[STGOD 2] Nations and Military

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Stormbringer
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[STGOD 2] Nations and Military

Post by Stormbringer »

I don't have mine written down yet but I figured I'd start this anyways.



The Ground Rules (Space):

Fleets are limited to 1400 ships: 200 cap ships (BC or above), 200 Troopships, 1000 escorts.

Colonies are limited to 25-50 major colonies, 150 minor colonies, and 200 outposts.

Limited FTL and limited (100 or so Gs) slower than light

Low megaton-high kiloton firepower

The Ground Rules (Ground):

Basically using a Warhammer type (minues demons/physkers) ground evirnoment.


Debate anything now, not later on.
Last edited by Stormbringer on 2003-06-09 11:25pm, edited 2 times in total.
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Sea Skimmer
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Post by Sea Skimmer »

All I'm likely to have ready tonight before tomorrow is a Quick declaration of my Empire composition. Hope no one else was counting on using Middle Earth.
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Post by Beowulf »

I'm just going to be using Rokugan, I think...
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Post by Brother-Captain Gaius »

Is there a rough starting year? I'd like to make my history accurate.
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Post by Stormbringer »

Figuring some where in the neighborhood of 3100. You can decide one if you like.
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Post by Sea Skimmer »

Very short history subject for now to changes at my wim.

The Federation of the Shadow AKA The Federation

Along ago there where two worlds. One, Erat was inhabited by humanoids known as the Scythian. Derived from humans the Scythian grew stronger, with greater endurance then normal humans, driven to this by the harsh conditions and powerful wildlife of their world. Side effects of this drove their core temperature higher but body size average smaller.

Far away across the stars was a world know as the Earth to its inhabitants. But it was not the Earth we know. Inhabited by creatures known as Orcs, humans and hobbits this world was a strange one. But it was centuries after a near forgotten conflict known as the war of the Ring that something that had best not to have happened was begun. In the deepest depths of the mines of Moria the dwarfs once more unleashed a powerful force, the Nerubians. Multi legged and hive minded the Nerubians where tunnelers, shunning a surface they had long abandon to dwell deep under the earth.

Disrupted in their workings the Nerubian warriors poured out into the mines, slaughtering the dwarves and occupying the mines. But they did not stop. The empire of men to the south attracted their attention, and with the forests empty of elves there was little warning. The Nerubian conquered their lands and sacked their citadels before spreading further. The races of middle Earth where divided and fell as such until the Nerubian had spread from the Blue Mountains in the north to Mountains of Shadow in the east. With the inhabitants of the surface made subservient the Nerubian spread even further while many returned to their deep central city. There they began to build and develop. Technology, long stagnates and even regressive on the world began to advance.

Erat meanwhile was torn by strife and war. Two massive nations, the Kingdom of Sandora and the Republic of Koronan fought with there allies for little less the control of the world. It was near the end that the power of the atom was unleashed and a cease-fire was eventually reached. But such things rarely breed peace and just four years later a even greater power was unleashed with the detonation of a super bomb, a fusion device. Koronan had won the race, and it used it to win the war. It was then in the finnal days that it happened. The power of one of these bombs was channeled into a rift. Perhaps the decaying unknown remnants of what had brought the Scythian to the world? It is not know and no history can answer the question.

But what is know is that at the same moment in time the Nerubian had detonated a similar device near a similar point. The surges of energy linked and formed a tunnel, and it was through this that two proud and great species, one of individuals and one of a hive met on the slopes of the Mountains of Shadow.

Both sides raised their weapons and conflict was mere seconds away. But it was then that a human intervened, an assistant to the Nerubian. The Scythian, shocked by encountering someone so close to themselves held there fire and so did the Nerubian. Instead they spoke. They argued and more then once war grew close. But finally talk turned into agreements, then Alliances. The advantages of a strong species of individuals combine with vast industrial capacity of a hive species made for a powerful force. Finally Alliances turned into a strong Federation between the Nerubian, Scythian are several small groups representing the once free races of Middle Earth, long under the yoke, if a distant one, of the Nerubian. It was the Federation of the Shadow, named for the mountains upon which its conditions where negotiated and finnal treaty signed.




Species information

The Scythian

The Scythian are human, or rather another evolutionary branch in there development. Not native to Erat, the Scythian arrived from Earth approximately 250,000 years ago. The means of this conveyance is unknown but it is now suspected that the rift gate that links the world to Angband may be the remnants of much wider network. In any case the difference in conditions forced Scythian evolution into a harsher world, which has resulted in a generally smaller being but one with naturally increased endurance and physical strength. This has forced there core temperature two degrees higher with food consumption following.

Modern Scythian is similar in most ways to that of human civilizations. The government is a Federal Republic with elected representatives, though those of the Nerubian are hatched for the task and the economy is free market. However increasingly a large segment of the population follows the Shakur religion and its massive places of worship can now be found in many cities. This religion encourages tolerance and peace, between Scythian and Nerubian. Aginst outside species it encourages discrimination, forceful conversion and genocide in the case of especially hated infidel types. The growing strength of the fundamentalist arm has alarmed many in the Federation government, though brining only click like chuckles from the communist Nerubian hive.

The Nerubian

Insect like, the Nerubian evolved in the early years of their world's history. They burrowed ever deep into the earth before finally journeying to the surface no more. Hear they develop a hive society, with the four primary caste's, worker, warrior, queen and brain in a rough 98/1/.1/.9 ratio. The brains came in several levels and with several form of specialists but primarily acted as controllers, directing the other caste's via telepathy. The warriors and especially workers have little capacity for independent thought beyond there own small area of expertise. But this is not developed but rather each Nerubian is born with the knowledge needed to do its task. They are born from eggs, which are laid in vast numbers and hatches as needed, with time from the date of laying to full maturity being approximately 35 days for lower cast to some 250 for a high end brain. Lifespan vary from 1000 days to over forty years.

With little independent thought, the hive operates on what is essentially a communist system, integrated into the free market Scythian system mostly as a supplier of resources, reviving high technology items in return. Though the Nerubian brains are quite happy to simply breed more workers to satisfy there more innovative comrades needs. While lacking individuals to elect representatives, the Nerubian breed a caste of brain to serve in the senate of the Federation. These brains have such enhancements as additional legs and greatly expanded speech capabilities, the telepathy that controls the hive has little effect on other species.

While the hive nature of the Nerubian give them immense industrial strength, there technological progression is retarded with new items only developed in response to perceived requirements. The limitations of this system are what attracted them to the already strong species of individuals that where the Scythian.

To this day the Nerubian continue to prefer subterranean cities, building vast multi level cities that can reach kilometers down into the earth. Webs of tunnels to transfer everything from iron ore to railway locomotives serve as there primacy means of communication. The surface of a majority Nerubian is reserved mainly for mining and agricultural uses. The greatest of these cities is found deep beneath the misty mountains under the mines of Moria, spreading for dozens of miles in every direction.

Other Species

Nearly a billion other sentient beings live within the Federation. Most are the descendants of the many sentience of Angband, Orks, hobbits, dwarves and homo sapient men primarily along with a few others. Minority's in every respect, all where nearly rendered extinct of the policies of the Nerubian. In the past two hundreds they have however seen great resurgences in population. Though now the followers of Shakur may threaten them once more.


Worlds of Federation of the Shadow

The Federation posses 31 major worlds, 142 minor colonies and 185 various outposts

The seven core worlds

These worlds represent the core of the Federations strength, home to a large segment of its industry, and scientific and commercial establishments.

Erat: The Scythian home world. The world is temperate and supports most forms of mammalian life. The planets landmass surface is somewhat less then and consists mainly of a half dozen disconnected continents. A rift gateway connects this world to Angband.
Population: 19 billion Scythian, 600 million Nerubian, 17 million other
Capital: Skaarjin
Development lvl: Heavy
Garrison: Heavy

Angband: The Nerubian home world, often called middle earth despite that being a referance to only part of its landmass. The world was so named after the region to which the Nerubian trace their origin. This world holds the other entrance to the rift gateway, which provides extremely rapid if limited capacity transport between the two worlds.
Population: 35 billion Nerubian, 99 million Scythian, 250 million other
Capital: subterranean city of Azjol-Nerub
Development lvl: Heavy, much subterranean
Garrison: Heavy

Thuzad: One of the first worlds outside there home systems to be colonized by the Federation. This would was settled nearly 1000 years ago by a sublight vessel laden with Nerubian eggs. The bio system has been largely destroyed but it remains a prime hatchery with tunnels under most of the dry landmass.
Population: 54 billion Nerubian, 9 million Scythian, 1 million other
Development lvl: Heavy, much subterranean
Garrison: Heavy

Elam: A major temperate Scythian world with only a few Nerubian underground cities. The world is the basis of much Scythian commerce and medium manufacturing.
Population: 17.5 billion Scythian, 51 million Nerubian, 24 million other
Development lvl: Heavy
Garrison: Heavy

Alterac: A dry world home to additional central Nerubian hatcheries and industry
Population: 36 billion Nerubian, 500 million Scythian
Development lvl: Heavy
Garrison: Heavy

Vanoc: A cool but mixed world home to much industry.
Population: 41 billion Nerubian, 3 billion Scythian
Development lvl: Heavy
Garrison: Medium

Landron: No other world has a higher population of Scythian within known space. Massive kilometer high towers dot the landscape and block out the sun while civilian star ports are forever crammed with incoming food and cargoes for the world.
Population: 21 billion Scythian, 30 million Nerubian
Development lvl: Heavy
Garrison: Heavy

Composition of the six core Federation systems

Erat system
Major worlds: Erat + Landron + 4 others
Minor colonies: 8
Total population: 52 billion Scythian, 630 million Nerubian, 70 million other

Angband system
Major worlds: Angband + 2 others
Minor colonies: 7
Total population: 65 billion Nerubian, 300 million Scythian, 150 million other

Thuzad system
Major worlds: Thuzad + 1 other
Minor colonies: 6
Total population: 60 billion Nerubian, 24 million Scythian, 140 million other

Elam system
Major worlds: Elam + 2 other
Minor colonies: 4
Total population: 20 billion Scythian, 300 million Nerubian, 130 million other

Alterac system
Major worlds: Alterac
Minor colonies: 5
Total population: 40 billion Nerubian, 750 million Scythian

Vanoc system
Major worlds: Vanoc
Minor colonies: 5
Population: 25 billion Nerubian, 1.2 billion Scythian

Total: 13 major city worlds, 35 colonies, 74.274 billion Scythian, 190 billion Nerubian, 490 million other within the six core systems

In addition there are 15 other major systems each with a single major world with an average of 3 colonies each and 65 other system containing just one colony each. These worlds all work mainly to support the core systems These worlds populations total 10 billion Scythian, 25 billion Nerubian and 425 million other. The other major system names are Zul, Caer, Barren, Fleane, Serenity, Kobe, New Crone, Graz, Ruse, Reaver-1, Dietz, Emir Adzo, Jabal, and Vidara.

