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STGOD 4 OOB Thread
Posted: 2004-04-08 08:34pm
by Pablo Sanchez
This will be the thread for the Orders of Battle for the STGOD4--there will be no posts in this thread but Orders of Battle and national descriptions. Direct all out-of-character posts to the thread indicated for that purpose.
Players will not be allowed to participate without an OOB posted in this thread.
Posted: 2004-04-08 10:23pm
by Alyrium Denryle
History
The Arcane Empire essentially picks up where Karsus left off.. only.. he had never cast Avatar and had found an alternate way to kill the Phaerrim(sp). He took the Empire back to greatness and rebuilt the spelljamming fleet at Yeomans loft. With this he went to conquer the other magically capable crystal spheres near by. After the ensuing wars, this government has remained stable for thousands of years, and any racial tension has disappeared. As far as the people are concerned, life is better now under The Empire than it was under their kings and monarchs thousands of years ago.
Races
Humans
Elves (pointy ears keen vision, good mages and archers)
Gnomes (They build ships ans create magical items)
Drow (dark elves)
Dwarves (Miners)
Halflings (black ops)
Draconians (generally mage-blades, are capable of flight using their powerful wings, and have an intersting death action.. soem turn to stone, some explode...)
Half elves (can generally do anything)
Holdings
The Arcane Empire has possession of six main Crystal spheres(Systems) The worlds of Aber-Toril, Oerth, Ravenloft, Krynn, Union(The Capitol Planet) Al-Quadim, However, they have 6 other major bases in the Astral and shadow planes. They also have 10 less developed colony spheres that they use for gathering resources, and to use as a buffer against invasion.
Aber-Toril- Forgotten Realms…
High Magic,
produces the majority of the spelljammer fleets
Oerth-Greyhawk
High Magic
The main center for Thaumaturgical R&D.
Ravenloft
Low magic
Main center for the creation of undead
Krynn
Low magic
The infantry is acquired here
Union
High magic
Mages are trained here
Al-Quadim
No magic
Psionics however is their focus.
Politics and Government
The Arcane Empire is a libertarian Magocratic republic. Regulations on personal freedoms are almost non-existant, and the economy is Hands off. Each crystal sphere (or Planar Outpost) has a senate comprised of arcane spellcasters and psionicists. They preside over issues for that planet. They in turn, elect representatives to go to Union, the capital sphere and join the Imperial Senate. They elect a council of 7 members(6 secret, the other overt) to act as the executive council. The overt member acts as the voice of the government and the figure head.
The court system is similar in function to the US court systems.
Being capable of spells or psionics in the slightest capacity is a requirement for voting rights.
Organizations
Every mage belongs to a Mage order called the Arcanists of High Sorcery. This is further split into those who wear white robes, red robes and black robes.
White robes tend to be diviners and abjurers. They specialize in protection spells, and knowledge
Red Robes tend to be Enchanters Illusionists and Evocers. They use mind effecting spells Illusions, and channel energy.
Black Robes use death spells and summon things. As well as cast teleportation spells.
They are by no means limited, but simply indicate personal preference.
Fleet Ships, Armament, and Size
The navy consists of ships that resemble and act like Earth Submarines. However the function very differently. They are spelljamming ships. They use a spelljaming helm to use magical energy to power and move the ship and its component parts. A Mythallar is used to power spells and magical items on the ship. This decreases the size of the ships to less than 1 km due to smaller space needs
Gragone Class Fighter(GCF)
5 meters
2 non-chained disintegrate wands
Escorts
Belath Class Strike Ship(BCS)
30 meters
4 Staff Guns(2 fore 2 aft)
8 energy staffs
10 chain disintegrate wands
300 in service
Noanar Class Destroyer*(NCD)
90 meters
16 Staff Guns(4 fore 2 aft 4 on each broadside)
32
64 chain disintegrate wands
200 in service
Cruisers
Mistelar Class Frigate(MCF)
210 Meters
1 turreted Disintegration rod(double ‘barreled’)
44 Staff Guns (8 fore 4 aft 16 per broadside)
88 Energy Staffs
176 Chain Disintegrate wands
40 in service
Wyvern Class Cruiser(WCC)
360 meters
2 turreted Disintegration Rods(1 dorsal 1 ventral)
82 Staff Guns(12 fore 6 aft 32 double banked per broadside)
164 Energy staffs
200 chain disintegrate wands
30 in service
Capital Scale
Dragon Class Battlecruiser(DCB)
500 meters
4 Turreted Disintegration Rods(2 dorsal 1 ventral)
112 Staff Guns(16 fore 8 aft 44 double banked per broadside)
224 Energy Staffs
300 Chain disintegrate wands
12 in service
Tarrasque Class Dreadnought(TCD)
700 meters
6 turreted Disintegration Rods(3 dorsal 3 ventral
158 Staff guns
300 Energy Staffs
500 chain disintegrate wands
8 in service
Weapons list
Turreted Rod of Disintegration: When Either of the two massive rods on the turret are activated by the mage inside, a beam of magical energy lances forth and whatever it strikes is disintegrated(smaller ships) or in the case of larger vessels, put out of commission. Does not work against shielded targets.
Staff Guns: These use staffs of chain-lightning to energize electromagnets and propel a projectile at fractional c speeds(A magically powered Railgun) The most powerful of which are mounted in the same positions as torpedo tubes(for and aft, and on larger ships, in broadside position) They tend to be the most powerful weapons on a ship(unless that ship has a Turreted Rod of Disintegration)
Turreted Energy Staff: This turret mounted staff fires a beam of pure energy at the target. These are medium weapons.
Chain Disintegrate Wands: Unlike rods and staffs, wands need to be periodically replaced. However the fire much faster and these weapons are used against fighters and fighter formations because when they strike they will arc to hit nearby enemies. They will damage shields and de-atomize sections of hull.
Mages casting Noanar’s rend metal: This gravitic effect places extreme stress on the hulls of smaller vesels causing their hulls to depressurize.
In boarding actions, expect mages to be able to survive in vacuum and cast up through epic level spells(again, tweaked to go along with the “tech” level)
Defenses(From most outward in)
Psionic Counter Measure The equivalent of a jamming field is around the ship that makes the targeting sensors of enemy ships unreliable.
Telekinesis: Psions on board will attempt to knock missiles and projectiles and plasma weapons off course or destroy them(works like point defense weapons)
Eldrich Walls: Function like shields
Enchanted Hull plating: The thick hulls are enchanted with magic that allows them to absorb and retransmit heat and kinetic energy more efficiently than other metals
Prismatic Sphere: In the event of an emergency, a mage on board can cast Prismatic sphere on the ship, enveloping it in an impenetrable field of magic. However, it is also impossible to shoot out of or move(they must stay stationary relative to the nearest planet or star), taking the ship out of combat.
FTL
Within their own territory FTL is instantanous for mages and they can pretty much go where they want. Ships on the other hand must use portals to get from system to system. That or have the mages on board ritual cast a teleportation spell. And that takes time...
Troops
Oranization begins at the squad level, which comprises of 13 men each. 6 mage-blades, 6 Arcane Archers and 1 Combat mage.
This is further grouped into a group of 10 Squads which form a cohort, which is then grouped 10 cohorts(1300 men) or a maniple, which is then grouped into 10 maniples to form a legion(13 thousand men). There are 230769 legions in the Empires Military.
every legion has 10 Greater Wyrm Gold Dragons(scary. Cast spells as a mage Blade and has scales as hard as the hardest armor plated tank, with claws tail teeth and a breath weapon that can slash, crush and chew.. said tank. They fly as fast as any atmospheric fighter but are less maneuverable)
Dragons are.. dragons...
Mage Blades: Skilled in magically enhanced melee combat, they are capable of casting the lower echelon spells. These are spell levels 1-7. The typical Mage Blade has the following spells ready to cast
For any spell but Magic Missile, there is a chance for a person to resist the spell(body wont allow the death spell not to have an effect, dodge, or simply resist it out of sheer force of will) . (The term is Saving throw) the chance is not very high however and for some reason, officers manage it more than enlisted.
1st:
Mage Armor(Creates a skin tight barrier against physical damage. Tuhis is usually enough to deflect small arms fire)
Shield(Creates a disk of energy that blocks standard infantry weapons from 1 direction)
Spider Climb (Allows the caster to climb on smooth vertical or even horizontal surfaces)
Magic Missile(Creates the equivalent of 5 Blaster Bolts and sends them at a target, the caster must aim, just like any blaster)
First level spells can essentially be cast like water. But only 1 shield spell can be active at any one time per Mage-Blade
2nd
Resist Energy(Grants resistance to energy weapons)
Invisibility
Mirror Image(Creates 8 visual and sensory[as in sensors] replicas or the target)
Displacement(Target is difficult to target with he aided[read a standard scope] or unaided eye
These can generally be cast like water
3rd
Non-detection(Basically a cloaking device)
Fireball(Equivalent of a missile)
Fly(allows target to fly at the speed of an armored vehicle)
Haste(Doubles the targets speed.)
These are slightly hard to cast, and will be seen in volleys or one-time castings
4th
Mass Resist Energy(Same as Resist Energy, but affects everyone within a 60 foot radius)
Stoneskin(Grants the protective benefits of power armor)
Leomunds Secure Shelter(Beats having to physically set up camp)
Vitriolic Sphere(As Fireball, but using acid and the acid sticks to anything it touches)
Scrying(1 in each squad can see and hear opponents, and communicate this to other squad members, but he is bound to his location, and cannot move or take other actions)
Explosive Cascade(As Fireball, but in more of a cluster bomb effect)
Fireshield(Creates a dome of energy around the target that protects it from fire)
Ice Storm(Massive ice shards drop from the heavens doing damage from cold, and massive concussion damage)
Dimension Door(Short range teleportation… max one kilometer)
Contagion(Biological Weapons. In the form of a flesh eating virus)
Hallucinatory Terrain(Fools the eyes and all but shipboard sensors and effectively changes the terrain that is visible)
These are harder to cast and will be generally cast as planned volleys or dilliberatly to weaken mass groups of enemy troops.
5th
Energy Buffer(Protects the mage by defending him from area effect attacks[read: missiles])
CloudKill(poison gas)
Feeblemind(Target has the intellect of a lizard)
Prying Eyes(4 floating eyes scout for the caster)
Cone of Cold(a Cone of horrible cold(near absolute zero) bursts from the casters hands in a cone roughly 100 feet long)
Elderitch wall(Creates an energy barrier in either a semicircle that is 20 feet in radius, or a wall that is 40 feet long, per caster involved in the casting)
Passwall(Allows caster to walk through wall that are up to 15 feet thick)
Teleport(long range teleportation… interstellar. A teleportation circle must be drawn which takes a few hours)
These spells are hard to cast. Usually each spells use is carefully prepared
6th
Guards and Wards(Wards an area against intrusion. Creates the equivalent of automated defenses with magic missile and fireball spells cast on unauthorized visitors)
Acid Storm(Horribly corrosive acid rains from the sky, damaging armor and killing unarmored opponents)
Chain Lightning(Horrible Sun-hot lightning arcs from target to target)
Circle of death(Everything within a 20 meter radius dies. Does not work through shields, or armor over 5 feet thick)
Disintegrate(man sized Target is disintegrated)
These spells can generally be cast once or twice each by the mageblades in a squad.
7th:
Mass Ironguard (grants a squad immunity to melee weapons)
Summon(The squad summons a demon)
Reverse Gravity(Gravity is canceled out and its forces reversed in a 300 foot radius)
These spells are capable of being cast by one mageblade per squad, once a day each.
Arcane Archers specialized in ranged combat. They are capable of casting any spell up to level 3 on the mage blade list. Despite their use of the bow, their magically charged arrows can travel as far as any infantry weapon, and when volley fired can reach artillery range. The arrows themselves can penetrate heavy machine armor with a good hit, and can usually penetrate infantry armor, but it is the spells the arrows are enchanted with that make the difference. The spell in question is set to go off when the arrow hits a target. These are usually volley fired and normally consist of fireball spells
Combat mages are walking spell-artillery. They can cast any spell on the mage-blade list like water. Plus they are able to cast even more powerful spells. However, they cant take physical punishment and sit in the back of formations. And will Shift out if they come under heavy fire.
8th level spells
Horrid Wilting(The water is sucked from every living creature within a 70 foot radius, does not work through shields)
9th level spells
Timestop(Stops time for all but the caster for 1 minute)
Meteor Swarm(Just how it sounds)
Gate(Summons a bit fiend)
Wail of the Banshee(Every hostile within earshot that hears it(it is equivalent to an air-raid siren) dies)
Instant Teleport(just how it sounds)
10th level spells
This is usable twice per day, per legion
HellBall(just like a tac nuke)
This is usable 3 times oper day, per legion
Rain of Fire(literally over a 10 mile radius)
Other spells not on the list for Mage-blades.... Antimagic field, anti-magic aura, Greater dispelling, Dispell magic, Mordenkainens disjunction, spellbreach, greaterspellbreach, spellturning, greater spellturning. and Healing spells. Banishment, sunburst, dispell evil/good/law chaos, holy smite.
Navy troops are roughly the same. Though there are a few extra 9th level spells
Noanars Hull Rending(gravitic effect that rends an unshielded hull)
Noanars Shield Rending(Drains shields at 10% per minute for 10 minutes)
Addendum:The medical profession is replaced by clerics. And the character classes in the PHB are used for people like assassins and special forces.. Just for those with access to such things who want to know what to expect
Also, the spells listed above are the ones known to Mage-Blades who are trained fro combat agaisnt mortals. Combat mages know a variety of spells and have a few up their sleve that are rarely cast. Spells that banish outsiders(extra planar creatures) spells that imitate and combat undead etc. However these will not be seen in combat on a regular basis
Defending the COG home system, are two fleet divisoons of their own military, converted to have their weapon sytems and other essential systems bypassed with magical ones.
new additons
8th fleet
2 TCD
4 DCB
6 WCC
10 MCF
20 NCD
40 BCS
Simulcrum: Creaes a biologically identicial, but magically near inept copy of the caster. It is controlled by the caster like a puppet. Used in hazardous circumstances and in places the cast really does not want to be.
Raistlins Warding spell: ANy weapons fire into or within the area of effect is supressed. This will eventually filter through the special ops
Posted: 2004-04-08 10:26pm
by Thirdfain
Order of Battle:
The Ousters
(a.k.a, the Unbound, Elysians, White Floaters.)
From the edge of Known Space came a flood of black ships- sleek, armed with weapons never before seen by the native powers surrounding Old Earth. Their masters were inscrutable, their goals unkown. Without any forewarning, they conquered four entire systems at the region’s edge, including the industrialized independent port of Hudson.
A month has passed since then, and the foreign invaders are now making themselves known to the Terran Sphere.
Physiology:
The average Ouster stands tall- A woman of 5’6 is thought short. Her bones regenerate rapidly, an effect designed to make up for the degenerative effects of 0-g life. Her metabolism is faster than an unmodified human’s by a considerable degree, giving her greater strength and agility at the expense of an uncommonly voracious appetite. She moves in the complicated warren-tunnels of an Ouster Cluster with grace and ease, her prehensile toes and skillful hands allowing her great versatility in the realm without up nor down in which she has grown up. Her skin is palest white, if she lives on a ship, or nut brown tan, if she lives on a Cluster. The hard radiation of space finds itself spent on her cells, which regenerate internal damage at such a pace that only extreme radiation presents a danger.
If wounded, her bones and flesh knit with wondrous rapidity. Wounds which would incapacitate a human for weeks are made whole in days. Her high heartrate would make small wounds bleed uncontrollably, if her blood didn’t clot faster and harder than an unmodified human’s. Disease, if it strikes, will find itself hindered by her incredibly adapt immune system. Sex with an Ouster is said to be incredibly satisfying.
She is far from a superwoman. If she lives to see 50 years, she will be counted an old woman. She will reach puberty at eight, and will complete physical growth at 11. She will be spry and active until near the end, capable of bearing children into the last 5 years of her life- but when the end comes, it will be catastrophic- not for her a leisurely old age, but rather, a year or two of collapse, followed by a haggered death.
Such is the life of an Ouster- like that of a human compressed down to half-size, accelerated and focused. Some would liken her to a cockroach, and, after explaining to her what a cockroach was, she would laugh with delight- the comparison would please her.
Culture:
The Ousters are not the Floaters, despite their similar habitats. The Floaters took the Freedom of the Void to mean freedom from conflict- they imagined a world in which everyone shared equally of the bounties of the galaxy.
The Ousters take the Freedom of the Void to mean freedom from boundaries. They spread from system to system like a flood, turning comet-clouds into CHON foodstuffs and asteroids into habitats and ships, and then turning CHON foodstuffs and habitats and ships into more Ousters- and then spreading again. It is like the reproduction of rabbits- fast, furious, and with disdain for consequences.
The rampant spread of Ouster life is called the Diaspora.
They have a government, of sorts- the largest Clusters exercise some form of democracy, in which leaders are appointed by the public to handle certain problems. An organization called Giudice, established during the early days of the Elysian colonies, acts to run courts and provide judges across the Elysian sector. It is the only thing the Ousters have which approaches a long-term national government.
The commencation of the project which ended with the invasion of known space involved members of every one of the Ouster’s largest clusters appointing an entire bevy of administrators and organizations to mounting the endeavor. This organization, dedicated to returning the Ousters to Known Space, is called The Hajr. The Ouster warships entering Known Space are run by the Hajr, their crews and soldiers trained by the Hajr, and their accompanying military clusters and mobile shipyards operated by the Hajr.
Holdings
The Unbound territory is now divided into two regions- the Elysium sector, a week's hard FTL drive from Known Space, is the cradle of modern Unbound civilization. It's eleven densely populated core systems are all teeming with many billions of the Unbound. Each system has 2-3 large Clusters and countless smaller mining colonies, food factories, shipyards, and asteroid habitats. Major Clusters include Jhalar, Elysium, and
Madrighala. Surrounding these systems are a corona of thirteen more recently colonized systems, with considerably less developement. Dozens of systems more have embryonic Unbound habitation- small survey sites, fledgeling clusters, and mining outposts.
This region is almost completely unknown to Known Space at large. Only by sending scouts or spies will the details of the Elysium sector become known to the Known Space powers. Humans can not pass for Ousters, and neither can Floaters- the physiological differences are too great. A Known Space power would have to capture a dead Ouster, and then would have to possess the genetic manipulation tech to give a human Ouster physiology. Even then, with no knowledge of Ouster customs, the spy would be hard-pressed to fit in, and would likely be discovered. Of course, a captured Ouster could be tortured for information.
The other section is in Known Space, conquered a little more than a month ago. Centered on industrialized world called Hudson, it is a beachhead into Known Space. The Unbound here are almost all Hajr members. Only recently has the colonization begun.
The Hajr:
The Hajr is the most organized force ever created by the Elysian unbound. It has offices and representatives in every major cluster. It is not a government- Besides the Giudice’s duties of providing fair courts, the Ousters have always been quite anarchistic. The Hajr is, on the other hand, an incredibly powerful force in Ouster politics- the manifestation of the ideals of manifest destiny which permeat Ouster culture. They are, in some respects, the organized force necessary to ensure the disorganized propogation of Ouster life.
Hajr Military technology:
The Ouster military philosophy emphasizes speed and the attack. Ouster vessels are shielded, but their shield technology is derived from century-old Durandelian equipment, and is 15-20% less effective than the standard in Known Space. Making up for this is the extreme skill at which Ousters can pilot their vessels and the incredible manufacturing abilities of Ouster society. It takes only a couple of months for an uninhabited system to become a major Ouster construction site, producing dozens of Strike Cruisers, Cataphracts, and Attack Carriers.
Military Technology
Wave Motion Cannon Wave Motion Cannon are instantaneous-propagation beam weapons. They can't reach missile range, but are still quite effective at middle distances. Wave Motion Cannon are huge weapons, usually mounted in spinal mounts. They do excellent damage.
Laser Lances Laser lances are still popular as secondary weapons, providing broadside armament. They are easy to aim and can scale from massive spinal mount weapons to fighter-mounted devices.
Kincaid Torpedoes Essentially a miniature Kincaid device with attached warheads and engines, the Hajr Kincaid Torpedo is a FTL realspace weapon, both maneuverable and powerful. Kincaid torpedos are large, and the field generated by their engine activation limit vessels to firing small volleys.
Kincaid Drive Hajr vessels travel through FTL via Kincaid Device- a realspace FTL engine which provides excellent acceleration and versatility in dropping in and out of FTL, at the expense of top FTL speed- Top Ouster FTL is 10% slower than galactic standard, though they can reach maximum FTL speed very rapidly.
Shields Derived from ancient Durandalian designs, the shielding used on Ouster craft is 15-20% less effective than the Galactic standard.
ECM, Sensors Ouster ECM, sensors, and point defense are all better than standard by a small margin.
Hajr warships:
Non-Combat Support:
4 “Mother Void” –class Fleet Tenders
(Mother Void, Glorious Return, Bounty of the Stars, Divinity of Purpose)
Dimenstions: 15 km long, 4x3.5 km in cross-section
Powerplant:
12 Capital Fusion plants
Armament:
15 Capital Laser Lances
8 Torpedo Tubes
600 PD clusters
Description:
The "Mother Void" class is a noncombat vessel. It is a mobile resupply base, military command center, and cargo ship. It mounts enough armament to defend itself from a raiding squadron, but little more. A Mother Void rapidly becomes the center of a Military Cluster, with dozens of machine shops, docking bays, and shipyards strapped on.
Capital:
9 “Destiny of Man”-class Cataphracts
(Destiny of Man, The Dominance of Primates, Mankind Ascendant, Heart of Iron, Unbreakable Resolve, Pinnacle of Evolution, Manifest Destiny, Diaspora's Harbinger, Heroic Sacrifice.)
Dimensions: 4 km long, 800x1000 meters in cross-section.
Powerplant:
3 Capital Fusion plants
2 Medium Fusion plants
Armament:
2x2 Capital Wave Motion Cannon (Turreted, each turret supplied by a small fusion plant)
32x1 Capital Laser Lances (broadside weapons, half can be brought to bear on any single target)
6x1 Capital M/AM cannon (3 can be brought to any broadside, with 4 capable fo firing dead aft and 6 capable of firing dead forewards.)
8 Kincaid Torpedo tubes (2 rpm per tube, highly maneuverable torpedoes can all be aimed at a single target.
4 Supercapital Spinal Lasers (Forewards fire only, very high power)
120 PD pods
Description: The “Destiny of Man” class of warships is the largest in the Hajr fleet. It is very heavily armed, and is the only vessel in the fleet to carry Wave Motion Cannon in turrets. It has truly devastating forwards arc weaponry- with it’s WMC turrets fixed forwards and it’s four super-capital spinal mount lasers, it can match and defeat the broadside of any modern Dreadnought. Its broadsides of capital lasers are potent enough to rapidly shatter cruisers, but are somewhat lighter than the broadsides of enemy Dreadnoughts. The “Destiny of Man” is very fast for a ship of her size, and is designed to charge an enemy formation, smashing it to pieces and opening up holes that lighter craft and fighter strikes can exploit. She can survive for a while in a broadside duel with an enemy capital ship, but will eventually lose due to her Ouster shields and weaker broadside armament- but few vessels can withstand her forwards firepower for long.
