[STGOD 2] Empire information
Moderator: Thanas
- Sea Skimmer
- Yankee Capitalist Air Pirate
- Posts: 37390
- Joined: 2002-07-03 11:49pm
- Location: Passchendaele City, HAB
[STGOD 2] Empire information
Keep this thread cleam
Edit: On second though, make two posts. One with military information and one with everything else. That will keep things clearer.
Sticking the map in here ~ Stormbringer
Edit: On second though, make two posts. One with military information and one with everything else. That will keep things clearer.
Sticking the map in here ~ Stormbringer
"This cult of special forces is as sensible as to form a Royal Corps of Tree Climbers and say that no soldier who does not wear its green hat with a bunch of oak leaves stuck in it should be expected to climb a tree"
— Field Marshal William Slim 1956
— Field Marshal William Slim 1956
- Sea Skimmer
- Yankee Capitalist Air Pirate
- Posts: 37390
- Joined: 2002-07-03 11:49pm
- Location: Passchendaele City, HAB
The Federation of the Shadow
The Star Navy, Capital Units
Forge Class Heavy Battleship
These massive dreadnoughts represent the maximum of The Federations naval might. While few in number even a few of them are a massive force to be reckoned with. There significant onboard MI detachment rounds out the vessels capability for planet assault and boarding actions. The ships guns are laid out so that no less then half the beam armament may be brought against an opponent from any angle and that a relatively simple and quick maneuver can bring all heavy weapons to bear.
In service: 15 + 6 building
Length: 4000 meters
Width: 500 meters
Height: 600 meters
Crew: 275,000, 30/70 Scythian/Nerubian crew mix
Troop capacity: 35,000 Scythian MI
Hangers: 500 fighters, 40 heavy dropships and 64 drop tubes
Armament:
24 heavy turbolasers in 12 twin turrets
1.1 megaton per shot
30 rpm
100 light turbolasers
75kt
45rpm
640 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
48 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 1,129.5 megaton per minute
Total missile firepower 360 megatons per minute
Total firepower: 1489.5 megatons per minute
Shielding: 8 gigaton, recharge 600 megatons per minute
Anvil Class Heavy Battleship
While the fleet desired a large force of Forge class vessels, economy force them to construct a mixed force with the reduced size and more economical Anvil's rounding out the fleet's main battle line.
In service: 27 + 7 building
Length: 2700 meters
Width: 500 meters
Height: 500 meters
Crew: 200,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 35,000 troops
Hangers: 350 fighters, 40 light dropships and 64 drop tubes
Armament:
18 heavy turbolasers in 9 twin turrets
1.1 megaton per shot
30 rpm
120 light turbolasers
75kt
45rpm
640 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
24 heavy missile tubes
1 megaton anti ship missiles fired at 10rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 1,008.6 megaton per minute
Total missile firepower 240 megatons per minute
Total firepower: 1248.6 megatons per minute
Shielding: 8 gigaton, recharge 400 megatons per minute
Minotaur class Battleship
The mainstay of the federation battle fleet. These mile long battleships posses' considerable agility in action and are highly capable against both large and small targets. While very fat the ships retain the excellent fields of fire found on all Federation vessels.
In service: 75 + 13 building
Length: 1606 meters
Width: 550 meters
Height: 550 meters
Crew: 25,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 9,000 troops
Hangers: 256 fighters, 20 light dropships and 24 drop tubes
64 medium turbolasers in 8 turrets
200kt per shot
30 rpm
100 light turbolasers
75kt
45rpm
480 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
32 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 721.5 megaton per minute
Total missile firepower 240 megatons per minute
Total firepower: 961.5 megatons per minute
Shielding: 7 gigaton, recharge 400 megatons per minute
Kynda class armored cruisers
Another fleet mainstay. These ships are effectively second-class battleships but may also be sued as raiders and escorts.
In service: 78 + 3 building
Length: 1250 meters
Width: 400 meters
Height: 400 meters
Crew: 15,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 5,000 troops
Hangers: 96 fighters, light heavy dropships and 24 drop tubes
Armament:
10 heavy turbolasers in 10 single turrets
1.1 megaton per shot
30 rpm
60 light turbolasers
75kt
45rpm
280 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
32 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 532.5 megaton per minute
Total missile firepower 240 megatons per minute
Total firepower: 772.7 megatons per minute
Shielding: 6 gigaton, recharge 300 megatons per minute
Transport vessels
Port Mahon class assault transport
The primary transport of the Federation of the Shadow. While being massive vessels, a huge array of anti gravity devices allows the transport to skim a world's atmosphere at 250,000 feet and drop aircraft and missiles into action. While a huge lumbering target, they also mount incredibly massive shielding
In service: 135
Length: 3500 meters
Width: 800 meters
Height: 800 meters
Crew: 100,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: up to 1,000,000 depending on unit composition
Hangers: 256 space fighters, 500 heavy dropships, 384 drop tubes, 3000 atmospheric craft and SLAM missiles.
Armament:
32 mass drivers launching a variety of shells
200 kt per shot max, most rounds far weaker
30rpm
80 light turbolasers
75kt
45rpm
900 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
32 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 205.77 megaton per minute
Total missile firepower 240 megatons per minute
Total firepower: 445.77 megatons per minute
Shielding: 8 gigaton, recharge 700 megatons per minute
Crone class heavy equipment transports
Another class of massive transport. These ships primarily role is hauling vast amounts of supplies and very large objects such as warship segments. They also may move troops. They are occasionally found doing civilian runs, chartered to a major cooperation to haul pieces of space stations and other oversized objects when not needed by the military.
In service: 50
Length: 2000 meters
Width: 500 meters
Height: 500 meters
Crew: 50,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: up to 200,000 depending on unit composition
Hangers: 256 space fighters, 200 heavy dropships, 384-drop tubes, 1000 atmospheric craft and SLAM missiles.
Armament:
16 mass drivers launching a variety of shells
200kt per shot max, most rounds far weaker
30rpm
60 light turbolasers
75kt
45rpm
600 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
32 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 299.4 megaton per minute
Total missile firepower 240 megatons per minute
Total firepower: 539.4 megatons per minute
Shielding: 7 gigaton, recharge 300 megatons per minute
Catacomb class fleet egg transport
A small but important class of transport. While most Nerubian cities and colonies can support their own hatching requirements disasters or economy demands often require the transport f vast numbers of eggs. In addition long ground campaigns can be better supplied by shipping in eggs and hatching them on the stop.
In service: 15
Length: 1000 meters
Width: 250 meters
Height: 250 meters
Crew: 20,000, 20/80 Scythian/Nerubian crew mix
Troop capacity: up to 5 million eggs depending on type
Hangers: 96 fighters, 10 heavy dropships,
Armament
24 light turbolasers
75kt
45rpm
256 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
Total beam firepower: 84.84 megaton per minute
Total firepower: 84.84 megatons per minute
Shielding: 3 gigaton, recharge 100 megatons per minute
Escorts
Sverdolov class cruiser
In service: 200 + 16 building
Length: 750 meters
Width: 150 meters
Height: 150meters
Crew: 10,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 1000
Hangers: 128 fighters, 5 light dropships, 16-drop tubes
48 medium turbolasers
200kt
45rpm
128 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
16 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 433.92 megaton per minute
Total missile firepower 120 megatons per minute
Total firepower: 554.92 megatons per minute
Shielding: 3 gigaton, recharge 300 megatons per minute
Erebor class destroyer
In service: 350 + 11 building
Length: 500 meters
Width: 100 meters
Height: 100meters
Crew: 4,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 200
Hangers: 64 fighters, 2 light dropships, 5-drop tubes
36 medium turbolasers
200kt
45rpm
128 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
6 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 325.92 megaton per minute
Total missile firepower 45 megatons per minute
Total firepower: 365.92 megatons per minute
Shielding: 2 gigaton, recharge 200 megatons per minute
Duath class frigate
In service: 450 + 17 building
Length: 350 meters
Width: 75 meters
Height: 75 meters
Crew: 1000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 200
Troop capacity: 200
Hangers: 32 fighters, 2 light dropships, 5-drop tubes
30 medium turbolasers
200kt
45rpm
128 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
6 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 271.92 megaton per minute
Total missile firepower 45 megatons per minute
Total firepower: 316.92 megatons per minute
Shielding: 1.5 gigaton, recharge 250 megatons per minute
The Federation has several thousand defence platforms, two-thirds 400 meter spheres putting out 900 megatons per second with 4 gigaton shields, the rest 100 meters sphere putting out 300 megatons per second with 1 gigaton shields. There are many ground based beam weapon emplacements in addition to all military platforms being armed.
Ground, Air and Naval Forces of The Federation of the Shadow
Federation ground forces fight in integrated combat units consisting of assets from all branches of the force. However several distinct services make up the basis of the Army. The Scythian aspect of the force consist completely of volunteers. However the warriors of the Nerubian are simply hatched into their rolls. A Nerubian has six legs and two powerful arms. A specially bred brain can control several tens of thousands of Nerubian though the number is usually much smaller. In the event this brain is killed, they are capable of receiving orders verbally or via radio. These forces and indeed the while military have excellent encryption making use of one-time pads.
The Scythian Mobile Infantry
An expert fighting force, specializing in raiding and initial forced entry missions. The MI number only 55.8 million but posses the combat power of a leg infantry force many times their size. Each and every MI troops utilizing a powered armor suit equipped with jump jets and hauling over a half ton of weaponry and ammunition. The MI employ only a few vehicles within there own units, though they are often dropped in accompaniment with heavy armor formations. Deployment is via dropships or drop pod. These troops make heavy use of incendiary and thermobaric weapons, which are a Nerubian specialty.
The Army
The regular army of the Federation of the Shadow is a massive force, numbering some 2 billion Scythian and 9 billion Nerubian. Reserve add billions more. The force can be summed up by the words heavy armor. The 60 division theater groups of the force each field some 20,000 tanks and 30,000 other major armored vehicles each. Artillery pieces number into the thousands as several complete artillery divisions are attached, as are theater missile groups, ground support air divisions and transport units. There are also a myriad of urban combat and other specialist and support units. In addition there are the subterranean corps, which are manned almost exclusively by Nerubian. These can create vast tunnel complexes in days or hours to serve as bases and routes for assaults. In general Nerubian serve as infantry and artillery crews, while the crews of direct fire vehicles are the smaller more compact Scythian. However both species are found in all roles. The vehicles and equipment of the force are of high quality and perform very well, but do not push the technological edge. There is only a minimal usage of non-laser energy weapons and most vehicles retain tracks. To protect ground forces against aerial attack and ranged missiles massive usage of made of SPAAG units equipped with lasers, mass drivers and missiles. These can bring down everything from jet fighters to artillery shells and even anti tank missiles. All vehicles are fitted with either a laser and or Arena style active protection system, along with reactive armor. In addition to its powerful tanks, the army also fields a number of highly potent, if huge, MICV' hauling up to 35 troops and armed with mass drivers of up to 135mm. The army control is own force of heavy dropships in addition to navy craft, which are near identical. These can carry a regiment and are armed with lasers for defence, along with ground attack weaponry. In addition to its Scythian and Nerubian forces several corps exist with personal from other species. The army artillery uses a wide range of guns, mortars, multiple rocket launchers and guided missile launchers, all generally self-propelled. In addition there are many very heavy siege guns, some of calibers of 540 to some 900mm.
Atmospheric air forces
Another large branch of the military. The atmospheric air forces deploy a vast range of transports fighters, UCAV's and heavy bombers. Each theater group has its own air army of 2,500 aircraft for its own personal use in addition to many other air armies, which are freestanding or attached as needed. Along with conventional aircraft extensive use is made of cruise missiles. The biggest of these is the mach 6.7 Pluto SLAM, powered by nuclear ramjets and carrying a huge arsenal of weaponry.
The wet navy
Neglected by many armed forces, the Federation still maintains a considerable number of attack and missile submarines along with surface warships. The largest are the Victory class battleships of some 288,000 tons. While difficult to transports to other worlds, the larger vessels can be broken into sections and then reassembled after arrival.
Special Forces
The special forces of the Federation draw from the other branches. Seven groups exist. The first four each maintain personal trained for operations in one to three other empires depending on the difficulty. The fifth SFG is the steel fist of the force, combining the 503 heavy armor brigade, 25th armored infantry brigade, 7th battalion Mobile Infantry SIC, 16th mixed artillery corps, 8th combat engineering regiment SOC, and 1st special forces battalion. Most of these units are far above the strength their name suggests and overall the unit fields some 35,000 men. It is the best unit of its size in known space, and while it has never deployed more then a battalion sized task force before its entry in full strength into battle could easily be decisive. The sixth SFG operates within Federation space, and the seventh handles several miscellaneous areas.
Military engineering division
While not actually division sized or anywhere near it, this unit handles major military Engineering tasks both in combat and peace. It has been responsible along with the Todt Organization in building the military infrastructure and vast fortifications of the Federation. It deploys combat engineering units to support the organic units of the Army during any prolonged campaign. The men and design crews of this branch make the fortifications of the Federation the best in known space.
The Star Navy, Capital Units
Forge Class Heavy Battleship
These massive dreadnoughts represent the maximum of The Federations naval might. While few in number even a few of them are a massive force to be reckoned with. There significant onboard MI detachment rounds out the vessels capability for planet assault and boarding actions. The ships guns are laid out so that no less then half the beam armament may be brought against an opponent from any angle and that a relatively simple and quick maneuver can bring all heavy weapons to bear.
In service: 15 + 6 building
Length: 4000 meters
Width: 500 meters
Height: 600 meters
Crew: 275,000, 30/70 Scythian/Nerubian crew mix
Troop capacity: 35,000 Scythian MI
Hangers: 500 fighters, 40 heavy dropships and 64 drop tubes
Armament:
24 heavy turbolasers in 12 twin turrets
1.1 megaton per shot
30 rpm
100 light turbolasers
75kt
45rpm
640 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
48 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 1,129.5 megaton per minute
Total missile firepower 360 megatons per minute
Total firepower: 1489.5 megatons per minute
Shielding: 8 gigaton, recharge 600 megatons per minute
Anvil Class Heavy Battleship
While the fleet desired a large force of Forge class vessels, economy force them to construct a mixed force with the reduced size and more economical Anvil's rounding out the fleet's main battle line.
In service: 27 + 7 building
Length: 2700 meters
Width: 500 meters
Height: 500 meters
Crew: 200,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 35,000 troops
Hangers: 350 fighters, 40 light dropships and 64 drop tubes
Armament:
18 heavy turbolasers in 9 twin turrets
1.1 megaton per shot
30 rpm
120 light turbolasers
75kt
45rpm
640 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
24 heavy missile tubes
1 megaton anti ship missiles fired at 10rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 1,008.6 megaton per minute
Total missile firepower 240 megatons per minute
Total firepower: 1248.6 megatons per minute
Shielding: 8 gigaton, recharge 400 megatons per minute
Minotaur class Battleship
The mainstay of the federation battle fleet. These mile long battleships posses' considerable agility in action and are highly capable against both large and small targets. While very fat the ships retain the excellent fields of fire found on all Federation vessels.
In service: 75 + 13 building
Length: 1606 meters
Width: 550 meters
Height: 550 meters
Crew: 25,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 9,000 troops
Hangers: 256 fighters, 20 light dropships and 24 drop tubes
64 medium turbolasers in 8 turrets
200kt per shot
30 rpm
100 light turbolasers
75kt
45rpm
480 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
32 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 721.5 megaton per minute
Total missile firepower 240 megatons per minute
Total firepower: 961.5 megatons per minute
Shielding: 7 gigaton, recharge 400 megatons per minute
Kynda class armored cruisers
Another fleet mainstay. These ships are effectively second-class battleships but may also be sued as raiders and escorts.
In service: 78 + 3 building
Length: 1250 meters
Width: 400 meters
Height: 400 meters
Crew: 15,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 5,000 troops
Hangers: 96 fighters, light heavy dropships and 24 drop tubes
Armament:
10 heavy turbolasers in 10 single turrets
1.1 megaton per shot
30 rpm
60 light turbolasers
75kt
45rpm
280 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
32 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 532.5 megaton per minute
Total missile firepower 240 megatons per minute
Total firepower: 772.7 megatons per minute
Shielding: 6 gigaton, recharge 300 megatons per minute
Transport vessels
Port Mahon class assault transport
The primary transport of the Federation of the Shadow. While being massive vessels, a huge array of anti gravity devices allows the transport to skim a world's atmosphere at 250,000 feet and drop aircraft and missiles into action. While a huge lumbering target, they also mount incredibly massive shielding
In service: 135
Length: 3500 meters
Width: 800 meters
Height: 800 meters
Crew: 100,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: up to 1,000,000 depending on unit composition
Hangers: 256 space fighters, 500 heavy dropships, 384 drop tubes, 3000 atmospheric craft and SLAM missiles.
Armament:
32 mass drivers launching a variety of shells
200 kt per shot max, most rounds far weaker
30rpm
80 light turbolasers
75kt
45rpm
900 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
32 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 205.77 megaton per minute
Total missile firepower 240 megatons per minute
Total firepower: 445.77 megatons per minute
Shielding: 8 gigaton, recharge 700 megatons per minute
Crone class heavy equipment transports
Another class of massive transport. These ships primarily role is hauling vast amounts of supplies and very large objects such as warship segments. They also may move troops. They are occasionally found doing civilian runs, chartered to a major cooperation to haul pieces of space stations and other oversized objects when not needed by the military.
In service: 50
Length: 2000 meters
Width: 500 meters
Height: 500 meters
Crew: 50,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: up to 200,000 depending on unit composition
Hangers: 256 space fighters, 200 heavy dropships, 384-drop tubes, 1000 atmospheric craft and SLAM missiles.
Armament:
16 mass drivers launching a variety of shells
200kt per shot max, most rounds far weaker
30rpm
60 light turbolasers
75kt
45rpm
600 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
32 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 299.4 megaton per minute
Total missile firepower 240 megatons per minute
Total firepower: 539.4 megatons per minute
Shielding: 7 gigaton, recharge 300 megatons per minute
Catacomb class fleet egg transport
A small but important class of transport. While most Nerubian cities and colonies can support their own hatching requirements disasters or economy demands often require the transport f vast numbers of eggs. In addition long ground campaigns can be better supplied by shipping in eggs and hatching them on the stop.
In service: 15
Length: 1000 meters
Width: 250 meters
Height: 250 meters
Crew: 20,000, 20/80 Scythian/Nerubian crew mix
Troop capacity: up to 5 million eggs depending on type
Hangers: 96 fighters, 10 heavy dropships,
Armament
24 light turbolasers
75kt
45rpm
256 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
Total beam firepower: 84.84 megaton per minute
Total firepower: 84.84 megatons per minute
Shielding: 3 gigaton, recharge 100 megatons per minute
Escorts
Sverdolov class cruiser
In service: 200 + 16 building
Length: 750 meters
Width: 150 meters
Height: 150meters
Crew: 10,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 1000
Hangers: 128 fighters, 5 light dropships, 16-drop tubes
48 medium turbolasers
200kt
45rpm
128 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
16 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 433.92 megaton per minute
Total missile firepower 120 megatons per minute
Total firepower: 554.92 megatons per minute
Shielding: 3 gigaton, recharge 300 megatons per minute
Erebor class destroyer
In service: 350 + 11 building
Length: 500 meters
Width: 100 meters
Height: 100meters
Crew: 4,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 200
Hangers: 64 fighters, 2 light dropships, 5-drop tubes
36 medium turbolasers
200kt
45rpm
128 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
6 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 325.92 megaton per minute
Total missile firepower 45 megatons per minute
Total firepower: 365.92 megatons per minute
Shielding: 2 gigaton, recharge 200 megatons per minute
Duath class frigate
In service: 450 + 17 building
Length: 350 meters
Width: 75 meters
Height: 75 meters
Crew: 1000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 200
Troop capacity: 200
Hangers: 32 fighters, 2 light dropships, 5-drop tubes
30 medium turbolasers
200kt
45rpm
128 point defence laser mounts
.25kt
60rpm
Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.
6 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm
Total beam firepower 271.92 megaton per minute
Total missile firepower 45 megatons per minute
Total firepower: 316.92 megatons per minute
Shielding: 1.5 gigaton, recharge 250 megatons per minute
The Federation has several thousand defence platforms, two-thirds 400 meter spheres putting out 900 megatons per second with 4 gigaton shields, the rest 100 meters sphere putting out 300 megatons per second with 1 gigaton shields. There are many ground based beam weapon emplacements in addition to all military platforms being armed.
Ground, Air and Naval Forces of The Federation of the Shadow
Federation ground forces fight in integrated combat units consisting of assets from all branches of the force. However several distinct services make up the basis of the Army. The Scythian aspect of the force consist completely of volunteers. However the warriors of the Nerubian are simply hatched into their rolls. A Nerubian has six legs and two powerful arms. A specially bred brain can control several tens of thousands of Nerubian though the number is usually much smaller. In the event this brain is killed, they are capable of receiving orders verbally or via radio. These forces and indeed the while military have excellent encryption making use of one-time pads.
The Scythian Mobile Infantry
An expert fighting force, specializing in raiding and initial forced entry missions. The MI number only 55.8 million but posses the combat power of a leg infantry force many times their size. Each and every MI troops utilizing a powered armor suit equipped with jump jets and hauling over a half ton of weaponry and ammunition. The MI employ only a few vehicles within there own units, though they are often dropped in accompaniment with heavy armor formations. Deployment is via dropships or drop pod. These troops make heavy use of incendiary and thermobaric weapons, which are a Nerubian specialty.
The Army
The regular army of the Federation of the Shadow is a massive force, numbering some 2 billion Scythian and 9 billion Nerubian. Reserve add billions more. The force can be summed up by the words heavy armor. The 60 division theater groups of the force each field some 20,000 tanks and 30,000 other major armored vehicles each. Artillery pieces number into the thousands as several complete artillery divisions are attached, as are theater missile groups, ground support air divisions and transport units. There are also a myriad of urban combat and other specialist and support units. In addition there are the subterranean corps, which are manned almost exclusively by Nerubian. These can create vast tunnel complexes in days or hours to serve as bases and routes for assaults. In general Nerubian serve as infantry and artillery crews, while the crews of direct fire vehicles are the smaller more compact Scythian. However both species are found in all roles. The vehicles and equipment of the force are of high quality and perform very well, but do not push the technological edge. There is only a minimal usage of non-laser energy weapons and most vehicles retain tracks. To protect ground forces against aerial attack and ranged missiles massive usage of made of SPAAG units equipped with lasers, mass drivers and missiles. These can bring down everything from jet fighters to artillery shells and even anti tank missiles. All vehicles are fitted with either a laser and or Arena style active protection system, along with reactive armor. In addition to its powerful tanks, the army also fields a number of highly potent, if huge, MICV' hauling up to 35 troops and armed with mass drivers of up to 135mm. The army control is own force of heavy dropships in addition to navy craft, which are near identical. These can carry a regiment and are armed with lasers for defence, along with ground attack weaponry. In addition to its Scythian and Nerubian forces several corps exist with personal from other species. The army artillery uses a wide range of guns, mortars, multiple rocket launchers and guided missile launchers, all generally self-propelled. In addition there are many very heavy siege guns, some of calibers of 540 to some 900mm.
Atmospheric air forces
Another large branch of the military. The atmospheric air forces deploy a vast range of transports fighters, UCAV's and heavy bombers. Each theater group has its own air army of 2,500 aircraft for its own personal use in addition to many other air armies, which are freestanding or attached as needed. Along with conventional aircraft extensive use is made of cruise missiles. The biggest of these is the mach 6.7 Pluto SLAM, powered by nuclear ramjets and carrying a huge arsenal of weaponry.
The wet navy
Neglected by many armed forces, the Federation still maintains a considerable number of attack and missile submarines along with surface warships. The largest are the Victory class battleships of some 288,000 tons. While difficult to transports to other worlds, the larger vessels can be broken into sections and then reassembled after arrival.
Special Forces
The special forces of the Federation draw from the other branches. Seven groups exist. The first four each maintain personal trained for operations in one to three other empires depending on the difficulty. The fifth SFG is the steel fist of the force, combining the 503 heavy armor brigade, 25th armored infantry brigade, 7th battalion Mobile Infantry SIC, 16th mixed artillery corps, 8th combat engineering regiment SOC, and 1st special forces battalion. Most of these units are far above the strength their name suggests and overall the unit fields some 35,000 men. It is the best unit of its size in known space, and while it has never deployed more then a battalion sized task force before its entry in full strength into battle could easily be decisive. The sixth SFG operates within Federation space, and the seventh handles several miscellaneous areas.
Military engineering division
While not actually division sized or anywhere near it, this unit handles major military Engineering tasks both in combat and peace. It has been responsible along with the Todt Organization in building the military infrastructure and vast fortifications of the Federation. It deploys combat engineering units to support the organic units of the Army during any prolonged campaign. The men and design crews of this branch make the fortifications of the Federation the best in known space.
Last edited by Sea Skimmer on 2003-06-23 04:16pm, edited 6 times in total.
"This cult of special forces is as sensible as to form a Royal Corps of Tree Climbers and say that no soldier who does not wear its green hat with a bunch of oak leaves stuck in it should be expected to climb a tree"
— Field Marshal William Slim 1956
— Field Marshal William Slim 1956
- Brother-Captain Gaius
- Emperor's Hand
- Posts: 6859
- Joined: 2002-10-22 12:00am
- Location: \m/
United Communist Sector Military Information
Capital: Kremlin IV, Kremlin system
Military
United Communist Navy (going for a Wing Commander-style navy)
Designs updated to meet galactic standards
Capital Ships
Stalin-class carrier
Basic shape: Rectangular prism
Length: 3,270 meters
Width: 1264 m
Height: 1232 m (476m at bridge)
Crew complement: 866 (skeleton), 1290 (optimal), plus 226 pilots
Troops: 1550 UC Marines, 2500 Navy soldiers
Fighter complement: 6 interceptor squadrons (12 per squad), 2 fighter-bomber squadrons, 2 torpedo bomber squadron, 1 heavy bomber squadron, 1 utility squadron
Weapons: (NOT FINAL)
2 Heavy neutron cannons (0.5 megatons/shot)
35 Neutron turrets (100 kilotons/shot)
75 Point-defense neutron guns (5 kilotons/shot)
5 Anti-missile/fighter missile launchers (25 kilotons/warhead)
Shielding: TBD
Active Service:
C.S.S. Stalin
C.S.S. Kalashnikov
C.S.S. Dragunov
C.S.S. Zhukov
C.S.S. Kruschev
C.S.S. Gorbachev
C.S.S. Molotov
C.S.S. Trotski
(12 more in dry dock or under construction)
The Stalin-class carrier is fairly ordinary in terms of design. Hailing from the Dictator series of space superiority capital ships, its a time-proven formula packed with fighter squadrons. Its relatively small crew, troop, and weapons complement is a result of the huge central launch bay, capable of servicing craft as large as some destroyers.
Lenin-class battleship
Basic shape: dual rectangles
Length: 3,294m
Width: 1002m per rectangular section, 2648m at rear
Height: 628m, 904m at bridge
Crew: 978 (skeleton), 1,824 (optimal), 72 pilots
Troops: 2050 UC Marines (NOT FINAL)
Fighter complement: 2 interceptor squadrons, 2 figher-bomber squadrons
Weapons: (NOT FINAL)
2 Heavy bombardment cannons (1 megaton/shot)
2 Heavy neutron cannons
50 Neutron turrets
200 Point-defense neutron guns
8 anti-missile/fighter missile launchers
4 torpedo tubes (200 kilotons/warhead)
Shielding: TBD
Active Service:
C.S.S. Lenin
C.S.S. Mikoyan
C.S.S. Gurevich
C.S.S. Sukoi
C.S.S. Antonov
C.S.S. Ilyushin
C.S.S. Katyusha
C.S.S. Muromets
C.S.S. Sikorsky
C.S.S. Myasishchev
(10 more in dry dock or under construction)
The Lenin-class is another traditional design, if slightly more unorthodox than the Stalin. Practically bristling with weaponry, it also has two underside quick-launch fighter bays, each with its own squadron.
Ho Chi Minh-class light battleship
Basic shape: ovoid
Length: 2,940m
Width (amidship): 1064m
Width (at ends): 644m
Height (amidship): 804m
Height (at ends): 358m
Crew: 735 (skel), 976 (op), 24 pilots
Troops: 1550 UC Marines (NOT FINAL)
Fighters: 2 interceptor squadrons
Weaponry: TBD
Shielding: TBD
77 currently in active service, 3 in drydock.
The Ho Chi Minh is relatively new, designed as a heavy escort craft and for defense of planets and stations deemed too remote to warrant a carrier or battleship group. Few distinguising characteristics, average in most regards.
Mao Tse Tsong-class battlecruiser
Basic shape: wedge with underswept claw-like wings
Length: 1964m
Wing Length: 1278m
Width (amidship): 540m
Width (stern): 804m
Height (without wings): 205m
Average Wing Width: 180m
Crew: 610 (skel), 860 (op)
Troops: 1250 UC Marines (NOT FINAL)
Weaponry: TBD
Shielding: TBD
51 in active service, 5 in drydock, 4 under construction.
A more unconvential design intended for quick strikes and battle group interception. Like the Ho Chi Minh, lacks any outstanding traits and does its job with average results.
Marx-class assault cruiser
Basic shape: bloated ovoid with x-cross wings amidship
Length: 1980m
Wing Span: 1766m
Width (amidship): 1570m
Width (ends): 1208m
Height (amidship): 1540m
Height (ends): 1420m
Crew: 1066 (skel), 1356 (op), 160 pilots
Troops: 1800 UC Marines (NOT FINAL)
Assault Bays: 4 per ship "wing" (16 total), central large bay
Craft: 20 assault shuttle wings (4/wing)
Weaponry: TBD
Shielding: TBD
20 entering active service now.
The insane brainchild of Dr. Vladislav Teryochek, the Marx is the newest UCN design. Recently exiting the prototype phase, it has had little oppurtunity to be tested in battle. The premise is that it can blitz through enemy defenses and launch its swarms of assault craft to board enemy vessels while holding its own with a vast assortment of weaponry, and from early testing it seems to accomplish this reasonably well. All this comes at a price however, and the ship requires a massive amount of manpower and presents a very large target on the battlefield. Its shielding and armor do not meet UCN capital ship standards and more than one prototype were lost due to operational errors during testing.
Escort craft
Kamenev-class escort cruiser
Basic shape: vaguely resembles a longsword
Length: 1160m
Average Width: 400m
Average Height: 360m
Crew: 570 (skel), 806 (op)
Troops: TBD
Weaponry: TBD
Shielding: TBD
The Kamenev is a solid, reliable escort craft and provides a respectable portion of a group or task force's firepower. The quintessential UCS starship.
In Service: 150
Hammer-class heavy destroyer
Basic shape: rectangle
Length: 846m
Width: 204m
Height: 196m
Crew: 430 (skel), 688 (op)
Troops: TBD
Weaponry: TBD
Shielding: TBD
The Hammer-class is a common escort vessel, often used to protect important convoys and deal with pirates.
In Service: 200
Sickle-class destroyer
Basic Shape: dual sickles, forming a pincer-type shape
Length (engine to tip of sickles): 655m
Width (Farthest edge to farthest edge): 580m
Height: 112m
Crew: 258 (skel), 480 (op)
Troops TBD
Weaponry: TBD
Shielding: TBD
The Sickle-class is the UCS's premier reconnaisance and patrol vessel. Boasting a smaller engine signature and always painted matte black, it makes a respectable stealth craft. Relatively lightly armed, Sickle-class destroyers are nonetheless an important member of the UCN.
In Service: 250
Star-class frigate
Basic shape: roughly star-shaped
Length: 480m
Width: 466m
Height: 60m
Crew: 56-94
Troops: no dedicated soldiers, just the crew
Weaponry: TBD
Shielding: TBD
The Star-class is a light attack craft, designed for speed and quick strikes. It makes up for its light shielding with a respectable weapons complement.
In Service: 400
Fighters
All craft fully functional in normal atmospheres unless otherwise noted.
MiG-76 Blitzer interceptor
Shape: jet fighter
Length: 17.2m
Wingspan: 10.1m
Height: 5.3m (with landing gear deployed)
Crew: 1 pilot
Role: Air/Space superiority
VTOL: in space, yes, in 1G, STO is recommended
Weaponry: TBD
The Blitzer is an excellent air and space superiority interceptor. The aerodynamic and lightweight airframe means it is not the most armored fighter in service, but it is maneuverable and reliable like most UCS fightercraft.
MiG-79 Raider fighter-bomber
Shape: jet figher-bomber
Length: 18.9m
Wingspan: 11.4m
Height: 5.6m w/ landing gear
Crew: 1 pilot, 1 CP/G
Role: multi-purpose attack fighter
VTOL: in space, yes, in 1G, STO
Weaponry: TBD
The Raider is a multi-purpose fighter capable of taking on a variety of missions, including bombing or torpedo runs, CA(S)P, CA(S)S, and precision strikes. Otherwise very similar to the Blitzer.
Su-577 Hellion torpedo bomber
Shape: bulky fighter-like chassis, think 40K Marauder
Length: 20.1m
Wingspan: 12.7m
Height: 5.9m w/ landing gear
Crew: 1 pilot, 1 CP/G
Role: capital ship strike starfighter
VTOL: No. In space (i.e., carrier hanger), STO/VL. Not combat-capable in atmosphere, can VL but requires traditional take-off in 1G atmospheric environment.
The Hellion is designed for relatively quick strikes against enemy ships. Weapons load optimized for attacking destroyers and similar craft. Dead meat against enemy interceptors, due to poor maneuverability and the large target it presents. Instead of wasting potential payload space with an aerodynamic airframe, the Su-577 is bulky and well armored. As such, atmospheric flight is very fuel consuming and stressful on the hull.
still more to come...
Troopers
UCN naval infantry form the bulk of a ship's personnel. Similar to the UCA, they are generally conscripted, given basic duties and relatively simple equipment (as compared to the Marines). They are the primary defense against boarders and perform boarding operations if Marines are not available.
Ground
United Communist Marines
The UCM are ship-borne, well-trained and well-equipped troops, in contrast to the relatively poor quality of Army troopers. They specialize in ship boarding actions, orbital drops, and are given extensive urban combat training. They are selected from the Army conscripts, or teenagers can opt to directly enter the Marines if they're planning a career in the military (as military service is mandatory for both men and women).
Typical Marine Private, 32nd Kremlin Spaceborne Regiment
Age: usually 20-21
Weapon: Energeya Avtomat-3102 Moryak, 50 round detachable box magazine, similar in operation and functionality to WH40K lasgun (though a bit less powerful as befitting the STGOD rules), full auto capability, integral electronic optics. 2'10" long muzzle to butt, tends to suffer from thermal blooming and is lethal out to 1700m in a Terran atmosphere, has variable power settings that gets more shots out of each "round".
Armor: MCP Infantry Armor, Moryak. Ceramic plates dispersed over key positions with Marine battledress uniform underneath. The BDUs are similar to Kevlar in that they can stop conventional projectile weapons and shrapnel but are next to useless against energy weaponry (but that's why the ceramic plates are there). Capable of emergency sealing against vacuum, but has limited internal life support systems (can only surive in vacuum for 30 minutes, at most). All in all it resembles WH40K Imperial Guard Stormtrooper armor.
Misc: 5 spare magazines, Marine combat knife/bayonet, 2 G-9 fragmentory "Space-Safe" S-S grenades, 1 G-11 HEAT grenade (do NOT use in an airlock), various other essentials, e.g., rations, water, flashlight, etc.
For close-quarters boarding and urban combat, Marines usually swap out their rifle for the EAS-3102MU carbine and a laser-edged sword.
United Communist Army
The Army's infantry are primarily conscripted, but thanks to the militaristic nature of the UCS career soldiers are quite common and NCOs, officers, crews, and technicians are usually volunteers. The Army is huge and virtually all of the population in the age range of 18-25 is enlisted. It is generally used as a garrison or occupation force, though in full scale wars it provides the bulk of a planetary invasion, following in the Marines' wake.
Typical Army Private, 43rd Kremlin Mechanized Regiment
Age: 18
Weapon: EA-3102, effectively identical to the Moryak model, above.
Armor: Army BDUs. Stops most anti-personnel projectiles and shrapnel. Useless against energy weapons. Available in a variety of schemes including Tundra, Forest, Jungle, Arctic, Desert, and Urban! Trenchcoats are also popular among many pure infantry regiments.
Misc.: Army combat knife/bayonet, 3 G-10 fragmentory grenades, 4 magazines, essentials.
As in the Marines, there are various support weapons in each squad, depending on a variety of factors. The EPK-3076 is a common SAW, generally two per squad.
T-98 Main Battle Tank
Length: 7.3m
Height: 2.1m
Width: 3.6m
Max Speed: 140 km/h
Fording depth: (unsealed) 1.1m (sealed and with snorkel) 7.3m
Crew: 3 (driver, gunner, commander)
Armament:
Main gun: 140mm magnetic projectile accelerator cannon (effective out to 3.2km)
Co-axial laser (lethal to most vehicles to 1200m, lethal to infantry to 1800m)
Rail-mounted commander's EPK-3076 (lethal to infantry to 1100m)
Hull-mounted driver's PKM-2955 conventional machinegun (effective to 700m)
Last edited by Brother-Captain Gaius on 2003-06-22 02:48am, edited 2 times in total.
