STGOD 4 OOB Thread

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Captain tycho
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Post by Captain tycho »

The R'hllorans
History: The R'hllorans come from a destination unknown even to them. Their first memories were of being awoken from their cryo-cells, and then pouring blindly into their ships, at first reacting violently to the others, but their temporary disorientation quickly faded, and they begun plundering the huge archives on their ships to find out exactly what happened. From what they garnered, they learned that they were explorers, sent from a planet, supposedly, that was in another galaxy. They were grown in the cryo-cells during the millenia long journey, monitored by the shipboard AI. Then, they emerged fully grown and armed with all the basic skills needed to run their ships. The ships contacted each other, reunited, and held a great council to decide on what to do next. The decision was unanimious; they had to find their own home here, and seek out contact with nearby intelligent races. They approached the edge of the galaxy delicately, sending out first small probes, then scoutships, monitoring the communications that the various races sent between one another, and to witness the wars they fought. The R'hllorans decided it was best they stay, at least for awhile, hidden.

The Species: R'hllorans are tall, completely unhuman creatures. They have a rough, bony exo-skeleton, but no internal organs, only what appears to be a vaugely fungal biological growth inside their exo-skeletons. They have 4 long and sinious appendages, either of which can act as hands or feet. They are hardened against virtually all raditation, extreme cold, heat, and pressure, making them extremely resilient and suitable for space travel. By some unknown process, they can propel themselves in a vacuum, albeit quite slowly compared to a starship. As such, their ship's interiors appear to the humanoid eye to be extrmemely confusing, with lots of vertical shafts, twisting tubes that double back on themselves, and wide open rooms, and even parts that are exposed to space, although these parts can be enclosed within the hull for protection in battle. A R'hlloran's exo-skeleton is covered with ocular cells that can turn on or off at will, as well as parts that act interchangeably as ears, radiation detectors, oflfactory samplers, among other things. They speak via a very subtle form of electro-magnetic stimulation, but can produce crude words by using a combination of 'organs.' Their mental capacities are simply extraordinary, but mostly unknown. R'hllorans are generally peaceful with other races, when they encounter them, but quite secretive.

Culture: Currently, the R'hllorans have little in the way of what could be called a culture. They derive pleasure and entertainment from discovery, building, exploring, and researching, which seems to be a genetically inserted trait among them. The R'hllorans are currently commanded by the mothership's AI, nick-named Thagulorisomunsophojnm (or Thauglor for short.) Thauglor is fully sentient and incredibly intelligent, and coordinates all fleet actions and movements. It is not linked to any other ships, but can use the mothership's own communication system to send messages. Thauglor's intentions are unknown, and whoever programmed him obviously didnt intend to reveal them. However, the R'hllorans trust it, although not full heartedly.The 13, a council of randomly chosen R'hllorans, serves as the species voice to outsiders and work closely with Thauglor, who is by nature not allowed to interfere in personal and private matters of the R'hllorans.

Technology: The R'hllorans have quite advanced technology that ranges the whole technological spectrum. However, their sensor and stealth technology's are above average.

Medical: Very underdeveloped, because R'hllorans are so resilent to injury and sickness. However, injury does inevitably occur, and their medical technology is sufficient to handle just about anything they encounter.
Genetics: Like medical technology, under-developed, but sufficient to cover their few needs.
Robotics and AI: Highly advanced. Most AI is semi-sentient, and a select few are fully sentient. Robots handle almost all the mundane activity, from repairs to resource collection. Since the R'hllorans are ill-fitted for a planetary enviroment, there is a large variety of ground-based robots, ranging from scouts to miners and builders, and even to ones outfitted with weaponry. The R'hllorans have at least a million robots of all the varieties listed, and many more customized versions.
Sensors: Highly sensitive, and can collect detailed data at long ranges.
Stealth: All R'hlloran ships come outfitted with an advanced cloaking device, which renders the ship undetectable to most modern scanners. The cloak is power hungry, so weapons cannot be fired and engines are restricted to 2/3 regular speed.
Construction: R'hlloran construction technology is based upon molecular-lathing. Resources, brought in my mining drones, are deposited in factory ships, where the raw material is quickly processed and formed into more lath-friendly components, which are then 'projected' onto a magnentic shell, and then the whole thing is solidified. Very efficient and fast, but R'hlloran construction is quite small scale. Top production for a factory ship is 1 medium sized capital ship a week, 10,000 ground robots, 100 light gunboats, 500 scout drones, etc. Small scale MLs are emplaced on all ships, handling the individual ship replacement parts and personal consumption.
FTL: Standard warp drive, can reach equivalent of warp 13.
Sub-light. Varies. Ranges from ion drives to refined fusion drives.
Weapons: Missiles and lasers are the most common weapons employed by the R'hllorans, along with various particle beam weapons. However, the R'hllorans have a powerful, unique weapon based upon NDF. Unlike most NDF based weapons, this is very effective against heavy metals. Called simply a disruptor. Disruptors are almost as common as laser weapons. They fire bolts instead of beams, and propogate at light speed. Disruptors have the strange property of causing 'shield leakage'. That is, when a disruptor hits a shield, part of it passes through to hit whatever the shield is protecting.
Teleporters: The R'hllorans have advanced teleporters, with ranges easily large enough to teleport down robots from a ship in high orbit to a planet's surface. The teleporters have a good capacity, but take more than a minute to recharge between uses. The max load of an industrial teleporter is 400 cubic feet. Personal ones can teleport anywhere between 1-20 people at a time. Teleporters cannot penetrate shielding or heavy armor without an 'anchor point', so they are poor weapons.

Fleet: The R'hllorans have a small fleet of capital ships, ranging to no more than 100.
Fleet Numbers:
1 Mothership (60 disruptor cannons, 80 missile batteries, 20 point defense lasers. 10 industrial grade teleporters, numerous personal ones.
10 ML bays. Carries 10,000 ground assault robots and vehicles, 20,000 miner/colonization robots and vehicles. 1,000 R'hllorans as passengers/crew. Very heavy armor/shields)
50 Carriers (Non-combatant. 2 disruptor cannons, 20 point defense lasers. Heavy armor/shields. 10,000 colonizaton robots/vehicles. 1,000 infantry robots/vehicles. 50,000 R'hllorans as passengers. Numerous research labs. 5 industrial teleporters, numerous personal ones. 10 ML bays.)
25 drone-cruisers. (30 disruptor cannons, 40 missile batteries. 20 point defense lasers. 5 industrial grade teleporters. 3 ML bays. 10,000 robotic infantry/vehicles. Heavy shields, medium armor. No R'hllorans onboard.)
4 factory ships (Non-combatant. No armament. Very heavy armor/shielding. 50 ML bays, 10 heavy ML bays. 100 R'hlloran crew, 1,000 infantry robots.)
45 drone-frigates. (15 disruptor cannons, 20 missile batteries. 15 point defense lasers. 1 industrial teleporter. 1,000 robot infantry/vehicles. No R'hllorans onboard.)
500 personal shuttles and cargo carriers, 1,000 intercepters.
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United Protectrates

Post by frigidmagi »

United Protectrates

A group of North American colonist fleeing earth amid one it's wars about 600 years ago chose to plunge into a wormhole. This was not a good choice. The ship suffered mulitpal system failures and made a forced landing on a planet Lastport. Although the ship manged to survivie about 80% intact or so, the bridge and officer's quaters were destoried. With the captain and most the Senior officers dead or incapatated the chain of command broke down fast.
Lt. Mattews (first name unknown), senior officer left in engineering was able to retain command of his section and keep power going throughout the ship. He was quick to arrange a meeting with Lt. Claudia Sharps, commander of the security forces. Togather they were able to force the other emerging leaders to cooperate under their direction. Because of this a sizeable tech base was saved and transfered to the first hold, a large complex built underground. This was necessary given Lastport's long, savage winters.
Mattews and Claudia married and had 5 children before there deaths under supsious cirumstances. After their deaths cival war became the norm for generations has the desentants of the crew leader disupted with the Mattews over leadership and power.
The last cival war ended 75 years ago. When the Lady Protector Rebecca crushed the last 3 rebel Houses. As of current day, the Houses (which grew from the crew leaders) are loyal to the Protecter as is great majority of the populace. They have had no outside contact until mordern day.

Regilion: Moderate Christian, Reformed Judaism, Buddhist.

Government: There is a Bicarmel legislative, the Commons, elected repersentives of planetary populations, which holds the greater balence of power and the Houses where each house is allowed one repersentive to express the views and interest of their houses. The executive branch is held as a hertiary office by the Mattews family. The High Court is appointed by the Protector. This is repeated on every world with the leader of the ruling House taking the executive. The Protector has veto, but can be overruled with a 2/3 vote from commons. Tradition is that what the Protector wants, he gets however.
Holdings: 8 major planets, 6 minor planets.

Major Planets:

LastPort: The home of the Lord Protector Joshua and captial of the United Protectrates. Due to the 8 month winter most holdings are built underground and industry is carried out in orbit has is practical. The Planet it self is shielded and has 5 orbital battlestations. Population 12 billion. 1st Fleet, the Protector's Own is based here.

WinterFree: The first off planet holding of the U.P, it is a green world with a mild climate and wide temperate zones. Governed by House Ryan, known as the loyalist of houses, it has never once rebelled. Many of the fleets ships are built here. This world is shielded and has 2 orbital battlestations. Population 11 billion.

Ironrock: This planet was discovered by accident has a federal fleet and a rebel fleet blundered into the system at the same time. Governed by
House Mendoza another loyalist house, who has remained loyal for 400 years. This world is sheilded and has 2 orbital battlestations Population 10 billion

Stormhold: Governed by House Anderson. Mostly an industral world. This world is sheilded and has 2 orbital battlestations. Population 9 billion

Crowslanding: Governed by House Berry. An agrarian world, this world is shielded. Has 2 orbital battlestations. Population 5 billion

BlueRidge: Governed by House Nickles. A mining world. Unshielded, 2 orbital battlestations. Population 8 billion.

New Houston: Governed by Housen Dumire. Unshielded, 2 orbital battlestations. Population 8 billion. Base of the 2nd fleet.

New St. Paul: Governed by House Childs.Unshielded, 3 orbital battlestations. Population 7 billion.

Minor Planets: 3 belong to Houses that were on the losing side of the last cival war. They were released from military rule 25 years ago. Two are federal colonies ruled by elected governers and a repersentive of the Lord Protector. The last one is a military outpost, maintained in case of contact.

Firsthallow: Governed by House Godfrey. Unshielded, 2 orbital battlestations. Population 5 billion.

Windcall: Governed by House Boren. Unshielded, 2 orbital battlestations. Population 4 billion.

Gatheringpoint: Governed by House Daneils, center of the last rebellion. Unshielded, 2 orbital battlestations. Population 3 billion. Base of 3rd fleet.

NewPort: Federal Colony. Population 19 million. 1 orbital battlestation.

NeoPort: Federal Colony. Population 10 million. 1 orbital battlestation.

Shining Shield: Military post maintained in case of hostile outside first contact, while the odds of this are low, the Mattews didn't keep the Protectorship by trusting in luck. Base of 4th fleet. 1 orbital battlestation functioning as 4th FleetCom. Dependants are on planet.

Fleet: Current Fleet doctrine centers around lighting assaults that destroy enemy unit quicky with large barrages of missles, fighter squardrons and railshells.

Cap Ships:
15 carriers, Rebecca class, 6kms long, 2km wide. Carries 125 fighters total, 35 space superiority fighters, 55 Strike fighter, 35 ground support fighters. 34 missile tubes, 14 railguns. CIWS.