14 “Elysium Ascendant”-class Attack Carriers
(Elysium Ascendant, Hornet’s Nest, Bringer of Progress, Darwin’s Truth, Inevitable Ascendance, Soldier's Duty, Red Queen, Swift Predator, Slayer of Weaklings, Crimson Fang, Progress Through Conflict, Child of Chaos…)
Dimensions: 3.0 km long, 875x800 meters in cross-section
Powerplant:
3 Capital fusion plants
Armament:
2 Capital Wave Motion Cannon (spinal mount)
20x1 Capital Laser Lances
5x1 M/AM cannon
2 Torpedo Tubes
100 PD pods
Strike Wing:
10 gunships
50 heavy bombers
50 fast bombers
100 interceptors
Description:
The Elysium Ascendant model is a hybrid vessel, a battleship-sized craft with moderate armament and decent fighter capacity. Attack Carriers are capable of surviving, and dealing damage, in a line of battle, while sending precision fighter strikes at the enemy.
Cruisers
30 "Brief Life Burns Brightly"-class Strike Cruisers
Dimensions: 1.5 km long, 375x250 meters in cross-section
Powerplant:
1 Capital Fusion Plant
Armament:
1 Capital Wave motion cannon (spinal)
2 Spinal Laser Lances
3 M/AM cannon
12 Heavy Laser Lances (broadside)
2 Torpedo Tubes
30 PD clusters
Description:
The Brief Life Burns Brightly class is fast and very well armed, it's forewards arc weapons capable of inflicting incredible damage even at medium range. It is a major threat to capital ships in short range combat. It is also the largest cruiser employed by the Ousters.
50 "Expansion of Civilization"-class Strike Cruisers
Dimensions: 1250 meters long, 255x250 meters in cross-section
Powerplant:
1 Capital Fusion Plant
Armament:
1 Capital Wave motion cannon (spinal)
1 Spinal laser lance
2 M/AM cannon
18 Heavy Laser Lances (broadside)
2 Torpedo Tubes
25 PD clusters
Description: More heavily shielded than the Brief Life Burns Brightly, the "Expansion of Civilization" class is also more lightly armed than it's larger brother. It is easy to mass produce, and mounts a fearsome forward battery.
Escorts
Standard frigate frame is about 500 meters in length, 125/100 meters cross-section.
250 "Vampire"-class Torpedo Frigates (1 capital torpedo tube, light conventional armament)
200 "Knife"-class Raiding Frigate (moderate conventional armament, fast.)
200 "Tarsis"-class Escort Frigates (heavy point defenses)
Hajr Ground and Marine forces
The Hajr has truly excellent marines, adept at combat in cities, space stations, and other vessels. Boarding an Ouster habitat is tantamount to suicide.
Their conventional ground armed forces are also fairly good- solid troops, but mediocre compared to some of the more exotic militaries. Hajr soldiers are heavily genetically modified from base Ouster stock, or recruited from the Ouster families that run the strip mines on the worlds of the Elysium sector. Power-armor, artillery, air support, and armored vehicles are all employed by Hajr's ground operations arm.
Summary:
Characteristics:
Rapid birth rate
Superior physique
Zero-G optimization
Expert starship crews readily available
Rapidindustrialization and construction
Freedom loving, anarchistic
Short life span
Poor shielding technology
FTL slower than average
-edit- changed ship sizes to better match STGOD, I have drawn pictures of all models but the Expansion of Civilization class, will be posting soon as I ink em.
Posted: 2004-04-08 11:15pm
by Alyrium Denryle
Note: Main character mages canusually cast WELL beyond the spells listed above and tend to be able to cast them like water. So diplomats and anyone I care to name as a governmental officials... be afraid, a few can take on capships(like the public face of the government, Karsus XV)
Posted: 2004-04-08 11:21pm
by Captain tycho
Order of Battle: the Covenant of God
History: The Covenant of God originated as a fundamentalist 'cult' on a remote human colony world, where they very quickly gained power through a brief war with the goverment. From there on, they spread like wildfire throughout a dozen systems, gaining millions of followers within a few short years. Soon, they had a sizable industrial base, and began constructing ships of war, expanding outward at a tremendous pace, converting or destroying every sentient race they encountered. After 30 years of expansion, they settled down, now having over 20 heavily populated and industrialized worlds under their control, and at least a hundred minor colonies scattered throughout space. They have been delicately probing nearby empires, looking for any kinds of weaknesses to exploit, and carefully starting up religious movements that will soon bring their former enemies into the blessed Covenant.
Races: The Covenant consists of primarily humans, but through strange and dark powers granted to them from 'God', the priests of the convenant created an entire race of holy warriors, called simply the Paladins. Paladins are fast, incredibly cunning, and utterly dedicated to the Covenant. They stand over 10 feet tall, and have ultra-thick natural armor that can turn aside glancing gauss rifle shots and infantry-level lasers easily. They possess utterly tremendous strength and endurance, being able to bend and break steel and sprint across mountain ranges dragging light artillery.
There are roughly 1 billion Paladins currently within the Covenant, almost 98 percent of them serving in the military as infantry. There is also a small amount of various alien slave races serving under the Covenant, but they are hardly prominent.
Holdings:
Ix'agal: Capital world of the Covenant, and is the religious and political center of the entire nation. Great temples adorn the surface of Ix'agal, where thousands of priests train in the holy arts and where Paladins are spawned. There is a sparse amount of factories here, existing soley to provide the newly spawned Paladins with equipment and arms. The temples of Ix'agal can, in dire emergencies, spawn and deploy a million Paladins per week, but they are usually spawned at a rate of thousand per week during wartime.
Defenses: Ix'agal is protected only by planetary shield, but the priests and temples themselves are rumored to hold incredibly powers in reserve.
Edean: Edean is not a planet, but rather a vast factory ring-world. The ring isn't impressively large, but 99 percent of it is devoted soley towards production of all manner of appliances, starships, weapons, and the like. Huge tractor beams mounted on the ring's edges draw raw matter from a nearby brown-dwarf in for processing. The ring can produce 6 capital ships of any kind per week, and can produce 200 fighters and smaller craft per week. However, these are war-time statistics only. During peacetime, it produces only civilian starships and appliances, plus all the spare parts needed for the Covenant fleet.
Defenses: Edean is a virtual fortress, surrounded by weapons platforms, minefields, and 2 fleet divisions. It's surface is dotted with anti-capital ship missile batteries, lasers, and railguns, plus some truly impressive armor and shielding. In emergencies, the ring can vent excess material through it's reactor core, creating a huge flare of energy. The flare process causes extensive damage to Edean's vital systems, and as such can only be used once every few months.
Other holding: 9 heavily populated and industrialized worlds, each defended by a fleet division (10 capital ships) and a planetary shield.
More to come soon.
Posted: 2004-04-08 11:34pm
by Alyrium Denryle
we can only have 12 heavily populated industrial worlds
Posted: 2004-04-08 11:38pm
by Captain tycho
Alyrium Denryle wrote:we can only have 12 heavily populated industrial worlds
My mistake, remind me to read the OOC thread.
Posted: 2004-04-09 04:13am
by Dahak
I'll give you the... Grand Star Empire of Gladsheim (the Stuart Corporation re-visited )
Commonly known as the Grand Empire.
Major Systems:
Gladsheim (3 gas giants settled)
Alfheim (2 gas giant settled)
Minor systems:
Al-Quadim system, settled with Veithan
Several mining outposts
Population:
350 billion human beings.
Government:
The Grand Empire is a strict absolute autocarcy, ruled by the Grand Emperor.
Society/Economy:
They are the children of a failed colonisation attempt several thousand years ago. Knowledge about the "mother" planet has since been lost.
They live in gargantuan "floating cities" in the atmosphere of gas giants, and those cities are heavily defended and protected, equipped with near-planetary shield strength shields.
The Imperial citizens are all genetically and cybernetically enhanced (super reflexes, implants, damage resistant bodies...) and are all connected and, together with a plethora of AIs, form a great Consensus. The Consensus knows, hears, and sees everything which happens to/with its participants. It also controls everything physical, down to single door openers. In essence, there is no deviating thought or person, it's the ultimate in thought-control, as every thought is controlled, and deviation, rebellious thoughts (should they arrise), or treachery is instantly registered and corrected.
They also have Datanet, the ultimate internet.
They are also very arrogant.
Communication is carried over data channels mostly, and most thoughts are carried out seperated from the body. The body is just a tool most people are fond of using, like a puppet. Each person has more than one mind currently active, as a norm. Teleptathy would not reveal any useful thoughts as they are not carried out in the biological brain anymore.
In essence, each one is immortal. Should a body fail, it will get regrown. They have no fear of death, pain, dying, or all the other mortal fears. Most people will leave the "normal" world though after several centuries and move themselves onto secluded plains of Datanet.
With the introduction of replication technology, there was no longer a need for physical labour, and almost all Gladsheim people live inside the virtual world, and do not interact anymore with the phyical world. Thus the society is becoming very uncaring, arrogant, and only a minority is concerned with the physical world surrounding them.
Living in what amounts to the "unknown Regions", they are an unknown factor to the rest of the universe.
Technology:
They have a incredibly refined gravity control.
There's computer technology is second to none (they know of).
Communication is done via instantanous quantum inseparability channels, uninterceptable, or by any other means detectable. Every citizen has a receiver/sender implanted. (~Ansible)
Gates, providing instant personal travel inside the territory (Farcaster equiv.)
Artificial Intelligence is widespread, and the AIs range from basic controllers to self-aware digital citizens.
Navy:
The underlying thought is that of a missile heavy battle line, protected by massive fighter screens. Living in the atmosphere of gas giants, they have ample experience in flying, thus producing very gifted pilots.
Army:
They don't really have an army, as there is no possible way of a "ground attack". What they have amounts to Marines.
STL:
Gravity controlled propulsion
FTL:
They use their gravity control to open small wormholes and "swallow" through (Think Edenist Voidhawks).
Weaponry:
Long ranged missiles, equipped with fusion, antimatter, or gravitonic warheads.
Two types of missiles: Long-ranged SBM missiles, carrying heavy warheads (sprint-mode possible), range 20 LM, Hauptmann-coil missiles, smaller, but way faster, short-ranged, 5 LM
FTL missile available, capital missile only, utilizing a small version of patterning nodes to open a short-lived wormhole.
Orbital Fortresses and City-based missiles are heavier and equipped with more powerful drives than ship-based missiles.
Energy weaponry are Primaries, intensly focused gravity waves (Starfire Primaries), and grasers and lasers as back-up. Additionally used are Probability weapons.
Primary range: 3LS
Force Beam: 9LS
Graser: 4LS (effective)
Laser: 3 LS (effective)
Probability weapons: 6 LS
Defenses:
Gravity fields around the ship (~HH sidewalls), energy shields.
The Navy. It consists of the Battle Line, favouring ships heavier than average, and the Screen, consisting mostly of carriers, and fast destroyers, cruisers.
Growing up in floating cities without ground, flying is taught from early stages on and comes natural to them, thus the fighter pilots are one of the galaxies very best. The fighters are controlled via neural interfacing (as is all of Gladsheim tech) and utilizing grav tech are very fast and nimble.
Gladsheim Navy ships:
*newly designed ship*
Ragnarok-class Super Battle Carrier
To respond to the rampant fleet build-up in their neighbours, this new ship was designed. Fighting power equiv. to a Superdreadnought, it also is a fleet carrier on its own. Extremely deadly in combat.
5.4km length, elongated ellipsoid shape
18 heavy Capital Force Beams
35 Capital Force Beams
10 capital grasers
40 capital missile launchers
7 Probability Tweakers
2000 fighters (multiple classes)
equipped with OKM shield
12 Odin-class Superdreadnoughts
The prime of the Gladsheim fleet.
3.4 km in diameter, elongated ellipsoid shape
20 heavy capital Force Beams
30 capital Force beams
20 capital Grasers
10 capital lasers
50 capital missile launchers
10 Probability tweakers
PD
equipped with OKM shield
6 Yggdrasil-class Battle Carrier
The newest addition to the fleet. Fighting power equiv. to a Battleship, it also is a fleet carrier on its own. Deadly in combat.
3.6km diameter, elongated ellipsoid shape
10 heavy Capital Force Beams
20 Capital Force Beams
5 capital grasers
20 capital missile launchers
5 Probability Tweakers
1000 fighters (multiple classes)
equipped with OKM shield
5 Supremacy-class Dreadnoughts
The old prime force of the Navy, now replaced by the Odin-class
12 heavy capital Force Beams
20 capital Force beams
25 capital Grasers
30 capital missile launchers
5 Probability tweakers
equipped with OKM shield
Cruisers:
30 Demonstration of Will-class Battlecruisers
1.5km diameter
The most powerful cruiser in the fleet, a force to be reckoned with.
10 heavy capital Force Beams
10 capital Force beams
20 capital Grasers
25 capital missile launchers
2 Probability tweakers
25 Svadilfari-class Attack carriers
1.7km diameter
Powerful carriers, slightly more powerful than a CA.
10 heavy capital Force Beams
10 capital Force beams
20 Grasers
10 capital missile launchers
600 fighters (multiple classes)
25 Tormentor-class heavy cruiser
1km diameter
Fast and deadly, the main mobile force in exploration and patroling.
5 heavy capital Force Beams
8 capital Force beams
10 capital Grasers
10 capital missile launchers
1 Probability tweakers
10 Thiazi-class light cruisers
0.9km diameter
Craft responsible for the protection of the newer ship classes, but still powerful on her own.
20 capital Force beams
20 capital Grasers
10 capital lasers
10 capital missile launchers
Escorts:
220 Oenone-class Fast Destroyers
Diameter 0.9km, sleek, elegant craft
The fastest craft in the fleet, used for fast force projection into hostile territory
10 capital Force beams
20 Grasers
10 capital lasers
30 Lasers
30 missile launchers
5 Probability tweakers
150 Oblivion-class light carriers
Diameter 0.8km
The backbone of the fighter force. Lightly armed, heavily armoured, they are not made for heavy combat.
20 Grasers
30 Lasers
10 missile launchers
400 fighters
80 Hunt-class escort frigates
Diameter 0.5km
5 capital Force beams
10 Grasers
5 capital lasers
20 Lasers
10 missile launchers
70 Swift-class destroyer
diameter 0.3km
10 capital Force beams
5 Grasers
10 capital lasers
30 missile launchers
Finished building
2 Odin
1 Ygdrassil
5 Demonstration of Will
5 Svadilfari
5 Tormentor
20 Oenone
Under construction:
2 Ragnarok-class. (1 almost finished)
2 Yggdrasil
1 Odin
10 Battle Cruisers
5 Light Carriers
30 fast destroyers
The Army. Amounts to glorified naval marines. Using mostly heavy power armour. As there is no need for ground warfare (without ground to fight on), they excel at ship-to-ship and boarding operations. As they have not fought anything remotely like a ground war in quite a looong time, they "suck ass" at that kind of operation.
The Planetary Defenses. Maintaining the orbital mine fields, Orbital Defense Centers they are responsible for the defense of the home systems. They also are responsible for the Atmospheric Navy, guarding and protecting the atmospheres of the gas giants.
more details on ship coming
Posted: 2004-04-09 09:44am
by Darksider
Krytos Star Empire
The KSE has been around for thousands of years. It was one of the few nations that survived the massive war that took place one hundred years ago.
Government:
The Krytos Star Empire is lead by an Emperor and a senate. The Emperor is elected by the people, and serves as emperor until he either dies, or is deemed unfit to lead (goes nuts with old age). The Senate consists of elected representitives from every world in the empire. Senators serve a five year term, with no term limits. The emperor can veto any resolution the senate makes, and he can propose bills to the senate, and his vote is equal to that of three senators.
Major systems:
The KSE has a total of nine major worlds and ten smaller colonies spread out across six star systems and is in the process of colonizing more.
Krytos system:
Krytos: Krytos was destroyed by a New Bejiing Alliance fleet during the great war one hundred years ago. The burned hulks of thousands of NBA capital ships still orbit the now dead world.
Carulan: The fifth planet in the Krytos system, this planet now serves as the capital of the KSE, and has done so for one hundred years
Karthos system:
Hradon- Heradon is a colony world orginally started by Durandillian refugees during the great war one hundred years ago. Hradon is the primary technology research center for the KSE and is heavily defended by ships and battle platforms.
Kebridan- Kebridan is a massive military construction center. The factories on the planets surface supply one tenth of the war material used by the Krytosian army and Imperial Marine Corps. There are also massive shipyards above the planert.
Krassion- Krassion is a lightly developed world on the edge of the Karthos system. It primarily serves as a raw materials mine and deep range listining outpost.
Technology:
The KSE is one of the most advanced nations in the galaxy. They rely entirely on long range energy weapons rather than crude mass drivers or missiles.
Krytos Star Navy
Weapons Technology
Ultra heavy fusion cannon-Massive weapons that are only carried by the heaviest capital ships. They can destroy an enemy cruiser sized vessel in a single shot, but take at least three minutes (Average of five minutes, ten minutes when using shields and firing all other weapons) to charge up.
Neutron guns-Second heaviest weapon used by the KSN. Fires at a rate of twenty shots per minute
Heavy laser cannon-HCLs are less advanced than most KSN weapons, but they were kept on the ships and continuously updated in case another power was able to copy the Asgard's unique defensive technology
Ships
Wrathfull class dreadnaught-eight in service, none under construction
The Wrathfull class superdreadnaught is a massive spaceborne killing machine. It is designed to engange and destroy superior numbers of enemy vessels. It is armed with three ultra heavy fusion cannons, twenty heavy neutron guns, forty heavy laser cannons, fifty plasma cannons, fifty heavy particle beam guns, and seven hundred point defense lasers.
Carries two full fighter wings
Glory-II Class Battleship-25 in service, 5 under construction
The Glory-II class is the standard battleship of the KSN It is armed with two fusion cannons, ten neutron guns, fifteen laser cannons, fourty medium plasma cannons, twenty heavy particle beams and four hundred PDLs
Carries 36 fighters
Krytos class cruiser- 35 in service, 10 under construction
Premier ship of the line for the KSN, it is armed with one fusion cannon, five neutron guns, fifteen laser cannons, twenty plasma cannons, ten particle beams and two hundred point defense lasers
carries 24 fighters
Defender class frigate-50 in service, 20 under construction
The Defender class frigate serves as an escort for larger vessels. It is armed with five neutron guns, ten laser cannons, fifteen plasma cannons, five particle beams and fifty point defense lasers
carries 12 fighters
Guardian class patrol destroyer-550 in service, 150 under construction.
Guardians serve as system patrol craft for the KSN. They are armed with two neutron guns, five laser cannons, five plasma cannons, two particle beams, and ten PDLs
Guardstar class orbital battle platform-six around every major world, three around minor colonies
The Guardstar class serves as the primary static defense of the KSE. Armed with five fusion cannons, nintey neutron guns, one hundred laser cannons, one hundred and fifty plasma cannons, fifty particle beams and one thousand point defense lasers, and three full fighter wings, they can engage entire fleets.
Krytosian Imperial Marine Corps-twenty existing divisions, another five being drawn up
The Krytosian Imperial Marine Corps are the most skilled soldiers in the entire KSE (With the exception of the emperor's royal guards). They primarily serve aboard KSN starships and are sent down to the surface of a planet during the initial stages of an invasion to prepare the way for the standard army
Light Trooper-Armed with a plasma rifle, plasma pistol, and a HUD in his helmit, the light trooper serves as a scout for the KIMC.
Heavy trooper-Heavy troopers wear full suits of power armor with two missile launchers (About RPG level firepower, five per launcher) and two gatling plasma cannons.
Warthog transport-The warthog transport carries 12 light/medium infantry, or 6 power armored heavy infantry and is armed with a single anti infantry plasma cannon
Imperial Krytosian Army-
More will come later
Newly built ships
2 dreadnaughts
5 battleships
5 cruisers
5 frigates
50 patrol destroyers.
(all these ships have been under construction since the start of the game, and were fast tracked during the war with the covenant.)
Veithan Empire OOB
Posted: 2004-04-09 01:40pm
by Marcao
History
The Veitha Empire was born out of conflict and the belief of its citizens that the galaxy by and large could not be trusted to respect its wishes. The population within the empire is all telepaths of varying strengths, and what had once been a defensive minded star kingdom has now grown into a far more militaristic star nation. The Empire is highly advanced, retaining a great deal of technologically prowess both from its own mother nation and associations. Veithan science is highly advanced, and the nation claims parity with any other known power in the galaxy.
The Empire’s stance with its neighbors is simple. The Empire will deal with proactively with any threat it perceives to its territories and interests, an attitude that has unnerved a few of its neighbors but has solidified its place in its sphere of influence. The Empire does not go out of its way to antagonize lesser powers, and as a whole deals fairly with its neighbors. It is however capable of extreme brutality, and it is perhaps this fact that has kept the Empire’s sphere of influence intact as time has progressed.
The Empire’s technology is highly advanced specially among various fields of war such as high energy physics, anti-grav and drone technology. The Empire takes knowledge seriously, and its schools and universities are among the most capable in known space. Expansion through military means has generally not been necessary due to the amount of space readily available to be colonized. However, Veithan marines are feared sights in whatever battlefields they may participate in. At the moment, the Empire is in a state of flux aware that the galaxy promises a grand destiny. All that the Empire has to do is have the courage to claim it.
Society
The Empire is a meritocracy for the most part, although the extremely wealthy and connected have some hidden doors that are not available to do the general populace. The currency of choice is the muran, and is handled almost exclusively via electronic transactions. The Empire is concerned with the state of being of her citizens, and thus poverty is for all intensive purposes inexistent. The Empire is a human dominated affair, and is best known for its usage of telepathic speech as the language of choice. Since every member of the Empire is a capable telepath, walking through an Empire city or station can be unnerving to an outsider.
Religion
The Empire does not endorse any religion and the vast majority of the population is atheistic. It is believed that less than ten percent of the population believes in a higher power, and of that ten percent only half actively follow some sort of religious doctrine.
Worlds
The Empire controls twelve major systems, these being the core of the Empire and unsurprisingly the most heavily protected. The central world is Veitha III, which composes the very heart of the Empire’s administration and history. There are eight minor systems which act as supporting the core worlds, these systems are rich enough and developed enough to actively contribute to the Veithan cause. The final ten systems within the Empire are colony worlds, possessing relatively small amounts of infrastructure. These worlds hold the promise of one day becoming core worlds themselves.
STL types
A: Gravity Drives: The primary drive found in civilian and military ships, gravity drives are efficient and capable of reaching a high fraction of C. All Veithan vessels mount gravity drives as their primary drives. In the case of civilian ships, these are the only drives used.
B. Psy-Drives: P-Drives or Psy drives are found exclusively in military ships and harness power from the ships internal psychic grid to propel the ship forward telekinetically. These drives are not as efficient as gravity drives and offer restricted performance. The drives are however extremely stealthy, and as such are immensely useful for military operations.
FTL types
A: Primary FTL: Hyperspace Submersion (Multiple Bands/Realm FTL. Primary means of military and civilian ships to travel at FTL speeds. This method is quick and accurate, however spatial distortions can be readily picked up by a wide array of sensors.)
B: Secondary FTL: Psy-Assisted Hyperspace Immersion (These drives are expensive and are usually found exclusively in military vessels. The drives create a psychic pocket around a vessel which is then used to immerse the vessel into a deeper realm of hyperspace. These drives by virtue of the "depth" employed, are far more stealthy than others available to the Veithan Empire.)
Communication:
A: Quantum Determinacy Communication (Ansibles) (FTL, long range, secure communications. Found in most military types of Drones that require constant updates with their home ships)
B: Thought Projectors (FTL, varied range communications through psychic bands. Internal ship comms are generally through Psy-Amps and most inter-fleet communications follow this method as well.)
Miscellaneous Technology
A: Gestalt Devices: The Gestalt device is a powered psychic booster that allows many of the Veithan technologies to function. Without the ability of Gestalt Devices many of the Indashani technologies such as the P-Drives and thought projectors would be far more limited. In essence, a gestalt is capable of boosting the power and range of a psychic mind hooked up to the device. The latest generation of these devices is efficient and smaller than their predecessors but still function on the same principle. The stronger the telepath that is hooked up to the gestalt device, the more he or she may get out of it. Nonetheless, Gestalt devices have their own risk as a mind if pushed too hard may break under the strain.