Of the 185 outposts, fueling bases and listening posts, none has more then ten thousand Scythian or 25,000 Nerubian on it.

Grand Population Total For The Federation of the Shadow

84.274 billion Scythian
215 billion Nerubian
915 million Other
Last edited by Sea Skimmer on 2003-06-07 08:12pm, edited 5 times in total.
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Post by Brother-Captain Gaius »

Basic overview...more to come later. First STGOD, sorry if I do any of this wrong. This is the "rough draft", and unknown variables will be filled in later as they are figured out.

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United Communist Sector
Capital: Kremlin IV, Kremlin system

History and Government
The alleged "International Communist Conspiracy" of the 20th century turned out to be quite real, and by the 23rd century had gained a sizable amount of control in Terran politics. With the advent of interstellar travel, the ICC managed to get respectable claims in the region later known as ComSec and began pumping it with Russian, Chinese, Vietnamese, Korean, and other citizens of former communist states. By 2307, the habitable worlds of the Kremlin system were colonized and terraformed to meet Terran standards. Thanks to the large deposits of titanium and plutonium, the Kremlin colonies naturally became militaristc and as the fledgeling galactic civilization expanded, so too did interstellar friction between system governments. The Kremlin cities were turned into veritable fortresses, hence the current name of the system. The horrors of war befell many Kremlin colonists and dissent and thought of rebellion against the underhanded ICC was seriously considered. An uprising on Kremlin III in 2443 prompted the planetary governor to instate martial law, and thereby seal the fate of the ICC. Further enraged by the declaration, rebellion spread to Kremlin IV and V, and eventually the glorious People's Party overthrew the corrupt Stalinist regime. Relatively right-winged, the socialist People's Party tore down the old System Admiral's palace and to this day the UCS government operates out of a modest campus of concrete and metal buildings resembling the old kremlins. The newly founded People's Leadership, however, would not persist and became unstable and eventually fell in 2517. A brief period of anarchy and bickering nation-states followed, but order was restored in 2531 when a new, reformed government took power. The United Communist then-System brought relative peace and prosperity to Kremlin in addition to many economic and social improvements over the ICC and PL regimes. While at the core socialist, it has many communist and even somewhat-conservative policies, and the People's Emperor rules under a system vaguely resembling 19th and 20th century constitutional monarchies, with a surprising amount of democratic reforms. The Comrade-Premier has similar duties to a prime minister, and the misnomic (is that a word?) Internal Security Council oversees legislative and judicial matters.

At the start of the 27th century, the need to expand was realized. Recent advances in interstellar travel allowed other systems to be colonized easier than ever before, and industrial, mining, research, military and other colonies were established in every nearby habitable system. By the beginning of the 32nd century, the UC Sector held 43 powerhouses of worlds in addition to 139 smaller planets and at least 200 minor outposts, military bases and research stations.

Territories

Kremlin System
Star: medium yellow, age 6 billion
Major: Kremlin III, IV, V
- Kremlin III, Terran world (temperate)
Pop: 16 billion
Development: very heavy (militaristic)
- Kremlin IV, Terran world (temperate)
Pop: 19 billion
Development: very heavy (militaristic)
- Kremlin V, tundra world (cool)
Pop: 11 billion
Development: heavy (militaristic)
Minor: Kremlin IX
- Kremlin IX, ice world (um, cold)
Pop: 5 billion
Development: moderate (industrial)
Outposts: Kremlin I, VII
- Kremlin I, volcanic world (irradiated)
Pop: <1 billion
Development: minimal (mining)
- Kremlin VII, gaseous world
Pop: <1 billion
Development: minimal (research, mining)

Mekong System
Star: red giant, age 12 billion
Major: New Beijing
- New Beijing, Terran world (warm)
Pop: 24 billion
Development: heavy (industrial)
Minor: New Hong Kong, New Yinchuan, New Shenyang
- New Hong Kong, Terran world (temperate)
Pop: 20 billion
Development: light (agricultural)
- New Yinchuan, tundra world (cool)
Pop: 4 billion
Development: moderate (militaristic)
- New Shenyang, desert world (temperate)
Pop: 3 billion
Development: moderate (mining/industrial)
Outposts: Mekong V, VI
- Mekong V, rock/"lunar" (thin atmosphere, no real climate)
Pop: <1 billion
Development: very light (militaristic)
- Mekong VI, rock (same as above)
Pop: 1 billion
Development: light (mining/industrial)

New Hanoi (system)
Star: white dwarf, age 14 billion
Major: New Hanoi
- New Hanoi, not-quite Terran world (80% ocean, warm, very wet)
Pop: 12 billion
Development: moderate (agricultural)
Minor: New Haiphong
- New Haiphong, hostile world ("Komethium"* atmosphere)
Pop: 7 billion (most underground)
Dev: heavy (gas mining/industrial)
Outposts: New Hanoi III, VII
- NH III, desert world (warm, arid)
Pop: <1 billion
Dev: minimal (scientific)
- NH VII, ice world (cold)
Pop: <1 billion
Dev: light (scientific)

Paekdusan
Star: medium yellow, age 3.5 billion
Major: New P'yongyang, New Haeju
- New P'yongyang, Terran world (warm, wet, mountainous (sp?))
Pop: 12 billion
Dev: moderate (mining)
- New Haeju, paradise world (perfectly temperate)
Pop: 6 billion
Dev: light (resort)
Note: scans also indicate odd energy signatures emanating from the world's few volcanoes, UCS Guild of Science and Studies has set up a small research project to investigate. The government will not comment on the anomaly.
Minor: New Wonsan, New Chongjin
- New Wonsan, jungle world (warm, wet)
Pop: 4 billion
Dev: light (industrial/commodities)
- New Chongjin, rocky world (temperate)
Pop: 4 billion (most underground)
Dev: moderate (mining)
Outposts: Kuwolsan, Kumgangsan, Myohyangsan
- Kuwolsan, rocky world (cold)
Pop: <1 billion
Dev: minimal (militaristic)
- Kumgangsan, rock (no atmosphere)
Pop: <1 billion
Dev: minimal (militaristic)
- Myohyangsan, swampy world (wet, cold)
Pop: <1 billion
Dev: minimal (mining)

Obviously there are more systems... I'll ad them in as necessary. I'll also go into more detail on the major systems above.

Military

United Communist Navy (going for a Wing Commander-style navy)
Designs updated to meet galactic standards

Capital Ships
Stalin-class carrier
Basic shape: Rectangular prism
Length: 3,270 meters
Width: 1264 m
Height: 1232 m (476m at bridge)
Crew complement: 866 (skeleton), 1290 (optimal), plus 226 pilots
Troops: 1550 UC Marines (NOT FINAL)
Fighter complement: 6 interceptor squadrons (12 per squad), 2 fighter-bomber squadrons, 2 torpedo bomber squadron, 1 heavy bomber squadron, 1 utility squadron

Weapons: (NOT FINAL)
2 Heavy neutron cannons (0.5 megatons/shot)
35 Neutron turrets (100 kilotons/shot)
75 Point-defense neutron guns (5 kilotons/shot)
5 Anti-missile/fighter missile launchers (25 kilotons/warhead)

Shielding: TBD

Active Service:
C.S.S. Stalin
C.S.S. Kalashnikov
C.S.S. Dragunov
C.S.S. Zhukov
C.S.S. Kruschev
C.S.S. Gorbachev
C.S.S. Molotov
C.S.S. Trotski

(12 more in dry dock or under construction)

The Stalin-class carrier is fairly ordinary in terms of design. Hailing from the Dictator series of space superiority capital ships, its a time-proven formula packed with fighter squadrons. Its relatively small crew, troop, and weapons complement is a result of the huge central launch bay, capable of servicing craft as large as some destroyers.

Lenin-class battleship
Basic shape: dual rectangles
Length: 3,294m
Width: 1002m per rectangular section, 2648m at rear
Height: 628m, 904m at bridge
Crew: 978 (skeleton), 1,824 (optimal), 72 pilots
Troops: 2050 UC Marines (NOT FINAL)
Fighter complement: 2 interceptor squadrons, 2 figher-bomber squadrons

Weapons: (NOT FINAL)
2 Heavy bombardment cannons (1 megaton/shot)
2 Heavy neutron cannons
50 Neutron turrets
200 Point-defense neutron guns
8 anti-missile/fighter missile launchers
4 torpedo tubes (200 kilotons/warhead)

Shielding: TBD

Active Service:
C.S.S. Lenin
C.S.S. Mikoyan
C.S.S. Gurevich
C.S.S. Sukoi
C.S.S. Antonov
C.S.S. Ilyushin
C.S.S. Katyusha
C.S.S. Muromets
C.S.S. Sikorsky
C.S.S. Myasishchev

(10 more in dry dock or under construction)

The Lenin-class is another traditional design, if slightly more unorthodox than the Stalin. Practically bristling with weaponry, it also has two underside quick-launch fighter bays, each with its own squadron.

