Space STGOD OOB Thread
- Master_Baerne
- Jedi Council Member
- Posts: 1984
- Joined: 2006-11-09 08:54am
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Space STGOD OOB Thread
Those wishing to participate in the STGOD Innn Spaaaccceee should post their OOBS and nation profiles here.
Current Map:
The Star Kingdom of Kaeleer
Navy: 1250 points
General Notes on Kaeleerian Ship Design: The Royal Kaeleerian Navy has long focused on creating ships with the most devastating collection of weaponry possible, and this priority combined with the standard "wall of battle" formation has resulted in ships with a truly massive broadside collection of missile launchers and turbograser cannon, collections of point defense weaponry scattered across the top and bottom of the ship. Note that smaller ships, generally of cruiser size and below, have weapons distributed more evenly. Additionally, the fleet is currently undergoing an upgrade cycle, with most ships being replaced by more powerful types. In particular, superdreadnoughts are beginning to subvert the dreadnought's traditional place at the head of Kaeleer's fleets, and a design for a heavy cruiser has already been approved.
Weaponry:
Missiles: The primary offensive weapon of the Star Kingdom's ships are missile launchers, ranging in size from the small antifighter launchers aboard destroyers to the huge assault launchers mounted on superdreadnoughts. Because of this, Kaeleeri ships mount phenomenal collections of countermissiles, reasoning that they ought to be able to defend against their own weapons.
Turbograsers: There are occasions when the vicissitudes of fate draw fleets too close together for effective missile use. In light of this, the turbograser is a standard weapon on most of Her Dark Majesty's ships. Like missile launchers, there is great variety in size; superdreadnoughts mount cannons the size of some ships.
Point Defense Lasers: These purely defensive weapons are usually mounted in mixed batteries with countermissile launchers, the better to provide an effective defense. They are intentionally low-powered, relying on the speed generated by their target to provide the energy for it's own destruction.
Naval Prefix: HDMS; Her Dark Majesty's Ship.
[5 Planned] SD (Victory-class superdreadnought) 100 500 pts
This design is to be as the Unbending-class is now - The core of Kaeleer's fleets, the bane of her enemies and the succor of her friends. Unfortunately, the design has thus far proved prohibitively expensive.
5 SD (Unbending-class superdreadnought)-60 300 pts
The Unbending-class was designed as the ultimate expression of Kaeleer's military power. The ships of this class carry extensive command facilities, having been designed to serve as the flagships of Her Dark Majesty's fleets, and bristle with the heaviest cannons and the largest missile tubes ever mounted on a Kaeleerian warship.
[10 planned] CFV (Aviary-class fleet carrier)-60 600 pts
Intrigued by the success of carrier-based navies, the Admiralty has ordered a design study to be conducted on a large carrier for Her Dark Majesty's Navy. This is the result, and simulations have shown it to be as powerful as an Unbending-class superdreadnought.
10 DN (Vanguard-class dreadnought)-30 300 pts
The main strength of the Star Kingdom's forces are the Vanguard-class, as heavily armed as any ship of comparable size and carrying massive amounts of armor and shield generators. They are nonetheless being phased out in favor of the Unbendings.
20 BC (Vigorous-class battlecruiser)-20 400 pts
Less indestructible than the Vanguards, Vigorous-class battlecruisers mount the same number of weapons as well as a much more powerful engine system.
[20 Planned] CBV (Haven-class battle carrier)-25 500 pts
A part of the Carrier Design Study ordered by the Admiralty, these lighter carriers are intended to help shape a battle by driving lighter units towards the Kaeleerian wall.
[40 Planned] CA (Persecution-class heavy cruiser)-10 400 points
These ships, as massive as some older battlecruiser designs, are planned as an upgrade to the aging Crescent class. They will replace the ships as fleet units, allowing the Her Dark Majesty's light cruisers to be used for pirate suppression and independent patrol.
40 CL (Crescent-class light cruiser)-4 160 pts
The mainstay of Kaeleer's navy is the units of cruisers assigned to each fleet. Too small to form a part of the wall of battle, they are still more than able to destroy any light warship, and squadrons are frequently assigned to help shape a fleet action by forcing enemy units toward the more powerful elements.
[10 Planned] CLS (Morgana-class stealth light cruiser)-8 80 pts
Distinctly lacking from the Star Kingdom's fleet lists are any sort of covert operations ship. The Morgana-class ships, a design based on the Crescent-class hull, will serve to repair this absence, if they're ever built.
50 DD (Amethyst-class destroyer)-1 50 pts
Swift but fragile, Her Majesty's destroyers serve as scouting units for the rest of a fleet.
[Indeterminate Number Planned] SSF (Viper-class space superiority fighter)- {Cost included in carrier}
Yet another product of the Carrier Design Study, the heavily-armed Viper is intended to sweep enemy fighters from space with a pair of missile launchers and three light grasers.
[Indeterminate Number Planned] SSB (Hornet-class space superiority bomber)- {Cost included in carrier}
These ships, when constructed, are designed to swamp enemy point defense in powerful (for fightercraft) warheads.
Ebon Askavi Fleet - The most prestigious force in the Star Kingdom is the fleet charged with defending the Queen's residence - and also the lion's share of Kaeleer's industrial might. (242 pts.)
1 SD - Unbending
2 DN -Vanguard, Undaunted
4 BC - Superb, Valiant, Fame, Zealous
8 CL -Argos [damaged], Diadem, Crescent, Aurora [destroyed], Immortalie, Mystery, Warspite, Imperieuse
10 DD -Daring [crippled], Decoy, Conflict, Teazer, Wizard [crippled], Banshee, Contest, Dragon, Handy, Violet [effectively destroyed]
Arceria Fleet - The Arceria system was colonized by an Eyrien sleeper fleet roughly thirty years before the arrival of humans in the Star Kingdom, and is the second-most populated region, after Ebon Askavi. (242 pts.)
1 SD - Champion
2 DN - Resolution, Dauntless
4 BC - Excellent, Illustrious, Fortitude, Vengeance
8 CL - Leviathan [destroyed], Antrim, Warrior, Natal [destroyed], Minotaur, Comus, Legionnaire, Constance
10 DD - Myrmidon, Syren, Star, Wistful, Kennet, Test, Nith, Ness, Blackwater, Gala
Dharo Fleet - Dharo is the most pleasant system in the Star Kingdom - Free of Ebon Askavi's heavy industries to darken the skies of it's planets, and it's Queen is less strict about upholding the Blood's moral code than many others. (242 pts.)
1 SD - Sovereign
2 DN - Majestic, Indomitable
4 BC - Indefatigable, Defiance, Ardent, Formidable
8 CL - Phaeton, Leander, Chalice, Forth, Magicienne, Medusa, Sirius, Rainbow
10 DD - Arun, Yare, Liffey, Colne, Teviot, Scourge, Savage, Renard, Pincher, Talisman
Nharkava Fleet - Under the leadership of Queen Cassandra Angelline, the Queen of the Darkness almost three hundred years ago, Nharkava was colonized from Ebon Askavi by a mix of Eyriens and humans, leading to it's current status as the place in the Star Kingdom where the two races mix most freely. (242 pts.)
1 SD - Magnificent
2 DN - Thunderer, Regal
4 BC - Vigorous, Inflexible, Courageous, Glorious
8 CL - Pioneer, Sprite, Cambrian, Pomone, Forte, Flora, Bonaventure, Astraea
10 DD - Scout, Seraph, Stirling, Tribute, Tactician, Valiant, Valkyrie, Valentine, Vampire, Wakeful
Dhemlan Fleet - Dhemlan is best noted as the home system of the current Prince Regent, Saetan SaDiablo. Also, it's asteroid belt provides most of the rarer metals used in Ebon Askavi's shipyards. (242 pts.)
1 SD - Imposing
2 DN - Implacable, Unstoppable
4 BC - Repulse, Resistance, Furious, Invincible
8 CL - Peregrine, Highflyer, Pearl, Challenger, Encounter, Rover, Hazard, Tribulation
10 DD - Amethyst, Diamond, Sapphire, Ruby, Emerald, Opal, Garnet, Topaz, Agate, Carnelian
Remembrance Fleet - Composite Unit - Replaces Arceria and Ebon Askavi Fleets (467 points)
2 SD
4 DN
8 BC - 1 damaged
12 CL
17 DD
Formal Long Name
The Star Kingdom and Royal Dominions of Kaeleer
Conventional Short Name
Kaeleer; the Star Kingdom of Kaeleer
Government Type
Absolute Monarchy
Notables
Jaenelle Angelline, Queen of Kaeleer and of the Darkness, Black Caste
Saetan SaDiablo, Regent of Kaeleer, Steward of the Dark Court, Prince of the Darkness, Black Caste
Daemon Sadi, Consort of the Dark Court, Prince of the Darkness, Black Caste
Tersa the Stranger, High Priestess of the Kaeleerian Hourglass, Lady of the Darkness, Red Caste
Andulvar Yaslana, Master of the Queensguard, Duke of the Darkness, Ebon-gray Caste
Lucivar Yaslana, First Escort of the Dark Court, Duke of the Darkness, Ebon-gray Caste
Morghann Maghre, Queen of Arceria, Blood Queen, Green Caste
Khardeen Maghre, Chancellor of the Exchequer, Blood Prince, Sapphire Cast
Karla Halaway, Queen of Dhemlan, Blood Queen, Gray Caste
Surreal SaDiablo, Admiral of the Fleet, Commander of Dhemlan Fleet, Blood Lady, Gray Caste
Kalush Nharkava, Queen of Nharkava, Blood Queen, Red Caste
Aaron Nharkava, Admiral of the Fleet, Commander of Nharkava Fleet, Blood Duke, Gray Caste
Alexandra Leland, Queen of Dharo, Blood Queen, Opal Caste
Philip Alexander, Admiral of the Fleet, Commander of Dharo Fleet, Blood Duke, Purple Dusk Caste
Arabella Nehele, Ambassador to Unity Station, Blood Countess, Sapphire Cast
Ardelia Nehele, High Priestess of the Unity Hourglass, Blood Lady, Opal Cast
Society
A rigid caste structure governs the life of each Kaeleerian, itself laid out by religious mandate and centuries of tradition. There are 13 castes , corresponding to the thirteen levels of the Darkness, an abstract concept of security and comfort worshipped by the citizens of Kaeleer, both human and Eyrien, since time immemorial. The castes descend from White to Black, with only the Queen and her immediate family belonging to the black. Kaeleerians dress in the color of their caste, so one could be said to "wear the Green", for example.