B: Displacers: Displacers are displacement based devices that are capable of for all intensive purposes teleporting matter over various distances. The primary uses of displacers are primarily civilian in application, and displacers are incorporated widely in cargo ships. Indashani displacers cannot transport living matter, and will kill any known creature that is transported in such a fashion. Indashani scientists believe that the technology incorporates an integral “sanitation” safety, which is the reason why living organic matter such as viruses, bacteria and all known life forms are killed by the displacement process. The military applications of displacers have been considered and are found primarily in ground combat or in attack drones since current Indashani technology limits the effective range of displacers to two dozen light seconds at most.
C: Psy-Grid: The heart and soul of Veithan naval ships and other large structures are Psy-grids. The grid incorporates gestalt technology to harness, amplify and contain psychic energy. Grids vary in size and power, as well as storage capacity. A larger ship will have a larger and more capable grid than a smaller vessel.
D: Artificial Intelligence: The usage of Artificial Intelligence in the Empire is widespread and as such a considerable amount of resources have been channeled into its development. The A.I used by the Empire is highly advanced, capable of completely independent operations. Some would argue that it straddles the line between Artificial Intelligence and Artificial Sentience although the Empire denies any allegations of possessing AS technology. The truth is that AS is detrimental to the wishes of the Empire and they have instead settled on refining their AI technology. There are various classes of AI, starting with the basic Level 1 AI and moving all the way up to the state-of-the-art Level 6 AI. The former is widely found in civilian applications while the latter is found exclusively in military applications.
E: Genetic Engineering: The Empire uses genetic engineering extensively and due to this as well as generations of usage, all of her citizens possesses improved immune systems and enhanced life spans. Genetic engineering has been used to root out genetic diseases and subtly enhance the people. Military genetic engineering is extremely common and has proven to be enormously successful. It is hoped that eventually, genetic engineering will allow the ability to unlock the telepathic gene. This is considered by many to being the ultimate goal of genetic science.
F: Cybernetics: Although genetic engineering is quite advanced within the Empire allowing for a multitude of capabilities, cybernetics has not lost their popularity. Cybernetic enhancements are rare in the general populace, but the military embraces such enhancements. The two branches of the military that derive the most benefit from cybernetics are the naval forces and the Night Lords. Both of these branches utilize cybernetic modifications such as thought interfaces and artificially boosted reflexes.
G: Automation: The Empire incorporates a great deal of automated systems in civilian and military fields. It is the belief of the Empire that manual labor is not something her citizens should do; as such the majority of her factories are completely automated. Military vessels are also equipped with the best automated systems possible, reducing crews and thus allowing for longer patrol times. Military vessels compensate for smaller numbers of crew with an internal defense system in all their ships.
H: Replicators: There are two kinds of replication technology found in the Empire. The mass produced version can take individual elements and form them into more complex ones. The rarer and far more expensive versions can take energy and produce matter. These technologies are incorporated into capital ship design in order to allow Veithan ships a great deal of independence. A Veithan Battleship is capable of mining, refining and creating its own supplies given enough time. However, this measure is not designed to be the norm. Furthermore, some advanced systems and munitions cannot be easily replicated. In this manner, the Veithan Navy relies on its supply lines as much as any other navy.
I: Interdictors: It is in the interest of every stellar nation to have a means of trapping fleets in realspace. In the day and age of FTL travel, battles can become dynamics affairs and without specialized tools there is no way to force a decisive engagement. The Empire has for decades now employed these devices, capable of sealing the escape of hostile fleets. These devices are extremely modular, and are designed to be fitted instead of drone bays within ships. Present day advances in hyperspace and subspace field technology all but forces interdictors to be mounted in dedicated platforms.
J: Soul Stones: These devices are designed to capture the psychic essence of a psycher and protect it. In this manner, the personality, memories and "soul" of the owner of the stone is preserved. Soul Stones may be used on cloned bodies and other inorganic constructs to power them. In a pinch, a psychic essence may attempt to seek refuge in a psy-grid such as those found in naval vessels, stations and cities.
Armor, Shields and Weapons
A: Psy-Emitter: These are the primary ship-killer weapons of the Empire and are the most flexible design fielded by the Navy. A Psy-Emitter is capable of amplifying and channeling power from the ship’s grid and focuses it into beams of psychic energy. The weapon’s flexibility occurs when the emitter’s angle of attack comes into effect. The weapons can generally be fired in a singular burst, constant beam, or a wider aperture angle. The maximum angle that a Psy-Emitter may use corresponds directly to the strength of the ship’s grid and thus, the ship’s size. Furthermore, the wider the angle chosen the more damage bleeds off. A capital ship may fire a Psy-emitter in an angle up to 180 degrees. An escort ship up to a destroyer may fire up to 90 degrees while frigates have a maximum effective angle of 45 degrees.
B: Drones: The Empire does not use manned fighters or bombers in her navy, deeming them wasteful and obsolete. A manned fighter cannot match a state-of-the-art drone in many fields as the fighter is constrained by the endurance of her pilot and must sacrifice some of the fighter’s space for the life support systems to keep its pilot alive. This reliance on drones and the advances in AI has made Veithan drones among the best in the stars.
C: Force Screens: These are supplementary shields and form the first line of defense of naval vessels. Force Screens are designed to bleed off energy from incoming attacks rather than stopping them outright. In this manner, they weaken incoming energy weapons, kinetics and slow down missiles before they reach the main shields of the ship. Force Screens projectors can be quite small in size, and Empire armor and infantry armor currently incorporate them into their designs.
D: Pulsars: These weapons incorporate any weapon fired in bursts or constant streams that travel at the speed of lightf. These are the most common weapon found in Naval Ships. Point Defense Systems often incorporate beams due to their range and speed.
E: Particle Beam Cannons: These weapons are less common than their beam counterparts, due to their reduced range and speed. Nonetheless, Particle Cannons can be devastating weapons and as such assure their place in the Veithan arsenal.
F: Shields: Veithan shields deal with redirection of energy principles. The more energy that is encountered the more it is redirected around the ship. Shields are unidirectional and are broken down into four sectors. Shield energy may be drained from one facet and transferred to another if necessary. If the shields are breached in a facet, they will regenerate given time and assuming that the shield generators are still functional.
G: Armor: The armor of the Empire varies depending upon what is optimal for the specific task at hand. Battle-steel is a refinement of steel offering significant protection at a light weight. The external armor of Republican capital ships is generally composed of neutronium embedded armor.
H: Anti-Ship Drone Types: The Empire uses three distinct types of ship killing drones to fulfill their missile requirements. The first and most common type is the standard type "A" ship-killer which is propelled through real space via a capable and efficient gravity drive. It is capable of reaching a high fraction of C. The type "B" ship-killer is also called the "baby hyper missile" and moves through real space and hyperspace through a series of short hyperspace hops. These missiles are not designed to bypass shields and explode within a vessel. It is simply designed to make interception as difficult as possible. These drones are usually called "flicker drones" due to their distinctive means of reaching their target. Type "C" ship killer are actual hyper missiles, designed to bypass normal shields and explode inside their target.
I: Neural Scramblers/Howlers: These weapons are more a by-product of Veithan psychic weaponry and technology than proper military grade weapons. Neural scramblers utilize the intenral psy-grid of a vessel to amplify a psychic energy and channel to a target's hull. The psychic energy bleeds off over the vessel and is capable of disrupting organic neural pathways, stunning the crew of the targetted vessel and in more extreme examples causing death. These weapons are generally used before boarding actions, in order to hamper or nullify resistance. This technology can also be found in ground combat applications, typically in powered armor where they are called "howlers".
Super Capital Ships
6. Majestic class – Dreadnoughts
Length: 4,000 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive (20 minute recharge rate)
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
20x Psy-Emitters
6x Massive Psy-Emitter
6x Massive Pulsar
20x Capital Pulsars
20x Capital Particle Beams
20x Light Pulsars
50x Multi Purpose Drone Launchers
120x PD Pulsar Clusters
Drone Complement
50. Utility Drones
100. Sensor Drones
500. Attack Drones
50. Defense Drones
Daughter craft Complement
16. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Majestic class ships serve as flagships for each of the six fleets of the Empire. Their armament is considerable and these ships earn the name of being called Dreadnoughts.
Notable Ships
VNS Majestic
VNS Song Dragon
VNS Harvester of Sorrow
VNS Blood and Fire
VNS Storm Queen
12. Dominion class – Battleships
Length: 3,000 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive (20 minute recharge rate)
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
16x Psy-Emitters
2x Massive Psy-Emitter
2x Massive Pulsars
15x Capital Pulsars
15x Capital Particle Beams
20x Light Pulsars
40x Multi Purpose Drone Launchers
100x PD Pulsar Clusters
Drone Complement
25. Utility Drones
25. Sensor Drones
350. Attack Drones
50. Defense Drones
Daughter craft Complement
12. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Dominion class battleships are the most feared ships in the Veithan arsenal that are commonly found in engagements. Each vessel is capable of tearing into an enemy formation and dealing with any conceivable threat.
Notable Ships
VNS Dominion
VNS Silent Hunter
VNS Shadow Stalker
VNS Glorious
12. Void class – Drone Carriers
Length: 2,750 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive (30 minute recharge rate)
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
12x Psy-Emitters
1x Massive Psy-Emitter
1x Massive Pulsar
8x Capital Pulsars
8x Capital Particle Beams
20x Light Pulsars
30x Multi Purpose Drone Launchers
80x PD Pulsar Clusters
Drone Complement
25. Utility Drones
50. Sensor Drones
750. Attack Drones
50. Defense Drones
Daughter craft Complement
12. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Void class sacrifices a great deal of energy armament and multi-purpose drones in order to mount the largest drone complement bays in a ship of her size. The ship is usually found launching her swarms of attack drones behind the cover of friendly forces. While capable of putting up a considerable fight, the Void class is not designed to participate in a wall battle.
Notable Ships
VNS Void
Capital Ships
30. Black Wind class – Battle Cruisers
Length: 2,250 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive (20 minute recharge rate)
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
10x Psy-Emitters
6x Capital Pulsars
6x Capital Particle Beams
10x Heavy Pulsars
10x Heavy Particle Beams
14x Light Pulsars
30x Multi Purpose Drone Launchers
40x PD Pulsar Clusters
Drone Complement
25. Utility Drones
25. Sensor Drones
175. Attack Drones
25. Defense Drones
Daughter craft Complement
8. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Black Winds serve as hammers for the fleet, strong enough to survive large engagements; their task is to support their larger brethren in various conflicts. Battle Cruisers are prestigious assignments, and usually necessary in order to move up to any of the larger vessels.
Notable Ships
VNS Black Wind
32. Black Star class – Heavy Cruisers
Length: 1,800 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive (20 minute recharge rate)
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
10x Psy-Emitters
4x Capital Pulsars
4x Capital Particle Beams
8x Heavy Pulsars
8x Heavy Particle Beams
12x Light Pulsars
25x Multi Purpose Drone Launchers
30x PD Pulsar Clusters
Drone Complement
25. Utility Drones
25. Sensor Drones
125. Attack Drones
25. Defense Drones
Daughter craft Complement
8. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Black Star class was designed to supplement Battleships and function as flankers in wall-battles as well as capable individual units. The Battle Cruiser has proven to be a reliable and sturdy design.
Notable Ships
VNS Black Star
35. Fortune class – Cruisers
Length: 1,400 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive (20 minute recharge rate)
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
10x Psy-Emitters
2x Capital Pulsars
2x Capital Particle Beams
10x Heavy Pulsars
10x Heavy Particle Beams
10x Light Pulsars
25x Multi Purpose Drone Launchers
30x PD Pulsar Clusters
Drone Complement
10. Utility Drones
15. Sensor Drones
100. Attack Drones
25. Defense Drones
Daughter craft Complement
8. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Fortune class Cruisers is a new design intended to function as fast combatants packing enough firepower to deal with their opponents.
Notable Ships
VNS Fortune
Escorts/Light Ships
125. Glory class – Heavy Destroyer
Length: 1,000 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive (20 minute recharge rate)
Shields: Force Screens and Shields
Hyper Shields: Broad Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
10x Psy-Emitters
4x Heavy Pulsars
4x Heavy Particle Beams
10x Medium Pulsars
10x Medium Particle Beams
20x Multi Purpose Drone Launchers
30x PD Pulsar Clusters
Drone Complement
15. Utility Drones
15. Sensor Drones
75. Attack Drones
25. Defense Drones
Daughter craft Complement
6. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Glory class Heavy Destroyers are tasked with leading escort packs and are capable of serving a wide variety of functions. This is the ship of choice when dealing with pirates as well as raiding missions.
Notable Ships
VNS Glory
185. Hunter class – Destroyer
Length: 800 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive (20 minute recharge rate)
Shields: Force Screens and Shields
Hyper Shields: Broad Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
8x Psy-Emitters
2x Heavy Pulsars
2x Heavy Particle Beams
6x Medium Pulsars
6x Medium Particle Beams
15x Multi Purpose Drone Launchers
25x PD Pulsar Clusters
Drone Complement
15. Utility Drones
15. Sensor Drones
50. Attack Drones
15. Defense Drones
Daughter craft Complement
6. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Hunter class is a relatively balanced ship capable of a variety of tasks. This class of ships is an extremely flexible design and they are relatively common within the Empire Navy.
Notable Ships
VNS Hunter
190. Shadow class – Heavy Frigate
Length: 600 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive (20 minute recharge rate)
Shields: Force Screens and Shields
Hyper Shields: Frequency Agile
Drives: Gravitic
Drives: Psy-Drives
Weapons
6x Psy-Emitters
8x Medium Pulsars
8x Medium Particle Beams
12x Multi Purpose Drone Launchers
20x PD Pulsar Clusters
Drone Complement
10. Utility Drones
10. Sensor Drones
25. Attack Drones
10. Defense Drones
Daughter craft Complement
6. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Shadow class was designed to be a threat to capital ships, and perform as harassers in line battles. These ships are also found as escorts to merchant ships and raiders against shipping and other lightly defended targets when the situation called for it. With the widespread integration of displacement drives to civilian cargo ships, Shadows have found themselves spending all their time in active military matters.
Notable Ships
VNS Shadow
190. Seraph class – Frigate
Length: 400 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive (20 minute recharge rate)
Shields: Force Screens and Shields
Hyper Shields: Frequency Agile
Drives: Gravitic
Drives: Psy-Drives
Weapons
6x Psy-Emitters
2x Medium Pulsars
2x Medium Particle Beams
15x Light Pulsars
15x Light Particle Beams
10x Multi Purpose Drone Launchers
20x PD Pulsar Clusters
Drone Complement
5. Utility Drones
15. Sensor Drones
10. Attack Drones
50. Defense Drones
Daughter craft Complement
6. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Seraph class exists in order to support larger vessels with anti-missile and small craft fire. Its drone bays are loaded with defense drones capable of assisting other vessels by incorporating themselves into a net of coordinated point defense fire. The Seraph class is capable of wounding larger vessels, but that is not her primary task. Her energy batteries are considerably weaker than those of the Shadow class, and her missile salvos are also thinner.
Notable Ships
VNS Seraph
Veithan Empire Army Overview
The Empire’s ground army is well trained, potently armed and highly motivated. They are however well aware of the fact that the Navy is considered the most prestigious branch of military service. The ground army is broken down into two distinct branches. The ground forces which are manned and the quick reaction forces which are autonamous.
Human Forces
It is in the Empire’s best interest to field the most capable men and women that it can and Veithan soldiers are genetically and physically modified to that end. Republican soldiers are augmented depending upon their role in the battlefield and all are far more capable than any “normal” human. Augmentations tend to revolve around genetic enhancements where possible, although cybernetic enhancements are also common.
Organization
There is a disposition towards heavier elements in the Veithan ground forces. Scout forces and light infantry are somewhat less common than medium infantry and heavy infantry. The reason for this is that the ground forces are geared more for attack than defense, and expect a fair amount of orbital support from their Navy counterparts.
The most common and typically the largest formation fielded by the Indashani ground forces is the Legion which is typically composed of four corps which in turn are composed of five divisions.
Scouts and light infantry utilize armor that is unpowered but mounts a plethora of passive sensors such as motion sensors, tele optics, and various forms of EM sensors. Light infantry armor is capable of providing protection against most forms of biological and chemical threats. Medium and heavy infantry armor is powered and expensive, although their tactical advantages justify the cost.
Infantry and Armored Infantry are both designed to work in conjunction with artillery and cavalry aspects of the army and do so well. The Empire is a firm believer of mixed arms engagements and the C4I capabilities of all the pieces of the Veithan ground forces are excellent.
Armor and Support
The Empire employs a wide variety of artillery and main battle tanks, all capable platforms in their own right although ideally suited for various tasks. The majority of these vehicles incorporate energy weapons into their designs even if there are performance issues with the use of such weapons in atmospheric conditions. The reasoning behind the use of energy weapons is that the Empire exploits heavily its mastery of anti-gravity and as such kinetic weapons provide certain problems that must be dealt with, chief among them being recoil. It is possible for Veithan science to deal with these problems, but the latest generation of particle beam cannons has proven to be very effective at dealing with hostile armor. Until there is a need for kinetic weapons to be actively employed, the Empire’s ground forces will continue using their tried and true designs. Instead of large bore kinetic howitzers, the Veithan artillery weapon of choice are proton particle cannons, which are quite capable of turning enemy infantry to slag and damaging enemy armor without fear of active interdiction by point defense fire.
Special Forces
Black Lance: The Black Lance are infiltration and asymmetric warfare experts. They are equipped with state of the art equipment and have proven to be very successful in the engagements in which they have participated.
Night Lords: The Night Lords function as assassins, spies and occasionally hunter killer groups. The Night Lords are among the most potent psychics in the Republic, as every single member is at least a P2 in strength.
There are other branches of special forces found in the Empire, although the aforementioned two are the most known and arguably the most feared.
note: (the psychic scale used by the Empire places strength as a lower number. As such, a P10 is far weaker than a P9. Furthermore, the scale is not linear but exponential. The majority of the Republic’s population falls around a P5 in strength. Due to the fact that a P1 or Prime is the absolute limit to the scale in terms of strength, Primes are further arranged in a letter based scale. In this manner, P1A is weaker than a P1B.)
Autonomous Forces
The need for automated forces became apparent when Veithan scientists were unable to crack the code that would allow displacer technology to safely transport organic matter. Due to this failure, it was deemed that automated forces could be used to exploit the advantage that displacers offered the Empire. To that end, a series of so called “assault units” was begun. These units would incorporate some of the most advanced Veithan technology and would eventually form a core of units that became extremely capable. The forces vary from relatively small sized constructs to large constructs that are sometimes called “land ships” by the ground forces of the Empire.
Due to the expense of fielding some of the larger units, there are a relatively small amount of them in service within the Empire. However, these larger units are kept up to date with SLEP programs similar to those found in the Navy. The usual tactical doctrine for Veithan forces is to use its drones to secure landing zones for her ground forces. Nonetheless, “assault units” are very capable and two heavy assault units managed to force a cessation of hostilities in one of a handful of border skirmishes between the Veithan and some of her more aggressive neighbors.
Veithan Empire Army List (Drone forces)
X. VLAU – Very Light Assault Unit
Length: 12.5 meters
Crew Complement: Level 4 AI and optional commander
Drive System: Agrav network
Combat Speed: 250 kph
Top Speed: 345 kph
Defenses: Shields
Weapons
1. 15cm Particle Cannon
1. Point Defense Network
1. VLMS (12 missiles)
2. 3cm Pulsar clusters
Drone Complement
2. Sensor Drones
Other
1. ECM/ECCM Suite
Description: The VLAU is the drone analog to a medium battle tank. It is fast, maneuverable and capable of dealing favorably with units of its size or smaller and presents a threat to units larger than itself. Their very light particle cannon are capable of defeating most armor types and have proven to be an extremely sturdy and reliable design. Its single point defense network is capable of protecting it from various types of ordnance and its VLS missile system grants the VLAU increased flexibility when dealing against armor or powered infantry.
X. LAU – Light Assault Unit
Length: 25 meters
Crew Complement: Level 4.5 AI and optional commander
Drive System: Agrav network
Combat Speed: 200 kph
Top Speed: 365 kph
Defenses: Shields
Weapons
1. 30cm Particle Cannon
2. Point Defense Networks
1. VLS Missile System (30 missiles)
4. 3cm Pulsar clusters
4. 15cm PP Launchers
Other
1. ECM/ECCM Suite
Drone Complement
4. Sensor Drones
2. Attack Drones
Description: The LAU is the drone analog to a main battle tank. It is maneuverable, fast and capable of dealing favorably with most units found in the battlefield. Their light particle cannon are capable of dealing substantial damage while its twin point defense networks are capable of protecting it from various types of ordnance. The LAU is the most common of all combat drones deployed by the Empire.
X. MAU – Medium Assault Unit
Length: 50 meters
Crew Complement: Level 5 AI and optional commander
Drive System: Agrav network
Combat Speed: 175 kph
Top Speed: 400 kph
Defenses: Force Screens and Shields
Weapons
1. 60cm Particle Cannon
4. Point Defense Networks
1. VLMS (50 missiles)
1. Tactical Bombs (10 bombs)
1. Strategic Bombs (5 bombs)
6. 3cm Pulsar clusters
4. 30cm PP Launchers
Other
1. ECM/ECCM Suite
1. Displacer Array
Drone Complement
8. Sensor Drones
4. Attack Drones
Description: a MAU are feared sights on the battlefield, capable of using their mobility and firepower to wreak havoc on enemy lines. The MAU incorporate force screens into their design, the smallest ground “drone” that equips them into their design as well as a displacer array in order to provide added flexibility. The MAU is also the first offensive unit which carries with it strategic weapons, these weapons are generally displaced into their target in order to minimize the chances of interception.
X. HAU – Heavy Assault Unit
Length: 100 meters
Crew Complement: Level 5.5 AI and optional commander
Drive System: Agrav network
Combat Speed: 150 kph
Top Speed: 400 kph
Defenses: Force Screens and Shields
Weapons
1. 110cm Particle Cannon
2. 45cm Particle Cannon
4. 15cm Pulsars
6. Point Defense Networks
1. Tactical Bombs (400 bombs)
1. Strategic Bombs (20 bombs)
1. Orbital Denial Bombs (10 Bombs)
12. 3cm Pulsar clusters
8. 30cm PP Launchers
Other
1. ECM/ECCM Suite
1. Displacer Array
Drone Complement
15. Sensor Drones
5. Attack Drones
10. Defense Drones
Description: a HAU is for all intensive purposes a land ship and is currently the most powerful ground unit fielded by the Empire in large numbers. The design revolves around a heavy turreted particle cannon as its primary armor killer, with four light pulsars acting as secondary anti-armor systems. Protected from enemy ordnance by its array of point defense networks, the HAU is very similar to the MAU. However, the most radical departure from her lighter siblings is that the HAU relies completely on displaced ordnance. The numbers of HAU within the Empire are significant although low in comparison to other offensive units, and their high cost makes mass production difficult at best. However, the Heavy Assault Unit has earned its place in the modern Veithan arsenal.