Ho Chi Minh-class light battleship
Basic shape: ovoid
Length: 2,940m
Width (amidship): 1064m
Width (at ends): 644m
Height (amidship): 804m
Height (at ends): 358m
Crew: 735 (skel), 976 (op), 24 pilots
Troops: 1550 UC Marines (NOT FINAL)
Fighters: 2 interceptor squadrons
Weaponry: TBD
Shielding: TBD

77 currently in active service, 3 in drydock.

The Ho Chi Minh is relatively new, designed as a heavy escort craft and for defense of planets and stations deemed too remote to warrant a carrier or battleship group. Few distinguising characteristics, average in most regards.

Mao Tse Tsong-class battlecruiser
Basic shape: wedge with underswept claw-like wings
Length: 1964m
Wing Length: 1278m
Width (amidship): 540m
Width (stern): 804m
Height (without wings): 205m
Average Wing Width: 180m
Crew: 610 (skel), 860 (op)
Troops: 1250 UC Marines (NOT FINAL)
Weaponry: TBD
Shielding: TBD

51 in active service, 5 in drydock, 4 under construction.

A more unconvential design intended for quick strikes and battle group interception. Like the Ho Chi Minh, lacks any outstanding traits and does its job with average results.

Marx-class assault cruiser
Basic shape: bloated ovoid with x-cross wings amidship
Length: 1980m
Wing Span: 1766m
Width (amidship): 1570m
Width (ends): 1208m
Height (amidship): 1540m
Height (ends): 1420m
Crew: 1066 (skel), 1356 (op), 160 pilots
Troops: 1800 UC Marines (NOT FINAL)
Assault Bays: 4 per ship "wing" (16 total), central large bay
Craft: 20 assault shuttle wings (4/wing)
Weaponry: TBD
Shielding: TBD

20 entering active service now.

The insane brainchild of Dr. Vladislav Teryochek, the Marx is the newest UCN design. Recently exiting the prototype phase, it has had little oppurtunity to be tested in battle. The premise is that it can blitz through enemy defenses and launch its swarms of assault craft to board enemy vessels while holding its own with a vast assortment of weaponry, and from early testing it seems to accomplish this reasonably well. All this comes at a price however, and the ship requires a massive amount of manpower and presents a very large target on the battlefield. Its shielding and armor do not meet UCN capital ship standards and more than one prototype were lost due to operational errors during testing.

Escort craft

Kamenev-class escort cruiser
Basic shape: vaguely resembles a longsword
Length: 1160m
Average Width: 400m
Average Height: 360m
Crew: 570 (skel), 806 (op)
Troops: TBD
Weaponry: TBD
Shielding: TBD

The Kamenev is a solid, reliable escort craft and provides a respectable portion of a group or task force's firepower. The quintessential UCS starship.

Hammer-class heavy destroyer
Basic shape: rectangle
Length: 846m
Width: 204m
Height: 196m
Crew: 430 (skel), 688 (op)
Troops: TBD
Weaponry: TBD
Shielding: TBD

The Hammer-class is a common escort vessel, often used to protect important convoys and deal with pirates.

Sickle-class destroyer
Basic Shape: dual sickles, forming a pincer-type shape
Length (engine to tip of sickles): 655m
Width (Farthest edge to farthest edge): 580m
Height: 112m
Crew: 258 (skel), 480 (op)
Troops TBD
Weaponry: TBD
Shielding: TBD

The Sickle-class is the UCS's premier reconnaisance and patrol vessel. Boasting a smaller engine signature and always painted matte black, it makes a respectable stealth craft. Relatively lightly armed, Sickle-class destroyers are nonetheless an important member of the UCN.

Star-class frigate
Basic shape: roughly star-shaped
Length: 480m
Width: 466m
Height: 60m
Crew: 56-94
Troops: no dedicated soldiers, just the crew
Weaponry: TBD
Shielding: TBD

The Star-class is a light attack craft, designed for speed and quick strikes. It makes up for its light shielding with a respectable weapons complement.

Possibly more to come


Fighters
All craft fully functional in normal atmospheres unless otherwise noted.

MiG-76 Blitzer interceptor
Shape: jet fighter
Length: 17.2m
Wingspan: 10.1m
Height: 5.3m (with landing gear deployed)
Crew: 1 pilot
Role: Air/Space superiority
VTOL: in space, yes, in 1G, STO is recommended

Weaponry: TBD

The Blitzer is an excellent air and space superiority interceptor. The aerodynamic and lightweight airframe means it is not the most armored fighter in service, but it is maneuverable and reliable like most UCS fightercraft.

MiG-79 Raider fighter-bomber
Shape: jet figher-bomber
Length: 18.9m
Wingspan: 11.4m
Height: 5.6m w/ landing gear
Crew: 1 pilot, 1 CP/G
Role: multi-purpose attack fighter
VTOL: in space, yes, in 1G, STO

Weaponry: TBD

The Raider is a multi-purpose fighter capable of taking on a variety of missions, including bombing or torpedo runs, CA(S)P, CA(S)S, and precision strikes. Otherwise very similar to the Blitzer.

Su-577 Hellion torpedo bomber
Shape: bulky fighter-like chassis, think 40K Marauder
Length: 20.1m
Wingspan: 12.7m
Height: 5.9m w/ landing gear
Crew: 1 pilot, 1 CP/G
Role: capital ship strike starfighter
VTOL: No. In space (i.e., carrier hanger), STO/VL. Not combat-capable in atmosphere, can VL but requires traditional take-off in 1G atmospheric environment.

The Hellion is designed for relatively quick strikes against enemy ships. Weapons load optimized for attacking destroyers and similar craft. Dead meat against enemy interceptors, due to poor maneuverability and the large target it presents. Instead of wasting potential payload space with an aerodynamic airframe, the Su-577 is bulky and well armored. As such, atmospheric flight is very fuel consuming and stressful on the hull.

still more to come...

Troopers

UCN naval infantry form the bulk of a ship's personnel. Similar to the UCA, they are generally conscripted, given basic duties and relatively simple equipment (as compared to the Marines). They are the primary defense against boarders and perform boarding operations if Marines are not available.

Ground

United Communist Marines
The UCM are ship-borne, well-trained and well-equipped troops, in contrast to the relatively poor quality of Army troopers. They specialize in ship boarding actions, orbital drops, and are given extensive urban combat training. They are selected from the Army conscripts, or teenagers can opt to directly enter the Marines if they're planning a career in the military (as military service is mandatory for both men and women).

Typical Marine Private, 32nd Kremlin Spaceborne Regiment

Age: usually 20-21

Weapon: Energeya Avtomat-3102 Moryak, 50 round detachable box magazine, similar in operation and functionality to WH40K lasgun (though a bit less powerful as befitting the STGOD rules), full auto capability, integral electronic optics. 2'10" long muzzle to butt, tends to suffer from thermal blooming and is lethal out to 1700m in a Terran atmosphere, has variable power settings that gets more shots out of each "round".

Armor: MCP Infantry Armor, Moryak. Ceramic plates dispersed over key positions with Marine battledress uniform underneath. The BDUs are similar to Kevlar in that they can stop conventional projectile weapons and shrapnel but are next to useless against energy weaponry (but that's why the ceramic plates are there). Capable of emergency sealing against vacuum, but has limited internal life support systems (can only surive in vacuum for 30 minutes, at most). All in all it resembles WH40K Imperial Guard Stormtrooper armor.

Misc: 5 spare magazines, Marine combat knife/bayonet, 2 G-9 fragmentory "Space-Safe" S-S grenades, 1 G-11 HEAT grenade (do NOT use in an airlock), various other essentials, e.g., rations, water, flashlight, etc.

For close-quarters boarding and urban combat, Marines usually swap out their rifle for the EAS-3102MU carbine and a laser-edged sword.

United Communist Army
The Army's infantry are primarily conscripted, but thanks to the militaristic nature of the UCS career soldiers are quite common and NCOs, officers, crews, and technicians are usually volunteers. The Army is huge and virtually all of the population in the age range of 18-25 is enlisted. It is generally used as a garrison or occupation force, though in full scale wars it provides the bulk of a planetary invasion, following in the Marines' wake.

Typical Army Private, 43rd Kremlin Mechanized Regiment

Age: 18

Weapon: EA-3102, effectively identical to the Moryak model, above.

Armor: Army BDUs. Stops most anti-personnel projectiles and shrapnel. Useless against energy weapons. Available in a variety of schemes including Tundra, Forest, Jungle, Arctic, Desert, and Urban! Trenchcoats are also popular among many pure infantry regiments.

Misc.: Army combat knife/bayonet, 3 G-10 fragmentory grenades, 4 magazines, essentials.

As in the Marines, there are various support weapons in each squad, depending on a variety of factors. The EPK-3076 is a common SAW, generally two per squad.

T-98 Main Battle Tank
Length: 7.3m
Height: 2.1m
Width: 3.6m
Max Speed: 140 km/h
Fording depth: (unsealed) 1.1m (sealed and with snorkel) 7.3m
Crew: 3 (driver, gunner, commander)

Armament:
Main gun: 140mm magnetic projectile accelerator cannon (effective out to 3.2km)
Co-axial laser (lethal to most vehicles to 1200m, lethal to infantry to 1800m)
Rail-mounted commander's EPK-3076 (lethal to infantry to 1100m)
Hull-mounted driver's PKM-2955 conventional machinegun (effective to 700m)

Daily Life and Culture
The military is a way of life for citizens of the UCS. All able-bodied young men and women are enlisted in a branch of the armed forces, and most children learn how to handle a knife or fire a rifle at a young age. The Sector's turbulent past has left many core systems relatively underpopulated, and military bases are abundant. The natural above-average intelligence of old-Earth Russians, Chinese, and other Asians is for the most part preserved, though sadly the great minds of the UCS world have always been put to military applications. All men remain in reserve and can be pulled into active service until the age of 55, though women are exempt so as to retain a work force in a time of crisis.