Agitated asshole | (Ex)40K Nut | Metalhead
The vision never dies; life's a never-ending wheel
1337 posts as of 16:34 GMT-7 June 2nd, 2003
"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh
The vision never dies; life's a never-ending wheel
1337 posts as of 16:34 GMT-7 June 2nd, 2003
"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh
- Brother-Captain Gaius
- Emperor's Hand
- Posts: 6859
- Joined: 2002-10-22 12:00am
- Location: \m/
United Communist Sector Background Information
History and Government
The alleged "International Communist Conspiracy" of the 20th century turned out to be quite real, and by the 23rd century had gained a sizable amount of control in Terran politics. With the advent of interstellar travel, the ICC managed to get respectable claims in the region later known as ComSec and began pumping it with Russian, Chinese, Vietnamese, Korean, and other citizens of former communist states. By 2307, the habitable worlds of the Kremlin system were colonized and terraformed to meet Terran standards. Thanks to the large deposits of titanium and plutonium, the Kremlin colonies naturally became militaristc and as the fledgeling galactic civilization expanded, so too did interstellar friction between system governments. The Kremlin cities were turned into veritable fortresses, hence the current name of the system. The horrors of war befell many Kremlin colonists and dissent and thought of rebellion against the underhanded ICC was seriously considered. An uprising on Kremlin III in 2443 prompted the planetary governor to instate martial law, and thereby seal the fate of the ICC. Further enraged by the declaration, rebellion spread to Kremlin IV and V, and eventually the glorious People's Party overthrew the corrupt Stalinist regime. Relatively right-winged, the socialist People's Party tore down the old System Admiral's palace and to this day the UCS government operates out of a modest campus of concrete and metal buildings resembling the old kremlins. The newly founded People's Leadership, however, would not persist and became unstable and eventually fell in 2517. A brief period of anarchy and bickering nation-states followed, but order was restored in 2531 when a new, reformed government took power. The United Communist then-System brought relative peace and prosperity to Kremlin in addition to many economic and social improvements over the ICC and PL regimes. While at the core socialist, it has many communist and even somewhat-conservative policies, and the People's Emperor rules under a system vaguely resembling 19th and 20th century constitutional monarchies, with a surprising amount of democratic reforms. The Comrade-Premier has similar duties to a prime minister, and the misnomic (is that a word?) Internal Security Council oversees legislative and judicial matters.
At the start of the 27th century, the need to expand was realized. Recent advances in interstellar travel allowed other systems to be colonized easier than ever before, and industrial, mining, research, military and other colonies were established in every nearby habitable system. By the beginning of the 32nd century, the UC Sector held 43 powerhouses of worlds in addition to 139 smaller planets and at least 200 minor outposts, military bases and research stations.
Territories
Kremlin System
Star: medium yellow, age 6 billion
Major: Kremlin III, IV, V
- Kremlin III, Terran world (temperate)
Pop: 16 billion
Development: very heavy (militaristic)
- Kremlin IV, Terran world (temperate)
Pop: 19 billion
Development: very heavy (militaristic)
- Kremlin V, tundra world (cool)
Pop: 11 billion
Development: heavy (militaristic)
Minor: Kremlin IX
- Kremlin IX, ice world (um, cold)
Pop: 5 billion
Development: moderate (industrial)
Outposts: Kremlin I, VII
- Kremlin I, volcanic world (irradiated)
Pop: <1 billion
Development: minimal (mining)
- Kremlin VII, gaseous world
Pop: <1 billion
Development: minimal (research, mining)
Mekong System
Star: red giant, age 12 billion
Major: New Beijing
- New Beijing, Terran world (warm)
Pop: 24 billion
Development: heavy (industrial)
Minor: New Hong Kong, New Yinchuan, New Shenyang
- New Hong Kong, Terran world (temperate)
Pop: 20 billion
Development: light (agricultural)
- New Yinchuan, tundra world (cool)
Pop: 4 billion
Development: moderate (militaristic)
- New Shenyang, desert world (temperate)
Pop: 3 billion
Development: moderate (mining/industrial)
Outposts: Mekong V, VI
- Mekong V, rock/"lunar" (thin atmosphere, no real climate)
Pop: <1 billion
Development: very light (militaristic)
- Mekong VI, rock (same as above)
Pop: 1 billion
Development: light (mining/industrial)
New Hanoi (system)
Star: white dwarf, age 14 billion
Major: New Hanoi
- New Hanoi, not-quite Terran world (80% ocean, warm, very wet)
Pop: 12 billion
Development: moderate (agricultural)
Minor: New Haiphong
- New Haiphong, hostile world ("Komethium"* atmosphere)
Pop: 7 billion (most underground)
Dev: heavy (gas mining/industrial)
Outposts: New Hanoi III, VII
- NH III, desert world (warm, arid)
Pop: <1 billion
Dev: minimal (scientific)
- NH VII, ice world (cold)
Pop: <1 billion
Dev: light (scientific)
Paekdusan
Star: medium yellow, age 3.5 billion
Major: New P'yongyang, New Haeju
- New P'yongyang, Terran world (warm, wet, mountainous (sp?))
Pop: 12 billion
Dev: moderate (mining)
- New Haeju, paradise world (perfectly temperate)
Pop: 6 billion
Dev: light (resort)
Note: scans also indicate odd energy signatures emanating from the world's few volcanoes, UCS Guild of Science and Studies has set up a small research project to investigate. The government will not comment on the anomaly.
Minor: New Wonsan, New Chongjin
- New Wonsan, jungle world (warm, wet)
Pop: 4 billion
Dev: light (industrial/commodities)
- New Chongjin, rocky world (temperate)
Pop: 4 billion (most underground)
Dev: moderate (mining)
Outposts: Kuwolsan, Kumgangsan, Myohyangsan
- Kuwolsan, rocky world (cold)
Pop: <1 billion
Dev: minimal (militaristic)
- Kumgangsan, rock (no atmosphere)
Pop: <1 billion
Dev: minimal (militaristic)
- Myohyangsan, swampy world (wet, cold)
Pop: <1 billion
Dev: minimal (mining)
Obviously there are more systems... I'll ad them in as necessary. I'll also go into more detail on the major systems above.
Daily Life and Culture
The military is a way of life for citizens of the UCS. All able-bodied young men and women are enlisted in a branch of the armed forces, and most children learn how to handle a knife or fire a rifle at a young age. The Sector's turbulent past has left many core systems relatively underpopulated, and military bases are abundant. The natural above-average intelligence of old-Earth Russians, Chinese, and other Asians is for the most part preserved, though sadly the great minds of the UCS world have always been put to military applications. All men remain in reserve and can be pulled into active service until the age of 55, though women are exempt so as to retain a work force in a time of crisis.
Economically, the UCS could stand to improve. Its socialist bent means business owners and other free enterprises tend to suffer, though interstellar trade is encouraged with a lack of tariffs and bureaucratic harassment. All citizens in an average system are lower-middle class, those found enjoying more luxuries than the norm are fined and the money redistributed. Industry, however, prospers under state care as tanks, ships, guns and bullets are pumped out in massive numbers each day. As in any so-called "oppresive" empire, there are dissenters, pirates, and other malcontents who keep the standing military busy and on their toes.
Culture varies from system to system, most are primarily a single original ethnicity. Those descended from Russians and Chinese are most numerous. The traditional values and beliefs have blended somewhat, with Russian culture tending to dominate. The official languages** of the UCS are English (common/interstellar/"trade language"), Russian (state/formal), and Common Chinese (vernacular). Other minor ethnicities were present (most originating from Eastern Europe) but have since been assimilated, with the notable exception of German language and customs. There is a sizable amount of German ancestry among many UCS citizens, though not on the scale of any of the major cultures.
UCS citizens are friendly to outsiders, tourists, and other interlopers so long as they don't wear out their welcome. Most are generally quick tempered and impatient with anyone who has earned their ire.
State Ministries, Departments, and Councils
Internal Security Council
Responsible for state legislation, judiciary action, and war strategy. Formed of the People's Emperor's most trusted senior officers and traditionally headed by the Marshal of Justice and Discipline. The Emperor personally oversees the conduct of this Council.
Коммунист Агентство Контрразведки
Better known as the KAK (kay-ay-kay) or Communist Agency of (Counter)Espionage, this is the Emperor's eyes and ears both in situations foreign and domestic. Obviously it is not completely secret, but nor is it blatantly advertised. Many agents are implanted in the UCM, UCN, and UCA, and serve both as soldiers and as enforcers of discipline. Operatives in foreign powers function more as ambassadors and diplomats, not as deep cover agents.
Department of Public Relations and Foreign Policy
The DPRFP is more commonly known as the Department of Indoctrination and Propaganda, the formal name more of a holdover from the ICC days of greater state control. Nevertheless, the DPRFP performs its functions upon dissenting communities, border worlds, and serves as the recruitment base for career soldiers. The DPRFP is always looking to expand the borders of the UCS.
State Ministry of Trade
The newest and most progressive goverment department, the SMT is friendly, open, and is formed of the least military-minded of UCS citizens. Strictly adheres to a code of honor laid down at its conception 50 years ago, and frowns upon the "capitalist evils" of (economic) backstabbing, cutthroat rivalry, hostile takeovers and other right-wing practices. The SMT encourages free trade with foreign powers and is glad to export agricultural products and raw munitions. Starship components are also in relatively large supply. Popular imports are advanced electronics and information technology.
United Communist Intelligence
Rough equivalent of old-Earth KGB. All other information classified Completely Secret. (information will be given to mods if necessary)
State COuncil for Spaceflight and Interstellar eXploration
SCOSIX oversees the research and development of space-related projects. Competes with the military for the state's geniuses and thinkers. The most-funded of any other UCS organization, excluding the military. Delights in making contact with alien species and exploring new systems, and is ecstatic about doing the above first, before anyone else.
Communist Armed Forces COMmand (CAFCOM)
A panel of senior military officers from all branches, divided into tiers of security access and authority. Major generals and rear admirals form the first tier, lieutenant generals and vice admirals the second, and so on until it reaches the ISC. Responsible for the discussion and execution of high-level operational strategy. All branches work in concert with the others, a fleet admiral has as much say in a ground campaign as a marshal (though the marshal's experience would generally be respected and he given the final word). Also handles legislative and judicial matters deemed too menial for the ISC (i.e., would pass an empire-wide law on a reduction of maximum docking speed for ships larger then 100 meters in length). More trivial laws are delegated to local jurisdiction. These annoying duties are suspended during limited or greater war and only the most crucial of legislative matters are processed (and those are usually in the ISC's jurisdiction anyways).
History and Government
The alleged "International Communist Conspiracy" of the 20th century turned out to be quite real, and by the 23rd century had gained a sizable amount of control in Terran politics. With the advent of interstellar travel, the ICC managed to get respectable claims in the region later known as ComSec and began pumping it with Russian, Chinese, Vietnamese, Korean, and other citizens of former communist states. By 2307, the habitable worlds of the Kremlin system were colonized and terraformed to meet Terran standards. Thanks to the large deposits of titanium and plutonium, the Kremlin colonies naturally became militaristc and as the fledgeling galactic civilization expanded, so too did interstellar friction between system governments. The Kremlin cities were turned into veritable fortresses, hence the current name of the system. The horrors of war befell many Kremlin colonists and dissent and thought of rebellion against the underhanded ICC was seriously considered. An uprising on Kremlin III in 2443 prompted the planetary governor to instate martial law, and thereby seal the fate of the ICC. Further enraged by the declaration, rebellion spread to Kremlin IV and V, and eventually the glorious People's Party overthrew the corrupt Stalinist regime. Relatively right-winged, the socialist People's Party tore down the old System Admiral's palace and to this day the UCS government operates out of a modest campus of concrete and metal buildings resembling the old kremlins. The newly founded People's Leadership, however, would not persist and became unstable and eventually fell in 2517. A brief period of anarchy and bickering nation-states followed, but order was restored in 2531 when a new, reformed government took power. The United Communist then-System brought relative peace and prosperity to Kremlin in addition to many economic and social improvements over the ICC and PL regimes. While at the core socialist, it has many communist and even somewhat-conservative policies, and the People's Emperor rules under a system vaguely resembling 19th and 20th century constitutional monarchies, with a surprising amount of democratic reforms. The Comrade-Premier has similar duties to a prime minister, and the misnomic (is that a word?) Internal Security Council oversees legislative and judicial matters.
At the start of the 27th century, the need to expand was realized. Recent advances in interstellar travel allowed other systems to be colonized easier than ever before, and industrial, mining, research, military and other colonies were established in every nearby habitable system. By the beginning of the 32nd century, the UC Sector held 43 powerhouses of worlds in addition to 139 smaller planets and at least 200 minor outposts, military bases and research stations.
Territories
Kremlin System
Star: medium yellow, age 6 billion
Major: Kremlin III, IV, V
- Kremlin III, Terran world (temperate)
Pop: 16 billion
Development: very heavy (militaristic)
- Kremlin IV, Terran world (temperate)
Pop: 19 billion
Development: very heavy (militaristic)
- Kremlin V, tundra world (cool)
Pop: 11 billion
Development: heavy (militaristic)
Minor: Kremlin IX
- Kremlin IX, ice world (um, cold)
Pop: 5 billion
Development: moderate (industrial)
Outposts: Kremlin I, VII
- Kremlin I, volcanic world (irradiated)
Pop: <1 billion
Development: minimal (mining)
- Kremlin VII, gaseous world
Pop: <1 billion
Development: minimal (research, mining)
Mekong System
Star: red giant, age 12 billion
Major: New Beijing
- New Beijing, Terran world (warm)
Pop: 24 billion
Development: heavy (industrial)
Minor: New Hong Kong, New Yinchuan, New Shenyang
- New Hong Kong, Terran world (temperate)
Pop: 20 billion
Development: light (agricultural)
- New Yinchuan, tundra world (cool)
Pop: 4 billion
Development: moderate (militaristic)
- New Shenyang, desert world (temperate)
Pop: 3 billion
Development: moderate (mining/industrial)
Outposts: Mekong V, VI
- Mekong V, rock/"lunar" (thin atmosphere, no real climate)
Pop: <1 billion
Development: very light (militaristic)
- Mekong VI, rock (same as above)
Pop: 1 billion
Development: light (mining/industrial)
New Hanoi (system)
Star: white dwarf, age 14 billion
Major: New Hanoi
- New Hanoi, not-quite Terran world (80% ocean, warm, very wet)
Pop: 12 billion
Development: moderate (agricultural)
Minor: New Haiphong
- New Haiphong, hostile world ("Komethium"* atmosphere)
Pop: 7 billion (most underground)
Dev: heavy (gas mining/industrial)
Outposts: New Hanoi III, VII
- NH III, desert world (warm, arid)
Pop: <1 billion
Dev: minimal (scientific)
- NH VII, ice world (cold)
Pop: <1 billion
Dev: light (scientific)
Paekdusan
Star: medium yellow, age 3.5 billion
Major: New P'yongyang, New Haeju
- New P'yongyang, Terran world (warm, wet, mountainous (sp?))
Pop: 12 billion
Dev: moderate (mining)
- New Haeju, paradise world (perfectly temperate)
Pop: 6 billion
Dev: light (resort)
Note: scans also indicate odd energy signatures emanating from the world's few volcanoes, UCS Guild of Science and Studies has set up a small research project to investigate. The government will not comment on the anomaly.
Minor: New Wonsan, New Chongjin
- New Wonsan, jungle world (warm, wet)
Pop: 4 billion
Dev: light (industrial/commodities)
- New Chongjin, rocky world (temperate)
Pop: 4 billion (most underground)
Dev: moderate (mining)
Outposts: Kuwolsan, Kumgangsan, Myohyangsan
- Kuwolsan, rocky world (cold)
Pop: <1 billion
Dev: minimal (militaristic)
- Kumgangsan, rock (no atmosphere)
Pop: <1 billion
Dev: minimal (militaristic)
- Myohyangsan, swampy world (wet, cold)
Pop: <1 billion
Dev: minimal (mining)
Obviously there are more systems... I'll ad them in as necessary. I'll also go into more detail on the major systems above.
Daily Life and Culture
The military is a way of life for citizens of the UCS. All able-bodied young men and women are enlisted in a branch of the armed forces, and most children learn how to handle a knife or fire a rifle at a young age. The Sector's turbulent past has left many core systems relatively underpopulated, and military bases are abundant. The natural above-average intelligence of old-Earth Russians, Chinese, and other Asians is for the most part preserved, though sadly the great minds of the UCS world have always been put to military applications. All men remain in reserve and can be pulled into active service until the age of 55, though women are exempt so as to retain a work force in a time of crisis.
Economically, the UCS could stand to improve. Its socialist bent means business owners and other free enterprises tend to suffer, though interstellar trade is encouraged with a lack of tariffs and bureaucratic harassment. All citizens in an average system are lower-middle class, those found enjoying more luxuries than the norm are fined and the money redistributed. Industry, however, prospers under state care as tanks, ships, guns and bullets are pumped out in massive numbers each day. As in any so-called "oppresive" empire, there are dissenters, pirates, and other malcontents who keep the standing military busy and on their toes.
Culture varies from system to system, most are primarily a single original ethnicity. Those descended from Russians and Chinese are most numerous. The traditional values and beliefs have blended somewhat, with Russian culture tending to dominate. The official languages** of the UCS are English (common/interstellar/"trade language"), Russian (state/formal), and Common Chinese (vernacular). Other minor ethnicities were present (most originating from Eastern Europe) but have since been assimilated, with the notable exception of German language and customs. There is a sizable amount of German ancestry among many UCS citizens, though not on the scale of any of the major cultures.
UCS citizens are friendly to outsiders, tourists, and other interlopers so long as they don't wear out their welcome. Most are generally quick tempered and impatient with anyone who has earned their ire.
State Ministries, Departments, and Councils
Internal Security Council
Responsible for state legislation, judiciary action, and war strategy. Formed of the People's Emperor's most trusted senior officers and traditionally headed by the Marshal of Justice and Discipline. The Emperor personally oversees the conduct of this Council.
Коммунист Агентство Контрразведки
Better known as the KAK (kay-ay-kay) or Communist Agency of (Counter)Espionage, this is the Emperor's eyes and ears both in situations foreign and domestic. Obviously it is not completely secret, but nor is it blatantly advertised. Many agents are implanted in the UCM, UCN, and UCA, and serve both as soldiers and as enforcers of discipline. Operatives in foreign powers function more as ambassadors and diplomats, not as deep cover agents.
Department of Public Relations and Foreign Policy
The DPRFP is more commonly known as the Department of Indoctrination and Propaganda, the formal name more of a holdover from the ICC days of greater state control. Nevertheless, the DPRFP performs its functions upon dissenting communities, border worlds, and serves as the recruitment base for career soldiers. The DPRFP is always looking to expand the borders of the UCS.
State Ministry of Trade
The newest and most progressive goverment department, the SMT is friendly, open, and is formed of the least military-minded of UCS citizens. Strictly adheres to a code of honor laid down at its conception 50 years ago, and frowns upon the "capitalist evils" of (economic) backstabbing, cutthroat rivalry, hostile takeovers and other right-wing practices. The SMT encourages free trade with foreign powers and is glad to export agricultural products and raw munitions. Starship components are also in relatively large supply. Popular imports are advanced electronics and information technology.
United Communist Intelligence
Rough equivalent of old-Earth KGB. All other information classified Completely Secret. (information will be given to mods if necessary)
State COuncil for Spaceflight and Interstellar eXploration
SCOSIX oversees the research and development of space-related projects. Competes with the military for the state's geniuses and thinkers. The most-funded of any other UCS organization, excluding the military. Delights in making contact with alien species and exploring new systems, and is ecstatic about doing the above first, before anyone else.
Communist Armed Forces COMmand (CAFCOM)
A panel of senior military officers from all branches, divided into tiers of security access and authority. Major generals and rear admirals form the first tier, lieutenant generals and vice admirals the second, and so on until it reaches the ISC. Responsible for the discussion and execution of high-level operational strategy. All branches work in concert with the others, a fleet admiral has as much say in a ground campaign as a marshal (though the marshal's experience would generally be respected and he given the final word). Also handles legislative and judicial matters deemed too menial for the ISC (i.e., would pass an empire-wide law on a reduction of maximum docking speed for ships larger then 100 meters in length). More trivial laws are delegated to local jurisdiction. These annoying duties are suspended during limited or greater war and only the most crucial of legislative matters are processed (and those are usually in the ISC's jurisdiction anyways).
Agitated asshole | (Ex)40K Nut | Metalhead
The vision never dies; life's a never-ending wheel
1337 posts as of 16:34 GMT-7 June 2nd, 2003
"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh
The vision never dies; life's a never-ending wheel
1337 posts as of 16:34 GMT-7 June 2nd, 2003
"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh
- Sea Skimmer
- Yankee Capitalist Air Pirate
- Posts: 37390
- Joined: 2002-07-03 11:49pm
- Location: Passchendaele City, HAB
The Federation of the Shadow
History
Along ago there where two worlds. One, Erat was inhabited by humanoids known as the Scythian. Derived from humans the Scythian grew stronger, with greater endurance then normal humans, driven to this by the harsh conditions and powerful wildlife of their world. Side effects of this drove their core temperature higher but body size average smaller.
Far away across the stars was a world know as the Earth to its inhabitants. But it was not the Earth we know. Inhabited by creatures known as Orcs, humans and hobbits this world was a strange one. But it was centuries after a near forgotten conflict known as the war of the Ring that something that had best not to have happened was begun. In the deepest depths of the mines of Moria the dwarfs once more unleashed a powerful force, the Nerubians. Multi legged and hive minded the Nerubians where tunnelers, shunning a surface they had long abandon to dwell deep under the earth.
Disrupted in their workings the Nerubian warriors poured out into the mines, slaughtering the dwarves and occupying the mines. But they did not stop. The empire of men to the south attracted their attention, and with the forests empty of elves there was little warning. The Nerubian conquered their lands and sacked their citadels before spreading further. The races of middle Earth where divided and fell as such until the Nerubian had spread from the Blue Mountains in the north to Mountains of Shadow in the east. With the inhabitants of the surface made subservient the Nerubian spread even further while many returned to their deep central city. There they began to build and develop. Technology, long stagnates and even regressive on the world began to advance.
Erat meanwhile was torn by strife and war. Two massive nations, the Kingdom of Sandora and the Republic of Koronan fought with there allies for little less the control of the world. It was near the end that the power of the atom was unleashed and a cease-fire was eventually reached. But such things rarely breed peace and just four years later a even greater power was unleashed with the detonation of a super bomb, a fusion device. Koronan had won the race, and it used it to win the war. It was then in the finnal days that it happened. The power of one of these bombs was channeled into a rift. Perhaps the decaying unknown remnants of what had brought the Scythian to the world? It is not know and no history can answer the question.
But what is know is that at the same moment in time the Nerubian had detonated a similar device near a similar point. The surges of energy linked and formed a tunnel, and it was through this that two proud and great species, one of individuals and one of a hive met on the slopes of the Mountains of Shadow.
Both sides raised their weapons and conflict was mere seconds away. But it was then that a human intervened, an assistant to the Nerubian. The Scythian, shocked by encountering someone so close to themselves held there fire and so did the Nerubian. Instead they spoke. They argued and more then once war grew close. But finally talk turned into agreements, then Alliances. The advantages of a strong species of individuals combine with vast industrial capacity of a hive species made for a powerful force. Finally Alliances turned into a strong Federation between the Nerubian, Scythian are several small groups representing the once free races of Middle Earth, long under the yoke, if a distant one, of the Nerubian. It was the Federation of the Shadow, named for the mountains upon which its conditions where negotiated and finnal treaty signed.
Species information
The Scythian
The Scythian are human, or rather another evolutionary branch in there development. Not native to Erat, the Scythian arrived from Earth approximately 250,000 years ago. The means of this conveyance is unknown but it is now suspected that the rift gate that links the world to Angband may be the remnants of much wider network. In any case the difference in conditions forced Scythian evolution into a harsher world, which has resulted in a generally smaller being but one with naturally increased endurance and physical strength. This has forced there core temperature two degrees higher with food consumption following.
Modern Scythian is similar in most ways to that of human civilizations. The government is a Federal Republic with elected representatives, though those of the Nerubian are hatched for the task and the economy is free market. However increasingly a large segment of the population follows the Shakur religion and its massive places of worship can now be found in many cities. This religion encourages tolerance and peace, between Scythian and Nerubian. Aginst outside species it encourages discrimination, forceful conversion and genocide in the case of especially hated infidel types. The growing strength of the fundamentalist arm has alarmed many in the Federation government, though brining only click like chuckles from the communist Nerubian hive.
The Nerubian
Insect like, the Nerubian evolved in the early years of their world's history. They burrowed ever deep into the earth before finally journeying to the surface no more. Hear they develop a hive society, with the four primary caste's, worker, warrior, queen and brain in a rough 98/1/.1/.9 ratio. The brains came in several levels and with several form of specialists but primarily acted as controllers, directing the other caste's via telepathy. The warriors and especially workers have little capacity for independent thought beyond there own small area of expertise. But this is not developed but rather each Nerubian is born with the knowledge needed to do its task. They are born from eggs, which are laid in vast numbers and hatches as needed, with time from the date of laying to full maturity being approximately 35 days for lower cast to some 250 for a high end brain. Lifespan vary from 1000 days to over forty years.
With little independent thought, the hive operates on what is essentially a communist system, integrated into the free market Scythian system mostly as a supplier of resources, reviving high technology items in return. Though the Nerubian brains are quite happy to simply breed more workers to satisfy there more innovative comrades needs. While lacking individuals to elect representatives, the Nerubian breed a caste of brain to serve in the senate of the Federation. These brains have such enhancements as additional legs and greatly expanded speech capabilities, the telepathy that controls the hive has little effect on other species.
While the hive nature of the Nerubian give them immense industrial strength, there technological progression is retarded with new items only developed in response to perceived requirements. The limitations of this system are what attracted them to the already strong species of individuals that where the Scythian.
To this day the Nerubian continue to prefer subterranean cities, building vast multi level cities that can reach kilometers down into the earth. Webs of tunnels to transfer everything from iron ore to railway locomotives serve as there primacy means of communication. The surface of a majority Nerubian is reserved mainly for mining and agricultural uses. The greatest of these cities is found deep beneath the misty mountains under the mines of Moria, spreading for dozens of miles in every direction.
Other Species
Nearly a billion other sentient beings live within the Federation. Most are the descendants of the many sentience of Angband, Orks, hobbits, dwarves and homo sapient men primarily along with a few others. Minority's in every respect, all where nearly rendered extinct of the policies of the Nerubian. In the past two hundreds they have however seen great resurgences in population. Though now the followers of Shakur may threaten them once more.
Worlds of Federation of the Shadow
The Federation posses 31 major worlds, 142 minor colonies and 185 various outposts
The seven core worlds
These worlds represent the core of the Federations strength, home to a large segment of its industry, and scientific and commercial establishments.
Erat: The Scythian home world. The world is temperate and supports most forms of mammalian life. The planets landmass surface is somewhat less then and consists mainly of a half dozen disconnected continents. A rift gateway connects this world to Angband.
Population: 19 billion Scythian, 600 million Nerubian, 17 million other
Capital: Skaarjin
Development lvl: Heavy
Garrison: Heavy
Angband: The Nerubian home world, often called middle earth despite that being a referance to only part of its landmass. The world was so named after the region to which the Nerubian trace their origin. This world holds the other entrance to the rift gateway, which provides extremely rapid if limited capacity transport between the two worlds.
Population: 35 billion Nerubian, 99 million Scythian, 250 million other
Capital: subterranean city of Azjol-Nerub
Development lvl: Heavy, much subterranean
Garrison: Heavy
Thuzad: One of the first worlds outside there home systems to be colonized by the Federation. This would was settled nearly 1000 years ago by a sublight vessel laden with Nerubian eggs. The bio system has been largely destroyed but it remains a prime hatchery with tunnels under most of the dry landmass.
Population: 54 billion Nerubian, 9 million Scythian, 1 million other
Development lvl: Heavy, much subterranean
Garrison: Heavy
Elam: A major temperate Scythian world with only a few Nerubian underground cities. The world is the basis of much Scythian commerce and medium manufacturing.
Population: 17.5 billion Scythian, 51 million Nerubian, 24 million other
Development lvl: Heavy
Garrison: Heavy
Alterac: A dry world home to additional central Nerubian hatcheries and industry
Population: 36 billion Nerubian, 500 million Scythian
Development lvl: Heavy
Garrison: Heavy
Vanoc: A cool but mixed world home to much industry.
Population: 41 billion Nerubian, 3 billion Scythian
Development lvl: Heavy
Garrison: Medium
Landron: No other world has a higher population of Scythian within known space. Massive kilometer high towers dot the landscape and block out the sun while civilian star ports are forever crammed with incoming food and cargoes for the world.
Population: 21 billion Scythian, 30 million Nerubian
Development lvl: Heavy
Garrison: Heavy
Composition of the six core Federation systems
Erat system
Major worlds: Erat + Landron + 4 others
Minor colonies: 8
Total population: 52 billion Scythian, 630 million Nerubian, 70 million other
Angband system
Major worlds: Angband + 2 others
Minor colonies: 7
Total population: 65 billion Nerubian, 300 million Scythian, 150 million other
Thuzad system
Major worlds: Thuzad + 1 other
Minor colonies: 6
Total population: 60 billion Nerubian, 24 million Scythian, 140 million other
Elam system
Major worlds: Elam + 2 other
Minor colonies: 4
Total population: 20 billion Scythian, 300 million Nerubian, 130 million other
Alterac system
Major worlds: Alterac
Minor colonies: 5
Total population: 40 billion Nerubian, 750 million Scythian
Vanoc system
Major worlds: Vanoc
Minor colonies: 5
Population: 25 billion Nerubian, 1.2 billion Scythian
Total: 13 major city worlds, 35 colonies, 74.274 billion Scythian, 190 billion Nerubian, 490 million other within the six core systems
In addition there are 15 other major systems each with a single major world with an average of 3 colonies each and 65 other system containing just one colony each. These worlds all work mainly to support the core systems These worlds populations total 10 billion Scythian, 25 billion Nerubian and 425 million other. The other major system names are Zul, Caer, Barren, Fleane, Serenity, Kobe, New Crone, Graz, Ruse, Reaver-1, Dietz, Emir Adzo, Jabal, and Vidara.
Of the 185 outposts, fueling bases and listening posts, none has more then ten thousand Scythian or 25,000 Nerubian military personal on it.
Grand Population Total For The Federation of the Shadow
84.274 billion Scythian
215 billion Nerubian
915 million Other
Special Industries
Todt Organization
Simply the largest construction company in the sector. Where ever extreme enjoining or mammoth projects are found so is Todt. Drawing on the vast experience of the Nerubian, who form a major part of the company, Todt has tackled everything from bunkers proof against 100 megaton explosions to the massive Tragon tower complex, an array of six one kilometer towers build into a massive commercial complex. Todt produces all of its own equipment and is heavily involved in contracts for the Federation government.
Star nation advantages
Massive Industrial and construction capacity
Mithrail based alloys of incredible strength yet minimal mass, if of massive cost
High military coordination; Nerubian forces only
History
Along ago there where two worlds. One, Erat was inhabited by humanoids known as the Scythian. Derived from humans the Scythian grew stronger, with greater endurance then normal humans, driven to this by the harsh conditions and powerful wildlife of their world. Side effects of this drove their core temperature higher but body size average smaller.
Far away across the stars was a world know as the Earth to its inhabitants. But it was not the Earth we know. Inhabited by creatures known as Orcs, humans and hobbits this world was a strange one. But it was centuries after a near forgotten conflict known as the war of the Ring that something that had best not to have happened was begun. In the deepest depths of the mines of Moria the dwarfs once more unleashed a powerful force, the Nerubians. Multi legged and hive minded the Nerubians where tunnelers, shunning a surface they had long abandon to dwell deep under the earth.
Disrupted in their workings the Nerubian warriors poured out into the mines, slaughtering the dwarves and occupying the mines. But they did not stop. The empire of men to the south attracted their attention, and with the forests empty of elves there was little warning. The Nerubian conquered their lands and sacked their citadels before spreading further. The races of middle Earth where divided and fell as such until the Nerubian had spread from the Blue Mountains in the north to Mountains of Shadow in the east. With the inhabitants of the surface made subservient the Nerubian spread even further while many returned to their deep central city. There they began to build and develop. Technology, long stagnates and even regressive on the world began to advance.
Erat meanwhile was torn by strife and war. Two massive nations, the Kingdom of Sandora and the Republic of Koronan fought with there allies for little less the control of the world. It was near the end that the power of the atom was unleashed and a cease-fire was eventually reached. But such things rarely breed peace and just four years later a even greater power was unleashed with the detonation of a super bomb, a fusion device. Koronan had won the race, and it used it to win the war. It was then in the finnal days that it happened. The power of one of these bombs was channeled into a rift. Perhaps the decaying unknown remnants of what had brought the Scythian to the world? It is not know and no history can answer the question.
But what is know is that at the same moment in time the Nerubian had detonated a similar device near a similar point. The surges of energy linked and formed a tunnel, and it was through this that two proud and great species, one of individuals and one of a hive met on the slopes of the Mountains of Shadow.
Both sides raised their weapons and conflict was mere seconds away. But it was then that a human intervened, an assistant to the Nerubian. The Scythian, shocked by encountering someone so close to themselves held there fire and so did the Nerubian. Instead they spoke. They argued and more then once war grew close. But finally talk turned into agreements, then Alliances. The advantages of a strong species of individuals combine with vast industrial capacity of a hive species made for a powerful force. Finally Alliances turned into a strong Federation between the Nerubian, Scythian are several small groups representing the once free races of Middle Earth, long under the yoke, if a distant one, of the Nerubian. It was the Federation of the Shadow, named for the mountains upon which its conditions where negotiated and finnal treaty signed.
Species information
The Scythian
The Scythian are human, or rather another evolutionary branch in there development. Not native to Erat, the Scythian arrived from Earth approximately 250,000 years ago. The means of this conveyance is unknown but it is now suspected that the rift gate that links the world to Angband may be the remnants of much wider network. In any case the difference in conditions forced Scythian evolution into a harsher world, which has resulted in a generally smaller being but one with naturally increased endurance and physical strength. This has forced there core temperature two degrees higher with food consumption following.
Modern Scythian is similar in most ways to that of human civilizations. The government is a Federal Republic with elected representatives, though those of the Nerubian are hatched for the task and the economy is free market. However increasingly a large segment of the population follows the Shakur religion and its massive places of worship can now be found in many cities. This religion encourages tolerance and peace, between Scythian and Nerubian. Aginst outside species it encourages discrimination, forceful conversion and genocide in the case of especially hated infidel types. The growing strength of the fundamentalist arm has alarmed many in the Federation government, though brining only click like chuckles from the communist Nerubian hive.
The Nerubian
Insect like, the Nerubian evolved in the early years of their world's history. They burrowed ever deep into the earth before finally journeying to the surface no more. Hear they develop a hive society, with the four primary caste's, worker, warrior, queen and brain in a rough 98/1/.1/.9 ratio. The brains came in several levels and with several form of specialists but primarily acted as controllers, directing the other caste's via telepathy. The warriors and especially workers have little capacity for independent thought beyond there own small area of expertise. But this is not developed but rather each Nerubian is born with the knowledge needed to do its task. They are born from eggs, which are laid in vast numbers and hatches as needed, with time from the date of laying to full maturity being approximately 35 days for lower cast to some 250 for a high end brain. Lifespan vary from 1000 days to over forty years.
With little independent thought, the hive operates on what is essentially a communist system, integrated into the free market Scythian system mostly as a supplier of resources, reviving high technology items in return. Though the Nerubian brains are quite happy to simply breed more workers to satisfy there more innovative comrades needs. While lacking individuals to elect representatives, the Nerubian breed a caste of brain to serve in the senate of the Federation. These brains have such enhancements as additional legs and greatly expanded speech capabilities, the telepathy that controls the hive has little effect on other species.
While the hive nature of the Nerubian give them immense industrial strength, there technological progression is retarded with new items only developed in response to perceived requirements. The limitations of this system are what attracted them to the already strong species of individuals that where the Scythian.
To this day the Nerubian continue to prefer subterranean cities, building vast multi level cities that can reach kilometers down into the earth. Webs of tunnels to transfer everything from iron ore to railway locomotives serve as there primacy means of communication. The surface of a majority Nerubian is reserved mainly for mining and agricultural uses. The greatest of these cities is found deep beneath the misty mountains under the mines of Moria, spreading for dozens of miles in every direction.
Other Species
Nearly a billion other sentient beings live within the Federation. Most are the descendants of the many sentience of Angband, Orks, hobbits, dwarves and homo sapient men primarily along with a few others. Minority's in every respect, all where nearly rendered extinct of the policies of the Nerubian. In the past two hundreds they have however seen great resurgences in population. Though now the followers of Shakur may threaten them once more.
Worlds of Federation of the Shadow
The Federation posses 31 major worlds, 142 minor colonies and 185 various outposts
The seven core worlds
These worlds represent the core of the Federations strength, home to a large segment of its industry, and scientific and commercial establishments.
Erat: The Scythian home world. The world is temperate and supports most forms of mammalian life. The planets landmass surface is somewhat less then and consists mainly of a half dozen disconnected continents. A rift gateway connects this world to Angband.
Population: 19 billion Scythian, 600 million Nerubian, 17 million other
Capital: Skaarjin
Development lvl: Heavy
Garrison: Heavy
Angband: The Nerubian home world, often called middle earth despite that being a referance to only part of its landmass. The world was so named after the region to which the Nerubian trace their origin. This world holds the other entrance to the rift gateway, which provides extremely rapid if limited capacity transport between the two worlds.
Population: 35 billion Nerubian, 99 million Scythian, 250 million other
Capital: subterranean city of Azjol-Nerub
Development lvl: Heavy, much subterranean
Garrison: Heavy
Thuzad: One of the first worlds outside there home systems to be colonized by the Federation. This would was settled nearly 1000 years ago by a sublight vessel laden with Nerubian eggs. The bio system has been largely destroyed but it remains a prime hatchery with tunnels under most of the dry landmass.
Population: 54 billion Nerubian, 9 million Scythian, 1 million other
Development lvl: Heavy, much subterranean
Garrison: Heavy
Elam: A major temperate Scythian world with only a few Nerubian underground cities. The world is the basis of much Scythian commerce and medium manufacturing.
Population: 17.5 billion Scythian, 51 million Nerubian, 24 million other
Development lvl: Heavy
Garrison: Heavy
Alterac: A dry world home to additional central Nerubian hatcheries and industry
Population: 36 billion Nerubian, 500 million Scythian
Development lvl: Heavy
Garrison: Heavy
Vanoc: A cool but mixed world home to much industry.