Notable units:
Sad State of Affairs
Peace of the Gun
Diplomacy is dead
Death Sentence
Appeal to Ignorance
X. VHAU – Very Heavy Assault Unit
Length: 150 meters
Crew Complement: Level 5.5 AI and optional commander
Drive System: Agrav network
Combat Speed: 125 kph
Top Speed: 400 kph
Defenses: Force Screens and Shields
Weapons
1. 150cm Particle Cannon
4. 60cm Particle Cannon
6. 15cm Pulsars
12. Point Defense Networks
1. Tactical Bombs (400 bombs)
1. Strategic Bombs (30 bombs)
1. Orbital Denial Bombs (50 bombs)
24. 3cm Pulsar clusters
10. 45cm PP Launchers
Other
1. ECM/ECCM Suite
1. Displacer Array
Drone Complement
10. Sensor Drones
5. Defense Drones
Daughter craft Complement
4. LAU
Description: The VHAU is the latest design and is currently being built in limited numbers. It is expected to become the premiere offensive unit in the Empire A VHAU is expected to deal with anything an opposing military may throw at it. Rumors of larger assault units exist, although the VHAU is the largest design actively fielded.
Notable units:
Don’t fear the reaper
Give suicide a chance
Aggressive Negotiations
Motion to Adjourn
Hopeless Situation
Support Units
X. SSU - Sensor Specialist Unit
Length: 9 meters
Crew Complement: Level 4 AI and optional commander
Drive System: Agrav network
Combat Speed: 250 kph
Top Speed: 400 kph
Defenses: Shields
Weapons
1. 15cm Particle Cannon
1. Point Defense Network
1. VLMS (8 missiles)
2. 3cm Pulsar clusters
Drone Complement
8. Sensor Drones
Other
1. ECM/ECCM Suite
1. Visual Cloak System
Description: The SSU is designed for speed and stealth over brute force. It loses a great deal of its defensive armor in order to incorporate a visual holography system which allows it to blend into its background much like a chameleon. Its cloaking system and its standard noise cancellation systems allow the SSU to be a shadow in the front lines. Of course, in order to truly be invisible it must deactivate its agrav network, whose gravitational disturbance can be detected by powerful or sensitive enough scanners. Its eight sensor drones incorporate a great deal of stealth features, allowing them to greatly extend the range of the SSU sensor net. While most Veithan units generally carry some sort of sensor drones, the ones fielded by the SSU are the most accomplished and expensive drones in the Empire's arsenal.
X. ASU - Artillery Support Unit
Length: 80 meters
Crew Complement: Level 5.5 AI and optional commander
Drive System: Agrav network
Combat Speed: 125 kph
Top Speed: 400 kph
Defenses: Force Screens and Shields
sWeapons
1. 200cm PP Cannon
1. VLMS (200 area denial missiles)
1. VLMS (80 misc. missiles)
4. 30cm Howitzers (80 rounds each)
6. Point Defense Networks
4. 15cm Pulsars
12. 60cm PP Launchers
Other
1. ECM/ECCM Suite
1. Displacer Array
Drone Complement
5. Sensor Drones
5. Defense Drones
Description: the ASU is designed to deal with concentrations of enemy forces and smash to oblivion fortifications. Its massive proton particle cannon is capable of direct and indirect fire, and is powerful enough to annihilate anything it is expected to face. The rate of fire of the weapon is slow however, as a charge must be built between shots. As a result, the ASU is designed to lurk dozens of kilometers behind the front lines and support offensives. Its secondary armament consists of twelve heavy proton particle launchers that function as howitzers and four 30cm howitzers. These weapons are the largest kinetic weapons that could be mounted on the design, and are usually tucked away within the vessel in order to offer extra protection to the weapons. The 30cm howitzers may not be fired on the move, although all the energy weapons may do so. The final piece of the armament revolves a heavy missile system which allows the ASU to shower an area with various sub-munitions. These missiles come in conventional, tactical and strategic “flavors” depending on the ASU objectives. Although the ASU is not designed to be highly mobile, it does manage to maintain a performance suitable for its task. Its sprint speed is the same as a HAU, although its actual combat speed is considerable lower.
Notable Units:
Is it dead yet?
Tag, you are it.
Death and taxes
Here comes the pain
~~~~~~~
Veithan Empire Fleet Composition
First Fleet [Inner Core/Home Guard]
1. Dreadnought (VNS Majestic)
2. Battleships (VNS Dominion, INS Glorious)
2. Drone Carrier (VNS Milari)
5. Battle Cruisers (VNS Acheron, VNS Forge, VNS Valiant)
5. Heavy Cruisers
5. Cruisers
20. Heavy Destroyers
30. Destroyers
25. Heavy Frigates
25. Frigates
Second Fleet [Outer Core]
1. Dreadnought (VNS Storm Queen)
2. Battleships (VNS Silent Hunter, VNS Shadow Stalker)
2. Drone Carrier (VNS Void)
5. Battle Cruisers (VNS Valor, VNS Blackstone, VNS Imperial)
5. Heavy Cruisers (VNS Ypres, VNS Jericho, VNS Verdun)
5. Cruisers
20. Heavy Destroyers
30. Destroyers
25. Heavy Frigates
25. Frigates
Third Fleet [Minor Systems]
1. Dreadnought (VNS Song Dragon)
2. Battleships (VNS Huntress, VNS Vengeance)
2. Drone Carrier (VNS Dauntless)
5. Battle Cruisers (VNS Gallant, VNS Fearless, VNS Formidable)
5. Heavy Cruisers (VNS Hermes, VNS Argus, VNS Lexington)
5. Cruisers
20. Heavy Destroyers
30. Destroyers
25. Heavy Frigates
25. Frigates
Fourth Fleet [Colonies]
1. Dreadnought (VNS Harvester of Sorrow)
2. Battleships (VNS Balance of Judgment, VNS Wicked King)
2. Drone Carrier (VNS Samael)
5. Battle Cruisers (VNS Victory, VNS Lightning, VNS Tornado)
5. Heavy Cruisers (VNS Stalker, VNS Milagro, VNS Storm Caller)
5. Cruisers
20. Heavy Destroyers
30. Destroyers
25. Heavy Frigates
25. Frigates
Fifth Fleet [Unattached]
1. Dreadnought (VNS Blood and Fire)
2. Battleships (VNS Persephone, VNS Hades)
2. Drone Carrier (VNS Cerberus)
5. Battle Cruisers (VNS Malice, VNS Ares, VNS Hecate)
5. Heavy Cruisers (VNS Throne, VNS Apollo, VNS Shar)
5. Cruisers
20. Heavy Destroyers
30. Destroyers
25. Heavy Frigates
25. Frigates
Sixth Fleet [Unattached]
1. Dreadnought
2. Battleships
2. Drone Carrier
5. Battle Cruisers
5. Heavy Cruisers
5. Cruisers
20. Heavy Destroyers
30. Destroyers
25. Heavy Frigates
25. Frigates
Fast Reaction Force
3. Heavy Cruisers
5. Cruisers
15. Heavy Destroyers
15. Destroyers
20. Heavy Frigates
20. Frigates
~~~~~~~
Veithan Empire Planetary Defense Ideology
A. Stronghold
- Two space forts
- Ten Orbital Weapon Platforms
- Constellations of Defense Satellites
- Very Heavy Trans-Orbital Emplacements
- Planetary Shielding
- Multiple Theater Shields
- Very Heavy Automated Drone Facilities
- Example worlds: Veitha 3
B. Vital
- One Space Fort
- Eight Orbital Weapon Platforms
- Large groups of Defense Satellites
- Heavy Trans-Orbital Emplacements
- Planetary shielding
- Several Theater Shields
- Heavy Automated Drone Facilities
- Example worlds: Ashana 3
C. Core
- Six Orbital Weapons Platforms
- Groups of defense satellites
- Medium Trans-Orbital emplacements
- Planetary shielding
- Theater shields
- Moderate Automated Drone Facilities
- Example worlds: Ten core worlds
D. Minor
- Four Orbital Weapons Platforms
- Group of defense satellites depending on planet importance
- Light Trans-Orbital Emplacements if any at all
- Theater Shields
- Minor Automated Drone Facilities
- Example worlds: every minor system
F. Colony
- Two Orbital Weapons Platforms depending on planetary importance
- Defense Satellite groups depending on planetary importance
- Theater shields if deemed necessary
- Example worlds: every colony world
Space Fort
10. Massive Psy-Emitters
10. Massive Pulsars
10. Massive Particle Beams
40. Capital Pulsars
40. Capital Particle Beams
50. Light Pulsars
100. Multi Purpose Drone Launchers
240. PD Pulsar Clusters
Drone Complement
100. Utility Drones
100. Sensor Drones
750. Attack Drones
250. Defense Drones
OWP- Type 1
4. Massive Pulsar
20. Capital Pulsars
20. Capital Particle Beams
20. Heavy Pulsars
20. Heavy Particle Beams
80. Multi Purpose Drone Launchers
150 PD Pulsar Clusters
Drone Complement
50. Sensor Drones
500. Attack Drones
50. Defense Drones
OWP – Type 2
2. Massive Pulsars
25. Capital Pulsars
25. Capital Particle Beams
35. Heavy Pulsars
35. Heavy Particle Beams
250 PD Pulsar Clusters
Drone Complement
None
OWP -Type 3
10. Capital Pulsars
10. Capital Particle Beams
10. Heavy Pulsars
10. Heavy Particle Beams
200 PD Pulsar Clusters
Drone Complement
50. Utility Drones
100. Sensor Drones
1000. Attack Drones
100. Defense Drones
OWP -Type 4
15. Capital Pulsars
15. Capital Particle Beams
150. Multi Purpose Drone Launchers
150 PD Pulsar Clusters
Drone Complement
None
OWP – Type 5
200 PD pulsar Clusters
Drone Complement
100. Sensor Drones
1500. Attack Drones
200. Defense Drones
Defense Satellite Type A
1. Heavy Pulsar
24. Ship Killer Drones
6. Anti-Fighter Drones
Defense Satellite Type B
1. Medium Pulsar
14. Ship Killer Drones
6. Anti-Fighter Drones
Defense Satellite Type C
5. PD Pulsar Clusters
Drone Complement
5. Defense Drones
~~~~~~
Veithan Empire Army List (Human Forces)
Designation: General Purpose Armor “Sentinel”
Type: Exoskeleton with under-suit mesh
Armor: fused amalgam of hardened alloys, ceramics and battle plastics
Sensors: Infrared, Thermal, Low Light, Motion, Tele Optics, Image Enhancement, Boosted Hearing Range (Standard Package)
Stealth Capability: Adaptive Camouflage
Smart gun Capability: 1 [right shoulder mount]
Active Defenses: None
ECM/ECCM: No/No
EMP Hardening: Some
Internal Combat Drug Delivery System: Yes
Standard Load Out: 1x “Devastator” Hybrid Assault Rifle [Iridium rounds]
Description: The “Sentinel” general purpose armor is commonly worn by SWAT and police forces within the Empire as well as a small number of military units. The armor is unpowered but offers substantial protection and mobility. Its integral sensor system is compact and powerful, allowing the trooper a good view of the battlefield. Its adaptive camouflage exterior allows it to blend with its environment and thus affords it a certain amount of stealth. Its smart gun slot mounted on the right shoulder allows extra flexibility by the ability to mount from a plasma cannon to a repeating blaster. Less capable versions of the Sentinel are commonly exported to any nation that can afford them.
Designation: Light Powered Armor “Hobgoblin”
Type: Powered Armor
Armor: hardened alloys, ceramics, crystal matrixes and battle-plastics
Sensors: Advanced Package including integral laser range finders and designators
Stealth Capability: Chameleon Field
Smart gun capability: 1 [right shoulders]
Active Defenses: Force Screen [front arc only]
ECM/ECCM: Yes/Yes
EMP Hardening: Full
Internal Combat Drug Delivery System: Yes
Standard Load Out: 1x “Cobra” Hybrid Sniper Rifle
Description: The “Hobgoblin” is the lightest powered armor fielded by the Veithan Empire and is not designed to deal directly in front line combat. The sensor suite in the Hobgoblin is impressive, allowing the trooper to survey the battlefield and convey those images anywhere in the battlefield. Its stealth capabilities are potent, its chameleon field allowing it to blend into its background and scatter sensor signals. Its single smart gun slot allows it to mount extra firepower, although most troopers use the slot to mount extra electronic and sensor equipment. The Hobgoblin is also the smallest unit capable of actively generating a force screen, granting even more endurance to the design although the force screen is only effective from the front of the armor and only when active.
Designation: Medium Powered Armor “Hammerhead”
Type: Powered Armor
Armor: hardened alloys, ceramics, crystal matrixes and battle-plastics
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Smart gun capability: 2 [both shoulders]
Active Defenses: Force Screen
ECM/ECCM: No/Yes
EMP Hardening: Full
Internal Combat Drug Delivery System: Yes
Standard Load Out: 1x “Annihilator” Hybrid Cannon [Iridium/AM], 1x Plasma Cannon [smartgun], 1x Scatter Auto-gun[smartgun]
Description: The Hammerhead is the smallest powered armor design intended to deal with heavy combat. Its sensor system is more than adequate for its role and its combination of armor, firepower and mobility has earned it a good reputation on the battlefield. The two smartgun slots in the shoulders are usually found mounting a plasma cannon for light armor, and a scatter auto-gun for softer targets as it fills the air with thousands of ceramic shards. Its primary weapon is the “Annihilator” Hybrid Cannon a weapon capable of accelerating iridium and anti-matter particles to near light speed. The force screen of the Hammerhead and all larger designs unlike that of the Hobgoblin offers full protection from the front and the back.
Designation: Heavy Powered Armor “Ogre”
Type: Powered Armor
Armor: hardened alloys, ceramics, crystal matrixes and battle-plastics
Sensors: Extended Package Mk 2
Stealth Capability: Adaptive Camouflage
Smart gun capability: 2 [both shoulders]
Force Blades: Yes
Active Defenses: Force Screen
ECM/ECCM: No/Yes
EMP Hardening: Full
Internal Combat Drug Delivery System: Yes
Standard Load Out: 1x “Armageddon” Cannon [2x Plasma/Iridium], 1x Improved Plasma Launcher [smartgun], 1x 40mm High-Velocity Grenade Launcher [smartgun]
Description: The most commonly seen powered armor in the ranks of the Veithan Army, the Ogre is a feared sight in the infantry battlefield. Its improved sensor systems grant it a clear view of the battlefield while its weapon systems are more than capable of devastating most opposition. Its twin smartgun slots are usually found mounting an improved plasma launcher which can deal fatal blows to heavy armor including tanks and a 40mm grenade launcher capable of accurately placing a grenade on target up to 300 meters away with only inches of deviation. The weapon of choice for the “Ogre” Is the Armageddon Cannon, which is composed of twin-linked plasma cannon with an under-barrel hybrid component.
Designation: Assault Powered Armor “Berzerker”
Type: Powered Armor
Armor: hardened alloys, ceramics, crystal matrixes and battle-plastics
Sensors: Extended Package Mk 3
Stealth Capability: Adaptive Camouflage and Chameleon Field
Smart gun capability: 3 [both shoulders and one forearm]
Force Blades: Yes
Active Defenses: Force Screen and Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Internal Combat Drug Delivery System: Yes
Standard Load Out: 1x “Apocalypse” Hybrid Gatling Cannon [Iridium/AM/Thorium], 2x Improved Plasma Launcher [smartgun], 1x Scatter Auto-Gun [smartgun], 1x Pulser Gun [smartgun]
Description: The large “Berzerker” has been called by some a powered suit that thinks it’s a powered armor. Its sensor systems match its bulk in both capacity and reliability allowing the berserker to find the enemy wherever it may hide. In order to allow the large Berzerker to make it to combat, it incorporates both adaptive camouflage and chameleon field technology. Its four smartgun slots give it unheard of flexibility in ways of dealing with the enemy, and its internal AI is more capable than most in other to deal with the four slaved weapon systems. The Berzerker is also equipped with full ECCM capabilities. The amount of information that a Berzerker user must manage is considerable, enough so that the HUD and mental interface network had to be reworked giving the AI more flexibility in handling various mundane tasks. A similar version of the Berzerker called the “Shiva” is found in Naval Vessels for boarding actions and defensive measures. The “Shiva” is large enough that even should the trooper be killed, the fall of the suit would block out the hall and offer yet another obstacle for boarders to overcome.
Designation: Main Battle Tank “Conqueror”
Type: A-Grav MBT
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 150 kph
Top Speed: 300 kph
Crew: 3
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 30cm Particle Cannon, 1x Psy-Cannon, 1x Point Defense Network, 4x 3cm gatling pulsar, 1x VLMS [20 missiles],
Description: The Conqueror is the standard main battle tank fielded by the Veithan Empire. It is a capable design, fielding a potent mix of weaponry and suitably protected from hostile fire. Its greatest advantage however is a redundant and impressive sensor suite, which allows it to see most enemies before they see it. It is however, believed to be in the process of being replaced as the premiere ground unit in the Empire within the next few years. Nonetheless, the Conqueror is currently to be able to hold its own against any known similar combatant and give a good showing of itself.
Designation: Armored Personnel Carrier “Zephyr”
Type: A-Grav APC
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 200 kph
Top Speed: 350 kph
Crew: 2
Cargo: 12 PA troops/24 non-PA troops
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 10cm Particle Cannon, 1x Psy-Cannon, 1x Point Defense Network, 2x 3cm gatling pulsar, 2x high velocity-grenade launchers
Description: The Zephyr is the stereotypical Veithan APC. It is fast, maneuverable and relatively well armed for its size. Its protection is substantial but the Zephyr is not expected to deal in heavy combat. Its purpose is to safely transport personnel to wherever they are needed. Like all Veithan designs, the sensor suite is superlative and allows it a great deal of flexibility in bypassing or circumventing possible hot spots.
Designation: Infantry Fighting Vehicle “Cougar”
Type: A-Grav IFV
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 175 kph
Top Speed: 325 kph
Crew: 3
Cargo: 6 PA troops/12 non-PA troops
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 15cm Particle Cannon, 1x Psy-Cannon, 1x Point Defense Network, 2x 3cm gatling pulsar, VLMS [10 missiles]
Description: The Cougar is a capable design somewhere between an APC and a main battle tank. Its armament is adequate, capable of dealing with light to medium armor with its 15cm particle cannon while using its 3cm pulsars and vertical launch missile system to deal with powered infantry. With the proper load-out and skillfully handled, the Cougar can be a threat to vehicles larger than itself.
Designation: Anti-Air Defense System “Hydra”
Type: A-Grav AADS
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 175 kph
Top Speed: 325 kph
Crew: 2
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 8x 3cm gatling pulsar, 2x point defense networks
Description: The Hydra is so called due to its eight 3cm gatling pulsars which resting on the top of the vehicles look like “heads”. The Hydra is a specialized design capable of making short work of aircraft as well as providing an anti-artillery umbrella. It is capable a tracking a host of sub-munitions and attempt to engage them. The 3cm pulsars are also capable of making short work of even the toughest infantry, as well as engaging lightly armored vehicles. The Hydra has very little chance of actively penetrating heavy armor, and thus is generally found in the back lines offering anti-infantry and anti-air fire.
Designation: Mobile Artillery “Storm Hammer”
Type: A-Grav MA
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 125 kph
Top Speed: 300 kph
Crew: 2
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 30cm PP Launcher, 1x point defense network, 2x 3cm gatling pulsars, VLMS [area denial 10 missiles]
Description: The Storm Hammer is the most common type of Mobile Artillery in the Veithan Army. Its 30cm particle proton launcher is capable of devastating its target area, turning infantry to slag and capable of destroying most armored vehicles. The Storm Hammer is well armored and mobile, although it is expected to stay lurking in the back of the front lines while it showers its target with its lethal payload.
Designation: Mobile Drone Carrier “Hive”
Type: A-Grav MDC
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 150 kph
Top Speed: 338 kph
Crew: 6
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 12cm Particle Cannon, 2x point defense network, 4x 3cm gatling pulsars
Standard Drone Load Out: 14 “Hummingbird” Sensor Drones, 6 “Shrike” Attack Drones
Description: The “Hive” is tasked with deploying its drones from the back lines, scouting ahead of Veithan forces. The “hummingbird” sensor drones are marvels of engineering and miniaturization. Their sensor load out is substantial if relatively short ranged. The most feared capability of the hummingbirds is their capability to carry a target designator, allowing for pinpoint strikes with artillery and other methods available to veithan forces. The “shrike” class attack drones are capable against infantry of all types, although its light weaponry is generally unable to threaten anything but the most lightly armored of vehicles.
Designation: Mobile Electronic Warfare Vehicle “Janus”
Type: A-Grav EWV
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 150 kph
Top Speed: 325 kph
Crew: 4
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: Yes/Yes
EMP Hardening: Full
Standard Load Out: 2x point defense network, 2x 3cm gatling pulsars
Description: The Janus is not designed to participate in combat, instead it is meant to utilize its impressive electronic warfare suit to gain control of the flow of information in a battle, denying it to the enemy while sharing it with other friendly units.
Designation: Mobile Armored Scout “Lancer”
Type: A-Grav MAS
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 250 kph
Top Speed: 375 kph
Crew: 4
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 5cm gatling pulsar, 1x point defense network, 1x Quad-Missile Launcher
Description: The Lancer is designed to exploit its speed and low profile to scout enemy formations. Its sensor system is more than adequate to fulfill its task, and integrates various forms of target designators. Its primary firepower is a single 5cm gatling pulsar capable of engaging infantry and armored targets. The weapon is not designed to deal with enemy heavy armor. It also utilizes a quad-missile launcher system, capable of firing a variety of anti-armor or anti-infantry missiles. The most common missiles used are hypervelocity and wire-guided variants, although anti-radiation missiles are also popular.
~~~~~~~~~~~~~~~
Ships built by the Veithan Empire
Rapid Reaction Force
5. Cruisers
10. Heavy Destroyers
10. Destroyers
15. Heavy Frigates
15. Frigates
Sixth Fleet
1. Dreadnought
2. Battleships
2. Drone Carriers
5. Battle Cruisers
5. Heavy Cruisers
5. Cruisers
20. Heavy Destroyers
30. Destroyers
25. Heavy Frigates
25. Frigates
Rapid Reaction Force Addition
3. Heavy Cruisers
5. Heavy Destroyers
5. Destroyers
5. Heavy Frigates
5. Frigates
~~~
Veithan Empire Expansions
3. Systems in the Myheri Sphere
3. Systems in the Manasa Sphere
3. Systems in the "Ark Sector" Sphere
5. Systems in "Unknown Space"
Posted: 2004-04-09 01:41pm
by Pablo Sanchez
The Realm of the Blood King
History
The Blood Kingdom is an Empire founded ages ago by Vampires which fled the expansion of the Arcane Empire, which had sought to exterminate. Though they initially depended almost entirely upon magic and were indistinguishable from D&D vampires, they came to rely more and more on technology and used dark magic to 'improve' themselves and make their state control more resilient.
Vampire Physiology
The actual physical structure of the Vampire has not changed greatly. They still fear the sun, silver, and garlic. In order to 'promote' a human to a vampire it is necessary for his blood to be drank, and then for him to willingly drink of the vampire's blood.
Older, more powerful vampires are far more powerful than the average. The current king, Ysevelod the Awesome, is all but invulnerable to magic and phsyical damage, can cast spells on the level of any mage yet known, and his presence is so overpowering that he need not concern himself as to the sun--for the sky grows dark at his very approach.
Social Structure
5% Vampire
15% Dhampir
30% Orc
10% Peon
40% Cattle
Vampires
Vampires form the ruling class and top level of society, though there is some interchange with the Dhampir at the middle and low levels. One of the keys to their rule is the overpowering mental presence of the vampire, which reduces all but the strongest humans to a state of docile obedience.
Vampires are personally inviolable and if they have an occupation it is always in a management role. They do not get their hands dirty unless it is necessary. Many vampires live in absolute decadence and do not work at all.