* White
* Yellow
* Tiger Eye
* Rose
* Summer-sky
* Purple Dusk
* Opal
* Green
* Sapphire
* Red
* Gray
* Ebon-gray
* Black
Social rank and also impact a Kaeleerian, with the hereditary nobility (Blood) holding the majority of power in the government and military. Military rank is, however, considered more important than social rank but less important than caste rank, so a Summer-sky Colonel with no title would socially outrank a Summer-sky Captain who is also an earl, while being himself outranked by a Gray Colonel or a Summer-sky Colonel who holds a title. In military situations, military rank matters the most, but otherwise one's position in the hierarchy is dependent on who is in the room.
Eyriens, winged humanoids from the planet Ebon Askavi, make up roughly a third of Kaeleers population, but a disproportionate number of them serve in the military, roughly half. Pre-colonization Eyrien titles and castes are used almost interchangeably with the more common ones, with lighter castes referred as Warlords, if male, or witches, if female, and darker cast members Queens, Warlord Princes, Princes, or Black Widows. The Black Widows, also known as the Hourglass Covens, serve as the Star Kingdom's intelligence service.
Planetary Point Distribution
Ebon Askavi System (100 points)
-Ebon Askavi (50 point homeworld, military fortress world, shipbuilding)
-Ebon Rih (10 point moon, heavy industries)
-Riada (20 point planet, agriculture)
-Doun (20 point planet, heavy industries and base for Navy weapons testing)
Arceria System (40 points)
-Arceria (20 point planet, asteroid refining)
-Chaillot (20 point planet, military fortress world, asteroid mining)
Dharo System (30 points)
-Dharo (10 point planet, agriculture and tourism)
-Khary (10 point moon, light industries)
-Chaosti (10 point planet, military fortress world)
Nharkava System (30 points)
-Nharkava (20 point planet, military fortress world and heavy industries)
-Scelt(10 point planet, agriculture)
Dhemlan System (50 points)
-Dhemlan (40 point planet, military fortress world and light shipbuilding)
-Amdarh (10 point planet, light industries and agriculture)
Current Map:
The Star Kingdom of Kaeleer
Navy: 1250 points
General Notes on Kaeleerian Ship Design: The Royal Kaeleerian Navy has long focused on creating ships with the most devastating collection of weaponry possible, and this priority combined with the standard "wall of battle" formation has resulted in ships with a truly massive broadside collection of missile launchers and turbograser cannon, collections of point defense weaponry scattered across the top and bottom of the ship. Note that smaller ships, generally of cruiser size and below, have weapons distributed more evenly. Additionally, the fleet is currently undergoing an upgrade cycle, with most ships being replaced by more powerful types. In particular, superdreadnoughts are beginning to subvert the dreadnought's traditional place at the head of Kaeleer's fleets, and a design for a heavy cruiser has already been approved.
Weaponry:
Missiles: The primary offensive weapon of the Star Kingdom's ships are missile launchers, ranging in size from the small antifighter launchers aboard destroyers to the huge assault launchers mounted on superdreadnoughts. Because of this, Kaeleeri ships mount phenomenal collections of countermissiles, reasoning that they ought to be able to defend against their own weapons.
Turbograsers: There are occasions when the vicissitudes of fate draw fleets too close together for effective missile use. In light of this, the turbograser is a standard weapon on most of Her Dark Majesty's ships. Like missile launchers, there is great variety in size; superdreadnoughts mount cannons the size of some ships.
Point Defense Lasers: These purely defensive weapons are usually mounted in mixed batteries with countermissile launchers, the better to provide an effective defense. They are intentionally low-powered, relying on the speed generated by their target to provide the energy for it's own destruction.
Naval Prefix: HDMS; Her Dark Majesty's Ship.
[5 Planned] SD (Victory-class superdreadnought) 100 500 pts
This design is to be as the Unbending-class is now - The core of Kaeleer's fleets, the bane of her enemies and the succor of her friends. Unfortunately, the design has thus far proved prohibitively expensive.
5 SD (Unbending-class superdreadnought)-60 300 pts
The Unbending-class was designed as the ultimate expression of Kaeleer's military power. The ships of this class carry extensive command facilities, having been designed to serve as the flagships of Her Dark Majesty's fleets, and bristle with the heaviest cannons and the largest missile tubes ever mounted on a Kaeleerian warship.
[10 planned] CFV (Aviary-class fleet carrier)-60 600 pts
Intrigued by the success of carrier-based navies, the Admiralty has ordered a design study to be conducted on a large carrier for Her Dark Majesty's Navy. This is the result, and simulations have shown it to be as powerful as an Unbending-class superdreadnought.
10 DN (Vanguard-class dreadnought)-30 300 pts
The main strength of the Star Kingdom's forces are the Vanguard-class, as heavily armed as any ship of comparable size and carrying massive amounts of armor and shield generators. They are nonetheless being phased out in favor of the Unbendings.
20 BC (Vigorous-class battlecruiser)-20 400 pts
Less indestructible than the Vanguards, Vigorous-class battlecruisers mount the same number of weapons as well as a much more powerful engine system.
[20 Planned] CBV (Haven-class battle carrier)-25 500 pts
A part of the Carrier Design Study ordered by the Admiralty, these lighter carriers are intended to help shape a battle by driving lighter units towards the Kaeleerian wall.
[40 Planned] CA (Persecution-class heavy cruiser)-10 400 points
These ships, as massive as some older battlecruiser designs, are planned as an upgrade to the aging Crescent class. They will replace the ships as fleet units, allowing the Her Dark Majesty's light cruisers to be used for pirate suppression and independent patrol.
40 CL (Crescent-class light cruiser)-4 160 pts
The mainstay of Kaeleer's navy is the units of cruisers assigned to each fleet. Too small to form a part of the wall of battle, they are still more than able to destroy any light warship, and squadrons are frequently assigned to help shape a fleet action by forcing enemy units toward the more powerful elements.
[10 Planned] CLS (Morgana-class stealth light cruiser)-8 80 pts
Distinctly lacking from the Star Kingdom's fleet lists are any sort of covert operations ship. The Morgana-class ships, a design based on the Crescent-class hull, will serve to repair this absence, if they're ever built.
50 DD (Amethyst-class destroyer)-1 50 pts
Swift but fragile, Her Majesty's destroyers serve as scouting units for the rest of a fleet.
[Indeterminate Number Planned] SSF (Viper-class space superiority fighter)- {Cost included in carrier}
Yet another product of the Carrier Design Study, the heavily-armed Viper is intended to sweep enemy fighters from space with a pair of missile launchers and three light grasers.
[Indeterminate Number Planned] SSB (Hornet-class space superiority bomber)- {Cost included in carrier}
These ships, when constructed, are designed to swamp enemy point defense in powerful (for fightercraft) warheads.
Ebon Askavi Fleet - The most prestigious force in the Star Kingdom is the fleet charged with defending the Queen's residence - and also the lion's share of Kaeleer's industrial might. (242 pts.)
1 SD - Unbending
2 DN -Vanguard, Undaunted
4 BC - Superb, Valiant, Fame, Zealous
8 CL -Argos [damaged], Diadem, Crescent, Aurora [destroyed], Immortalie, Mystery, Warspite, Imperieuse
10 DD -Daring [crippled], Decoy, Conflict, Teazer, Wizard [crippled], Banshee, Contest, Dragon, Handy, Violet [effectively destroyed]
Arceria Fleet - The Arceria system was colonized by an Eyrien sleeper fleet roughly thirty years before the arrival of humans in the Star Kingdom, and is the second-most populated region, after Ebon Askavi. (242 pts.)
1 SD - Champion
2 DN - Resolution, Dauntless
4 BC - Excellent, Illustrious, Fortitude, Vengeance
8 CL - Leviathan [destroyed], Antrim, Warrior, Natal [destroyed], Minotaur, Comus, Legionnaire, Constance
10 DD - Myrmidon, Syren, Star, Wistful, Kennet, Test, Nith, Ness, Blackwater, Gala
Dharo Fleet - Dharo is the most pleasant system in the Star Kingdom - Free of Ebon Askavi's heavy industries to darken the skies of it's planets, and it's Queen is less strict about upholding the Blood's moral code than many others. (242 pts.)
1 SD - Sovereign
2 DN - Majestic, Indomitable
4 BC - Indefatigable, Defiance, Ardent, Formidable
8 CL - Phaeton, Leander, Chalice, Forth, Magicienne, Medusa, Sirius, Rainbow
10 DD - Arun, Yare, Liffey, Colne, Teviot, Scourge, Savage, Renard, Pincher, Talisman
Nharkava Fleet - Under the leadership of Queen Cassandra Angelline, the Queen of the Darkness almost three hundred years ago, Nharkava was colonized from Ebon Askavi by a mix of Eyriens and humans, leading to it's current status as the place in the Star Kingdom where the two races mix most freely. (242 pts.)
1 SD - Magnificent
2 DN - Thunderer, Regal
4 BC - Vigorous, Inflexible, Courageous, Glorious
8 CL - Pioneer, Sprite, Cambrian, Pomone, Forte, Flora, Bonaventure, Astraea
10 DD - Scout, Seraph, Stirling, Tribute, Tactician, Valiant, Valkyrie, Valentine, Vampire, Wakeful
Dhemlan Fleet - Dhemlan is best noted as the home system of the current Prince Regent, Saetan SaDiablo. Also, it's asteroid belt provides most of the rarer metals used in Ebon Askavi's shipyards. (242 pts.)