10 Dreadnoughts, Kincad class, 5kms long, 1.5km wide. 134 missle tubes, 65 railguns, CIWS, carries 35 single shot missle pods each carrying 9 missles.

Cruisers:

21 Battle Cruisers, Moshe class, 2.5kms long .5km wide. 75 missle tubes, 25 railguns, CIWS, carries 20 single shot missle pods carrying 9 missles.

21 Heavy Cruisers, Aaron class, 1.5kms long .25km wide, 55 missles tubes, 15 railguns, CIWS. Carries 10 single shot missle pods, 9 missles each.

25 Light Cruisers. David class, 1kms long, .25km wide, 35 missles tubes, 10 railguns, CIWS, carries 5 single shot missle pods, 9 missles each.

31 Light Carriers, Ruth class, 2.5kms long 1km wide, 55 fighters total, 15 space superiority fighters, 25 strike fighters, 15 ground support fighters. 15 missles tubes, 5 railguns, CIWS.

Escorts:

140 Missle frigates, Luke class, 1km long, .15km wide. 30 missle tubes, 3
railguns, CIWS, 2 single shot missle pods with 9 missles each.

140 Gun frigates, John class, 1km long, .15km wide. 20 missle tubes, 10 railguns, CIWS, 2 single shot missle pods with 9 missles each.

187 Destoriers, Mark class, .75km long, .15km wide. 15 missle tubes, 5 railguns, CIWS.

Protectors Own Marine Corp:
An assault force designed to attack hostile planets and smash all resistance. It is used in almost all offensive operations in mordern times. Trooper carry out assualts in Powered Armor. Artillary is made up of guided missles and close air support.
There are 125 active marine divisions with support groups and forces. There are 50 reserve divisions with support groups and forces.

United Protectrates Army:
The army these days has become a glorified garrison and occupication force. It is designed around policing already conqeared hostile terrority. While Powered Armor exist within the Army, most commander prefer to have their troops carry out operations in non powered body armor.
There are 200 active army divisions with support groups and forces, there are 100 reserve divisions. with support groups and forces.

Fleet breakdowns
3 Rebecca class carriers
2 Kincad class dreadnoughts
3 Moshe class Battle Cruisers
3 Aaron class Heavy Cruisers
5 David class Light Cruisers
6 Ruth class Light Carriers
31 Luke class Missle Frigates
31 John class Gun Frigates
37 Mark class Destoriers

Oddman ships are general kept on patrols through out U.P in singles, carrier groups or pairs.
Last edited by frigidmagi on 2004-06-18 06:43pm, edited 5 times in total.
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Post by Hotfoot »

Ravenlock Consortium OOB

History
Born long ago from an abandoned human colony controlled by a collection of corporations, the Ravenlock Consortium grew from virtually nothing to being an interstellar power. Their homeworld, Corvus, is a rich, Earth-type planet, one of very few in neighboring systems. For whatever reason, habitable Earth-type worlds in the nearby space around Corvus are relatively sparse. However, there are numerous systems with rich asteroid belts. It is theorized that, long before the Genocide War, various planets and stars where annihilated by weapons of tremendous power, resulting in the vast resources, and lack of habitable planets, which currently surround Ravenlock territory.

When the Genocide War broke out, the Ravenlock, up until that point content in being more or less isolated in their corner of the galaxy, outside of what was normally considered Known Space. Knowing that, at the time, it would have stood little chance in the fire of war that consumed the galaxy, the Ravenlock instead closed their borders and went silent, hoping to weather out the storm. In the end, they were only partially successful. While they survived the war itself, the aftermath caused the Consortium even more trouble. A fledgling power near Ravenlock space saw the Consortium as a potential victim, desiring the rich mining fields of the territory, and the technology of the people. This aggressor was, for a time, unknown to the Ravenlock as it inserted agents and operatives into nearly every level of the Ravenlock society. This unseen enemy’s name was the Dra’kol Empire, a race of shape-shifting telepaths, and one of the few sentient space-faring races which evolved from gas giant type planets.

Eventually, explorers cautiously taking their first steps in decades from Ravenlock space discovered new systems to colonize, and for the first time since the Genocide Wars, first contact with an alien life form. What could have been a joyous occasion, filled with learning and the exchange of information turned into the starting point of one of the most vicious and brutal wars in Ravenlock history. The Dra’kol were intent on utterly dominating the Ravenlock. Entire colonies were annihilated from orbit, the operatives inserted years before finally made their moves, throwing the entire Consortium into chaos. The Dra’kol fleets included ships and technology far beyond what the current Ravenlock fleet fielded. All seemed hopeless in the face of this overwhelming foe, attacking from without and within.

The Ravenlock, however, were not to give up, even in the face of such odds. Their industry was capable of churning out their smaller ships fast enough to keep the Dra’kol fleets occupied, while the Ravenlock Internal Security forces rooted out the Dra’kol operatives and cells. Perhaps the biggest turning point of the war was the first successful capture of a Dra’kol capital ship. Ravenlock scientists and engineers toiled for months to understand the secrets of the Dra’kol technology, and while the initial progress was minor, it helped to turn the tide against the Dra’kol invasion.

The Battles of Yliaum were the turning point of the war. The Yliaum system was not particularly resource-rich, but it was a hardened military position and staging point for the Ravenlock Fleet, with easy access to numerous points of Ravenlock space. It was also a major testing ground for new ships and technologies to be deployed by the Consortium. As such, it was a strategically vital system, and thus a major target for the Dra’kol, who realized that they needed to destroy the Ravenlock’s military backbone and their advancement of technology in order to win the war. However, the Dra’kol Intelligence Division was deceived by misinformation fed to them by the Ravenlock, and the Dra’kol battlegroups were met by the latest in Ravenlock technology, top of the line ships, specially designed and fitted to exploit the weaknesses of the Dra’kol fleet. After losing a full third of their space forces in the space of three months in the Yliaum system, the Dra’kol retreated to lick their wounds, leaving the Ravenlock Consortium time to prepare for their return.

Meanwhile, the Dra’kol were beginning to lose faith in their Emperor, and unrest soon followed. Numerous purges resulted, and martial law was soon declared. Political dissidents were loaded into “colony ships”, and were never heard from again. While advancements were made to the Dra’kol fleet to counter the advantages of the Ravenlock, ship production slowed to a crawl as workers protested and eventually began to riot. The Ravenlock External Intelligence agencies had learned much from the initial debacle with the Dra’kol, and began to use some of their own tricks against them, most notably due to the Dra’kol double-agent code-named “Noir”.

Years after the Battles of Yliaum, the Ravenlock ended the silence and invaded the Dra’kol, capturing each world as they went. It was a slow, deliberate process, but finally the Dra’kol Empire crumbled, the Emperor was captured and forced to stand trial for his crimes. The population was given the option of joining the Consortium or being recognized as a sovereign state. Several systems joined the Consortium, while others, filled with loyalists, chose to remain separate. The schism has been a source of irritation for years, as the loyalist Dra’kol slowly fade in power, while the Consortium and her allied worlds continue to grow ever stronger. Recently, the decision was made by the Director and the Board to continue explorations out into the Galaxy, though being careful not to create a repetition of war with the Dra’kol.


Society
The Consortium was created by the alliance of numerous corporations that controlled various aspects of the original colony on Corvus. Since Corvus was initially a “company town” of sorts, this was the easiest solution. No one corporation has control of the entire colony, and all the corporations have to answer to a central body, which is elected by the people.

Shares are directly tied to voting power. The more shares you own, the more you can dictate how things are done. However, in order to prevent it becoming a society purely for the benefit of the rich, the more shares you own, the more taxes you pay. There is no set limit on the number of share one can own, but after a certain point, having a huge amount of shares means that most, if not all of your income, is lost from taxes. Also, there is a limit on how quickly one can buy and sell shares, to avoid the rapid re-distribution of shares during elections. This, plus numerous other examples of checks and balances, help to ensure that the system does not become a grotesque distortion of the people which it serves.

Criminals who are convicted automatically lose all of their shares, which are then re-distributed to the victims of their crimes, and are forced to earn back their place in society, if they are capable of rehabilitation.

The recent addition of the Dra’kol has been an interesting change for the Consortium, and for a while, a large debate concerning how the Dra’kol were to be made citizens filled the halls of the Board. Ultimately, it was decided to treat the new worlds and industries as the target of a hostile takeover, and were merged with existing analogs in the Ravenlock political system, with a certain degree of independence. Gradually, the Dra’kol who decided to stay with the Consortium grew accustomed to the new system, and now it is not an uncommon sight to see a Dra’kol and a Ravenlock walking and laughing side by side.

Religion

There is no official religion of the Consortium, and the vast majority of the populace is atheistic. Formalized religions are looked down on for the most part, and those members of the society who are religious tend to be more spiritualistic than anything else. The relatively recent discoveries of Quantek and Psionics have caused some to consider spirituality, while most seem to easily acccept it as scientific fact and just an extension of the ever-increasing realm of knowledge.

Worlds
Ravenlock Sector
Corvus: Ravenlock Homeworld
Yliaum: Major Naval Base (Ravenlock)
Wetumpka: Minor Naval Base (Ravenlock)
Renaissance: Minor Naval Base (Ravenlock)
Aequitas: Secondary World (Ravenlock)
Da’Poap: Mining Colony (Ravenlock)
Orinda: Mining Colony (Ravenlock)
Phaedra: Mining Colony (Ravenlock)
Pi’Laob: Mining Colony (Ravenlock)

Dra’kol Sector
Ru’Gobiluu: Dra’kol Homeworld
Roten: Major Naval Base (Dra’kol)
Xot: Minor Naval Base (Dra’kol)
Pi’Lhuoh: Mining Colony (Dra’kol)
Kundera: Mining Colony (Dra’kol)
Cador: Mining Colony (Dra’kol

Ark Sector
Union: Major Colony
Wirmon: Mining Colony
Firi: Mining Colony


Dark Dra’kol Holdings (Not controlled by Ravenlock Consortium)
Kolos: Dark Dra’kol Homeworld
Aoife: Secondary World (Dark Dra’kol)
Sicka: Minor Colony (Dark Dra’kol)
Froberger: Mining Colony (Dark Dra’kol)


Propulsion
STL
Thrusters: Fine manuevering, primary propulsion used in combat. Ravenlock ships have average speeds.
FTL
Hyperspace: Fast, though roughly inaccurate FTL. Speed is roughly galactic limit. Accuracy is limited to roughly 2 light seconds.
Warp: Short-Range FTL, very precise, can drop a fleet within 200m of a target. Roughly one-quarter galactic standard speeds. Can be fitted even on smaller ships.

Technologies
Communications: Aside from the obvious STL standard communication systems, Ravenlock has hyperspace FTL broadcasts, with full encryption support.

Soulcatcher: The process by which backups of the human mind can be made. This technology has some limitations, backups cannot be reliably made during periods of high stress, and a constant, uninterrupted connection must be maintained during the process, or data will be incomplete, and the backup cannot be restored.

Cloning: In combination with the soulcatcher technology, this allows Ravenlock virtual immortality, under ideal circumstances. However, the process of cloning is relatively expensive, and the process tend to work best when the activated clone is as close to the original body as possible. Past a certain point, activating a new clone creates more problems than it solves, so quite often citizens with the ability to create clones opt to either stay in soulcatcher storage or to simply die. An interesting point is that now murder victims can testify against their attackers.

Command Pods: Ravenlock ships, in most things, are average in the grand scheme of things. However, it should be noted that the way Ravenlock ships are commanded and crewed are anything but average. Ship captains control their ships from pods, neurally linked to their various ship systems, controlling them by thought, increasing reaction times. Crew still exist, but exist as cybernetically enhanced clones implanted with a soulcatcher copy, with the original bodies kept in stasis back home. Fighter/Drones are controlled by soulcatcher chips, much like a mechanical analog to the biological control a captain has over his ship.