Dhampir
The children of Vampires and humans, Dhampir were modified by use of necromancy to no longer feel the hunger for blood and to become a full Vampire. Because they retain vampiric strength, agility, willpower, and intelligence without suffering from any of the greater weaknesses, dhampir are often created intentionally to act as majordomos and servants. They form the middle management level of society, being officers in the army and navy, factory managers, etc. Dhampir can become vampire by the same means as with ordinary humans. Dhampir are also highly resistant to magical spells.
Orcs
These are not the creatures of tradition. They have been twisted by technology and dark magic to become little more than servants. Fanatically loyal their vampire lords, they breed like rabbits and die willingly in battle. Cunning if not especially intelligent, they maintain order within the Empire and form the enlisted ranks of the army.
Peons
Humans with technical skills and a willingness to cooperate. These sometimes skip to the top level.
Cattle
Humans without technical skills. They work as farm laborers, miners, factory workers, etc. and are vulnerable to the random blood hungers of vampires. The possibility of revolt is kept almost nonexistent by Orc garrisons and will-sapping spells which encompass whole planets.
Holdings
Temesvar, the capital.
9 Other heavily industrialized planets.
6 Agrarian colony worlds.
Technology versus Magic
Vampires use both where their use is warranted. Technology is far more common in the space navy, and spell-jammers have been rejected as too expensive and minimal in their utility. The black-hulled ships of the fleet use ion drives and shields of average strength. Vampire vessels are fewer in number but often stronger and more capable than opposing vessels.
Navy
First Class
Casimir Class Dreadnought (6)
2400 meters
16 greater graser turrets
32 graser turrets
200 laser cannons
400 PD railguns
*40 missile tubes
Temesvar Class Battleship (12)
1800 meters
8 greater graser turrets
20 graser turrets
120 laser cannons
200 PD railguns
*20 missile tubes
Second Class
Titan Class Cruiser (20)
900 meters
16 graser turrets
76 laser cannons
120 PD railguns
*10 missile tubes
Krauser Class Frigate (30)
600 meters
8 graser turrets
50 laser cannons
80 PD railguns
*6 missile tubes
Escorts
100
Parasite Class Destroyer Leaders
300
Iskenderun Class Destroyers
Ground Forces
Modern in tone, with tanks, gun-equipped infantry, artillery, air support, etc. Orc enlisted men, Dhampir officers, and Vampire general staff. Very numerous, tenacious, and effective.
Posted: 2004-04-09 07:53pm
by Captain tycho
Technology
The Covenant, despite it's fundamentalist nature, is quite advanced in many fields of technology. (Overall, technology is DS9 Romulan level, slightly higher in the fields of genetics and weaponry..)
FTL
Covenant FTL is based upon the principle of 'fracture' lines in space. Covenant FTL drives cause 'ripples' in these fracture lines, which can instantly accelerate any ship equiped propery to above light speeds along the fracture line. Fracture lines branch off, wind together, and rarely have dead-ends. As long as the ship stays on a fracture line, it can stay at FTL speeds indefintely, as staying on a fracture line takes no power. Deceleration is achieved by sending another 'ripple' across the local protion of the fracture line, thereby dropping the ship out of FTL.
Weapons
FEL: Free Electron Lasers are more power versions of the run of the mill laser weapons. They are similiar in principle to gamma pumped lasers,
but the mechanics are very different. Covenant FELs are light, versatile, and very common. The standard capital ship grade FEL cannon has an output of 10 MTs per 2 seconds of sustained fire.
Railguns: The Covenant's most popular weapon is by far the railgun. They work just like any other railgun, except the projectiles are hardened with tridium armor and carry high-explosives. There are many different railgun shells used by the Covenant military; armor-piercing, electronic disrupting shells, nuclear bombardment shells, biological warheads, high explosive, and others. The standard capital ship railgun has a fire rate of 500 rounds per minute, and each capital ship high explosive shell has an explosive power equal to 40 MTs. Railgun shells travel at high fractions of c when used in space, making them quite deadly and very hard to shoot down. Combined with their rapid fire capacity, Covenant railguns can unleash withering amounts of fire upon anything in their paths,
Missiles: The Covenant has few missiles, due to the fact that so many enemies use power ECM fields.
[/b]
Posted: 2004-04-09 07:55pm
by lazerus
The Jardanian Confederacy:
History and Culture:
The result of a malfunctioning colinization ship launched hundreds of years ago, the Jardanian Confederacy is entierly human.
When the ship crahsed landed on Jardan, the colinists found themselves in conflict with the much more primitive native inhabitants. Although the natives never posed a major millitary threat, the fact that they colinists were in a constat state of war with a speices that refused to negoatate with them has had a major impact on their Culture.
The Jardanians are an extremely millitaristic, authoritarian, and xenophobic culture. Civil rights are almost non-existat, and the goverment is omnipresent. The goverments stance can best be summed up with two phrases "Conquer or be conquered" and "Individuals can be sacrificed for the good of the whole."
The goverment itself is a well organized millitary Junta, with the highest member of the millitary acting as the exitive branch and supreme dicatator of the goverment. Dispite what could be regarded has horrible human rights abuses and a strong fear/hatrid of alien powers, the people are mostly loyal, partly due to a capable proproganda ministry.
Technology:
The Jardanian's have, interestingly enough, never devloped a self-contained FTL drive. Their planet-to-planet transportation as well as ship movement is acomplished by wormhole generating devices, much like a stargate (There are much much larger versions of this used to transport ships). When the Jardanian's need to reach a planet or station without a gate, they can approximate and open a wormhole without another gate of the far end. But these wormholes are extremely inaccurate and somewhat unstable.
While the Jardanians non-milliary technology is lacking, their millitary technology is quite advanced. Their sheilds and weapons show significant improvements over the compeition, and their crowing glory are a set of advanced targeting sensors that can see through all but the most advacing cloaking devices.
The Navy:
5 "HellBringer" class heavy orbital bombardment crusers. (large warship)
10 "JUMP" class Drednaughts. (large warship)
5 "Falcon" class battle-carriers. (large warship)
5 "Longsword" class deep strike crusers. (large warship) (equipped with cloaking device.)
25 Heavy Crusers (minor warship)
25 Light Carriers (minor warship)
20 Heavy Minelayers (minor warship)
5 "Ghost" class deep strike minelayers. (minor warship) (equipped with cloaking device.)
300 frigets
200 Corvettes
100 Troop Transports
Posted: 2004-04-09 07:58pm
by lazerus
Technology:
Sheild Generators: Nothing special here.
Missles: Nuclear, X-ray, anitmatter missles.
Beam Weapons: Lasers, the Plasma Lance (short ranged high powered weapon), particle beam cannons.
The Alpha Weapon: A weapon carried only on special battle stations and Super-Drednaught class ships. By doing a controled colapse of an unstable wormhole, it generates vast amounts of energy. Capable of distroying objects as large a most moons.
Posted: 2004-04-09 08:06pm
by Captain tycho
Fleet
Covenant fleets are seperated into Fleet Divisions, composed of 10 capital grade ships of the line and 20 support vessels.
6 Glorious Commandments (Heavy dreadnought, 20 FELs, 50 cap. grade railguns with 10 million rounds of ammo. Carries 4 squadrons of heavy bombers, 10 Paladin brigades.)
18 Deathless crusaders (Primary cruiser, 30 FELS, 30 cap. grade railguns with 10 million rounds. Carries 2 squadrons of interceptors, 1 Paladin brigade (10,000 Paladin infantry, 500 heavy artillery pieces, 1,000 tanks, 2,000 APCs.)
12 Vanguards of the Trinity (Frigate, 10 FELs, 10 railguns with 2 million rounds of ammo, 1/2 Paladin brigade.)
Posted: 2004-04-09 10:04pm
by Jaded Masses
Tell me what more I need
I have more cruisers but less destroyers
Notes
Tech
Stargate: A ring that permits instantaneous travel between it and other gates. Has various fail-safes. Can be carried by a purpose build ship, but once installed are permanent in till destroyed.
Machine interface: Allows communication to and though machines. Hidden on spinal cord.
Basic: speech and visual communication. all soldiers equipped
Advanced: transmission of everything in the brain, plus partial merge with computer. Only specialists have it.
Power:
-Stellar Converters (take most any material and convert into useable energy)
-Fuel Cells
-extremely large retractable solar panels (also solar sails if need be)
-Ships cruiser size and larger do not have central reactors, engines, computers, heavy weapons emplacements, and shields have independent reactors, and the ships are further divided into sections with their own reactors.
Psilons
-Psilons are a low gee species, conformable is space and on moonish gravities.
They are tall, and rather frail. Scarce resources on the home planet has provoked massive ingenuity in reusing things and making things small. They are typically very inquisitive and the entire population is usually involved in research, even if only as test subjects. Military they have generally used their far more advanced technology, but is changing its structure now that they are facing equals.
Design:
-Ships cruiser size and above are divided into sections with independent power, life support and repairs. They are shut off from each other in battle.
-Cruisers and above have retractable solar sails/solar panels for non-combat supplement.
-Heavy armor is very common
-Shields, while strong do not block most missiles or most projectiles (depends on propulsion)
-Ships are modular, and can be changed relatively rapidly for roles.
Military
Weapons:
Mass-driver: generally for point defense firing explosive shells
Missiles: generally carry a one shot Particle Beam to weaken the hull, then explodes
Particle Beam: work horse, fires stream of charged particles, that annihilate each other on contact with a target. Extremely penetrative, less area effect
Plasma cannon: Area effect weapon, great for orbital bombardment
Asteroid: Large rock for falling on things, requires freighters
Fusion Gun: Extremely powerful gun, planet bound or at least large station
Defense:
Armor: Designed to resist physical punctures and breaks. Reinforced and ablative
Shields: Only blocks energy, disrupts electronics, and can destroy drives of some missiles. Generators have their own power on larger ships
Mass-drivers for point defense.
Ships
Fleet Carrier: #2; 8 C&C, 4 engine, 15 hangers<70 bombers, 100 interceptors
Dreadnought: #6; sections: 4 engine, 8 medium, 3 C&C, 2 hanger
Battleships: #12; sections. 2 engine, 2 C&C, 5 changeable modular of medium size, 1 hanger sized modular section
Cruiser: #100; sections: 1 engine, 1 C&C, and 2 medium
Destroyer: #300, 5 heavy turrets, one engine
Ground forces
Regular maneuver volunteer force with armored vehicles, artillery, air support, drop ships, etc etc... Troops can communicate visually and verbally though neural implants with other troops and computers. Focus on IFVs.
Assets
Orion System; Capital, extremely lush, rich, and defended. 4 inhabited planets.
Rhea System; rich, lush, and extremely populated. 4 planets, 6 moons inhabited
Vostok System; mined asteroid belts, lots of farming. 2 planets, 4 moons inhabited
-Vostok Station, largest Psilon structure, a hollowed moon. Navel HQ and repair construction center.
Mir System; massive production, and large construction center. 1 planet, 8 moons inhabited.
All colonies function as early warning stations
Rad colony
Sark colony
Parth colony
Const colony, most developed
Scantium colony
Unferth colony
Garland colony
Posted: 2004-04-10 12:30am
by lazerus
The Covenant and The Jardanian Confederacy have entered into a millitary alliance. Glory to humanity!
Posted: 2004-04-10 03:08am
by Rogue 9
Republic of Nashtar
History
The Republic, as it is commonly known, began with colonists departing old Earth almost two centuries in the past. They settled the planet Nashtar in the star cluster of the same name, building their colonial system. Before long they left the rule of Earth peacefully, more as a matter of the impracticality of rule over such a distance than any particular animosity. Over the years, the Republic has fought many smaller wars, mostly with raiders or for humanitarian reasons. They maintain a military force that is somewhat smaller than other powers in the galaxy, but one that is highly professional. At the present day, they hold ten main inhabited worlds and seven outlying colonies.
Holdings
Population: 100,000,000,000
The Republic holds ten main worlds and seven colonies. All the main settled planets are within the Nashtar star cluster, while the colonies lie outside it. Each of the core worlds has planetary shielding that the Republic bought from others; they have never managed to create truly good shields on their own. The names and purposes of the planets follow.
Core Worlds
Nashtar: Capital planet and cultural center for the Republic, this planet’s concerns besides government mainly revolve around commerce. It is the second planet in its system. A good portion of the Republic’s ordinary citizens make their homes here. First Fleet is based here, holding its main operations from the primary moon. Magnetic accelerator cannon emplacements are scattered in orbit for point defense should an unexpected attack occur. They are not expected to last forever, but just long enough for the fleet to scramble. Three Torrent defense platforms are also in orbit. The planet has two moons, one large primary and a second, far smaller one.
Orodan: This planet is highly industrialized and oriented towards heavy manufacturing. It is the third planet in its system. The government maintains one continent for military manufacturing, and the main shipyards, both military and civilian, are in orbit. (The governmental continent, as its called, is not even close to fully in use; most of the land is untouched, not built upon, and reserved for when it is needed, if ever. No one expects it to ever be fully built over.) The remaining landmasses are open for private use, with clusters of factories mostly along the coasts; factory workers live in towns nearby. The Republic has made great strides in clean manufacturing, so this planet is not as heavily polluted as some suppose when they hear of an industrial world. Elements of Second Fleet are based here, and the shipyard structures are armed. The planet has no moons.
Oromos: This world is almost entirely given over to mining. It is in the same system as Orodan, and is the fourth planet. It is a very old planet, so old that its mantle is mostly solidified. This in combination with its three rather large moons makes it prone to violent earthquakes upon occasion. Advanced seismographic analysis equipment provides plenty of early warning for the miners, who have shuttles ready for quick liftoff when necessary. The remainder of Second Fleet is stationed here. Ore haulers move back and forth between Oromos and Orodan in a steady stream, taking raw materials to the factories. The planet’s atmosphere is very thin, and breath masks are necessary for humans and other creatures not used to thin air. Orbital defense is not so heavy here, since the population is small and nothing of vital importance exists here other than the planet itself.
Mintar: This planet is one of the agrarian planets responsible for ensuring that the others are well stocked with consumables. It is the third planet in its system, and is almost entirely given over to farmland. While the other planets all have some measure of agriculture, agriculture is almost all this planet does. Gigantic farming machines roam slowly over the fields, planting or harvesting as the crop and season dictates. Fourth Fleet has a squadron of frigates led by a cruiser stationed here. There is also a fighter base on the single moon. Two Torrent space defense platforms orbit the planet.
Maeglos: Maeglos is unique among the core worlds of the Republic in that it is not a planet. Maeglos is an inhabitable moon orbiting the gas giant Maer IV. While it was a commercial center originally and still holds that function to some degree, it has also become a popular vacation spot in the Republic, known for its beautiful view of the gas giant. The sight of the system’s sun rising over the gas giant soon after the gas giant has risen over the planet is widely proclaimed a spectacular sight. The moon has no secondary moons orbiting it, although there are two space stations. One is a civilian-owned retreat, catering to wealthy vacationers with various entertainments, many of them involving null-gravity environments. The other is military, and houses three fighter wings as well as servicing the destroyer task force from Fourth Fleet that is tasked with the planet’s defense.
Pinnacle: Pinnacle is one of the Republic’s main military worlds. It is positioned on the sixth planet of a system sitting on one of the few safe routes into the relatively tight-packed star cluster. The whole of Fifth Fleet is housed there, along with many, many fighters attached to the planet itself rather than the fleet. Unlike its counterpart, Praetor, it does not house large amounts of ground troops or regular army. It is the base of the Republican Marines, however. Pinnacle has no large moons, but it does have a relatively stable and sparse planetary ring. The larger asteroids of this ring have weapons emplacements on them. Pinnacle is meant as a fortress world first and foremost, and it performs this function admirably.
Marince: This is the Republic’s other main agrarian world. Marince is the second planet in its system, and it holds fields much like Mintar’s. But what it is known for is the more exotic foods it produces. The large oceans are home to many forms of edible sea life, and its tropical regions produce fruits both native and brought from Earth. The remainder of Fourth Fleet is garrisoned here. No moons orbit the planet.
Praetor: Praetor garrisons the bulk of the Republic’s ground forces. It is the fifth planet in its system. Fast transports, drop ships, and shock troops to fill them are on 15 minute alert at all times, ready to scramble and deploy anywhere in the Republic. Praetor is in the cluster’s interior, and while its navigation lanes are not perfect, it was selected because it has the fastest routes to most of the other planets. Most of Third Fleet is also stationed here, though some elements are deployed elsewhere. Praetor has one medium sized moon, which houses fighters and strike spacecraft. Four Torrent platforms orbit the planet in regularly spaced intervals.
Zambar: Considered backwater compared to the other core worlds, Zambar is home to both humans and a native race, who call themselves the Zambarim. The Zambarim and humans are ruled as equals and most humans native to the planet consider the Zambarim just ordinary people, though they may encounter some racism on a few of the other worlds. Zambarim are bipedal, covered in short, fine black fur, and possess four arms, two where a human’s are located and a second, somewhat smaller pair right below. Their heads are vaguely triangular, and their mouths point downwards when they stand in a natural posture. Their eyes are large and black. Zambar is the fourth planet in its system and has a mostly agrarian economy, though it doesn’t export to nearly the degree of Mintar and Marince. Only three destroyers and a cruiser from Third Fleet are stationed here, but it is within easy reinforcement distance from Praetor.
Korrigal: Korrigal is a large planet, with gravity about 1.8 times that of Earth. The planet is used in part for training purposes by the military. Three Torrent defense platforms orbit the planet. Almost no civilians live here, although they are perfectly free to do so, because very few people want to live in the elevated gravity. The planet has two moons, both bases for large fighter complements. A battle group from Third Fleet is based here, and Korrigal can be easily reinforced from Pinnacle if necessary.
Colonies:
Krentos IV: Krentos IV is a world located in a system outside the Nashtar Cluster, but has line of travel to Pinnacle. It houses a small colony and military outpost. A small battle group from Sixth Fleet is housed here. There is an army outpost at the colony, housing one armored division. Besides the army personnel, the colony is home to approximately 2,000 colonists.
Joyous Gard: Named for the castle of Sir Launcelot of the Arthurian legends, this is a forward military base. One Cascade defense platform orbits the planet, along with independent MAC emplacements. Sixth Fleet, the frontier force (made up of lighter ships than the five main battle fleets) is based here along with army and Marine forces. While Joyous Gard is officially registered as the base of operations of Sixth and its accompanying forces, in actuality these units are spread among the colonies. A medium sized moon orbits the planet, and as with most moons in the Republic, it houses a fighter base.
Krynlo Colony: Krynlo is a dome colony located on a large moon without an atmosphere. About 800 colonists live here. Two destroyers and a light carrier from Sixth Fleet orbit the moon at most times; apart from its fighters it has very little in the way of other defenses.
Parlan: Parlan is a mining colony on the second planet of a small yellow star. Rather than mining for industrial metals like Oromos, Parlan’s miners search for, and find, gems and some amounts of precious metals. There are about 600 miners and other personnel here, minus anyone crewing vessels with shipments back to the core worlds. Sixth Fleet garrisons the colony with the same force composition as Krynlo.
Barrier: Named for the three separate asteroid belts that make navigation of the system along the planetary plane hazardous, Barrier is home to about 1,000 colonists, most employed in light manufacturing or asteroid mining. Three destroyers and a light carrier from Sixth Fleet defend the colony.
Verling Station: Situated on the fourth planet of a system in line to Pinnacle’s navigation route into the star cluster, Verling Station is a trading post. Merchants come to Verling to sell their goods and save the precious shipment time required to make the multiple jumps required within the cluster to get between some of the planets without plowing through a star, leaving that to the shippers at the station. A light cruiser, light carrier, three destroyers, and several picket ships run by Customs are usually at Verling Station. The post has about 1500 inhabitants.
Farpoint: A small military listening post on the ninth planet of a red star’s system, this small outpost is manned by military personnel and armed with highly sensitive electronic monitoring arrays. The system is situated slightly “above” the galactic plane. A single destroyer orbits the planet, under strict radio silence unless an imminent threat is reported by the post or detected by the destroyer, at which point the planned course of action is to load the post’s 53 crew members on and leave as quickly as possible. This hasn’t happened yet, and to the Republic Space Command’s knowledge the post’s security is uncompromised.
Culture
The Republic of Nashtar enjoys a very free and open society. It is not a welfare state, but rapid advances in health care coupled with the sheer scale of the economy of a seventeen world nation conspire to make healthcare (and health insurance as a direct consequence) very cheap for the citizens. Citizens are free to live where they choose for the most part (with reasonable restrictions for military bases and the like) and possess whatever is in their means to buy other than military grade weapons and the like. There is no official state religion, although the majority of the citizens are moderate Christians, a leftover from the original colonists. Extreme fundamentalism like that of the Covenant of God is not very well appreciated here, though it is not illegal.
Politics and Government
Nashtar is a federal republic, set up much like the United States. Each core planet receives ten representatives in the Senate and representatives in the House according to population. Each colony gets one senator and one representative, except Farpoint and Joyous Gard. A President is elected once every six years and each President has a two term limit. The court system is very much like that of the U.S. All citizens of the Republic of 18 years of age or older may vote in the general elections.
Military
The Republic’s military is focused mainly on naval tactics. In the star cluster the Republic Space Command (RSC) can use the restrictions on most FTL navigation to its advantage. The RSC is highly focused on fighters. Half of its heavy warships are dedicated carriers and it supports many light carriers as well.
Energy weapons are not in common use in the Republic. Military development still hasn’t managed to crack the secret of beam containment. In addition, energy shields have only recently been developed and they are not as strong as those of most other galactic powers. Only a very few lighter ships have been built with a shield system; the rest of the fleet received shield generators in intensive refits over the past few years. As a result of this, RSC warships tend to have very heavy armor since they were built under the assumption that the armor was all the protection they had. Also, in place of beam weapons the RSC uses magnetic accelerator cannons (MACs). These are essentially gigantic railguns.
Infantry is mostly mechanized, and the Republic Army is generous with the armor. Tanks and APCs are the order of the day in most units. Their infantry corps is not large, however, and a sustained ground war is not something the Republic would relish, despite how well trained their troops are. The Republic’s tactics revolve around getting as many troops back as possible in addition to destroying the enemy.
Naval Forces
Venture class heavy carrier (13 in service)
Dimensions: 3.5 km long, box shaped, 600x300 meters cross section
Power plant: 4 heavy fusion reactors driving 6 Prattch & Lantner heavy thrust engines
Armament:
16 turreted heavy magnetic accelerator cannons (railguns)
8 torpedo tubes, mainly useful only against capital ships
Comprehensive anti-starfighter/anti-missile CIWS
Shielding:
4 Rayon shield generators; refitted onto the carrier fleet recently, soon after their development
Fighter complement:
48 F-235 Hornet space superiority fighters
48 A-127 strike fighters
24 B-95 long range heavy bombers
24 F-230 interceptors
18 F/A-210 long range fighter/bombers
6 E-50 sensor surveillance craft
12 E-45 jamming craft
24 C-420 drop ships, 50 troops or one tank or APC with crew each
Description:
The Venture class is designed as a mobile fighter base. It performs this task very well, although its armament is subpar for ship to ship fighting. There are two main hangar bays on either side of the ship, and the front has a cavernous bay, capable of holding a small destroyer if necessary, though it usually houses the heavy bombers and electronics warfare craft.