Population: 41 billion Nerubian, 3 billion Scythian
Development lvl: Heavy
Garrison: Medium
Landron: No other world has a higher population of Scythian within known space. Massive kilometer high towers dot the landscape and block out the sun while civilian star ports are forever crammed with incoming food and cargoes for the world.
Population: 21 billion Scythian, 30 million Nerubian
Development lvl: Heavy
Garrison: Heavy
Composition of the six core Federation systems
Erat system
Major worlds: Erat + Landron + 4 others
Minor colonies: 8
Total population: 52 billion Scythian, 630 million Nerubian, 70 million other
Angband system
Major worlds: Angband + 2 others
Minor colonies: 7
Total population: 65 billion Nerubian, 300 million Scythian, 150 million other
Thuzad system
Major worlds: Thuzad + 1 other
Minor colonies: 6
Total population: 60 billion Nerubian, 24 million Scythian, 140 million other
Elam system
Major worlds: Elam + 2 other
Minor colonies: 4
Total population: 20 billion Scythian, 300 million Nerubian, 130 million other
Alterac system
Major worlds: Alterac
Minor colonies: 5
Total population: 40 billion Nerubian, 750 million Scythian
Vanoc system
Major worlds: Vanoc
Minor colonies: 5
Population: 25 billion Nerubian, 1.2 billion Scythian
Total: 13 major city worlds, 35 colonies, 74.274 billion Scythian, 190 billion Nerubian, 490 million other within the six core systems
In addition there are 15 other major systems each with a single major world with an average of 3 colonies each and 65 other system containing just one colony each. These worlds all work mainly to support the core systems These worlds populations total 10 billion Scythian, 25 billion Nerubian and 425 million other. The other major system names are Zul, Caer, Barren, Fleane, Serenity, Kobe, New Crone, Graz, Ruse, Reaver-1, Dietz, Emir Adzo, Jabal, and Vidara.
Of the 185 outposts, fueling bases and listening posts, none has more then ten thousand Scythian or 25,000 Nerubian military personal on it.
Grand Population Total For The Federation of the Shadow
84.274 billion Scythian
215 billion Nerubian
915 million Other
Special Industries
Todt Organization
Simply the largest construction company in the sector. Where ever extreme enjoining or mammoth projects are found so is Todt. Drawing on the vast experience of the Nerubian, who form a major part of the company, Todt has tackled everything from bunkers proof against 100 megaton explosions to the massive Tragon tower complex, an array of six one kilometer towers build into a massive commercial complex. Todt produces all of its own equipment and is heavily involved in contracts for the Federation government.
Star nation advantages
Massive Industrial and construction capacity
Mithrail based alloys of incredible strength yet minimal mass, if of massive cost
High military coordination; Nerubian forces only
Last edited by Sea Skimmer on 2003-07-17 09:19am, edited 1 time in total.
"This cult of special forces is as sensible as to form a Royal Corps of Tree Climbers and say that no soldier who does not wear its green hat with a bunch of oak leaves stuck in it should be expected to climb a tree"
— Field Marshal William Slim 1956
— Field Marshal William Slim 1956
- Alyrium Denryle
- Minister of Sin
- Posts: 22224
- Joined: 2002-07-11 08:34pm
- Location: The Deep Desert
- Contact:
Draconis Republic
Biology
Common Names:Fel' Theth, Lizard men, Varathraxians
Scientific Name: Dracovaranus Erectus
The Fel' Theth are a race of highly intelligent, warm bodied exctotherms(they need warmth for an initial boost, but through activity and shivering, can maintain homeostasis)
They stand about 4 feet tall ( they can rear up to around 5 feet, they are) and weigh between 55-65 lbs(hollow bones and a light body frame)
Their bodies are covered in hard but fine scales, and they have sharp claws on all fingers and toes. They also have set of fangs that are capable of injecting a weak neurotoxin that will cause sleep in humanoids, and a VERYpowerful neuro/cytotoxin similar, but more powerful than, that of the mojave rattlesnake. The Fel Theth also have a long prehensile tail, and gripping pads on their fingers and toes, as their species is tree dwelling on ther homeworld.
The Fel' Theth also possess a large flap of skin that runs between their arms and legs, and from their legs to midway down the tail, and is supported by 4 bony supports, that are jointed(ball and socket) to the ribcage(think a combination between Draco Volans, a bat, and a flying gecko). This flap of skin normlly remains flat against the sides, but when certain muscles are flexed it extends allowing the Fel Theth to glide from tree to tree.
They also have a very advanced ability to change ther skin color to match their surroundings this ability surpasses that of earth cephalopods.
The Fel' Theth are omnivors, and eat a variety of friuts, nuts, berries and the leaves and roots of succulent plants. These are often prepared as delecacies and prepared by master chefs. They also eat the meat of fish, birds and mammals. These are now farm raised on farming colonies allowing wild populations to thrive. They are either eaten cooked in an elaorate meal, or they are simply eaten whole, as the Fel heth are capable of unhinging their jaw to accomodate large prey.
Fel' Theth reproduction is a bit of a combintion between that of humans and lizards. They have the sexual organs of a lizard and gender is not visible at a glance. But the act of mating itself is one that is pleasurable, and done in similar positions( will not go into detail on the possibility of homosexuaility to save your minds). Females lay one or two leathery shelled eggs at a time, that develope for around 9 months in a nest comprised of rotting vegetation(or an incubator in the modern era). The young are adult size by 16 years. Sexually mature by 13 years, and mentaly mature by 18 years
History:
The Fel' Theth achieved sentience around the same time the humans did. They went through the usual progression of wars, and governmental systems....tough, theocracy and a dark age never really entered into their equation. From, the monarchic systems of their scientific enlightenment, which was very early in their history, around Earth year 0, sprung a new system of government. The Republic. It did not take the Fel' Theth long to figue out that this was th way to go. They quickly, and in some cases violoently overthrew their monarchies, and established a series of large republics. And they prospered. Focusing on ways to the natural world, and biology to increase their living standard, the Fel' Theth flourished, their genome was mapped in Earth year 1700, and from there, genemodding and genetic engineering grew by leps and bounds. But the peace was not to last. Soon, fighting broke out between two of the vast republics. In earth year 1854 One of the republics was overthrown by a despotic dictator named Velistad Siracktel. His armies swept across the other peacful republics, until a resistance could be mounted. It took 10 years but his government was toppled, partly due to the split of the atom and the threat of nuclear bombardment, but also in part to a new invention, the particle beam. It cut through the hardest armor and allowed the Republican Forces to fight their way to Siracktel's fortress, and hang his head on a pike. It was at this point that the governments of the world united into the Draconis Republic, named after the heroic leader of the Republican Armed Forces, Alyskan Draconis.
And all was good. For nearly a century and a half later, after learning everything they could of their own world, the Fel' Theth reached for the stars. In the earth year 2000 the first colonies were established on the moons of Varathraxia. These were originally scientific outposts, but quickly grew ino massive moon wide metropolitan areas.
With the Advent of faster than light travel, the Fel' Theth began meticulously exploring and colonizing the nearby systems until a few decades ago, they made first contact the Three Suns Commonwealth.
Society.
The Fel' Theth society is a very open one. Different individuals are accepted with open arms. The Fel Theth culture values intelligence and critical thought, and base their ethics around it.
Crime does happen but it is low,, and to deal wth criminals the Fel Theth have developed a justice system similar to that of 21st century earth. The Fel' Theth society, is an atheistic one however. They have no problem wth religion, so long as it harms no one mentally or physically, they simply do not believe in them.
The school system is much like that of Germany in the 21st century. With students going through a normal school until the age of 13, then they either go to a trade school for more hands on professions. A "standard" school for more white collar professions(think US high school) Or a Hyper-accelerated school that trains them for more accademic or governmental professions(this they must test into). They can go to a university directly from the Hyperaccelerated school provided they do well enough. Or from the Standard school provided they pass the exam.
Economy
The Fel' Theth run on a socialist free market. People are free to open nd run their own businesses, but the government controls utilities, transportation, and healthcare to better serve the people.
Government:
The governmet of the Fel' Theth is an altered form of Constitutional Republic. Members of the two house congress are elected directly from the people, and the president is elected directly with an unlimited term. However, at anytime the people can override the decisions of these two bodies by popular(3/4 majority) vote, and can vote them out of office if certain conditions are met. The rights of the people(see the US bill of rights) are protected staunchly, and should a leader ever try to limit them the military swears loyalty to the people.....And will deal quickly with such an abuse of power
Sciences.
The Fel' Theth are highly skilled at the biosciences and at particle acceleration.
They have managed to isolate the genes for regeneration, and to apply them in medicine to regrow lost limbs. They have also found this very useful in the treatment of cancers.
Essentially out Particle acceleration is above average, and Biotech is the best in the STGOD. Our gene modded foods are in very high demand
50 major colonies, 150 minor colonies, and 200 outposts.
The Homeworld: Varathraxia(assuch we can be called Varathraxians)
Population: 10 billion.
Development: It is the nexus of an interstellar civilization.
Homes are constructed inside living trees(yes the plants are huge) and buildings are built using material from off world. Farmng and other activities are done in the colonies.
The Fel Theth have ethical problems with strip mining orotherwise destroyi the landscapes of a world that supports life.
Major Colonies
16 colonies are located on the moons of Varathraxia each of these colonies supports populations of 6 billion each, and are named Varathraxia 1, 2 etc.
The other major colonies are the other the inhabitable worlds in the system(numbering 6.) And the 21 inhabitable planet of the Vermithrax, Voontir,Meltotar,Seltirath and Malavok systems. and those have populations of 6 billion.
The minor colonies are all farming/industrial colonies on the moons of major colony worlds. And they use almost the entire moons surface for such activities, living in large biodomes that allow for ample climbing) These farms and industrial facilities produceenough food to support the needs of the entire race, and have as such, very formidable automated defense systems....total population 110 billion
We also have 200 small outposts.
2 penal colonies in the oort cloud
40 high powered lisening/sensorweb/scientific ouposts at the edge of our space. These include the equipment for our sensor-web, our recon listening equipment, and our science labs.
158 military/mining stations(gov controled infasctructure, I love socialism) These are located in the asteroid belts, and on the moons of uninhabited planets, not to mention the oort couds of the systems.
These have a total population of 25 billion
Bringing our entire population to 271 billion
Biology
Common Names:Fel' Theth, Lizard men, Varathraxians
Scientific Name: Dracovaranus Erectus
The Fel' Theth are a race of highly intelligent, warm bodied exctotherms(they need warmth for an initial boost, but through activity and shivering, can maintain homeostasis)
They stand about 4 feet tall ( they can rear up to around 5 feet, they are) and weigh between 55-65 lbs(hollow bones and a light body frame)
Their bodies are covered in hard but fine scales, and they have sharp claws on all fingers and toes. They also have set of fangs that are capable of injecting a weak neurotoxin that will cause sleep in humanoids, and a VERYpowerful neuro/cytotoxin similar, but more powerful than, that of the mojave rattlesnake. The Fel Theth also have a long prehensile tail, and gripping pads on their fingers and toes, as their species is tree dwelling on ther homeworld.
The Fel' Theth also possess a large flap of skin that runs between their arms and legs, and from their legs to midway down the tail, and is supported by 4 bony supports, that are jointed(ball and socket) to the ribcage(think a combination between Draco Volans, a bat, and a flying gecko). This flap of skin normlly remains flat against the sides, but when certain muscles are flexed it extends allowing the Fel Theth to glide from tree to tree.
They also have a very advanced ability to change ther skin color to match their surroundings this ability surpasses that of earth cephalopods.
The Fel' Theth are omnivors, and eat a variety of friuts, nuts, berries and the leaves and roots of succulent plants. These are often prepared as delecacies and prepared by master chefs. They also eat the meat of fish, birds and mammals. These are now farm raised on farming colonies allowing wild populations to thrive. They are either eaten cooked in an elaorate meal, or they are simply eaten whole, as the Fel heth are capable of unhinging their jaw to accomodate large prey.
Fel' Theth reproduction is a bit of a combintion between that of humans and lizards. They have the sexual organs of a lizard and gender is not visible at a glance. But the act of mating itself is one that is pleasurable, and done in similar positions( will not go into detail on the possibility of homosexuaility to save your minds). Females lay one or two leathery shelled eggs at a time, that develope for around 9 months in a nest comprised of rotting vegetation(or an incubator in the modern era). The young are adult size by 16 years. Sexually mature by 13 years, and mentaly mature by 18 years
History:
The Fel' Theth achieved sentience around the same time the humans did. They went through the usual progression of wars, and governmental systems....tough, theocracy and a dark age never really entered into their equation. From, the monarchic systems of their scientific enlightenment, which was very early in their history, around Earth year 0, sprung a new system of government. The Republic. It did not take the Fel' Theth long to figue out that this was th way to go. They quickly, and in some cases violoently overthrew their monarchies, and established a series of large republics. And they prospered. Focusing on ways to the natural world, and biology to increase their living standard, the Fel' Theth flourished, their genome was mapped in Earth year 1700, and from there, genemodding and genetic engineering grew by leps and bounds. But the peace was not to last. Soon, fighting broke out between two of the vast republics. In earth year 1854 One of the republics was overthrown by a despotic dictator named Velistad Siracktel. His armies swept across the other peacful republics, until a resistance could be mounted. It took 10 years but his government was toppled, partly due to the split of the atom and the threat of nuclear bombardment, but also in part to a new invention, the particle beam. It cut through the hardest armor and allowed the Republican Forces to fight their way to Siracktel's fortress, and hang his head on a pike. It was at this point that the governments of the world united into the Draconis Republic, named after the heroic leader of the Republican Armed Forces, Alyskan Draconis.
And all was good. For nearly a century and a half later, after learning everything they could of their own world, the Fel' Theth reached for the stars. In the earth year 2000 the first colonies were established on the moons of Varathraxia. These were originally scientific outposts, but quickly grew ino massive moon wide metropolitan areas.
With the Advent of faster than light travel, the Fel' Theth began meticulously exploring and colonizing the nearby systems until a few decades ago, they made first contact the Three Suns Commonwealth.
Society.
The Fel' Theth society is a very open one. Different individuals are accepted with open arms. The Fel Theth culture values intelligence and critical thought, and base their ethics around it.
Crime does happen but it is low,, and to deal wth criminals the Fel Theth have developed a justice system similar to that of 21st century earth. The Fel' Theth society, is an atheistic one however. They have no problem wth religion, so long as it harms no one mentally or physically, they simply do not believe in them.
The school system is much like that of Germany in the 21st century. With students going through a normal school until the age of 13, then they either go to a trade school for more hands on professions. A "standard" school for more white collar professions(think US high school) Or a Hyper-accelerated school that trains them for more accademic or governmental professions(this they must test into). They can go to a university directly from the Hyperaccelerated school provided they do well enough. Or from the Standard school provided they pass the exam.
Economy
The Fel' Theth run on a socialist free market. People are free to open nd run their own businesses, but the government controls utilities, transportation, and healthcare to better serve the people.
Government:
The governmet of the Fel' Theth is an altered form of Constitutional Republic. Members of the two house congress are elected directly from the people, and the president is elected directly with an unlimited term. However, at anytime the people can override the decisions of these two bodies by popular(3/4 majority) vote, and can vote them out of office if certain conditions are met. The rights of the people(see the US bill of rights) are protected staunchly, and should a leader ever try to limit them the military swears loyalty to the people.....And will deal quickly with such an abuse of power
Sciences.
The Fel' Theth are highly skilled at the biosciences and at particle acceleration.
They have managed to isolate the genes for regeneration, and to apply them in medicine to regrow lost limbs. They have also found this very useful in the treatment of cancers.
Essentially out Particle acceleration is above average, and Biotech is the best in the STGOD. Our gene modded foods are in very high demand
50 major colonies, 150 minor colonies, and 200 outposts.
The Homeworld: Varathraxia(assuch we can be called Varathraxians)
Population: 10 billion.
Development: It is the nexus of an interstellar civilization.
Homes are constructed inside living trees(yes the plants are huge) and buildings are built using material from off world. Farmng and other activities are done in the colonies.
The Fel Theth have ethical problems with strip mining orotherwise destroyi the landscapes of a world that supports life.
Major Colonies
16 colonies are located on the moons of Varathraxia each of these colonies supports populations of 6 billion each, and are named Varathraxia 1, 2 etc.
The other major colonies are the other the inhabitable worlds in the system(numbering 6.) And the 21 inhabitable planet of the Vermithrax, Voontir,Meltotar,Seltirath and Malavok systems. and those have populations of 6 billion.
The minor colonies are all farming/industrial colonies on the moons of major colony worlds. And they use almost the entire moons surface for such activities, living in large biodomes that allow for ample climbing) These farms and industrial facilities produceenough food to support the needs of the entire race, and have as such, very formidable automated defense systems....total population 110 billion
We also have 200 small outposts.
2 penal colonies in the oort cloud
40 high powered lisening/sensorweb/scientific ouposts at the edge of our space. These include the equipment for our sensor-web, our recon listening equipment, and our science labs.
158 military/mining stations(gov controled infasctructure, I love socialism) These are located in the asteroid belts, and on the moons of uninhabited planets, not to mention the oort couds of the systems.
These have a total population of 25 billion
Bringing our entire population to 271 billion
Last edited by Alyrium Denryle on 2003-06-23 04:21pm, edited 2 times in total.
GALE Force Biological Agent/
BOTM/Great Dolphin Conspiracy/
Entomology and Evolutionary Biology Subdirector:SD.net Dept. of Biological Sciences
There is Grandeur in the View of Life; it fills me with a Deep Wonder, and Intense Cynicism.
Factio republicanum delenda est
BOTM/Great Dolphin Conspiracy/
Entomology and Evolutionary Biology Subdirector:SD.net Dept. of Biological Sciences
There is Grandeur in the View of Life; it fills me with a Deep Wonder, and Intense Cynicism.
Factio republicanum delenda est
- Alyrium Denryle
- Minister of Sin
- Posts: 22224
- Joined: 2002-07-11 08:34pm
- Location: The Deep Desert
- Contact:
Military Order of Battle
Varanus Class Dreadnaught
Lenght: 2 km
numbers 60
weapons(I will quantify the numbr of weapons on each ship)
20 heavy particle beams, 20 medium particle beams, 20 heavy lasers, 20 medium lasers, 20 missile launchers, 300 point defense guns
fighters: 60
Shields:
Capacity: 8 gigatons
recharge rate: 600 mt/min
Physical description: Looks much like an Old Republid Dreadnaught
These ships are the argest and most heavily armed and armored in our fleet.(if you object to the number of weapons please let me know, I ) More of these are in production. They are designed to be able to take sustained combat from similarly armed vessels one on one, and from groups of small ships.
Draco class Cruisers
Length: 1.2 km 562 534 300
numbers: 100
Weapons: 15 heavy particle beams, 15 heavy laser turrets, 20 med lasers and 20 med particle beams, 15 missile launchers 250 pd guns
fighters: 30
shields:
Capacity: 7.5 gigatons
recharge 600 mt/min
Physical description: Looks like a hyperion heavy cruiser without those towers.
these ships make up the backbone of our capitalship fleet. and can carry fighters in a small hanger bay
Elapid class Carrier
1.5 km
numbers: 40
weapons: 20 medium particle beams, 40 medium lasers, 30 point defense guns
Fighters: 300
shields:
Capacity: 7 gigaton
recharge: 600 mt/sec
Physical descrption: Ovoid, with 2 massive hangar bays
These ships carry a massive number of fighters, and can defend themelves from some of the small capships(if someone objects to the fighter compliment let me know.
Crotalus class Fighter/bomber
length: 20 meters
weapons: 2 missile lauchers, 3 forward firing guns(like point defense guns) 1 computr controled turreted point defense gun
Viper class Missile destroyer
Length: 350 meters
numbers: 300
weapons:30 missile launchers, 20 light particle beam/laser 100 point defense guns
Shields:
capacity: 6 gigaton
recharge: 300 mt/min
Physical Description: These look like Carracks
These ships flank each cruiser and provide missile support for the fleet.
Monitor class escort ship
length: 200 meters
numbers: 700
Wepons: 2, heavy particlebeams/laser,5 medium particle beams/laser, 200 point defense guns
fighters: 5
shields:
Capacity: 2.5 gigatons
recharge: 400 mt/min
Physical description:Design is similar to an Olympus Class Corvette from B5
These ships escort the fleet and give a small boost to fighter screens, and point defense, while working in groups they can do damage to capital ships.
Basilisk class Drop ship/air support ship
Length: 90 meters
weapons: 20 point defense guns 5 missile launchers, 3 plasma cannons
Troop capacity: 2000(we are smaller than standard humans)
Physical Description: Thin Imp landing craft withouth the dorsal wing/fin thing
These are carried by the larger troop transports and are used for boarding actions, and insertions into hostile territory.
Serpent class Troop Trans
Length: 2.2km
numbers: 200
Number of dropships: 15
Nuber of troops a quarter million
Weapons: 4 heavy particle beams, 30 medium particle beams, 10 light particle beams, 200 point defense guns
shields:
capacity:8 gigatons
recharge: 300 mt/min
Think...TURTLES IN SPACE! They are large legless turtles, with dropships spewing from between the "carapace" and "plastron"
These ships are used to transport troops from one system to another, and are used as a base of operations for ground attacks. They can also defend themselves from other ships when in small groups.
Heavy particle Beam/laser(they are on the same mount, and cannot be fired at once)
Firepower: 1.25 mt with a recharge time of 2 sec
Accuracy: High aganst capships, against fighter...horribly low
Turret speet: Slow
Medium particle beam/laser
Firepower:.89 megatons 30 times per min
Accuracy: High against capships med against fighters
Turret speet: med
Missiles
Firepower: .5 megatons refire, 30 per min
Accuracy: High Against caps, med against fighters
Turret speed: fast
Point defense weapons
firepower: 2 kilotons/sec cont beam
Accuracy: High all around
Turret speed: Hyper
Light particle beams/lasers
Firepower: .5 megatons/sec cont beam
accuracy: High against capships, Med-high against fighters
Turret speed: High.
Ship layouts and a few operational details
Fel' Theth ships do use artificial gravity. Due to their arboreal nature, travel is facilitated by a series of bars and rings. The small, nimble Fel' Theth literally climb through their ships. This prevents their ships from being easily overrun by boarders, and allows them to use ther most efficient form of movement to get around their ships.
The crew sleeps in small cubbies that mimic tree hollows, and also serve as cover from which to attack boarders.
The interior of the ship is defended by an elaborate and yet simple system of automated defense guns, vibro-spike traps, and lightly armored, and mobile lizard people.
Ships are powered by fusion reactors with hydrogen fuel, and posess ramscoops to collect it. And are propelled by highly efficient ion engines(due to their advantages in particle acceleration, they are slightly faster than other ships of their size.
Ground combat and armor
Due to their small size, the Fel' Theth have had to use GenModding to create a sort of warrior cast. These individuals are heavily built, standng frm 5 feet to 5 and a half feet tall. They are about 200~250 lbs and do lont haave hollow bones. Naturally, they are incapable of gliding. These serve as standard troops wearing light armor and carrying a particle beam/granade launcher type weapon standard issue.
The un-modded make use of a Standard Issue Laser Rifle, as the recoil from any other weapon would knock them over.
They do posses heavier tripod mounted particle beams, and portable missile launchers, as well as flamethrowers They also make use of vibro weapons in the unlikely(and horrible) event that they are forced into melee combat. They use either polarms or blades for this purpose.
Elite troops wear a power armored suit that allows them to carry larger, more powerful weapons, at the expense of their agility.
The crews of our ships are unmodded, and can actually defend a ship from boarders due to the automatic defenses, and difficult-to-navigate hallways.
These are just the grunts however.
Armor(tanks) consist of well..tanks, that and mechas
Tanks are heavily armored and armed to the teeth with lasers, missiles and particle beams. Tanks, make up for the Fel' Theth disadvantage in open ground combat.
Also to compensate for their small stature, the Fel' Theth also employ walker type mechas on the battlefield. The are roughly the size of ATST(granted they have 4 legs instead of two and walk like...you guessed, lizards/high walking crocodiles, very stable platform) and sport heavy armor, and weapons ranging from plasma pulse guns to KE weapons and missiles. Capable of traveling in almost any terrain, these mechas serve very well in the Fel' Theth military
Air Support
Air support is provided by Crotalus Fighters, and the Dropships
Special Ops
Due to the Fel' Theth ability to change color to match their envirnment, their climbing ability, and poison bite, the Fel' Theth are very skilled at special ops, infiltration, and assassination.
They can be inserted, hide very easily, eat very little, and can *execute* their objectives with pinpoint precision. Though they deplore such ploys, they are not above using them when pressed, and have a portion of their military specially trained in such tactics.
Military Structure and numbers:
While there is a standing army(Peace Time: 4% war time reservists and national guard equivalents bring it up to 12% of the population) . The vast majority of the Fel Theth are issued a Standard Laser Rifle and several grenades(as well as a vibro-halberd and sword) are tranied in their use. They may also buy full suits of our light armor for dirt cheap
Varanus Class Dreadnaught
Lenght: 2 km
numbers 60
weapons(I will quantify the numbr of weapons on each ship)
20 heavy particle beams, 20 medium particle beams, 20 heavy lasers, 20 medium lasers, 20 missile launchers, 300 point defense guns
fighters: 60
Shields:
Capacity: 8 gigatons
recharge rate: 600 mt/min
Physical description: Looks much like an Old Republid Dreadnaught
These ships are the argest and most heavily armed and armored in our fleet.(if you object to the number of weapons please let me know, I ) More of these are in production. They are designed to be able to take sustained combat from similarly armed vessels one on one, and from groups of small ships.
Draco class Cruisers
Length: 1.2 km 562 534 300
numbers: 100
Weapons: 15 heavy particle beams, 15 heavy laser turrets, 20 med lasers and 20 med particle beams, 15 missile launchers 250 pd guns
fighters: 30
shields:
Capacity: 7.5 gigatons
recharge 600 mt/min
Physical description: Looks like a hyperion heavy cruiser without those towers.
these ships make up the backbone of our capitalship fleet. and can carry fighters in a small hanger bay
Elapid class Carrier
1.5 km
numbers: 40
weapons: 20 medium particle beams, 40 medium lasers, 30 point defense guns
Fighters: 300
shields:
Capacity: 7 gigaton
recharge: 600 mt/sec
Physical descrption: Ovoid, with 2 massive hangar bays
These ships carry a massive number of fighters, and can defend themelves from some of the small capships(if someone objects to the fighter compliment let me know.
Crotalus class Fighter/bomber
length: 20 meters
weapons: 2 missile lauchers, 3 forward firing guns(like point defense guns) 1 computr controled turreted point defense gun
Viper class Missile destroyer
Length: 350 meters
numbers: 300
weapons:30 missile launchers, 20 light particle beam/laser 100 point defense guns
Shields:
capacity: 6 gigaton
recharge: 300 mt/min
Physical Description: These look like Carracks
These ships flank each cruiser and provide missile support for the fleet.
Monitor class escort ship
length: 200 meters
numbers: 700
Wepons: 2, heavy particlebeams/laser,5 medium particle beams/laser, 200 point defense guns
fighters: 5
shields:
Capacity: 2.5 gigatons
recharge: 400 mt/min
Physical description:Design is similar to an Olympus Class Corvette from B5
These ships escort the fleet and give a small boost to fighter screens, and point defense, while working in groups they can do damage to capital ships.
Basilisk class Drop ship/air support ship
Length: 90 meters
weapons: 20 point defense guns 5 missile launchers, 3 plasma cannons
Troop capacity: 2000(we are smaller than standard humans)
Physical Description: Thin Imp landing craft withouth the dorsal wing/fin thing
These are carried by the larger troop transports and are used for boarding actions, and insertions into hostile territory.
Serpent class Troop Trans
Length: 2.2km
numbers: 200
Number of dropships: 15
Nuber of troops a quarter million
Weapons: 4 heavy particle beams, 30 medium particle beams, 10 light particle beams, 200 point defense guns
shields:
capacity:8 gigatons
recharge: 300 mt/min
Think...TURTLES IN SPACE! They are large legless turtles, with dropships spewing from between the "carapace" and "plastron"
These ships are used to transport troops from one system to another, and are used as a base of operations for ground attacks. They can also defend themselves from other ships when in small groups.
Heavy particle Beam/laser(they are on the same mount, and cannot be fired at once)
Firepower: 1.25 mt with a recharge time of 2 sec
Accuracy: High aganst capships, against fighter...horribly low
Turret speet: Slow
Medium particle beam/laser
Firepower:.89 megatons 30 times per min
Accuracy: High against capships med against fighters
Turret speet: med
Missiles
Firepower: .5 megatons refire, 30 per min
Accuracy: High Against caps, med against fighters
Turret speed: fast
Point defense weapons
firepower: 2 kilotons/sec cont beam
Accuracy: High all around
Turret speed: Hyper
Light particle beams/lasers
Firepower: .5 megatons/sec cont beam
accuracy: High against capships, Med-high against fighters
Turret speed: High.
Ship layouts and a few operational details
Fel' Theth ships do use artificial gravity. Due to their arboreal nature, travel is facilitated by a series of bars and rings. The small, nimble Fel' Theth literally climb through their ships. This prevents their ships from being easily overrun by boarders, and allows them to use ther most efficient form of movement to get around their ships.
The crew sleeps in small cubbies that mimic tree hollows, and also serve as cover from which to attack boarders.
The interior of the ship is defended by an elaborate and yet simple system of automated defense guns, vibro-spike traps, and lightly armored, and mobile lizard people.
Ships are powered by fusion reactors with hydrogen fuel, and posess ramscoops to collect it. And are propelled by highly efficient ion engines(due to their advantages in particle acceleration, they are slightly faster than other ships of their size.
Ground combat and armor
Due to their small size, the Fel' Theth have had to use GenModding to create a sort of warrior cast. These individuals are heavily built, standng frm 5 feet to 5 and a half feet tall. They are about 200~250 lbs and do lont haave hollow bones. Naturally, they are incapable of gliding. These serve as standard troops wearing light armor and carrying a particle beam/granade launcher type weapon standard issue.
The un-modded make use of a Standard Issue Laser Rifle, as the recoil from any other weapon would knock them over.
They do posses heavier tripod mounted particle beams, and portable missile launchers, as well as flamethrowers They also make use of vibro weapons in the unlikely(and horrible) event that they are forced into melee combat. They use either polarms or blades for this purpose.
Elite troops wear a power armored suit that allows them to carry larger, more powerful weapons, at the expense of their agility.
The crews of our ships are unmodded, and can actually defend a ship from boarders due to the automatic defenses, and difficult-to-navigate hallways.
These are just the grunts however.
Armor(tanks) consist of well..tanks, that and mechas
Tanks are heavily armored and armed to the teeth with lasers, missiles and particle beams. Tanks, make up for the Fel' Theth disadvantage in open ground combat.
Also to compensate for their small stature, the Fel' Theth also employ walker type mechas on the battlefield. The are roughly the size of ATST(granted they have 4 legs instead of two and walk like...you guessed, lizards/high walking crocodiles, very stable platform) and sport heavy armor, and weapons ranging from plasma pulse guns to KE weapons and missiles. Capable of traveling in almost any terrain, these mechas serve very well in the Fel' Theth military
Air Support
Air support is provided by Crotalus Fighters, and the Dropships
Special Ops
Due to the Fel' Theth ability to change color to match their envirnment, their climbing ability, and poison bite, the Fel' Theth are very skilled at special ops, infiltration, and assassination.
They can be inserted, hide very easily, eat very little, and can *execute* their objectives with pinpoint precision. Though they deplore such ploys, they are not above using them when pressed, and have a portion of their military specially trained in such tactics.
Military Structure and numbers:
While there is a standing army(Peace Time: 4% war time reservists and national guard equivalents bring it up to 12% of the population) . The vast majority of the Fel Theth are issued a Standard Laser Rifle and several grenades(as well as a vibro-halberd and sword) are tranied in their use. They may also buy full suits of our light armor for dirt cheap
Last edited by Alyrium Denryle on 2003-06-23 04:24pm, edited 1 time in total.
GALE Force Biological Agent/
BOTM/Great Dolphin Conspiracy/
Entomology and Evolutionary Biology Subdirector:SD.net Dept. of Biological Sciences
There is Grandeur in the View of Life; it fills me with a Deep Wonder, and Intense Cynicism.
Factio republicanum delenda est
BOTM/Great Dolphin Conspiracy/
Entomology and Evolutionary Biology Subdirector:SD.net Dept. of Biological Sciences
There is Grandeur in the View of Life; it fills me with a Deep Wonder, and Intense Cynicism.
Factio republicanum delenda est
- Darksider
- Sith Acolyte
- Posts: 5271
- Joined: 2002-12-13 02:56pm
- Location: America's decaying industrial armpit.
New Krytos Star Navy
Heavy capital ships
60 Guardian class cruisers (25 under construction)
Armament:
1 heavy fusion cannon
10 light particle beams
1 heavy neutron gun
100 anti-fighter missile launchers
200 Point-Defense lasers
total weapon output: 950MT per min.
Shields: 6 GT, 1,000 MT per min. recharge
carrys 12 fighters
30 Stormbringer-class destroyers (10 under construction)
4 heavy fusion cannons
10 medium particle beams
2 heavy neutron guns
200 anti-fighter missile launchers
400 PDLs
carrys 12 fighters
Total weapon output: 1GT per min.
shields: 7 GT, 950 MT per min. recharge
30 Deathwing-class battleships (5 under construction)
2 heavy fusion cannons
20 medium particle beams
5 heavy nutron guns
10 light particle beams
150 anti-fighter missile launchers
450 PDLs
total weapon output: 1.5GT per min.
carries 24 fighters
shields: 7.5 GT, 990 MT per min. recharge
30 Victory-class carriers (15 under construction)
20 medium particle beams
15 light particle beams
400 anti-fighter missile launchers
800 PDLs
total weapon output: 900MT per min.
carries 12 fighters
Shields: 4.7 GT, 650 MT per min. recharge
carrys 260 fighters
30 Krytos-class Dreadnaughts (10 under construction)
2 heavy fusion cannons
15 medium particle beams
2 heavy Neutron guns
15 light particle beams
200 anti-fighter launchers
300 PDLs
total weapon output: 1.4 GT per min
Shields: 7 GT, 1,500 MT per min.
30 Invincible-class command ships (5 under construction)
2 heavy fusion cannons
20 medium particle beams
30 light particle beams
3 heavy nutron guns
10 light particle beams
200 anti-fighter missile launchers
300 PDLs
total weapon output: 1.5 GT per min.
carries 72 fighters
Shields: 8.4 GT, 1,900 MT per min. recharge
200 Commando-class troopships
30 light particle beams
150 anti-fighter missile launchers
1,500 PDLs
Shields: 4.8 GT, 900 MT per min. recharge
Escorts
(If one of the classes i've listed as an escort is really a capship, let me know)
250 Argo-class frigates (30 under construction)
1 heavy fusion cannon
10 medium particle beams
20 light particle beams
300 anti-fighter missile launchers
500 PDLs
total weapon output: 500MT per min.
carries 6 fighters
Shields: 900MT, 5MT per sec. recharge
250 Defender-class corvettes (50 under construction)
50 light particle beams
200 anti-fighter launchers
600 PDLs
total weapon output: 300MT per min.
Shields: 950MT, 3MT per sec. Recharge
200 Emancipator-class missile frigates (10 under construction)
1 ultra-heavy anti ship missile launcher (1.2 GT,1 round every five min.)
5 medium particle beams
10 light particle beams
400 anti-fighter launchers
total weapon output: 150MT per min.
carries 3 fighters
Shields: 900MT, 30MT per sec. recharge.
Blade-class fighter
Weapons: 4 pulse lasers (8 kilotons)
6 missile hardpoints
Decimator-class bomber
6 pulse lasers
18 missile hardpoints
Behemoth-class planetary defense platform (3 under construction around each major world)
Each battle platform is designed to fight of entire enemy fleets
40 Heavy fusion cannons
50 heavy particle cannons
40 heavy nutron guns
900 anti-fighter missile launchers
1000 PDLs
Total weapon output: 25 GT per min.
Shields: 80GT, 1GT per min recharge
New Krytos Army
Standard infantry
these troops are the most neumerous in the NKA, they wear standard battle armor, which is designed to provide effective defense against explosive plasma weapons. They carry the standard Mk. 5 plasma rifle and several plasma grenades. Communication is accomplished via helmet comm.
Heavy infantry
these infantry have the same equitment as the standard infantry, except they carry the Mk. 9 heavy repeater plasma rifle or other heavy weapons
Armored battlesuit
The heaviest infantry units in the NKSE, the battlesuits are armed with twin rapid fire plasma machineguns and twin missile racks attached to the shoulders, in groups they are capable of destroying even the heaviest enemy armored units.
Type-16 Main battle tank
One heavy plasma gun, and several rapid fire plasma turrets make this vehicle effective against both armor and infantry
Type-32 Artillary cannon
A heavy plasma cannon used for long range attack
Type-12 APC
Armed with twin repeating plasma cannons and can carry 36 infantry units
(I'll update later.)
Heavy capital ships
60 Guardian class cruisers (25 under construction)
Armament:
1 heavy fusion cannon
10 light particle beams
1 heavy neutron gun
100 anti-fighter missile launchers
200 Point-Defense lasers
total weapon output: 950MT per min.
Shields: 6 GT, 1,000 MT per min. recharge
carrys 12 fighters
30 Stormbringer-class destroyers (10 under construction)
4 heavy fusion cannons
10 medium particle beams
2 heavy neutron guns
200 anti-fighter missile launchers
400 PDLs
carrys 12 fighters
Total weapon output: 1GT per min.
shields: 7 GT, 950 MT per min. recharge
30 Deathwing-class battleships (5 under construction)
2 heavy fusion cannons
20 medium particle beams
5 heavy nutron guns
10 light particle beams
150 anti-fighter missile launchers
450 PDLs
total weapon output: 1.5GT per min.
carries 24 fighters
shields: 7.5 GT, 990 MT per min. recharge
30 Victory-class carriers (15 under construction)
20 medium particle beams
15 light particle beams
400 anti-fighter missile launchers
800 PDLs
total weapon output: 900MT per min.
carries 12 fighters
Shields: 4.7 GT, 650 MT per min. recharge
carrys 260 fighters
30 Krytos-class Dreadnaughts (10 under construction)
2 heavy fusion cannons
15 medium particle beams
2 heavy Neutron guns
15 light particle beams
200 anti-fighter launchers
300 PDLs
total weapon output: 1.4 GT per min
Shields: 7 GT, 1,500 MT per min.