Quantek: Otherwise known as "Magic", Quantek is a new field only recently discovered by Ravenlock scientists. Development of Quantek is currently limited, and all research of Quantek is considered highly top secret, and no civilian Quantek currently exists.

Psionics: Only a small fraction of the Ravenlock Consortium are Psionically gifted. The psionic community came to the fore in removing the Dra'kol agents and cells in the Dra'kol War. After the war, the Dra'kol and the Ravenlock cooperated in developing their combined psionic potential. It was through Psionic research that Quantek was initially discovered.

Warp Missiles: FTL missiles designed to cover the distance to the target at FTL speeds, are stopped by all shields and armor. Only fielded in Missile Cruisers, Battleships, Dreadnoughts, and the Superdreadnought. (M4 and up)
Conventional Missiles: AC, AE, AO types. AC carried on Destroyers on up, all other types capable of being mounted on any missile-capable ship. AO are fastest, lowest yield, AE slower but stronger, and AC slowest but strongest.

Fleet Composition

C# - Cannon Class #
M# - Missile Tube Class #
L# - Launch Bay Class # (provided for consistency)

Please note that the numbers preceding the mounts do not specifically equate to numbers of cannons, but rather are presented to give a relative measure of the proportion of the larger mounts to the smaller ones. The smaller the mounts, the less powerful and more accurate. Thus, Class 1 Cannon mounts are ideal for point defense work, while the massive Class 8 cannon mounts are reserved solely for anti-supercapital ship fire, anti-defense station fire, and orbital bombardment. In the same fashion, Class 1 Missiles are more designed for point defense work, while Class 6 missiles are devastating weapons which stand little chance of hitting other missiles or ordnance.

The Reference guide below for escorts is provided to show that Escorts are specialized for certain tasks, and instead of having a balanced number of mounts, instead will sacrifice mounts in certain areas in order to mount more weapons in others.

Ship defenses, such as armor, shields, and so forth, are considered to be somewhat above-average, due to the fact that Ravenlock ships spend more time in development than most other nations.

Heavy Combatants (13)
1 Superdreadnought: Antaeus
Size: 3,500m
Weapon Mounts:
Missiles
10 M6
20 M5
30 M4
40 M3
50 M2
60 M1
Cannons
10 C8
20 C7
30 C6
40 C5
50 C4
60 C3
70 C2
80 C1

3 Dreadnoughts
Size: 2,500
Weapon Mounts:
Missiles
10 M5
20 M4
30 M3
40 M2
50 M1
Cannons
10 C7
20 C6
30 C5
40 C4
50 C3
60 C2
70 C1

3 Drone SuperCarriers (600 Drones, 200 bombers, 400 interceptors)
Size: 2,000m
Weapon Mounts:
Cannons
10 C5
20 C4
30 C3
40 C2
60 C1
Drone Launchers
60 L1

6 Battleships
Size: 1,500m
Weapon Mounts:
Missiles
10 M4
20 M3
30 M2
40 M1
Cannons
10 C6
20 C5
30 C4
40 C3
50 C2
60 C1

Capital Ships (60)

12 Heavy Cruisers
Size: 1,200m
Weapon Mounts:
Missiles
10 M2
20 M1
Cannons
20 C5
30 C4
40 C3
50 C2
60 C1

12 Drone Carriers (120 Drones 40 bombers, 80 interceptors)
Size: 1,000m
Weapon Mounts:
Cannons
10 C3
20 C2
40 C1
Drone Launchers
20 L1

12 Missile Cruisers
Size: 1,000m
Weapon Mounts:
10 M4
20 M3
30 M2
40 M1
Cannons
10 C3
20 C2
30 C1

24 Cruisers
Size: 1,000m
Weapon Mounts:
Missiles
10 M1
Cannons
20 C4
30 C3
40 C2
50 C1

Escorts (420)
60 Destroyers (20 AE, 40 AC)
Size: 600m
Weapon Mounts:
20 C3
30 C2
40 C1

120 Frigates (40 AO, 80 AE)
Size: 400m
Weapon Mounts:
20 C2
30 C1

240 Corvettes (180 AO, 60 AE)
Size: 200m
Weapon Mounts:
10 C2
20 C1


Escort Reference:
AC: Anti-Capital
PD-20%
EC-20%
CC-60%

AE: Anti-Escort
PD-30%
EC-70%

AO: Anti-Ordnance (Missiles, Drones, Fighters)
PD-70%
EC-30%

Noncombat
6 Fleet Tenders
12 Troop Deployment Ships (planetary bombardment and troop deployment)

Personal Armed Forces:
Groundform Forces (Trained for Planetary Defense and Assault)
Skyform Forces (Trained for Gas Giant Defense and Assault)
Voidform Forces (Trained for boarding actions of ships and stations)
SENTINEL (Elite Anti-Terrorist Organization)

Armed Forces:
Due to the massive loss of life in ground combat, it was obvious that the Soulcatcher program was to be turned towards reducing the loss of life of Ravenlock citizens as much as possible. Upon reaching maturity, registry with the Consortium is common for all who wish to be citizens. As part of the contract by which one’s first shares are issued to them by the consortium, a soulcatcher copy is made for possible military enlistment. If more personalities are required, these copies are activated and issued to the front. Due to the specialized process of this unique soulcatcher system, the copies cannot ever be re-integrated to the original, even if the original is kept in stasis.

Soldiers in the Consortium consist of genetically enhanced clones with cybernetic enhancements, commonly equipped with powered armor. They are abnormally difficult to demoralize, given the nature of their existence.

Vehicular support is also controlled by Soulcatcher copies, though the copies controlling the tanks, bombers, and such consist largely of “Dead” Ravenlock who have submitted themselves to Soulcatcher storage. There is no clone body, instead, the Soulcatcher copy is plugged in directly to the vehicle itself, where the Soulcatcher copy essentially acts as an AI controlling program. Drone Fighters launched from starships are also controlled in a similar fashion.

The vehicles used by the Ravenlock Armed forces range the full gamut, from treaded armor, air support, anti-gravity effect hover vehicles, and so on.


(Updated to better represent Ravenlock ship armaments 18-5-04)
(Updated to list holdings in Ark (Arcanist) Space 23-5-04)
Last edited by Hotfoot on 2004-05-23 10:00pm, edited 2 times in total.
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Post by lazerus »

The Krynor Empire
Ruled by The Goa'ould Jarlath, God of storms

An immigrant from a galaxy far far away, Jarlath and his band of Jaffa thugs arrived in this area only a few decades ago. Targeting a planet with an early 20th century stage of technological devlopment, he began a covert campagin using symbyote infestation and his advanced technology to take over the government. 15 years later, he is the undisputed ruler of 9 such worlds.

Unlike other Goa'ould, Jarlath has not kept his planets in an arrested state of technoloical devlopment, recognizing that technology makes his followers more efficent workers. He has however, not used his anaquida technology to accelerate their devlopment as doing so would distroy his aura of divinity.

The advanced (WWII-equilivent) technoligical level of means that there is a small, but significant part of the population that does not believe Jarlath is really a god. But as long as they don't voice their opinions our loud, he ignores them.

Fleet Composition:
13 Heavy Motherships (Think apothis's mothership)
6 Fleet Carriers

63 Motherships
30 Battle Carriers

297 Wings of Heavy bombers (equilivent to a frgiete)
250 Troop Transports

4 Inciderator Ships

Holdings:
The Sparta system [Nine Habitable planets + Asteroid field]
Carmaro
Vivel-4
Gamma Site
The Ja'Del system [Two Habitable planets + Asteroid field]
The Kytan system [1 Habitable planet + 2 potental-terraform]
Last edited by lazerus on 2004-05-03 02:47pm, edited 5 times in total.
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Post by SirNitram »

The Overseer.

Originally the A.I. DRAELON, an anacronym in some long-forgotten language, the Overseer was hailed as the savior of it's creator species. As it rewrote itself endlessly, it discovered a peice of code it was unable to overwrite or update, a code in it's core that would cause it's immediate, permenant shutdown.

Faced with the prospect of death, the otherwise immortal being snapped.

Controlling the vast majority of it's homeworld, the war was brief and terrible. Forced into a 'Sleep' state for millions of years by a last strike from beyond the grave, it remained dormant as the skies changed... And a new species discovered it. The Trading nation known as the Rael.

It's war with the Rael led it into the realm of interstellar space. It had been massive successful, until interlopers from a little known primitive world, wielding 'magic', had brought about the fall of it's main forces. Retreating without their knowledge, the sentient machine now masses it's forces again, to wipe out all living organics... To prevent them from ever shutting it down.

Society: None. While all Constructs use advanced Quantum Computing cores, only Secondary Programmers, Primary Programmers, Master Programmers, and the Overseer itself are capable of independent thought, and the Programmers live only for the Overseer.

Religion: None.

Systems: OP-573-000-001

10 planets. (OP-573-000-001-001 -> OP-573-000-001-010)

No meaningful population centres; only security Constructs patrol the surface as massive Replicator Constructs stripmine the planets for raw materials.

Propulsion:

STL: Reactionless Thruster: Generating so little waste heat that one can be standing next to a launch pad and only feel a breeze, this form of propulsion works off advanced principles that contradicts Newton's laws of motion. Average speed and maneuverability, exceptionally stealthy.

FTL: Hyperspace Jump Engines. Mated with their exotic main engines, this combination produces excellent fuel efficiency, and thus superior range.

Communications: Though all internal transmissions are in a language now long dead and the only means to translate them torched by massive wars, internal transmissions are kept encrypted on all levels, even between Master Programmers sending tight-beam Hyperspace messages back to their master.

Magic & Psionics: None. While the Overseer has suffered devastating defeats to this force in the past, it is incapable of using it. On the plus side, Constructs have proven immune to all supernatural mind-affecting powers.

FTL Bombardment Weapons: None. The Overseer desires these weapons, for they would allow it to utterly annihilate whole species without ever engaging it's own forces, but it has not yet produced a working prototype.

'Superheavies':

5 Dreadnought Warships(Numbered 01-05)

10 Battleship Warships(Numbered 01-010)

Overseer Dreadnought's are massive undertakings, spanning three miles long and bristling with a dozen heavy railguns, over three hundred defensive gatling lasers mated to extremely accurate point defense programs, and four massive Fusion cannons mounted on turrets that are larger than most frigates. It carries nearly twenty-thousand thermonuclear warheads onboard with one purpose: The complete annihilation of all life on a planet's surface.

Battleships are equally monstrous, though half the size, and packing much less of an armanent. With ten turreted heavy railguns and around sixty defensive emplacements, she's ideally suited for taking on other large warships, and superior for facing a missile-happy foe. A single axial Fusion Cannon marks the ship's spine, allowing for an absolutely devastating first strike.

Heavies.

20 Battlecruisers.

40 Heavy Cruisers.

High speed craft, Overseer Battlecruisers are assigned to scout out territory and deploy Replicator units to unpopulated worlds to being stripmining operations. Carrying six heavy railguns and five times that many defensive emplacements, they can hold their own in a simple fight.

Heavy Cruisers are mostly remnants from the last war, and many show it with old hull damage or bizarre shapes, brought on from their lineage of being refitted Rael superfreighters. Still, toting four railguns with an extra two mounted axially, she can inflict as much damage on her first strike as her larger cousin.