1 SD - Imposing
2 DN - Implacable, Unstoppable
4 BC - Repulse, Resistance, Furious, Invincible
8 CL - Peregrine, Highflyer, Pearl, Challenger, Encounter, Rover, Hazard, Tribulation
10 DD - Amethyst, Diamond, Sapphire, Ruby, Emerald, Opal, Garnet, Topaz, Agate, Carnelian
Remembrance Fleet - Composite Unit - Replaces Arceria and Ebon Askavi Fleets (467 points)
2 SD
4 DN
8 BC - 1 damaged
12 CL
17 DD
Formal Long Name
The Star Kingdom and Royal Dominions of Kaeleer
Conventional Short Name
Kaeleer; the Star Kingdom of Kaeleer
Government Type
Absolute Monarchy
Notables
Jaenelle Angelline, Queen of Kaeleer and of the Darkness, Black Caste
Saetan SaDiablo, Regent of Kaeleer, Steward of the Dark Court, Prince of the Darkness, Black Caste
Daemon Sadi, Consort of the Dark Court, Prince of the Darkness, Black Caste
Tersa the Stranger, High Priestess of the Kaeleerian Hourglass, Lady of the Darkness, Red Caste
Andulvar Yaslana, Master of the Queensguard, Duke of the Darkness, Ebon-gray Caste
Lucivar Yaslana, First Escort of the Dark Court, Duke of the Darkness, Ebon-gray Caste
Morghann Maghre, Queen of Arceria, Blood Queen, Green Caste
Khardeen Maghre, Chancellor of the Exchequer, Blood Prince, Sapphire Cast
Karla Halaway, Queen of Dhemlan, Blood Queen, Gray Caste
Surreal SaDiablo, Admiral of the Fleet, Commander of Dhemlan Fleet, Blood Lady, Gray Caste
Kalush Nharkava, Queen of Nharkava, Blood Queen, Red Caste
Aaron Nharkava, Admiral of the Fleet, Commander of Nharkava Fleet, Blood Duke, Gray Caste
Alexandra Leland, Queen of Dharo, Blood Queen, Opal Caste
Philip Alexander, Admiral of the Fleet, Commander of Dharo Fleet, Blood Duke, Purple Dusk Caste
Arabella Nehele, Ambassador to Unity Station, Blood Countess, Sapphire Cast
Ardelia Nehele, High Priestess of the Unity Hourglass, Blood Lady, Opal Cast
Society
A rigid caste structure governs the life of each Kaeleerian, itself laid out by religious mandate and centuries of tradition. There are 13 castes , corresponding to the thirteen levels of the Darkness, an abstract concept of security and comfort worshipped by the citizens of Kaeleer, both human and Eyrien, since time immemorial. The castes descend from White to Black, with only the Queen and her immediate family belonging to the black. Kaeleerians dress in the color of their caste, so one could be said to "wear the Green", for example.
* White
* Yellow
* Tiger Eye
* Rose
* Summer-sky
* Purple Dusk
* Opal
* Green
* Sapphire
* Red
* Gray
* Ebon-gray
* Black
Social rank and also impact a Kaeleerian, with the hereditary nobility (Blood) holding the majority of power in the government and military. Military rank is, however, considered more important than social rank but less important than caste rank, so a Summer-sky Colonel with no title would socially outrank a Summer-sky Captain who is also an earl, while being himself outranked by a Gray Colonel or a Summer-sky Colonel who holds a title. In military situations, military rank matters the most, but otherwise one's position in the hierarchy is dependent on who is in the room.
Eyriens, winged humanoids from the planet Ebon Askavi, make up roughly a third of Kaeleers population, but a disproportionate number of them serve in the military, roughly half. Pre-colonization Eyrien titles and castes are used almost interchangeably with the more common ones, with lighter castes referred as Warlords, if male, or witches, if female, and darker cast members Queens, Warlord Princes, Princes, or Black Widows. The Black Widows, also known as the Hourglass Covens, serve as the Star Kingdom's intelligence service.
Planetary Point Distribution
Ebon Askavi System (100 points)
-Ebon Askavi (50 point homeworld, military fortress world, shipbuilding)
-Ebon Rih (10 point moon, heavy industries)
-Riada (20 point planet, agriculture)
-Doun (20 point planet, heavy industries and base for Navy weapons testing)
Arceria System (40 points)
-Arceria (20 point planet, asteroid refining)
-Chaillot (20 point planet, military fortress world, asteroid mining)
Dharo System (30 points)
-Dharo (10 point planet, agriculture and tourism)
-Khary (10 point moon, light industries)
-Chaosti (10 point planet, military fortress world)
Nharkava System (30 points)
-Nharkava (20 point planet, military fortress world and heavy industries)
-Scelt(10 point planet, agriculture)
Dhemlan System (50 points)
-Dhemlan (40 point planet, military fortress world and light shipbuilding)
-Amdarh (10 point planet, light industries and agriculture)
Last edited by Master_Baerne on 2009-03-10 11:28am, edited 23 times in total.
Conversion Table:
2000 Mockingbirds = 2 Kilomockingbirds
Basic Unit of Laryngitis = 1 Hoarsepower
453.6 Graham Crackers = 1 Pound Cake
1 Kilogram of Falling Figs - 1 Fig Newton
Time Between Slipping on a Banana Peel and Smacking the Pavement = 1 Bananosecond
Half of a Large Intestine = 1 Semicolon
2000 Mockingbirds = 2 Kilomockingbirds
Basic Unit of Laryngitis = 1 Hoarsepower
453.6 Graham Crackers = 1 Pound Cake
1 Kilogram of Falling Figs - 1 Fig Newton
Time Between Slipping on a Banana Peel and Smacking the Pavement = 1 Bananosecond
Half of a Large Intestine = 1 Semicolon
- Alyrium Denryle
- Minister of Sin
- Posts: 22224
- Joined: 2002-07-11 08:34pm
- Location: The Deep Desert
- Contact:
Re: Space STGOD OOB Thread
Archelonian Union
Government: Meritocratic Republic
Economic System: Heavily regulated mixed economy.
Primary Exports: Biotech. Sensor and Imaging Systems, Consumable Commodities and Potables.
General Concept: Bipedal Turtle Psionicists/Magicians
Species Description
Archelonians stand at 1.4-1.9 meters in height, and can weigh up to 140 kilograms, easily. They are essentially bipedal turtles. Their chest and abdomen are covered by a hinged plastron (like a box turtle) that is made of (sans the hinges) solid bone and covered over by a scale layer. Their backs are covered in a bony carapace made from a fused spine and ribs. This also has two hinges, one just below where their shoulder would be, and one just above where their pelvic girdle is fused inside their shell. The bony plates at these hinges are fully articulated and slide over eachother, so there are no gaps in the shell, even when they bend. The hinges only allow forward and backward bending, they rely on a long neck and arms in order to look behind them.
Their arms are up to a meter and a half long and end in five partially webbed, dexterous hands. A flange runs from their wrist to their elbow that serves as a flipper and the leading edge of their fore-arms are armor plated.
Their legs are relatively short, And their shins and dorsal side of their long toed, webbed feet are also armor plated.
Their heads have forward facing eyes, and a turtle-like snout that has a horny beak that can crush large bivalves with several thousand psi concentrated along a narrow cutting/crushing edge.
Mentality, Meta-Normal Abilities and Temperment
Archelonians all possess the potential to develop certain magical talents. Due to the energy, time, and devotion required to do this however the vast majority never train them and thus are left functioning at a level that most would consider "normal" However for those that have the drive, several Mystery Cults have arisen throughout their history that seek to elucidate, understand, and apply this latent talent. These mystery cults each have their own traditions and abilities that shape and form the abilities that their adherents are able to manifest, typically taking the form of a martial arts form or monastic lifestyle. All of their abilities are solar powered to one degree or another.
Way of Emys: Members of this tradition, known as Emydid monks, learn how to store heat and release it in a controlled a coherent manner. In short they are solar powered pyrokinetics.
Way of Serpentina: Serpentines learn how to redirect kinetic energy, and store heat for use as potential energy that can amplify what they redirect (Solar Powered Thai Chi)
Way of Clemmys: Clemmyid monks learn to use solar energy to project, receive, and altar thought patterns of themselves and others. They are essentially solar powered telepaths.
Archelonians are fairly laid back as a rule. When they are not doing other things they like to bask under warm lights and talk about what suits their fancy, play games, or catch up on the news. However when threatened, and individual and society will react to aggressively defend its and their interests. What forms this defense takes depends on the nature of the threat.
Government
The legislature is bicameral and divided into two branches. The House of Experts and the House of Commons. The house of Experts is comprised of a number of representatives from scientific and legal organizations based upon an equation taking into account the number of members and the Impact rating of their published journals, and is divided into committees based upon topic. This house has the power to craft legislation and vote on it. The house of commons is elected by and from the general population and has the ability to vote on legislation crafted by the house of experts, and send it back to them with suggested amendments.
The Judicial branch automatically reviews laws passed by the legislature and has veto authority, and handles other challenges to the constitutionality of a passed law brought by the people based upon considerations they may have missed.
The Executive Branch has no veto authority, but is tasked strictly with enforcing laws passed by the legislature and approved by the judiciary. It may introduce legislation, or challenge the constitutionality of a passed law. This branch also runs the Diplomatic Corps
Order Of Battle
Chelydra Class Dreadnought 55 pts each, 8 extant. 395 pts
Shaped like an turtle's shell, this ship mounts engines where the legs would be on a turtle. This means that the ship is capable of accelerating forward and backward, and maneuvering engines give it impressive roll and rotation speeds for a ship of its size. Especially when it fires cross-ways forward and rear engines to pivot. Weapons clusters (consisting of a mix of laser and plasma weapons) are located along the dorsal and ventral keel, as well as the front and rear, giving it excellent weapons coverage. It can hit an attacking ship with equal firepower no matter its angle of attack, and easily split weapons fire between between multiple smaller targets. Also possesses point defense and anti fighter weapons along the margins of the shell.
Dermatochelys class Stealth Cruiser 40 pts each. 2 extant 80 pts
These ships are shaped like an empty turtle shell and carry within the massive hollow space a huge compliment of anti-ship torpedoes.
Apalon Class Fast Attack Cruisers. 20 pts each. 14 extant. 280 pts
These fast saucer shaped ships possess a large ship killing laser turret on the dorsal and ventral apexes of the saucer, as well as lighter defense weapons along the margins, and ship-killer torpedo tubes spaced along the sides. They are designed to outmaneuver heavier ships and work in concert to take them apart where their weapons cannot be brought to bear. As a result they are fast, well shielded and heavily armed.
Sternotherus Class Destroyers 6 pts 24 extant 144pts
These are escort ships with light anti-ship weapons and high concentrations of anti-fighter/missile emplacements used to protect the flanks of the larger ships
Graptemys Class Interceptors 2 pt 50 extant. 100 pts
These small fast ships serve as scouts and anti-fighter/missile platforms.