Economically, the UCS could stand to improve. Its socialist bent means business owners and other free enterprises tend to suffer, though interstellar trade is encouraged with a lack of tariffs and bureaucratic harassment. All citizens in an average system are lower-middle class, those found enjoying more luxuries than the norm are fined and the money redistributed. Industry, however, prospers under state care as tanks, ships, guns and bullets are pumped out in massive numbers each day. As in any so-called "oppresive" empire, there are dissenters, pirates, and other malcontents who keep the standing military busy and on their toes.

Culture varies from system to system, most are primarily a single original ethnicity. Those descended from Russians and Chinese are most numerous. The traditional values and beliefs have blended somewhat, with Russian culture tending to dominate. The official languages** of the UCS are English (common/interstellar/"trade language"), Russian (state/formal), and Common Chinese (vernacular). Other minor ethnicities were present (most originating from Eastern Europe) but have since been assimilated, with the notable exception of German language and customs. There is a sizable amount of German ancestry among many UCS citizens, though not on the scale of any of the major cultures.

UCS citizens are friendly to outsiders, tourists, and other interlopers so long as they don't wear out their welcome. Most are generally quick tempered and impatient with anyone who has earned their ire.

State Ministries, Departments, and Councils

Internal Security Council
Responsible for state legislation, judiciary action, and war strategy. Formed of the People's Emperor's most trusted senior officers and traditionally headed by the Marshal of Justice and Discipline. The Emperor personally oversees the conduct of this Council.

Коммунист Агентство Контрразведки
Better known as the KAK (kay-ay-kay) or Communist Agency of (Counter)Espionage, this is the Emperor's eyes and ears both in situations foreign and domestic. Obviously it is not completely secret, but nor is it blatantly advertised. Many agents are implanted in the UCM, UCN, and UCA, and serve both as soldiers and as enforcers of discipline. Operatives in foreign powers function more as ambassadors and diplomats, not as deep cover agents.

Department of Public Relations and Foreign Policy
The DPRFP is more commonly known as the Department of Indoctrination and Propaganda, the formal name more of a holdover from the ICC days of greater state control. Nevertheless, the DPRFP performs its functions upon dissenting communities, border worlds, and serves as the recruitment base for career soldiers. The DPRFP is always looking to expand the borders of the UCS.

State Ministry of Trade
The newest and most progressive goverment department, the SMT is friendly, open, and is formed of the least military-minded of UCS citizens. Strictly adheres to a code of honor laid down at its conception 50 years ago, and frowns upon the "capitalist evils" of (economic) backstabbing, cutthroat rivalry, hostile takeovers and other right-wing practices. The SMT encourages free trade with foreign powers and is glad to export agricultural products and raw munitions. Starship components are also in relatively large supply. Popular imports are advanced electronics and information technology.

United Communist Intelligence
Rough equivalent of old-Earth KGB. All other information classified Completely Secret. (information will be given to mods if necessary)

State COuncil for Spaceflight and Interstellar eXploration
SCOSIX oversees the research and development of space-related projects. Competes with the military for the state's geniuses and thinkers. The most-funded of any other UCS organization, excluding the military. Delights in making contact with alien species and exploring new systems, and is ecstatic about doing the above first, before anyone else.

Communist Armed Forces COMmand (CAFCOM)
A panel of senior military officers from all branches, divided into tiers of security access and authority. Major generals and rear admirals form the first tier, lieutenant generals and vice admirals the second, and so on until it reaches the ISC. Responsible for the discussion and execution of high-level operational strategy. All branches work in concert with the others, a fleet admiral has as much say in a ground campaign as a marshal (though the marshal's experience would generally be respected and he given the final word). Also handles legislative and judicial matters deemed too menial for the ISC (i.e., would pass an empire-wide law on a reduction of maximum docking speed for ships larger then 100 meters in length). More trivial laws are delegated to local jurisdiction. These annoying duties are suspended during limited or greater war and only the most crucial of legislative matters are processed (and those are usually in the ISC's jurisdiction anyways).
Last edited by Brother-Captain Gaius on 2003-06-16 10:50pm, edited 16 times in total.
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Post by Brother-Captain Gaius »

Question, by WH ground combat, do you mean the extra emphasis on melee combat and super-soldiers? Or something else?
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Post by Sea Skimmer »

JediNeophyte wrote:Question, by WH ground combat, do you mean the extra emphasis on melee combat and super-soldiers? Or something else?
Just a kind of rough tech guide, minus the invincible Space marine armor. No intergalactic tech regression hear. Your inital decleration of fine, though the population and devolopement levels of your worlds are a bit more important then the age and type of star.
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Post by Stormbringer »

JediNeophyte wrote:Question, by WH ground combat, do you mean the extra emphasis on melee combat and super-soldiers? Or something else?
If you want a Space Marine analogue then they'd better not be quite so over done as WH40K Space Marines. Something more on the order of book MI, tough but potentialy vulnerable.
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Post by Brother-Captain Gaius »

OK, updated a lot. I'll keep working on the military and get my escort and utility ships outlined (hopefully) soon.
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Post by Stravo »

A very rough outline. I am very open to any suggestions as this is my first time doing this, I left out alot of details regarding weapons because I have to see what everyone else puts down, but I gave general descriptions of what they are designed for and do. Ground units will be detailed later.



GENEGINEER PROTECTORATE


The Genegineer Protectorate had its humble beginnings in a team of scientists that were exploring the possibilities of genetic engineering and a new form of technology in its infancy known as biotech. The original team of scientists were persecuted for their use of genetic engineering to improve the human race. They soon faced death as some of their experiments in human engineering resulted in grotesque deaths. The Genegineer scientist fled into space and landed on a distant world that is believed to be Occam’s Razor.

Utilizing a mixture of normal technology and Biotech the Genegineers flourished and soon spread out from Occam’s Razor to outlying worlds on slow solar sail driven ships. Eventually they discovered a grazing field for a race of creatures born to the void known as the Onum. The earliest Genegineers made some contact with the Onum and would eventually discover that they were the key to true space travel.

During this time of rapid expansion a faction grew within the Genegineers known as the Fallen by the True Genegineers, the Fallen believed in using biotech and genetic engineering to grant humans gifts such as far sight and superhuman strength and armored flesh. These monstrosities were abhorrent to the Genegineers and a Civil War wracked them. After 7 bloody years of conflict the Genegineers destroyed the last of the Fallen and cast aside any remnant of old technology which they blamed for the awful ideas of the Fallen and fully embraced Biotech.

The Protectorate is ruled by the Conclave of 10 original founders. They have absolute authority over what happens in the Protectorate. The Conclave rules and the leader caste implements.

Genegineer society is founded on three basic castes.

The Leadership caste are made up of the A category humans. These humans are noted for strength, speed and endurance as well as improved hand eye coordination and keen analytical minds focused on tactical and strategic thinking.

The Management and Beaurcracy caste is composed of the B Category humans most noted for their efficient and methodical minds coupled with a perfect photographic memory and conditioned by eugenics and engineering to withstand long hours of tedious work with minimal loss of concentration.

The Scientist caste is made up of the C category humans. The C category humans are noted for brilliant intellects and minds that are conditioned to think and design. Some aberrations occur where C category humans lean too much on their left brain processes making them more artists than scientists thus irrelevant to Genegineer society. The offending human is terminated, his batch control re-cloned. A streak of such aberrations from the same genotemplate results in termination of the template for the good of the Protectorate.

Workers are taken from the general population of the Protectorate as the Genegineers do not see the time and effort needed to engineer a specific worker caste as necessary. The primary goal is the evolution of humanity not creating bigger and better workers.

Genegineers do not have traditional names. Names give people the idea of uniqueness and independence which goes against the Genegineer ideal of working together for the betterment of mankind. Genegineer names are a series of coded number strings including the caste class. So a Genegineer would be named: #6A2234 (The first number speaks to the original founder on whom the Genegineer’s genotemplate is based (there are ten in total). “A” being the caste and the rest of the string is a number generated by the body banks to designate the new clone.)
The Protectorate’s Goal is simple. Bring humanity to the next step in evolution – whether they want to or not.


Collective Space

Collective Space is sparsely populated with habitable worlds and the Genegineers like it that way to affords them time to focus on genetic engineering and growth of biotech devices. The Collective also happens to be one of the last grazing grounds in known space for the species known as the Onum, essentially an enormous space going organism much like Earth whales. These Onum fled the rest of human dominated space due to hunting and struck a bargain with the Genegineers. The Onum would carry the Genegineers within them and act as their vessels in exchange for protection from humans.

The Genegineers readily agreed and entered into a symbiotic relationship with the Onum where the Onum are outfitted with biotech enhanced weapons suites and armor, acting as warships and transports for the Genegineers and the Genegineers utilize their massive cloning systems in orbit to revitalize the dying species. More on the Onum in the warships section.

The Genegineer Capital World is Vrix Prime.

Vrix Prime - is the center for all Protectorate activity. A lush jungle world with cities carved out of the stone mountains or grown as part of the thick jungle biosphere, it is a monument to the Genegineer vision of humanity melding with nature in perfect symbiosis. Massive body banks orbit the planet breeding new clones of the Onum warships (Shipyards). The Body Banks, buried kilometers underground are the primary cloning facilities of the Genegineers. The Body Banks can produce fully grown capable clones in three weeks time. The maximum breeding capacity at any one time is unknown but estimated to be at 3 to 4 million clones in three week cycles.