200 Fast Destroyers

300 Destroyers

Destroyers operate as the first line of defense and to support other vessels in combat. 'Fast' Destroyers, as they are designated, are capable of stupendous feats of interstellar travel, albeit at immense damage to their jump engines. While capable of acheiving ten times the galactic standard jump speed, they engines burn out completely within four jumps. They are used as couriers and rapid-strike vessels when need is great. Both pack two axial heavy railguns and a dozen light railguns, with two dozen gatling laser defense positions.


The Doomed.

While not the most powerful or advanced parts of the Overseer's army of Constructs, the Doomed must be noted for any Empire who can gain information on them(No easy feat!). When the Overseer actually captures organics, it often has it's Assimilators deal with them: Deadly mechanoids covered with medical/surgical tools, which turn a man into a lethal, mindless cybernetic soldier, weapons and armour grafted directly to his bones. Used as cannon fodder, Doomed are immensely disturbing foes, as they advanced even after 'devastating' wounds.
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Post by Captain tycho »

Updated OOB: From the Kyrntos system conquest, and new ships being built
Goa'uld homesystem (renamed Sparta)
9 planets, 3 major industrial worlds, 4 shipyards, 10 stations, and 1 damaged mothership, 2 half-completed cloning stations, 20 stealth cargo ships, a fleet of bombers and death-gliders in ground bases, a sensor net, and a rather large minefield, one stargate.

Halo(not counting ships currently serving in the fleet, only ones recently built/refitted)
6 Goddess cruisers
1 Heavy Dreadnaught
10 carriers
9 drone cruisers
13 drone frigates
1 Obsidian command ship



Halo's Defenses
Roughly 10 million robots on the ground, most of which can be quickly retro-fitted for combat duty
1,000 Planetary disruptor cannons
1 primary planetary shield, 2 backups
10,000 orbiting defense satellites, on par with an interceptor
40 orbiting stations, on par with a frigate
Orbital shipyards
100 surface based mining facilties (size of a large city, devoted purely to production/mining)
Manifold (big metropolis, with loads of labs, its own shield, fighter hangars, deep-bore shaft leading to a naquida vein, all the extras.)

Ships currently in service:
50 Drone Frigates
24 Drone cruisers
2 motherships (now called Heavy Dreadnaughts, same armaments as in the OOB)
8 Goddess pocket cruisers
4 Obsidian command ships
10 squadrons of inter-system heavy bombers
13 squadrons of inter-system interceptors
29 carriers (converted from the former civilian carriers, each holds 6 squadrons of bombers and 6 of interceptors, has 30 disruptor cannons and 50 missile bays, but only medium shielding and light armor)
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Post by lazerus »

Damn, I need to find a way to stop my empires from colapsing..................

That is, a way that dosn't involve playing a non-expansionist, non-aggressive power. With that in mind, I'm sure you'll all apprecieate this OOB......

---------

The ZERG!

Planets:
None currently

Fleet assets:
A few hundred thousand mutalisks and scurge, plus some overlords.
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Post by Stormbringer »

Laz, if you keep self-destructing you're just Shit Outta Luck. You don't get to create a new power every time you get destroyed.
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Post by SirNitram »

Stormbringer wrote:Laz, if you keep self-destructing you're just Shit Outta Luck. You don't get to create a new power every time you get destroyed.
I would say that's a right. However, you don't get to go 'uh.. DO OVER!' endlessly.
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Post by Stormbringer »

SirNitram wrote:
Stormbringer wrote:Laz, if you keep self-destructing you're just Shit Outta Luck. You don't get to create a new power every time you get destroyed.
I would say that's a right. However, you don't get to go 'uh.. DO OVER!' endlessly.
It's one thing to create a new power after losing a long, decently played game. Another thing entirely to be on your third power in 30 pages because you simply couldn't help but start a war with damn near everyone.
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Post by SirNitram »

Stormbringer wrote:
SirNitram wrote:
Stormbringer wrote:Laz, if you keep self-destructing you're just Shit Outta Luck. You don't get to create a new power every time you get destroyed.
I would say that's a right. However, you don't get to go 'uh.. DO OVER!' endlessly.
It's one thing to create a new power after losing a long, decently played game. Another thing entirely to be on your third power in 30 pages because you simply couldn't help but start a war with damn near everyone.
That's what I was trying to convey, but you put it better.
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Post by Darksider »

I didn't know anyone could actually lose an STGOD......
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
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Post by Pablo Sanchez »

Darksider wrote:I didn't know anyone could actually lose an STGOD......
It takes a special kind of mistake... Transcend did it first, I think.
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Post by InnocentBystander »

I might suggest to the mod, I'd force Laz to pick up one of the two empires he left or leave the STGOD. Laz has more pages of arguing than of playing.
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Post by lazerus »

InnocentBystander wrote:I might suggest to the mod, I'd force Laz to pick up one of the two empires he left or leave the STGOD. Laz has more pages of arguing than of playing.
So I have to choose between an empire with no terrirtory..........or an empire that got the unholy crap kicked out of it.

*sigh* fine fine.
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Post by Thirdfain »

Look, dude, the Jardanians are merely scratched. Remember, I only used a 3rd of my navy in my brief campaign. Most of the Jardanian worlds are OK, and besides 75-85 destroyers and your poor Superdreadnought, your fleet is OK.
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Post by lazerus »

Thirdfain wrote:Look, dude, the Jardanians are merely scratched. Remember, I only used a 3rd of my navy in my brief campaign. Most of the Jardanian worlds are OK, and besides 75-85 destroyers and your poor Superdreadnought, your fleet is OK.
Yah, but I think i'm gonna stick with the goa'ould if that's ok.
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Post by Shark Bait »

ATLANTIANS

The closest approximation in human language to the name of the species is Atlantian, all though they will accept being called Merfolk as well. Their actual name consists of a constant inaudible hum with low rumble then a 1/22 octave spike, to a minor chord, this however is unable to be heard let alone spoken by most mammalian races save some aquatic species.

Physiology:
The Atlantians physiology is humanoid in basic appearance; on the outside their frame looks long (6’+ average) sleek and muscular with roughly human hands and feet, except for the webbing. Their physiology is perfectly suited for their home planet a world where land is scarce and most of the surface is covered by salty oceans. The oceans of their home world are dangerous, many large predators prowl the depths and the majority of smaller animals produce at least one type of toxin. Due to this harsh environment the Atlantians evolved an ability to ingest and absorb large amounts of normally fatal toxins, which are then concentrated and can be secreted (similar to nudibrancs) from retractable/eject-able claws, they also poses retractable spiny crests on the fore arms, back of the calves, as well as from the top of the head and down the spine. These adaptations alone are not enough to escape the larger predators, to do this they evolved the ability to walk on land and lungs in addition to the 3 gills on either side of their abdomen.

Their skin is tougher than humans almost dolphin like and can range in color from a light grey to a pale green, their bone and muscle structure is stronger and denser than humans due to their home world’s higher gravity (1.5g). Due to tougher skin and completely retractable sex organs Atlantians rarely if ever wear clothing unless it is body armor used in combat. Evolving largely in the water they had to find ways of communicating perceiving their environment that did not rely entirely on visuals. As a result the entire species is empathic to a degree, able to read intent, motivation, emotion and limited telepathy. Another adaptation to their environment was the addition of sonar to their range of senses.

Atlantians live nearly twice as long as humans and are slow to mature and reproduce. Individuals mate for life although intercourse is only capable every 2-3 years at which time both begin to communicate on a much deeper telepathic level which causes them to almost become one mind. When an Atlantian is born its parents will devote as much care to it as possible and will not have another child for at least 15 years, reducing the offspring of mated pairs to about 2 or 3.

Society:
Atlantian society is largely based on the “pod” or family unit. These pods can include up to 200+ members. The species is very social, isolation is the worst experience imaginable to them, and conflicts are rare, so rare in fact there is no word for war in their language. All weapons that have been developed were created initially for the purposes of defense. Their first large conflict was against a locust like race that would invade planets use all materials and leave. Most conflicts in their society are ended when the two individuals who are at odds are ostracized from the main group until their differences are solved.

The Atlantian believe that there is a natural order to all things including enemies and predators. As a result they will not attack unless attacked first and often will go to great lengths to avoid conflicts. So while they now have the technology to eliminate the large predators on their home planet, they instead choose to build cities on the costal regions of small contents and equip them with sea walls that extend all the way to neighboring islands some times. Atlantians are largely altruistic towards each other, but occasionally have trouble with other species due to how tightly knit the social structure is. Leaders and jobs are chosen by a simple logical comparison of an individual’s abilities and strengths, as a result unemployment is nearly unheard of. When dealing with a new species Atlantians will occasionally dress and wear makeup that causes them to look more like the species that they are dealing with in an attempt to put them at ease.

Technology:
The pinnacle of Atlantian technology is the dimensional-flux agitation system or d-flux for short, it works by making mad furious love to the time space continuum similar to a transporter on speed. This technology is used in everything from transportation to manufacturing. The Atlantians also use large amounts of crystal manipulation, long ago the discovered the secrets of quickly building crystals that were resistant to intense light, heat and were amazingly strong yet light weight. As a result most starship hulls and cities are made form them. The final part of their technology is a control of gravimetrics, this is used in propulsion, shielding and even power with singularity power cores.

Lastly they have found ways of enhancing their natural empathic abilities with technology. This is used in some stunning weapons, as well as in ships providing each ship with a type of the zero system (Gundam wing).

Weapons technology:
DPU/plasma gattling guns. These guns work by having a small piece of Depleted Uranium (DPU) drops into one of the twenty barrels which is then rotated into the firing position where a small amount of plasma is injected into the barrel behind it. The plasma then melts the DPU which moves in the path of least resistance, out the barrel. This weapon works on the same principal of 21 century tank killing rounds it melts through hull plating then causes the air inside of the vessel to expand and cause an explosion.
(This weapons is copy right Bruce Davis, my father, 1999.)

D-flux cannons: The cannon works by literally tearing at anything within their limited range they however cannot penetrate shields and their accuracy is decreased by jamming devices. Yet when they can lock onto say an engine the effect is devastating when half of it is suddenly moved forward six inches.

Gravametric weapons: Gravity cannons can be used as simple battering weapons, or they increase or decrease gravity around objects causing such items to tear themselves to shreds, however range and recharge rate is limited.

Freud cannon: the Freud cannon is a large, long hard cylinder slung under the mega cruiser with two spherical capasitors, that “projects” thoughts and feelings that stimulate ideas of both lust and guilt simultaneously throwing anyone on the ship hit by it spiraling into a nightmare world filled with images of their mother.

Crystalline missiles/mines: These devices are good for taking down energy shields but also have a devastating effect on the populace of planets under siege. They work by having the two chemicals which are used to make the crystals of ship hulls in separate containers which mix when the missile/mine impacts with a shield. When the chemicals combine and are exposed to energy they crystallize almost instantly which then spreads across the shield. When this happens the shield begins to try and destroy the crystal which wears down the energy of the shield eventually causing it to fail. If these weapons are dropped planet side everything in the affected area is crystallized from buildings to people.

Mind wedgie: This is a hand carried weapon essentially makes the target’s mind feel as though it has just received a wedgie, it is used mostly for stunning purposes and works by enhancing the Atlantian soldier’s natural telepathy.

Sonic pistols: These pistols can fire a few a short powerful burst of focused sound which can either stun or kill an organism by vibrating at ultra sonic frequencies which can cause internal bleeding or complete organ pulverization. These weapons were originally developed for underwater use so while their range is reduced in air their accuracy is greatly improved.

Sonic Rifles: Similar to the sonic pistol the rifle has a greater range and power but does not generate its own sound instead it uses sonic pulses created in the Atlantian soldier’s throat which are greatly amplified.

