Kordron Accords

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The Kordron Accords was a war bought on Kordron in The Seven Sindots region. The fighting really had been ongoing since the Mage Wars, and the war draws its name from repeated attempts by the Alliance to negotiate a peace. When an arms race began in earnest and a major conflict was thought to be on the horizon, the Gudersnipe Foundation was asked to intervene in A.Y. 2889. It took 25 years to quell the fighting. The wars is best remembered for the very unusual weapons and tactics involved.

State of the Battlefield

The region fought over was called The Seven Sindots, seven massive continents separated by oceans. The actual warring factions consisted of twelve separate major powers at the start as well as hundreds of smaller nations. Due to a unique Aether-conflux, it is very difficult to use inter-continental-range ballistic missiles. Being a flat world, this also negated space as a high ground. All told, this caused the invention and production of many unique weapon systems, some of which remained in use throughout the Known Worlds in niche roles.

Weapons and Tactics

Though having existed since the Mage Wars, the war on Kordron saw the first major widespread deployment of modern mecha as a weapon. The Foundation had been producing such weapons of its own (part of why the Crimson Blade was asked to become involved in the war, as the Alliance Regulars had no mecha) since the Mage Wars, but the technology had only really developed on Kordron in the late Second Age, prompting a massive arms-race. Though mecha did not entirely replace foot soldiers, they were the primary weapon of the war.

The widespread usage of mecha was dictated by two factors: lack of strategic weapons, and lack of space as a "high ground". This made possible a variety of strategies that would not have been effective anywhere elese.

Types and Usage

Thousands of different vehicles were built and deployed all throughout the conflict, but front-line mecha fell mainly into three categories:

  • Mobile Armor - essentially tanks on legs, designed as infantry support. Small and maneuverable, they were highly effective in this role owing to the use of legs. As walkers they could cross terrain that tanks could not. Mobile Armors were however susceptible to man-portable anti-armor weapons such as RPGs (rocket-propelled grenades) and some anti-material rifles. Smaller armors would have only a single pilot and be equipped with auto-cannons or small missile pods, machine guns, etc. Larger armors might carry guns equivalent to a main battle tank.
  • Strikers - larger, heavy-hitting mecha designed for siege fighting and attacking hardened targets. They were generally too big or well-armored to be affected by man-portable weapons and still maneuverable enough to avoid air strikes. Strikers were typically armed with large canons, missile launchers, and autocannons, and usually had a crew of two to three.
  • Hunter-Killers - the tank-destroyers of the mecha-conflict, hunter-killers were built for the express purpose of finding and destroying other mecha. Hunters had to be fast-thinkers, self-sufficient, and frequently operated behind enemy lines. Hunter-Killers supported some of the most exotic weapons seen on the battlefield. They could be seen fitted with any of the weapon systems mounted on other mecha, but could also be found wielding plasma cannons for close-in fighting and even sometimes fitted with specialized melee-weapons. Of particular note, a type of plasma-cutter found in industrial use throughout the known worlds was adapted to cut through armor, commonly called a Ripsaw or ripclaw.