Ground Forces. Offensive 500 pts
75 pts air superiority fighters (trans atmo)
75 pts ground attack fighters (Amphibious capable)
100 pts power armored regiments (amphibious capable)
100 pts mobile artillery (amphibious capable thanks to modular weapons array)
50 pts peacekeeping and urban pacification troops (amphibious capable)
100 pts Special Forces, Espionage, Covert Ops.
When the current government was formed 1000 years ago, the Mystery Cults were given a charter that required all of its members to be militarily trained so that in times of war, Monks could be called into service in order to defend Homeworld. Over time this has morphed from being essentially a trained militia, to each order having an arm that is concurrent with the military, and serves as the special forces branch, or in Intelligence gathering. This has also expanded to include non-cultists for purposes of covert operations and intelligence gathering.
Intrinsic garrison. 250 pts
50 pts border police and customs. System patrol craft, and diligent, well paid military armed and trained customs agents, many of whom are Clemmydid monks serving as a part of their charter.
75 pts air superiority (trans atmo)
125 pts urban defense corps (a mix of Mobile artillery, fixed artillery, ground attack fighters and infantry. All amphibious)
Planets:
Blandingii System: 62 pts
Trionix System: 62
Gopherus system: 32 pts
Trachemys System:31 pts
Pseudemys System: 32 pts
Chrysemys System: 31 pts
Government: Meritocratic Republic
Economic System: Heavily regulated mixed economy.
Primary Exports: Biotech. Sensor and Imaging Systems, Consumable Commodities and Potables.
General Concept: Bipedal Turtle Psionicists/Magicians
Species Description
Archelonians stand at 1.4-1.9 meters in height, and can weigh up to 140 kilograms, easily. They are essentially bipedal turtles. Their chest and abdomen are covered by a hinged plastron (like a box turtle) that is made of (sans the hinges) solid bone and covered over by a scale layer. Their backs are covered in a bony carapace made from a fused spine and ribs. This also has two hinges, one just below where their shoulder would be, and one just above where their pelvic girdle is fused inside their shell. The bony plates at these hinges are fully articulated and slide over eachother, so there are no gaps in the shell, even when they bend. The hinges only allow forward and backward bending, they rely on a long neck and arms in order to look behind them.
Their arms are up to a meter and a half long and end in five partially webbed, dexterous hands. A flange runs from their wrist to their elbow that serves as a flipper and the leading edge of their fore-arms are armor plated.
Their legs are relatively short, And their shins and dorsal side of their long toed, webbed feet are also armor plated.
Their heads have forward facing eyes, and a turtle-like snout that has a horny beak that can crush large bivalves with several thousand psi concentrated along a narrow cutting/crushing edge.
Mentality, Meta-Normal Abilities and Temperment
Archelonians all possess the potential to develop certain magical talents. Due to the energy, time, and devotion required to do this however the vast majority never train them and thus are left functioning at a level that most would consider "normal" However for those that have the drive, several Mystery Cults have arisen throughout their history that seek to elucidate, understand, and apply this latent talent. These mystery cults each have their own traditions and abilities that shape and form the abilities that their adherents are able to manifest, typically taking the form of a martial arts form or monastic lifestyle. All of their abilities are solar powered to one degree or another.
Way of Emys: Members of this tradition, known as Emydid monks, learn how to store heat and release it in a controlled a coherent manner. In short they are solar powered pyrokinetics.
Way of Serpentina: Serpentines learn how to redirect kinetic energy, and store heat for use as potential energy that can amplify what they redirect (Solar Powered Thai Chi)
Way of Clemmys: Clemmyid monks learn to use solar energy to project, receive, and altar thought patterns of themselves and others. They are essentially solar powered telepaths.
Archelonians are fairly laid back as a rule. When they are not doing other things they like to bask under warm lights and talk about what suits their fancy, play games, or catch up on the news. However when threatened, and individual and society will react to aggressively defend its and their interests. What forms this defense takes depends on the nature of the threat.
Government
The legislature is bicameral and divided into two branches. The House of Experts and the House of Commons. The house of Experts is comprised of a number of representatives from scientific and legal organizations based upon an equation taking into account the number of members and the Impact rating of their published journals, and is divided into committees based upon topic. This house has the power to craft legislation and vote on it. The house of commons is elected by and from the general population and has the ability to vote on legislation crafted by the house of experts, and send it back to them with suggested amendments.
The Judicial branch automatically reviews laws passed by the legislature and has veto authority, and handles other challenges to the constitutionality of a passed law brought by the people based upon considerations they may have missed.
The Executive Branch has no veto authority, but is tasked strictly with enforcing laws passed by the legislature and approved by the judiciary. It may introduce legislation, or challenge the constitutionality of a passed law. This branch also runs the Diplomatic Corps
Order Of Battle
Chelydra Class Dreadnought 55 pts each, 8 extant. 395 pts
Shaped like an turtle's shell, this ship mounts engines where the legs would be on a turtle. This means that the ship is capable of accelerating forward and backward, and maneuvering engines give it impressive roll and rotation speeds for a ship of its size. Especially when it fires cross-ways forward and rear engines to pivot. Weapons clusters (consisting of a mix of laser and plasma weapons) are located along the dorsal and ventral keel, as well as the front and rear, giving it excellent weapons coverage. It can hit an attacking ship with equal firepower no matter its angle of attack, and easily split weapons fire between between multiple smaller targets. Also possesses point defense and anti fighter weapons along the margins of the shell.
Dermatochelys class Stealth Cruiser 40 pts each. 2 extant 80 pts
These ships are shaped like an empty turtle shell and carry within the massive hollow space a huge compliment of anti-ship torpedoes.
Apalon Class Fast Attack Cruisers. 20 pts each. 14 extant. 280 pts
These fast saucer shaped ships possess a large ship killing laser turret on the dorsal and ventral apexes of the saucer, as well as lighter defense weapons along the margins, and ship-killer torpedo tubes spaced along the sides. They are designed to outmaneuver heavier ships and work in concert to take them apart where their weapons cannot be brought to bear. As a result they are fast, well shielded and heavily armed.
Sternotherus Class Destroyers 6 pts 24 extant 144pts
These are escort ships with light anti-ship weapons and high concentrations of anti-fighter/missile emplacements used to protect the flanks of the larger ships
Graptemys Class Interceptors 2 pt 50 extant. 100 pts
These small fast ships serve as scouts and anti-fighter/missile platforms.
Ground Forces. Offensive 500 pts
75 pts air superiority fighters (trans atmo)
75 pts ground attack fighters (Amphibious capable)
100 pts power armored regiments (amphibious capable)
100 pts mobile artillery (amphibious capable thanks to modular weapons array)
50 pts peacekeeping and urban pacification troops (amphibious capable)
100 pts Special Forces, Espionage, Covert Ops.
When the current government was formed 1000 years ago, the Mystery Cults were given a charter that required all of its members to be militarily trained so that in times of war, Monks could be called into service in order to defend Homeworld. Over time this has morphed from being essentially a trained militia, to each order having an arm that is concurrent with the military, and serves as the special forces branch, or in Intelligence gathering. This has also expanded to include non-cultists for purposes of covert operations and intelligence gathering.
Intrinsic garrison. 250 pts
50 pts border police and customs. System patrol craft, and diligent, well paid military armed and trained customs agents, many of whom are Clemmydid monks serving as a part of their charter.
75 pts air superiority (trans atmo)
125 pts urban defense corps (a mix of Mobile artillery, fixed artillery, ground attack fighters and infantry. All amphibious)
Planets:
Blandingii System: 62 pts
Trionix System: 62
Gopherus system: 32 pts
Trachemys System:31 pts
Pseudemys System: 32 pts
Chrysemys System: 31 pts
Last edited by Alyrium Denryle on 2009-01-24 04:42pm, edited 11 times in total.
GALE Force Biological Agent/
BOTM/Great Dolphin Conspiracy/
Entomology and Evolutionary Biology Subdirector:SD.net Dept. of Biological Sciences
There is Grandeur in the View of Life; it fills me with a Deep Wonder, and Intense Cynicism.
Factio republicanum delenda est
BOTM/Great Dolphin Conspiracy/
Entomology and Evolutionary Biology Subdirector:SD.net Dept. of Biological Sciences
There is Grandeur in the View of Life; it fills me with a Deep Wonder, and Intense Cynicism.
Factio republicanum delenda est
Re: Space STGOD OOB Thread
The Hallowed Worlds of Guymelus
Government: Religious Oligarchy
Economic System: Nominally Communist
Primary Exports: Religious dogma, cybernetic implants, civilian and military robotics
General Concept: Religious Cyborgs
Guymelus: An ancient (nearly 900 million Terran years old) alien mega structure. Guymelus is roughly 7000 kilometers in diameter, its outer structure (called the shell) is just under a few hundred kilometers thick. The interiors of the shell are primarily large, semi-open habitation spaces, and cramped industrial areas, with hundreds of space docks of varying sizes set into the outer face of the shell.
Guymelus was discovered a few years prior to the sundering by a group of human explorers. It is now the center of power for a religious state created by the Cult of the Machine.
The Cult of the Machine: Until recently, the Cult of the Machine was simply a loose affiliation of religious orders of various influence and age, whose shared a belief in the divinity of technology. Shortly before the sundering, the Cult grew in influence and coherence, due in part to the discovery of the Guymelus station. Post sundering, the Cult emerged as the leaders of a religious state, based out of the ancient station.
The Cult in its current form has only a few formalized tenants. Chief among them is the belief that all technology is a part of a divine entity called The Machine. It's believed that cybernetic alteration brings one closer to divinity and is to be desired, and that by contrast genetic modification, or (in more extreme variations of Machineism) simply a lack of non-biological alterations to one's body, keep one from reaching divinity, and should be avoided or shunned.