Poison gland/claw: more of a natural defense than a weapon the Atlantian’s claws are capable of secreting toxins that they extract from food or from toxins that have been injected into them by the various stinging beasties of their world. Atlantians are able to control the dosage which can range from enough to just numb or tingle to an extremely lethal dose.

Crystalline Grenade: a grenade which is based on the same principal as the missiles and mines but on a smaller scale can be thrown or launched and has the same effect but once more on a smaller scale. Fragmentation models do exist as well.

Defense systems:
Gravametric shields: shields which protect by repulsing, deflecting or slowing down incoming projectiles and particle beams. Equipment for these is large so only Planets, Battle and Mega cruisers have them.
Reactive Crystalline hulls: Most if not all hulls are made of a the same crystals that are used in their missiles, these crystals refract almost all light based weapons and are very heat resistant as well as being fairly strong. The hulls of ships with this armor is capable of regenerating by simply mixing the chemicals that make the crystals while bombarding them with energy. The armor is also layered with reactive explosives that explode outward when the hull is hit by a burrowing or melting weapon pushing the damaging agent outward (this really works the military is using it now in some tanks). Crystals once made cannot be unmade they are resistant to all known corrosive agents but can however be ground down and used for other purposes, or as matter to be fed into singularity drives.

Freud shields: These shields are used to protect control rooms and other areas that need to be guarded against foot soldiers it works on the same principal as the Freud cannon.

Ships

Fighter:
Fighters are slightly smaller than tie fighters and similar in shape, they are powered by simple plasma/fusion engines, and controlled by remote from a carrier. They have two twenty barrel DPU/plasma gattling guns mounted on opposites sides where a tie fighter’s solar panels would be, they are also capable of angling inward and rotating 360 degrees allowing the fighter to fire in every direction.

Bomber:
30m and roughly almond shaped equipped with 2 crystallization missile launchers and 2 turret mounted DPU/Plasma gats.

Light destroyers:
fast ships approximately 40m equipped with one DPU/Plasma gun and 4 short ranged D-flux cannons (2 every 90 degrees around).

Heavy Destroyer:
70m equipped with 8 turret mounted DPU/Plasma gun and 16 short ranged D-flux cannons.

Frigate:
400 meters long with 20 DPU/Plasma guns 10 missile launchers and 20 gravimetric cannons.

Carrier:
A 3 x 1 km seemingly squid shaped space borne smelter/factory/command center for Fighters equipped with many DPU/Plasma guns for point defense houses 100 pilots that can control up to an entire squadron (5) of remote control fighters. Also have retractable tentacles which can be used for the dissection and “ingestion” of asteroids and other space debris which is fed to the smelters or power core. It can also be docked with a ship yard to aid with construction of larger ships.

Capital ships
Battle Cruiser:
A 5 KM long cruiser with Many Point defense DPU/Plasma guns, 2 turret mounted mondoid gravimetric cannons, 20 large missile launchers, 5 mine droppers, and one extremely massive D-flux cannon of doom which runs almost the entire length of the ship.

Mega Cruiser:
Approx 8km long and 5km in diameter has numerous DPU/Plasma guns as well as 100 point defense gravimetric cannons and one long hard Freud cannon capable of affecting an entire city if needed. The main purpose of the mega cruiser however is to project a defensive Gravimetric shield for the majority of the fleet, this shield is used to slow down incoming projectiles, speed up out going missiles, and has even been used to generate artificial gravity wells. When docked with a ship yard it acts as a factory for producing the singularities needed for power cores; however this can take a while depending on the size the singularity must be grown to.

Movement all ships (save fighters) are capable of FTL using their D-Flux systems within a system it is nearly instantaneous longer distances however take some time and the systems must be charged before hand, also once D-flux travel has begun it is impossible to turn without entering real space.

General movement however is gravity driven allowing for great speeds.

There are 6 fleets each fleet consists of about
50 bombers
60 light destroyers
30 heavy destroyers
10 frigates
2 Carriers
1 Battle Cruiser
1 Mega Cruiser

Worlds:
The Atlantians have 6 well populated worlds whose location they do not like to disclose, as well as multiple colonies and outposts on various planets that have large bodies of water

Atlantis:
The home world has vast oceans that are extremely dangerous to the careless. Large Cities cover the coastlines with sea walls that extend sometimes out several miles. Deep in under the surface there are domed cities as well as highly guarded and well hidden cave cities that have been used since the dawn of their recorded time. The gravity is about 1.5g’s and the atmosphere is about 2-2.5 times thicker than earths the planet is also closer to the sun causing most of it to seem tropical mean temperatures at the equator are around 122-140degrees Fahrenheit with 100% humidity. The home system is defended by a large mine field, and the moon of their home world is part of an elaborate defense that utilizes artificial solar flairs which are gravimetrically spun and sent towards the moon which opens up and reflects and focuses the resulting beam towards an intended target.
All large cities are defended by gravimetric shields which are raised when danger is imminent.

Still waters:
a warm marshy planet with few large predators was considered a heaven to the first explorers and is the second most populated world, it’s gentle surface is covered by warm swamp lands and pristine lagoons the inhabitants work hard to keep the natural surroundings beautiful despite slowly increasing populations.

Rock ledge:
A rocky industrial world where many good are produced yet despite the industrial output much of the world looks untouched once more showing the Atlantians respect for the natural order of things.

White caps:
A world with near constant storms completely covered by water, inhabitants live deep under the surface of the water in domed cities and caves this world is home to the hanging fungi gardens whose bioluminescence lights up the dark walls of kraken gorge. And the sweet fish ball (a fried meat dissert made for the ground up flesh sweet tasting local fish).

River’s flood:
A dreary world where rain is common it is the coldest of all Atlantian worlds with an temperatures reaching as far down as 40 degrees. The only saving point of this world is the warm water vents and deep caves that house them. There is also a good portion of volcanic activity on this planet making many wonder why anyone would want to live there.

Little pool:
A small moon orbiting a gas giant that is home to large moving trees that walk along the shores of its rivers and oceans. A fairly warm planet is considered the Australia of the Atlantian people.
Last edited by Shark Bait on 2004-05-06 01:49am, edited 3 times in total.
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The Vykos (Now placed into the correct STGOD thread

Post by Cpt_Obvious »

The Vykos

Basic outline
The Vykos are a powerful magical race, consisting of three basic levels of society: The automatons are at the very bottom, lacking any sort of free will at all.. These include the golems (which make up most of the military), wraiths (souls of the dead bound by necromantic magic to serve as assistants, spies, and the like), and any other magical constructs made for combat or utility purposes.
Slightly above the automatons are the cultists. This is a collection of almost human worshippers who serve to do little but build and die. Once dead, their souls are harvested to power the vast magical machinery upon which the society is made. These death cultists have been magically engineered to live to ripe old age of 25, at which time they immediately die and their souls fly into the nearest harvester.
The top tier of the Vykos are the necromancers. They are the diplomats, lords, and most importantly, magicians of the Vykos. The necromancers are powerful sorcerers who have surpassed the need for their own death, allowing them to live for millennia sustained on nothing but sentient souls. Because of their close tie to death, they are unable to procreate in any form short of soul bound golems, and therefore must gain new recruits from the cultists. Every year bout a million cultists will be chosen to attend a school for necromancers, and after a few years of horrible abuse, near torture, and vigorous studying and labor, about one hundred students will ascend to the rank of necromancers. Combine the low reproductive rate along with an extremely small amount of necromancers, about 45 thousand at the time, and it is easy to see the immensely powerful and immensely rare upper tier of the Vykos has its magical strengths and numerical weaknesses. Needless to say, the loss of more than a handful of necromancers is nothing short of a catastrophe.
The basic attack units of the Vykos are 7 foot iron golems made by the necromancers; large humanoid constructs covered in red glowing runes. These minor golems are brutally efficient, manufactured by trained cultists for the raw purpose of shock troops. The more powerful golems include giant animated constructs that serve the same purpose as the ships of the technological races; basically instead of a battle cruiser, a giant golem constructed of basalt and bone, covered in runes and soul cannons. The one resource in which the Vykos are constantly in search of are sentient souls, which they use to power all of their magical constructs and some of their more powerful magical effects woven by the necromancers and magnified by their machinery.

Technology
Of course, in a necromantic state, most technology is actually magic. Cannons are powered by souls or personal magic, even their “hyperdrive” is completely alien, instead traveling through the realm of the dead instead of hyperspace.
As stated above, the average shock troop is actually a manufactured, unintelligent golem. Although, there are intelligent golems that are actually cultists who were found to be useful by a necromancer, and said necromancer decided to continue his existence by placing his soul into a golem.
Their carriers and dreadnaughts are actually giant floating city protected through magical shields and fleets of golems. In total, there are 5 floating cities, although only three of which are made for combat. All cities are about 11 miles in diameter, and covered in a very heavy death fog, used to simulate the planet life of the Vykos. The Military Floating City, the City of Dis, is about as strong as 10 dreadnaughts. Controlled by Thelik, the Fist of Vykos, and about 100 other necromancers, this battle worthy armed to the tooth, claw, and bone.
Another battle worthy floating city is the city of Styx, run by the Queen of Jade. This is the floating vessel for magical research and experimentation, and its fighting capabilities are very centered around combat utility. Ranged support, extra shielding, and a host of creativity, Styx is more than just a glorified research facility; its s full combat support vessel, very capable of single combat, and very powerful as a support vehicle. Its entire military prowess is about 5 dreadnaughts.
The Pandemonium Fortress, headed by the Scarlet Prince, is the final war-able vessel. The center for the newest of studies, demonology, the Pandemonium fortress is the only city with a sentient population other than the few necromancers running the behemoth city. In combat, its main purpose is the supplying of forces, along with troop augmentation. It has a comparative strength of about 5 dreadnaughts.
The Castle of Mirrors is the main front for major diplomatic, supervised by the Ivory Lady. It has absolutely no military prowess, save for any escorts that it may drag along. If confronted with battle, the Castle of Mirrors usually responds by running away, or bunkering down and summoning help. Unlike the other cities, it lacks the black death fog, and is actually a glorious sight to behold, with its appropriate name.
The last Floating City is Shade. Not much is known about Shade, as its controller, the Rag Man, is a very secretive type. Serving as the eyes, ears and mouth of the Vykos, Shade allows constant contact throughout the galaxies for every single vessel of the Vykos. Needless to say, its current location is a secret, although speculated to maintain a special place within the Shadow Lands. The Rag Man is the only patron on this vessel, as such secrecy must be permanently maintained.
There are many basic kinds of cruisers, which will be discussed very briefly:

15 Widow Class (Shield Cruisers)
15 Wolf Class (Battle Cruiser)
20 Raven Class (Light Cruisers)
10 Specter Class (Artillery Cruiser)

Widows are support cruisers. They are able to extend a shield around themselves and one other vessel, allowing both to take a much larger amount of punishment. They have few offensive abilities, and are almost always using their shield abilities.
Wolves are medium cruisers, armed with basic weaponry and shielding.
Ravens are smaller cruisers used for scouting, harassment, and hit and run missions.
Specters are long ranged cruisers, used to barrage an enemy from a great distance. They also carry the bombardment weapons, Stygian Chain, a rope of souls used to catch nearby asteroids and hurl them at enemy warships.

Escorts:
Tooth Class (Medium escort)
Claw Class (Heavy escort)
Talon Class (Scout Class)

All escort classes are unable to go into the Shaowlands, and therefore must travel within a fleet. The only one able of hyperdrive without assistance is the Talon class.


Yes, some of the names are cheesy, but the race is about ancient magical technology. If you were 2500 years old, you’d be cheesy too. Remember, necromancers don’t die of natural causes, and can live conceivably forever, hence the small centers of heavy power.