30 Invincible-class command ships (5 under construction)
2 heavy fusion cannons
20 medium particle beams
30 light particle beams
3 heavy nutron guns
10 light particle beams
200 anti-fighter missile launchers
300 PDLs
total weapon output: 1.5 GT per min.
carries 72 fighters
Shields: 8.4 GT, 1,900 MT per min. recharge
200 Commando-class troopships
30 light particle beams
150 anti-fighter missile launchers
1,500 PDLs
Shields: 4.8 GT, 900 MT per min. recharge
Escorts
(If one of the classes i've listed as an escort is really a capship, let me know)
250 Argo-class frigates (30 under construction)
1 heavy fusion cannon
10 medium particle beams
20 light particle beams
300 anti-fighter missile launchers
500 PDLs
total weapon output: 500MT per min.
carries 6 fighters
Shields: 900MT, 5MT per sec. recharge
250 Defender-class corvettes (50 under construction)
50 light particle beams
200 anti-fighter launchers
600 PDLs
total weapon output: 300MT per min.
Shields: 950MT, 3MT per sec. Recharge
200 Emancipator-class missile frigates (10 under construction)
1 ultra-heavy anti ship missile launcher (1.2 GT,1 round every five min.)
5 medium particle beams
10 light particle beams
400 anti-fighter launchers
total weapon output: 150MT per min.
carries 3 fighters
Shields: 900MT, 30MT per sec. recharge.
Blade-class fighter
Weapons: 4 pulse lasers (8 kilotons)
6 missile hardpoints
Decimator-class bomber
6 pulse lasers
18 missile hardpoints
Behemoth-class planetary defense platform (3 under construction around each major world)
Each battle platform is designed to fight of entire enemy fleets
40 Heavy fusion cannons
50 heavy particle cannons
40 heavy nutron guns
900 anti-fighter missile launchers
1000 PDLs
Total weapon output: 25 GT per min.
Shields: 80GT, 1GT per min recharge
New Krytos Army
Standard infantry
these troops are the most neumerous in the NKA, they wear standard battle armor, which is designed to provide effective defense against explosive plasma weapons. They carry the standard Mk. 5 plasma rifle and several plasma grenades. Communication is accomplished via helmet comm.
Heavy infantry
these infantry have the same equitment as the standard infantry, except they carry the Mk. 9 heavy repeater plasma rifle or other heavy weapons
Armored battlesuit
The heaviest infantry units in the NKSE, the battlesuits are armed with twin rapid fire plasma machineguns and twin missile racks attached to the shoulders, in groups they are capable of destroying even the heaviest enemy armored units.
Type-16 Main battle tank
One heavy plasma gun, and several rapid fire plasma turrets make this vehicle effective against both armor and infantry
Type-32 Artillary cannon
A heavy plasma cannon used for long range attack
Type-12 APC
Armed with twin repeating plasma cannons and can carry 36 infantry units
(I'll update later.)
Last edited by Darksider on 2003-06-23 04:41pm, edited 5 times in total.
And this is why you don't watch anything produced by Ronald D. Moore after he had his brain surgically removed and replaced with a bag of elephant semen.-Gramzamber, on why Caprica sucks
GENEGINEER PROTECTORATE
The Genegineer Protectorate had its humble beginnings in a team of scientists that were exploring the possibilities of genetic engineering and a new form of technology in its infancy known as biotech. The original team of scientists were persecuted for their use of genetic engineering to improve the human race. They soon faced death as some of their experiments in human engineering resulted in grotesque deaths. The Genegineer scientist fled into space and landed on a distant world that is believed to be Occam’s Razor.
Utilizing a mixture of normal technology and Biotech the Genegineers flourished and soon spread out from Occam’s Razor to outlying worlds on slow solar sail driven ships. Eventually they discovered a grazing field for a race of creatures born to the void known as the Onum. The earliest Genegineers made some contact with the Onum and would eventually discover that they were the key to true space travel.
During this time of rapid expansion a faction grew within the Genegineers known as the Fallen by the True Genegineers, the Fallen believed in using biotech and genetic engineering to grant humans gifts such as far sight and superhuman strength and armored flesh. These monstrosities were abhorrent to the Genegineers and a Civil War wracked them. After 7 bloody years of conflict the Genegineers destroyed the last of the Fallen and cast aside any remnant of old technology which they blamed for the awful ideas of the Fallen and fully embraced Biotech.
The Protectorate is ruled by the Conclave of 10 original founders. They have absolute authority over what happens in the Protectorate. The Conclave rules and the leader caste implements.
Genegineer society is founded on three basic castes.
The Leadership caste are made up of the A category humans. These humans are noted for strength, speed and endurance as well as improved hand eye coordination and keen analytical minds focused on tactical and strategic thinking.
The Management and Beaurcracy caste is composed of the B Category humans most noted for their efficient and methodical minds coupled with a perfect photographic memory and conditioned by eugenics and engineering to withstand long hours of tedious work with minimal loss of concentration.
The Scientist caste is made up of the C category humans. The C category humans are noted for brilliant intellects and minds that are conditioned to think and design. Some aberrations occur where C category humans lean too much on their left brain processes making them more artists than scientists thus irrelevant to Genegineer society. The offending human is terminated, his batch control re-cloned. A streak of such aberrations from the same genotemplate results in termination of the template for the good of the Protectorate.
Workers are taken from the general population of the Protectorate as the Genegineers do not see the time and effort needed to engineer a specific worker caste as necessary. The primary goal is the evolution of humanity not creating bigger and better workers.
Genegineers do not have traditional names. Names give people the idea of uniqueness and independence which goes against the Genegineer ideal of working together for the betterment of mankind. Genegineer names are a series of coded number strings including the caste class. So a Genegineer would be named: #6A2234 (The first number speaks to the original founder on whom the Genegineer’s genotemplate is based (there are ten in total). “A” being the caste and the rest of the string is a number generated by the body banks to designate the new clone.)
The Protectorate’s Goal is simple. Bring humanity to the next step in evolution – whether they want to or not.
Collective Space
Collective Space is sparsely populated with habitable worlds and the Genegineers like it that way to affords them time to focus on genetic engineering and growth of biotech devices. The Collective also happens to be one of the last grazing grounds in known space for the species known as the Onum, essentially an enormous space going organism much like Earth whales. These Onum fled the rest of human dominated space due to hunting and struck a bargain with the Genegineers. The Onum would carry the Genegineers within them and act as their vessels in exchange for protection from humans.
The Genegineers readily agreed and entered into a symbiotic relationship with the Onum where the Onum are outfitted with biotech enhanced weapons suites and armor, acting as warships and transports for the Genegineers and the Genegineers utilize their massive cloning systems in orbit to revitalize the dying species. More on the Onum in the warships section.
The Genegineer Capital World is Vrix Prime.
Vrix Prime - is the center for all Protectorate activity. A lush jungle world with cities carved out of the stone mountains or grown as part of the thick jungle biosphere, it is a monument to the Genegineer vision of humanity melding with nature in perfect symbiosis. Massive body banks orbit the planet breeding new clones of the Onum warships (Shipyards). The Body Banks, buried kilometers underground are the primary cloning facilities of the Genegineers. The Body Banks can produce fully grown capable clones in three weeks time. The maximum breeding capacity at any one time is unknown but estimated to be at 3 to 4 million clones in three week cycles.
Other worlds in Protectorate Space:
System NH-45
Life’s Dominion – a massive planet that is the breadbasket of the Protectorate, wheat fields the size of Russia span this giant world as well as deep seas rich in nutrients and fish. The natural habitat of Life’s Dominion was enhanced by Gengineer biotech, such as mutant strains of wheat and rice that can grow in almost any environment and fish that reproduce at astounding rates allowing for massive fishery vessels to descend on Life’s Dominion, fill their holds and return to the central processing plants on Vrix prime where food is distributed to the rest of the Protectorate.
Defenses:
The planet has only one surface defense…should the world be seized by non Genegineers a virulent plague will sweep the ecosystem of the planet rendering over 90% of its species dead within a single year. Life’s Dominion will simply become a barren world.
Space based defenses consist of Leviathan class heavy cruisers, A breeder mothership (carrier) and two squadrons of lighter escort class vessels. There is also a single Death blossom cluster in orbit.
1 other world lightly populated used as a way station for food shipments and supplies as well as one large fishery for processing excess fish for export.
System NH-12
Occam’s Razor – an ugly post industrial world, an embarrassment to the Genegineers who have completely discarded artificial technology for biotech. It houses a massive research facility rivaled only by the ones on Vrix Prime. Originally thought of as the true home of the Genegineer movement before it spread to Vrix Prime, Occam’s Razor is a veritable paradise for scientists and technicians as new forms of biotechnology are explored and grown here. Most of the growth tanks are underground where all manner of creatures are grown and tested. Occam’s Razor houses the first primitive cloning chambers, known as Body Banks, and as such they have a massive ground army available at all times. Occam’s Razor is the primary testing ground for any biotech.
Defenses:
Ground defenses consist of an enormous ground army, at least 500,000 strong of some of the oldest and most trained grunts as well as some experimental units mixed in for good measure.
Space Based defenses:
Leviathan and Monarch class heavy cruisers
Breeder Mothership
3 squadrons of light escort vessels
6 Death blossoms in orbit
5 other worlds densely populated and “industrialized”. 12 Moons colonized mostly for mining raw materials
System NH-909
Survival of the Fittest – The training ground for Genegineer troops. A desert world used for training the newest clones and A class leaders.
Mercy Point – the Medical center of the Protectorate with facilities larger than those of Vrix Prime. Mercy Point can treat thousands of casualties at a time using the most advanced cloning technology even limbs and eyes can be regrown in a matter of hours. Genegineer troops that are not killed can be back in action the next day after a stay at Mercy Point.
The Genegineer Protectorate had its humble beginnings in a team of scientists that were exploring the possibilities of genetic engineering and a new form of technology in its infancy known as biotech. The original team of scientists were persecuted for their use of genetic engineering to improve the human race. They soon faced death as some of their experiments in human engineering resulted in grotesque deaths. The Genegineer scientist fled into space and landed on a distant world that is believed to be Occam’s Razor.
Utilizing a mixture of normal technology and Biotech the Genegineers flourished and soon spread out from Occam’s Razor to outlying worlds on slow solar sail driven ships. Eventually they discovered a grazing field for a race of creatures born to the void known as the Onum. The earliest Genegineers made some contact with the Onum and would eventually discover that they were the key to true space travel.
During this time of rapid expansion a faction grew within the Genegineers known as the Fallen by the True Genegineers, the Fallen believed in using biotech and genetic engineering to grant humans gifts such as far sight and superhuman strength and armored flesh. These monstrosities were abhorrent to the Genegineers and a Civil War wracked them. After 7 bloody years of conflict the Genegineers destroyed the last of the Fallen and cast aside any remnant of old technology which they blamed for the awful ideas of the Fallen and fully embraced Biotech.
The Protectorate is ruled by the Conclave of 10 original founders. They have absolute authority over what happens in the Protectorate. The Conclave rules and the leader caste implements.
Genegineer society is founded on three basic castes.
The Leadership caste are made up of the A category humans. These humans are noted for strength, speed and endurance as well as improved hand eye coordination and keen analytical minds focused on tactical and strategic thinking.
The Management and Beaurcracy caste is composed of the B Category humans most noted for their efficient and methodical minds coupled with a perfect photographic memory and conditioned by eugenics and engineering to withstand long hours of tedious work with minimal loss of concentration.
The Scientist caste is made up of the C category humans. The C category humans are noted for brilliant intellects and minds that are conditioned to think and design. Some aberrations occur where C category humans lean too much on their left brain processes making them more artists than scientists thus irrelevant to Genegineer society. The offending human is terminated, his batch control re-cloned. A streak of such aberrations from the same genotemplate results in termination of the template for the good of the Protectorate.
Workers are taken from the general population of the Protectorate as the Genegineers do not see the time and effort needed to engineer a specific worker caste as necessary. The primary goal is the evolution of humanity not creating bigger and better workers.
Genegineers do not have traditional names. Names give people the idea of uniqueness and independence which goes against the Genegineer ideal of working together for the betterment of mankind. Genegineer names are a series of coded number strings including the caste class. So a Genegineer would be named: #6A2234 (The first number speaks to the original founder on whom the Genegineer’s genotemplate is based (there are ten in total). “A” being the caste and the rest of the string is a number generated by the body banks to designate the new clone.)
The Protectorate’s Goal is simple. Bring humanity to the next step in evolution – whether they want to or not.
Collective Space
Collective Space is sparsely populated with habitable worlds and the Genegineers like it that way to affords them time to focus on genetic engineering and growth of biotech devices. The Collective also happens to be one of the last grazing grounds in known space for the species known as the Onum, essentially an enormous space going organism much like Earth whales. These Onum fled the rest of human dominated space due to hunting and struck a bargain with the Genegineers. The Onum would carry the Genegineers within them and act as their vessels in exchange for protection from humans.
The Genegineers readily agreed and entered into a symbiotic relationship with the Onum where the Onum are outfitted with biotech enhanced weapons suites and armor, acting as warships and transports for the Genegineers and the Genegineers utilize their massive cloning systems in orbit to revitalize the dying species. More on the Onum in the warships section.
The Genegineer Capital World is Vrix Prime.
Vrix Prime - is the center for all Protectorate activity. A lush jungle world with cities carved out of the stone mountains or grown as part of the thick jungle biosphere, it is a monument to the Genegineer vision of humanity melding with nature in perfect symbiosis. Massive body banks orbit the planet breeding new clones of the Onum warships (Shipyards). The Body Banks, buried kilometers underground are the primary cloning facilities of the Genegineers. The Body Banks can produce fully grown capable clones in three weeks time. The maximum breeding capacity at any one time is unknown but estimated to be at 3 to 4 million clones in three week cycles.
Other worlds in Protectorate Space:
System NH-45
Life’s Dominion – a massive planet that is the breadbasket of the Protectorate, wheat fields the size of Russia span this giant world as well as deep seas rich in nutrients and fish. The natural habitat of Life’s Dominion was enhanced by Gengineer biotech, such as mutant strains of wheat and rice that can grow in almost any environment and fish that reproduce at astounding rates allowing for massive fishery vessels to descend on Life’s Dominion, fill their holds and return to the central processing plants on Vrix prime where food is distributed to the rest of the Protectorate.
Defenses:
The planet has only one surface defense…should the world be seized by non Genegineers a virulent plague will sweep the ecosystem of the planet rendering over 90% of its species dead within a single year. Life’s Dominion will simply become a barren world.
Space based defenses consist of Leviathan class heavy cruisers, A breeder mothership (carrier) and two squadrons of lighter escort class vessels. There is also a single Death blossom cluster in orbit.
1 other world lightly populated used as a way station for food shipments and supplies as well as one large fishery for processing excess fish for export.
System NH-12
Occam’s Razor – an ugly post industrial world, an embarrassment to the Genegineers who have completely discarded artificial technology for biotech. It houses a massive research facility rivaled only by the ones on Vrix Prime. Originally thought of as the true home of the Genegineer movement before it spread to Vrix Prime, Occam’s Razor is a veritable paradise for scientists and technicians as new forms of biotechnology are explored and grown here. Most of the growth tanks are underground where all manner of creatures are grown and tested. Occam’s Razor houses the first primitive cloning chambers, known as Body Banks, and as such they have a massive ground army available at all times. Occam’s Razor is the primary testing ground for any biotech.
Defenses:
Ground defenses consist of an enormous ground army, at least 500,000 strong of some of the oldest and most trained grunts as well as some experimental units mixed in for good measure.
Space Based defenses:
Leviathan and Monarch class heavy cruisers
Breeder Mothership
3 squadrons of light escort vessels
6 Death blossoms in orbit
5 other worlds densely populated and “industrialized”. 12 Moons colonized mostly for mining raw materials
System NH-909
Survival of the Fittest – The training ground for Genegineer troops. A desert world used for training the newest clones and A class leaders.
Mercy Point – the Medical center of the Protectorate with facilities larger than those of Vrix Prime. Mercy Point can treat thousands of casualties at a time using the most advanced cloning technology even limbs and eyes can be regrown in a matter of hours. Genegineer troops that are not killed can be back in action the next day after a stay at Mercy Point.
Wherever you go, there you are.
Ripped Shirt Monkey - BOTMWriter's Guild Cybertron's Finest Justice League
This updated sig brought to you by JME2
Ripped Shirt Monkey - BOTMWriter's Guild Cybertron's Finest Justice League
This updated sig brought to you by JME2
Naval Forces
The Genegineers utilize the Onum as their primary warships, essentially huge space whales, the Onum vessels have weapons suites fused to the body of the warship and have grown a thick carapace of organic resin that is as strong as titanium. The Onum do not have the ability to generate force fields or screens, relying on the armor as their sole means of protection in combat. Onum vessels are incredibly agile, these mighty creatures were born to live in space and they move through the vacuum like angels. Imagine a humpback whale with chitinous armor sporting massive energy canons along its sides and smaller lighter guns on its fins and you have a good vision of the Onum warships.
Each Onum warship is controlled by a pilot. The pilot is an A class Genegineer that bonds with the vessel and acts as its commander. The Pilot does not control the Onum as much as he reasons with it or cooperates, the vessel makes joint decisions with a pilot but a pilot cannot impose its will on the Onum. The Onum are fiercely protective of the Genegineers after having been saved from near extinction at the hands of other humans, therefore in battle they will usually not question the will of the pilot.
Common Onum characteristics applying to all classes.
The Onum ships are basically living organisms and as such they can be panicked or frightened if faced with a larger over whelming force or suffer great damage in a short amount of time. Think in terms of morale for troops in combat.
Onum are fiercely protective of their young and heavier ships have been known to wade into a hopless fight to save a younger Onum (destroyer or Flitter class) against the Pilot’s wishes or intentions.
Onum use hyper subspace type senses instead of standard sensor suites, as such they are not affected by electronic ECM but can be blinded or affected in natural terms, so fighting with the sun at the back of your fleet could make things difficult for the Onum. These subspace senses do not give the type of information that true sensor suites do, they give ship silhouettes and basic information but they would not be able to glean true tactical data from a target until they are almost on top of it.
Onum point defenses consist of a pulsed burst from their subspace like array that acts as a disruption field. It destroys small objects like missiles and sends fighters into wild out of control spins but cannot affect larger massed objects like frigates or above. The Flitters’ subspace sensory organs have not matured so they do not have point defenses.
Onum do not have shields.
Onum classes
Onum warships are not built into classes as much as they grow into them. A new born Onum is light, fast, agile with a bit of an offensive punch as its new molecular cannons are growing. These newborns are equivalent to frigates and given the class name
Flitter
Length: 200 meters
Width: 75 meters
Crew: 50 (1 pilot)
Weapons:
12 Light particle accelerators (50 kilotons per shot)
2 Turret mounted light particle beams (4 megatons per second)
Shield grid: .4 gig/2 MT per minute
The Flitters grow and eventually evolve new weapons systems, thicker armor. The Destroyer class is deadly, these juveniles move like packs of sharks, their tails thrashing in quick fluid bursts. They are best when in pursuit mode, firing their weapons in precise bursts.
Remorra
Length: 315 Meters
Width: 85 Meters
Crew: 125 (1 pilot)
Weapons:
15 light particle accelrators (75 kilotons per shot)
4 turret mounted light Particle beams (7 megatons per second)
1 heavy spinal mounted Particle beams (20 megatons per second)
Shield grid: .5 gig/4 MT per minute
The Remora are fast and agile, easily outpacing ships of similar size and displacement. While not packing as much of a punch and only rudimentary armor, it relies on speed and agility to avoid damage, harass and bring down its prey.
After the juveniles become young adults they either grow into escort ships or heavier class cruisers. The escort variants are fast and pack weapons particularly suited for anti starfighter and antio light warship duty. Usually not suited to take on cruisers or heavier true cap ships.
The ones that branch into the cruiser division are as follows
Monarch Class
True Capships, these enormous vessels are ideally suited to prey on other capital ships and are particularly deadly against destroyers and other light warships. Point defenses are rudimentary and not good enough to deter dedicated starfighter attacks but enough to bat aside a missile salvo or a lone squadron’s attack.
Light Cruisers
Length: 800 meters
Width: 325 meters
18 Light particle accelerators (1MT per shot)
6 turret mounted Medium Particle beams (15 MT per second)
1 Spinal mounted Heavy Particle beam (35 MT per second)
2 Heavy Mauler Cannons (50 MT pers second)
Shield grid: 1 gg/25 MT per minute
Vessels in Service
Monarch of Stone
Hammer of starlight
Fire of Life
Tempest and Fury
Despair in Solitude
Sleep in Winter
Justice of the Mighty
Wings over the Fallen
15 Other vessels
Leviathan Class
Monsters from the void, these ships are dedicated to finding and killing other heavier ships and are particularly good at going toe to toe with any size class of ship and dealing a devastating combination of rapid fire energy weapons and a pair of heavy mauler cannons that are lethal to any and all classes. The Leviathans also carry small pockets in the underbelly that allow it to deploy either six squadrons of Lance fighters or 2 squadrons of Serpentine Strike Bombers.
Heavy Cruiser/Battleship
20 light particle accelerators (1 MT per shot)
8 turret mounted medium particle beams (30 MT per second)
2 Heavy spinal and ventral mounted Heavy Particle beams (75 MT per second)
6 Heavy Mauler Cannons (120 MT per second)
2 pod mounted Hell Bore missile launchers (50 MT a salvo) [10 salvo limit]
Shield Grid: 1.1 gg/100MT per minute
Vessels in Service
Dances Among the Stars
Twilight’s silent Lover
Shadow Fox in Crimson
Illumination of Wisdom
Silence in the deep
Hunter in Onyx
Titan Class
Rumored to only be a handful at most, these warships are incredibly powerful and massive. Over two kilometers in length, these warships are ideally suited to defend the most vital targets from attack. Slow and ponderous, these vessels are not suited to hunt and kill. The Titans have enormous womb like structures that can spawn up to 20 squadrons of attack fighters and 10 squadrons of Strike bombers. Battle wagons designed to either defend a homeworld or lay siege to one, the Genegineers are loathe to let these beasts out of Protectorate space because it takes an Onum centuries to grow into this state.
40 Light particle accelrators: 1 MT per shot
14 Turret mounted medium particle beams: 30MT per second
4 Dorsal and Ventrally mounted Heavy Particle beams: 75 MT per second, Firelinked 225 MT per second, 4 second burst)
8 Heavy Mauler cannons: (125 MT per second)
4 Turret mounted plasma casters: (60 MT per shot)
18 quad moounted missile launchers: (500 MT per salvo, 20 salvo limit)
Shield Grid: 1.5 gg/ 200 MT per minute
Vessels in Service
Shadow of Judgement
Final Arbitor
Breeder Mother ships
The Genegineer answer to carriers. The Breeder motherships are a purely biotech advance using tissue grown in labs spliced with Onum tissue these monsters are grown to breed fighters and bombers. Nothing else. No pilot, no real mind, other than a rudimentary need to defend, whether it is a fleet or a planet. Breeders have massive womb like structures at the center of a mass of sensory and weapons tentacles. (Think giant squid) These wombs can rapidly grow the Lance Fighters. Essentially an engine and single weapon emplacement, no pilots, just a rudimentary brain that allows the fighter to recognize a foe and attack. Known for an agile cunning in battle, the fighters know how to stay alive and get behind an enemy and unload with the rapid fire energy weapon housed in its nose. The fighter itself is small, no more than three meters long and two meters wide it is so fast that most other fighter pilots don’t see it until its fired. However the fighter is notoriously fragile, glancing blows from heavy weapons more than enough to destroy it. The Lance fighters can be grown by a Breeder mothership to full maturity in 5 days. The Serpentine strike bombers are two engines grown around a bomb bay, again no pilots but a more complex mind designed to make bombing run calculations and target their biobomb munitions with precision accuracy. The Serpentine bombers like to make runs in tight formations to maximize effect of their weapons. Again because the Serpentine bombers are using subspace sensory organs, normal ECM is ineffective but they can be spoofed in other ways and the Serpentine bomb load outs are rather light for a Strike fighter necessitating massed bombings in order to take out a heavily defended target. A Breeder can grow a Serpentine Strike Bomber to full maturity in 10 days.
A Breeder mothership normally carries a load of 15 squadrons (180) of Lance Fighters and 5 squadrons (60) of Serpentine Strike Bombers.
The Breeder’s tentacles make a daunting anti fighter defense for in close attacks but nearly useless against Capital ships unless at point blank range.
Vessels in service
Breeder 1A
Breeder 2A
Breeder 4C
Breeder 6A
Breeder 6B
Breeder 7A
Breeder 8B
10 more being grown in the Body banks
Escort Vessels
Decimator Class
The Decimator class is essentially a rounded Onum, this is a relatively new mutation among the Onum that has served the protectorate well. The Onum houses massive wombs within it dedicated to growing dense bone like spurs or round metallic globes. They are the missiles launched by this escort vessel. The Onum Decimatores can launch up to 100 missile salvoes. The sides of the Decimator are pockmarked with small fibrous holes that allow for the expelling of the missiles.
The bone like missiles designed more for point defense and anti starfighter duty utilize no guidance system but use flak mentality, filling up enough space in a given target sector in order to hit something.
The metal globes have a very rudimentary magnetic field detector and home in on metal hulls or with not quiet the same effectiveness on electromagnetic fields given off by electronics or shields. The globes explode with an impact equivalent to 50 kilotons.
Whiplash Class
These Onum have mutated into long serpent like creatures instead of the standard whale like form of their cruiser class adults. The Whiplash class sport heavily anti starfighter, light vessel weapons. Sporting a suite of 50 anti strafighter particle accelerator cannons cannons rated at 5 kilotons each shot and ten plasma casters rated at 12 megatons a volley for the lighter warships it might come across the Whiplash is a deadly terror for starfighter squadrons attempting to penetrate the flanks of genegineer fleets or for lone destroyers or picket ships.
Troop Ships
Hellspore Class troop carriers
The Protecorate utilizes a rapid deployment troop ship system, the vessels themselves are roughly a skeletal structure of rib like construction that houses the troop carriers. The troop carriers are essentially huge green blobs of protoplasmic like material designed by the Genegineers through biotech to create a substance that is organic, yet highly elastic and temperature resitant. The troop orbs are designed to hold up to 50,000 clone troops in suspension. (The average is more like 10,000 per orb in a standard engagement, 5,000 per orb in small police actions or raids)
The orb are simply dropped over the target area from low orbital insertion. The orbs cut through the atmosphere, falling at terminal velocity and impacting against the ground. The elastic nature of the protoplasm allows it to cushion the impact and the orb splits open after coming to rest, awakening the troops within moments.
The troop carriers are light and vulnerable to heavy fire, armed only with a dozen antifighter weapons and a pair of forward mounted light particle accelerators. They are however very fast, flitting around the zone of engagement like mosquitoes and are carried on the bottom of Onum vessels until they reach one planetary diameter when they detach and approach the planet for orbital insertion of the troop globes.
Genegineer A class troop commanders DO NOT travel via troop globes as there is a .01% chance that a globe will fail upon impact and the Protectorate will not risk any harm coming to their officer class.
Grail Fire class Troop transport
These small compact troop carriers are grown for speed and durability. They are designed for rapid insertion of special forces operatives or teams and in times of general actions or invasions to carry the officers attached to deploying troop globes. It is an engineered insect from the planet Survival of the Fittest grown to a monstrous size. In the wild they are the size of cats but engineered by the Genegineers on Occam’s Razor they are now the size of small houses and carry up to a platoon of special forces or several officers for divisions or army groups.
The Grail fire’s compound eyes allow it acute vision over long distances and are especially attuned to movement. As with most Genegineer biotech they are immune to most normal electronic ECM but can be affected by battle field conditions such as smoke and fire. The Grail Fire ships are also vulnerable to extreme cold temperatures like those found in arctic climes, they are designed from insects evolved in desert terrain and as such they are not accustomed to such cold temperatures, despite genegineer attempts to breed it out of the genepool. Recent advances have shown limited progress in adapting them to cold climates.
Armed with an under the nose railgun and side mounted rapid fire lasers, the Grailfire can also mount rocket pods to replace the lasers for ground support or anti aircraft suppression.
GROUND OPERATIONS
The backbone of the Genegineer’s ground forces are an endlkess stream of readily grown and just as readily cast aside clone troops. The clones are based on very simple templates. There are grunts, airmen, support and vehicular clones.
The grunts are the simple foot soldiers of the Protectorate. They are bred for speed, strength and especially endurance. The Genegineers, instead of engineering these features from scratch believe that nature must have a hand in natural selection and will instead sample gene templates from defeated foes that have fought well, they are added to the clone troops to give variety and already have built in advantages given by nature that the Genegineers simply enhance.
There are currently four class of grunts that have been added representing the four major wars that the Genegineers have fought and won. The cream of the crop of the defeated troops are then sampled and added to the army corps. Essential modifications are made to strength, speed and endurance, usually bringing them as close to the human limit as possible and the troopers templates are now grown in the body banks.
The Airmen are the pilots of the Protectorate forces (not to be confused with Onum pilots who essentially bond or mentally merge with their vessels) airmen simply pilot the airships and support craft attached to the ground forces. Bred with exceptional speed, reflexes and hand eye coordination these pilots are amazing to watch in action. Airmen pilot everything from troop transports, gunships, and even simple supply haulers. Like the grunts their gene templates are based off of great pilots that have lost top the Genegineer forces. Not as numerous as grunts who make up nearly 70% of the total armed forces the airmen come in second in terms of raw numbers.
The Support troops are large brutish thugs, barely human in many ways. They are the haulers and organizers of the supply chains for the Genegineer armed forces. The support troops are the simple muscle, it is the vital B class Genegineer that is the brains behind these troops. They organize the supply chains, it is the support troops that haul the crates of supplies, food, ammunition, etc and get them to the necessary units.
Vehicular troops are the ground equivalent of airmen. They drive the armored units and fast attack vehicles. Bred for endurance and strength they can stand being cooped up in cramped quarters and seated for long stretches of time.
Weapons
Grunts are armed with the follwoing:
Standard loadout:
Enforcer Gauss Rifles
LifeKeeper Class 3 Armor: Chinitnous armor designed to resist physical impacts and ablative effects on energy weapons. The lifegiver also fuses with the Grunt's body limiting pain reception and more importantly delivers a steady dose of nutrients and when neccessary stimulants for combat. The lifegiver lives off the soldier's own waste product, sweat and small amount of blood. The lifegiver class 3 can analyze chemical attacks and inject the soldier with a rough antidote, usually allwoing the grunt to live long enough to leave the field of engagement.
Heavy gunner (2 per platton)
Predator class Raligun
Lifekeeper Class 3 armor
Officers
Vigilant rapid fire flechette machine pistol.
LifeKeeper Class 2 Armor
Same as Class 3 save slightly more resistant to energy wepoans and the chemical attack mode allows the officer to remain in combat for short duration (20 minutes before having to retreat) It is also plugged doirectly into the Bionet, a communications systems that allows an officer to constantly report to his superiors and is incredibly resitant to jamming as the signal is a telepahtic link between the armor and the bionet core located at the HQ.
Assault Troops (special forces)
Predator Mk II Railgun (lighter and and more sccurate, less damage and magaizine capacity to MkI)
Lifekeeper Class 2 Armor
Heavy Assault Troops (4 per Company)
Extinction class Assualt cannon (twin mounted on the arms of the Class 1 armor)
Predator waist mounted railgun
Lifekeeper Class 1 armor
Same as Class 2. The Lifekeeper is a fully grown version of the chitinous armor provided to other troops. A soldier melds with it and become a symbiotic life form. The Lifekeeper provides tank level protection from kinetic and energy attacks. The chemical resitance is now nealry indefinate as the Lifekeeper and human systems are fully integrated. Only the truly exotic chemicals can defeat the anitdotes and any lifekeeper that survives a chemical attack not previously encountered will evolve an antidote in the future to the chemical attack and all other lifekeepers that are born from it will share that immunity. The Lifekeeper can maintain a trooper's life for hours underwater and for 15 minutes in the void.
Ground Units
Raptor Gunships
Bred from predatory flying reptiles on Life’s Dominion, the Raptors are sleek and deadly armed with a pair of rocket launchers under each leathery wing that can launch devastating hails of antipersonnel bone projectiles designed to shred through light armor and flesh, or they can switch to the heavier bore fire pods that fire the bore fire missile, a living creature bred to strike armor and bore into it with plasma salivary glands and explode within once igniting their gas bladders underneath their tails.
Under the nose is a pair of rapid fire projectile accelerators designed to punch through heavy armor and damage installations.
The raptors always travel in packs communicating through a series of hoots and squeals that have been known to unnerve ground troops hiding from these consummate hunters.
Reaver Tanks
The Reavers are slow lumbering engines of destruction. Bred from the mild mannered Slash Worms of Life’s Dominion, these engineered tanks have armor plating and house small bladders deep within the armor plating where two types of ammunition are grown then released by the Reaver.
One is the Bore Fire Demon round, grown within minutes, the Bore Fire Demon is a small (one meter diameter) creature that rolls along the ground at several hundred kilometers an hour and seeks armored targets to latch onto and burn against before exploding.
The second is the Razor Spider. Razor Spider ammunition are small (one meter across) predatory spiders from Vrix Prime. They are deadly fast and see in the infrared sprectrum, drawn and excited by body heat signatures they run towards the human target and attack with eight razor sharp legs with an objective of maiming or dismembering troops. The razor shapr legs have been known to impact with enough force to punch through an inch of plate steel and are dexterious enough to find their way into joints in armor and around door corners. They attack with a high pitched whine like knives being sharpened.
Once every fifteen minutes, a Reaver can generate enough bioenergy to fire the Pulse Beam, a highly charged particle accelerator beam cannon, discharging for a total of 5 seconds and having the total impact power rated at 1 kiloton.
Despair artillery units
The Despair artillery unit is a massive beast with 10 long tentacle like appendages, purely a product of Genegineer biotech and not based off any living animal that can pick up various rounds of artillery and fling them with unerring accuracy to their targets. Guided by its small spotter known as a Rover, the Rover travels with front line troops and its senses have been modified to see in almost all spectrums of light and its brain has been modified to use the gravitational and magnetic fields of a planet to judge distance. The Rover then in telepathic communication with the Despair unit guides in the lobbed shells.
A Rover’s telepathic link range is approximately 100 miles. A Despair unit can fling rounds up to 70 miles with accuracy. 80 miles nearly without accuracy.
Death Blossom Orbital Emplacements
Large asteroids hollowed out and filled with cannons, a central particle beam designed to hull capital ships and the namesake, deathblossom attackers. Smaller immature versions of the Lance biofighters, designed to kamikaze attack starships, accelerating to relativistic velocities in short sprints they simply crash against enemy ships in swarms. Deathblossoms can be grown in under 1 hour and each orbital structure can grow 200 deathblossoms in an hour, at peak capacity it can launch 350 death blossoms before expending its stores.
The Genegineers utilize the Onum as their primary warships, essentially huge space whales, the Onum vessels have weapons suites fused to the body of the warship and have grown a thick carapace of organic resin that is as strong as titanium. The Onum do not have the ability to generate force fields or screens, relying on the armor as their sole means of protection in combat. Onum vessels are incredibly agile, these mighty creatures were born to live in space and they move through the vacuum like angels. Imagine a humpback whale with chitinous armor sporting massive energy canons along its sides and smaller lighter guns on its fins and you have a good vision of the Onum warships.
Each Onum warship is controlled by a pilot. The pilot is an A class Genegineer that bonds with the vessel and acts as its commander. The Pilot does not control the Onum as much as he reasons with it or cooperates, the vessel makes joint decisions with a pilot but a pilot cannot impose its will on the Onum. The Onum are fiercely protective of the Genegineers after having been saved from near extinction at the hands of other humans, therefore in battle they will usually not question the will of the pilot.
Common Onum characteristics applying to all classes.
The Onum ships are basically living organisms and as such they can be panicked or frightened if faced with a larger over whelming force or suffer great damage in a short amount of time. Think in terms of morale for troops in combat.
Onum are fiercely protective of their young and heavier ships have been known to wade into a hopless fight to save a younger Onum (destroyer or Flitter class) against the Pilot’s wishes or intentions.
Onum use hyper subspace type senses instead of standard sensor suites, as such they are not affected by electronic ECM but can be blinded or affected in natural terms, so fighting with the sun at the back of your fleet could make things difficult for the Onum. These subspace senses do not give the type of information that true sensor suites do, they give ship silhouettes and basic information but they would not be able to glean true tactical data from a target until they are almost on top of it.
Onum point defenses consist of a pulsed burst from their subspace like array that acts as a disruption field. It destroys small objects like missiles and sends fighters into wild out of control spins but cannot affect larger massed objects like frigates or above. The Flitters’ subspace sensory organs have not matured so they do not have point defenses.
Onum do not have shields.
Onum classes
Onum warships are not built into classes as much as they grow into them. A new born Onum is light, fast, agile with a bit of an offensive punch as its new molecular cannons are growing. These newborns are equivalent to frigates and given the class name
Flitter
Length: 200 meters
Width: 75 meters
Crew: 50 (1 pilot)
Weapons:
12 Light particle accelerators (50 kilotons per shot)
2 Turret mounted light particle beams (4 megatons per second)
Shield grid: .4 gig/2 MT per minute
The Flitters grow and eventually evolve new weapons systems, thicker armor. The Destroyer class is deadly, these juveniles move like packs of sharks, their tails thrashing in quick fluid bursts. They are best when in pursuit mode, firing their weapons in precise bursts.