Claymore class battleship (12 in service)
Dimensions: 2.8 km long, flattened torpedo shaped, avg. 500x250 meter cross section
Power Plant: 4 heavy fusion reactors driving 6 Prattch & Lantner heavy thrust engines
Armament:
50 turreted heavy magnetic accelerator cannons (railguns)
20 anti-capital torpedo tubes
Comprehensive anti-starfighter/anti-missile CIWS
50 tube-launched long range missiles (analogous to modern Tomahawks)
Shielding:
6 Rayon shield generators; refitted onto the battle fleet recently, soon after their development
Description:
The Claymore class is a heavy ship of the line. Designed to dish out punishment as well as take it, their heavy MACs can accelerate a projectile to nearly a tenth the speed of light. Like all ship shielding in the Republic, the shields on these warships are a recent development and were added in a refit. They are inferior to the shielding systems of most other galactic powers. But the other side of the coin is that the ship kept all of the armor it needed to survive before the refit. The armor belt is four meters thick across most of the ship, and the design is made to take punishment. The battleships are wired with redundant systems and are designed so that they can run on four of their six engines if need be.
Carnegie class medium cruiser (35 in service)
Dimensions: 1.2 km long, flattened torpedo shape, average cross section 300x200 meters
Power Plant: 3 heavy fusion reactors driving 4 Prattch & Lantner heavy thrust engines
Armament:
30 turreted medium magnetic accelerator cannons
10 anti-ship torpedo tubes
Comprehensive anti-starfighter/anti-missile CIWS
20 tube-launched long range missiles (analogous to modern Tomahawks)
Shielding:
4 Rayon shield generators; refit addition
Description:
The Carnegie class cruisers are designed as medium escort and combat ships. Their power plant is highly overpowered for the ship’s size; these cruisers are extremely fast, making them effective heavy raiders when necessary. They sport 3 meter armor plating over most of the ship.
Merovingian class fast attack carrier (25 in service)
Dimensions: 1.6 km long, box shape, cross section 350x200 meters
Power plant: 3 heavy fusion reactors driving 4 Prattch & Lantner heavy thrust engines
Armament:
8 medium weight MACs
4 torpedo tubes
Comprehensive anti-starfighter/anti-missile CIWS
Shielding:
4 Rayon shield generators; refit addition
Fighter complement:
24 F-235 Hornet space superiority fighters
18 A-127 strike fighters
12 F-230 interceptors
12 F/A-210 long range fighter/bombers
3 E-50 sensor surveillance craft
2 E-45 jamming craft
Description:
The Merovingian class was designed for participation in raids and quick strikes. It carries exclusively light, fast fighters and attack craft, no heavy bombers. It is meant to go in, launch fighters, hit the target, and leave as quickly as possible. It carries a squadron of the FTL capable F/A-210s to cover its escapes after a completed mission; unlike on a Venture class carrier the strike fighters on a Merovingian are rarely used for independent strikes, instead getting suppression loadouts and extra fuel. The Merovingian has 3 meter armor plate and sports a hangar bay on each side as well as one in the nose.
Warhammer class missile cruiser (15 in service)
Dimensions: 1 km long, flattened box shape, cross section 200x50 meters
Power plant: 2 heavy fusion reactors driving 3 Prattch & Lantner heavy thrust engines
Armament:
6 medium weight MACs
2 torpedo tubes
Array of 400 vertically launched long range missile tubes, missiles may be nuclear or possibly antimatter tipped or carry large conventional warheads
Limited CIWS
Shielding:
4 Rayon shield generators; refit addition
Description:
Warhammer cruisers are long range assets, roughly analogous to a modern MLRS rocket launcher only more so and with nuclear capability. They’re practically helpless in a close-in battle, though. A carrier could beat one in a broadside duel. The armor on these cruisers is only 1.5 meters; its gun battery is so poor that the designers decided that the acceleration afforded by less mass was worth the reduced armor, because it was more important for those cruisers to stay out of heavy gunfire than to try and take it.
Starlight class fast destroyer (100 in service)
Dimensions: 500 meters long, flattened cylindrical shape, 75 meter diameter
Power plant: 2 medium fusion reactors driving 2 Prattch & Lantner medium thrust engines
Armament:
4 medium weight MACs
6 lightweight MACs
2 torpedo launchers
12 long range missiles
Limited CIWS
Shielding:
2 Rayon shield generators, refit addition
Description:
Starlight class destroyers are multirole ships. They can act as interdiction, patrol, garrison duty, Customs, pursuit of any kind, you name it and this workhorse of the fleet will take it so long as it doesn’t involve too much battering by enemy heavy guns, as they have a bare meter of armor.
Dawn Raider class frigate (150 in service)
Dimensions: 550 meters long, flattened cylindrical shape, 80 meter diameter
Power plant: 2 medium fusion reactors driving 3 Prattch & Lantner medium thrust engines
Armament:
4 medium weight MACs
6 lightweight MACs
6 torpedo tubes
2 rear mounted mine layers
Limited CIWS
Shielding:
2 Rayon shield generators, refit addition
Description:
The Dawn Raider and her sisters are designed to take down larger capital ships through running on enemy lines and leaving torpedoes and mines in their wakes. 1.5 meters of armor cover the frigate underneath its shield. Its three engines and low total mass make the ship extremely fast.
Sun Striker class light escort carrier (100 in service)
Dimensions: 800 meters long, rectangular shape, 100x50 meters
Power plant: 3 medium reactors driving 3 Prattch & Lantner medium thrust engines
Armament:
4 lightweight MACs
2 torpedo tubes
Comprehensive CIWS
Shielding:
3 Rayon shield generators, refit addition
Fighter complement:
12 F-235 Hornet space superiority fighters
6 A-127 strike fighters
12 F-230 interceptors
12 F/A-210 long range fighter/bombers
2 E-50 sensor surveillance craft
1 E-45 jamming craft
Description:
The Sun Striker carriers are designed for quick raids and frontier quick-response defense. Their duties are similar to that of the Merovingian class, only on a smaller scale. Many are assigned to Sixth Fleet to make up for its lack of heavy carriers.
Nova class guided missile destroyer (75 in service)
Dimensions: 500 meters long, flattened box shape, cross section 100x30 meters
Power plant: 2 medium fusion reactors driving 2 Prattch & Lantner medium thrust engines
2 medium weight MACs
4 lightweight MACs
2 torpedo tubes
Array of 100 vertically launched long range missile tubes, missiles may be nuclear or possibly antimatter tipped or carry large conventional warhead
Limited CIWS
Shielding:
2 Rayon shield generators, refit addition
Description:
Basically a scaled down version of the Warhammer cruiser class, these ships are designed as standoff missile platforms and are exceedingly subpar in close combat. A bare 1 meter of armor affords higher acceleration albeit at decreased protection.
Solar Flare class minelayer destroyers (75 in service)
Dimensions: 500 meters long, flattened cylindrical shape, 75 meter diameter
Power plant: 2 medium fusion reactors driving 2 Prattch & Lantner medium thrust engines
Armament:
4 medium weight MACs
6 lightweight MACs
2 torpedo launchers
4 rear mounted mine layers, carries 5,000 mines per layer
Limited CIWS
Shielding:
2 Rayon shield generators, refit addition
Description:
The Solar Flare class ships are basically Starlight class destroyers that replaced the missile bays with mine layers. Used to rapidly lay defensive mines or to lay mines in hostile areas where standard minelayers would be in too much danger. Occasionally the RSC will order a squadron of these ships to make a fast run through an enemy’s vital space lanes, leaving mines behind while evading pursuit. Since they deal in mines and have the occasional accident with their own fields, these ships have increased armor, 1.5 meters total.
Orbital Defenses
Torrent Orbital Defense Platform (10 in service)
Dimensions: 750x600 meter rectangle, 200 meters “tall”
Power plant: 2 heavy fusion reactors, station-keeping thrusters only
Armament:
10 SMACs (super magnetic accelerator cannon; large mass drivers)
50 heavy MACs
Comprehensive CIWS
Shielding:
6 Rayon shield generators receiving almost all reactor output
Description:
The Torrent platform design is the Republic’s heavy space defense platform. It is able to trade blows with a heavy capital ship, but a determined concerted attack will destroy it. Since mobility is not an issue, its armor is a full 5 meters thick.
Cascade Orbital Defense Platform (1 in service; more exported)
Dimensions: 300x200 meter rectangle, 50 meters “tall”
Power plant: 2 heavy fusion reactors, station keeping thrusters only
Armament:
4 SMACs
25 heavy MACs
Comprehensive CIWS
Shielding:
4 Rayon shield generators receiving almost all reactor output
Description:
An older design, mostly retired in favor of the Torrent platform. One is still in service at Joyous Gard. The design is occasionally exported to nations that the Republic does not anticipate hostilities with. [OOC note: You may NOT assume that I’ve sold these things to you. If we haven’t worked out a trade deal that specifically mentions battle stations, you don’t have ‘em.] 4.5 meters of armor cover the immobile station.
Current Orbital Gun Platform (Many in service)
Dimensions: Variable, standard 50x50x10 meters
Power Plant: 1 small fission reactor, station keeping thrusters only
Armament:
1 SMAC
CIWS
Shielding:
1 Rayon generator receiving all reactor output
Description:
Current is just a fancy name for a floating gun. Some are mounted on asteroids and planetary ring members, the rest use the dimensions given above. When they have their own platform they sport 3 meter armor. Asteroid guns rely on the mass of the asteroid, making them less noticeable and more likely to achieve surprise.
Fighters
F-235 Hornet space superiority fighter
Dimensions: Wingspan 13 meters, length 20 meters
Power plant: 1 compact fission plant driving 2 Pratt & Whitney space fighter engines
Armament, Standard Loadout:
1 20 mm chain gun, 2,000 AP rounds
6 medium range anti-fighter radar guided missiles
4 short range anti-fighter IR guided missiles
Armament, Optional:
May replace missiles with anti-ship light torpedoes or heavy rockets (not often done)
Shielding:
Navigational field only, no combat rated shields
Description:
This highly maneuverable fighter is designed to give the RSC space superiority, and it performs that task admirably. It carries up to ten missiles or bombs/bomb clusters on external hardpoints. Barely shielded and unarmored, the old pilot’s axiom, “speed is life,” holds true for these fighters. They are equipped with an advanced ejection system. The pilot wears a vacuum suit and has enough air to survive for an hour. The seat has limited maneuvering thrusters.
A-127 strike fighter
Dimensions: Wingspan 13.5 meters, length 21 meters
Power Plant: 1 compact fission plant driving 2 Republic Systems heavy-duty small craft engines
Armament, standard loadout:
1 30 mm chain gun, 2,500 AP explosive rounds
2 short range anti-fighter IR guided missiles
12 medium range TV guided anti-ship/air-to-ground missiles
4 large gravity bombs
Shielding:
Navigational field only, no combat rated shields
Description:
This ungainly strike fighter is designed for anti-ship and air-to-ground operations in atmosphere. It is armored and can take several lighter hits (though a heavy cannon or railgun hit will still kill it). It shares the same ejection system as the F-235.
B-95 long range heavy bomber
Dimensions: Wingspan 30 meters, length 45 meters
Power Plant: I compact fission plant driving 2 Pratt & Whitney heavy thrust small craft engines; hyperdrive
Armament:
6 wing mounted anti-ship heavy rockets
Bomb bay with 40 heavy gravity bombs or 20 more rockets or torpedoes
Shielding
Light combat shields
Description:
These bombers fill the RSC’s heavy strike role. They are designed to bomb ground targets or punch holes in capital ships. They are equipped with hyperdrive motivators to assist in long-range striking without the need for a carrier. When in this role, they are usually escorted by F/A-210s. Each of the 4 crew members has an ejection seat.
F-250 interceptor
Dimensions: Wingspan 10 meters, length 18 meters
Power Plant: 1 compact fission plant driving 2 Pratt & Whitney space fighter engines
Armament, standard loadout:
1 20 mm chain gun, 1500 AP rounds
4 medium range anti-fighter radar guided missiles
4 short range anti-fighter IR guided missiles
Shielding:
Navigational field only
Description:
This sleek interceptor is blazingly fast at the expense of size and armament. They are designed to get out and engage a threat quickly, allowing time for heavier fighters to arrive. The interceptor's single pilot has the standard ejection system.
F/A-210 long range fighter/bomber
Dimensions: Wingspan 13 meters, length 20 meters
Power Plant: 1 compact fission plant driving 2 Pratt & Whitney space fighter engines, hyperdrive
Armament, standard loadout:
1 20 mm chain gun, 1500 AP rounds
2 medium range anti-fighter radar guided missiles
2 short range anti-fighter IR guided missiles
6 medium range TV guided anti-ship/air-to-ground missiles
3 large gravity bombs
2 heavy anti-ship rockets
Armament, anti-fighter loadout
1 20 mm chain gun, 1500 AP rounds
6 medium range anti-fighter radar guided missiles
4 short range anti-fighter IR guided missiles
Armament, other:
Modular hardpoints; may replace with other fighter ordinance as needed
Shielding:
Navigational field only
Description:
This large two seat fighter/bomber is designed as both a fast strike fighter and long-range escort as needed. Its role is much like today’s F-15E. Its hyperdrive allows it to be much more versatile in its use than the F-235. It often escorts B-95 raids and also forms the fighter screen for withdrawing carrier groups since it can jump out after the carriers do. It has the standard ejection system.
E-50 sensor surveillance craft
Dimensions: Wingspan 30 meters, length 45 meters
Power Plant: 1 compact fission plant driving 4 Pratt & Whitney medium thrust small craft engines
Armament:
None
Shielding:
Light combat shields
Description:
This small craft is basically a flying sensor platform. It sports a large sensor dish on its dorsal surface. It also carries excellent communications equipment and datalinking capabilities. It can transmit its sensor information to fighters it is in contact with and also acts as flight coordinator.
E-45 jamming craft Dimensions: Wingspan 20 meters, length 30 meters
Power Plant: 1 compact fission plant driving 4 Pratt & Whitney medium thrust small craft engines
Armament:
None
Shielding:
Light combat shields
Description:
These craft are dedicated jammers. They have a variety of transmitters across all frequencies dedicated to making enemy sensor screens show white snow. They are frequency-agile and if it appears that the enemy is getting his sensor capabilities back they immediately begin searching for a new way to block.
C-420 drop ships
Dimensions: Wingspan 15 meters, length 25 meters
Power Plant: 1 compact fission plant driving multiple variable direction thrust engines
Armament:
30 mm cannon
Optional twin light rocket pods, not always fitted
Shielding:
Light combat shields
Description:
Think the Pelican transports from Halo. These ships are designed to drop troops into hot landing zones quickly and get out. They predate the advent of compact shield generators in the Republic, and as such are heavily armored. This is fortunate for their role, since they have to turn off their shields while at their most vulnerable to drop off troops. They carry 50 ground troops and one LRV or one APC or tank.
Fleet Composition:
First and Fifth Fleets:
2 Venture class carriers
3 Claymore class battleships
6 Carnegie class cruisers
4 Merovingian class carriers
3 Warhammer class cruisers
16 Starlight class destroyers
20 Dawn Raider class frigates
16 Sun Striker class carriers
14 Nova class destroyers
10 Solar Flare class destroyers
Second, Third, and Fourth Fleets:
3 Venture class carriers
2 Claymore class battleships
6 Carnegie class cruisers
4 Merovingian class carriers
3 Warhammer class cruisers
16 Starlight class destroyers
20 Dawn Raider class frigates
16 Sun Striker class carriers
14 Nova class destroyers
10 Solar Flare class destroyers
Sixth Fleet:
5 Carnegie class cruisers
5 Merovingian class carriers
20 Starlight class destroyers
50 Dawn Raider class frigates
20 Sun Striker class carriers
5 Nova class destroyers
25 Solar Flare class destroyers
[To be continued with fleet compositions tomorrow.]
Enter the Krell
Posted: 2004-04-11 12:35am
by Bugsby
THE KRELL COMBINE
During the genocide war, many different empires were destroyed and the political infrastructure decayed. As a result, many of the freedoms and protections that these empires had fostered died. It was this decay that led to the creation of the Krell Combine, a strange new human alliance.
A group of scientists lived and worked in a remote research facility, protected by their government. They had little contact with the outside world, and were kept isolated through the vigils of the Republic Fleet. There research efforts were invaluable in supplying the repulic with advanced weapons technologies. But at the start of the Genocide Wars, this Republic was one of the first to fall, leaving the scientists alone and unprotected in their installation.
The leader of the scientists, a man named Adar Krell, took it upon himself to ensure the safety of the research installation. He summoned a group of mercenaries working nearby and offered them a simple proposal: In exchange for the protection of the mercenaries, the scientists would work to provide the mercenaries with competitive weapons technology, all to important in the wartime era. The mercenaries readily agreed, and during the early years of the war, the scientists and mercenaries grew into a self-sufficient entity, each relying on the other for support in the tumultuous times. Krell was their de facto leader.
As the devastating final years of the war came, no world was unharmed by the destruction. Many weaker, unallied systems sought protection from the terror sweeping through their worlds. Some contacted the mercenaries and asked for help. Krell, seeing an opportunity to capitalize on the struggles of the times, sold out the protection of the mercenaries to any world that needed it. Armed with their superior technology and driven by greed, the mercenaries were highly efficient in protecting the border worlds from the threats of the war. After the war ended, the mercenaries continued to protect their clients. Just as the mercenaries and scientists had come together before to form a distinct entity, the mercenariesnow formed a mutually beneficial relationship with the planets they protected. These worlds would offer up resources and ship construstion yards in return for continued protection, in essence putting entire control of thier military into the hands of the mercenaries. It was at around this point that the scientists and mercenaries began to refer to themselves as the Krell Combine, named for their leader. No one is really sure whether combine refers to the melding of the scientists of the mercenaries or the relationship of the mercenaries to their protected worlds, and in the end it doesnt really matter.
To this day, the Combine is still led by Adar Krell. Although over a hundred years have passed, Krell has not aged a day. Many suspect this is due to his scientific research from the old days: his area of study was classified, and no one but Krell knows what he worked on. Still, he continues on, known as Krell the deathless. He is remarkably intelligent, yet still posessing the shrewd practical sense that led him to ally with the mercenaries in the first place.
The Combine has since acquired a reputation throughout the Terran Sphere as a group up unscrupulous rascals, who will sell anything to the highest bidder. While this makes them somewhat unpopular, they are universally recognized as the best in the business and have sold their services to most of the new empires at some point over the last hundred years.
Worlds:
The Combine has 10 worlds that it is in charge of protecting full-time. Most are average, human worlds that were split off of larger empires during the chaos of the war. The 3 most important are:
SIRIUS: World of military. Ironically, this world is populated by a pacifist society. However, they are pragmatic and know that pacifism will not act as a shield against the agression of others. As such, they have constructed extensive shipyards for the benefit of the combine: to build the navy, but not to use. Although you will never find a Sirian in any Combine taskforce, their resources make up the bulk of the Combine fleet.
CADMUS: The most populated world under Combine protection, a world of almost 50 billion souls. While the provide the same amount of resources to the combine as a percentage of their total potential, their massive population makes them the largest contributor in terms of personnel and non-military resources.
THEBES: A largely undeveloped world, yet rich in natural resources. Mining is the primary industry, and many of the resources needed to fuel the Combine's military complex come from here.
All three of these worlds have planetary shields. The rest do not.
The Combine also retains its original base of operations in its deep space research facility called "Nexus". The facility keeps his secrecy both for its safety and the privacy of its scientific secrets.
Other worlds: Minos, Hermes, Vespa, Cronos, Echo, Gorgon, Dis
Army: Virtually non-existant. The Combine specializes in naval combat, not ground combat. It has sufficient militia to protect its science base and the protected worlds, but the strength is its navy.
NAVY:
Captial ships:
1 Aegis-class capital ship. SD. 5 km long. Constructed on Sirius, this is the flagship of the Krell fleet. Used primarily for defense of core systems, this ship can only be bought for the highest price. It does not contain any "super" weapons, but is loaded with many standard weapons. State of the art point defense and shields make it very difficult to harm. Think Executor.
9 Titan-class capital ships. DN. One from each of the protected worlds other than Sirius. Named for the worlds they come from, e.g. Cadmus Defender. 3 km long. Again, usually used for defense, but the lower pricetag will allow them to be sent out on other missions. Equipped with a complimet of heavy lasers, fission missiles, and light rail guns. 3 Lance rail guns each. Lance rail guns are heavy rail-guns, firing fusion missiles at close-to-c speeds. Capable of dealing immense damage, tehy can only be fired once per battle. A direct his will destroy an escort or cruiser and significantly damage a battlecruiser.
Cruisers:
25 Lance-class destroyers. CA. 500 m in length, these are basically platforms for Lance rail guns. They only contain one gun each and are minimally armored.
17 Wall-class tenders. HC. 800 m in length, 350x350 cross-section. The opposite of Lances, these are minimally armed but heavily armored. Their large cross-section makes them unmaneuverable, but very good at creating a shield for smaller vessels. Good shields, great point-defense.
40 carriers. 700 m in length. Each of these contains 1000 combat drones, automated fighters. While these are very weak in and of themselves, a swarm of these from several carriers can overwhelm most escorts and harm some cruisers. Useless against capital ships. They are also highly effective agaisnt other drones and fighters, but the drone AI is still being perfected, making them not as useful in that arena as the description might suggest.
Escorts:
110 missile frigates. DD. 100 m in length. Each has 10 fission missile launchers. They are lightly armored and are used solely for long-range bombardment.
125 Harley-class strikers. CT. 50 m in length. 14 medium lasers, 2 light rail guns. Lightly armored, very fast and maneuverable.
160 Blue Collar-class frigates. FE. 70 m in length. Jack of all-trades, master of none. Moderate defense, moderate armament. Arms consist of rail guns and medium lasers.
60 Bombardment cruisers. DD. Planetary siege for hire. Incinerants and nuclear warheads make for a powerful though indiscriminitely damaging bombardment system. They have been accused of being inhumane, but, true to form, the Krells don't care. In thier opinion, their clients are the ones killing civilians... they just fly the ships.
Drones:
The Krell Combine posesses defensive drones that can be deployed either on ground or in orbit as stationary defense. Heavily armored, with 2 heavy lasers as armament. The Combine posesses massive supplies of these, and the sale of these are its main source of income.
EDIT: I put this in to expand on the character of the people that make up the Combine.
The Scientists: They still mostly remain in the primary installation: Nexus. However, all ships larger than escorts have at least one scientist on board. The goal of these scientists is to monitor any enemy technology used in the battle and hopefully be able to reverse-engineer. It is difficult, and usually futile, but they are sometimes able to glean important information from battle read-outs.
On Nexus, the scientists work hard to develop the latest in weapons technology. Although they are engaged in many side-projects, the primary goal is to improve the weapons used by the fleet. The research is rarely directed towards entirely new fields of study. Instead, the scientists work to break down the barriers that restrict the current weapons technology, and are largely successful. As a result, all weapons technology of the combine is second to none. Their weapons are small and potent, and their defenses powerful and efficient. Their ships, particularly the smaller ones, are fast and maneuverable. The superiority of Combine technology is balanced only by the fact that their ships are rarely deployed in large numbers, except in defense of the permanent client planets.
The Mercenaries: The mercenaries that make up the bulk of the combine are an eclectic group. Most are recruited from the protected worlds. The lower classes of these worlds see working for the Combine as a very glamorous and desirable life-style. Most of the mercenaries recruited from the client planets go to work as support crew on board one of the larger vessels. The smaller escorts, on the other hand, are mostly operated by private mercenaries or pilots who joined up with the Combine to increase their profits and gain the right to be a part of the elite mercenary group in known space. As a result, although the escort ships are fairly standardized, there is a good amount of deviation as ship captains tinker with various bits of their ship. It is not uncommon to see a Blue-Collar with an extra laser cannon or two, or a Harley with an extra-powerful engine installed. The pilots of these ships tend to be glory hunters. They will make reckless maneuvers in battle in the hopes of additional bragging rights and a bigger paycheck. Thus, these privately operated ships tend to do a bit more damage but take many more casualties.