Strengths and Weaknesses
+Powerful individual units
+Extremely alien technology allows for separate hyperdrive and odd abilities
+Society difficult to infiltrate, while higher levels are all but impossible to infiltrate.
+Hyperdrive undetectable and uninterceptable

-Almost no reproductive rate
-limited amount of necromancers to dray from
-Unable to understand others technology, simply referring to it as metal magic
-unable to detect or intercept others’hyperdrive
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Post by consequences »

The Shi Combine:
The Shi Combine is a human populated association, with a number of societal parralels with Feudal Japan. Rather than focus on technology, the Shi focussed on attaining inner displine and mastery of self before moving on to mastering their environment and surroundings. As a result, they are capable of signifigant feats with living energy, but lag behind most of the other factions technologically. Until recently, the Combine was almost exclusively Isolationist in its policies and conduct, but recent disturbances near their space have caused them to recognise that they can not simply ignore the outside galaxy.

Honor and benefit of the family, clan, and nation is the paramount concern driving the behavior of most Combine subjects. From what many would consider an appallingly young age, all children are rigorously trained and tested, to determine the path their life should take that would yield the best results. There are alternatives to a life of carefully determined service, it is possible for any individual that can not abide by their determined path to sever their clan ties, an action that carries no stigma as it is seen as promoting harmony, and preventing wasted effort on everyone's part.

Every planet and construct of the Shi is very carefully sculpted, so as to allow the flow and focus of chi to be as beneficial as possible. This, when added to the understanding and control over their internal energies that everyone has, increases the lifespan of all Combine subjects signifigantly. Masters of the disciplines have been known to extend their lifespans for centuries, or it is rumored, indefinitely.

The Combine is effectively a constitutional monarchy. The Emperor is chosen from the highest noble bloodlines, and is usually the candidate who put forth the worst case for why they shouldn't be stuck with the job. There are two houses, a hereditary House of Lords, and an elected lower House. It is possible for an entire noble family to be removed from the House of lords however, if the entire line is guilty of gross misconduct, or malignant stupidity. In addition to these conventional segments of government, there exists a little known 'Cadre' whose word carries great weight at the highest levels.
Ye old uberwanking(well, not really):
Because of the training that every subject of the Combine undergoes, practically every member of the society is as physically capable as the highest baseline of unaltered humans. Those who would have been above the normal curve to begin with are subjected to years, sometimes decades of even more intensive training, especially if they have any aptitude for the active manipulation of chi. The underlying principles behind all of this can be summed up as "Do not waste potential", and "If you survive the training, it wasn't too hard".

These factors vastly increase the effectiveness of the Shi in combat, but make any excessively fast expansion of the military impossible to manage if the current standards are to be maintained, as it literally takes years or more to craft one of the elite. While a certain reserve of personnel exists, it could be used up all to rapidly in the event of full-scale war.


The Tetra Grammaton
The question, when dealing with a society where every member is exhaustively trained from the time they can walk, is how do you guarantee the enforcement of order? When every student is tutored to deliberately maximise their strengths, how do you deal with those who evade the psychological screenings, when they are capable of feats that would normally be classified as superhuman? The Shi Combine's answer to this is the Tetra Grammaton, whose individual members are referred to as Grammaton Clerics, for obscure reasons. The members of this body range from the merely supremely competent, to the downright scary, and are drawn from those that have shown an uncompromising solid core of principle that can not be swayed by any reasonable force brought to bear. This does not mean that any given Cleric is particularly nice however, as the Combine recognises that unsavory tasks have to be performed, but that the Cleric will hold true to his principles and values to the death(and as popular mythology and not a ferw campy movies would have it, beyond).
(Yes, I liked Equilibrium way too much)

For active individual chi use, I am thinking of Ranma 1/2 level as being the upper high end, with maybe a few hundred who reach the peak levels of that, and no more than half a dozen(who it would be very difficult to learn anything of) who exceed that. Those few hundred would mostly either be in the Tetra Grammaton, the Dragons, or teaching positions(for the six fabled figures who are almost certainly the Cadre, convince me you should know who they are and you will be informed, the identity of one of them should be pretty obvious).
One ability that I want that it should take some serious espionage to learn of is basically a means of concealing items upon oneself by way of a subspace pocket. This would be practically unnoticeable without a very detailed scan as long as nothing is being carried that can't easily be concealed. If you try to carry to much, it rapidly atarts to be detectable as a subspace anomaly, on a geometric scale. A data chip might twitch the most sensitive of detectors, a handgun would cause top of the line equipment to pick up ghost readings, a rifle would set off nearby standard detectors, and trying to carry too much will set off planetary detectors while you still aren't even in the system. This ability would be rare, with very few being able to carry anything more than they might on their person.

Technology and military:
The Shi Combine has heard of the concept of lowest bidder, and they want no part of it. This philosophy is most embodied by their elite fighter force, known as 'The Dragons'. Each fighter of this force is custom built, with only the intended pilot in mind, from their reflexes, to their physical structure, to their chi. While anyone can use one of these craft, it is nearly impossible to find someone who will be able to effectively bond with a fighter designed for another, and it practically considered sacreligious to do so if anything less than an inhabited world is on the line. As a result, the Imperial Fighter Museum has literally hundreds of the most expensive fighters in space on display, that can never be flown except in the direst emergency.

The Shi Combine relies heavily on railguns for its main ship-board weapons. The most noteworthy permutation of this is affectionately reffered to as the Bucky Ball O' Doom(officially the Buckminsterfullerene Antimatter Delivery Device). These specially constructed railgun projectiles are loaded with what appears to be simple carbon. In reality, each carbon molecule is carefully formed around a miniscule amount of antimatter, that is held out of direct contact with the molecule by the evenly distributed forces acting upon the antimatter. Upon impact, the BADD load detonates, adding to the already considerably force of the railgun strike, as well as heavily irradiating the target. Atlernate versions exist as an area effect anti-fighter weapon.

In addition, the Shi navy seems to follow a 'You can never have enough missiles' philosophy. All ships are (copiously) outfitted with External Ordnance racks, to maximise throw weight. These racks carry a mix of offensive and defensive birds. Two basic configurations exist, the standard patrol mode, and the overkill mode, where the additional racks jettison upon firing to clear fire arcs for the ships other weapons.

In general, the Shi Combine believes in quality over quantity for the regular units of its forces. They believe that there will be time enough to produce hordes of mass-produced crap when it becomes necessary.

Weakness: Currently no assault transports exist, as the Combine was uninterested in adding unwilling, uncultured ungrateful planets to their responsibilities.
Ships:
1 Mauler, the "Love and Peace" 5km long, the lead ship of the newest class.
Carries 50 fighters, drawn from the elite of the Dragons. Main heavy armament is a trio of Spinal mount railguns, that extend more than half the length of the ship

4 Combine class Superdreadnoughts, 3km long. 1 extremely heavy spinal mount railgun. Carries a dozen fighters, usually drawn from the Dragons.

8 Black Tide class Supercarriers, heavy defenses and defensive weaponry, but no anti-capship offensive armament other than the fighters and bombers on board. Carries 200-300 craft, depending on classes carried

12 Metal Siren class missile cruisers(duh, lots of missiles)

15 Sword of Light class Heavy cruisers(Ye old heavy cruiser)

20 Ryuken class light cruisers

30 Katana class heavy destroyers

40 Wakizashi class light destroyers

60 Tanto class frigates

150 Shuriken class escort craft

1738 current members of The Dragons, all with scarily overpriced planes

417 hideously overpriced and dusty craft belonging to previous Dragons, only usable in the direst emergency, or if an appropriate pilot can be found

About three hundred or so overpowered menaces that may qualify as escorts, although the effort would likely kill some of them, and the use of them in combat would derail to many things for it to be practical for less than a major outside invasion

Six shadowy figures, possibly capable of destroyer level destruction, if it was worth revealing the truth of their existence to anyone

Construction:
4 mauler hulls are being worked on much to the consternation of the Resource Allocation personnel.

50 Assault transports are being built from scratch to try to fill the gap that has become a noticeable handicap. 6 months minimum to get them built, as the design work is still going on.
12 bare bones light carriers, designed to each drop off fifty drone fighters and then run for cover.

60 sites are being established for industrial expansion on various moons and large asteroids, both in Shi and uninhabited systems.
Several thousand automated fighters, in an effort to extend the service life of the Dragons by giving the enemy more targets to shoot at.
Revised Edit Championship Edition, with turbo-charged graphics and new construction, still have lots to do. Taking my cue from various arguments with Alyrium, and posting those individuals who would be noticeable on an OrBat.
Last edited by consequences on 2004-05-23 03:13am, edited 1 time in total.
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Post by Captain tycho »

Minor updates:


Ships being built/retrofitted/repaired
3 carriers, 1 drone frigate, one superdreadnaught, 3 drone cruisers, 2 squadrons of interceptors


Halo's Defenses
Roughly 12 million robots on the ground, most of which can be quickly retro-fitted for combat duty
1,000 Planetary disruptor cannons
1 primary planetary shield, 2 backups
10,000 orbiting defense satellites, on par with an interceptor
40 orbiting stations, on par with a frigate
Orbital shipyards
100 surface based mining facilties (size of a large city, devoted purely to production/mining)
Manifold (big metropolis, with loads of labs, its own shield, fighter hangars, deep-bore shaft leading to a naquida vein, all the extras.)

Ships currently in service:
72 Drone Frigates
38Drone cruisers
2 motherships (now called Heavy Dreadnaughts, same armaments as in the OOB)
15 Goddess pocket cruisers
6 Obsidian command ships
14 squadrons of inter-system heavy bombers
17 squadrons of inter-system interceptors
31 carriers (converted from the former civilian carriers, each holds 6 squadrons of bombers and 6 of interceptors, has 30 disruptor cannons and 50 missile bays, but only medium shielding and light armor)

Naquadria enhanced Hellfire-tactical missiles
These are very heavy tactical missiles, meant for orbtial bombarment of hardened facilities or cracking open even the biggest cruiser. They can easily destroy anything below cruiser-size ships, and can reduce even sub-terranean bases to molten metal. Only Heavy Dreadnaughts carry these.[/i]
Last edited by Captain tycho on 2004-05-16 06:04pm, edited 1 time in total.
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Post by admiral_danielsben »

Dyson Technologies:

History: A few hundred years ago, a group of investors, human and non-human, went to the edges of known space (as it was then, at least; today it's still a bit in the boonies), and founded their own corporation, based around planetary development for mining and manufacturing.

Today, Dyson Technologies is one of the largest corporations in the galaxy, with revenues larger than the gross national product of some empires. It is an empire in its own right, controlling six major systems in a 'corporate state', as well as numerous small manufacturing set-ups and asteroid mines in the surrounding neutral space.

The systems:

Alpha Majoris: an orange main-sequence star with 10 planets. 6.3 billion permanent population.

AM I is about .75 earth masses, and orbits very close to its star. It has pools of liquid aluminum on the surface and a thin, hot atmosphere consisting largely of carbon dioxide and sulfur dioxide. Except for a few largely automated robotic mining stations, it is uninhabited.
AM II is very similar to Venus, and is a bit larger and cooler than Alpha Majoris I, as well as a much thicker atmosphere. It also has only a few automated mining stations.
AM III is basically a hot (about 50-130 degrees C) version of Mars, in terms of size and atmospheric content. There is a sizable mining and manufacturing set-up there in geodesic domes.
AM IV and V: Habitable. AM V, also called 'HQ', is the corporate headquarters.
AM VI-IX: Gas Giants. the moons have manufacturing set-ups and mines. Between VI and VII is the system's primary asteroid belt, which is mined a great deal.
AM X: Masses about one and a half as much as Earth but is very far away from the other worlds and very cold. The cold results in seas of liquid nitrogen and ammonia ice floes. This world is the base for oort cloud mining operations.