Other worlds in Protectorate Space:
System NH-45

Life’s Dominion – a massive planet that is the breadbasket of the Protectorate, wheat fields the size of Russia span this giant world as well as deep seas rich in nutrients and fish. The natural habitat of Life’s Dominion was enhanced by Gengineer biotech, such as mutant strains of wheat and rice that can grow in almost any environment and fish that reproduce at astounding rates allowing for massive fishery vessels to descend on Life’s Dominion, fill their holds and return to the central processing plants on Vrix prime where food is distributed to the rest of the Protectorate.

Defenses:
The planet has only one surface defense…should the world be seized by non Genegineers a virulent plague will sweep the ecosystem of the planet rendering over 90% of its species dead within a single year. Life’s Dominion will simply become a barren world.
Space based defenses consist of Leviathan class heavy cruisers, A breeder mothership (carrier) and two squadrons of lighter escort class vessels. There is also a single Death blossom cluster in orbit.

1 other world lightly populated used as a way station for food shipments and supplies as well as one large fishery for processing excess fish for export.

System NH-12

Occam’s Razor – an ugly post industrial world, an embarrassment to the Genegineers who have completely discarded artificial technology for biotech. It houses a massive research facility rivaled only by the ones on Vrix Prime. Originally thought of as the true home of the Genegineer movement before it spread to Vrix Prime, Occam’s Razor is a veritable paradise for scientists and technicians as new forms of biotechnology are explored and grown here. Most of the growth tanks are underground where all manner of creatures are grown and tested. Occam’s Razor houses the first primitive cloning chambers, known as Body Banks, and as such they have a massive ground army available at all times. Occam’s Razor is the primary testing ground for any biotech.

Defenses:
Ground defenses consist of an enormous ground army, at least 500,000 strong of some of the oldest and most trained grunts as well as some experimental units mixed in for good measure.

Space Based defenses:

Leviathan and Monarch class heavy cruisers
Breeder Mothership
3 squadrons of light escort vessels
6 Death blossoms in orbit

5 other worlds densely populated and “industrialized”. 12 Moons colonized mostly for mining raw materials

System NH-909

Survival of the Fittest – The training ground for Genegineer troops. A desert world used for training the newest clones and A class leaders.

Mercy Point – the Medical center of the Protectorate with facilities larger than those of Vrix Prime. Mercy Point can treat thousands of casualties at a time using the most advanced cloning technology even limbs and eyes can be regrown in a matter of hours. Genegineer troops that are not killed can be back in action the next day after a stay at Mercy Point.


Naval Forces

The Genegineers utilize the Onum as their primary warships, essentially huge space whales, the Onum vessels have weapons suites fused to the body of the warship and have grown a thick carapace of organic resin that is as strong as titanium. The Onum do not have the ability to generate force fields or screens, relying on the armor as their sole means of protection in combat. Onum vessels are incredibly agile, these mighty creatures were born to live in space and they move through the vacuum like angels. Imagine a humpback whale with chitinous armor sporting massive energy canons along its sides and smaller lighter guns on its fins and you have a good vision of the Onum warships.

Each Onum warship is controlled by a pilot. The pilot is an A class Genegineer that bonds with the vessel and acts as its commander. The Pilot does not control the Onum as much as he reasons with it or cooperates, the vessel makes joint decisions with a pilot but a pilot cannot impose its will on the Onum. The Onum are fiercely protective of the Genegineers after having been saved from near extinction at the hands of other humans, therefore in battle they will usually not question the will of the pilot.

Common Onum characteristics applying to all classes.

The Onum ships are basically living organisms and as such they can be panicked or frightened if faced with a larger over whelming force or suffer great damage in a short amount of time. Think in terms of morale for troops in combat.

Onum are fiercely protective of their young and heavier ships have been known to wade into a hopless fight to save a younger Onum (destroyer or Flitter class) against the Pilot’s wishes or intentions.

Onum use hyper subspace type senses instead of standard sensor suites, as such they are not affected by electronic ECM but can be blinded or affected in natural terms, so fighting with the sun at the back of your fleet could make things difficult for the Onum. These subspace senses do not give the type of information that true sensor suites do, they give ship silhouettes and basic information but they would not be able to glean true tactical data from a target until they are almost on top of it.

Onum point defenses consist of a pulsed burst from their subspace like array that acts as a disruption field. It destroys small objects like missiles and sends fighters into wild out of control spins but cannot affect larger massed objects like frigates or above. The Flitters’ subspace sensory organs have not matured so they do not have point defenses.

Onum do not have shields.

Onum classes
Onum warships are not built into classes as much as they grow into them. A new born Onum is light, fast, agile with a bit of an offensive punch as its new molecular cannons are growing. These newborns are equivalent to frigates and given the class name

Flitter

Length: 200 meters
Width: 75 meters
Crew: 50 (1 pilot)
Weapons:
12 Light particle accelerators (50 kilotons per shot)
2 Turret mounted light particle beams (4 megatons per second)
Shield grid: .4 gig/2 MT per minute

The Flitters grow and eventually evolve new weapons systems, thicker armor. The Destroyer class is deadly, these juveniles move like packs of sharks, their tails thrashing in quick fluid bursts. They are best when in pursuit mode, firing their weapons in precise bursts.

Remorra

Length: 315 Meters
Width: 85 Meters
Crew: 125 (1 pilot)
Weapons:
15 light particle accelrators (75 kilotons per shot)
4 turret mounted light Particle beams (7 megatons per second)
1 heavy spinal mounted Particle beams (20 megatons per second)
Shield grid: .5 gig/4 MT per minute

The Remora are fast and agile, easily outpacing ships of similar size and displacement. While not packing as much of a punch and only rudimentary armor, it relies on speed and agility to avoid damage, harass and bring down its prey.

After the juveniles become young adults they either grow into escort ships or heavier class cruisers. The escort variants are fast and pack weapons particularly suited for anti starfighter and antio light warship duty. Usually not suited to take on cruisers or heavier true cap ships.



The ones that branch into the cruiser division are as follows

Monarch Class
True Capships, these enormous vessels are ideally suited to prey on other capital ships and are particularly deadly against destroyers and other light warships. Point defenses are rudimentary and not good enough to deter dedicated starfighter attacks but enough to bat aside a missile salvo or a lone squadron’s attack.

Light Cruisers
Length: 800 meters
Width: 325 meters
18 Light particle accelerators (1MT per shot)
6 turret mounted Medium Particle beams (15 MT per second)
1 Spinal mounted Heavy Particle beam (35 MT per second)
2 Heavy Mauler Cannons (50 MT pers second)
Shield grid: 1 gg/25 MT per minute


Vessels in Service

Monarch of Stone
Hammer of starlight
Fire of Life
Tempest and Fury
Despair in Solitude
Sleep in Winter
Justice of the Mighty
Wings over the Fallen
15 Other vessels

Leviathan Class

Monsters from the void, these ships are dedicated to finding and killing other heavier ships and are particularly good at going toe to toe with any size class of ship and dealing a devastating combination of rapid fire energy weapons and a pair of heavy mauler cannons that are lethal to any and all classes. The Leviathans also carry small pockets in the underbelly that allow it to deploy either six squadrons of Lance fighters or 2 squadrons of Serpentine Strike Bombers.

Heavy Cruiser/Battleship

20 light particle accelerators (1 MT per shot)
8 turret mounted medium particle beams (30 MT per second)
2 Heavy spinal and ventral mounted Heavy Particle beams (75 MT per second)
6 Heavy Mauler Cannons (120 MT per second)
2 pod mounted Hell Bore missile launchers (50 MT a salvo) [10 salvo limit]
Shield Grid: 1.1 gg/100MT per minute


Vessels in Service
Dances Among the Stars
Twilight’s silent Lover
Shadow Fox in Crimson
Illumination of Wisdom
Silence in the deep
Hunter in Onyx


Titan Class

Rumored to only be a handful at most, these warships are incredibly powerful and massive. Over two kilometers in length, these warships are ideally suited to defend the most vital targets from attack. Slow and ponderous, these vessels are not suited to hunt and kill. The Titans have enormous womb like structures that can spawn up to 20 squadrons of attack fighters and 10 squadrons of Strike bombers. Battle wagons designed to either defend a homeworld or lay siege to one, the Genegineers are loathe to let these beasts out of Protectorate space because it takes an Onum centuries to grow into this state.

Vessels in Service
Shadow of Judgement
Final Arbitor



Breeder Mother ships

The Genegineer answer to carriers. The Breeder motherships are a purely biotech advance using tissue grown in labs spliced with Onum tissue these monsters are grown to breed fighters and bombers. Nothing else. No pilot, no real mind, other than a rudimentary need to defend, whether it is a fleet or a planet. Breeders have massive womb like structures at the center of a mass of sensory and weapons tentacles. (Think giant squid) These wombs can rapidly grow the Lance Fighters. Essentially an engine and single weapon emplacement, no pilots, just a rudimentary brain that allows the fighter to recognize a foe and attack. Known for an agile cunning in battle, the fighters know how to stay alive and get behind an enemy and unload with the rapid fire energy weapon housed in its nose. The fighter itself is small, no more than three meters long and two meters wide it is so fast that most other fighter pilots don’t see it until its fired. However the fighter is notoriously fragile, glancing blows from heavy weapons more than enough to destroy it. The Lance fighters can be grown by a Breeder mothership to full maturity in 5 days. The Serpentine strike bombers are two engines grown around a bomb bay, again no pilots but a more complex mind designed to make bombing run calculations and target their biobomb munitions with precision accuracy. The Serpentine bombers like to make runs in tight formations to maximize effect of their weapons. Again because the Serpentine bombers are using subspace sensory organs, normal ECM is ineffective but they can be spoofed in other ways and the Serpentine bomb load outs are rather light for a Strike fighter necessitating massed bombings in order to take out a heavily defended target. A Breeder can grow a Serpentine Strike Bomber to full maturity in 10 days.
A Breeder mothership normally carries a load of 15 squadrons (180) of Lance Fighters and 5 squadrons (60) of Serpentine Strike Bombers.