The Protected Worlds/"The Permanent Clients"
These are a group of 10 planets spread out among 6 systems, all of which are relatively close to one aonther. The Krell fleet is spread out among these worlds, although most of it is centered around Sirius. The systems are close enough that the rest of the fleet can jump to engage any attacking force against a protected world. As a result, any attacking force would be up against most of the Krell fleet. This gives the Permanent Clients the reputation of being nigh untouchable, a reputation that the Clients enjoy. This is the reason they pay the high costs of permanent protection to the Combine. The money paid by the permanent clients goes towards the day-to-day running of the Combine. Contracts with other worlds tend to be used to repair damaged ships and build new ones.
The Politics:
The Protected Worlds have no international ambitions. In terms of extra-planetary affairs, they defer to their protectors, the Combine. The mercenaries of the Combine in turn defer to Adar Krell, placing Krell among the most powerful men in the galaxy. Little is known about Krell. He is somewhat of a recluse with few friends. Nothing is known about his personal agenda, or even if he does have one. Odds are he does not, however, since he has been running a purely mercenary operation over the last hundred years with little incenitve to change his goals.
Krell has instituted a policy of honor among the mercenaries. His obligation is of course to the highest bidder, but once a contract is signed he will never go back on his word. The Combine is more than willing to lease ships to forces on both sides of a conflict. However, in such a conflict, Combine ships will never attack other Combine ships.
People to know:
Adar Krell- scientist turned businessman. Rumored immortal. Head of the Combine.
Faran Tor- head negotiatior. Very good at his job, but is really more of a blue-collar persona. Hates dealing with dignitaries, although he does so with a smile. No respect for authority sometimes gets him in trouble.
Emir al-Shad- mercenary chief, leader of Combine military. In direct control of navy, indirect control of special ops. Old friend of Adar Krell. Deceased.
Trilla Nor- no nonsense head of scientific research in the Nexus.
Yrt Ztal- featured assassin, one of the best in Combine pay. Infinitely resourceful.
Leego Diama- Former captain of the Aegis, now head of Krell fleet command.
CURRENTLY UNDER CONSTRUCTION:
5 Carriers
40 blue collars
20 harleys
1 titan
Posted: 2004-04-12 04:04am
by InnocentBystander
No longer updated, please see the new OOB
Baeloaren Commonwealth
Physiology
The Baeloaren's are broken up into two distinct species, the Patricians and the Plebeians.
Patricians are short bipeds standing just over 5' tall, on average, aside from their face, hands, and feet, they are covered in hair, usually black, brown, blonde, or white. Their heads are oblong, and their facial features, similar to those of a human, protrude slightly from their face. For their size, they have exceptionally long arms, with slender, agile fingers. On the outside they bear a respemblance to apes of Earth, but the similarties end there, internally they are significantly different. They tend to be very competitive, but always courtious and congenial, which is reflected on their open market economy. They make up roughly 30% of the population within the Commonwealth.
Plebeians act as the workers for the Baeloaren Commonwealth, engineered over time from a primitive mammal found on the Baeloaren homeworld of Baelohrn into a wholly different creature completely subservient to the pure, patrician, population. Thanks to centuries of genetic engineering and early conditioning, all plebeians are totally loyal to their masters, reveling in any work given to them. They were engineered to enjoy their otherwise difficult lifestyle. The result, a biological robot of sorts, loyal, committed, almost zealous, they desire nothing more from life than to serve their masters. They are much taller than their masters, averaging just over 6' in height, are completely hairless with somewhat circular heads. They retain the long slender fingers of their forbearers, but are somewhat more resilient and far sturdier than their hairy cousins.
Society
Baeloaren society is highly stratified, the Patrician’s live above ground in towering, self-contained structures called Archologies, while the worker Plebeian happily trudge away at the base of these massive structures, or just below the surface if the world is uninhabitable. While an archology can (size dependant) comfortably house between 10,000 and 1,000,000; of course the patrician lifestyle greatly decreases that number.
Thanks to proper breeding techniques the large plebeian population is very content to life out their lives as dedicated workers requiring only food and minimal sleeping accommodations; there has not been a single report of discontent in over half a century.
Order Police:
ALL Female plebeians are part of the Order Police, none outside the order have ever seen the face of a Female plebian, as they always wear at least a light, extremely agile, combat armor. Depending on their rank (which is to say, occupation) they may wear light police armor, medium infantry armor, or special stealth armor. The steal armor has never actually been seen, and its existence would be highly debated, but those who have debated have quickly dropped the subject "of their own accord". Specially bred and conditioned the Order Police is virtually immune to the effects and probes of telepaths and magicians. They are always working to maintain peace and order within the Baeloaren Republic, and are totally above the law, though their objectives rarely go against the law. As a final precaution, Female plebeians are bred with a special suicide gland, causing almost instant liquidation of the body within seconds.
Technology
Baeloaren technology is not particularly special, their ships use a non-tactical warp drive called the Casimir Drive for FTL travel, and their ships have distinctively uninspired designs. The technology industry within the Commonwealth is mainly geared towards the civilian consumer, but all the mega corporations have military research departments of their own, after all, the Commonwealth allows them to use any military hardware they want, though private fleet sizes are regulated.
All Baeloaren ships have weaker torpedoes and sensors, but make up for this with enhanced anti-missile/fighter weapons and computer targeting systems.
The Archology
A fantastic piece of Baeloaren engineering and architecture, going miles into the sky, these buildings are totally self sufficient and provide their own means of planetary defense. While large industrial worlds, such as the homeworld, which have many such structures, can create a network that resembles a full scale planetary shield, this is rarely the case on less populated worlds and colonies. The advantage, militarily, is that a single archology represents a significant target, but is small enough to require precision weapons for direct hits on the archology shields. Designed to survive all but the harshest earthquake (not to mention most of the earth in the vicinity of the archology falls under its shielding) these structures are not easily leveled. Originally designed long ago when the atmosphere of the homeworld began reaching unhealthy levels, they are the culmination of centuries of designing. It should be noted that most archologies will have a number of surface to orbit weapons, and there are very few instances where patirican populations will live outside of an archology; though on habitable it is very common for a majority of the plebeian population to live above ground, at the foot of an archology. Aside from housing entire populations, they are home to factories, only large scale ship production is handled outside.
Economy
The Baeloaren Commonwealth has a very “hands off” policy when it comes to the open market economy. While there are countless small businesses, the economy is dominated by ten mega corporations:
Megaron Industries
Standard Construction Corporation
Joint Interstellar Banking
Homeworld Industries
Magnis Minning Corporation
Regal Cola Incorporated
Journey Drive Corporation
Fargus & Sons
Tasty World Food Consortium
Ignatius Shipping Incorporated
All originally founded on Baelohrn before or shortly after the invention of interstellar travel, they hold considerable sway in Baeloaren politics, and together have a substantial number of warships at their disposal.
Government
The Baeloaren Commonwealth has two ruling branches, the Homeworld Senate, composed of 20 elected officials from the city of Capital, the largest archology in the whole commonwealth, on the homeworld. The senate has direct control of the Commonwealth, its polices, and the court and regulatory agencies. The second branch, called the Patrician High Council is composed of elected members from every archology within the commonwealth. While they have no direct power, they oversee all actions of the Homeworld Senate and have the capacity to overrule any law or judgement with a 60% majority vote, can vote a Senator out of power with a 70% majority vote and can pass emergency laws with a 100% vote. Many mega corporations own archologies and therefore have significant influence over the government.
Military
Standing army: Marines and female plebeian Special Forces agents only. There is always a large surplus of male plebeian’s held in stasis, in the event armies are required.
Heavy
Hive – Class Carrier: 2.5km long, holds 75 interceptors, 50 Space Superiority Fighters, 30 light bombers, 15 heavy bombers, 5 gunship anti-fighter platforms. Having one central launch bay with a small fighter exit on the broadsides and a larger entry in the front, with 4 small tractor-beams, each bay has 4 small tractor-beams to help guide ships in. Can replace all bombers, gunships and 25 interceptors with a single corvette.
Broadside: 5 anti-fighter beams, 30 IFIC guns, 25 light repeating lasers, 5 light railguns, 10 Medium lasers
Fore: 2 anti-fighter beams, 10 IFIC guns, 2 heavy laser cannons, 10 light repeating lasers
Aft: 5 IFIC guns, 15 light repeating lasers, one large tractor-beam emitter, 3 medium lasers.
4 In service of the Commonwealth, 1 owned by Fargus & Sons and Magnis Mining Corporation.
Ignatius – Class Ship of the Line: 2.5km long, 400x300m cross section. Pride of the Commonwealth fleet.
Broadside: 3 anti-fighter beams, 10 IFIC guns, 10 repeating lasers, 5 heavy lasers,
10 torpedo tubes, 15 medium railguns, 12 medium lasers.
Fore: 8 Heavy railguns, 5 IFIC guns, 5 medium lasers, 1 anti-fighter beam, 5 repeating lasers, 8 torpedo tubes.
Aft: 5 IFIC guns, 10 repeating lasers, 5 medium lasers.
12 In service of the Commonwealth, 1 owned by Ignatius Shipping Incorporated and Regal Cola.
*Update: new ship class
Homeworld - Class Battlecruiser: 2 km long.
Recently built to replace the Classic class warships.
Broadside: 3 anti-fighter beams, 12 IFIC guns, 8 repeating lsers, 4 heavy lasers, 8 torpedo tubes, 12 medium railguns, 15 medium lasers.
Fore: 6IFIC guns, two medium lasers, 2 anti-fighter beams, 6 repeating lasers, 6 heavy railguns, 5 torpedo tubes.
Aft: 3 IFIC guns, 1 anti-fighter beam, 4 repeating lasers, 2 medium lasers, 2 medium railguns.
4 currently in service, 6 under construction at the 3 baeloaren major shipyards.
Classic – Class Heavy Cruiser 1.5 km long, these used to be the ships of the line, but most have been decommissioned
Broadside: 2 anti-fighter beams, 6 IFIC guns, 10 repeating lasers, 3 heavy lasers,
6 torpedo tubes, 10 medium railguns, 10 medium lasers.
Fore: 4 Heavy railguns, 5 IFIC guns, 5 medium lasers, 1 anti-fighter beam, 5 repeating lasers.
Aft: 5 IFIC guns, 10 repeating lasers, 5 medium lasers.
6 In service of the Commonwealth, 2 owned by Standard Construction Corporation and Joint Interstellar Banking. There are a number of Classic's that have been decommissioned, but not scrapped.
*Edit: 12 Now in service of the Commonwealth.
Patrician – Class Light Cruiser 1000 m long, fast, sturdy cruiser, able to turn fast enough to attack with forward weapons.
Broadside: 1 anti-fighter beam, 4 IFIC guns, 5 repeating lasers, 2 medium railguns, 5 medium lasers, 1 heavy laser, 3 Torpedo tubes.
Fore: 1 anti-fighter beam, 3 heavy railguns, 8 IFIC guns, 2 Torpedo tubes
Aft: 5 repeating lasers, 1 medium laser.
18 in service of the Commonwealth, two owned by each mega corporation.
Megaron – Class Destoryer 850m long, somewhat small for a crusier, but very fast, designed to be small mobile bases for border patrol. Holds 15 interceptors, 10 space superiority fighters, 5 bombers and a single anti-fighter gunship, which can launch from the front.
Broadside: 1 anti-fighter laser, 2 IFIC guns, 8 repeating lasers, 1 medium railgun, 2 medium lasers.
Fore: 10 repeating lasers, 2 IFIC guns, 2 heavy lasers, 1 Torpedo tube.
Aft: 1 IFIC gun, 4 repeating lasers, 1 medium laser
18 in service of the Commonwealth, two owned by each corporation.
Escorts
Republic – Class Frigate 350m long, built in a wedge shape to allow as many guns to fire on a target at once as possible, the ship is built around a single heavy laser cannon in the nose.
Broadside: 1 anti-fighter beam, 1 medium laser, 2 IFIC guns, 6 repeating lasers
Fore: 1 heavy laser
Aft: 2 repeating lasers, 1 IFIC gun
150 in service of the Commonwealth, 100 in corporation service.
Escort – Class Corvette 200 meters, small, fast and compact, these ships are primarily anti-fighter and bomber platforms.
Broadside: 4 repeating lasers, 1 medium laser, 2 IFICs
Fore: 1 anti-fighter beam, 1 IFIC
Aft: 2 repeating lasers
200 in service of the Commonwealth 150 in corporations service.
All capital and cruiser level ships have multiple tractor beam emitters, the republic class has one. They can be used to toss around smaller ships, or to prevent their escape, or to keep them still long enough to get a good hit off. The tractor beams are smilar to those in star wars, you can't see the beam; however the tractored ship does gain a distinct blue aura. Can be used while shields are up.
There are many other ships used by the Baeloaren’s, transports, currier vessels, cargo transports, and so on.
While the Commonwealth does not exercise direct control over private warships, commonwealth secret police do serve on board all vessels, and when ordered to by the Senate, will commandeer for official use. Commandos and secret police are always specially trained plebeian females.
Holdings:
Baleus Major System – 6 planets, the homeworld, one habitable, one uninhabitable, three gas giants. The gas giants have several, mineable moons. In addition, there is also a mined out asteroid field between the out worlds (gas giants) and the inner worlds.
:Homeworld - Bael. Once a lush blue/green world the planet's atmosphere is now toxic and great dust storms cover the planet. What's left of the planet's oceans have been reduced to a single raging sea of acid. All habitations are eithor above ground in archologies or hundreds of feet below the planet's surface. Most underground cities are connected by a series of high speed subways and no ships can safely fly within 5 miles of the surface. Each of bael's many archologies house plenty of industry, mostly devoted to the manufacture of luxuries.
:1 Industrial world - Mirdana: Terraformed long ago shortly after the discovery of interplanetary travel, industry includes the refining and processing of all ores mined from the moons obriting the system's gas giants. All industry is housed within the planet's numerous archologies. Leaving most of the planet's surface for other industries, such as land for animal grazing. Mostly vast plains, one interconnecting ocean covers about 30% of the planet's surface.
:1 Military Base – Home to the Commonwealth Shipyard, smallest of the 3 major shipyards in the region.
Ignatius System – Binary system, 8 planets, one habitable, one gas giant, six uninhabitable.
:1 Industrial world – Ignate: Ignate is home to the Ignatius Shipping Shipyard Facility, comprising of large consturction facilties both on the surface and in orbit, it has the largest ship construction capacity in the region. The planet's archologies many support the various minning operations occuring on the system's uninhabitable planets. Beyond the archologies, the planet is a very inviting place, perfect for growing the high quality food stuffs the Baeloaren people desire.
Belramus System – 2 planets, both undergoing terraforming.
:2 Industrial Worlds - Though colonized over a century ago, both planets are undergoing the final years of terraformation.
Beta Aquiline System – 12 planets, 9 gas giants, one habitable, one partially terraformed, one undergoing terraformation.
:2 Industrial Worlds - Aquiline: It is a warm and inviting planet, with lush plains, deep blue oceans and vast swamplands. This is the only world which does not include underground cities for the plebeian populations, instead they live in spawling cities at the feet of their archologies. The ysalamiri dwell in large numbers in Aquiline's many swamplands. They are very similar to cats, and are common pets which have a tendency to imprint on their "favorite" master. Very clean, easily trained, they make ideal pets and companions. Also, while it is unknown to the Baeloarens, ysalamiri have the unique ability to "push" all magic, psionic, extra sensory abilities and the like in a small radius around it, the effect is cumulative, because of this most parts of Aquiline are under this "affect". Similarly, most archologies on industrial worlds would have pockets of this affect throughout. note:this has been okayed by Pablo.
Mandara: Another planet in the Baeloaren Commonwealth that is undergoing the slow process of terraformation. All life exists within eithor archologies, underground plebeian cities, or on the surface in the form of a few sturdy, pre-engineered planets. It is completely safe to travel on the surface of Mandara, so long as you have an enviornmental suit on. The planet's archologies support plenty of industry, but nothing specific.
:1 Colony - A small colony which mainly works to support the neighboring industrial worlds, there are three archologies, two are devoted primarily to ore manufacturing, the third is entirely residential.
Regal Cola System – Six planets, 2 gas giants, one being terraformed, one colonized, two uninhabitable.
:1 Industrial World –Regale: Home to the Regal Cola shipyards, Regale is almost fully terraformed, it's atmosphere is at 90%, has considerable planet and animal life, though it's ocean is still undergoing construction. The planet's weather system is still irregular and is controlled locally by each archology. Regions where the weather is not regulated are subject to torrential rainfall and lighting storms. It is extremely dangerous to fly ships in these weather zones!
:1 Colony - 4 archologies, supports some of the systems minning, some minning is done on the planet itself. It housing ALL the system's refinaries.
Baelus Minor System - Two planets, one colonized, one gas giant.
:1 Military Base - Edge of the Commonwealth's region of space.
Signus System – Trinary System at the edge of a large nebula, four planets, all uninhabitable.
-All worlds in the Signus System are dead, three house large minning colonies, with 1, 3 and 5 archologies. The military base is a stop-over for escorts. Dozens of transports go to and from worlds in the Signus System each week carries many tons of supplies or raw ore.
:1 Industrial World
:3 Colonized
Megaron System – Four planets, two gas giants, one colonized, one unterraformed.
:1 Colony - 2 Archologies
1: Military Base - Small shipyard
Fargus System – Three planets, uninhabitable.
:3 Colonized - Outer world, furthest system from the rest of the known galaxy, these worlds each have 6 archologies. Togather the colonies have the industry to equal a single small industrial world. Few transports run between this system and the homeworld. It is the official "backwater" of the Baeloaren Commonwealth.
Magnis System – One planet, one large asteroid belt.
:1 Colony - Supports asteriod minning, 3 archologies.
Pleasant System – Four planets, two gas giants, two habitable
:2 Colonized - Both planets are ideal for agriculture.
:1 Military Base - Home of the Order Secret Police Training Facility, medium ship production capabilities.
Stations, ship positions, and fleet organization later.
Update
The Baeloaren fleet is meager, but well trained. Despite the rather peaceful Baeloaren past, it's history was punctuated with great civil wars, the most recent one occured over 300 years ago, and no one wanted to see it happen again. In more recent history the 10 megacorprations of the Baeloaren Commonwealth have gained considerable power and the last 75 years has seen been a silent struggle between the Commonwealth and the private enterprises to keep a balance between the two entities.
Fleet Tactics
Baeloaren warships use the uninspired tactic of broadside combat, the newest dreadnaught is aptly named Ship of the Line, its primary purpose.
The Baeloaren navy makes little use of fighter craft, aside from garrisons or major fleet formations, the Megaron, being a new ship class is an exception to this, wielding a modest compliment for a destroyer.
However, most Baeloaren ship's make use of the very potent anti-figther beam cannon. Thanks to percision computer targeting technology these weapons can slice through a fighter quickly and easily, and are most effective at breaking up tight formations at medium range.
Ordinance:
Offensive Torpedoes -
Fusion Torpedoes: Uninspired torpedoes, basically average.
Swarm Torpedoes: Torpedo filled with lots of small guided missiles. Launches the swarm when nearing it's target, can also be used against fighter groups.
Emp Piercer Torpedo: Designed for disabling ships, can penetrate weakened shields, pierce a ship's hull and releases a powerful emp blast, disabling many internal systems.
Defensive Torpedoes -
Countermeasure Torpedo: Filled with ECM equipment, designed to interfere with incoming ordinance. Often trick enemy guidance systems into believing their target is significantly closer than they actually are.
EMP Detonation: Fired into torpedo swarms and detonated to disable a good number of enemy ordinances before they reach their targets. Can also be used offensively.
Orbit to Surface Torpedoes -
EMP Det: Same as above.
Fusion OTS Torpedoes: Specially hardened to penetrate heavy point defense and planetary atmospheres.
Precision OTS Torpedoes: Vary in size, usually targeted from a forward observer on the ground.
Earthquake Bomb: Extremely hardened bomb dropped from high orbit on a "region". Causes massive damage to underground structures, developed during the Second Worker Rebellion to empty out entire Warrens full of workers.
Tactical Craft: (Note that all weapons are not on the same scale as capital ship weapons, even if they hold the same name)
Interceptor - Small fast craft, designed to augment point defense and take down enemy bombers and ordinance.
Weapons: 1 Light repeating laser, 1 medium laser, 1 point defense turret (computer guided).
Space Superiority Fighter: Basic anti-fighter craft, not armed to combat larget ships.
Fighter/Bombers: Not as effective anti-fighter ships, especially effective against smaller escorts and gunships.
Medium Bomber: Not as fast or maneuverable as the F/B's but carry far stronger ordinance, in number can be very deadly.
Baeloaren capital warships do have, and make use of large torpedoes, but are somewhat weaker than those owned by other galactic powers.
Gunship: Basically a point defense platform.
Marine Transport Craft -
Assault Transport: Ferries a single squad of 13 marines. Hardened and armed, capable of ground or ship assaults.
Boarding Transport: Carries one squad, designed to cut through hulls of ships quickly. Unarmed, lightly armored.
Medium Transport: 2 Squads, 1 light vehicle. Lightly armed, armored.
Large Transport: 2 Platoons, 4 light vehicles. Lightly armed, armored.
Update
State of emergancy: All corporate warships are under Commonwealth Navy control.
Update
Normalcy returns.
Posted: 2004-04-12 11:40am
by Straha
Monacora
History:
As commencement of the ultimate war (at the end of the last STGOD) seemed imminent Monacora was seemingly about to be a prime participant. Instead Monacora, in the last days before war began, first renounced ties with the Ordino alliance due to ever increasing demands for Monacoran troops to serve in the front lines. Instead Monacora sold the battle plans of the Alliance to the Asgard Alliance in return for Neutrality in the upcoming war, and for all Asgardian Earth holdings. As the war was fought around Monacora in a way more vicious than ever seen before Monacora built up its army, and started colonizing farther off worlds, and issued the Ochebe protocal for all neutral nations. It said that if any neutral nation tried to raise an army comparable to Monacora's war would ensue.
Five years after its issuence the Ochebe Doctrine was first put into use. When the (nation that had south-america, forgot its name...) started building up their army, to latter be used as a bargaining chip between the alliances to better itself, and get moer land. They thought that Monacora, even after sanctions, troop deployment, embargos, and the forbiding of any contractors that worked with Monacora to work with them. Monacora did go to war from its land in Brazil, and with the opposing army not trained or equipped to fight Monacora the war was swift, within a Month the entre continent was Monacoran.
At the same time the first major earth born offensive of the war was taking place. It was then that the Monacorans added the Soveriegn Earth collorary to the Ochebe Doctrine, this said that there were to be no battles fought on Terra, or else Monacora would punish the aggressor most harshley. Soon after this a treaty was ratified very quickly by all known nations promising as such.
The treaty, however, only instenisified the war. With war now removed from the homeland of almost all of the nations the governments now seemed to escalate beyond what it had been before. And by its end the horror was unimaginable to almost everyone.
Until shortly after the war ended the Monacoran Nation continued its aggressive colonization plan, and the army continued to expand and grow. Monacoran Political Policy also changed, now it embodies a purely neutral outlook, only interfering withothers if they have violated the Ochebe doctrine. The only time this has not been the case was when Monacora save the New Roman Empire, and later absorbed it to save it from destruction. After the war ended, however, the Colonization was stopped with 10 planets in Monacoran hands, each one as far away from known space as possible. Soon refugees (most notably from the DE) flooded to these new colonies, bringing them up to rather healthy sized planets.
Rather then spend more money on more colonies, however, the political and military princes decided to pick eight small non-aligned planetary nations, and formed a mutual defence pact between them, the pact allows Monacora to take complete military control of all nations in it during times of war, and to take monetary funding from the smaller nations during times of crisis.