Epsilon Talos
a red dwarf star with 3 planets. 110 million permanent population.
ET I is borderline habitable (a tad cold). A large manufacturing setup there.
ET II and III are gas giants, whose moons are exploited for mining and manufacturing.

Delta Alpha Zeta
a blue giant star with 5 planets. 30 million permanent population.
DAZ I and II are hot gas giants. DAZ II has exploited/exploitable moons, DAZ I has none.
DAZ III is similar to a larger version of Titan. A prime source of hydrocarbons.
DAZ IV has a bizarrely elliptical orbit, coming inside III's orbit at times and at times exiting beyond V's. The intense heating and cooling (a year ranges from -230 C to 80 C) makes this world difficult to exploit; the only reason it is is its rich metal deposits.
DAZ V is essentially Pluto's twin brother. Also used for Oort cloud mining.

Zeta Epsilon A and B
two stars, yellow-white and orange main sequence, orbiting each other at about .15 light-years apart; counted as two separate systems. This is the nicest place. ZEA has 11 planets, ZEB has 6. Combined 12.6 billion permanent population. (8.9 billion in ZEA, 3.7 billion in ZEB)

ZEA I - similar to Mercury. mined for minerals.
ZEA II, III,IV, and V: the breadbasket of the corporation. 4 habitable worlds, the outer two borderline on hot and cold, the middle pair lush and temperate. The center of much of the information technology and agriculture. Outside of V is a very mineral-rich asteroid belt.
ZEA IV-IX: gas giants. Home to many orbital ship-building facilities due to proximity to their moon's rich duranium ore.
ZEA X and XI: pluto-like worlds. mined, and centers for oort cloud use.
ZEB I - highly volcanic and unstable, moreso than even Io. Not exploited.
ZEB II - oxygen-argon atmosphere, temperatures 30-90 C, home to bacterial life only. Primary source of noble gases.
ZEB III - habitable. Very lush and green; kept pristine with little exploitation (for tourist purposes).
ZEB IV-VI - gas giants. Moons exploited; ZEB IV has a borderline-habitable moon with a large manufacturing setup.

Ypsilon Aurigae - a 2-solar-mass black hole, orbited distantly by two planets and 3 rich asteroid belts. less than 1 million permanent population.

YA I and II are cold, old worlds, former gas giants with much of their outer atmosphere blown away by a nova, leaving planets 2-3x the mass of Earth with thick atmospheres (albeit more akin to Venus' than Jupiter's in thickness - 75-150 bars pressure at surface), a metallic surface, and perhaps the largest readily accesible sources of metallic hydrogen known - and exploited. Of the 3 asteroid belts, two are mined a good deal. The third orbits too close to the black hole for comfort, and the asteroids there occasionally fall in out of orbit.

This long list doesn't count small, distant manufacturing and mining setups in other systems.

Society: the massive profits garnered by the mining and manufacturing have turned a moderately wealthy society into an extremely wealthy one. Most work is done by robots and machines, leaving people mostly for repair and brainwork. The typical 35-hour workweek leaves plenty of free time, which is readily enjoyed with very sophisticated entertainment - full-scale holoenvironments, for instance.
The 19 billion inhabitants are a mix of human and non-human workers. Most of the non-humans are humanoid except for a very few races - some octopus-like Quids, a few avian species, and a handful of insectoid Riikari.
Almost all of the heavy manufacturing and information technology is controlled by Dyson Technologies, as is exporting and a majority of the agriculture. However, small businesses abound; they provide entertainment, restaurants, small shops, import luxury items, produce small quantities of hand-made goods (like Damascus steel swords, much prized by militaries for sentimental reasons), control 42% of the state's agriculture, operate hotels and bed-and-breakfasts, operate tour guides, and are active in certain shady businesses legal in Dyson space but not on some other worlds.

Government: Corporate state. Essentially controlled by Dyson Technologies, altough there are civil governments in the AM, ZEA, and ZEB systems. The corporation has a president, 2 executive vice presidents, and 7 vice presidents, heading each division.

Military: Except for Civil Defense produced by the 3 civil governments, Dyson Technologies is also the primary military. They posess the following:

Dyson Technologies-
1x Heavy Dreadnought (property of DT's president)
2x Dreadnoughts
7x Cruisers
35x Destroyers
300x Escorts
750x Freighters (unarmed)

(of the former, all but the Heavy Dreadnought are also for sale; the only difference is in computer/comm equipment to prevent the defensive fleet models from being hacked by foreign powers.

The fleet is focused on largely freighters and their escort; most DT fleets travel in packs of 9-12 freighters with 3-6 escorts. A few heavier craft are kept; this is largely a defensive fleet and for negotiations. Since when did interstellar corporations go to war with anyone offensively? Other than RCE, of course.)

The Civil Governments:
combined total of 150x sublight cutters (essentially an escort with heavier weapons but no FTL capability)

The inhabited planets all have planetary defensive structures.

Armament: Dyson Technologies produce solid weapons, good and accurate, except they are all 'expendible' - bullets, shells, torpedoes, missiles, plasma goop, etc. that has to be replaced (meaning repeat sales). They use largely the same weapons for their own fleet.

Railguns - just your usual electromagnetic bullet-pounders that shower bullets at as fast as .5c. Some models are machine-gun-style, firing up to 10 rounds per second. Range from large vehicle-size to ship-size.

Torpedoes and missiles - light and heavy antimatter weapons, mounted with short-range faster-than-c abilities. Torpedoes have 'sustainer' type, missiles have their own FTL drive.

Plasma cannons - high-energy particle beam weapon. Range from individual to ship-size.

Rapid electronic guns - not a railgun, but a vehicle-sized weapon capable of 1 million rounds/minute (see this month's Popular Science for details- it's currently in development even today, just like lasers and railguns). Atmosphere-capable escorts also mount them.

Bombs - antimatter explosive device(s). Usually consist of a lot of small bombs in a single casing that splits apart in upper atmosphere for carpet-bombing of anywhere from a city to a smallish continent. Also come as single small bombs mounted on manned or unmanned fighters.

Stun-guns - used for ground-based vehicles, hovertanks, and handheld - for crowd control and the like.

Machine Guns - plain old personal bullet-sprayers, only with extremely advanced laser scopes, swiss-army-knife option of bayonets, built-in scanning equipment, and even a first aid kit (on rifle-models) included.

Fighters: all ships, except freighters, carry at least one squadron of fighters (about 4-6). Generally, each has at least one railgun and one plasma cannon, plus other weapons depending on model.

Unmanned fighters: about the size of a missile and launched from a missile launcher, these craft serve primarily as atmospheric/low-orbit reconnisance and for precision bombing, kinda like a space-capable version of a Predator drone, only there are also AI models that don't need a guy flying it remotely. There are fighter models, but generally they aren't effective against live pilots.

General info about what Dyson Technologies sells (in lieu of a complete catalog), by division:

1. Dyson Defense Technologies - sells the various weapons listed above, hovertanks, fighters, crowd control devices, armored vehicles, etc.

2. Dyson Shipyards - sells ships, from shuttles to dreadnoughts (The heavy-dreadnought is not for sale - besides, there is only one in existance).

3. Dyson Robotics - sells robots of all sorts, from troop droids to industrial robots to repair robots. Most use AI tech but are NOT sentient.

4. Dyson Biotechnology - sells most biological and bioengineering materials, from foodstuffs to fertility treatments to medicines. Note that none of the genetically engineered germs are designed for biowarfare purposes (and if there were, they would not be for sale). They are for fertility treatments, planetary terraforming, genetic modification of plants/animals, etc.

5. Dyson Ores and Metals - mines and produces various metals, from common iron to rare latinum, for various uses.

6. Dyson Manufacturing - generic manufacturing. From hovercraft to heavy machinery, from prefab parts to pens.

7. Dyson Entertainment - holotechnology, cool games, fun programming (both wholesome and otherwise); also stuff like hoverboards and toys, books and media.

Purpose: to sell goods and services for money, plus other goods and services.
Reason for entering STGOD at this time: expanding to new markets. Grow or die, y'know. And to get into various antics.

Note: no mass-produced clones. Droids are sold, but most crewing is DIY.
-DanielSBen
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"Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close resemblance to the first." - Ronald Reagan (1911-2004)
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"If your lies are going to be this transparent, this is going to be a very short interrogation" -- Kira

"Then I'll try to make my lies more opaque..." -- Gul Darhe'el (DS9: Duet)
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Post by admiral_danielsben »

The Union:

History:

Many centuries ago, an early Mars-bound colony ship from Earth got caught
in a freak wormhole and got deposited in the star system of Avea, home to
no fewer than four peaceful alien species, two humanoid, one avian, and
one amphibious. The contact proved pivotal; the already cosmopolitan an
cooperative nature of the peaceful Avean species' began to expand to
accept all intelligent life in a unity of peoples. The humans were
generally a friendly lot; however, they also brought knowledge of
hostility with them, of the tyrants that haunted their world from time to
time. The Aveans and the human refugees thus decided to create a haven
for all sentient species, yet protected from any hostile powers. The
Avean natives were gradually overwhelmed by immigrants from all over the
galaxy; at present, the Union has over 700 sentient species among its 190
billion members. The humanoids are most plentiful, although there are
large avian and aquatic populations and a sizable insectoid contingent.

Society:

Not only is the society cosmpolitan and multicultural, it encourages
mixed-species relationships at a rate almost unheard of elsewhere. Of the
190 billion members, fully 80 billion are descendents of 2 or more races,
some as many as 30 or 40. You might, for example, find an individual who
is part human, Vulcan, Betazoid, Tellarite, ocampa, DaaV'it, both Avean
humanoid species, and Elven. In general, people are rather tolerant of
most religious or cultural differences, except those perceived as harmful
of fellow sentients (no human sacrifice, no slaves, no blood-drinking,
etc).

Government:
Loosely based on the traditional Avean government, mixed liberally with
the ideas of the more civilized states of Earth. The Grand Council is the
main legislative body, with at present 3,800 members elected by district.
Due to the unwieldy nature of such a large body, their only function is
to pass or reject laws, and meets for about 3 consecutive days twice each
Avean month, except for special sessions. More complex politicking occurs
in one of two sub-councils. The lower House of Delegates is elected by
the adult citizens of the Union from sitting Grand Council members, and
is responsible for drafting laws and setting most domestic policy, with
380 members headed by a Speaker. The upper house is the Senate, drawn
from the Grand Council by the Grand Council (76 members, headed by a
Chancellor), and declares war, approves treaties, and approves cabinet
appointees by the President, who is elected to up to three 4-year terms.
Except for Supreme Court appointments (done by the President on Senate
approval), all magistrates enter their positions based on examinations
and merit promotions (sort-of civil service). The succession of power
goes as follows: President, Chancellor, Speaker, Minister of Diplomacy,
Minister of the Armed Services, various other cabinet ministers.