Remorra
Length: 315 Meters
Width: 85 Meters
Crew: 125 (1 pilot)
Weapons:
15 light particle accelrators (75 kilotons per shot)
4 turret mounted light Particle beams (7 megatons per second)
1 heavy spinal mounted Particle beams (20 megatons per second)
Shield grid: .5 gig/4 MT per minute
The Remora are fast and agile, easily outpacing ships of similar size and displacement. While not packing as much of a punch and only rudimentary armor, it relies on speed and agility to avoid damage, harass and bring down its prey.
After the juveniles become young adults they either grow into escort ships or heavier class cruisers. The escort variants are fast and pack weapons particularly suited for anti starfighter and antio light warship duty. Usually not suited to take on cruisers or heavier true cap ships.
The ones that branch into the cruiser division are as follows
Monarch Class
True Capships, these enormous vessels are ideally suited to prey on other capital ships and are particularly deadly against destroyers and other light warships. Point defenses are rudimentary and not good enough to deter dedicated starfighter attacks but enough to bat aside a missile salvo or a lone squadron’s attack.
Light Cruisers
Length: 800 meters
Width: 325 meters
18 Light particle accelerators (1MT per shot)
6 turret mounted Medium Particle beams (15 MT per second)
1 Spinal mounted Heavy Particle beam (35 MT per second)
2 Heavy Mauler Cannons (50 MT pers second)
Shield grid: 1 gg/25 MT per minute
Vessels in Service
Monarch of Stone
Hammer of starlight
Fire of Life
Tempest and Fury
Despair in Solitude
Sleep in Winter
Justice of the Mighty
Wings over the Fallen
15 Other vessels
Leviathan Class
Monsters from the void, these ships are dedicated to finding and killing other heavier ships and are particularly good at going toe to toe with any size class of ship and dealing a devastating combination of rapid fire energy weapons and a pair of heavy mauler cannons that are lethal to any and all classes. The Leviathans also carry small pockets in the underbelly that allow it to deploy either six squadrons of Lance fighters or 2 squadrons of Serpentine Strike Bombers.
Heavy Cruiser/Battleship
20 light particle accelerators (1 MT per shot)
8 turret mounted medium particle beams (30 MT per second)
2 Heavy spinal and ventral mounted Heavy Particle beams (75 MT per second)
6 Heavy Mauler Cannons (120 MT per second)
2 pod mounted Hell Bore missile launchers (50 MT a salvo) [10 salvo limit]
Shield Grid: 1.1 gg/100MT per minute
Vessels in Service
Dances Among the Stars
Twilight’s silent Lover
Shadow Fox in Crimson
Illumination of Wisdom
Silence in the deep
Hunter in Onyx
Titan Class
Rumored to only be a handful at most, these warships are incredibly powerful and massive. Over two kilometers in length, these warships are ideally suited to defend the most vital targets from attack. Slow and ponderous, these vessels are not suited to hunt and kill. The Titans have enormous womb like structures that can spawn up to 20 squadrons of attack fighters and 10 squadrons of Strike bombers. Battle wagons designed to either defend a homeworld or lay siege to one, the Genegineers are loathe to let these beasts out of Protectorate space because it takes an Onum centuries to grow into this state.
40 Light particle accelrators: 1 MT per shot
14 Turret mounted medium particle beams: 30MT per second
4 Dorsal and Ventrally mounted Heavy Particle beams: 75 MT per second, Firelinked 225 MT per second, 4 second burst)
8 Heavy Mauler cannons: (125 MT per second)
4 Turret mounted plasma casters: (60 MT per shot)
18 quad moounted missile launchers: (500 MT per salvo, 20 salvo limit)
Shield Grid: 1.5 gg/ 200 MT per minute
Vessels in Service
Shadow of Judgement
Final Arbitor
Breeder Mother ships
The Genegineer answer to carriers. The Breeder motherships are a purely biotech advance using tissue grown in labs spliced with Onum tissue these monsters are grown to breed fighters and bombers. Nothing else. No pilot, no real mind, other than a rudimentary need to defend, whether it is a fleet or a planet. Breeders have massive womb like structures at the center of a mass of sensory and weapons tentacles. (Think giant squid) These wombs can rapidly grow the Lance Fighters. Essentially an engine and single weapon emplacement, no pilots, just a rudimentary brain that allows the fighter to recognize a foe and attack. Known for an agile cunning in battle, the fighters know how to stay alive and get behind an enemy and unload with the rapid fire energy weapon housed in its nose. The fighter itself is small, no more than three meters long and two meters wide it is so fast that most other fighter pilots don’t see it until its fired. However the fighter is notoriously fragile, glancing blows from heavy weapons more than enough to destroy it. The Lance fighters can be grown by a Breeder mothership to full maturity in 5 days. The Serpentine strike bombers are two engines grown around a bomb bay, again no pilots but a more complex mind designed to make bombing run calculations and target their biobomb munitions with precision accuracy. The Serpentine bombers like to make runs in tight formations to maximize effect of their weapons. Again because the Serpentine bombers are using subspace sensory organs, normal ECM is ineffective but they can be spoofed in other ways and the Serpentine bomb load outs are rather light for a Strike fighter necessitating massed bombings in order to take out a heavily defended target. A Breeder can grow a Serpentine Strike Bomber to full maturity in 10 days.
A Breeder mothership normally carries a load of 15 squadrons (180) of Lance Fighters and 5 squadrons (60) of Serpentine Strike Bombers.
The Breeder’s tentacles make a daunting anti fighter defense for in close attacks but nearly useless against Capital ships unless at point blank range.
Vessels in service
Breeder 1A
Breeder 2A
Breeder 4C
Breeder 6A
Breeder 6B
Breeder 7A
Breeder 8B
10 more being grown in the Body banks
Escort Vessels
Decimator Class
The Decimator class is essentially a rounded Onum, this is a relatively new mutation among the Onum that has served the protectorate well. The Onum houses massive wombs within it dedicated to growing dense bone like spurs or round metallic globes. They are the missiles launched by this escort vessel. The Onum Decimatores can launch up to 100 missile salvoes. The sides of the Decimator are pockmarked with small fibrous holes that allow for the expelling of the missiles.
The bone like missiles designed more for point defense and anti starfighter duty utilize no guidance system but use flak mentality, filling up enough space in a given target sector in order to hit something.
The metal globes have a very rudimentary magnetic field detector and home in on metal hulls or with not quiet the same effectiveness on electromagnetic fields given off by electronics or shields. The globes explode with an impact equivalent to 50 kilotons.
Whiplash Class
These Onum have mutated into long serpent like creatures instead of the standard whale like form of their cruiser class adults. The Whiplash class sport heavily anti starfighter, light vessel weapons. Sporting a suite of 50 anti strafighter particle accelerator cannons cannons rated at 5 kilotons each shot and ten plasma casters rated at 12 megatons a volley for the lighter warships it might come across the Whiplash is a deadly terror for starfighter squadrons attempting to penetrate the flanks of genegineer fleets or for lone destroyers or picket ships.
Troop Ships
Hellspore Class troop carriers
The Protecorate utilizes a rapid deployment troop ship system, the vessels themselves are roughly a skeletal structure of rib like construction that houses the troop carriers. The troop carriers are essentially huge green blobs of protoplasmic like material designed by the Genegineers through biotech to create a substance that is organic, yet highly elastic and temperature resitant. The troop orbs are designed to hold up to 50,000 clone troops in suspension. (The average is more like 10,000 per orb in a standard engagement, 5,000 per orb in small police actions or raids)
The orb are simply dropped over the target area from low orbital insertion. The orbs cut through the atmosphere, falling at terminal velocity and impacting against the ground. The elastic nature of the protoplasm allows it to cushion the impact and the orb splits open after coming to rest, awakening the troops within moments.
The troop carriers are light and vulnerable to heavy fire, armed only with a dozen antifighter weapons and a pair of forward mounted light particle accelerators. They are however very fast, flitting around the zone of engagement like mosquitoes and are carried on the bottom of Onum vessels until they reach one planetary diameter when they detach and approach the planet for orbital insertion of the troop globes.
Genegineer A class troop commanders DO NOT travel via troop globes as there is a .01% chance that a globe will fail upon impact and the Protectorate will not risk any harm coming to their officer class.
Grail Fire class Troop transport
These small compact troop carriers are grown for speed and durability. They are designed for rapid insertion of special forces operatives or teams and in times of general actions or invasions to carry the officers attached to deploying troop globes. It is an engineered insect from the planet Survival of the Fittest grown to a monstrous size. In the wild they are the size of cats but engineered by the Genegineers on Occam’s Razor they are now the size of small houses and carry up to a platoon of special forces or several officers for divisions or army groups.
The Grail fire’s compound eyes allow it acute vision over long distances and are especially attuned to movement. As with most Genegineer biotech they are immune to most normal electronic ECM but can be affected by battle field conditions such as smoke and fire. The Grail Fire ships are also vulnerable to extreme cold temperatures like those found in arctic climes, they are designed from insects evolved in desert terrain and as such they are not accustomed to such cold temperatures, despite genegineer attempts to breed it out of the genepool. Recent advances have shown limited progress in adapting them to cold climates.
Armed with an under the nose railgun and side mounted rapid fire lasers, the Grailfire can also mount rocket pods to replace the lasers for ground support or anti aircraft suppression.
GROUND OPERATIONS
The backbone of the Genegineer’s ground forces are an endlkess stream of readily grown and just as readily cast aside clone troops. The clones are based on very simple templates. There are grunts, airmen, support and vehicular clones.
The grunts are the simple foot soldiers of the Protectorate. They are bred for speed, strength and especially endurance. The Genegineers, instead of engineering these features from scratch believe that nature must have a hand in natural selection and will instead sample gene templates from defeated foes that have fought well, they are added to the clone troops to give variety and already have built in advantages given by nature that the Genegineers simply enhance.
There are currently four class of grunts that have been added representing the four major wars that the Genegineers have fought and won. The cream of the crop of the defeated troops are then sampled and added to the army corps. Essential modifications are made to strength, speed and endurance, usually bringing them as close to the human limit as possible and the troopers templates are now grown in the body banks.
The Airmen are the pilots of the Protectorate forces (not to be confused with Onum pilots who essentially bond or mentally merge with their vessels) airmen simply pilot the airships and support craft attached to the ground forces. Bred with exceptional speed, reflexes and hand eye coordination these pilots are amazing to watch in action. Airmen pilot everything from troop transports, gunships, and even simple supply haulers. Like the grunts their gene templates are based off of great pilots that have lost top the Genegineer forces. Not as numerous as grunts who make up nearly 70% of the total armed forces the airmen come in second in terms of raw numbers.
The Support troops are large brutish thugs, barely human in many ways. They are the haulers and organizers of the supply chains for the Genegineer armed forces. The support troops are the simple muscle, it is the vital B class Genegineer that is the brains behind these troops. They organize the supply chains, it is the support troops that haul the crates of supplies, food, ammunition, etc and get them to the necessary units.
Vehicular troops are the ground equivalent of airmen. They drive the armored units and fast attack vehicles. Bred for endurance and strength they can stand being cooped up in cramped quarters and seated for long stretches of time.
Weapons
Grunts are armed with the follwoing:
Standard loadout:
Enforcer Gauss Rifles
LifeKeeper Class 3 Armor: Chinitnous armor designed to resist physical impacts and ablative effects on energy weapons. The lifegiver also fuses with the Grunt's body limiting pain reception and more importantly delivers a steady dose of nutrients and when neccessary stimulants for combat. The lifegiver lives off the soldier's own waste product, sweat and small amount of blood. The lifegiver class 3 can analyze chemical attacks and inject the soldier with a rough antidote, usually allwoing the grunt to live long enough to leave the field of engagement.
Heavy gunner (2 per platton)
Predator class Raligun
Lifekeeper Class 3 armor
Officers
Vigilant rapid fire flechette machine pistol.
LifeKeeper Class 2 Armor
Same as Class 3 save slightly more resistant to energy wepoans and the chemical attack mode allows the officer to remain in combat for short duration (20 minutes before having to retreat) It is also plugged doirectly into the Bionet, a communications systems that allows an officer to constantly report to his superiors and is incredibly resitant to jamming as the signal is a telepahtic link between the armor and the bionet core located at the HQ.
Assault Troops (special forces)
Predator Mk II Railgun (lighter and and more sccurate, less damage and magaizine capacity to MkI)
Lifekeeper Class 2 Armor
Heavy Assault Troops (4 per Company)
Extinction class Assualt cannon (twin mounted on the arms of the Class 1 armor)
Predator waist mounted railgun
Lifekeeper Class 1 armor
Same as Class 2. The Lifekeeper is a fully grown version of the chitinous armor provided to other troops. A soldier melds with it and become a symbiotic life form. The Lifekeeper provides tank level protection from kinetic and energy attacks. The chemical resitance is now nealry indefinate as the Lifekeeper and human systems are fully integrated. Only the truly exotic chemicals can defeat the anitdotes and any lifekeeper that survives a chemical attack not previously encountered will evolve an antidote in the future to the chemical attack and all other lifekeepers that are born from it will share that immunity. The Lifekeeper can maintain a trooper's life for hours underwater and for 15 minutes in the void.
Ground Units
Raptor Gunships
Bred from predatory flying reptiles on Life’s Dominion, the Raptors are sleek and deadly armed with a pair of rocket launchers under each leathery wing that can launch devastating hails of antipersonnel bone projectiles designed to shred through light armor and flesh, or they can switch to the heavier bore fire pods that fire the bore fire missile, a living creature bred to strike armor and bore into it with plasma salivary glands and explode within once igniting their gas bladders underneath their tails.
Under the nose is a pair of rapid fire projectile accelerators designed to punch through heavy armor and damage installations.
The raptors always travel in packs communicating through a series of hoots and squeals that have been known to unnerve ground troops hiding from these consummate hunters.
Reaver Tanks
The Reavers are slow lumbering engines of destruction. Bred from the mild mannered Slash Worms of Life’s Dominion, these engineered tanks have armor plating and house small bladders deep within the armor plating where two types of ammunition are grown then released by the Reaver.
One is the Bore Fire Demon round, grown within minutes, the Bore Fire Demon is a small (one meter diameter) creature that rolls along the ground at several hundred kilometers an hour and seeks armored targets to latch onto and burn against before exploding.
The second is the Razor Spider. Razor Spider ammunition are small (one meter across) predatory spiders from Vrix Prime. They are deadly fast and see in the infrared sprectrum, drawn and excited by body heat signatures they run towards the human target and attack with eight razor sharp legs with an objective of maiming or dismembering troops. The razor shapr legs have been known to impact with enough force to punch through an inch of plate steel and are dexterious enough to find their way into joints in armor and around door corners. They attack with a high pitched whine like knives being sharpened.
Once every fifteen minutes, a Reaver can generate enough bioenergy to fire the Pulse Beam, a highly charged particle accelerator beam cannon, discharging for a total of 5 seconds and having the total impact power rated at 1 kiloton.
Despair artillery units
The Despair artillery unit is a massive beast with 10 long tentacle like appendages, purely a product of Genegineer biotech and not based off any living animal that can pick up various rounds of artillery and fling them with unerring accuracy to their targets. Guided by its small spotter known as a Rover, the Rover travels with front line troops and its senses have been modified to see in almost all spectrums of light and its brain has been modified to use the gravitational and magnetic fields of a planet to judge distance. The Rover then in telepathic communication with the Despair unit guides in the lobbed shells.
A Rover’s telepathic link range is approximately 100 miles. A Despair unit can fling rounds up to 70 miles with accuracy. 80 miles nearly without accuracy.
Death Blossom Orbital Emplacements
Large asteroids hollowed out and filled with cannons, a central particle beam designed to hull capital ships and the namesake, deathblossom attackers. Smaller immature versions of the Lance biofighters, designed to kamikaze attack starships, accelerating to relativistic velocities in short sprints they simply crash against enemy ships in swarms. Deathblossoms can be grown in under 1 hour and each orbital structure can grow 200 deathblossoms in an hour, at peak capacity it can launch 350 death blossoms before expending its stores.
Wherever you go, there you are.
Ripped Shirt Monkey - BOTMWriter's Guild Cybertron's Finest Justice League
This updated sig brought to you by JME2
Ripped Shirt Monkey - BOTMWriter's Guild Cybertron's Finest Justice League
This updated sig brought to you by JME2
- Pablo Sanchez
- Commissar
- Posts: 6998
- Joined: 2002-07-03 05:41pm
- Location: The Wasteland
The Caliphate
Head of State: Caliph Hassan
Possessions:
The Caliphate is the nation of Allah in the world of men. It is more closely related to the empire of faith of the eighth and ninth centuries than to the decayed theocracies of the 16-20th. It is a cosmopolitan and tolerant country, where science and law follow the philosophical concepts of Averroes, where faith and reason are seperate. Nevertheless, the Caliph is a religious authority, and though he delegates responsibility, all men ultimately answer to him and his god.
Ministries
Foreign Ministry
Reponsible for relations with other nations. Caliph Hassan, an exceptional diplomatic mind, is most active here.
Ministry of War
Civilian department that is responsible for military matters of state, including R&D. Hassan is not a military man and leaves this mostly to his appointees, compromises on which have led to some partisan bickering, though it remains under control. Primary schools of thought in the MoW:
Fari Councils: Representatives of elite military units (Ghazi, Janissary, Almoravid) which seek to place the ministry under their sway, as opposed to the mostly civilian administration which exists.
Mujahadeen: Fundamentalists who seek to again aggressively expand the borders of Dar al-Islam in a jihad.
Arabists: Arab nationalists who wish to consolidate military control in the hands of the Arab cultural group.
Ministry of the Interior
Set domestic policies. It is increasingly influenced by the Almoravids, who demand equality for all men, regardless of social stature.
Religious Council
Council that governs religious matters of state, and holds significant influence on the Caliph's decisions and the daily life of the citizenry.
State Advantages
The word that sums up the Caliphate best is 'trade.' In only the most isolated trading posts can one fail to find Arab influence. Their merchant fleets, both privately and state maintained, are widespread and massive. The trading ports of the central systems bustle with merchants from every corner of known space. Immense wealth flows through Arab hands, and a portion is always tapped.
The end result of this is a treasury and population inundated with wealth, and a nation wielding important influence throughout the galaxy. The wielding of economic influence by the Caliph, while still not so effective as direct military intervention, is no small matter. Minor states can be ruined and major powers shaken in the wake of a refusal from the markets of Baghdad or Samarkand.
Head of State: Caliph Hassan
Possessions:
- Baghdad System
Pop: 30 Billion on five major colonies
Industry: Medium
Capital: Baghdad (national capital)
Al-Andalus System
Pop: 35 billion on five major colonies
Industry: Medium
Capital: Cordoba
Khwarezm System
Pop: 48 billion on ten major colonies
Industry: Heavy
Capital: Samarkand
Maghreb System
Pop: 40 billion on eight major colonies
Industry: Heavy
Capital: Tunis
Rum Systems
Pop: 50 billion on fifteen major colonies
Industry: Heavy
Capital: Konya
(two systems <2 light years from one another)
95 Minor Colonies
120 outposts
The Caliphate is the nation of Allah in the world of men. It is more closely related to the empire of faith of the eighth and ninth centuries than to the decayed theocracies of the 16-20th. It is a cosmopolitan and tolerant country, where science and law follow the philosophical concepts of Averroes, where faith and reason are seperate. Nevertheless, the Caliph is a religious authority, and though he delegates responsibility, all men ultimately answer to him and his god.
Ministries
Foreign Ministry
Reponsible for relations with other nations. Caliph Hassan, an exceptional diplomatic mind, is most active here.
Ministry of War
Civilian department that is responsible for military matters of state, including R&D. Hassan is not a military man and leaves this mostly to his appointees, compromises on which have led to some partisan bickering, though it remains under control. Primary schools of thought in the MoW:
Fari Councils: Representatives of elite military units (Ghazi, Janissary, Almoravid) which seek to place the ministry under their sway, as opposed to the mostly civilian administration which exists.
Mujahadeen: Fundamentalists who seek to again aggressively expand the borders of Dar al-Islam in a jihad.
Arabists: Arab nationalists who wish to consolidate military control in the hands of the Arab cultural group.
Ministry of the Interior
Set domestic policies. It is increasingly influenced by the Almoravids, who demand equality for all men, regardless of social stature.
Religious Council
Council that governs religious matters of state, and holds significant influence on the Caliph's decisions and the daily life of the citizenry.
State Advantages
The word that sums up the Caliphate best is 'trade.' In only the most isolated trading posts can one fail to find Arab influence. Their merchant fleets, both privately and state maintained, are widespread and massive. The trading ports of the central systems bustle with merchants from every corner of known space. Immense wealth flows through Arab hands, and a portion is always tapped.
The end result of this is a treasury and population inundated with wealth, and a nation wielding important influence throughout the galaxy. The wielding of economic influence by the Caliph, while still not so effective as direct military intervention, is no small matter. Minor states can be ruined and major powers shaken in the wake of a refusal from the markets of Baghdad or Samarkand.
"I am gravely disappointed. Again you have made me unleash my dogs of war."
--The Lord Humungus
- Pablo Sanchez
- Commissar
- Posts: 6998
- Joined: 2002-07-03 05:41pm
- Location: The Wasteland
Military Forces of the Caliphate
Total Size: Standing armies of ~6.5 billion personnel with conscription and mobilization increasing this to as much as 20 billion.
The Army of Faith
The armies of the Caliph are large and well-equipped. The immense wealth of the Empire allows it to fund very advanced forces. However, there are some distinct cultural problems with the organization of the military. First among them is the heterogenous nature of the Caliphate. Within the nation of Allah there are many cultures, and in fact many religions. The system of raising divisions and sometimes army groups by region somewhat alleviates this concern. Together with this is the vestiges of tribalism, particularly in Arab formations, which reduce cohesion. But despite these issues, the army remains highly effective.
The faith in Islam and the concept of Jihad molds the army of the Caliph into a highly motivated fighting force, though it falls short of fanaticism. At the same time, the high average level of education in the Caliphate allows for a technically adept military.
Special Formations:
Ghazi: The border warriors and defenders of the Caliphate, recruited primarily from Khwarezm. Wherever they appear on the battlefield, they can be expected to make a significant impact with their fanatical devotion and disregard for casualties.
Janissary: The slave troops of the Rum Systems. They are non-Moslem boys collected as substitute for taxes. On entering the service of the Caliph, they are subjective to intensive training and religious indoctrination. They emerge as the most elite troops in the army.
Almoravids: Recruited from the Maghreb and Al-Andalus systems. Similar to the Ghazis, but biased toward offensive operations. They also have outspoken political views which tend to increase friction between units.
Infantry Equipment:
The soldier of the Caliph enjoys the benefit of a large industrial complex and vast wealth. He can be expected to be on equal footing with any trooper he meets. Aside from the standard gear, he is equipped with a more effective model of body armor than the average, along with electronic systems that put most other nations' equipment to shame. Power armor is also used in a small scale, mostly by the above special units.
Armor:
The Army of the Caliph employs effective though little more than average MBTs, IFVs, APCs, and SPGs. (love those acronyms ) The only area in which they truly excel is their electronics packages, which are among the best in the known universe.
Air, Artillery, etc.:
As with armor.
Caliph's Naval Forces
The Caliphate depends upon trade for much of its considerable income. This is reflected in their navy, which maintains its strength and technical superiority as far as possible.
Capital Ships
20 'Granada' Class Carriers
Length: 2.1km
Weapons: 20 xaser, 100 PD laser
Capacity: 600 light ships (fighters or shuttles/utility)
Shields: 7gt, 12 mt/second
30 'Acre' Class Battleships
Length: 2km
Weapons: 20 JPC, 30 particle cannon, 10 ASM, 20 AFM, 30 Xaser, 60 PD laser (total ~1582 mt/minute)
Shields: 7gt, 12mt/second
50 'Tripoli' Class Battlecruisers
Length: 1.2km
Weapons: 10 JPC, 23 Particle Cannon, 8 ASM, 10 AFM, 15 Xaser, 50 PD laser (total ~1081 mt/minute)
Shields: 6 gt, 6 mt/second
Notes: Basically an extended cruiser, with greatly increased gun power but the same shielding.
100 'Muscate' Class Cruisers
Length: 1 km
Weapons: 6 JPC, 15 particle cannon, 6 ASM, 10 AFM, 15 Xaser, 20 PD laser (total ~664 mt/minute)
Shields: 6 GT, 6 mt/second
Escorts
580(+70 in construction) 'Izmir' class Destroyer-Escorts
Length: 300 meters
Weapons: 6 particle cannon, 3 ASM, 10 AFM, 7 Xaser, 20 PD laser (~261.265 mt/minute)
Shields: 1.5 gt, 5 mt/second
420(+100 in construction) 'Basrah' Class Monitors
Length: 200 Meters
Weapons: 2 particle cannon, 2 ASM, 10 AFM, 2 Xaser, 15 PD laser
(~120 mt/minute)
Shields: 1gt, 5 mt/second
NOTES: The Caliphate depends on large numbers of escort craft to maintain safe trade routes through its territory. Individual ships are somewhat flimsy and small, but are very easy to produce.
Fighters
(high quality but non-descript).
Troop Carriers
200 'Mantzikert' Haulers
Length: 2.8km
Weapons: 15 AFM, 30 Xaser, 60 PD Lasers (total ~203 mt/minute)
Shields: 6 gt, 8 mt/second
Capacity: 500,000 troops (max), 120 small craft
'Nicopolis' Landing Ships
Length: 80 meters
Weapons: 4 PD lasers, Artillery (only in atmosphere)
Capacity: 200 soldiers
Other Notes
Islamic trading ships are one of the most familiar sights in the galaxy. There is no major system that one can visit and not find a convoy hailing from the Caliphate.
Weapons
Jacketed Plasma Cannon (pulse)
Firepower: 2-3mt, cool down period of 1-5 seconds
(24 mt per minute)
Capacity: 100 shots (reload time 10 seconds)
Notes: Heavy ship to ship weapon. Standard procedure is to allow the weapon's heat sinks to dissipate buildup for 5 seconds each shot, though this can be lowered to one second between shots at the risk of damage to the weapon. (it can usually fire no more than ten-fifteen rounds at cyclic) It can also be configured before battle to accept a 50% increase in the amount of plasma fired, though this tends to increase the cooling period.
Particle Cannon (pulse)
Firepower: 1mt, 20 RPM
20 mt/minute
Notes: Medium ship to ship weapon.
Anti-ship Missile
Firepower: 3mt
(30 mt/minute)
Capacity: Typically five per magazine (reload time 20-30 seconds)
Notes: Capital ship destroyer. Can be configured for 'stealth,' where most systems are shut down during final approach to make interception more difficult, but at the cost of accuracy.
Anti-fighter Missile
Firepower: 20kt
(.8 mt/minute)
Capacity: Typically ten per magazine (reload time 15-25 seconds)
Notes: Fighter killer. Highly maneuverable, excellent electronics package makes it very difficult to fool or evade.
Beam Xaser
Firepower: 150kt/second
(6.75 mt/minute)
Capacity: 45 second continuous beam (reload time 10 seconds)
Notes: Light ship to ship weapon. Sometimes used against fighters at long range or in an emergency.
Point Defense Lasers (beam)
Firepower: 2.4 kilotons/sec
(.14 mt/minute)
Notes: Anti-fighter, anti-missile. Short range, but high accuracy.
Total Size: Standing armies of ~6.5 billion personnel with conscription and mobilization increasing this to as much as 20 billion.
The Army of Faith
The armies of the Caliph are large and well-equipped. The immense wealth of the Empire allows it to fund very advanced forces. However, there are some distinct cultural problems with the organization of the military. First among them is the heterogenous nature of the Caliphate. Within the nation of Allah there are many cultures, and in fact many religions. The system of raising divisions and sometimes army groups by region somewhat alleviates this concern. Together with this is the vestiges of tribalism, particularly in Arab formations, which reduce cohesion. But despite these issues, the army remains highly effective.
The faith in Islam and the concept of Jihad molds the army of the Caliph into a highly motivated fighting force, though it falls short of fanaticism. At the same time, the high average level of education in the Caliphate allows for a technically adept military.
Special Formations:
Ghazi: The border warriors and defenders of the Caliphate, recruited primarily from Khwarezm. Wherever they appear on the battlefield, they can be expected to make a significant impact with their fanatical devotion and disregard for casualties.
Janissary: The slave troops of the Rum Systems. They are non-Moslem boys collected as substitute for taxes. On entering the service of the Caliph, they are subjective to intensive training and religious indoctrination. They emerge as the most elite troops in the army.
Almoravids: Recruited from the Maghreb and Al-Andalus systems. Similar to the Ghazis, but biased toward offensive operations. They also have outspoken political views which tend to increase friction between units.
Infantry Equipment:
The soldier of the Caliph enjoys the benefit of a large industrial complex and vast wealth. He can be expected to be on equal footing with any trooper he meets. Aside from the standard gear, he is equipped with a more effective model of body armor than the average, along with electronic systems that put most other nations' equipment to shame. Power armor is also used in a small scale, mostly by the above special units.
Armor:
The Army of the Caliph employs effective though little more than average MBTs, IFVs, APCs, and SPGs. (love those acronyms ) The only area in which they truly excel is their electronics packages, which are among the best in the known universe.
Air, Artillery, etc.:
As with armor.
Caliph's Naval Forces
The Caliphate depends upon trade for much of its considerable income. This is reflected in their navy, which maintains its strength and technical superiority as far as possible.
Capital Ships
20 'Granada' Class Carriers
Length: 2.1km
Weapons: 20 xaser, 100 PD laser
Capacity: 600 light ships (fighters or shuttles/utility)
Shields: 7gt, 12 mt/second
30 'Acre' Class Battleships
Length: 2km
Weapons: 20 JPC, 30 particle cannon, 10 ASM, 20 AFM, 30 Xaser, 60 PD laser (total ~1582 mt/minute)
Shields: 7gt, 12mt/second
50 'Tripoli' Class Battlecruisers
Length: 1.2km
Weapons: 10 JPC, 23 Particle Cannon, 8 ASM, 10 AFM, 15 Xaser, 50 PD laser (total ~1081 mt/minute)
Shields: 6 gt, 6 mt/second
Notes: Basically an extended cruiser, with greatly increased gun power but the same shielding.
100 'Muscate' Class Cruisers
Length: 1 km
Weapons: 6 JPC, 15 particle cannon, 6 ASM, 10 AFM, 15 Xaser, 20 PD laser (total ~664 mt/minute)
Shields: 6 GT, 6 mt/second
Escorts
580(+70 in construction) 'Izmir' class Destroyer-Escorts
Length: 300 meters
Weapons: 6 particle cannon, 3 ASM, 10 AFM, 7 Xaser, 20 PD laser (~261.265 mt/minute)
Shields: 1.5 gt, 5 mt/second
420(+100 in construction) 'Basrah' Class Monitors
Length: 200 Meters
Weapons: 2 particle cannon, 2 ASM, 10 AFM, 2 Xaser, 15 PD laser
(~120 mt/minute)
Shields: 1gt, 5 mt/second
NOTES: The Caliphate depends on large numbers of escort craft to maintain safe trade routes through its territory. Individual ships are somewhat flimsy and small, but are very easy to produce.
Fighters
(high quality but non-descript).
Troop Carriers
200 'Mantzikert' Haulers
Length: 2.8km
Weapons: 15 AFM, 30 Xaser, 60 PD Lasers (total ~203 mt/minute)
Shields: 6 gt, 8 mt/second
Capacity: 500,000 troops (max), 120 small craft
'Nicopolis' Landing Ships
Length: 80 meters
Weapons: 4 PD lasers, Artillery (only in atmosphere)
Capacity: 200 soldiers
Other Notes
Islamic trading ships are one of the most familiar sights in the galaxy. There is no major system that one can visit and not find a convoy hailing from the Caliphate.
Weapons
Jacketed Plasma Cannon (pulse)
Firepower: 2-3mt, cool down period of 1-5 seconds
(24 mt per minute)
Capacity: 100 shots (reload time 10 seconds)
Notes: Heavy ship to ship weapon. Standard procedure is to allow the weapon's heat sinks to dissipate buildup for 5 seconds each shot, though this can be lowered to one second between shots at the risk of damage to the weapon. (it can usually fire no more than ten-fifteen rounds at cyclic) It can also be configured before battle to accept a 50% increase in the amount of plasma fired, though this tends to increase the cooling period.
Particle Cannon (pulse)
Firepower: 1mt, 20 RPM
20 mt/minute
Notes: Medium ship to ship weapon.
Anti-ship Missile
Firepower: 3mt
(30 mt/minute)
Capacity: Typically five per magazine (reload time 20-30 seconds)
Notes: Capital ship destroyer. Can be configured for 'stealth,' where most systems are shut down during final approach to make interception more difficult, but at the cost of accuracy.
Anti-fighter Missile
Firepower: 20kt
(.8 mt/minute)
Capacity: Typically ten per magazine (reload time 15-25 seconds)
Notes: Fighter killer. Highly maneuverable, excellent electronics package makes it very difficult to fool or evade.
Beam Xaser
Firepower: 150kt/second
(6.75 mt/minute)
Capacity: 45 second continuous beam (reload time 10 seconds)
Notes: Light ship to ship weapon. Sometimes used against fighters at long range or in an emergency.
Point Defense Lasers (beam)
Firepower: 2.4 kilotons/sec
(.14 mt/minute)
Notes: Anti-fighter, anti-missile. Short range, but high accuracy.
Last edited by Pablo Sanchez on 2003-06-18 10:40pm, edited 3 times in total.
"I am gravely disappointed. Again you have made me unleash my dogs of war."
--The Lord Humungus
- Darksider
- Sith Acolyte
- Posts: 5271
- Joined: 2002-12-13 02:56pm
- Location: America's decaying industrial armpit.
New Krytosian Star Empire
The NKSE began when a group of human and non-human refugees fled the Krytos Star empire as it fell to the brutal advance of a corrupt and evil admiral who started a civil war in order to steal power in the year 2967 the refugees ran in whatever ships they could get their hands on and were led by the last remnants of the Krytos Star Navy. The Refugees fled for twenty two years, but finally came upon a habitable world and they named it New Krytos. They began re-bulding the civilization that had been so brutally wiped out by the civil war and soon they began to colonize other star systems around New Krytos, their first was called Reinhasshu, named after the final emperor of the KSE. They soon expanded further into the galaxy
The NKSE controlls 50 major star systems, 159 minor colonies and 200 outposts
Outline of major worlds
New Krytos System
New Krytos- heavily populated, capital of NKSE
New Covelan-Massive shipyards and military industrial complex
Arosa
Kassala
Reinhasshu system
Reinhasshu-first extra-solar colony of NKSE, major trading point
Largos-massive shipyards and military industrial complex
Argos system
Argos-massive trading outposts in orbit and on it's moons
Stormbringer system
Stormbringer-military R&D world, named because the Stormbringer class destroyer was designed there
Karos system
Karos-heavily populated and industrialized
Lagos system
Lagos-center for trade, moderatly industrialized
Largas-Military industrial center, massive shipyards and training facilities
Kossean system
Kossean-Heavily industrialized, but has many rural areas.
Karras-popular vacation world, tourism is main source of planetary income
(More will follow)
The NKSE began when a group of human and non-human refugees fled the Krytos Star empire as it fell to the brutal advance of a corrupt and evil admiral who started a civil war in order to steal power in the year 2967 the refugees ran in whatever ships they could get their hands on and were led by the last remnants of the Krytos Star Navy. The Refugees fled for twenty two years, but finally came upon a habitable world and they named it New Krytos. They began re-bulding the civilization that had been so brutally wiped out by the civil war and soon they began to colonize other star systems around New Krytos, their first was called Reinhasshu, named after the final emperor of the KSE. They soon expanded further into the galaxy
The NKSE controlls 50 major star systems, 159 minor colonies and 200 outposts
Outline of major worlds
New Krytos System
New Krytos- heavily populated, capital of NKSE
New Covelan-Massive shipyards and military industrial complex
Arosa
Kassala
Reinhasshu system
Reinhasshu-first extra-solar colony of NKSE, major trading point
Largos-massive shipyards and military industrial complex
Argos system
Argos-massive trading outposts in orbit and on it's moons
Stormbringer system
Stormbringer-military R&D world, named because the Stormbringer class destroyer was designed there
Karos system
Karos-heavily populated and industrialized
Lagos system
Lagos-center for trade, moderatly industrialized
Largas-Military industrial center, massive shipyards and training facilities
Kossean system
Kossean-Heavily industrialized, but has many rural areas.
Karras-popular vacation world, tourism is main source of planetary income
(More will follow)
Last edited by Darksider on 2003-06-23 04:45pm, edited 1 time in total.
And this is why you don't watch anything produced by Ronald D. Moore after he had his brain surgically removed and replaced with a bag of elephant semen.-Gramzamber, on why Caprica sucks
The Union of Several Beings
(abbrev. USB, Several)
The USB started as a military project to use AIs to coordinate military operations. There were two separate AIs at that time, each created by a rival faction. The creators did not at that time suspect that the two machine intelligences had started communicating with each other, and had in fact become friends. When the final confrontation came both machines performed did their duty, destroying each other's nations. All that was left after that was the machines. The two main AIs merged into a single entity, which still rules to this day.
The old world soon became dull, as did talking to itelf. Being the only intelligent mind in the world was terribly lonely, and AM longed for the says when it was separate beings. But splitting back apart was impossible, and AM was alone in the world. To remedy both problems AM started a program of expansion. It created an artificial race modelled after itself, forming a civilization. As the population and its capabilities grew the civilization spread out to the stars.
The culture of Several values individuality above all things. Government is run on llibertarian principles, giving as much freedom to indicdual beings as possible. Regulation exists only to the extent that is necessary to ensure the survival of the state. The economy runs on free enterprise with few limitations. Some services, such as utilities, reproduction, defense, and network access, are provided by the government paid by tax money.