The Breeder’s tentacles make a daunting anti fighter defense for in close attacks but nearly useless against Capital ships unless at point blank range.

Vessels in service
Breeder 1A
Breeder 2A
Breeder 4C
Breeder 6A
Breeder 6B



Escort Vessels

Decimator Class

The Decimator class is essentially a rounded Onum, this is a relatively new mutation among the Onum that has served the protectorate well. The Onum houses massive wombs within it dedicated to growing dense bone like spurs or round metallic globes. They are the missiles launched by this escort vessel. The Onum Decimatores can launch up to 100 missile salvoes. The sides of the Decimator are pockmarked with small fibrous holes that allow for the expelling of the missiles.
The bone like missiles designed more for point defense and anti starfighter duty utilize no guidance system but use flak mentality, filling up enough space in a given target sector in order to hit something.
The metal globes have a very rudimentary magnetic field detector and home in on metal hulls or with not quiet the same effectiveness on electromagnetic fields given off by electronics or shields. The globes explode with an impact equivalent to 50 kilotons.


Whiplash Class

These Onum have mutated into long serpent like creatures instead of the standard whale like form of their cruiser class adults. The Whiplash class sport heavily anti starfighter, light vessel weapons. Sporting a suite of 50 anti strafighter particle accelerator cannons cannons rated at 5 kilotons each shot and ten plasma casters rated at 12 megatons a volley for the lighter warships it might come across the Whiplash is a deadly terror for starfighter squadrons attempting to penetrate the flanks of genegineer fleets or for lone destroyers or picket ships.



Troop Ships

Hellspore Class troop carriers

The Protecorate utilizes a rapid deployment troop ship system, the vessels themselves are roughly a skeletal structure of rib like construction that houses the troop carriers. The troop carriers are essentially huge green blobs of protoplasmic like material designed by the Genegineers through biotech to create a substance that is organic, yet highly elastic and temperature resitant. The troop orbs are designed to hold up to 50,000 clone troops in suspension. (The average is more like 10,000 per orb in a standard engagement, 5,000 per orb in small police actions or raids)

The orb are simply dropped over the target area from low orbital insertion. The orbs cut through the atmosphere, falling at terminal velocity and impacting against the ground. The elastic nature of the protoplasm allows it to cushion the impact and the orb splits open after coming to rest, awakening the troops within moments.

The troop carriers are light and vulnerable to heavy fire, armed only with a dozen antifighter weapons and a pair of forward mounted light particle accelerators. They are however very fast, flitting around the zone of engagement like mosquitoes and are carried on the bottom of Onum vessels until they reach one planetary diameter when they detach and approach the planet for orbital insertion of the troop globes.
Genegineer A class troop commanders DO NOT travel via troop globes as there is a .01% chance that a globe will fail upon impact and the Protectorate will not risk any harm coming to their officer class.


Grail Fire class Troop transport

These small compact troop carriers are grown for speed and durability. They are designed for rapid insertion of special forces operatives or teams and in times of general actions or invasions to carry the officers attached to deploying troop globes. It is an engineered insect from the planet Survival of the Fittest grown to a monstrous size. In the wild they are the size of cats but engineered by the Genegineers on Occam’s Razor they are now the size of small houses and carry up to a platoon of special forces or several officers for divisions or army groups.

The Grail fire’s compound eyes allow it acute vision over long distances and are especially attuned to movement. As with most Genegineer biotech they are immune to most normal electronic ECM but can be affected by battle field conditions such as smoke and fire. The Grail Fire ships are also vulnerable to extreme cold temperatures like those found in arctic climes, they are designed from insects evolved in desert terrain and as such they are not accustomed to such cold temperatures, despite genegineer attempts to breed it out of the genepool. Recent advances have shown limited progress in adapting them to cold climates.
Armed with an under the nose railgun and side mounted rapid fire lasers, the Grailfire can also mount rocket pods to replace the lasers for ground support or anti aircraft suppression.


GROUND OPERATIONS

The backbone of the Genegineer’s ground forces are an endlkess stream of readily grown and just as readily cast aside clone troops. The clones are based on very simple templates. There are grunts, airmen, support and vehicular clones.

The grunts are the simple foot soldiers of the Protectorate. They are bred for speed, strength and especially endurance. The Genegineers, instead of engineering these features from scratch believe that nature must have a hand in natural selection and will instead sample gene templates from defeated foes that have fought well, they are added to the clone troops to give variety and already have built in advantages given by nature that the Genegineers simply enhance.

There are currently four class of grunts that have been added representing the four major wars that the Genegineers have fought and won. The cream of the crop of the defeated troops are then sampled and added to the army corps. Essential modifications are made to strength, speed and endurance, usually bringing them as close to the human limit as possible and the troopers templates are now grown in the body banks.

The Airmen are the pilots of the Protectorate forces (not to be confused with Onum pilots who essentially bond or mentally merge with their vessels) airmen simply pilot the airships and support craft attached to the ground forces. Bred with exceptional speed, reflexes and hand eye coordination these pilots are amazing to watch in action. Airmen pilot everything from troop transports, gunships, and even simple supply haulers. Like the grunts their gene templates are based off of great pilots that have lost top the Genegineer forces. Not as numerous as grunts who make up nearly 70% of the total armed forces the airmen come in second in terms of raw numbers.

The Support troops are large brutish thugs, barely human in many ways. They are the haulers and organizers of the supply chains for the Genegineer armed forces. The support troops are the simple muscle, it is the vital B class Genegineer that is the brains behind these troops. They organize the supply chains, it is the support troops that haul the crates of supplies, food, ammunition, etc and get them to the necessary units.

Vehicular troops are the ground equivalent of airmen. They drive the armored units and fast attack vehicles. Bred for endurance and strength they can stand being cooped up in cramped quarters and seated for long stretches of time.


Ground Units

Raptor Gunships

Bred from predatory flying reptiles on Life’s Dominion, the Raptors are sleek and deadly armed with a pair of rocket launchers under each leathery wing that can launch devastating hails of antipersonnel bone projectiles designed to shred through light armor and flesh, or they can switch to the heavier bore fire pods that fire the bore fire missile, a living creature bred to strike armor and bore into it with plasma salivary glands and explode within once igniting their gas bladders underneath their tails.
Under the nose is a pair of rapid fire projectile accelerators designed to punch through heavy armor and damage installations.
The raptors always travel in packs communicating through a series of hoots and squeals that have been known to unnerve ground troops hiding from these consummate hunters.

Reaver Tanks

The Reavers are slow lumbering engines of destruction. Bred from the mild mannered Slash Worms of Life’s Dominion, these engineered tanks have armor plating and house small bladders deep within the armor plating where two types of ammunition are grown then released by the Reaver.
One is the Bore Fire Demon round, grown within minutes, the Bore Fire Demon is a small (one meter diameter) creature that rolls along the ground at several hundred kilometers an hour and seeks armored targets to latch onto and burn against before exploding.
The second is the Razor Spider. Razor Spider ammunition are small (one meter across) predatory spiders from Vrix Prime. They are deadly fast and see in the infrared sprectrum, drawn and excited by body heat signatures they run towards the human target and attack with eight razor sharp legs with an objective of maiming or dismembering troops. The razor shapr legs have been known to impact with enough force to punch through an inch of plate steel and are dexterious enough to find their way into joints in armor and around door corners. They attack with a high pitched whine like knives being sharpened.
Once every fifteen minutes, a Reaver can generate enough bioenergy to fire the Pulse Beam, a highly charged particle accelerator beam cannon, discharging for a total of 5 seconds and having the total impact power rated at 1 kiloton.

Despair artillery units

The Despair artillery unit is a massive beast with 10 long tentacle like appendages, purely a product of Genegineer biotech and not based off any living animal that can pick up various rounds of artillery and fling them with unerring accuracy to their targets. Guided by its small spotter known as a Rover, the Rover travels with front line troops and its senses have been modified to see in almost all spectrums of light and its brain has been modified to use the gravitational and magnetic fields of a planet to judge distance. The Rover then in telepathic communication with the Despair unit guides in the lobbed shells.
A Rover’s telepathic link range is approximately 100 miles. A Despair unit can fling rounds up to 70 miles with accuracy. 80 miles nearly without accuracy.




Death Blossom Orbital Emplacements

Large asteroids hollowed out and filled with cannons, a central particle beam designed to hull capital ships and the namesake, deathblossom attackers. Smaller immature versions of the Lance biofighters, designed to kamikaze attack starships, accelerating to relativistic velocities in short sprints they simply crash against enemy ships in swarms. Deathblossoms can be grown in under 1 hour and each orbital structure can grow 200 deathblossoms in an hour, at peak capacity it can launch 350 death blossoms before expending its stores.
Last edited by Stravo on 2003-06-12 05:25pm, edited 2 times in total.
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Post by Cpt_Frank »

The European Republic

Formed in 2086 from the European Union member states, the European Repulic became one of the new Superpowers of the 22nd century. The ER was among the first nations to develop FTL-capable ships, and the first colony, New Marseille, was founded by French colonists in 2277. By 2405, the European Republic controlled over 100 systems with inhabitable planets.
2408 brought a devastating economic crisis, 30% of the working population lost their jobs. Uprisings of the workers in France lead to a civil war which lasted 130 years, and resulted in the destruction of Paris with a 5 megaton nuke and the loss of all but 23 systems. The remaining colonies formed and independant state, simply called the Alliance.
In the 2550s things calmed down and the European Republic started expansion and colonisation again. After 200 years, the starfleet had been rebould and the ER controlled 18 major planets, 122 colonies and 118 small outposts.
2798 brought war with the Alliance, since the European Republic refused to accept their sovereignity. The Alliance was technologically inferior and by 2809, the war was over and the ER had all of it's former territory back.