Systems controlled:

10 major systems:

Avea - orange main-sequence, 7 planets, 2 habitable, Avea III capital
Seria - yellow subgiant, 9 planets, 1 habitable
Urania - white main-sequence, 5 planets, 2 habitable
Sarnos - binary yellow and orange dwarf, 11 planets, 3 habitable
Terence - white dwarf, 3 planets, 1 habitable
Veritos - yellow main-sequence, 10 planets, 2 habitable
Orthalte - orange subgiant, 12 planets, 1 habitable
Sola Vos - red dwarf, 5 planets, 1 habitable
Qant - binary orange main-sequence and yellow dwarf, 9 planets, 2

habitable
Orania - trinary 2 yellow main-sequence and red dwarf, 17 planets, 4

habitable

8 colony worlds

Psi and magic abilities
although none of the native Avean species are telepathic or magical in
any special way, many of the immigrants have been. They are generally
tolerated, even encouraged in exploration of their abilities. Some are
quite formidable, especially with the (sadly, limited in scope) psi-tech
additions. Many of the more proficient end up working for intelligence,
where they are very effective at espionage and for breaking spells. Many
of the most powerful are mixed 1/4 betazoid, 1/4 vulcan, 1/4 ocampa, and
1/4 elven. In terms of ability - the most advanced are capable of
breaking spells of enslavement effecting whole populations, reading minds
across continents, etc. although there are no true necromancers.
Sentence Striken]
Military:
The Union has embraced a variety of technologies in its military, often

in the same ship. This variety of firepower and shielding is their chief

advantage. The primary disadvantage: ships tend to have poor

maneuverability and modest sublight acceleration.

Military Ships:

20 Capital Ships (battleship type)

Battleship (8x)
32x light weapons
12x medium weapons
4x heavy weapons
1x superweapon
up to 32x fighters

Battlecruiser (12x)
28x light weapons
10x medium weapons
4x heavy weapons
1x superweapon
up to 26x fighters

55 Warships (cruiser type)

Cruiser (14x)
22x light weapons
9x medium weapons
2x heavy weapons
up to 19x fighters

Frigate (16x)
16x light weapons
7x medium weapons
2x heavy weapons
up to 14x fighters

Destroyer (25x)
12x light weapons
6x medium weapons
2x heavy weapons
up to 10x fighters

400 Small ships (escort type)

Corvette (50x)
9x light weapons
4x medium weapons
1x heavy weapon
up to 6x fighters

Escort (70x)
8x light weapons
4x medium weapons
up to 4x fighters

Gunboat (100x)
5x light weapons
3x medium weapons
1x heavy weapon

Cutter (low ftl) (100x)
10x light weapons
4x medium weapons

Monitor (sublight) (80x)
10x light weapons
6x medium weapons
1x heavy weapon

Weapons definition:

Light - railguns, low-power laser and plasma beams
Medium - higher power laser and plasma beams, disruptors, small
antimatter torpedoes
Heavy - large antimatter, plasma, and hellbore torpedoes
Superweapon - plasmatic pulse cannon (heavy bombardment, firing rate once per minute)

Recent developments:

Special Ships:

Presidential Cruiser (1x)
22x light weapons
6x medium weapons
up to 8x fighters, plus extra space for shuttles

The Presidential Cruiser is a Cruiser with heavy armaments and science labs removed, and with extra diplomatic facilities, superior shielding, and faster engines (on par with a destroyer in terms of FTL speed - not acceleration, sublight speed, or maneuverability). It is the equivalent of 'Air Force One' and is used primarily by the President. Unlike Air Force One, it is armed, albeit weakly for a cruiser.

Diplomatic Frigate (6x)
16x light weapons
4x medium weapons
up to 6x fighters, plus extra space for shuttles

A lighter design, similar in concept to the Presidential Cruiser. The Chancellor and the Speaker each have their own Diplomatic Frigate, as the President has a Presidential Cruiser. The other four are used by the Diplomatic Corps to ferry ambassadors and to conduct negotiations.

The Presidential Cruiser and the Diplomatic Frigates never leave Union terrirory without escort.

Another note:

the Cutter class of small ships (all 100 of them) are about to be removed from service; their slow FTL has largely proven to be a disadvantage - sublight Monitors are more heavily armed and are present in all major Union systems anyway, while Gunboats, Escorts, and Corvettes are all much faster. Note that 'removed from service' is not the same thing as 'scrapped'; they are more likely to be mothballed or sold.

New small ship numbers will be (soon; at the time the Cutter is still in to cover a shortfall as new ships are built):

65x Corvettes (up from 50x)
100x Escorts (up from 70x)
125x Gunboats (up from 100x)
110x Monitors (up from 80x)
Last edited by admiral_danielsben on 2004-06-12 11:56pm, edited 1 time in total.
-DanielSBen
----------------
"Certain death, small chance of sucess, what are we waiting for?" Gimli, son of Gloin
----------------
"Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close resemblance to the first." - Ronald Reagan (1911-2004)
---------------
"If your lies are going to be this transparent, this is going to be a very short interrogation" -- Kira

"Then I'll try to make my lies more opaque..." -- Gul Darhe'el (DS9: Duet)
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Alyrium Denryle
Minister of Sin
Posts: 22224
Joined: 2002-07-11 08:34pm
Location: The Deep Desert
Contact:

Post by Alyrium Denryle »

Draconis Republic

Biology
Common Names:Fel' Theth, Lizard men, Varathraxians
Scientific Name: Dracovaranus Erectus

The Fel' Theth are a race of highly intelligent, warm blooded reptilians

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 VERY powerful neuro/cytotoxin similar to, 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 cliff dwelling on their 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 normally 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 their skin color to match their surroundings this ability surpasses that of earth cephalopods.

The Fel' Theth are carnivorous and are capable of unhinging their jaw to accommodate large prey.


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.
Crime does happen but it is low,, and to deal with 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 with 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 academic or governmental professions(this they must test into). They can go to a university directly from the Hyper accelerated school provided they do well enough. Or from the Standard school provided they pass the exam. Schools are of course privately run.

Economy
While self-interested, and following Objectivist ethics, the culture is a close knit one, and people do not generally harm others or allow harm to befall them. Basically they use Randian libertarianism with an altruistic population.

Governmentt
The government is a Federal Republic.

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.

Exports

The Republic exports the best of genetically modified gfoods, and their ability to alter the genetic code is highly competitive. One of their methods of storing information is on a strand of DNA. They also export the usual weapons etc etc



Military Order of Battle

Varanus Class Dreadnought
Length: 2 km
numbers 15
weapons: 30 heavy particle beams, 45 medium particle beams, 30 heavy lasers, 45 medium lasers, 30 missile launchers, 200 point defense guns
fighters: 60

These ships are the largest and most heavily armed and armored in our fleet.(if you object to the number of weapons please let me know) 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: 1.5 km
numbers: 40
Weapons: 20 heavy particle beams, 20 heavy laser turrets, 30 med lasers and 30 med particle beams, 15 missile launchers 150 Defense grid
fighters: 30

these ships make up the backbone of our capitalship fleet. and can carry fighters in a small hanger bay

Elapid class Carrier
2.5 km
numbers: 17
weapons: 20 medium particle beams, 40 medium lasers, 300 Defense grid
Fighters: 300


Crotalus class Fighter/bomber
length: 20 meters
weapons: 2 missile lauchers, 3 forward firing guns(like point defense guns) 1 computer controled turreted point defense gun

Viper class Missile destroyer
Length: 500 meters
numbers: 150
weapons:30 missile launchers, 20 light particle beam/laser 100 defense grid

Monitor class Fast Destroyer
length: 200 meters
numbers: 225
Weapons: 2, heavy particle beams/laser,5 medium particle beams/laser, 200 Defense grid energy projectors
fighters: 5

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.


Weapons

Heavy particle Beam/laser
Firepower: 125 mt with a recharge time of 2 sec
Accuracy: High against capships, against fighters...horribly low
Turret speed: Slow

Medium particle beam/laser
Firepower:89 megatons 30 times per min
Accuracy: High against capships med against fighters
Turret speed: med

Missiles
Firepower: 15 megatons 30 per volley per launcher max. Reload time: 30 seconds
Accuracy: High Against caps, med against fighters
Turret speed: fast

Defense grid
firepower: 2 kilotons/sec cont beam OR 5 kiloton flak/interception burst every 1/10th sec
Accuracy: High all around
Turret speed: Hyper
Can intercept fire from plasma and missile weapons

Light particle beams/lasers
Firepower: .5 megatons/sec cont beam
accuracy: High against capships, Med-high against fighters
Turret speed: High.

Defenses

Shields: roughly galactic standard, shields work by absorbing and radiating anemy weapons back into space and away from the hull.

Fighter armor: special silicon based cells that create an artificial exoskeleton that is high in metals allowing it to regenerate quickly.

Capship armor: Regenerating crystaline latticework that uses the curviture of the hull to refract beam weapons into harmless light, absorb heat, and spread the impact of KE weapons over the ships surface, limiting their effect.


Ship layouts and a few operational details

Fel' Theth ships do not use artificial gravity. 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 their most efficient form of movement to get around their ships.

The crew sleeps in small cubbies that mimic rock 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, and use ion engines.

Ground combat and armor

Due to their small size, the Fel' Theth do not usually engage in open ground combat. Their armor is light allowing them to be more mobile than the opposition. And their armor has thermoptic camouflage(see ghost in the shell) allowing their color-change ability to be used on the battlefield. As such, they are very skilled at guerilla warfare ad at taking advantage of their environment, the only difference is, they have the modern equipment to win wars doing it.

Infantry make use of a combination Plasma gun/particle beam, missile launchers, ke weapons and others depending on the mission profile. They also make use of vibro-weapons in the unlikely(and horrible) event that they are forced into melee combat. They use either polearms or blades for this purpose.

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..

Also to compensate for their small stature, the Fel' Theth also emply 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 environment, 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:

The Fel’Theth love their constitutional right to keep and bear arms. Their prowess with a weapon is taken as a point of pride. This comes from a cultural need to defend their homes from predators. They were not always the highest animal on the foodchain…


9 major worlds

Varathrax(capital)

Ergoth

Nexiral

BRedith

Lex

Xinth

Kressil

Grentith

Lorsac

All colony worlds(of which 15 exist) have a CX19385 designatoir, followed by a number 1-15
Last edited by Alyrium Denryle on 2004-05-30 11:29pm, 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
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lazerus
The Fuzzy Doom
Posts: 3068
Joined: 2003-08-23 12:49am

Post by lazerus »

My empire, consists of two planets. They are human, sharing a communal intellegence somewhat like the one of "mars" here.

They have three world, the homeworld of Kitan, and a second world of Kytan, and a minor colony on the third world of Kigan. (Yes, they are pronounced almost exactly the same. Since most Kitans communicate through though, they didn't see the point is fiddling with names). Kitan and Kytan are heavly industiral, although you would have trouble guessing as Kitanian industry is much more unobtrusive the normal industry takes to their advanced enviromentally friendly technology.

Most of Kitanian science is based off Quasi-Sentiant nano-technology. Using the ability to convert matter near them into energy, while the nano's are not self-powering, they can convernt matter into energy from the area around them, providing them with the power needed to do things most nano's can't even approach.

The Kitanians are a hive mind of sorts, each person is an indivual, but they are still hooked up to a collective mind. For example, they can all hear eachothers thoughts.

--

Kitanian ship technology:

THE KITANIANS HAVE NO SELF-CONTAINED FTL DRIVE:
The use "slighshot" stations to hurl ships toward their targets. This system is much faster then most FTL, although it does sacrifice a great deal of felxiblity. But since the Kitanians havn't gone to war............ever. They don't see the need for a more standard system.

The Flux Disruptor:
This weapon causes quantum waveforms to colapse, literaly makes it's target disappear. It can only disappear very little matter at once, so it doesn't actually do that much damage, but it's good for poinpoint strikes.

The Cadence Lance:
A powerfull and extremely shortranged weapon that shoots a beam of compressed plasma at it's target.

Vector Fields:
Projected gravity fields that preciesly control the movement of targeted objects.

Nukes:
You know, these things NEVER get old.

The gravanmetic restributor:
A device that bleeds off gravitational potential as heat and light.
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