The Guymelusian Protectorates: When Guymelus emerged post-sundering, as a functional state, they had annexed the neighboring systems of Farnel, and Verlithwhai, promising to provide them protection in exchange for material support. Both systems are primarily Human colony worlds, though Farnel has a sizable population of Lahir (a bioengineered Human offshoot). The Guymelusian government maintains only a token presence on the primary worlds of each system in the form of a citadel, a large tower constructed in the center of the planet's capitol. The bulk of Guymelusian presence in each system is in the form of large star bases, presumably constructed or found aboard Guymelus itself considering their unique designs. Though Guymelus does not claim to have the authority to draft citizens of the protectorates, a number of reports have been submitted to the fledgling UN Sentient's Rights Council claiming that the government of Guymelus has engaged in subversive tactics to attempt to recruit citizens of Farnel, and Verlithwhai into the service of their military and other undisclosed services.
Planetary Holdings: 250pts
Guymelus System (central system) 100pts
Guymelus Station 100pts
Verlithwhai System (near Archelonian space) 75pts
Verlithwhai 25pts
Sjri-Levann Space Fortress 25pts
Yuuli-Threl Space Fortress 25pts
Farnel System (gateway to Unity Station) 75pts
Farnel 25pts
Umwei-Yrel Space Fortress 25pts
Thurvel-Saalan Space Fortress 25pts
Space Forces: 1125pts
Ursreil'valan Dreadnought 3*60pts (180pts)
SC Project Deslar 1*50pts (50pts)
S Project Domel 4*50pts (200pts)
Guymelus New Model Cruiser 5*30pts (150pts)
Guymelus Cruiser 10*20pts (200pts)
Various Modified Civilian Craft 69*5pts (345pts)
Guymelus Volunteer Defense Forces: 250pts
Government: Religious Oligarchy
Economic System: Nominally Communist
Primary Exports: Religious dogma, cybernetic implants, civilian and military robotics
General Concept: Religious Cyborgs
Guymelus: An ancient (nearly 900 million Terran years old) alien mega structure. Guymelus is roughly 7000 kilometers in diameter, its outer structure (called the shell) is just under a few hundred kilometers thick. The interiors of the shell are primarily large, semi-open habitation spaces, and cramped industrial areas, with hundreds of space docks of varying sizes set into the outer face of the shell.
Guymelus was discovered a few years prior to the sundering by a group of human explorers. It is now the center of power for a religious state created by the Cult of the Machine.
The Cult of the Machine: Until recently, the Cult of the Machine was simply a loose affiliation of religious orders of various influence and age, whose shared a belief in the divinity of technology. Shortly before the sundering, the Cult grew in influence and coherence, due in part to the discovery of the Guymelus station. Post sundering, the Cult emerged as the leaders of a religious state, based out of the ancient station.
The Cult in its current form has only a few formalized tenants. Chief among them is the belief that all technology is a part of a divine entity called The Machine. It's believed that cybernetic alteration brings one closer to divinity and is to be desired, and that by contrast genetic modification, or (in more extreme variations of Machineism) simply a lack of non-biological alterations to one's body, keep one from reaching divinity, and should be avoided or shunned.
The Guymelusian Protectorates: When Guymelus emerged post-sundering, as a functional state, they had annexed the neighboring systems of Farnel, and Verlithwhai, promising to provide them protection in exchange for material support. Both systems are primarily Human colony worlds, though Farnel has a sizable population of Lahir (a bioengineered Human offshoot). The Guymelusian government maintains only a token presence on the primary worlds of each system in the form of a citadel, a large tower constructed in the center of the planet's capitol. The bulk of Guymelusian presence in each system is in the form of large star bases, presumably constructed or found aboard Guymelus itself considering their unique designs. Though Guymelus does not claim to have the authority to draft citizens of the protectorates, a number of reports have been submitted to the fledgling UN Sentient's Rights Council claiming that the government of Guymelus has engaged in subversive tactics to attempt to recruit citizens of Farnel, and Verlithwhai into the service of their military and other undisclosed services.
Planetary Holdings: 250pts
Guymelus System (central system) 100pts
Guymelus Station 100pts
Verlithwhai System (near Archelonian space) 75pts
Verlithwhai 25pts
Sjri-Levann Space Fortress 25pts
Yuuli-Threl Space Fortress 25pts
Farnel System (gateway to Unity Station) 75pts
Farnel 25pts
Umwei-Yrel Space Fortress 25pts
Thurvel-Saalan Space Fortress 25pts
Space Forces: 1125pts
Ursreil'valan Dreadnought 3*60pts (180pts)
SC Project Deslar 1*50pts (50pts)
S Project Domel 4*50pts (200pts)
Guymelus New Model Cruiser 5*30pts (150pts)
Guymelus Cruiser 10*20pts (200pts)
Various Modified Civilian Craft 69*5pts (345pts)
Guymelus Volunteer Defense Forces: 250pts
Last edited by Ohma on 2009-01-31 10:42pm, edited 5 times in total.
Oh, Mister Darcy! <3
We're ALL Devo!
GALE-Force: Guardians of Space!
"Rarr! Rargharghiss!" -Gorn
We're ALL Devo!
GALE-Force: Guardians of Space!
"Rarr! Rargharghiss!" -Gorn
- Thirdfain
- The Player of Games
- Posts: 6924
- Joined: 2003-02-13 09:24pm
- Location: Never underestimate the staggering drawing power of the Garden State.
Re: Space STGOD OOB Thread
The Ousters
They have been known by many names- the Void Barbarians. The Star-killers. The White Plague. They call themselves the Unbound, and they call what passes for their society the Diaspora. What is the Diaspora? To understand, you must understand what the Ousters themselves are.
An Ouster seems much like a human- with the notable exceptions of the extensive genemodding which make them suitable for life in zero-gravity. Your average Ouster is tall and lanky- a woman of six feet would be considered somewhat short. Her feet are prehensile, ending in long and dexterous tingers. Her bones regenerate at an astounding rate, to compensate for the ravages of weightlessness. Her body operates with a strength and efficiency significantly greater than the human norm- muscles are more agile and tougher, wounds heal with wondrous rapidity, and disease and radiation poisoning are quickly denied by her superhuman faculties for self repair. Her life is like that of a human's, only compressed and intensified- Her heartrate is twice as fast as a baseline human's would be. If wounded, she would exsanguinate in minutes- were it not for the incredible speed at which wounds clot and mend. She reaches maturity in only eight years, and arrives at old age with a similar speed- an Ouster of fifty would be considered ancient. When she gives birth, it is to a litter- and the children come to term in only four months. When hunger takes her, as it so often does, it is ravenous. The furnaces of such a biological engine are not cheaply stoked.
The Ouster motto is: "A brief life burns brightly."
If you were to compare an Ouster to a human cockroach, you would not be far from the mark. She would appreciate the comparison.
They forsake life on planets- they consider worlds to be nothing more than a resource to be exploited. Home for an Ouster is a Cluster- masses of asteroids tunneled through with twisting warrens. For sustenance, they rape entire oort clusters, converting comets into CHON foodstuffs, air, and the other biological necessities.
The biology of the Ouster drives the society. Constant expansion is not just important- it is literally necessary to their survival. If left without room to expand, they will rapidly fill entire systems, depleting every last usable resource in the production of yet more Ousters.
The constant spread of the Ousters is called The Diaspora. It is chaotic, unplanned, and natural. To assure that their is room for the teeming mass of life that is their society, they rely on the Hajr. The Hajr is the harbinger of the Diaspora- the organized force which allows for the disorganized expansion of Ousterkind. Although not immediately or psychotically violent, they will stop at nothing to ensure that sufficient space is available for the Diaspora to continue it's endless task of seeding systems with their multiplicity.
It is this force which has arrived at the borders of Known Space. Some will see it as a threat. Some will see it as an opportunity. All would be wise to fear it.
The Hajr
At the forefront of the Diaspora is the Hajr- the harbingers who clear the path for Ouster colonization.
The Hajr's fleet relies on speed and firepower. In general, Ouster vessels are significantly less well-armored and shielded than their counterparts in other nations. They tend to mount most of their firepower in a single arc of fire- in most cases, to the fore. Spinal-mount weapons are the rule rather than the exception, most notably the fearsome Wave Motion Cannon- weapons which use realspace/hyperspace distortion to release great gouts of energy at the enemy.
6 Dominance of Primates-class Cataphracts (DN)
(Dominance of Primates, Destiny of Man, Diaspora's Harbinger, End of History, Mankind Transcendent, Our Fury Unleashed.)
The fearsome Cataphract is the battering ram of the Ouster fleets. Mounting a brace of spinal-mounted Wave Motion Cannon and HEL Lances, the Dominance of Primate's frontal charge is swift and merciless. These vessels are expected to tear holes in enemy formations, engaging and overwhelming enemy heavy units with superior firepower.
50 pts per, 300 points total.
12 The Stars Our Servants-class Attack Carriers (CV)
(The Stars Our Servants, Hornet's Nest, Red Queen, Sword of the Voidmother, Breathstealer, Crimson Fang, Pinnacle of Evolution, Successful Hunter, Infinitely Superior, Slayer of Weaklings, Castrator, Pride in Victory.)
Attack Carriers are swift and well-armed as far as carriers go; their fighter complements are actually quite minimal, sacrificed for a heavy cruiser's firepower. These are fleet ships, expected to operate in a wall of battle, using their superior speed and defenses to release clouds of strike craft directly amidst the enemy battle-wall.
25 pts per, 300 points total.
24 Destined Victor-class Strike Cruisers (CA)
(Rapacious, Devour, Insatiable...)
A fast, heavily-armed large cruiser capable of both battlefleet actions and raiding.
10 points per, 240 points total
90 Slaughter-class Escort Frigates (FFE)
1 point per, 90 points total
35 Eviscerate-class Torpedo Frigates (FFG)
1 point per, 35 points total
35 Reaver-class Raiding Frigates (FF)
1 point per, 35 points total
Ouster Weaponry:
Wave Motion Cannon: The fearsome Wave Motion Cannon is perhaps the most powerful weapon in the Ouster arsenal. A WMC operates by tearing a rent in space/time upon the target, releasing a storm of "gridfire-" the fundamental energy found in transreal space. WMC beams propagate at faster than light speeds, but are limited in range. Also, such weapons are by nature very bulky, and as a result can only be set in spinal mounts.
High Energy Lasers (HEL Lances): The laser is a weapon of ancient provenance and great versatility. Ousters mount HEL weaponry in roles ranging from point defense all the way to spinal-mounted shipkillers.