Government-
The Government is small, with a 10-20% flat tax rate depending on where in the nation you live, the government still makes a somewhat decent surplus, which goes into a massive fund that the government has stockpiled for cases of emergency. The government makes most of its money through governmental funded and controlled companies that compete in the private sector, and make quite a hefty profit at times.
Monacoran Army-
The Monacoran Army is made up of 500 line regiments (A Monacoran regiment is a roughly division sized unit,) 100 garrison regiments, and 100 marine regiments. These units are highly trained at what they do, and are superior to any other nation's army or marine landing force. The two main advantages that Monacora has over other nations (besides better technology, training, application, and more combat experience) is the mobile invisible shield, which is a shield that covers a portion of a planet from orbital bombardment while, at the same time, remaining undetectable. The main disadvantage of the shields (which are deployed to front lines, and are otherwise very very very jealously guarded to keep the designs for the shield from being leaked) is that repulsor and hover technology do not work beneath the shielding, leaving only "convetnional" movement available for forces. The other main advantage is the troop transport used by Monacora. Able to take batallion (1/4th of a regiment) sized units through the stars and atmosphere, the transports are equipped with a cloaking device that, when in an atmosphere, make them nearly undetectable to all but the most active and focused sensors. On the flip side these cloaking devices do not work in space, and in fact act as sort of a homing beacon, and the transports cannot equip themselves with any sort of shielding to protect the transports.
Monacoran Navy-
400 ships (types will come later)
and 50 Battle stations
The Monacoran Navy is designed never to ever fight in actual combat, and is positioned in far off space.
(more will come later)
Posted: 2004-04-12 02:58pm
by Asst. Asst. Lt. Cmdr. Smi
This is a repost from the other thread:
Richim System Authority
History: As expansion continued outward, explorers discovered a system with eight planets, two capable of supporting human life, and three more with considerable mineral resources. However, none of the planets had intelligent life. After several centuries, emigration from other star systems had brought 100 billion people to the system. One quarter of the workforce was employed in businesses related to mining the minerals, leading to the formation many powerful corporations. This led to the formation of the Richim System Authority, a governmental body uniting the system, making it easier to enforce regulations, as well as defending the system from insurgents.
Inhabited planets:
Richim 3: Government center, fifteen percent of mining operations on planet.
Population: 16 billion
Capital: Orcsis City, population 50 million
Richim 4: Other habitable planet, home to many of the miners on uninhabitble planets. Eight percent of mining operations on planet.
Population: 54 billion
Capital: Richim Hub, population 4 billion
Richim 5: Uninhabitable. Most miners live on Richim 4, although some live in underground habitats. 37 percent on mining activity on planet.
Population: 7 billion
Capital: Caromunn Habitat, population 75 million
Richim 6: Also uninhabitable. Due to distance, a higher percentage of the miners live in habitats. 32 percent of mining activity on planet.
Population: 14 bilion
Capital: Erfion Habitat, population 100 million
Richim 7: Uninhabitable. Almost all miners live in habitats. 8 percent of mining activity on planet.
Population: 9 billion
Capital: Mancore Habitat, population 32 million
Government: The Richim System Authority is mostly Capitalistic, with regulations to keep companies from forming monopolies at the expense of others. However, they do not reach far, as although there are thousands of mining companies, half of all operations are carried out by eight. Representation is determined by a Parliament of 5000 seats, which are determined according to planet population. Several private companies and government organizations are exploring outside the system in hopes of settling new planets and expanding their power. In the case of new planets being settled, more seats will be added to Parliament.
With the exception of exploring undiscovered areas of the galaxy, the Richim System Authority is isolated from other systems, as it is capable of governing itself.
Armed forces:
5 capital ships (1030 meters long)
25 Cruisers (525 meters long)
250 escorts (40 meters long)
Technology: Whatever the hell is standard at the time, I guess
Posted: 2004-04-12 11:24pm
by Raxmei
Various Skaven states
The Skaven are a race of rosorial aliens descended from mutated vermin in a lost human colony. Since the days of their emergence they have overrun the entirety of their homeworld, eight major worlds, and uncounted minor colonies that don't matter in the grand scheme of things.
Civilization: Things broke up a bit. The situation has since then stabilized with a number of major political entities more or less established. They are in competition, but have now stopped making serious attempts at destroying each other.
All Ships mount a rostrum on the prow as standard.
Standard ships come in either joust plan, line plan, or carrier plan. Joust ships carry a single capital-scale laser lance turret dorally. This configuration gives better range and penetration than using smaller weapons. Broadside weapons are also mounted for brawls. In battle, the joust pattern has a tiny silhouette from the front covered largely by the armored rostrum and turret shield, while the side are protected by the ship's high speed and broadside firepower. The usual complement of point defense weapons are also mounted. Gun strangth varies with ship size in the expected manner.
The carrier plan carries fighter-bombers, capable both of intercepting incoming fighters and missiles and attacking ships. The carrier itself has straight line acceleration only slightly inferior to its fighters but much less maneuverability. In addition to the mandatory point defense, carriers mount a hypervelocity missile turret. It fires guided explosive missiles or slugs at c-fractional velocities. This system is particularly effective against persuers, who must accelerate towards the incoming missile or risk losing the chase. Carrier frigates mount two squadrons and sloops one.
Line plan is sturdy and has the most effective point defence layout of the plans, and has pretty good guns as well.
Unusual military techs:
Lances - Really big lasers. Lance fire is higly concentrated, and has a higher chance of scoring penetrative hits.
Teleporters- More of a transportation system than a real weapon. Can be used to rapidly board crippled ships.
Warhead laundhers are employed, but not as a primary system
Holo
Ship crews and pilots are uncommonly well seasoned, having had much experience fighting each other.
Void shields- Do exactly what you think they do. Don't block slow-moving objects.
Holofields-Surrounds the area with sensor ghosts, making things hard to distinguish and difficult to hit.
The fleet numbers presented are the equilibrium state. If it ever gets stronger the warlords get correspondingly more adventurous, and after heavy losses they're be more cautious until the numbers recover. Total fleet strength, not counting battleships.:
Note: I'm using an old meaning of frigate, which is around cruiser strength.
75 Frigates
25 joust
25 carrier
25 line
500 Sloops
200 joust
100 carrier
200 line
The factions:
Warlords:
The Girasol Confederation
Leader: Governor Rexis
Planets:
Girasol (100% control)
Merlon (50%)
Karak (30%)
Veld (60%)
Vorago (40%)
Jugland (5%)
Fleet:
Battleship Barathrum
15 Frigates
5 joust
4 carrier
6 line
100 Sloops
30 joust
10 carrier
60 line
The Goetic Anemocracy
Leader: Changes too often to report with any reliability
The government and dealings of the Anemocracy is so bizarre I will no attempt to describe it,
Major Planets:
Girasol (10%)
Tendrac (30%)
Merlon (5%)
Karak (20%)
Veld (15%)
Vorago (60%)
Xebec (20%)
Jugland (80%)
Fleet:
Battleship Farrago
10 Frigates
2 joust
4 carrier
4 line
100 Sloops
40 joust
30 carrier
30 line
Kyphos Empire
Leader: Lord Krantz
Planets:
Tendrac (75%)
Merlon (50%)
Karak (60%)
Veld (100%)
Xebec (60%)
Jugland (5%)
Fleet:
Battleship Panjandrum
15 Frigates
5 joust
5 carrier
5 line
100 Sloops
35 joust
30 carrier
35 line
The Xerachy
Leader: Xigon
The Xerarchy is made up primarily of space stations and colonies on barren rocks. It does not control any habitable planets in their entirety. The Xerarchy has the closest ties to the Starers into the Abyss of any of the major parties.
Fleet:
20 Frigates
8 joust
8 carrier
4 line
100 Sloops
40 joust
20 carrier
40 line
Minor governments
Are everywhere, here's what they have:
5 Frigates
1 joust
2 carrier
2 line
25 Sloops
10joust
5 carrier
10 line
Pirates mercenary outfits, filibusters, etc. Although the major governments engage in piracy and mercenary action, some non-governmental organizations also do so.
The Crimson Skies
Type: Pirate group
Assets:
Battleship Jettatura
10 Frigates
4 joust
3 carrier
3 line
120 Sloops
40 joust
40 carrier
40 line
Red Star Security
Type: Mercenary
Assets: Battleship Jettatura
11 Frigates
5 joust
3 carrier
3 line
120 Sloops
40 joust
40 carrier
40 line
The Maricolous Hand
Pirates
Assets:
Battleship Mascarone
8 Frigates
2 joust
4 carrier
2 line
80 Sloops
30 joust
20 carrier
30 line
The Hale & Handy mercenary group
Assets:
Battleship Mascarone
8 Frigates
2 joust
4 carrier
2 line
80 Sloops
30 joust
20 carrier
30 line
The Argent Tenebrum
Pirates
15 Frigates
5 joust
5 carrier
5 line
90 Sloops
35 joust
20 carrier
35 line
Silver Shadow group
mercenaries
Frigates
15 Frigates
5 joust
5 carrier
5 line
90 Sloops
35 joust
20 carrier
35 line
I am aware that these numbers do not add up. This is due to the practice of fleet sharing, which can cause ships to be counted more than oncel.
Other:
Starers Into the Abyss
Planetary Holdings: Skavenblight
Listing of _every_ Skaven capital ship in existance, and its owner.
Large ships are rare, but the rats with the resources to build them build grandiose. They are big, heavily-armed and armored, sometimes carry superweapons, and of course are far too expensive to actually put into battle. Some battlewagons even omit warp engines as a cost-cutting measure since they are never expected to leave home.
Mascaron
Mascaron is slower and more heavily built than Jettatura. It mounts two side-mounted laser lances, and its prow is stylized into the shape of a grotesque face.
Jettatura
Is unusually fast for a battleship, and has armament influenced by the joust pattern. In addition to secondary weapons is mounts a single enormous particle cannon capable of firing off-axis. It can fire damaging particle beams and crippling ion bursts.
Panjandrum
Is a completely unremarkable battlewagon. It is stationed permanently in the Veld system, and requires a tow to get out.
Farrago
The Farrago is a supercarrier, having many squadrons of fighters in its enormous bulk. The biggest of the Skaven battleships, Farrago is also heavily armed and armored. However, it is also very slow.
Barathrum
The most notable armament of the Barathrum is an enormous spinal railgun that fires shells the size of office buildings. The yawning cavern of the muzzle gives the ship its name. Aside from that, the ship is just an large line-pattern ship.
I'll get around to ground forces eventually, I guess. All the listed organizations have them, to some extent. One item of note is that due to the sporadic conflict distributed about the diputed worlds, many states have large, experienced ground forces, which is rare in this day and age.
[u][b]The Authority of Lossarnach[/b][/u]
Posted: 2004-04-14 03:55pm
by Raptor 597
The Authority of Lossarnach
The Lord of Lossarnach was a valued title in the Eldar Days of colozination and exploration. Their nobility was devised by their own reasoning and they were little better than lowly serfs. After Lord Forlong fell in civil war no heir was left to rule this shattered realm.
The civil authorities were running out of troops to control the dissidents claiming lordship and had to react. So, they built grand starship transports and herded all volunteers onto the ships. They then promised any dissidents who left freely would be made noble leaders in the new colonies. Since so many left Lossarnach has always been depopulated.
After gaining the fixings of an second rate power they contacted other nations and acheived royal marriages to strength their own blood. Thus, the title Authority of Losssarnach was created. The council of nobles eventually ran in elections thus forming a pseudo democracy.
In these days a man from the Line of Allatar, a Wizard of the Blue Order is in charge of the Authority. His name is 'Lord' Eroundo. His age is estimated near 350 years old, but only he really knows. He rules from the city called Tirith-Upon-the-Hill (Guard Upon the Hill).
Inhabitated planets:
Lossarnach
Population: 12 Billion
Lebennin
Population: 21 Billion
Belfalas
Population: 23 Billion
Anfalas
Population: 14 Billion
Lamedon
Popoulation: 22 Billion
Mithlond
Population: 20 Billion
Dor-En-Ernil
Population: 16 Billion
Emyn Muil
Population: 19 Billion
Emyn Rauros
Population: 17 Billion
Ererch
Population: 78 Million
Military:
The Lossarnach Army
The Army of Lossarnach is an heavily mechanized fighting force. It's main purpose is to break the enemy after bombardment. The Lossarnach Occupation Command usually will take over after the Army has won the day.
The Lossarnach Navy
The Navy of Lossarnach was originally a transport service for the dissident colonials of the expansion period. After Belfalas was lost to the border nation Dor-En-Ernil, Lossarnach stepped space arms research and the planet was retaken some sixty-five years later. The space navy expanded until Emyn Muil and Emyn Rauros fell to them aswell. The Navy has supported colonization of the sparesly populated Ererch.
]Auduin Battleship
The Auduin Battleship has been designed to the be peak of capital ship fighters in the Lossarnach Navy. It has some missle batteries with an assortment of laser cannons.
Hithlum Fleet Carrier
The Hithlum Fleet Carrier is the other staple of the Lossarnach Navy. About half of the carriers use fighter drones while the other uses actual pilots.
Maglor Heavy Cruiser
The Maglor Class Heavy Cruiser was designed to be the heavy hitters of Carrier Taskforces. They are armed liked the Auduin Class but less so. The Maglors also support in Battleship Taskforces.
Erenion Light Cruiser
The Erenion Light Cruiser is the main line ship of the Lossarnach Authority. They are more armed with laser cannons but contain a few heavy missle launchers.
Royal Guard Destroyer
The Royal Guard destroyers are at the cutting edge of Lossarnach's Naval Research Department. Recently, the shipyards have been churning out ten ships every month and the old Dunharrow destroyers will be soon decommissioned.
Lossarnach Naval Numbers:
10 ]Auduin Battleships
15 Hithlum Fleet Carriers
25 Maglor Heavy Cruisers
50 Erenion Light Cruisers
350 Royal Guard Destroyers
175 Dunharrow Destroyers
Posted: 2004-04-15 03:34pm
by Stormbringer
Asgard Stellar Empire
History:
Recruited primarly from the Scadanavian area of Earth (though with a major British contingent) the Asgard Stellar Empire. However, prior to the Floater Wars the vast majority of the Earthbound citizenry of the Empire began a mass exodus. The Asgard and Kokand citizens alike abandoned the homeworld in favor of the more peaceful and stable colonies.
The largest event, short of the genocidal Floater War was the Act of Annexation. The Kokand Empire, which had suffered in the turmoil leading up to the Great Conflict, was admitted into the Asgard Empire as a full member. Despite a great deal of friction, in no small part due to the Kokand Seperatists that hijacked the Black Forest Taskforce, the two nations were melding into one.
That process was abruptly forced on the newly joined Empires. Due to the aggression of the Floaters and their lackies a war was brewing. After several indecisive actions all out war was declared between the forces of the New Beijing Alliance and the Floaters. The NBA launched a preemptive strike on the Durandalians. The massive Battlefleet Empress Jessica conducted a quick strike on the system, effectively scorching it out of existence. Suffice to say this radical action combined with the prior Floater aggression touched off the genocidal war. So with out boring the reader with too much detail, the war went fairly well for the large and well trained Asgard Military. Things did not go well with the NB Alliance though, the draw at the Battle of Krytos fragmented the Alliance after the heavy losses taken by the PIR Fleet. Despite treachery and deceit of supposed allies, the Asgard remained relatively intact having lost no major worlds to the scourge of orbital bombardment.
Territory:
Valhalla Sytem (Direct Fiefdom of the Imperial Family):
Trondheim is the Capital World and is consider the heart of the Asgard Empire. While the founders were careful to preserve a great deal of the unspoiled beauty of the world, the urban areas are enormous, densely packed centers. Hundred story towers are not an uncommon sight in this mega-cities.
Hugin and Munin are the twin planets of the gas giant Odin. It is these worlds that house much of the military bureaucracy as well as the major (note that) military academies. They also have fairly large population in and of themselves. They support a good deal of the naval infrastructure from their heavily defended surfaces.
Kokand System (Fiefdom of the Grand Duke of Kokand):
Kokand is some say a secondary capital. It is the most densely populated worlds in the entire Empire. The continents are buried under the bulk of great cities and vast industrial and commercial workings.
Saris the airless moon of Kokand also supports a major colonial outwork. It serves as one of the major hubs of military and commercial activity through out the Kokand provinces.
Epsilon System (Fiefdom of the Grand Duke of Passchendale):
The primary planet, Epsilon Prime, is a relatively highly developed world. Like most of the Kokand Empire it is urbanized to a level beyond that of most the Empire. It is considered a hub of advanced technology and the attendant industrial complexes.
Asahiem System (Fiefdom of the Duchess of Greystone):
Asahiem is one of the Core Worlds of the Empire which is reflected in the high level of development of the world.
Two colonies have been founded on the planetoid moons of the local gas giant. At present they serve as massive industrial worlds and bases of operation for some of the most massive shipyards in the Empire.
Osalon System (Fiefdom of the Grand Duchess of Osalon):
Osalon Minor, the system’s main planet is nearing an ice age yet it has been developed any way. A major Core World.
Thor System (Fiefdom of the Duke Thorian):
A highly developed Core system with four of the sytems planetoid developed into major colonies in their own right.
Ragnar System (Fiefdom of the Earl of Stonewind):
Another Core System. It’s notable for it’s massive agricultural output; the main planet having a local year of just over two and half T-years.
Fenris System (Fiefdom of the Lords of Fenris) :
Core System. A major hub for trade into the remnants of the PIR.
Loki System (Fiefdom of the Grand Duke’s Oakenshield and Ironhelm):
This system actually contains two colonized worlds of major status.
LK-242 System (Fiefdom of the Lord Stonebow, grant pending):
This is a large colonial system on the fringes of Asgard space. It’s home to some of the most important military bases on the frontier. With three colonized celestial bodies, it’s unusually populace and developed for a colony.
FG-145 (No local Lord):
A binary system settled approximately three decades ago. It is near some of the missing colonies and hence has received a great deal of attention as well becoming the result of a major defensive build up.
RE- 15 (Baron Grey Wolf):
A colony world on the edge of former PIR space, it has received a great deal of immigrants from the PIR. This has helped develop the relatively young colony at a stupendous rate.
Politics:
The Empire is ruled by an Emperor whose power is limited only by the Senate which is popularly elected. It has a House Common and a House Noble. Prior to the recent Crisis the House Common had managed to get an upper hand relative to the House Noble, despite their theoretical equality. However, with an apparent re-appearance of the Floaters the Populist Party was broken. The Emperor, in an unprecedented move, rejected the Prime Minister and his appointed ministers. This unprecedented, but greatly popular, move has provoked something of a constitutional crisis in addition to the growing military crisis. The Nobles and the Imperial Family have both moved to grab the power of the weakened House Common.
Where and how it will end is not known yet.
The Emperor: Andreas Gustav III
Second Generation prolong recipient. He's still getting up there in years though and consequently his outlook is some what dated compared to that of many of the younger members of the government. Still considered a popular and good ruler.
Princess-Heir: Kristana Gustav
The oldest of the Imperial Family, she currently oversees much of the Imperial administration of the home system. More contemperary than her father in out look but no less determined with regards to rebuilding Asgard influence and power.
Prime Minister: Jeanette Moncrief, Duchess Ravenwood
The long time leader of the Conservative Party. She's a formindable stateswoman appointed to the Prime Minister's seat recently.
Imperial Asgard Navy
Lord of the Admiralty: Bjorn Karlson
The recently promoted civilian head of the Navy. An old school offficer, he's made it a point to push for a stronger military, and especially the Navy. A career officer, he's also a formidable tactician and strategist.
Ships of the Asgard Imperial Navy
A note: all vessels are given the prefix AINS (Asagard Imperial Naval Ship)
Capital Units
18
Wulfen-class Superdreadnaught [11]
13
Fenris-class Supercarriers [9]
- 70 Interceptors
90 Strike Fighters
30 Gunboats
15 Support craft (5 Fuelers, 8 AWACS, 2 SAR)
Wulfen-class Superdreadnaughts are the third generation incarnation of the pod-laying classes begun with the pre-war Invictuses. All of them have been brought up to the standard with a second generation Mercury-type compensator roughly tripling the effective acclerations the ship can undergo. These are the largest, faster capital ships yet built by the Asgard.
Armament consists of a dozen EEC-grasers per broadside (2 in each hammerhead) as well as the usual array of grasers and lasers.
Fenris-class Supercarriers are the latest design of strike fighter carrier. They sacrifice some acceleration in favor of more carrying capacity, accomodating the larger spacewings and craft. They have a modest self defense capacity of the form of hammerhead EEC-batteries and the capability of handling modest amounts of pod-missles.
- F-14 Valkyrie Interceptors are the first operationally deployed Copperhead fighters. They are the premeir carrier based interceptor and dog fighter. Compared to war models of fighter, they're larger but far more heavily armed. In additional to a very flexible extrenal armament loadout out they carry a pair of twinned pulse lasers and a single het-laser.
F/A-8 Reaper (A & B models) is the replacement strike fighter for the aging post war models. Only the B model, which accounts for roughly half the active strength at present, has the Copperhead linkage system. The Reapers of both models feature a massive extrenal ordinance capacity as well as no less than three internal het-lasers.
A-6 Sabre Gunboat is the heaviest hitter of the carrier spacewing. It has four heavy het-lasers as well as the capacity for multiple salvos of anti-shipping ordinance. They are strictly a strike craft. The commander of the boat is a copperhead, the other two are not.
EC-2 Mosquitos are one of the most sophisticated sensor birds ever deployed. They are capable of supplying the full range of sensor and targetting data (though their own range is much reduced compared to a full warship's) needed by both fighter and warships, making these stealth birds extremely valuable.
Heavy Combatants
25
Broadsword-class Battlecruisers [14]
60
Berserker-class Heavy Cruisers [20]
Broadsword-class Battlecruisers are the favored raider vessel of the Asgard Navy. They're fast, heavily armed with four EEC-lasers per broadside as well as a large store of pods to back up it's energy weapons.
Berseker-class Heavy cruisers are a standard cruiser design. Rumor has it that there's a new design in the works to feature an EEC-battery but those are strictly classified.
Escorts
48
Hound-class Light Cruisers
* [18]
240
Werewolf-class Patrol Destroyers [40]
190
Fang-class Destroyer Escorts [45]
All of these are relatively standard designs for the type. The Destroyer Escorts are not substantially smaller (despite the name applied) than a Destroyer, they're simply optimized for an escort role rather than the jack of all trades of the patrol destroyers.
*Yes, I'm aware that these are cruisers however they're used in the typical escort roles and in terms of my forces they are escorts.
Weapons Tech
EEC-Laser,Graser: These are the latest in weapons technology among the Asgard. Developed under the strictest secrecy (aka no stealing it!) it is essentially a standard energy weapon's beam enclosed in a hyperfield. This creates an FTL beam weapon and prevents the degredation of the shot along the hyperguide. At the moment they are relatively power intensive and so only the largest warships mount them at all and even then their cycle rate is some what less than a convention graser.
Graser & Laser: Standard energy weapons. Just what the names say they are.
Missles: essentially the same as the familiar MDM with the exeception that the newst generation of anti-ship missles now have a terminal stage drive of the near inertialess type previously used by the fighters. This makes evasive manuvers far harder for a targetted vessel.
Copperheads/Neuro-AI Interface Technology: The essentials of it are that is that it's cybernetic mind-link technology taken to the extreme. The Copperhead, be they warship commander or fighter pilot, has their mind hooked up to and augmented by specially adapted AI units. This enables unparralelled reaction times, situational awareness, and tactical planning.