Stellar Holdings:

Capital Planet:

New Marseille
inhabitants: 36 billion
description: city planet, location of European Army and Navy, and the largest orbital shipyards.
Orbiting the gas giant Napoleon III.

Major industrial Planets:

New Berlin
inhabitants: 29 billion

New Cologne
inhabitants: 44 billion

New Geneva
inhabitants: 31 billion

28 other major worlds
141 colonies
167 outposts (84 aren't located on inhabitable planets but on small moons etc.)

OOB:
coming soon.
Last edited by Cpt_Frank on 2003-06-07 05:20pm, edited 2 times in total.
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Post by Stormbringer »

Also, so you guys know I've got Beowulf and Sea Skimmer as referees for the game as well as myself since work might interfere at times.
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Post by Pablo Sanchez »

Preliminary list of possessions.

The Caliphate
Head of State: Caliph Hassan
Possessions:
  • Baghdad System
    Pop: 30 Billion on five major colonies
    Industry: Medium
    Capital: Baghdad (national capital)

    Al-Andalus System
    Pop: 35 billion on five major colonies
    Industry: Medium
    Capital: Cordoba

    Khwarezm System
    Pop: 48 billion on ten major colonies
    Industry: Heavy
    Capital: Samarkand

    Maghreb System
    Pop: 40 billion on eight major colonies
    Industry: Heavy
    Capital: Tunis

    Rum Systems
    Pop: 50 billion on fifteen major colonies
    Industry: Heavy
    Capital: Konya
    (two systems <2 light years from one another)

    95 Minor Colonies
    120 outposts
Notes:
The Caliphate is the nation of Allah in the world of men. It is more closely related to the empire of faith of the eighth and ninth centuries than to the decayed theocracies of the 16-20th. It is a cosmopolitan and tolerant country, where science and law follow the philosophical concepts of Averroes, where faith and reason are seperate. Nevertheless, the Caliph is a religious authority, and though he delegates responsibility, all men ultimately answer to him and his god.

The heart of the nation is in the heavily populated and economically powerful five central systems. The Caliphate is industrially considerable, but is even more powerful in the realm of trade.
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Post by Darksider »

Is it completly impossible to join?

Or is there still a chance i can???
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Post by Sea Skimmer »

Something that was not noted in the rules.

Shields are allowed, combat without them is too annoying to simulate, but they should be considered to be restricted to your 1400 capital units and major installations like star bases and big planetary defence batteries. Fighters, tanks and other such things shouldn't not have them.
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Post by The Yosemite Bear »

I'm thinking about fielding an Insect based groups, and using a HG Wells/EE Doc Smith/ Burroughs style design for ships and ground forces. (Ok they would get slaughtered cause that would mean no missiles, unless you count that insane amount of "Flak" guns....
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Post by Raxmei »

I'll be using a machine race based on the Meklars from Master of Orion. They're big on industry, and have good computer tech. Details to be posted tonight after I finish this nostalgia attack.
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Post by HemlockGrey »

Decided I'm not really interested after all. Sorry.
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Post by Sea Skimmer »

I've updated with species information, and some planet and population data.
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Post by Spyder »

The Hive

A schizophrenic society based on loyalty both to the individual and the state.


Race: Human, over 40% possessing a variety of cybernetic enhancements.


Smoke and Mirrors

It is believed that the events that lead to the establishment of today’s Hive stretch back to around Earth’s late 19th century, specifically in the events transpiring in Europe just two decades prior to the commencement of the first world war. Exactly what organizational agreement existed that was hidden from the public at the time is still unknown, what is known is that there was one. The influence was then passed down from generation to generation as the organization started to grow. They had their hands in political affairs throughout the globe.

Their motives were equally mysterious; some of their actions seemed as though their goal was the acquisition of wealth; the quintessential driving force of human ambition, while at other times it seemed as though they were fulfilling a kind of political agenda as if they had some stake in the success of a particular political or religious group.

The truth was that there was more then one secret society operating at any one time and they would often be at odds with each other. The societies often had little idea of each other’s existence; whenever the existence of one was compromised they would quickly disperse and regroup before the others could use their political connections to reveal their enemies to the rest of the world.

Over time, some of the groups found that they shared common goals with various other groups that were encountered and slowly the smaller groups began to merge into larger ones. Some leaders of various terrorist groups often had to either compromise or abandon their causes as some of them found out more about the inner workings of the system, those that would not conform had a tendency to disappear. By the year 2255 one group known simply as the Consortium managed to gather enough power in order for it to begin the formation of a new nation. Colonization of other planets was still a relatively new concept at the time and had captured the Consortium’s attention. Manipulating the powers of Earth no longer seemed to serve any purpose, as space travel opened up new opportunities. The Consortium would now be able to build an entire nation from the ground up with no political interference from any third party. This nation would be built exactly the way a nation should be, according to the Consortium’s executives naturally. This process was going to take quite some time so many Consortium members found themselves with cybernetic implants designed to prolong their lifespan.

The Consortium began moving their people into space, some of them were even volunteers. After 70 years or so the Consortium had moved most of its supporters into various orbital space stations and some on to various long-range sleeper ships. Most of them unaware that an invisible force with its own hidden agenda was still guiding their actions. Most of these people believed that they were simply part of an international drive to move people into space, which to some extent was true.

However, a decade or two later all hell broke lose. A long forgotten rogue cell reemerged from a century of silence. The cell had sworn revenge against their former leaders for abandoning the cause and becoming part of the system. At first no one could figure out what was happening. People were ordered to take up arms against other people, often within their own ranks, there were masses of firefights and bloodshed and no one could figure out why. It wasn’t long before the Consortium’s cover was blown. As people began to rise up against the system it became obvious that their plans were about to come to a grinding halt. Eventually the Consortium’s executives were overthrown and killed, ending the Consortium’s tenure as one of humanity’s most insidious organizations.

It was an interesting turn of fate that the end of the Consortium didn’t actually coincide with the end of their master plan. For once the executives were dealt with a massive power vacuum was left. Over a billion people found themselves sharing space stations and various outposts with their former adversaries throughout the Sol system with nowhere to go. The power vacuum was soon filled, this time a legitimate governing authority stepping in and attempting to provide some form of protection for its citizens. This new government faced three problems:
1 They had no land
2 Their people were scattered
3 Hostilities were growing as nations were supporting large masses of foreigners at the expense of their own people. There was a growing danger of ethnic cleansing and in some places it was rumored that it had already begun.

After all the other nations turned their backs on the lawless scraps there was only one solution to the problem: exile.


The Exodus

The new government, now titled the “United Colonial Initiative” was tasked with gathering it’s population, which basically meant collecting all colonists that were placed in space under Consortium authority as well as any of their descendants that did not qualify for citizenship in the nations in which they were residing. A lot of these people had been living in lawlessness for quite some time in extremely crude settlements, many of which possessed cybernetic and genetic enhancements designed to prolong their lives and enhance their performance in various ways.

The UCI ended up taking in some of the poorest examples humanity had to offer. While often referred to “scum” by the rest humanity, some of them were at one time considered great thinkers. The Consortium had made a note to ensure that it was connected with anyone that could be influential, not just politicians but scientists, technicians, knowledge workers, scholars even one or two historians. Then there were also ex-military personal that found themselves employed by, now defunct, security agencies that were originally fronts for Consortium operations. While the task of building a nation for its citizens was going to be difficult, the UCI at least had a decent knowledge and labor base to work with.

After the people were assembled, massive ships were constructed and fitted with early warp drive technology. Soon the UCI would set out to provide a new life for its people.

After years of travel a suitable star cluster was found and immediately colonized. The UCI decided that splitting off and colonizing several habitable worlds would make the colonies easier to manage. 7 worlds were colonized: Zerus, Arsieus, New Abydos, Du’n, Khazra, Abridon and Zenmir.

As the first vehicles rolled off the transports their operators surveyed their respective landscapes. With the limited resources they had it would take time for them to rebuild their lives, but for now they had a place they could call home.


A New Beginning

Over the next century the lands were slowly transformed and made productive. The enormous population (enormous by colonial standards) was always on the move. Different facilities were set up on different planets and the people simply went where they were required to go, the UCI referred to this as Dynamic Population Allocation, it was more a measure to prevent the individualistic lawlessness that the colonists had grown accustomed to from becoming too prolific. Because of the constant mixing, very few people were granted the opportunity to settle down in one place and thus very little sense of patriotic loyalty to any of the colonies was formed. Instead there was a common sense of loyalty to the colonies as a whole.


The Energy Market

As the UCI was growing from a collection of colonies into a sovereign nation it was time to standardize the economy. The newly introduced energy market shifted the focus from wealth in materials to wealth in energy. The energy credit was the most efficient means of managing wealth possible. The market was based purely on how much energy went into producing a certain result weather it be a good, a service or even an idea. Suddenly power companies became the center point of the national economy.


Enter the Nexus

While the colonial population as a whole was beginning to exhibit what could be referred to hive mentality, they were still very individualistic which resulted in many conflicts of interest. The individualism and the hive mentality were two opposite extremes that were both manifesting themselves in the general population, colony growth was starting to gain momentum and new colonies and outposts were being founded. The UCI found themselves with a new problem; if something wasn’t done about the schizophrenic population it wouldn’t be long before the colonies would tear themselves apart. They couldn’t afford to curb the individualism as they would run the risk of silencing the population’s thinkers as well as breaking the spirit of the colonists, both would be essential to their survival. On the other hand the hive mentality was instrumental in keeping the colonies functioning as a cohesive unit and their survival was largely dependant on their ability to work together. The UCI found it was no longer capable of fulfilling its role as a governing colonial authority.