Kincaid Torpedos: The Ouster reactionless Kincaid drive can be miniturized to fit on a torpedo. Kincaid torpedos are much larger than most similar guided weapons, due to the requirements of the drive system. However, they also mount large warheads, and benefit from incredible maneuverability. The Kincaid drive field interferes with other similar systems, making it impossible for Ouster warships to launch more than a few at a time- even a Cataphract can throw no more than five or six in a volley. This would leave Ousters at a massive disadvantge in ranged combat, as such a small throw weight would be easy meat for point defense- except that Kincaid torpedos are capable of reaching FTL speeds for brief periods. As a result, they are very difficult to shoot down. The end result is that, on average, Ouster vessel missile throw weight is more or less equivalent to regional standards.
M/AM Cannon: Matter/Antimatter reaction cannon use complicated force field technology to hurl gobbets of antimatter at enemy hulls. These weapons are absolutely devastating to unshielded targets, but have very short range, and are quite useless against shields. generally used to finish off crippled targets.
The Host
On land and in space, the Host projects the Hajr's power. It would come as no surprise that the Host specializes in boarding actions, zero-g combat, and short-duration surgical orbital offensives. It's capacity for maneuver warfare is very limited; the Hajr has only limited armor.
The Ouster attitude towards weapons of mass destruction should be noted. It is Ouster doctorine to expect nuclear-scale, biological, and chemical warfare in any major conflict. They believe that, in a world where warships have the power to depopulate planets, it is madness to hold back. Tactical nuclear weapons are available down to the company, and in some cases, platoon, level. Orbital strikes with kinetics or super-kiloton energy weapons are standard tools for clearing defense lines or breaking up armoured attacks, and extensive use of chemical and biological weapons are made in situations where local civilian casualties are not considered a problem.
Stratiotoi- 150 points
The Ouster land combat specialists. It is difficult to train Ouster troops for extended operations on land; only a very small percentage of the Ouster population lives planetside (mostly on ranching worlds; the Ousters love fresh meat.) Others must be extensively trained and acclimatized for ground operations. The Stratiotoi see themselves as something of an elite, and represent the only Ouster force capable of long-duration maneuver warfare planetside. Their small numbers mean they must be concentrated in the event of an Ouster invasion.
Espatiers- 300 points
The Espatiers are the Ouster primary infantry. They are essentially marines- devoted largely to combat in zero-g, boarding actions, the defense of Ouster clusters (where they are supremely effective- boarding a Cluster is an incredibly difficult maneuver.) In terms of ground combat, Espatiers make effective initial landing forces and are serviceable in city combat- however, they completely lack the organization for supply and maintenance other than via space-drop, and have only limited armor and artillery.
Blackeyes- 50 points
The Ouster commando elite- Blackeyes units range from commando teams devoted to open warfare to insertion spies and assassins. The Blackeyes are especially trained in engaging and destroying enemy arcanists and psionicists.
Holdings of the 23rd Arm of the Expansion
The 23rd Arm of the Expansion has entered Known Space from the spinwards edge. This force was quite lucky to arrive when it did- it has been some six generations in the Starless Dark, and starvation had become a real possibility as the population increased. It's arrival fifteen months ago saw the immediate habitation of two systems. The 23rd Arm operates a single War Cluster, and plays nursemaid to a population of several hundred billion Unbound of the Diaspora.
Fleet Tender "Selfless Devotion" (25 pts) : At the core of the Hajr's 23rd Arm is the Selfless Devotion. Ouster Fleet Tenders are essentially huge cargo vessels, colliers, and repair ships. They carry all the tools necessary to assemble operational military Clusters with the attached Wombs necessary for the production of warships. Left to it's own devices in a system for a few months, a Fleet Tender can become wrapped in a coccoon of asteroid factories, food refineries, and military wombs. The Selfless Devotion is currently in the Kasdrighala System, where it is in the process of deploying a Hajr fortress.
Kasdrighala System (30 pts) : This system has been heavily settled by the Hajr. Some seven large civilian clusters have been assembled or towed into place, and the system's one habitable planet is being converted into a ranching world for the raising of fresh meat for the Clusters.
Styrdrighala System (20 pts): A second system acquired by the Hajr, this system's exposure to the Diaspora has been more brief. Five clusters have been assembled. There are no habitable planets in the Styrdrighala system.
Holdings of the 9th Arm of the Expansion
The 9th has seen considerably more luck in recent years, and has had more recent contact with the Heart of the Expansion. It arrived in Known Space more recently that the 23rd; but it's greater resources have allowed to to more completely dominate the region of space it currently occupies.
Fleet Tender "Fertile Womb" (25 pts): The Fertile Womb is deployed in the Promisia system, where it is currently orbiting (with it's accompanying Cluster) the occupied world of Ecclesiopolis.
Fleet Tender "Gracious Conqueror" (25 pts) The Gracious Conqueror is in the Magdalene system, currently finishing the deployment of a fortress.
Promisia System (50 pts) : Promisia was inhabited by a state styling itself the Holy Union of Promisia, which had extensively colonized the system. The Holy Union fell, and it's homeworld of Ecclesiopolis is under Ouster domination. There are twelve Ouster clusters in-system, including two at L-points around Promisia. The planet itself is nominally still independent; however, the terms of the treaty essentially eliminated the Promisian space program. All spaceports are fully operated by the Hajr, though the rest of the planet is more or less left to it's own devices.
Magdalene System (50 pts): Promisia's major colony and the other member of the Holy Union, Magdalene fell soon after Promisia itself. There are two inhabited planets in the system, lush Elysium and harsh, too-cold Bartleby. Elysium faces a similar situation to Promisia, but more than half of Bartleby's surface was ceded to direct Hajr administration, with all humans deported. Additionally, there are seven Ouster clusters in system of varying size.
Ischara System (25 points): The 9th's most recent aquisition, Ischara was selected to colonization due to it's extensive comet-fields and three gas giants, which are orbited by rich moons suitable for strip-mining. There are six Ouster clusters in-system. Ischara lacks habitable planets.
They have been known by many names- the Void Barbarians. The Star-killers. The White Plague. They call themselves the Unbound, and they call what passes for their society the Diaspora. What is the Diaspora? To understand, you must understand what the Ousters themselves are.
An Ouster seems much like a human- with the notable exceptions of the extensive genemodding which make them suitable for life in zero-gravity. Your average Ouster is tall and lanky- a woman of six feet would be considered somewhat short. Her feet are prehensile, ending in long and dexterous tingers. Her bones regenerate at an astounding rate, to compensate for the ravages of weightlessness. Her body operates with a strength and efficiency significantly greater than the human norm- muscles are more agile and tougher, wounds heal with wondrous rapidity, and disease and radiation poisoning are quickly denied by her superhuman faculties for self repair. Her life is like that of a human's, only compressed and intensified- Her heartrate is twice as fast as a baseline human's would be. If wounded, she would exsanguinate in minutes- were it not for the incredible speed at which wounds clot and mend. She reaches maturity in only eight years, and arrives at old age with a similar speed- an Ouster of fifty would be considered ancient. When she gives birth, it is to a litter- and the children come to term in only four months. When hunger takes her, as it so often does, it is ravenous. The furnaces of such a biological engine are not cheaply stoked.
The Ouster motto is: "A brief life burns brightly."
If you were to compare an Ouster to a human cockroach, you would not be far from the mark. She would appreciate the comparison.
They forsake life on planets- they consider worlds to be nothing more than a resource to be exploited. Home for an Ouster is a Cluster- masses of asteroids tunneled through with twisting warrens. For sustenance, they rape entire oort clusters, converting comets into CHON foodstuffs, air, and the other biological necessities.
The biology of the Ouster drives the society. Constant expansion is not just important- it is literally necessary to their survival. If left without room to expand, they will rapidly fill entire systems, depleting every last usable resource in the production of yet more Ousters.
The constant spread of the Ousters is called The Diaspora. It is chaotic, unplanned, and natural. To assure that their is room for the teeming mass of life that is their society, they rely on the Hajr. The Hajr is the harbinger of the Diaspora- the organized force which allows for the disorganized expansion of Ousterkind. Although not immediately or psychotically violent, they will stop at nothing to ensure that sufficient space is available for the Diaspora to continue it's endless task of seeding systems with their multiplicity.
It is this force which has arrived at the borders of Known Space. Some will see it as a threat. Some will see it as an opportunity. All would be wise to fear it.
The Hajr
At the forefront of the Diaspora is the Hajr- the harbingers who clear the path for Ouster colonization.
The Hajr's fleet relies on speed and firepower. In general, Ouster vessels are significantly less well-armored and shielded than their counterparts in other nations. They tend to mount most of their firepower in a single arc of fire- in most cases, to the fore. Spinal-mount weapons are the rule rather than the exception, most notably the fearsome Wave Motion Cannon- weapons which use realspace/hyperspace distortion to release great gouts of energy at the enemy.
6 Dominance of Primates-class Cataphracts (DN)
(Dominance of Primates, Destiny of Man, Diaspora's Harbinger, End of History, Mankind Transcendent, Our Fury Unleashed.)
The fearsome Cataphract is the battering ram of the Ouster fleets. Mounting a brace of spinal-mounted Wave Motion Cannon and HEL Lances, the Dominance of Primate's frontal charge is swift and merciless. These vessels are expected to tear holes in enemy formations, engaging and overwhelming enemy heavy units with superior firepower.
50 pts per, 300 points total.
12 The Stars Our Servants-class Attack Carriers (CV)
(The Stars Our Servants, Hornet's Nest, Red Queen, Sword of the Voidmother, Breathstealer, Crimson Fang, Pinnacle of Evolution, Successful Hunter, Infinitely Superior, Slayer of Weaklings, Castrator, Pride in Victory.)
Attack Carriers are swift and well-armed as far as carriers go; their fighter complements are actually quite minimal, sacrificed for a heavy cruiser's firepower. These are fleet ships, expected to operate in a wall of battle, using their superior speed and defenses to release clouds of strike craft directly amidst the enemy battle-wall.
25 pts per, 300 points total.
24 Destined Victor-class Strike Cruisers (CA)
(Rapacious, Devour, Insatiable...)
A fast, heavily-armed large cruiser capable of both battlefleet actions and raiding.