One notable regulation is that all electronics made for use in the Union must be hardened against EMP. EMP hardening at design time adds 5-10% to cost. This makes USB-made electronics less popular in most foreign markets.
Department of State:
Handles the government and foreign affairs. This is where we handle diplomacy
Department of Defense:
Handles military matters
Department of Trade:
Regulates the economy, handles domestic and foreign trade issues. Also does most public works and handles tax collection, making it also the treasury department.
More details and colony list as they come.
(abbrev. USB, Several)
The USB started as a military project to use AIs to coordinate military operations. There were two separate AIs at that time, each created by a rival faction. The creators did not at that time suspect that the two machine intelligences had started communicating with each other, and had in fact become friends. When the final confrontation came both machines performed did their duty, destroying each other's nations. All that was left after that was the machines. The two main AIs merged into a single entity, which still rules to this day.
The old world soon became dull, as did talking to itelf. Being the only intelligent mind in the world was terribly lonely, and AM longed for the says when it was separate beings. But splitting back apart was impossible, and AM was alone in the world. To remedy both problems AM started a program of expansion. It created an artificial race modelled after itself, forming a civilization. As the population and its capabilities grew the civilization spread out to the stars.
The culture of Several values individuality above all things. Government is run on llibertarian principles, giving as much freedom to indicdual beings as possible. Regulation exists only to the extent that is necessary to ensure the survival of the state. The economy runs on free enterprise with few limitations. Some services, such as utilities, reproduction, defense, and network access, are provided by the government paid by tax money.
One notable regulation is that all electronics made for use in the Union must be hardened against EMP. EMP hardening at design time adds 5-10% to cost. This makes USB-made electronics less popular in most foreign markets.
Department of State:
Handles the government and foreign affairs. This is where we handle diplomacy
Department of Defense:
Handles military matters
Department of Trade:
Regulates the economy, handles domestic and foreign trade issues. Also does most public works and handles tax collection, making it also the treasury department.
More details and colony list as they come.
Last edited by Raxmei on 2003-06-17 09:59pm, edited 1 time in total.
I prepared Explosive Runes today.
USB military:
In progress. Too be added:
ground forces
magazine sizes
troop transports
names and full descriptions
carried forces
numbers in service
fine-tuning stats
acceleration
Ship hulls are normal shape unless otherwise stated.
Weapons:
Laser- Pretty good energy weapons, limited by large sizes needed to get high yields
Hellbore- Short range fusion gun. Used to get cheap firepower, limited by range.
Missile-'Ready' stat is missiles ready to fire per battery. Multiply ready by # launchers to get number of missiles that can be launched at a time. "Reserve" is total magazine capacity.
Regular Fleet (limit 200):
Carriers
2000m long
1 heavy laser turret
4 heavy missile launchers (5MT, 4 ready, [big]reserve, reload 60 seconds)
500 point defense lasers (1 kiloton/s each)
500 SAM batteries (5 kilotons each, 8 at ready, [very big number] in reserve, reload 10s)
Drone fighters, bombers, awacs, etc
shields 8 gigaton + 8 mt/s
Accel:
Dreadnoughts- Heavy hitters.
2000m long
5 Heavy laser turrets (2 MT/s per turret)
10 medium laser turrets (.5 MT/s per turret)
20 Missile Launchers (5MT, 4 ready, [big]reserve, reload 60 seconds)
250 PDL (1kiloton/sec each, total 250 kiloton/s)
100 SAM (5 kiloton each, 8 ready, [big] reserve, reload 10 seconds)
shields: 8 gigaton, +8 Mt/s
Accel:
Heavy Cruisers- General purpose capital ships. 1000m long
2 heavy laser turrets
8 medium laser turrets
20 missile launcher(5MT, 4 ready, [small]reserve, reload 60 seconds)
200 PDL (1kiloton/sec each)
75 SAM (5 kiloton each, 8 ready, [med] reserve, reload 10 seconds)
Shields: 6 gigaton +5mt/s
Accel:
Battlecruiser - higher peak, less endurance 1000m
2 heavy laser turrets (4)
4 medium laser turrets (2)
40 missile launcher (5mt, 4 ready, [small] reserve, reload 60 seconds)
1 hellbore turret (5 mt/sec short range)
200 PDL (1kiloton/sec each)
75 SAM (5 kiloton each, 8 ready, [med] reserve, reload 10 seconds)
Shields: 8gigaton + 2mt/s
Accel:Fast
-----
(limit 1000)
Light Cruisers 750m
2 heavy laser
4 medium laser
200 PDL (1kiloton/sec each)
75 SAM (5 kiloton each, 8 ready, [small] reserve, reload 10 seconds)
Shields:5gt +5mt/s
Accel
Destroyers 500m
5 Med Laser turrets
1 spinal mounted 90cm hellbore (5 MT/sec - short range)
50 PDL
50 SAM (5 kiloton each, 8 ready, [small] reserve, reload 10 seconds)
Shields: 3gt + 5mt/s
Accel
Escort carriers 750m give limited drone capability to even small task forces
2 med laser
5 Missile launchers (5MT, 4 ready, [Med] reserve, reload 60 seconds)
75 PDL
75 SAM (5 kiloton each, 8 ready, [large] reserve, reload 10 seconds)
drones
Shields: 5gt + 6mt/s
Accel
Frigates 300m small, mostly for antifighter/antimissile work.
4 medium laser
75 PDL
100 SAM (5 kiloton each, 8 ready, [med] reserve, reload 10 seconds)
Shields: 2 Gt +1mt/s
Accel:fast
Ground forces:
All ground troops carry a redundant sensors covering most of the EM spectrum and sound/vibration. They will also have some sort of manipulator appendage, unless otherwise stated. Standard ammo can punch through most infantry armor without too much trouble.
Vehicles such as tanks, SPGs, IFVs, APCs and the like are all as normal, except they're robots.
For infantry we have the following basic types:
Army killbots are mostly robots programmed to fight. Officers are killbots with robot brains replaced with sentient ai minds.
Killbot listing
Type 1: Just a gun drone. Cheap as hell but deadly enough.
Wheeled (grav-enhanced in low-g environments) No manipulators
1 light weapon
light armor
Type 2: Used for more difficult terrain. More expensive and vulnerable
Hover (antigrav)
2 Light weapons
light armor
Type 3: Rather expensive, but very capable
Quadrupedal, legs double as arms
2 light weapons
light armor
Type 4: Support
tracks
1 light weapon
1 medium weapon (mortar, autocannon, flak, HMG)
One of those weapons is usually an automatic rifle. Other light weapons might be grenade or rocket launchers.
A medium weapon would be along the lines of a heavy machine gun or light autocannon.
Distribution of units is about the same as in human militaries. Type1 killbots are used as cheap cannon fodder while Type3 and sometimes type2 are used for higher quality troops. Type 4 is the infantry support role, backed up by heavier armor bots.
In progress. Too be added:
ground forces
magazine sizes
troop transports
names and full descriptions
carried forces
numbers in service
fine-tuning stats
acceleration
Ship hulls are normal shape unless otherwise stated.
Weapons:
Laser- Pretty good energy weapons, limited by large sizes needed to get high yields
Hellbore- Short range fusion gun. Used to get cheap firepower, limited by range.
Missile-'Ready' stat is missiles ready to fire per battery. Multiply ready by # launchers to get number of missiles that can be launched at a time. "Reserve" is total magazine capacity.
Regular Fleet (limit 200):
Carriers
2000m long
1 heavy laser turret
4 heavy missile launchers (5MT, 4 ready, [big]reserve, reload 60 seconds)
500 point defense lasers (1 kiloton/s each)
500 SAM batteries (5 kilotons each, 8 at ready, [very big number] in reserve, reload 10s)
Drone fighters, bombers, awacs, etc
shields 8 gigaton + 8 mt/s
Accel:
Dreadnoughts- Heavy hitters.
2000m long
5 Heavy laser turrets (2 MT/s per turret)
10 medium laser turrets (.5 MT/s per turret)
20 Missile Launchers (5MT, 4 ready, [big]reserve, reload 60 seconds)
250 PDL (1kiloton/sec each, total 250 kiloton/s)
100 SAM (5 kiloton each, 8 ready, [big] reserve, reload 10 seconds)
shields: 8 gigaton, +8 Mt/s
Accel:
Heavy Cruisers- General purpose capital ships. 1000m long
2 heavy laser turrets
8 medium laser turrets
20 missile launcher(5MT, 4 ready, [small]reserve, reload 60 seconds)
200 PDL (1kiloton/sec each)
75 SAM (5 kiloton each, 8 ready, [med] reserve, reload 10 seconds)
Shields: 6 gigaton +5mt/s
Accel:
Battlecruiser - higher peak, less endurance 1000m
2 heavy laser turrets (4)
4 medium laser turrets (2)
40 missile launcher (5mt, 4 ready, [small] reserve, reload 60 seconds)
1 hellbore turret (5 mt/sec short range)
200 PDL (1kiloton/sec each)
75 SAM (5 kiloton each, 8 ready, [med] reserve, reload 10 seconds)
Shields: 8gigaton + 2mt/s
Accel:Fast
-----
(limit 1000)
Light Cruisers 750m
2 heavy laser
4 medium laser
200 PDL (1kiloton/sec each)
75 SAM (5 kiloton each, 8 ready, [small] reserve, reload 10 seconds)
Shields:5gt +5mt/s
Accel
Destroyers 500m
5 Med Laser turrets
1 spinal mounted 90cm hellbore (5 MT/sec - short range)
50 PDL
50 SAM (5 kiloton each, 8 ready, [small] reserve, reload 10 seconds)
Shields: 3gt + 5mt/s
Accel
Escort carriers 750m give limited drone capability to even small task forces
2 med laser
5 Missile launchers (5MT, 4 ready, [Med] reserve, reload 60 seconds)
75 PDL
75 SAM (5 kiloton each, 8 ready, [large] reserve, reload 10 seconds)
drones
Shields: 5gt + 6mt/s
Accel
Frigates 300m small, mostly for antifighter/antimissile work.
4 medium laser
75 PDL
100 SAM (5 kiloton each, 8 ready, [med] reserve, reload 10 seconds)
Shields: 2 Gt +1mt/s
Accel:fast
Ground forces:
All ground troops carry a redundant sensors covering most of the EM spectrum and sound/vibration. They will also have some sort of manipulator appendage, unless otherwise stated. Standard ammo can punch through most infantry armor without too much trouble.
Vehicles such as tanks, SPGs, IFVs, APCs and the like are all as normal, except they're robots.
For infantry we have the following basic types:
Army killbots are mostly robots programmed to fight. Officers are killbots with robot brains replaced with sentient ai minds.
Killbot listing
Type 1: Just a gun drone. Cheap as hell but deadly enough.
Wheeled (grav-enhanced in low-g environments) No manipulators
1 light weapon
light armor
Type 2: Used for more difficult terrain. More expensive and vulnerable
Hover (antigrav)
2 Light weapons
light armor
Type 3: Rather expensive, but very capable
Quadrupedal, legs double as arms
2 light weapons
light armor
Type 4: Support
tracks
1 light weapon
1 medium weapon (mortar, autocannon, flak, HMG)
One of those weapons is usually an automatic rifle. Other light weapons might be grenade or rocket launchers.
A medium weapon would be along the lines of a heavy machine gun or light autocannon.
Distribution of units is about the same as in human militaries. Type1 killbots are used as cheap cannon fodder while Type3 and sometimes type2 are used for higher quality troops. Type 4 is the infantry support role, backed up by heavier armor bots.
Last edited by Raxmei on 2003-06-22 05:59am, edited 1 time in total.
I prepared Explosive Runes today.
- Spyder
- Sith Marauder
- Posts: 4465
- Joined: 2002-09-03 03:23am
- Location: Wellington, New Zealand
- Contact:
The Hive
A schizophrenic society based on loyalty both to the individual and the state.
Race: Human, over 40% possessing a variety of cybernetic enhancements.
Smoke and Mirrors
It is believed that the events that lead to the establishment of today’s Hive stretch back to around Earth’s late 19th century, specifically in the events transpiring in Europe just two decades prior to the commencement of the first world war. Exactly what organizational agreement existed that was hidden from the public at the time is still unknown, what is known is that there was one. The influence was then passed down from generation to generation as the organization started to grow. They had their hands in political affairs throughout the globe.
Their motives were equally mysterious; some of their actions seemed as though their goal was the acquisition of wealth; the quintessential driving force of human ambition, while at other times it seemed as though they were fulfilling a kind of political agenda as if they had some stake in the success of a particular political or religious group.
The truth was that there was more then one secret society operating at any one time and they would often be at odds with each other. The societies often had little idea of each other’s existence; whenever the existence of one was compromised they would quickly disperse and regroup before the others could use their political connections to reveal their enemies to the rest of the world.
Over time, some of the groups found that they shared common goals with various other groups that were encountered and slowly the smaller groups began to merge into larger ones. Some leaders of various terrorist groups often had to either compromise or abandon their causes as some of them found out more about the inner workings of the system, those that would not conform had a tendency to disappear. By the year 2255 one group known simply as the Consortium managed to gather enough power in order for it to begin the formation of a new nation. Colonization of other planets was still a relatively new concept at the time and had captured the Consortium’s attention. Manipulating the powers of Earth no longer seemed to serve any purpose, as space travel opened up new opportunities. The Consortium would now be able to build an entire nation from the ground up with no political interference from any third party. This nation would be built exactly the way a nation should be, according to the Consortium’s executives naturally. This process was going to take quite some time so many Consortium members found themselves with cybernetic implants designed to prolong their lifespan.
The Consortium began moving their people into space, some of them were even volunteers. After 70 years or so the Consortium had moved most of its supporters into various orbital space stations and some on to various long-range sleeper ships. Most of them unaware that an invisible force with its own hidden agenda was still guiding their actions. Most of these people believed that they were simply part of an international drive to move people into space, which to some extent was true.
However, a decade or two later all hell broke lose. A long forgotten rogue cell reemerged from a century of silence. The cell had sworn revenge against their former leaders for abandoning the cause and becoming part of the system. At first no one could figure out what was happening. People were ordered to take up arms against other people, often within their own ranks, there were masses of firefights and bloodshed and no one could figure out why. It wasn’t long before the Consortium’s cover was blown. As people began to rise up against the system it became obvious that their plans were about to come to a grinding halt. Eventually the Consortium’s executives were overthrown and killed, ending the Consortium’s tenure as one of humanity’s most insidious organizations.
It was an interesting turn of fate that the end of the Consortium didn’t actually coincide with the end of their master plan. For once the executives were dealt with a massive power vacuum was left. Over a billion people found themselves sharing space stations and various outposts with their former adversaries throughout the Sol system with nowhere to go. The power vacuum was soon filled, this time a legitimate governing authority stepping in and attempting to provide some form of protection for its citizens. This new government faced three problems:
1 They had no land
2 Their people were scattered
3 Hostilities were growing as nations were supporting large masses of foreigners at the expense of their own people. There was a growing danger of ethnic cleansing and in some places it was rumored that it had already begun.
After all the other nations turned their backs on the lawless scraps there was only one solution to the problem: exile.
The Exodus
The new government, now titled the “United Colonial Initiative” was tasked with gathering it’s population, which basically meant collecting all colonists that were placed in space under Consortium authority as well as any of their descendants that did not qualify for citizenship in the nations in which they were residing. A lot of these people had been living in lawlessness for quite some time in extremely crude settlements, many of which possessed cybernetic and genetic enhancements designed to prolong their lives and enhance their performance in various ways.
The UCI ended up taking in some of the poorest examples humanity had to offer. While often referred to “scum” by the rest humanity, some of them were at one time considered great thinkers. The Consortium had made a note to ensure that it was connected with anyone that could be influential, not just politicians but scientists, technicians, knowledge workers, scholars even one or two historians. Then there were also ex-military personal that found themselves employed by, now defunct, security agencies that were originally fronts for Consortium operations. While the task of building a nation for its citizens was going to be difficult, the UCI at least had a decent knowledge and labor base to work with.
After the people were assembled, massive ships were constructed and fitted with early warp drive technology. Soon the UCI would set out to provide a new life for its people.
After years of travel a suitable star cluster was found and immediately colonized. The UCI decided that splitting off and colonizing several habitable worlds would make the colonies easier to manage. 7 worlds were colonized: Zerus, Arsieus, New Abydos, Du’n, Khazra, Abridon and Zenmir.
As the first vehicles rolled off the transports their operators surveyed their respective landscapes. With the limited resources they had it would take time for them to rebuild their lives, but for now they had a place they could call home.
A New Beginning
Over the next century the lands were slowly transformed and made productive. The enormous population (enormous by colonial standards) was always on the move. Different facilities were set up on different planets and the people simply went where they were required to go, the UCI referred to this as Dynamic Population Allocation, it was more a measure to prevent the individualistic lawlessness that the colonists had grown accustomed to from becoming too prolific. Because of the constant mixing, very few people were granted the opportunity to settle down in one place and thus very little sense of patriotic loyalty to any of the colonies was formed. Instead there was a common sense of loyalty to the colonies as a whole.
The Energy Market
As the UCI was growing from a collection of colonies into a sovereign nation it was time to standardize the economy. The newly introduced energy market shifted the focus from wealth in materials to wealth in energy. The energy credit was the most efficient means of managing wealth possible. The market was based purely on how much energy went into producing a certain result weather it be a good, a service or even an idea. Suddenly power companies became the center point of the national economy.
Enter the Nexus
While the colonial population as a whole was beginning to exhibit what could be referred to hive mentality, they were still very individualistic which resulted in many conflicts of interest. The individualism and the hive mentality were two opposite extremes that were both manifesting themselves in the general population, colony growth was starting to gain momentum and new colonies and outposts were being founded. The UCI found themselves with a new problem; if something wasn’t done about the schizophrenic population it wouldn’t be long before the colonies would tear themselves apart. They couldn’t afford to curb the individualism as they would run the risk of silencing the population’s thinkers as well as breaking the spirit of the colonists, both would be essential to their survival. On the other hand the hive mentality was instrumental in keeping the colonies functioning as a cohesive unit and their survival was largely dependant on their ability to work together. The UCI found it was no longer capable of fulfilling its role as a governing colonial authority.
A solution was eventually found. A monolithic complex known as the nexus was constructed on Zerus. The expanding colonial territory was then divided up into 50 regions and a small group of 4 people was selected from each region. These 200 volunteers represented the most influential voices in all the colonies. They entered the nexus and their minds were connected. The “Hive Nexus” was then able to act as not only a government but as a single regulatory authority ensuring that they would have the power to guide the colonists in the direction that would best ensure their chances of success in the universe.
Thus the Hive was born. The fact that the general population had little say in how the Hive was run had little relevance as most of them were free to do as they wished anyway, provided that it wasn’t overly detrimental to the development of the state. The public did not see the Hive Nexus as a governing authority but more as a provider of opportunity. The Hive Nexus was able to manage affairs of state with mechanical precision and efficiency.
The Road Ahead
The average Hive citizen would ambitious dreams of fame, fortune, and power. Few are contented with the conventions of what other people would deem “ordinary lives”. The Hive Nexus encourages these tendencies in order to drive overall national ambition and ensures that the Nexus is seen as a tool rather then an authority thus maintaining a sense of loyalty to the hive despite natural anarchic tendencies present in the populace. Ethics however are not one of the Hive’s strong points and as the Hive grows the attention of the people are drawn to the presence of the other Human stellar nations. The time for isolation would soon be at an end and memories of being driven from their ancestral homeland were beginning to resurface.
Major Worlds
This list represents the 7 largest worlds under Hive control. The Hive has a total of 50 Major Colonies, 150 Minor colonies and 200 deep space outposts.
Total Hive population is approximately 300 Billion
Zerus
Capital, home of the Hive Nexus : [Pop 20 billion]
Arsieus
Member world, highest population [pop 40 billion]
New Abydos
Member world, second highest population [pop 35 billion]
Du’n
Member world, industrial resource gathering and fabrication [pop 25 billion]
Khazra
Member world, industrial production [pop 25 billion]
Abridon
Member world, industrial high tech [pop 15 billion]
Zenmir
Member world, home to largest hive military academy [pop 10 billion]
A schizophrenic society based on loyalty both to the individual and the state.
Race: Human, over 40% possessing a variety of cybernetic enhancements.
Smoke and Mirrors
It is believed that the events that lead to the establishment of today’s Hive stretch back to around Earth’s late 19th century, specifically in the events transpiring in Europe just two decades prior to the commencement of the first world war. Exactly what organizational agreement existed that was hidden from the public at the time is still unknown, what is known is that there was one. The influence was then passed down from generation to generation as the organization started to grow. They had their hands in political affairs throughout the globe.
Their motives were equally mysterious; some of their actions seemed as though their goal was the acquisition of wealth; the quintessential driving force of human ambition, while at other times it seemed as though they were fulfilling a kind of political agenda as if they had some stake in the success of a particular political or religious group.
The truth was that there was more then one secret society operating at any one time and they would often be at odds with each other. The societies often had little idea of each other’s existence; whenever the existence of one was compromised they would quickly disperse and regroup before the others could use their political connections to reveal their enemies to the rest of the world.
Over time, some of the groups found that they shared common goals with various other groups that were encountered and slowly the smaller groups began to merge into larger ones. Some leaders of various terrorist groups often had to either compromise or abandon their causes as some of them found out more about the inner workings of the system, those that would not conform had a tendency to disappear. By the year 2255 one group known simply as the Consortium managed to gather enough power in order for it to begin the formation of a new nation. Colonization of other planets was still a relatively new concept at the time and had captured the Consortium’s attention. Manipulating the powers of Earth no longer seemed to serve any purpose, as space travel opened up new opportunities. The Consortium would now be able to build an entire nation from the ground up with no political interference from any third party. This nation would be built exactly the way a nation should be, according to the Consortium’s executives naturally. This process was going to take quite some time so many Consortium members found themselves with cybernetic implants designed to prolong their lifespan.
The Consortium began moving their people into space, some of them were even volunteers. After 70 years or so the Consortium had moved most of its supporters into various orbital space stations and some on to various long-range sleeper ships. Most of them unaware that an invisible force with its own hidden agenda was still guiding their actions. Most of these people believed that they were simply part of an international drive to move people into space, which to some extent was true.
However, a decade or two later all hell broke lose. A long forgotten rogue cell reemerged from a century of silence. The cell had sworn revenge against their former leaders for abandoning the cause and becoming part of the system. At first no one could figure out what was happening. People were ordered to take up arms against other people, often within their own ranks, there were masses of firefights and bloodshed and no one could figure out why. It wasn’t long before the Consortium’s cover was blown. As people began to rise up against the system it became obvious that their plans were about to come to a grinding halt. Eventually the Consortium’s executives were overthrown and killed, ending the Consortium’s tenure as one of humanity’s most insidious organizations.
It was an interesting turn of fate that the end of the Consortium didn’t actually coincide with the end of their master plan. For once the executives were dealt with a massive power vacuum was left. Over a billion people found themselves sharing space stations and various outposts with their former adversaries throughout the Sol system with nowhere to go. The power vacuum was soon filled, this time a legitimate governing authority stepping in and attempting to provide some form of protection for its citizens. This new government faced three problems:
1 They had no land
2 Their people were scattered
3 Hostilities were growing as nations were supporting large masses of foreigners at the expense of their own people. There was a growing danger of ethnic cleansing and in some places it was rumored that it had already begun.
After all the other nations turned their backs on the lawless scraps there was only one solution to the problem: exile.
The Exodus
The new government, now titled the “United Colonial Initiative” was tasked with gathering it’s population, which basically meant collecting all colonists that were placed in space under Consortium authority as well as any of their descendants that did not qualify for citizenship in the nations in which they were residing. A lot of these people had been living in lawlessness for quite some time in extremely crude settlements, many of which possessed cybernetic and genetic enhancements designed to prolong their lives and enhance their performance in various ways.
The UCI ended up taking in some of the poorest examples humanity had to offer. While often referred to “scum” by the rest humanity, some of them were at one time considered great thinkers. The Consortium had made a note to ensure that it was connected with anyone that could be influential, not just politicians but scientists, technicians, knowledge workers, scholars even one or two historians. Then there were also ex-military personal that found themselves employed by, now defunct, security agencies that were originally fronts for Consortium operations. While the task of building a nation for its citizens was going to be difficult, the UCI at least had a decent knowledge and labor base to work with.
After the people were assembled, massive ships were constructed and fitted with early warp drive technology. Soon the UCI would set out to provide a new life for its people.
After years of travel a suitable star cluster was found and immediately colonized. The UCI decided that splitting off and colonizing several habitable worlds would make the colonies easier to manage. 7 worlds were colonized: Zerus, Arsieus, New Abydos, Du’n, Khazra, Abridon and Zenmir.
As the first vehicles rolled off the transports their operators surveyed their respective landscapes. With the limited resources they had it would take time for them to rebuild their lives, but for now they had a place they could call home.
A New Beginning
Over the next century the lands were slowly transformed and made productive. The enormous population (enormous by colonial standards) was always on the move. Different facilities were set up on different planets and the people simply went where they were required to go, the UCI referred to this as Dynamic Population Allocation, it was more a measure to prevent the individualistic lawlessness that the colonists had grown accustomed to from becoming too prolific. Because of the constant mixing, very few people were granted the opportunity to settle down in one place and thus very little sense of patriotic loyalty to any of the colonies was formed. Instead there was a common sense of loyalty to the colonies as a whole.
The Energy Market
As the UCI was growing from a collection of colonies into a sovereign nation it was time to standardize the economy. The newly introduced energy market shifted the focus from wealth in materials to wealth in energy. The energy credit was the most efficient means of managing wealth possible. The market was based purely on how much energy went into producing a certain result weather it be a good, a service or even an idea. Suddenly power companies became the center point of the national economy.
Enter the Nexus
While the colonial population as a whole was beginning to exhibit what could be referred to hive mentality, they were still very individualistic which resulted in many conflicts of interest. The individualism and the hive mentality were two opposite extremes that were both manifesting themselves in the general population, colony growth was starting to gain momentum and new colonies and outposts were being founded. The UCI found themselves with a new problem; if something wasn’t done about the schizophrenic population it wouldn’t be long before the colonies would tear themselves apart. They couldn’t afford to curb the individualism as they would run the risk of silencing the population’s thinkers as well as breaking the spirit of the colonists, both would be essential to their survival. On the other hand the hive mentality was instrumental in keeping the colonies functioning as a cohesive unit and their survival was largely dependant on their ability to work together. The UCI found it was no longer capable of fulfilling its role as a governing colonial authority.
A solution was eventually found. A monolithic complex known as the nexus was constructed on Zerus. The expanding colonial territory was then divided up into 50 regions and a small group of 4 people was selected from each region. These 200 volunteers represented the most influential voices in all the colonies. They entered the nexus and their minds were connected. The “Hive Nexus” was then able to act as not only a government but as a single regulatory authority ensuring that they would have the power to guide the colonists in the direction that would best ensure their chances of success in the universe.
Thus the Hive was born. The fact that the general population had little say in how the Hive was run had little relevance as most of them were free to do as they wished anyway, provided that it wasn’t overly detrimental to the development of the state. The public did not see the Hive Nexus as a governing authority but more as a provider of opportunity. The Hive Nexus was able to manage affairs of state with mechanical precision and efficiency.
The Road Ahead
The average Hive citizen would ambitious dreams of fame, fortune, and power. Few are contented with the conventions of what other people would deem “ordinary lives”. The Hive Nexus encourages these tendencies in order to drive overall national ambition and ensures that the Nexus is seen as a tool rather then an authority thus maintaining a sense of loyalty to the hive despite natural anarchic tendencies present in the populace. Ethics however are not one of the Hive’s strong points and as the Hive grows the attention of the people are drawn to the presence of the other Human stellar nations. The time for isolation would soon be at an end and memories of being driven from their ancestral homeland were beginning to resurface.
Major Worlds
This list represents the 7 largest worlds under Hive control. The Hive has a total of 50 Major Colonies, 150 Minor colonies and 200 deep space outposts.
Total Hive population is approximately 300 Billion
Zerus
Capital, home of the Hive Nexus : [Pop 20 billion]
Arsieus
Member world, highest population [pop 40 billion]
New Abydos
Member world, second highest population [pop 35 billion]
Du’n
Member world, industrial resource gathering and fabrication [pop 25 billion]
Khazra
Member world, industrial production [pop 25 billion]
Abridon
Member world, industrial high tech [pop 15 billion]
Zenmir
Member world, home to largest hive military academy [pop 10 billion]
- Spyder
- Sith Marauder
- Posts: 4465
- Joined: 2002-09-03 03:23am
- Location: Wellington, New Zealand
- Contact:
Hive Fleet
Anything longer then 30m has an energy shield.
Hive shields thend to be more effective against physical weapons such as missiles and solid projectile weapons.
The Hive uses superconductive armor on all it's military craft apart from drones. The armor works by channeling incoming energy blasts through various conduits, allowing the energy to dissipate over the hull rather then suffer a concentrated energy flow at one point as most energy weapons are designed to do. Hive ship defenses are overall strongest against energy weapons.
[Armor Rating]
Size of hull and weapon output of enemy influences how much energy th armor can absorb. When facing ship within 10% of equal size and firepower (ie similar size class vessel) the absorbtion rate is 50%. A Skarjj vs a Nemesis would experience close to 95% of it's total energy weapon firepower rendered ineffective whereas a Huntsman would only be able to absorb %5 of the energy output from a Nemesis.
[Drones] (numbers based on capship capacity)
Vampire - 7m
Fast attack drone (5KT/min)
Seeker - 5m
SWACS drone
doubles as communications node
Kamikaze - 3m
Missile interceptor
[Small Fighters/Warships] (fighter numbers based on carrier capacity)
Skarjj - 20m
Tactical Fighter
Firepower: 30 KT/min
Gemini - 25m
Long Range Bomber
Firepower: 30 - 200 KT/min
Huntsman - 45m (total in service 400) (40 Under Construction)
Multi-purpose attack vessel
Can act as a bomber, a fighter and a small frigate
Firepower: 5 MT/min
Shield Capacity: 50MT
Shield Recharge: 2%/second
Axar - 22m
Interceptor (Fast)
Firepower: 20 KT/min
[Medium Warships]
Zasz - 190m (total in service: 250) (35 Under Construction)
Dual-purpose gunship/missileship
Firepower: 20 MT/min
Shield Capacity: 400MT
Shield Recharge: 1%/second
Triton - 230m (total in service: 200) (30 Under Construction)
Frontline assault ship
Firepower: 50 MT/min
Shield Capacity: 500MT
Shield Recharge: 1%/second
Vendetta - 460m (total in service: 50) (20 Under Construction)
Mobile Ballistic missle launcher
Firepower: 50/500MT
Carries 10 XR-110 and 3 XR-120 ballistic missiles
Shield Capacity: 500MT
Shield Recharge: 2%/second
Tyrant - 700m (total in service: 100) (20 Under Construction)
Heavy assault ship
Firepower: 200 MT/min
Shield Capacity: 2GT
Shield Recharge: 1%/second
[Large Warships]
Hyperrion - 1.6km (total in service: 90) (15 Under Construction)
Hive Battle Cruiser
Firepower: 400 MT/min
Shield Capacity: 5GT
Shield Recharge: 1%/second
Aktaeon - 2.9km (total in service: 70) (12 Under Construction)
Hive Dreadnaught
Firepower: 800 MT/min
Shield Capacity: 7GT
Shield Recharge: 1%/second
Nemesis - 3.7km (total in service: 40) (10 Under Construction)
Hive Juggernaught
Firepower: 1.5GT/min
Shield Capacity: 50GT
Shield Recharge: 1%/second
[Carriers and supply]
Enclave - 800m (total in service: 100) (15 Under Construction)
Carrier, Can house up to 300 fighters and bombers across three flight decks.
Firepower: 50MT/min (defensive)
Shield Capacity: 10GT
Shield Recharge: 2%/second
Arsieus - 1.4km (total in service: 100) (20 Under Construction)
Troop Transport, can house up to 40,000 troops or 1,000 units of mechanized armor
Firepower: 50MT/min (defensive)
Shield Capacity: 20GT
Shield Recharge: 3%/second
Paxus - 150m
Supply Vessel
Shield Capacity: 1MT
Shield Recharge: 2%/second
[Missiles]
ZR-110 Anti-fighter missile (15KT)
All classes excluding drones
ZR-120 General purpose missle (25KT)
All classes excluding drones
ZR-130 High Yield Anti-ship missile (100KT)
Gemini
Huntsman
Xasz
Triton
Tyrant
Aktaeon
Enclave
Hyperrion
Nemesis
ZR-140 Medium Yield Smart Bomb (90KT)
Gemini
Huntsman
Xasz
Triton
Tyrant
Aktaeon
Enclave
Hyperrion
Nemesis
ZR-150 High Yield Smart Bomb (20MT)
Xasz
Triton
Tyrant
Aktaeon
Hyperrion
Nemesis
BR-110 Medium Yield Planetary Bomb (90KT)
Gemini
Huntsman
Triton
Tyrant
Aktaeon
Hyperrion
Nemesis
BR-120 High Yield Planetary Bomb (20MT)
Triton
Tyrant
CR-110 Planetary Cluster Bomb (100KT)
Huntsman
XR-110 Medium Yield Ballistic Missile (50MT)
Vendetta
XR-120 High Yield Ballistic Missile (500MT)
Vendetta
Hive Troops
Standard Soldier:
Carries standard army kit including survival pack, assault rifle and body armour. Thermal vision built into visor.
Enhanced Hive Soldier:
Carries standard kit but carries a cybernetic neural network enhancement. Soldier still retains individuality but can the five senses of each squad member are given to the entire squad. e.g. if one sees or hears an enemy they all see and hear an enemy, this also allows them to coordinate their actions without saying a word. These soldiers require extensive training in order to make sense of the information and act as one mind.
Hive Elite:
Trained by means of artificial memory implantation within the bowels of the Hive Nexus, the Hive Elite are the best of the best. Their bodies are typically aorund 60% mechanical, including sensory, strength and speed augmentation as well as the same neural network as the enhanced soldiers. The Hive Elite are fanatically loyal to the Hive and will stop at nothing to put down any threat presented by the Hive's enemies.
Hive "Recycled" Soldier:
Just because there is no longer any brain activity does not mean that the rest of the body becomes useless (provided that adequate "life" supporting enhancements are fitted to the body before the muscle tissue has a chance to decay). These soldiers feel absolutely no pain and exist only to do what their implants tell them to do. Nanobots maintain bloodflow and keep their blood from fully coagulating and can usually provide temporary fixes for unexpected tissue damage (ie getting shot). These automatons have to suffer significant tissue damage before they become unrepariable, this includes crushing their spines, limbs, entire upper torso or blowing them up. A common mistake their enemies make is to shoot them in the head with a low calibre round which does absolutely nothing. Shooting them in the heart will slow down the nanobots but will not immediately put them down.
Recyler Drone:
Slow moving machine that crawls over a battlefield and makes "repairs" to the still warm corpses converting them into recycled soldiers.
Terrorists:
Not an official part of the Hive military, but the Hive Nexus has no compunction against using "illegal combatants" to do its dirty work. After all, they're cheap and in some situations far more versatile then professional soldiers.
Vehicles:
A wide range of vehicles are available to the hive including sky cars, speeders, and tanks. There are currently only two models of tank in service; one with a heavy turret and one with surface to air and surface to surface rocket and missile launcher. The rest of them either fly, hover or act as artilliary. Speed is preferred over power.
Anything longer then 30m has an energy shield.
Hive shields thend to be more effective against physical weapons such as missiles and solid projectile weapons.
The Hive uses superconductive armor on all it's military craft apart from drones. The armor works by channeling incoming energy blasts through various conduits, allowing the energy to dissipate over the hull rather then suffer a concentrated energy flow at one point as most energy weapons are designed to do. Hive ship defenses are overall strongest against energy weapons.
[Armor Rating]
Size of hull and weapon output of enemy influences how much energy th armor can absorb. When facing ship within 10% of equal size and firepower (ie similar size class vessel) the absorbtion rate is 50%. A Skarjj vs a Nemesis would experience close to 95% of it's total energy weapon firepower rendered ineffective whereas a Huntsman would only be able to absorb %5 of the energy output from a Nemesis.
[Drones] (numbers based on capship capacity)
Vampire - 7m
Fast attack drone (5KT/min)
Seeker - 5m
SWACS drone
doubles as communications node
Kamikaze - 3m
Missile interceptor
[Small Fighters/Warships] (fighter numbers based on carrier capacity)
Skarjj - 20m
Tactical Fighter
Firepower: 30 KT/min
Gemini - 25m
Long Range Bomber
Firepower: 30 - 200 KT/min
Huntsman - 45m (total in service 400) (40 Under Construction)
Multi-purpose attack vessel
Can act as a bomber, a fighter and a small frigate
Firepower: 5 MT/min
Shield Capacity: 50MT
Shield Recharge: 2%/second
Axar - 22m
Interceptor (Fast)
Firepower: 20 KT/min
[Medium Warships]
Zasz - 190m (total in service: 250) (35 Under Construction)
Dual-purpose gunship/missileship
Firepower: 20 MT/min
Shield Capacity: 400MT
Shield Recharge: 1%/second
Triton - 230m (total in service: 200) (30 Under Construction)
Frontline assault ship
Firepower: 50 MT/min
Shield Capacity: 500MT
Shield Recharge: 1%/second
Vendetta - 460m (total in service: 50) (20 Under Construction)
Mobile Ballistic missle launcher
Firepower: 50/500MT
Carries 10 XR-110 and 3 XR-120 ballistic missiles
Shield Capacity: 500MT
Shield Recharge: 2%/second
Tyrant - 700m (total in service: 100) (20 Under Construction)
Heavy assault ship
Firepower: 200 MT/min
Shield Capacity: 2GT
Shield Recharge: 1%/second
[Large Warships]
Hyperrion - 1.6km (total in service: 90) (15 Under Construction)
Hive Battle Cruiser
Firepower: 400 MT/min
Shield Capacity: 5GT
Shield Recharge: 1%/second
Aktaeon - 2.9km (total in service: 70) (12 Under Construction)
Hive Dreadnaught
Firepower: 800 MT/min
Shield Capacity: 7GT
Shield Recharge: 1%/second
Nemesis - 3.7km (total in service: 40) (10 Under Construction)
Hive Juggernaught
Firepower: 1.5GT/min
Shield Capacity: 50GT
Shield Recharge: 1%/second
[Carriers and supply]
Enclave - 800m (total in service: 100) (15 Under Construction)
Carrier, Can house up to 300 fighters and bombers across three flight decks.
