful railgun designed for killing tanks and piercing through fortifications. The railgun has a fairly long range, allowing the Dreavarok to pick off targets as infantry close in. MLRS rocket pods can be mounted on the shoulders, giving the Dreavarok limited anti-air and artillery capacity. Perhaps the most unusual weapon of the Dreavarok is the absurdly large plasma bayonet mounted on the autocannon. The bayonet, an experimental design that was added by a rather stubborn engineer, was designed to dispatch enemy walkers in close range. Though most initially questioned its practicality, the bayonet has proven to be a somewhat successful design, and has also helped Dreavarok to navigate the terrain by eliminating obstacles.
Though the Dreavarok has been a successful design for many decades now, it too, like the Ilindov, is starting to fade into the background. Its somewhat limited arsenal and mid-range armor (for a walker unit) leave it vulnerable to heavily armored units and high-explosive weaponry despite the presence of a shield generator. As well, it is unable to rotate its torso, leaving it vulnerable against units that successfully flank it. While the Dreavarok currently remains as the military's most utilized bipedal walker, recent developments and competition, such as the Olvorak, will likely push the walker out of usage; as a result, designers have begun work on a MKII of the Dreavarok, though it has yet to be finished.
Superheavy[edit source]
Vaildag Mobile Command Center (MCC)[edit source]
"By Oltavar, what have your engineers been doing?!" - Collective response of the first Vaildag pilots.
Developed by a team of eccentric and determined engineers, the Vaildag Mobile Command Center, or MCC for short, is the latest in heavy siege weaponry available to the Imperial military. Driven to develop a counter to the Aeveria's Overlord MHAC, designers initially were looking to create a large walker that would dwarf any Imperial vehicle that came before it in size and could stand up to the Overlord in a 1-on-1 fight. Unfortunately, the design had to be revised due to lacking the technology necessary to build and maintain something that large on a terrestrial planet. This resulted in the large, tank-like design that is seen today. Nevertheless, the current design is still a fearsome machine capable of mass destruction on the battlefield and is rapidly becoming a valued asset to the Imperial army.
On the battlefield, the Vaildag acts as a large mobile command center capable of carrying troops directly to the front lines and battering enemy forces with heavy weaponry. Inside of the behemoth is enough space to fit numerous tanks and several hundred soldiers, allowing it to safely transport a small army without the risk of air assaults. Its heavy armor and advanced shield generators allow it to shrug off all except for the heaviest blows to its hull as it crawls undeterred into enemy territory and deploy its forces. Not to be outgunned, the Vaildag is also armed with a impressive array of weaponry. The first and foremost is a much larger, modified Selkron anti-orbital cannon. As well as being able to serve as artillery, this cannon is capable of blowing a hole straight through heavy armor. Located on top of the bridge are two double-barreled artillery cannons which, while not very precise, can deny an area to enemy forces or pin down targets. Numerous smaller point-defenses are also scattered along the hull to take down approaching missiles and air units. Helping to its defense is the fairly large entourage of vehicles that are usually seen following it to protect the tank and its commander.
Despite being a fresh and still fairly experimental design, the Vaildag has already earned its reputation amongst the military's elite as a fearsome asset capable of unparalleled destruction when properly used. Nevertheless, designers are still working on ways to improve the design and some day develop the technology to create the Vaildag as it was originally meant to be.
Often referred to as the "Cannon of the Goddess" or the "Sky Crasher," the Ikatan is a multi-purpose mobile space station designed to bombard planet's into submission and provide support to allied fleets. The station is immense in scale, being the length of three Qualdara dreadnoughts placed end-to-end. The weapon is built around its main gun; an extremely large rail-cannon that runs the length of the vessel. The cannon utilizes two types of ammunition for different situations: the first is a large round that is designed to detonate before it hits the ground, producing a devastating air-burst that can level city districts and armies with ruthless efficiency. The other variety is a bunker-buster round that can be calibrated to detonate up to several dozen meters underground, making it perfect for destroying underground installations. The Ikatan also has a large number of turrets built on it, though these are all defensive in nature and meant to repel small craft.
The Ikatan can also function as a small star-base whenever it isn't besieging a world. It can deploy two ports that can each service many of the small-to-medium sized fleets of the Imperial armada with repairs. It also has a number of hangars that can carry a great deal of different craft. It also has a large number of Tagorak pods, more so than any vessel. However, despite the vessel's immense size, it doesn't have manu soldiers inside of it. Much of the interior is taken up by armor plating, weaponry, ammunition, and supplies. Only a few hundred guards and technicians are inside of the space available at any one time, making it inefficient as a transport.
The main flaw of the Ikatan lies in its exuberant cost in terms of resources and money. Only five Ikatans currently exist, with two currently in production around Guardaros. Only one such platform has been deployed to the front to be used against the Diabloians, however the vessel was disabled and abandoned after sustaining a great deal of damage. The Ikatan is unable to properly defend itself against larger vessels and depends on its escort fleet to protect it. Stories of an Ikatan aiming at and successfully destroying with its main gun do exist, but this is difficult to achieve.