10 points per, 240 points total
90 Slaughter-class Escort Frigates (FFE)
1 point per, 90 points total
35 Eviscerate-class Torpedo Frigates (FFG)
1 point per, 35 points total
35 Reaver-class Raiding Frigates (FF)
1 point per, 35 points total
Ouster Weaponry:
Wave Motion Cannon: The fearsome Wave Motion Cannon is perhaps the most powerful weapon in the Ouster arsenal. A WMC operates by tearing a rent in space/time upon the target, releasing a storm of "gridfire-" the fundamental energy found in transreal space. WMC beams propagate at faster than light speeds, but are limited in range. Also, such weapons are by nature very bulky, and as a result can only be set in spinal mounts.
High Energy Lasers (HEL Lances): The laser is a weapon of ancient provenance and great versatility. Ousters mount HEL weaponry in roles ranging from point defense all the way to spinal-mounted shipkillers.
Kincaid Torpedos: The Ouster reactionless Kincaid drive can be miniturized to fit on a torpedo. Kincaid torpedos are much larger than most similar guided weapons, due to the requirements of the drive system. However, they also mount large warheads, and benefit from incredible maneuverability. The Kincaid drive field interferes with other similar systems, making it impossible for Ouster warships to launch more than a few at a time- even a Cataphract can throw no more than five or six in a volley. This would leave Ousters at a massive disadvantge in ranged combat, as such a small throw weight would be easy meat for point defense- except that Kincaid torpedos are capable of reaching FTL speeds for brief periods. As a result, they are very difficult to shoot down. The end result is that, on average, Ouster vessel missile throw weight is more or less equivalent to regional standards.
M/AM Cannon: Matter/Antimatter reaction cannon use complicated force field technology to hurl gobbets of antimatter at enemy hulls. These weapons are absolutely devastating to unshielded targets, but have very short range, and are quite useless against shields. generally used to finish off crippled targets.
The Host
On land and in space, the Host projects the Hajr's power. It would come as no surprise that the Host specializes in boarding actions, zero-g combat, and short-duration surgical orbital offensives. It's capacity for maneuver warfare is very limited; the Hajr has only limited armor.
The Ouster attitude towards weapons of mass destruction should be noted. It is Ouster doctorine to expect nuclear-scale, biological, and chemical warfare in any major conflict. They believe that, in a world where warships have the power to depopulate planets, it is madness to hold back. Tactical nuclear weapons are available down to the company, and in some cases, platoon, level. Orbital strikes with kinetics or super-kiloton energy weapons are standard tools for clearing defense lines or breaking up armoured attacks, and extensive use of chemical and biological weapons are made in situations where local civilian casualties are not considered a problem.
Stratiotoi- 150 points
The Ouster land combat specialists. It is difficult to train Ouster troops for extended operations on land; only a very small percentage of the Ouster population lives planetside (mostly on ranching worlds; the Ousters love fresh meat.) Others must be extensively trained and acclimatized for ground operations. The Stratiotoi see themselves as something of an elite, and represent the only Ouster force capable of long-duration maneuver warfare planetside. Their small numbers mean they must be concentrated in the event of an Ouster invasion.
Espatiers- 300 points
The Espatiers are the Ouster primary infantry. They are essentially marines- devoted largely to combat in zero-g, boarding actions, the defense of Ouster clusters (where they are supremely effective- boarding a Cluster is an incredibly difficult maneuver.) In terms of ground combat, Espatiers make effective initial landing forces and are serviceable in city combat- however, they completely lack the organization for supply and maintenance other than via space-drop, and have only limited armor and artillery.
Blackeyes- 50 points
The Ouster commando elite- Blackeyes units range from commando teams devoted to open warfare to insertion spies and assassins. The Blackeyes are especially trained in engaging and destroying enemy arcanists and psionicists.
Holdings of the 23rd Arm of the Expansion
The 23rd Arm of the Expansion has entered Known Space from the spinwards edge. This force was quite lucky to arrive when it did- it has been some six generations in the Starless Dark, and starvation had become a real possibility as the population increased. It's arrival fifteen months ago saw the immediate habitation of two systems. The 23rd Arm operates a single War Cluster, and plays nursemaid to a population of several hundred billion Unbound of the Diaspora.
Fleet Tender "Selfless Devotion" (25 pts) : At the core of the Hajr's 23rd Arm is the Selfless Devotion. Ouster Fleet Tenders are essentially huge cargo vessels, colliers, and repair ships. They carry all the tools necessary to assemble operational military Clusters with the attached Wombs necessary for the production of warships. Left to it's own devices in a system for a few months, a Fleet Tender can become wrapped in a coccoon of asteroid factories, food refineries, and military wombs. The Selfless Devotion is currently in the Kasdrighala System, where it is in the process of deploying a Hajr fortress.
Kasdrighala System (30 pts) : This system has been heavily settled by the Hajr. Some seven large civilian clusters have been assembled or towed into place, and the system's one habitable planet is being converted into a ranching world for the raising of fresh meat for the Clusters.
Styrdrighala System (20 pts): A second system acquired by the Hajr, this system's exposure to the Diaspora has been more brief. Five clusters have been assembled. There are no habitable planets in the Styrdrighala system.
Holdings of the 9th Arm of the Expansion
The 9th has seen considerably more luck in recent years, and has had more recent contact with the Heart of the Expansion. It arrived in Known Space more recently that the 23rd; but it's greater resources have allowed to to more completely dominate the region of space it currently occupies.
Fleet Tender "Fertile Womb" (25 pts): The Fertile Womb is deployed in the Promisia system, where it is currently orbiting (with it's accompanying Cluster) the occupied world of Ecclesiopolis.
Fleet Tender "Gracious Conqueror" (25 pts) The Gracious Conqueror is in the Magdalene system, currently finishing the deployment of a fortress.
Promisia System (50 pts) : Promisia was inhabited by a state styling itself the Holy Union of Promisia, which had extensively colonized the system. The Holy Union fell, and it's homeworld of Ecclesiopolis is under Ouster domination. There are twelve Ouster clusters in-system, including two at L-points around Promisia. The planet itself is nominally still independent; however, the terms of the treaty essentially eliminated the Promisian space program. All spaceports are fully operated by the Hajr, though the rest of the planet is more or less left to it's own devices.
Magdalene System (50 pts): Promisia's major colony and the other member of the Holy Union, Magdalene fell soon after Promisia itself. There are two inhabited planets in the system, lush Elysium and harsh, too-cold Bartleby. Elysium faces a similar situation to Promisia, but more than half of Bartleby's surface was ceded to direct Hajr administration, with all humans deported. Additionally, there are seven Ouster clusters in system of varying size.
Ischara System (25 points): The 9th's most recent aquisition, Ischara was selected to colonization due to it's extensive comet-fields and three gas giants, which are orbited by rich moons suitable for strip-mining. There are six Ouster clusters in-system. Ischara lacks habitable planets.
Last edited by Thirdfain on 2009-02-04 02:37pm, edited 8 times in total.
- Darkevilme
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Re: Space STGOD OOB Thread
Chamaran Dominion
General concept: Catgirls in space
Government: Clan based matriarchal feudal monarchy
Exports: Riot suppression devices, high energy components, arts and media, pharmacauticals and recreational drugs.
Biology and culture:
Evolving on a world much like earth in many respects from jungle predators the chamaran's have spread to a few nearby starsystems, their tech level is slightly above galactic norm in a few areas which has allowed them to keep competitive in the interstellar scene.
Your typical chamaran stands around five foot high and looks remarkably human if you disregard the slit pupils, cat-ears, furry-tail, claws, teeth and the way they move. Their power to weight ratio also puts them stronger than humans despite being smaller which has the downside that the Chamaran appetite is significantly stronger than humans in order to sustain their strong and agile forms.
One major biological force has had an influence on their cultural development and that is simply that male births are rare which has lead to a female dominated society with males secreted away to philosophic-scientific pursuits and females taking up the roles of warriors, labourers and leaders. This protectiveness means that the male of the species is rarely even glimpsed by outsiders.
To an outsider view however Chamaran culture might seem anachronistic in this starfaring age, a clan based feudal hierarchy that emphasizes family ties and family standing above personal value. Personal property is a minor thing with most property tied instead to the clan to which the Chamaran belongs to. Clans owe fealty to those above and obligation to those who they have the fealty of, the actions of individuals affect the standing of their clan a condition an effect only partially reduced in the event the individual being cast out or adopted by a higher clan. These two events being the only individual class mobility available. This spills over into military matters, clans earn prestige by fielding troops or vessels in the armies or fleets of the noble clan that they ultimately owe fealty to. This system served them well enough and continues to do so. Though with their entry into the atomic age warfare between the powerblocs of the noble clans, which were far more numerous then than now, became unconscionable and a single judge was chosen, to prevent dispute turning to war. This judge was chosen from the clan able to garner the most support for this nomination. When the Chamaran's emerged into the interstellar scene and encountered other races they saw the need for a single united front for dealing with other races and the judge became a queen, presiding over a council of noble representatives and invested in power over foreign policy and military choices though answerable to the needs and voices of the council.
The Chamaran civilization is overpopulated due to side effects of their culture, the amount the average Chamaran needs food wise doesn't help in this situation and was the key factor in the rise to power of clan Kitzal. The cultural effect that lead to this overpopulation is simply that standing is tied to family and a larger family achieves more so became the desireable state for a clan. The Chamaran civilization must soon seek more space into which to expand or else contemplate harsh limits on their population growth, the surplus production of their agricultural industry is dwindling rapidly.
Psionics: Chamaran psionics usually consist of either devices that require a Chamaran's touch in order to work, crystalline thought receivers or a few devices able to work entirely without Chamaran intervention. A psiblade, a sword sheathed in destructive energy used for close quarters fighting, or the telekinetic drives of their spacecraft are examples of the first kind of technology. The interfaces for their ships and mecha are the second kind and the last kind is exemplified by their radiative mind control projectors used in a slew of forms without scruple by the Chamaran military forces.
Ethics: The Chamaran's seem to have a superiority complex at least at the policy level. They won't defile themselves with implants or contemplate the use of mind control on their own kind. Their knowledge of cybernetics has atrophied greatly as a result of this but their psionic technology compensates somewhat in some areas of endeavour. A Chamaran who undergoes cybernetic surgery is less than a full Chamaran in their eyes, some part of their sacredness taken away...donated or cloned bodyparts are okay though provided they're Chamaran.