Firepower: 50MT/min (defensive)
Shield Capacity: 10GT
Shield Recharge: 2%/second
Arsieus - 1.4km (total in service: 100) (20 Under Construction)
Troop Transport, can house up to 40,000 troops or 1,000 units of mechanized armor
Firepower: 50MT/min (defensive)
Shield Capacity: 20GT
Shield Recharge: 3%/second
Paxus - 150m
Supply Vessel
Shield Capacity: 1MT
Shield Recharge: 2%/second
[Missiles]
ZR-110 Anti-fighter missile (15KT)
All classes excluding drones
ZR-120 General purpose missle (25KT)
All classes excluding drones
ZR-130 High Yield Anti-ship missile (100KT)
Gemini
Huntsman
Xasz
Triton
Tyrant
Aktaeon
Enclave
Hyperrion
Nemesis
ZR-140 Medium Yield Smart Bomb (90KT)
Gemini
Huntsman
Xasz
Triton
Tyrant
Aktaeon
Enclave
Hyperrion
Nemesis
ZR-150 High Yield Smart Bomb (20MT)
Xasz
Triton
Tyrant
Aktaeon
Hyperrion
Nemesis
BR-110 Medium Yield Planetary Bomb (90KT)
Gemini
Huntsman
Triton
Tyrant
Aktaeon
Hyperrion
Nemesis
BR-120 High Yield Planetary Bomb (20MT)
Triton
Tyrant
CR-110 Planetary Cluster Bomb (100KT)
Huntsman
XR-110 Medium Yield Ballistic Missile (50MT)
Vendetta
XR-120 High Yield Ballistic Missile (500MT)
Vendetta
Hive Troops
Standard Soldier:
Carries standard army kit including survival pack, assault rifle and body armour. Thermal vision built into visor.
Enhanced Hive Soldier:
Carries standard kit but carries a cybernetic neural network enhancement. Soldier still retains individuality but can the five senses of each squad member are given to the entire squad. e.g. if one sees or hears an enemy they all see and hear an enemy, this also allows them to coordinate their actions without saying a word. These soldiers require extensive training in order to make sense of the information and act as one mind.
Hive Elite:
Trained by means of artificial memory implantation within the bowels of the Hive Nexus, the Hive Elite are the best of the best. Their bodies are typically aorund 60% mechanical, including sensory, strength and speed augmentation as well as the same neural network as the enhanced soldiers. The Hive Elite are fanatically loyal to the Hive and will stop at nothing to put down any threat presented by the Hive's enemies.
Hive "Recycled" Soldier:
Just because there is no longer any brain activity does not mean that the rest of the body becomes useless (provided that adequate "life" supporting enhancements are fitted to the body before the muscle tissue has a chance to decay). These soldiers feel absolutely no pain and exist only to do what their implants tell them to do. Nanobots maintain bloodflow and keep their blood from fully coagulating and can usually provide temporary fixes for unexpected tissue damage (ie getting shot). These automatons have to suffer significant tissue damage before they become unrepariable, this includes crushing their spines, limbs, entire upper torso or blowing them up. A common mistake their enemies make is to shoot them in the head with a low calibre round which does absolutely nothing. Shooting them in the heart will slow down the nanobots but will not immediately put them down.
Recyler Drone:
Slow moving machine that crawls over a battlefield and makes "repairs" to the still warm corpses converting them into recycled soldiers.
Terrorists:
Not an official part of the Hive military, but the Hive Nexus has no compunction against using "illegal combatants" to do its dirty work. After all, they're cheap and in some situations far more versatile then professional soldiers.
Vehicles:
A wide range of vehicles are available to the hive including sky cars, speeders, and tanks. There are currently only two models of tank in service; one with a heavy turret and one with surface to air and surface to surface rocket and missile launcher. The rest of them either fly, hover or act as artilliary. Speed is preferred over power.
Last edited by Spyder on 2003-07-15 03:25am, edited 2 times in total.
- Thirdfain
- The Player of Games
- Posts: 6924
- Joined: 2003-02-13 09:24pm
- Location: Never underestimate the staggering drawing power of the Garden State.
Three Suns Commonwealth
Head of State: President Arnold Von Braun
The Three Suns Commonwealth is a moderatly sized civilization towards the edge of Known Space. The civilization is so named not because
it consists of three suns, but rather, because it is actually a conglomerate of what were formerly three seperate powers. Over the last seven hundred years, civilization has risen on the planets of Desjardins, Osiris, and Jacob's Landing. Each of these worlds was colonized by some Terrestrial power in the dim past, giving rise to the civilizations seen today. The Three Suns Commonwealth is a representative democracy, where each of the
provinces elects Senators to a High Senate, which acts as a legislative body to the popularly elected President. The Three Suns Commonwealth has a tradition of free trade and ethnic diversity among it's people. TSC history has been an almost continual arms race. As a side effect, the TSC has a massive arms industry, and is the leading exporter of small arms, starship weapons systems, and military electronics. Commonwealth equipment is generally more efficient than the galactic average, and is heavily mass produced.
The Commonwealth has a fairly potent genetic engineering industry, which is slightly higher than the standard in the field. The Commonwealth has been in contact with Terrestrial powers for a little over a century. Evidence suggests that the Commonwealth wrolds were settled by exiles from Terra in the dim past.
History:
The TSC was at one point three seperate star nations: The Twelfth Republic, based on Desjardins, The Osirian Free Republic, based on Osiris, and the United Systems, based on Jacob's Landing. Over two hundred years, these powers warred with each other, in primitive FTL warships. Eventually, the Twelfth Republic gained the upper hand and nearly crushed the United Systems. This perceived supremacy of one power over the other two lead the Osirian Free Republic and the United Systems to band together for the first time in two hundred years of warfare. The alliance pushed the Twelfth Republic to the brink of defeat. In a final, climactic battle, soldiers from the Alliance landed on Desjardins. In the fighting, allied troops were shocked to find, buried beneath the capital of Desjardins, a massive buried spaceship. This was shocking, because similar ships were buried on the worlds of the other two powers.
It became apparent that each of the three powers shared a similar origin. In the course of the war, many had questioned that the alien species they fought against were so similar to them. It was now obvious that none of the powers were alien to eachother, and shared a commond species, and bond. Over the next hundred years, a war of unification was fought, in which those who accepted the origins of the Commonwealth civilizations forced the warmongers out of power. A covenant to stand together was forged, and gradually, the nations became one single Commonwealth.
Society:
The Three Suns at one point had sharply different cultures, but four hundred years of FTL intermixing has lead to a fairly homogonized culture. Commonwealth citizens inhabit all possible locations in their systems. Gene modifiction technology preserved on the starships their ancestors arrived in allow Commonwealth citizens to change themselves to suit their needs. Citizens who live on the high-gravity worlds are short and stocky, with strong bones and muscles. Those on lower gravity worlds are slimmer, and lighter. Many live in the vast space colonies, conglomorations of asteroids and space stations, and are modified to live best in those environments.
Military forms exist as well. All Commonwealth naval personelle are modified for zero-g, and Commonwealth warships have no artificial gravity. Commonwealth ground troops are built for higher gravity, and travel to their destinations in coldsleep tubes. Marines are modified for both.
Trade between the worlds of the Commonwealth is heavy, large hyperspace jumpgates allow civilian craft to save money on FTL drives by taking the jumpgate net. The Commonwealth exports basic weapons systems, second-rate bioengineered pharmaceuticals and products, and light-industry consumer goods, like cars, pinball machines, and aircraft. The Commonwealth is best known throughout Known Space, however, for it's huge military industry. Commonwealth small arms and vehicles are common throughout known space, and commonwealth combat electronics are generally regarded as the best, though they are superseded in some areas.
A small percentage of Commonwealth citizens belong to an alien species known as the Toth-Ess. the Toth-Ess are large, lizardlike creatures with a venemous bite. They are quite docile, and their population is fairly small, with only a few billion scattered across the Commonwealth worlds. Evidence shows that the Toth-Ess came from the same colony ships as the human inhabitants of the TSC, but did not evolve on the same planet.
The former colony ships, called Arks, are centers of Commonwealth culture. One is in orbit of Osiris, and is the center of a large zero-g habitation. It also acts as the administrative building for Osiris. One is at the L5 point of Jacob's Landing, and is cordoned off as a tourist attraction/monument, It is surrounded by space habitations.
The one at Desjardins is half-buried in the dirt, and is the center of the capital city. In the middle of the vast city/hive of Desjardins, there is a patch of green grass, a beautiful garden from which half of the refurbished, polished vessel protrudes. The Commonwealth Senate meets in a chamber carved out of the hulk.
Religeous Life
Religeon is very diverse among Commonwealth worlds. There are a multitude of small sects and cults throughout the Commonwealth, and the government has a strict seperation of church and state.
Some major religeons are:
Islam: The TSC's long association with the Caliphate has lead to the formation of a significant Moslem minority; 5% of the TSC's population follows Islam, mostly wealthy traders. Moslems in TSC territory always pray to the sight of the first human landing on their world, and a small portion of soil from Mecca is enshrined on Jacob's Landing. Many Moslems in TSC space visit this area.
Progenitor's Temple: A form of ancestor worship, embraced by many of the TSC's military elite. The Arks, and "Those Who Came Before," are venerated as the parents of off-earth civilization. 23% of the TSC's population belongs to the Temple.
Mother Void Church: An archaic religeon, dating from before the colonization of the Three Suns. Religeous texts of this faith, which epitomizes man as the inheritor of the universe, and emphasizes the vastness and bounty of deep space, were found on the Arks. 15% of the TSC's population follows the Mother Void Church.
All Life Holy: This large sect embraces neopagan principles, and is popular with teenage girls. It also has a large following among the academic elite, who love it's limited constraints and veneration for all living things. 3% of the TSC's population follows the All Life Holy creed.
Neochristians: Neochristians follow the creed of Jesus Christ, through a zen-like Path written by one Sun-Tzu Johanson, in the early days of the Osiris colony. Largely worshipped by Osirans, 7% of the Comonwealth's citizens are Neochristians.
Worlds:
The Three Suns are divided into twelve provinces, which conform roughly to the domains of the old pre-Unification powers. The Capital is at Desjardins, in the city of the same name. There are fewer colonized Commonwealth worlds, but this is balanced out by larger-than-normal populations Commonwealth worlds have in orbit. Your average Commonwealth Major world has twice the population of average systems of other major empires, as there are large space colonies spread throughout the system.
In the Desjardins administrative zone are the provinces of:
Desjardins -capital- (1 Capital world, 1 Major world, 10 minor worlds )
Saint-Claire -border- (10 minor worlds, 40 outposts)
Saint-Pierre -border- (10 minor worlds, 20 outposts, 1 major world)
Santander March (2 major worlds, 10 minor worlds 1 minor world)
----------------------------------------------------- 5 major worlds, 40 minor worlds, 60 outposts
In the Jacob's Landing administrative zone are the provinces of:
Liberty -subcapital- (2 Major Worlds, 15 Minor worlds.)
Kelia -border- (1 Major world, 10 Minor Worlds, 25 outposts )
Togo March (1 Major world, 15 Minor worlds.)
Fell March -border- (3 Major worlds, 15 minor worlds, 35 outposts)
------------------------------------------------- 7 major worlds, 55 Minor worlds, 60 outposts
In the Osiris administrative zone are the provinces of:
Osiris -subcapital- (1 Major world, 10 Minor worlds)
Harbinger March (2 Major worlds, 10 Minor worlds)
Horus (2 Major worlds, 10 Minor worlds)
Isis -border- (1 Major world, 60 outposts)
----------------------------------------------------------- 6 major worlds, 30 Minor worlds, 60 outposts
Total: 18 Major worlds, 125 Minor worlds, 180 Outposts
Military Technology:
The Three Suns have a warrior tradition based around their centuries of warfare. The Commonwealth Navy has fought a number of minor wars and border actions since the Unification four centuries ago.
Weapons Technology:
(Firepower is in tons per minute)
Particle Beams: The primary beam shipkillers. Particle Beam cannon use superconducters and electromagnets to accelerate particle streams to near-C. Powerful short-medium range weapons. Commonwealrth P-beams are around galactic average in power and efficiency.
Mounts:
Light Battery- Escort-scale ship-to-ship P-beams. Useful against other escorts and damaged capital ships. Low power reqs, and doubles as PD.
(5 megaton firepower)
]Heavy BatteryFor escorts and Battlecruisers, banks of heavy guns. Moderate against capital ships, quite good against other escorts.
(25 megaton firepower)
Capital Battery For Dreadnoughts, Carriers, and Battlecruisers, banks of huge P-Beam cannon, suited for blasting through the defenses of other capital ships. (.1 gigaton firepower.)
MFR Point Defense Battery "Magnetic Field Redirection-" these weapons take advantage of Commonwealth military technology. A computer manipulates a magnetic field to control a medium-power P-beam with extreme accuracy. MFR turrets are basically omnidirectional, as the beam is aimed not by mechanical turreting, but by the very magnetic field which fires it. Powerful antifighter/missile weapons, but of limited use against capital ships. (1 megaton firepower)
Lasers: Secondary shipkillers. Lasers are lightspeed weapons, which are easier to assemble and deploy than P-beams, and require less space. They are, however, less powerful, and can not be used in MFR turrets. Useful at all ranges. A Laser battery of equal power to a P-Beam battery takes up more space, but is more efficient.
Mounts:
PD battery Small, point defense turrets. Excellent against unshielded missiles and fighters, moderate against shielded missiles and fighters.(500 kiloton firepower)
Heavy battery For escorts and Battlecruisers. (25 megaton firepower)
Spinal BatteryFor escorts and Battlecruisers, spinal mount lasers are large, in terms of space and power required, but are very powerful. Used as capship killers by escorts and Battlecruisers, when opportunity provides. (30 megaton firepower)
Capital Battery- For Dreadnoughts, Carriers, and Battlecruisers. (.1 gigaton firepower)
Missiles: Ranging in size from large capship missiles to small, antifighter swarmers.
Mounts:
Swarmer Batterycapital/escort mounted launchers which release a cloud of small, antifighter/missile countermissiles. Very potent, but fires one powerful volley and then must be reloaded from internal mags, which takes minutes. (5 megaton firepower (spread out over a few hundred tiny missiles, little threat to shielded capships.) Needs 3-5 minute reload time. Very accurate.)
Escort Missile Battery Reloadable missile tubes, usually from a revolving drum magazine. Fires anticapship missiles, with bomb-pumped laser warheads or EMP blast warheads. Can also fire ECM rounds. Escorts only. (6 volleys, then must be reloaded (5 minute reload time.) BPL warheads deal 5 MT a volley, if they impact.)
Capital Missile Battery- Reloadable missile tubes, fires from a large magazine. Large anticapship missiles, with bomb-pumped laser warheads and EMP blast warheads. Can also fire ECM rounds. For battlecruisers, carriers, and Dreadnoughts. (25 volles a minute, BPL warheads deal 5 MT a volley. Limited ammo.)
Defensive Technology:
The Commonwealth's computer controlled ECM suites are quite powerful, but better than galactic norm only in that they take up marginally less space. Commonwealth shielding is galactic norm- simple, and effective. Commonwealth warships are armored and compartmentalized under their shielding. They often have two reactor banks in seperate parts of the vessel, to stop one lucky hit from taking out all a vessel's fusion powerplants.
Engine/Reactor/Fuel Technology:
Commonwealth warships use fusion torchs, feeding off of reactor mass, to provide propulsion in combat maneuvers. Fusion-powered Ion engines provide propulsion when the vessel does not wish to waste fuel. Fusion reactors, in banks, provide power to military warships, though many civilian craft use simple nuclear power. Fuel is hydrogen, and most large warships are equipped to collect interstellar hydrogen, or process comets into usable fuel.
Co-Prosperity Sphere:
The TSC has been a member of the CPS almost since it's creation, first as the three seperate powers, and then as the TSC. One of the main goals of TSC policy is to spread the Sphere, and ensure that the industries of the Three Suns find rish new markets to exploit.
State Advantage
The TSC's history of warfare leads to a culture which views to soldier as one of the highest callings in life. This grants the TSC a massive pool of recruits and a huge military-industrial complex, which manufactures more munitions then even the Communist Sector.
-Largest Arms Industry
-Above Average Soldiers
-Moderate Heavy Industry
Head of State: President Arnold Von Braun
The Three Suns Commonwealth is a moderatly sized civilization towards the edge of Known Space. The civilization is so named not because
it consists of three suns, but rather, because it is actually a conglomerate of what were formerly three seperate powers. Over the last seven hundred years, civilization has risen on the planets of Desjardins, Osiris, and Jacob's Landing. Each of these worlds was colonized by some Terrestrial power in the dim past, giving rise to the civilizations seen today. The Three Suns Commonwealth is a representative democracy, where each of the
provinces elects Senators to a High Senate, which acts as a legislative body to the popularly elected President. The Three Suns Commonwealth has a tradition of free trade and ethnic diversity among it's people. TSC history has been an almost continual arms race. As a side effect, the TSC has a massive arms industry, and is the leading exporter of small arms, starship weapons systems, and military electronics. Commonwealth equipment is generally more efficient than the galactic average, and is heavily mass produced.
The Commonwealth has a fairly potent genetic engineering industry, which is slightly higher than the standard in the field. The Commonwealth has been in contact with Terrestrial powers for a little over a century. Evidence suggests that the Commonwealth wrolds were settled by exiles from Terra in the dim past.
History:
The TSC was at one point three seperate star nations: The Twelfth Republic, based on Desjardins, The Osirian Free Republic, based on Osiris, and the United Systems, based on Jacob's Landing. Over two hundred years, these powers warred with each other, in primitive FTL warships. Eventually, the Twelfth Republic gained the upper hand and nearly crushed the United Systems. This perceived supremacy of one power over the other two lead the Osirian Free Republic and the United Systems to band together for the first time in two hundred years of warfare. The alliance pushed the Twelfth Republic to the brink of defeat. In a final, climactic battle, soldiers from the Alliance landed on Desjardins. In the fighting, allied troops were shocked to find, buried beneath the capital of Desjardins, a massive buried spaceship. This was shocking, because similar ships were buried on the worlds of the other two powers.
It became apparent that each of the three powers shared a similar origin. In the course of the war, many had questioned that the alien species they fought against were so similar to them. It was now obvious that none of the powers were alien to eachother, and shared a commond species, and bond. Over the next hundred years, a war of unification was fought, in which those who accepted the origins of the Commonwealth civilizations forced the warmongers out of power. A covenant to stand together was forged, and gradually, the nations became one single Commonwealth.
Society:
The Three Suns at one point had sharply different cultures, but four hundred years of FTL intermixing has lead to a fairly homogonized culture. Commonwealth citizens inhabit all possible locations in their systems. Gene modifiction technology preserved on the starships their ancestors arrived in allow Commonwealth citizens to change themselves to suit their needs. Citizens who live on the high-gravity worlds are short and stocky, with strong bones and muscles. Those on lower gravity worlds are slimmer, and lighter. Many live in the vast space colonies, conglomorations of asteroids and space stations, and are modified to live best in those environments.
Military forms exist as well. All Commonwealth naval personelle are modified for zero-g, and Commonwealth warships have no artificial gravity. Commonwealth ground troops are built for higher gravity, and travel to their destinations in coldsleep tubes. Marines are modified for both.
Trade between the worlds of the Commonwealth is heavy, large hyperspace jumpgates allow civilian craft to save money on FTL drives by taking the jumpgate net. The Commonwealth exports basic weapons systems, second-rate bioengineered pharmaceuticals and products, and light-industry consumer goods, like cars, pinball machines, and aircraft. The Commonwealth is best known throughout Known Space, however, for it's huge military industry. Commonwealth small arms and vehicles are common throughout known space, and commonwealth combat electronics are generally regarded as the best, though they are superseded in some areas.
A small percentage of Commonwealth citizens belong to an alien species known as the Toth-Ess. the Toth-Ess are large, lizardlike creatures with a venemous bite. They are quite docile, and their population is fairly small, with only a few billion scattered across the Commonwealth worlds. Evidence shows that the Toth-Ess came from the same colony ships as the human inhabitants of the TSC, but did not evolve on the same planet.
The former colony ships, called Arks, are centers of Commonwealth culture. One is in orbit of Osiris, and is the center of a large zero-g habitation. It also acts as the administrative building for Osiris. One is at the L5 point of Jacob's Landing, and is cordoned off as a tourist attraction/monument, It is surrounded by space habitations.
The one at Desjardins is half-buried in the dirt, and is the center of the capital city. In the middle of the vast city/hive of Desjardins, there is a patch of green grass, a beautiful garden from which half of the refurbished, polished vessel protrudes. The Commonwealth Senate meets in a chamber carved out of the hulk.
Religeous Life
Religeon is very diverse among Commonwealth worlds. There are a multitude of small sects and cults throughout the Commonwealth, and the government has a strict seperation of church and state.
Some major religeons are:
Islam: The TSC's long association with the Caliphate has lead to the formation of a significant Moslem minority; 5% of the TSC's population follows Islam, mostly wealthy traders. Moslems in TSC territory always pray to the sight of the first human landing on their world, and a small portion of soil from Mecca is enshrined on Jacob's Landing. Many Moslems in TSC space visit this area.
Progenitor's Temple: A form of ancestor worship, embraced by many of the TSC's military elite. The Arks, and "Those Who Came Before," are venerated as the parents of off-earth civilization. 23% of the TSC's population belongs to the Temple.
Mother Void Church: An archaic religeon, dating from before the colonization of the Three Suns. Religeous texts of this faith, which epitomizes man as the inheritor of the universe, and emphasizes the vastness and bounty of deep space, were found on the Arks. 15% of the TSC's population follows the Mother Void Church.
All Life Holy: This large sect embraces neopagan principles, and is popular with teenage girls. It also has a large following among the academic elite, who love it's limited constraints and veneration for all living things. 3% of the TSC's population follows the All Life Holy creed.
Neochristians: Neochristians follow the creed of Jesus Christ, through a zen-like Path written by one Sun-Tzu Johanson, in the early days of the Osiris colony. Largely worshipped by Osirans, 7% of the Comonwealth's citizens are Neochristians.
Worlds:
The Three Suns are divided into twelve provinces, which conform roughly to the domains of the old pre-Unification powers. The Capital is at Desjardins, in the city of the same name. There are fewer colonized Commonwealth worlds, but this is balanced out by larger-than-normal populations Commonwealth worlds have in orbit. Your average Commonwealth Major world has twice the population of average systems of other major empires, as there are large space colonies spread throughout the system.
In the Desjardins administrative zone are the provinces of:
Desjardins -capital- (1 Capital world, 1 Major world, 10 minor worlds )
Saint-Claire -border- (10 minor worlds, 40 outposts)
Saint-Pierre -border- (10 minor worlds, 20 outposts, 1 major world)
Santander March (2 major worlds, 10 minor worlds 1 minor world)
----------------------------------------------------- 5 major worlds, 40 minor worlds, 60 outposts
In the Jacob's Landing administrative zone are the provinces of:
Liberty -subcapital- (2 Major Worlds, 15 Minor worlds.)
Kelia -border- (1 Major world, 10 Minor Worlds, 25 outposts )
Togo March (1 Major world, 15 Minor worlds.)
Fell March -border- (3 Major worlds, 15 minor worlds, 35 outposts)
------------------------------------------------- 7 major worlds, 55 Minor worlds, 60 outposts
In the Osiris administrative zone are the provinces of:
Osiris -subcapital- (1 Major world, 10 Minor worlds)
Harbinger March (2 Major worlds, 10 Minor worlds)
Horus (2 Major worlds, 10 Minor worlds)
Isis -border- (1 Major world, 60 outposts)
----------------------------------------------------------- 6 major worlds, 30 Minor worlds, 60 outposts
Total: 18 Major worlds, 125 Minor worlds, 180 Outposts
Military Technology:
The Three Suns have a warrior tradition based around their centuries of warfare. The Commonwealth Navy has fought a number of minor wars and border actions since the Unification four centuries ago.
Weapons Technology:
(Firepower is in tons per minute)
Particle Beams: The primary beam shipkillers. Particle Beam cannon use superconducters and electromagnets to accelerate particle streams to near-C. Powerful short-medium range weapons. Commonwealrth P-beams are around galactic average in power and efficiency.
Mounts:
Light Battery- Escort-scale ship-to-ship P-beams. Useful against other escorts and damaged capital ships. Low power reqs, and doubles as PD.
(5 megaton firepower)
]Heavy BatteryFor escorts and Battlecruisers, banks of heavy guns. Moderate against capital ships, quite good against other escorts.
(25 megaton firepower)
Capital Battery For Dreadnoughts, Carriers, and Battlecruisers, banks of huge P-Beam cannon, suited for blasting through the defenses of other capital ships. (.1 gigaton firepower.)
MFR Point Defense Battery "Magnetic Field Redirection-" these weapons take advantage of Commonwealth military technology. A computer manipulates a magnetic field to control a medium-power P-beam with extreme accuracy. MFR turrets are basically omnidirectional, as the beam is aimed not by mechanical turreting, but by the very magnetic field which fires it. Powerful antifighter/missile weapons, but of limited use against capital ships. (1 megaton firepower)
Lasers: Secondary shipkillers. Lasers are lightspeed weapons, which are easier to assemble and deploy than P-beams, and require less space. They are, however, less powerful, and can not be used in MFR turrets. Useful at all ranges. A Laser battery of equal power to a P-Beam battery takes up more space, but is more efficient.
Mounts:
PD battery Small, point defense turrets. Excellent against unshielded missiles and fighters, moderate against shielded missiles and fighters.(500 kiloton firepower)
Heavy battery For escorts and Battlecruisers. (25 megaton firepower)
Spinal BatteryFor escorts and Battlecruisers, spinal mount lasers are large, in terms of space and power required, but are very powerful. Used as capship killers by escorts and Battlecruisers, when opportunity provides. (30 megaton firepower)
Capital Battery- For Dreadnoughts, Carriers, and Battlecruisers. (.1 gigaton firepower)
Missiles: Ranging in size from large capship missiles to small, antifighter swarmers.
Mounts:
Swarmer Batterycapital/escort mounted launchers which release a cloud of small, antifighter/missile countermissiles. Very potent, but fires one powerful volley and then must be reloaded from internal mags, which takes minutes. (5 megaton firepower (spread out over a few hundred tiny missiles, little threat to shielded capships.) Needs 3-5 minute reload time. Very accurate.)
Escort Missile Battery Reloadable missile tubes, usually from a revolving drum magazine. Fires anticapship missiles, with bomb-pumped laser warheads or EMP blast warheads. Can also fire ECM rounds. Escorts only. (6 volleys, then must be reloaded (5 minute reload time.) BPL warheads deal 5 MT a volley, if they impact.)
Capital Missile Battery- Reloadable missile tubes, fires from a large magazine. Large anticapship missiles, with bomb-pumped laser warheads and EMP blast warheads. Can also fire ECM rounds. For battlecruisers, carriers, and Dreadnoughts. (25 volles a minute, BPL warheads deal 5 MT a volley. Limited ammo.)
Defensive Technology:
The Commonwealth's computer controlled ECM suites are quite powerful, but better than galactic norm only in that they take up marginally less space. Commonwealth shielding is galactic norm- simple, and effective. Commonwealth warships are armored and compartmentalized under their shielding. They often have two reactor banks in seperate parts of the vessel, to stop one lucky hit from taking out all a vessel's fusion powerplants.
Engine/Reactor/Fuel Technology:
Commonwealth warships use fusion torchs, feeding off of reactor mass, to provide propulsion in combat maneuvers. Fusion-powered Ion engines provide propulsion when the vessel does not wish to waste fuel. Fusion reactors, in banks, provide power to military warships, though many civilian craft use simple nuclear power. Fuel is hydrogen, and most large warships are equipped to collect interstellar hydrogen, or process comets into usable fuel.
Co-Prosperity Sphere:
The TSC has been a member of the CPS almost since it's creation, first as the three seperate powers, and then as the TSC. One of the main goals of TSC policy is to spread the Sphere, and ensure that the industries of the Three Suns find rish new markets to exploit.
State Advantage
The TSC's history of warfare leads to a culture which views to soldier as one of the highest callings in life. This grants the TSC a massive pool of recruits and a huge military-industrial complex, which manufactures more munitions then even the Communist Sector.
-Largest Arms Industry
-Above Average Soldiers
-Moderate Heavy Industry
Last edited by Thirdfain on 2003-06-19 12:05pm, edited 2 times in total.
- Thirdfain
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Military Forces of the Three Suns Commonwealth
Military Tradition
The Three Suns Commonwealth was forged by centuries of warfare. Soldiers are romanticized in Commonwealth literature and culture as unifiers, men and women who place the good of the people above their own well being. Military service is a prerequisite to holding public office in the Commonwealth, and those who serve are viewed with a certain degree of reverence.
There are large war colleges on the worlds of Osiris, Jacob's Landing, and Desjardins, with huge orbital components where soldiers are modified and trained to command warships and fight in zero-g, and huge sections of planet surface devoted to troop maneuvers, invasion practice, and officer training. Smaller war colleges and training forts are spread throughout the Commonwealth.
The Commonwealth's armed forces are a strictly volunteer force, but almost all Commonwealth citizens serve a hitch at some point in their lives.
New Bushido
the Commonwealth Warrior Code. All Commonwealth soldiers swear by this code, promising to follow the orders of their superiors, fight with honor, and preserve the lives of civilians. New Bushido does not specifically forbid actions like the usage of biological weapons against Civilian targets, but few Three Suns citizens would accept such actions.
Commonwealth Army
The Commonwealth Army has training facilities on every major and minor world of the Commonwealth, while officers are trained on the three main worlds of the Commonwealth. Commonwealth Legionnaires are modified, upon enlistment, to be stronger and tougher than the human norm. They are also modified to respond better to cold sleep, and are outfitted with minor cybernetics, allowing them to interface with their C&C network.
The average Commonwealth Army legionnaire is equipped with semi-camo BDUs, with armor plates at strategic places. This armor offers excellent protection against shrapnel and limited protection against energy and projectile hand weapons. The standard weapon of the Commonwealth Army is the Desjardins Fabriquacion Series 26 Pulse Rifle. The DF-26 Pulse Rifle fires light armor-piercing caseless rounds at a rate of 18 rps, from a 99 round clip, capable of defeating almost any light personal armor fielded today. The DF-26 has an underslung multipurpose launcher which can be loaded with fragmentation rounds, teargas rounds, or even plasma-based anti-armor rounds capable of burning through heavy power armor.
Commonwealth legionnaires use crew-served recoilless rifles, P-beams (machinegun analog,) and guided mortars. Small, antiaircraft missiles are also standard issue, ten per Century.
One of the cornerstones of the Commonwealth Army is their advanced command and communications net. Commonwealth infantry units are in constant contact with air support, mechanized assistance, and their commanding officers.
The Commonwealth's solid military tradition leads to almost incredible esprit d’corps. Soldiers fight hard, and are willing to die for their comrades and the Commonwealth. They are not as unflappable as the hive-mind species, but are as well-organized and tough as you can expect human infantry to be.
Commonwealth infantry is arranged into ten-thousand man Legions, which contain one hundred Hundred-man Centuries, which contain ten ten-man squads.
The largest unit of the CA is Army- one hundred legions, for a total of one million men. It takes four troop transports to move such a unit, with accompanying support legions, to a target planet.
All CA legions are mechanized, with transport provided by VTOL transports and armored APCs.
The CA also fields Armored Legions, which consist of enough tanks, antiaircraft platforms, artillary, and VTOL strike craft to fully support a CA infantry legion.
Cavalry Legions wear heavy powered armor with jump-jets. Cavalry troops are the CA elite, striking fast and hard. Cavalry units are often the first off ship, alongside Marines, in a planetary invasion.
A total of twenty Armies of Legionnaires are available for deployment, with sufficient Armored and Support legions to support them all. More armies are in reserve, but can be activated with a month or two’s notice.
Special Forces in the CA
There are three major Commonwealth Army special forces.
Commonwealth Peacekeepers: Military police of the highest caliber, Peacekeepers are tasked with pacifying the populace of a conquered world. Armed with a variety of nonlethal weapons, (and some lethal ones) and trained in propaganda techniques, the Peacekeepers apply force like a martial artist- in small amounts, in ways measured to crush resistance quietly and efficiently. Peacekeeper training is in addition to regular Army training, and they can be expected to fight as hard as CA legionnaires when necessary.
Ten legions of Commonwealth peacekeepers are in service.
Commonwealth Pathfinders: Special Forces recon units, Pathfinders are trained for insertion in enemy territory. They work in combat situations, finding enemy units and tagging them for artillery or orbital bombardment. Pathfinders are fast moving, quiet recon troops.
Two thousand Pathfinder insertion teams are in service.
Commonwealth Shadow Ops: Special Forces infiltration teams, trained in assassination, commando raids, and sabotage.
Five hundred Shadow Ops teams are in service.
Commonwealth Navy
The Commonwealth Navy is a large force, it’s massive, zero-g vessels crewed by soldiers and officers modified for their jobs. Commonwealth vessels are well-rounded, with an even spread of missile, STL beam, and laser weaponry.
Ship Designs:
Capital Ships:
25 “Athena” Class Dreadnoughts (DN)
Summary: Primary ship of the wall for the CN. Designed to take punishment, and deal it back.
Length: 2.5 km
Weapons:
4 Capital Missile Batteries (500 megatons/minute) Ammo for 15 minutes sustained fire.
5 Capital P-Beam Batteries (500 Megatons/Minute)
4 Capital Laser Batteries (400 Megatons/Minute)
10 Swarmer Batteries (50 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
50 MFR PD P-beam Batteries (50 megatons/minute.)
Shields: 10 gt. 5 mt/second
25 “Artemis” Class Dreadnoughts (DN)
Summary: Ship of the wall with heavy missile armament. Requires intense supply efforts, but quite potent at long range.
Length: 2.5 km
Weapons:
10 Capital Missile Batteries (1.25 gigaton/minute) Ammo for 20 minutes sustained fire.
1 Capital P-Beam Battery (100 megatons/minute)
5 Swarmer Batteries (25 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
10 MFR PD P-Beam batteries (10 megatons/minute)
Shields: 10 gt. 5 mt/second
25 “Hera” Class Carriers (CR)
Summary: Armored carrier, designed to sit a little bit back from a battle and pour waves of strike-craft into the midst of the enemy.
Length: 2.5 km
Weapons:
1 Capital P-Beam Battery (100 megatons/minute)
10 Swarmer Batteries (50 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
10 MFR PD P-Beam batteries (10 megatons/minute)
Shields: 7.5 gt. 5 mt/second
Strike Wing: 250 Strike Craft, 250 Interceptors
70 “Adrastea” class Heavy Cruisers (CA)
Summary: Large cruiser, built tough. Adrasteas act to either provide capital firepower to a patrol, or to wade into battle, covering the flanks of larger vessels and striking at holes in enemy formations.
Length: 1 km
Weapons:
3 Capital P-Beam batteries (300 megatons)
3 Capital Laser Batteries (300 megatons)
4 Capital Missile Batteries (500 megatons/minute.) ammo for 15 minutes sustained fire.
5 Swarmer Batteries (25 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
5 MFR PD P-Beam batteries (5 megatons/minute)
20 PD Laser batteries (10 megatons/minute)
Shields: 6.5 gt, 5 mt/second
Escorts, Light Warships
350 "Hesperia" Class Escort Frigates (FE)
Summary: Designed to act as mobile point-defense platforms, "Hesperia" Escort Frigates mount only very light antiship armament, but mount powerful antifighter batteries. These vessels are well shielded for their size.
Length: 250 meters
Weapons:
12 MFR PD P-Beam batteries (12 megatons/minute)
5 Swarmer Batteries (25 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
1 Spinal Mount Laser (30 megatons/minute)
Shields: 1.6 gt, 5 mt/second
350 "Erithea" Class Strike Frigates (FS)
Summary: Anticapship frigate, designed to raid/defend commerce, and to harry and destroy damaged enemy capital ships.
Length: 275 meters
Weapons:
3 MFR PD P-beam batteries (3 megatons/minute)
8 Spinal Mount Lasers (240 megatons/minute) (frontal firing arc ONLY.)
8 Escort Missile Batteries (240 megatons/minute)(1 minute reload time)
Shields: 1.5 gt, 5 mt/second
200 "Alcyone" Class Destroyers (DD)
Summary: Multipurpose escort warship. Broad usage as a flagship for a patrol taskforce, or as an escort for a Carrier.
Length: 480 meters
Weapons:
2 Spinal Mount Lasers (60 megatons/minute) (frontal firing arc ONLY.)
5 Escort Missile Batteries (150 megatons/minute)(1 minute reload time)
4 Heavy P-Beam Batteries (100 megaton/minute)
2 Heavy Laser Batteries (50 megatons/minute)
5 MFR PD P-Beam Batteries (5 megatons/minute)
20 PD Laser batteries (10 megatons/minute)
Shields: 2.8 gt, 5 mt/second
55 "Orphne" Class Light Cruisers (CL)
Summary: Missileboat Light Cruiser, fast-moving vessel with excellent shields and potent weaponry, but requires constant resupply. Used as a raider, ill suited for long, drawn out battles.
Length: 550 meters
Weapons:
20 Escort Missile Batteries (600 megatons/minute)(1 minute reload time, ammo for ten volleys.)
2 Heavy P-Beam Batteries (50 megatons/minute)
5 MFR PD P-Beam Batteries (5 megatons/minute)
20 PD Laser batteries (10 megatons/minute)
Shields: 3.75 gt, 5mt/second
Troop Transports
55 "Panthesilea" Class Assault Transports
Summary: Armed and shielded craft designed to land the first waves of Army and Marines onto a hostile, defended world, weathering planetary batteries to disgorge a swarm of dropships.