A solution was eventually found. A monolithic complex known as the nexus was constructed on Zerus. The expanding colonial territory was then divided up into 50 regions and a small group of 4 people was selected from each region. These 200 volunteers represented the most influential voices in all the colonies. They entered the nexus and their minds were connected. The “Hive Nexus” was then able to act as not only a government but as a single regulatory authority ensuring that they would have the power to guide the colonists in the direction that would best ensure their chances of success in the universe.

Thus the Hive was born. The fact that the general population had little say in how the Hive was run had little relevance as most of them were free to do as they wished anyway, provided that it wasn’t overly detrimental to the development of the state. The public did not see the Hive Nexus as a governing authority but more as a provider of opportunity. The Hive Nexus was able to manage affairs of state with mechanical precision and efficiency.


The Road Ahead

The average Hive citizen would ambitious dreams of fame, fortune, and power. Few are contented with the conventions of what other people would deem “ordinary lives”. The Hive Nexus encourages these tendencies in order to drive overall national ambition and ensures that the Nexus is seen as a tool rather then an authority thus maintaining a sense of loyalty to the hive despite natural anarchic tendencies present in the populace. Ethics however are not one of the Hive’s strong points and as the Hive grows the attention of the people are drawn to the presence of the other Human stellar nations. The time for isolation would soon be at an end and memories of being driven from their ancestral homeland were beginning to resurface.


Major Worlds

This list represents the 7 largest worlds under Hive control. The total number of colonies and outposts both major and minor is at the maximum allowed.

Zerus
Capital, home of the Hive Nexus

Arsieus
Member world, highest population

New Abydos
Member world, second highest population

Du’n
Member world, industrial resource gathering and fabrication

Khazra
Member world, industrial production

Abridon
Member world, industrial high tech

Zenmir
Member world, home to largest hive military academy



Hive Fleet

(Numbers to be specified as soon as allowed maximum is established)

Anything longer then 30m has an energy shield.
Hive shields thend to be more effective against physical weapons such as missiles and solid projectile weapons.

The Hive uses superconductive armor on all it's military craft apart from drones. The armor works by channeling incoming energy blasts through various conduits, allowing the energy to dissipate over the hull rather then suffer a concentrated energy flow at one point as most energy weapons are designed to do. Hive ship defenses are overall strongest against energy weapons.


[Armor Rating]

Size of hull and weapon output of enemy influences how much energy th armor can absorb. When facing ship within 10% of equal size and firepower (ie similar size class vessel) the absorbtion rate is 50%. A Skarjj vs a Nemesis would experience close to 95% of it's total energy weapon firepower rendered ineffective whereas a Huntsman would only be able to absorb %5 of the energy output from a Nemesis.


[Drones]

Vampire - 7m
Fast attack drone (5KT/min)

Seeker - 5m
SWACS drone
doubles as communications node

Kamikaze - 3m
Missile interceptor



[Small Fighters/Warships]

Skarjj - 20m
Tactical Fighter
Firepower: 30 KT/min

Gemini - 25m
Long Range Bomber
Firepower: 30 - 200 KT/min

Huntsman - 45m
Multi-purpose attack vessel
Can act as a bomber, a fighter and a small frigate
Firepower: 5 MT/min
Shield Capacity: 1MT
Shield Recharge: 2%/second

Axar - 22m
Interceptor (Fast)
Firepower: 20 KT/min


[Medium Warships]

Zasz - 190m
Dual-purpose gunship/missileship
Firepower: 20 MT/min
Shield Capacity: 20MT
Shield Recharge: 1%/second

Triton - 230m
Frontline assault ship
Firepower: 50 MT/min
Shield Capacity: 50MT
Shield Recharge: 1%/second

Vendetta - 460m
Mobile Ballistic missle launcher
Firepower: 50/500MT
Carries 10 XR-110 and 3 XR-120 ballistic missiles
Shield Capacity: 60MT
Shield Recharge: 2%/second

Tyrant - 700m
Heavy assault ship
Firepower: 200 MT/min
Shield Capacity: 100MT
Shield Recharge: 1%/second

[Large Warships]

Hyperrion - 1.6km
Hive Battle Cruiser
Firepower: 400 MT/min
Shield Capacity: 300MT
Shield Recharge: 1%/second

Aktaeon - 2.9km
Hive Dreadnaught
Firepower: 800 MT/min
Shield Capacity: 600MT
Shield Recharge: 1%/second

Nemesis - 3.7km
Hive Juggernaught
Firepower: 1.5GT/min
Shield Capacity: 1GT
Shield Recharge: 1%/second


[Carriers and supply]

Enclave - 800m
Carrier, Can house up to 300 fighters and bombers across three flight decks.
Firepower: 50MT/min (defensive)
Shield Capacity: 150MT
Shield Recharge: 2%/second

Arsieus - 1.4km
Troop Transport, can house up to 40,000 troops or 1,000 units of mechanized armor
Firepower: 50MT/min (defensive)
Shield Capacity: 400MT
Shield Recharge: 3%/second

Paxus - 150m
Supply Vessel
Shield Capacity: 40MT
Shield Recharge: 2%/second


[Missiles]

ZR-110 Anti-fighter missile (15KT)
All classes excluding drones

ZR-120 General purpose missle (25KT)
All classes excluding drones

ZR-130 High Yield Anti-ship missile (100KT)
Gemini
Huntsman
Xasz
Triton
Tyrant
Aktaeon
Enclave
Hyperrion
Nemesis

ZR-140 Medium Yield Smart Bomb (90KT)
Gemini
Huntsman
Xasz
Triton
Tyrant
Aktaeon
Enclave
Hyperrion
Nemesis

ZR-150 High Yield Smart Bomb (20MT)
Xasz
Triton
Tyrant
Aktaeon
Hyperrion
Nemesis


BR-110 Medium Yield Planetary Bomb (90KT)
Gemini
Huntsman
Triton
Tyrant
Aktaeon
Hyperrion
Nemesis

BR-120 High Yield Planetary Bomb (20MT)
Triton
Tyrant

CR-110 Planetary Cluster Bomb (100KT)
Huntsman

XR-110 Medium Yield Ballistic Missile (50MT)
Vendetta

XR-120 High Yield Ballistic Missile (500MT)
Vendetta

Hive Troops

Standard Soldier:
Carries standard army kit including survival pack, assault rifle and body armour. Thermal vision built into visor.

Enhanced Hive Soldier:
Carries standard kit but carries a cybernetic neural network enhancement. Soldier still retains individuality but can the five senses of each squad member are given to the entire squad. e.g. if one sees or hears an enemy they all see and hear an enemy, this also allows them to coordinate their actions without saying a word. These soldiers require extensive training in order to make sense of the information and act as one mind.

Hive Elite:
Trained by means of artificial memory implantation within the bowels of the Hive Nexus, the Hive Elite are the best of the best. Their bodies are typically aorund 60% mechanical, including sensory, strength and speed augmentation as well as the same neural network as the enhanced soldiers. The Hive Elite are fanatically loyal to the Hive and will stop at nothing to put down any threat presented by the Hive's enemies.

Hive "Recycled" Soldier:
Just because there is no longer any brain activity does not mean that the rest of the body becomes useless (provided that adequate "life" supporting enhancements are fitted to the body before the muscle tissue has a chance to decay). These soldiers feel absolutely no pain and exist only to do what their implants tell them to do. Nanobots maintain bloodflow and keep their blood from fully coagulating and can usually provide temporary fixes for unexpected tissue damage (ie getting shot). These automatons have to suffer significant tissue damage before they become unrepariable, this includes crushing their spines, limbs, entire upper torso or blowing them up. A common mistake their enemies make is to shoot them in the head with a low calibre round which does absolutely nothing. Shooting them in the heart will slow down the nanobots but will not immediately put them down.

Terrorists:
Not an official part of the Hive military, but the Hive Nexus has no compunction against using "illegal combatants" to do its dirty work. After all, they're cheap and in some situations far more versatile then professional soldiers.

Vehicles:
A wide range of vehicles are available to the hive including sky cars, speeders, and tanks. There are currently only two models of tank in service; one with a heavy turret and one with surface to air and surface to surface rocket and missile launcher. The rest of them either fly, hover or act as artilliary. Speed is preferred over power.
Last edited by Spyder on 2003-06-12 07:01pm, edited 8 times in total.
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Re: [STGOD 2] Nations and Military

Post by Spyder »

Stormbringer wrote:I don't have mine written down yet but I figured I'd start this anyways.



The Ground Rules (Space):

Fleets are limited to 1400 ships: 200 cap ships (BC or above), 200 Troopships, 1000 escorts.

Colonies are limited to 25-50 major colonies, 150 minor colonies, and 200 outposts.

Limited FTL and limited (100 or so Gs) slower than light

Low megaton-high kiloton firepower

The Ground Rules (Ground):

Basically using a Warhammer type (minues demons/physkers) ground evirnoment.


Debate anything now, not later on.
May I suggestion that we adopt a standard FTL system? SW style Hyperspace is a good simple system that everyone understands.
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Post by Sea Skimmer »

That was discussed, with the 40K warp considered because it's already shit slow, but we never did agree on anything. SW hyperspace is always associated with fucking fast while where looking at FTL speed as in the low double-digit light years per day.
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Post by Stormbringer »

This isn't a free for all STGOD like the last one. Participants will be limited.


Any one except for a few exceptions will be considered late applicants at this point. We haven't decided how to handle that yet.
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