Length: 1 km
Weapons:
2 Capital Missile Batteries (250 megatons/minute.) ammo for 15 minutes sustained fire, carries antiplanet missiles.
5 Swarmer Batteries (25 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
5 MFR PD P-Beam batteries (5 megatons/minute)
Shields: 10 gt, no rechargers.
Cargo: 5 Legions +mechanized support
100 "Thalestris" Class Troop Transports
Summary: Lightly shielded vessel designed to shuttle in massive forces to a secured beachhead.
Length: 2.5 km
Shields: 2.8 gt, 5 mt/second
Cargo: 1 Army + mechanized support
25 "Marpesia" Class Stealth Transports
Summary: Small, fast-moving vessel, with advanced, modern sensor-jammers and stealthing. Designed to insert multiple Pathfinder and Shadow Ops teams behind enemy lines.
Length: 250 meters
Shields: 1.5 gt, 5 mt/second recharge (down when stealthed.)
Cargo: 25 pathfinder/shadow ops teams
Military Tradition
The Three Suns Commonwealth was forged by centuries of warfare. Soldiers are romanticized in Commonwealth literature and culture as unifiers, men and women who place the good of the people above their own well being. Military service is a prerequisite to holding public office in the Commonwealth, and those who serve are viewed with a certain degree of reverence.
There are large war colleges on the worlds of Osiris, Jacob's Landing, and Desjardins, with huge orbital components where soldiers are modified and trained to command warships and fight in zero-g, and huge sections of planet surface devoted to troop maneuvers, invasion practice, and officer training. Smaller war colleges and training forts are spread throughout the Commonwealth.
The Commonwealth's armed forces are a strictly volunteer force, but almost all Commonwealth citizens serve a hitch at some point in their lives.
New Bushido
the Commonwealth Warrior Code. All Commonwealth soldiers swear by this code, promising to follow the orders of their superiors, fight with honor, and preserve the lives of civilians. New Bushido does not specifically forbid actions like the usage of biological weapons against Civilian targets, but few Three Suns citizens would accept such actions.
Commonwealth Army
The Commonwealth Army has training facilities on every major and minor world of the Commonwealth, while officers are trained on the three main worlds of the Commonwealth. Commonwealth Legionnaires are modified, upon enlistment, to be stronger and tougher than the human norm. They are also modified to respond better to cold sleep, and are outfitted with minor cybernetics, allowing them to interface with their C&C network.
The average Commonwealth Army legionnaire is equipped with semi-camo BDUs, with armor plates at strategic places. This armor offers excellent protection against shrapnel and limited protection against energy and projectile hand weapons. The standard weapon of the Commonwealth Army is the Desjardins Fabriquacion Series 26 Pulse Rifle. The DF-26 Pulse Rifle fires light armor-piercing caseless rounds at a rate of 18 rps, from a 99 round clip, capable of defeating almost any light personal armor fielded today. The DF-26 has an underslung multipurpose launcher which can be loaded with fragmentation rounds, teargas rounds, or even plasma-based anti-armor rounds capable of burning through heavy power armor.
Commonwealth legionnaires use crew-served recoilless rifles, P-beams (machinegun analog,) and guided mortars. Small, antiaircraft missiles are also standard issue, ten per Century.
One of the cornerstones of the Commonwealth Army is their advanced command and communications net. Commonwealth infantry units are in constant contact with air support, mechanized assistance, and their commanding officers.
The Commonwealth's solid military tradition leads to almost incredible esprit d’corps. Soldiers fight hard, and are willing to die for their comrades and the Commonwealth. They are not as unflappable as the hive-mind species, but are as well-organized and tough as you can expect human infantry to be.
Commonwealth infantry is arranged into ten-thousand man Legions, which contain one hundred Hundred-man Centuries, which contain ten ten-man squads.
The largest unit of the CA is Army- one hundred legions, for a total of one million men. It takes four troop transports to move such a unit, with accompanying support legions, to a target planet.
All CA legions are mechanized, with transport provided by VTOL transports and armored APCs.
The CA also fields Armored Legions, which consist of enough tanks, antiaircraft platforms, artillary, and VTOL strike craft to fully support a CA infantry legion.
Cavalry Legions wear heavy powered armor with jump-jets. Cavalry troops are the CA elite, striking fast and hard. Cavalry units are often the first off ship, alongside Marines, in a planetary invasion.
A total of twenty Armies of Legionnaires are available for deployment, with sufficient Armored and Support legions to support them all. More armies are in reserve, but can be activated with a month or two’s notice.
Special Forces in the CA
There are three major Commonwealth Army special forces.
Commonwealth Peacekeepers: Military police of the highest caliber, Peacekeepers are tasked with pacifying the populace of a conquered world. Armed with a variety of nonlethal weapons, (and some lethal ones) and trained in propaganda techniques, the Peacekeepers apply force like a martial artist- in small amounts, in ways measured to crush resistance quietly and efficiently. Peacekeeper training is in addition to regular Army training, and they can be expected to fight as hard as CA legionnaires when necessary.
Ten legions of Commonwealth peacekeepers are in service.
Commonwealth Pathfinders: Special Forces recon units, Pathfinders are trained for insertion in enemy territory. They work in combat situations, finding enemy units and tagging them for artillery or orbital bombardment. Pathfinders are fast moving, quiet recon troops.
Two thousand Pathfinder insertion teams are in service.
Commonwealth Shadow Ops: Special Forces infiltration teams, trained in assassination, commando raids, and sabotage.
Five hundred Shadow Ops teams are in service.
Commonwealth Navy
The Commonwealth Navy is a large force, it’s massive, zero-g vessels crewed by soldiers and officers modified for their jobs. Commonwealth vessels are well-rounded, with an even spread of missile, STL beam, and laser weaponry.
Ship Designs:
Capital Ships:
25 “Athena” Class Dreadnoughts (DN)
Summary: Primary ship of the wall for the CN. Designed to take punishment, and deal it back.
Length: 2.5 km
Weapons:
4 Capital Missile Batteries (500 megatons/minute) Ammo for 15 minutes sustained fire.
5 Capital P-Beam Batteries (500 Megatons/Minute)
4 Capital Laser Batteries (400 Megatons/Minute)
10 Swarmer Batteries (50 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
50 MFR PD P-beam Batteries (50 megatons/minute.)
Shields: 10 gt. 5 mt/second
25 “Artemis” Class Dreadnoughts (DN)
Summary: Ship of the wall with heavy missile armament. Requires intense supply efforts, but quite potent at long range.
Length: 2.5 km
Weapons:
10 Capital Missile Batteries (1.25 gigaton/minute) Ammo for 20 minutes sustained fire.
1 Capital P-Beam Battery (100 megatons/minute)
5 Swarmer Batteries (25 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
10 MFR PD P-Beam batteries (10 megatons/minute)
Shields: 10 gt. 5 mt/second
25 “Hera” Class Carriers (CR)
Summary: Armored carrier, designed to sit a little bit back from a battle and pour waves of strike-craft into the midst of the enemy.
Length: 2.5 km
Weapons:
1 Capital P-Beam Battery (100 megatons/minute)
10 Swarmer Batteries (50 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
10 MFR PD P-Beam batteries (10 megatons/minute)
Shields: 7.5 gt. 5 mt/second
Strike Wing: 250 Strike Craft, 250 Interceptors
70 “Adrastea” class Heavy Cruisers (CA)
Summary: Large cruiser, built tough. Adrasteas act to either provide capital firepower to a patrol, or to wade into battle, covering the flanks of larger vessels and striking at holes in enemy formations.
Length: 1 km
Weapons:
3 Capital P-Beam batteries (300 megatons)
3 Capital Laser Batteries (300 megatons)
4 Capital Missile Batteries (500 megatons/minute.) ammo for 15 minutes sustained fire.
5 Swarmer Batteries (25 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
5 MFR PD P-Beam batteries (5 megatons/minute)
20 PD Laser batteries (10 megatons/minute)
Shields: 6.5 gt, 5 mt/second
Escorts, Light Warships
350 "Hesperia" Class Escort Frigates (FE)
Summary: Designed to act as mobile point-defense platforms, "Hesperia" Escort Frigates mount only very light antiship armament, but mount powerful antifighter batteries. These vessels are well shielded for their size.
Length: 250 meters
Weapons:
12 MFR PD P-Beam batteries (12 megatons/minute)
5 Swarmer Batteries (25 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
1 Spinal Mount Laser (30 megatons/minute)
Shields: 1.6 gt, 5 mt/second
350 "Erithea" Class Strike Frigates (FS)
Summary: Anticapship frigate, designed to raid/defend commerce, and to harry and destroy damaged enemy capital ships.
Length: 275 meters
Weapons:
3 MFR PD P-beam batteries (3 megatons/minute)
8 Spinal Mount Lasers (240 megatons/minute) (frontal firing arc ONLY.)
8 Escort Missile Batteries (240 megatons/minute)(1 minute reload time)
Shields: 1.5 gt, 5 mt/second
200 "Alcyone" Class Destroyers (DD)
Summary: Multipurpose escort warship. Broad usage as a flagship for a patrol taskforce, or as an escort for a Carrier.
Length: 480 meters
Weapons:
2 Spinal Mount Lasers (60 megatons/minute) (frontal firing arc ONLY.)
5 Escort Missile Batteries (150 megatons/minute)(1 minute reload time)
4 Heavy P-Beam Batteries (100 megaton/minute)
2 Heavy Laser Batteries (50 megatons/minute)
5 MFR PD P-Beam Batteries (5 megatons/minute)
20 PD Laser batteries (10 megatons/minute)
Shields: 2.8 gt, 5 mt/second
55 "Orphne" Class Light Cruisers (CL)
Summary: Missileboat Light Cruiser, fast-moving vessel with excellent shields and potent weaponry, but requires constant resupply. Used as a raider, ill suited for long, drawn out battles.
Length: 550 meters
Weapons:
20 Escort Missile Batteries (600 megatons/minute)(1 minute reload time, ammo for ten volleys.)
2 Heavy P-Beam Batteries (50 megatons/minute)
5 MFR PD P-Beam Batteries (5 megatons/minute)
20 PD Laser batteries (10 megatons/minute)
Shields: 3.75 gt, 5mt/second
Troop Transports
55 "Panthesilea" Class Assault Transports
Summary: Armed and shielded craft designed to land the first waves of Army and Marines onto a hostile, defended world, weathering planetary batteries to disgorge a swarm of dropships.
Length: 1 km
Weapons:
2 Capital Missile Batteries (250 megatons/minute.) ammo for 15 minutes sustained fire, carries antiplanet missiles.
5 Swarmer Batteries (25 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
5 MFR PD P-Beam batteries (5 megatons/minute)
Shields: 10 gt, no rechargers.
Cargo: 5 Legions +mechanized support
100 "Thalestris" Class Troop Transports
Summary: Lightly shielded vessel designed to shuttle in massive forces to a secured beachhead.
Length: 2.5 km
Shields: 2.8 gt, 5 mt/second
Cargo: 1 Army + mechanized support
25 "Marpesia" Class Stealth Transports
Summary: Small, fast-moving vessel, with advanced, modern sensor-jammers and stealthing. Designed to insert multiple Pathfinder and Shadow Ops teams behind enemy lines.
Length: 250 meters
Shields: 1.5 gt, 5 mt/second recharge (down when stealthed.)
Cargo: 25 pathfinder/shadow ops teams
Description of guu.
Guu are a type of machine that originated as a standard kind of robot and eventually merged with the souls of organic beings to form a new type of entity. The actual origin of the guu is rather unclear, but it is known that the first were a small splinter group of Shaolin Buddhist monks who combined with their robot servants. It is known that after that, the entire system of Procyon became fully ridden with machinery.
The surface of every planet was covered with machines. These machines expanded to neighboring areas and mechanized those that were not already inhabited, although not as densely as the original systems.
The guu have no society as one is generally known. The total number of guu-type entities is only a few hundred thousand. These guu were added to the original monks because they came to believe that the transformation into a machine would be the greatest possible incarnation before reaching Nirvana.
Every guu is free to do whatever they want. They generally do not have their own bodies, and instead they take control of whatever preexisting machine they would like to be at the moment. The power source of each guu is their own soul, and their belief in their power is what draws the energy from it. For almost all, this power is adequate to support themselves but not much more. The original monks are capable of much more, and can generate massive amounts of power.
The energy for other machines is generated by standard nuclear fusion. Because guu are the most prolific manufacturers of machinery, they are very proficient at its design, creation, and operation. Guu machinery can be built cheaper and work more reliably than any other type. The spirits of guu operate machines with greater efficiency and skill than any normal controller.
Guu are a type of machine that originated as a standard kind of robot and eventually merged with the souls of organic beings to form a new type of entity. The actual origin of the guu is rather unclear, but it is known that the first were a small splinter group of Shaolin Buddhist monks who combined with their robot servants. It is known that after that, the entire system of Procyon became fully ridden with machinery.
The surface of every planet was covered with machines. These machines expanded to neighboring areas and mechanized those that were not already inhabited, although not as densely as the original systems.
The guu have no society as one is generally known. The total number of guu-type entities is only a few hundred thousand. These guu were added to the original monks because they came to believe that the transformation into a machine would be the greatest possible incarnation before reaching Nirvana.
Every guu is free to do whatever they want. They generally do not have their own bodies, and instead they take control of whatever preexisting machine they would like to be at the moment. The power source of each guu is their own soul, and their belief in their power is what draws the energy from it. For almost all, this power is adequate to support themselves but not much more. The original monks are capable of much more, and can generate massive amounts of power.
The energy for other machines is generated by standard nuclear fusion. Because guu are the most prolific manufacturers of machinery, they are very proficient at its design, creation, and operation. Guu machinery can be built cheaper and work more reliably than any other type. The spirits of guu operate machines with greater efficiency and skill than any normal controller.
my heart is a shell of depleted uranium
- Stormbringer
- King of Democracy
- Posts: 22678
- Joined: 2002-07-15 11:22pm
Sota' Rhi
Brief Description
The Sota' Rhi (singular: Sota' Rin) are an essentially humanoid species. Their feature are near human however their faces are much more angular (almost elvish) and their eyes run from red to golden-orange in color and their hair taking on a blue or greenish tint. . The average male is a around 8 ft tall and the average female around 7 ft, both are relatively heavily muscled as they are a high (1.8 g) species. Sota' Rin are tougher than the average human and generally stronger. Their prefered world run to the warm end of the spectrum though they can function on any human world. They can easily live three to four centuries with the oldest natural age being around seven centuries old.
History
Sota' Rhi history begins with the city-state of Aetra' Rhi about 6000 years ago. It was there that the Faith of the Transcendent began, the basis for the foundation of Sota' Rhi civilization. In this primitive city-state that The Faith began in earnest. It began first as a small cult; with it's growth Aetra' Rhi began a startling transformation. In less than three hundred years they had gone from a bronze age civilization to the threshold of the Industrial Revolution. In that scant three centuries they had amasses an empire stretching across the globe. They spread their faith by the sword and the scroll; conquering or assmilating any civilization that mattered. They credited this to the revealed wisdom of their new gods, down to the last man.
Over the next four and a half millenia they gradually expanded their territory to the stars. They fought a series of small scale skirmishes over religious difference and territory. Their first contact was an unmitigated disaster. They encountered a lesser alien race. The first meeting began peacefully enough but their relationship turned sour as the aliens attempted to interefere with the workings of the Faith. It degenerated until finally war broke out. The Sota' Rhi devestated and eventually slaughtered the alien race when they chose to go down fighting.
Their influence however began the greatest war in Sota' Rhi history. The Schismatic War. It began when the High Preist of The World Which Was Burned (speaking it's true name is heresy) declared that he was no longer of The Faith and attempted to take his people with him into heresy. Since the Burnt World was a major military shipyard and army base the fighting became very bloody. A small handful of worlds followed, providing military arms and support. Both sides, armored by an unshakeable determination that they were right, fought a long bloody campaign. Whole Fists were savaged and Blades were of ships were left drifting hulks. The Faith recruited, mobilized armies, and sent their fanatic defenders into the mouth of hell. In a twelve year campaign the forces of The Faithful drove back their heretic enemy. What they found at the Burnt World was a planet wide fortress; even fanatic faith would not overcome that. This began the burning. over head, thousands of ships were assembled. Nuclear weapons fell like burning rain, after months upon months of bombardment the world was reduced to flattened, radioactive ash.
Since then they have hardened their hearts to outsiders. They drew inward and maitained a discrete watch upon their neighbors; never making contact. Until the last century that was the way of the worlds. Now the Sota' Rhi, particularly the Mortalists, have begun reaching out. Expanding once more and beginning the rudiments of a true interstellar presence.
The Faith
The Faith is ancient and it is impossible to discuss the Sota' Rhi with out it. It centers on the worship of the six Transcendant Ones. They are the deities-guides of the Sota' Rhi, who believe they are the gods chosen people. The Faith teaches them they are re-incarnated until such time as they are sufficiently advance to join their gods in the Transcendant Realm. Other than this basic belief much of The Faith is shrouded in mystery, denied to outsiders.
There is great debate among other peoples as to what the Transcendant Ones are or if they even exist at all. It has never been proven to the satifaction of outsiders, mostly do to the fact the priest are unwilling to cooperate. The few scientist that have been allowed to see the most intimate rituals have all reported otherworldly phenomenon, even miracle. Most actually converted to the Faith promptly. Also, the Prophecies and Visions have both provided remarkably accurate. Many technological innovations have been credited their divine influence. The truth remains to be seen, but the Faithful do not doubt they will be vindicated.
The Faith currently has three distinct sub-sects. The Pluralists are the most common and most diverse of the three sects. They believe that the Transcendant Ones are all seperate beings. Avatarists, concentrated at the lower ends of the social ladder believe that all the Transcendant One are an avatar of a supreme deity. The Mortalists are the most recent subsect, only 200 years old. They believe that whatever they are, that the Transcendant Ones are mortal and not only that they are dying or fading away. Strangley this faith was begun by a former Supreme Prophet and was not supressed as heresy. It is primarily a faith of upper class, military and priests.
Culture
The Faith of the Transcendant defines the life of the Sota' Rhi. The top classes are the priest and their scribes. They control the entirety of the Sota' Rhi star nation and their dictates shape the life of the people. Currently the Avatarists and Pluralist compose the majority of this class though the higher offices are skewed to the Mortalists. Next are the upperclass, they control much of the business and commerce of the nation. Rarely upperclass can even be recruited into the priestly ranks. Next are the middle class, the majority of the Sota' Rhi. Middle class enjoy a wealthy, healthy and relatively easy life. Well educated they form the backbone of industry, science and the military. The poor are typical poor, they conduct the lowest jobs and hold little status.
Government
The government is ruled by the church. It is headed by the Supreme Prophet who is selected for life by the Body of the Faithful. He or she may be of any sect and competition is feirce to get a member appointed as Supreme Prophet. The Supreme Prophet's power is nearly unfettered. Only the collective will of the Body of the Faithful (a group of twelve members, 4 from each sect). The current Supreme Prophet is of the Mortalist sect who also hold most of the important government positions.
The High Priest serve in all the most important jobs. From high government ministries to agency heads, each is the turf of one of the High Preists. Generally power struggles between the sects are kept from interfering but it's not unknown.
Sword of the Faith (Navy)
Exclusively female, the Sword of the Faith is a modern, driven fighting force. They are trained from late adolescense to be a highly competent and devoted soldier of The Faith. One can spend a centuries in the Sword to work to the level of commander of a vessel. The long lives and intense training culminate in a vessel command. The prospective Defender (captain) is given the final implants necessary to merge with her ship. It produces a commander almost instinctively aware f her vessels and a deadly opponent in battle.
Currently the Sword is based mostly off the Key Worlds with a lighter presence in the Outerr Worlds. Most capital ships remain close to the Key Worlds, heart of the Sota' Rhi nation. Patrols and sweeps occur regularly out to the fringes of their territory.
Fist of the Faith (Army and Marines)
The Fist of the Fist is an ancient and venerable part of The Faith. They began as the bodyguards of the early cult leaders and from their grew to the elite of Aetra' Rhi's armies. Eventually they grew to be the army. As the Sota' Rhi expanded they grew in proportion. As the Sword is female, the Fist is all male. Only a few martyr-heroines have evaded that.
They are recruited in mid-adolesence and begin the arduos training to become the Fist of the Faith's hardened troopers. As the mark of adulthood they are placed into their specialty (there is a degree of lattitude in this) in which they will serve. Most become infantry of one sort or another, some armor, others airmen. Whatever it is they become hardened, fanatical troops. Other nations hold these soldiers in fear and awe. While they do not spend their lives to no purpose, their willingness to die for the greater good makes them formidable and deadly beyond measure.
The Fist can be found everwhere; there is not a world they can not be found on in force. While they are not religious enforcers (they leave that to the Inquisition), they are fanatical defenders of the faith. No stauncher upholders can be found.
Ships Classes
Capital Ships
25 (9 Under Construction) - Swift Sword-class Battleship (1.8 km)
150 (27 Under Construction) - Retribution-class heavy cruisers (800 m)
300 (49 Under Construction) - Fearsome-class frigates (415m)
Brief Description
The Sota' Rhi (singular: Sota' Rin) are an essentially humanoid species. Their feature are near human however their faces are much more angular (almost elvish) and their eyes run from red to golden-orange in color and their hair taking on a blue or greenish tint. . The average male is a around 8 ft tall and the average female around 7 ft, both are relatively heavily muscled as they are a high (1.8 g) species. Sota' Rin are tougher than the average human and generally stronger. Their prefered world run to the warm end of the spectrum though they can function on any human world. They can easily live three to four centuries with the oldest natural age being around seven centuries old.
History
Sota' Rhi history begins with the city-state of Aetra' Rhi about 6000 years ago. It was there that the Faith of the Transcendent began, the basis for the foundation of Sota' Rhi civilization. In this primitive city-state that The Faith began in earnest. It began first as a small cult; with it's growth Aetra' Rhi began a startling transformation. In less than three hundred years they had gone from a bronze age civilization to the threshold of the Industrial Revolution. In that scant three centuries they had amasses an empire stretching across the globe. They spread their faith by the sword and the scroll; conquering or assmilating any civilization that mattered. They credited this to the revealed wisdom of their new gods, down to the last man.
Over the next four and a half millenia they gradually expanded their territory to the stars. They fought a series of small scale skirmishes over religious difference and territory. Their first contact was an unmitigated disaster. They encountered a lesser alien race. The first meeting began peacefully enough but their relationship turned sour as the aliens attempted to interefere with the workings of the Faith. It degenerated until finally war broke out. The Sota' Rhi devestated and eventually slaughtered the alien race when they chose to go down fighting.
Their influence however began the greatest war in Sota' Rhi history. The Schismatic War. It began when the High Preist of The World Which Was Burned (speaking it's true name is heresy) declared that he was no longer of The Faith and attempted to take his people with him into heresy. Since the Burnt World was a major military shipyard and army base the fighting became very bloody. A small handful of worlds followed, providing military arms and support. Both sides, armored by an unshakeable determination that they were right, fought a long bloody campaign. Whole Fists were savaged and Blades were of ships were left drifting hulks. The Faith recruited, mobilized armies, and sent their fanatic defenders into the mouth of hell. In a twelve year campaign the forces of The Faithful drove back their heretic enemy. What they found at the Burnt World was a planet wide fortress; even fanatic faith would not overcome that. This began the burning. over head, thousands of ships were assembled. Nuclear weapons fell like burning rain, after months upon months of bombardment the world was reduced to flattened, radioactive ash.
Since then they have hardened their hearts to outsiders. They drew inward and maitained a discrete watch upon their neighbors; never making contact. Until the last century that was the way of the worlds. Now the Sota' Rhi, particularly the Mortalists, have begun reaching out. Expanding once more and beginning the rudiments of a true interstellar presence.
The Faith
The Faith is ancient and it is impossible to discuss the Sota' Rhi with out it. It centers on the worship of the six Transcendant Ones. They are the deities-guides of the Sota' Rhi, who believe they are the gods chosen people. The Faith teaches them they are re-incarnated until such time as they are sufficiently advance to join their gods in the Transcendant Realm. Other than this basic belief much of The Faith is shrouded in mystery, denied to outsiders.
There is great debate among other peoples as to what the Transcendant Ones are or if they even exist at all. It has never been proven to the satifaction of outsiders, mostly do to the fact the priest are unwilling to cooperate. The few scientist that have been allowed to see the most intimate rituals have all reported otherworldly phenomenon, even miracle. Most actually converted to the Faith promptly. Also, the Prophecies and Visions have both provided remarkably accurate. Many technological innovations have been credited their divine influence. The truth remains to be seen, but the Faithful do not doubt they will be vindicated.
The Faith currently has three distinct sub-sects. The Pluralists are the most common and most diverse of the three sects. They believe that the Transcendant Ones are all seperate beings. Avatarists, concentrated at the lower ends of the social ladder believe that all the Transcendant One are an avatar of a supreme deity. The Mortalists are the most recent subsect, only 200 years old. They believe that whatever they are, that the Transcendant Ones are mortal and not only that they are dying or fading away. Strangley this faith was begun by a former Supreme Prophet and was not supressed as heresy. It is primarily a faith of upper class, military and priests.
Culture
The Faith of the Transcendant defines the life of the Sota' Rhi. The top classes are the priest and their scribes. They control the entirety of the Sota' Rhi star nation and their dictates shape the life of the people. Currently the Avatarists and Pluralist compose the majority of this class though the higher offices are skewed to the Mortalists. Next are the upperclass, they control much of the business and commerce of the nation. Rarely upperclass can even be recruited into the priestly ranks. Next are the middle class, the majority of the Sota' Rhi. Middle class enjoy a wealthy, healthy and relatively easy life. Well educated they form the backbone of industry, science and the military. The poor are typical poor, they conduct the lowest jobs and hold little status.
Government
The government is ruled by the church. It is headed by the Supreme Prophet who is selected for life by the Body of the Faithful. He or she may be of any sect and competition is feirce to get a member appointed as Supreme Prophet. The Supreme Prophet's power is nearly unfettered. Only the collective will of the Body of the Faithful (a group of twelve members, 4 from each sect). The current Supreme Prophet is of the Mortalist sect who also hold most of the important government positions.
The High Priest serve in all the most important jobs. From high government ministries to agency heads, each is the turf of one of the High Preists. Generally power struggles between the sects are kept from interfering but it's not unknown.
Sword of the Faith (Navy)
Exclusively female, the Sword of the Faith is a modern, driven fighting force. They are trained from late adolescense to be a highly competent and devoted soldier of The Faith. One can spend a centuries in the Sword to work to the level of commander of a vessel. The long lives and intense training culminate in a vessel command. The prospective Defender (captain) is given the final implants necessary to merge with her ship. It produces a commander almost instinctively aware f her vessels and a deadly opponent in battle.
Currently the Sword is based mostly off the Key Worlds with a lighter presence in the Outerr Worlds. Most capital ships remain close to the Key Worlds, heart of the Sota' Rhi nation. Patrols and sweeps occur regularly out to the fringes of their territory.
Fist of the Faith (Army and Marines)
The Fist of the Fist is an ancient and venerable part of The Faith. They began as the bodyguards of the early cult leaders and from their grew to the elite of Aetra' Rhi's armies. Eventually they grew to be the army. As the Sota' Rhi expanded they grew in proportion. As the Sword is female, the Fist is all male. Only a few martyr-heroines have evaded that.
They are recruited in mid-adolesence and begin the arduos training to become the Fist of the Faith's hardened troopers. As the mark of adulthood they are placed into their specialty (there is a degree of lattitude in this) in which they will serve. Most become infantry of one sort or another, some armor, others airmen. Whatever it is they become hardened, fanatical troops. Other nations hold these soldiers in fear and awe. While they do not spend their lives to no purpose, their willingness to die for the greater good makes them formidable and deadly beyond measure.
The Fist can be found everwhere; there is not a world they can not be found on in force. While they are not religious enforcers (they leave that to the Inquisition), they are fanatical defenders of the faith. No stauncher upholders can be found.
Ships Classes
Capital Ships
25 (9 Under Construction) - Swift Sword-class Battleship (1.8 km)
- 20 - missle tubes (15 megatons, 30 sec refire rate) (600)
40 - heavy x-ray lasers (5.5 megatons, 15 sec refire rate) (880)
5.2 gigtons sheilding (500 megatons per minute recharge rate)
100 - point defense gatling lasers
- 10 - heavy missle tubes (30 megatons, 30 sec refire rate) (500)
30 - x-ray lasers (15 megatons, 30 sec refire rate) (900)
4.9 gigtons sheilding (500 megatons per minute recharge rate)
120 - point defense gatling lasers
- 10 - x-ray lasers (20 megatons, 20 sec refire rate) (600)
3.8 gigtons sheilding (400 megatons per minute recharge rate)
120 - point defense gatling lasers
400 - spacecraft (275 fighters, 125 bombers)
- 50 - x-ray lasers (10 megatons, 30 sec refire rate) (1000)
5 - missles tubes (20 megatons, 30 sec refire rate) (200)
4.4 gigtons sheilding (400 megatons per minute recharge rate)
90 - point defense gatling lasers
- 45 - long range missles tubes (25 megatons, 60 sec refire rate)(1125)
3.9 gigtons sheilding (600 megatons per minute recharge rate)
100 - point defense gatling lasers
150 (27 Under Construction) - Retribution-class heavy cruisers (800 m)
- 30 - x-ray lasers (5 megatons, 20 sec refire rate) (450)
6 - missle tubes (15 megatons, 30 sec refire rate) (180)
3.1 gigtons sheilding (300 megatons per minute recharge rate)
70 - point defense gatling lasers
- 25 - x-ray lasers (5 megatons, 20 sec refire rate) (375)
4 - missle tubes (15 megatons, 30 sec refire rate) (120)
2.6 gigtons sheilding (250 megatons per minute recharge rate)
60 - point defense gatling lasers
- 16 - x-ray lasers (5 megatons, 20 sec refire rate) (240)
4 - missle tubes (15 megatons, 30 sec refire rate) (120)
2.4 gigtons sheilding (Can not recharge sheilds while up)
50 - point defense gatling lasers
300 (49 Under Construction) - Fearsome-class frigates (415m)
- 20 - x-ray lasers (5 megatons, 20 sec refire rate) (300)
2 - missle tubes (15 megatons, 20 sec refire rate) (90)
1.6 gigtons sheilding (Can not recharge sheilds while up)
40 - point defense gatling lasers
- FaxModem1
- Emperor's Hand
- Posts: 7700
- Joined: 2002-10-30 06:40pm
- Location: In a dark reflection of a better world
Asterea
History
In the late 22nd century, a secret society was formed by surviving artists, writers, musicians, and composers to preserve all art and colonize a world for their own. They used any technology they could find to store art in its database. It took them 14 years, but they were able to collect it all. All known and published art was copied and safe with them. When they knew earth was in trouble, they bought, stole and hijacked as many starships as they could. With all these vessels, they put installed their database into each of them. They gathered all their members and their families, and launched into space, out into the unknown universe. Sending over 6000 pilgrims into unknown territory.
Without FTL drive, the trip took decades until the small fleet reached a system capable of supporting human life. It was a system like Sol, with four planets and an asteroid belt. The planet closest to the sun was an uninhabitable world and essentially a giant rock. The second closest was Asterea, in an almost the same orbit that Earth had with Sol. The world's climate was most like the Mediterranean of Earth. The world being 80% water and 20% land. The third planet was a gas giant, much like Jupiter, the colonist’s deemed themselves lucky to have a natural protector of their new home. Next was a huge asteroid belt, which might have one day been a planet that had been destroyed, all that it is good for now is mining. The last planet in this system was a frozen world, its core and mantle covered in miles of ice.
The ships landed there on the Earth like planet and named it Asterea. The 6000 formed colonies. All of their colonies were based on earlier architecture. Domes, palaces, libraries, museums, and homes were slowly built, each one a work of art. Most architecture was based off of Roman, Greek and renaissance design. With half of the population working on construction, the other half paid attention to the more important needs of the colony.
Farms were produced all across the planet. Families produced crops that they had brought with them. All useful vegetation and wildlife was brought with them as they had traveled the stars.
As time passed on, a senate was created to organize and control the colony. Each city elected a representative who would work in the capital, New Venice. The latest number of cities was at 67.
Employment works as a guild. Each kind of service has a guild, who agrees to have the same price, making all people in that guild, if they want to keep business, make their product best.
Each child who becomes the age of 14 chooses the line of work they would like to do. For an example, lets say baking. If his mother of father is a baker, he will be their apprentice, if they have another career, he will look elsewhere for it. His parents' duty is to find him a baker who will accept him. If no baker accepts him or all baker slots are full, his parents and he or she will try and find another field that they would enjoy.
Equality is required in religion, gender, and race. No one may judge another because of this.
Parenting
Parenting for the Astereans is different than known methods. Married couples can have both working until a pregnancy comes. Once maternity leave comes and goes, one of the parents must stay at home to raise the child. This parent may still work, but only if it is to teach an apprentice.
Population
Knowing the over population the human race had on earth and the problems it caused, couples can have no more than two children. It keeps the population growth at a slow pace and ensures that overpopulation will not happen. Recently however, with the Senate thinking it is now time for them to expand off the planet, have allowed three children to be allowed, causing the population to grow and not stagnate.
Average Morale
Most citizens are happy where they are, since they were the ones who chose what they did, those who do not seek a life away from this planet and want an adventure. Everyone is usually tolerant with everyone else, but the subject of meeting new species might cause curiosity at best, prejudice at worst.
Morality
Astereans are taught that everyone has the right to express their ideals and beliefs, and that the most important things in society are Life, Liberty, Happiness and Art. In that order.
In conclusion, Asterea is a paradise for Astereans. They love their life, their people and their planet, and wish for nothing bad to happen to either of them. Other than that, this will be their first encounter with other governments in a few centuries.
History
In the late 22nd century, a secret society was formed by surviving artists, writers, musicians, and composers to preserve all art and colonize a world for their own. They used any technology they could find to store art in its database. It took them 14 years, but they were able to collect it all. All known and published art was copied and safe with them. When they knew earth was in trouble, they bought, stole and hijacked as many starships as they could. With all these vessels, they put installed their database into each of them. They gathered all their members and their families, and launched into space, out into the unknown universe. Sending over 6000 pilgrims into unknown territory.
Without FTL drive, the trip took decades until the small fleet reached a system capable of supporting human life. It was a system like Sol, with four planets and an asteroid belt. The planet closest to the sun was an uninhabitable world and essentially a giant rock. The second closest was Asterea, in an almost the same orbit that Earth had with Sol. The world's climate was most like the Mediterranean of Earth. The world being 80% water and 20% land. The third planet was a gas giant, much like Jupiter, the colonist’s deemed themselves lucky to have a natural protector of their new home. Next was a huge asteroid belt, which might have one day been a planet that had been destroyed, all that it is good for now is mining. The last planet in this system was a frozen world, its core and mantle covered in miles of ice.
The ships landed there on the Earth like planet and named it Asterea. The 6000 formed colonies. All of their colonies were based on earlier architecture. Domes, palaces, libraries, museums, and homes were slowly built, each one a work of art. Most architecture was based off of Roman, Greek and renaissance design. With half of the population working on construction, the other half paid attention to the more important needs of the colony.
Farms were produced all across the planet. Families produced crops that they had brought with them. All useful vegetation and wildlife was brought with them as they had traveled the stars.
As time passed on, a senate was created to organize and control the colony. Each city elected a representative who would work in the capital, New Venice. The latest number of cities was at 67.
Employment works as a guild. Each kind of service has a guild, who agrees to have the same price, making all people in that guild, if they want to keep business, make their product best.
Each child who becomes the age of 14 chooses the line of work they would like to do. For an example, lets say baking. If his mother of father is a baker, he will be their apprentice, if they have another career, he will look elsewhere for it. His parents' duty is to find him a baker who will accept him. If no baker accepts him or all baker slots are full, his parents and he or she will try and find another field that they would enjoy.
Equality is required in religion, gender, and race. No one may judge another because of this.
Parenting
Parenting for the Astereans is different than known methods. Married couples can have both working until a pregnancy comes. Once maternity leave comes and goes, one of the parents must stay at home to raise the child. This parent may still work, but only if it is to teach an apprentice.
Population
Knowing the over population the human race had on earth and the problems it caused, couples can have no more than two children. It keeps the population growth at a slow pace and ensures that overpopulation will not happen. Recently however, with the Senate thinking it is now time for them to expand off the planet, have allowed three children to be allowed, causing the population to grow and not stagnate.
Average Morale
Most citizens are happy where they are, since they were the ones who chose what they did, those who do not seek a life away from this planet and want an adventure. Everyone is usually tolerant with everyone else, but the subject of meeting new species might cause curiosity at best, prejudice at worst.
Morality
Astereans are taught that everyone has the right to express their ideals and beliefs, and that the most important things in society are Life, Liberty, Happiness and Art. In that order.
In conclusion, Asterea is a paradise for Astereans. They love their life, their people and their planet, and wish for nothing bad to happen to either of them. Other than that, this will be their first encounter with other governments in a few centuries.
- FaxModem1
- Emperor's Hand
- Posts: 7700
- Joined: 2002-10-30 06:40pm
- Location: In a dark reflection of a better world
Planetary Defense:
5 Thousand small 1-meter long sateillites, each armed with an Ion Cannon with shots as powerful as 1 megaton and all positioned in high orbit over Asterea, facing away from the planet.
System Defense:
Same model as planet defense, 1000 times more of them spread around the edge of the system, gaps large enough for ships to get through, but small enough that said ship can be targeted by several sateillites at once.
5 Thousand small 1-meter long sateillites, each armed with an Ion Cannon with shots as powerful as 1 megaton and all positioned in high orbit over Asterea, facing away from the planet.
System Defense:
Same model as planet defense, 1000 times more of them spread around the edge of the system, gaps large enough for ships to get through, but small enough that said ship can be targeted by several sateillites at once.