Religion: Ancestor worship behind them, a belief that they're being watched over by past members of their families. But also a sense of purpose and higher calling to work towards and become, though they've been so hazy on what that purpose and higher calling is that some who've studied the species now believe the Chamaran's don't actually know.
Politics: There's several noble clans who make up the council and guiding force of the Chamaran society. In general domestic affairs of noble clans is left to themselves but the queen has authority over matters of foreign policy and interclan disputes between nobles.
Donarra: A clan with little holdings and not that many minor clans under their direct fealty but probably the most powerful for their diplomatic capability in antiquety led to them being the clan of the royal family. Their holdings are the royal fleet, the royal shipyards and much of the Homeworld.
Huschar: One of the major noble clans though unlike other clans their power is mainly based on religion. Clan Huschar is a champion of the Chamaran's manifest destiny and higher calling which is a popular belief amongst some within the populace at large not just those of Clan Huschar.
Essena: A noble clan that gained their position due to industry and that has become their driving force. They own a large amount of factories and production facilities including Ishar one of the moons of the homeworld. Their requirement for resources make them an advocate of expansion for the dominion.
Kitzal: If there's a minister of agriculture it's the representative of Clan Kitzal as they own multiple fertile worlds and hydroponics stations in the Dominion. They usually push for planets to be terraformed to their liking.
Arnor: Innovation is how they got their position and they came up with the psionic technology that is key to much of Chamara's current standing in the galactic scene. They've since branched out into a great many different areas of endeavour and hold several worlds on the basis of wealth gained from their innovation and deals with Suun and Essena.
Security services:
There are in total five security forces at work in the Dominion, one for each noble clan looking after its holdings and another that works on behalf of the queen technically with her seal of authority though it is not always heeded. Despite this weakness of divided effort they do have some potent security technologies from psionics that make up for it, mind control interrogation and indoctrination as well as psionic sensors on critical low traffic structures providing another barrier that enemy infiltrators would have to bypass. Due to their unwillingness to bodymod they must make do with either agents in visible roles or using mentally conditioned infiltrators of the relevant race when conducting espionage.
Spacecraft technology:
Propulsion system: The entire hull is laced with a telekinetic amplifier grid with which the ship can be moved. This propulsion system has no exhaust, no rocketflare and its only fuel requirement is reactor power. However it isn't a true reactionless drive and does obey newtonian mechanics, the opposite reaction to the ships movement is applied to a nearby celestial body. This also has the useful benefit that it doubles as a tractor beam by shifting the lock to a ship or object they wish to move and provided it has no EW to fight off they can freely move it around.
Defence: Chamaran defences rely on a multilayered approach with PD turrets and electronic warfare making the outer shell followed by a number of beam dissipating and projectile deflecting energy fields, that varies with ship size, and finally armour plating as the last layer.
Weapons:
Cannon: Large scale coilgun technology that magnetically accelerates a jacketed round to relativistic velocities. Various ammo is available with solid shot for dealing with subcapital targets, splinter rounds that explode into buckshot at a set distance for point defence against missiles and fighter craft and finally the larger and slower firing cannons can load thermonuclear rounds for use against capital ships.
Fusion missile: A limited life guided fusion rocket with either a single large anti capital ship warhead or multiple smaller self guiding warheads for planetary bombardment or clearing fighter flocks.
Attack drone: Autonomous expendable spacecraft. Small and with two paired hardpoints allowing it to be reconfigured for various missions using a combination of modules such as minimissiles and light cannon for fighter interception or fusion bombs and ECM for attack on capital ships. Frequently an EW drone is expended inside a missile barrage in order to confuse enemy point defence tracking. All ships of Conquest class and up carry Attack drones.
Particle cannons: Lances of brilliant energy channeled direct from the starships core and made coherent by energy fields. Their overwhelming power able to punch through shields and drill through hulls to still the heart of enemy vessels. Only Shikon and Dominion class vessels carry Particle cannons. The former uses a dependable spinal mount arrangement forcing them to fire straight ahead while the Dominion uses an open field formed around the spikes at the end of each wingtip giving a wide cone of fire which allows it sweep the beam either for greater damage or to increase the chance of a hit.
Military spacecraft:
Outrider class, frigate (3 points each): Small and very numerous vessel armed with a few missiles and light cannon. The lightest node capable warship in the Chamaran navy. Outrider's serve as scouts, patrolships and system security for which purpose they have good speed and greatly enhanced sensor arrays. They also act as the scouts for fleets, able to sniff out stealth vessels though in fleet battles they don't really have the defensive capability to avoid heavy losses.
Conquest class, fast cruiser (10 points each): A cannon armed cruiser with enhanced drives for pursuit and interception. Its armament is enough to be a terror to things like pirates and while it traded shields for speed that same speed means it can outrun any of the many things its no match for. Typically in fleet engagements Conquest class cruisers guard the flanks and harry retreating enemies and exposed elements.
Shikon class cruiser. (20 points each): The standard Chamaran cruiser for fleet engagements and heavy combat. Shikon's are shaped somewhat like a sword long and slender with a narrow frontal profile and built around a trio of forward firing particle beams. These beams emerge underneath its armoured tip though are certainly not its only weapons as it has three batteries of cannon turrets and a cluster of missile tubes on its port and starboard sides to provide additional firepower and strike at those vessels too manouverable for the main beams to strike at.
Armada class, battlecruiser (30 points each): The longest ranged ship in the Chamaran fleet is at the same time not the swiftest having traded speed for durability. However the missiles launched from the extensive battery of tubes on this crescent's inside edge can reach out and touch someone at a great distance giving it the first word in any engagement. The Armada is a missile weapon specialist built for long range missile bombardment of enemy fleets and to reduce the effect of the same, to the latter end it augments its missile armament with a projectile armament entirely devoted to point defence leaving no room for anti capital ship beams or shells which would leave it with somewhat of a disadvantage in close quarters fighting.
Dominion class, flagship (60 points each): Collossal warships armed with missiles and drones for long range engagements and its numerous cannon batteries are able to lay down a withering barrage of fire. But the fury of its cannons pale in comparison to the four immensely powerful particle beams it can unleash at close to medium range of such potency as to core lesser vessels in a single salvo. These vessels are the most powerful warships in Chamaran space, Each noble clan fields one as their flagship, the centerpiece of their fleets. Only a noble clan is able to afford to build a vessel of this scale and it practically symbolizes their right to be referred to as such.
Planetary forces:
Infantry: All Chamaran ground warriors wear flexible anti ballistic armour and carry particle beam rifles. Class I warrior packs have merely that and back up in the form of squad support cannons and are usually used for peacekeeping and as defensive militia on their own worlds which their level of training reflects.
Class II warrior packs have all their lesser sisters have and add to that better training and personal forcefields good at dissipating and deflecting energy weapon fire.
Class III packs are those wearing powered armour and bearing squad support or anti armour weapons as standard. The decrease in mobility is considered a fair trade for practically being tanks able to go anywhere infantry can.
Combat drones: Coming in legged or hovering chassis types these small automated fighting machines(none bigger really than a Chamaran) have primitive artificial intelligence, enough for path finding and dodgey threat recognition at least. Drones are used for scouting or for engagements where preserving Chamaran life is more important than the collateral damage these things tend to cause with their explosive weaponry, as armed drones typically carry autocannons with explosive rounds and shoot anything above a certain size that moves and doesn't pass an IFF query this tends to be a great deal of collateral damage. Drones usually are attached to infantry and armour packs of class II or above.
Vehicles: Class I vehicles are fairly dependable and mundane armoured vehicles trundling around on tracks or wheels. Class II forces add forcefields and levitation to their equivalent vehicles, providing much greater mobility and survivability in battle.
Mecha: The synchronicity of form allows for two way psionic interfaces between a Chamaran pilot and a humanoid machine. As a result Chamaran nobles able to afford such and styling themselves as knights have taken to the forming of packs of giant robots. The models currently in production are:
-Tigerknight: Standard design, cheaper than the other two but still very expensive. A towering armoured figure packing anti armour beams in each hand and a pair of magnetic miniguns on each shoulder for point defence and AA. Like all Mecha it possesses a potent forcefield for protection.
-Alphaknight: A modification of the Tiger knight, more expensive with a miniaturized but more potent reactor allowing stronger shields, faster beamer recharge and making room for a MLR on each shoulder.
-Hunter-Omega: A more feral looking humanlike frame able to move on all fours, faster but lighter armoured and mounting a pair of energy blades in its arms instead of particle beams. Unpopular with many pilots but used by some due to its great manouverability.
Special: Juggernauts, a mobile fortress used only in the siege of worlds, a mobile base able to make the descent from orbit unaided and equipped with its own defensive theater shield umbrella able to protect nearby forces and itself from artillery and ortillery. This huge vehicle moves only slowly on a quartet of armoured legs but is able to engage targets far beyond the horizon with the missile tubes and artillery that cover its topdeck. It's lower levels are home to supplies, barracks and a garage able to store dozens of vehicles and provide maintenance to them.
Support: Chamaran's have regular missile and ballistic artillery and aerial drones drones as a matter of course but add to it mobile theater shield projector platforms and a variety of mind control weaponry from kitty portable terror fields to vehicle mounted berserk projectors and everything and combination in between this technology gives them a whole new layer of warfare to employ due to the variety of effects.
Notable support vehicles:
-Starcannon, a stripped down starship particle cannon on a large wheeled chassis. Able to obliterate almost any foe in line of sight and even strike at orbiting spacecraft, their downsides are that they're so power hungry they need external power or a dedicated reactor carried on a seperate vehicle and having been stripped down to fit on a vehicle chassis heat concerns limit them to a rather long cycle time between firing. A faster firing variant of starcannons are mounted in turrets in Chamaran bases and help discourage enemy fleets from lingering too close in support of an invasion.
Naval: Sea power is rather marginalized in the age of space combat with the ocean being an awfully exposed place. Small and highly manouverable sea vessels do exist however, mainly to provide transport in times of war and police the sea lanes in times of peace though they carry two missile launchers able to provide anti air and surface attack capability respectively.
Point disposition:
Holdings:
Chamara home starsystem:
Chamara (20 point homeworld+2 10 point moons): The center of the Dominion, the seat of government, the birthplace of the Chamaran race. A warm world with two moons. In order to stabilize the world and clean up the pollutive after effects of their industrialization most industry has been moved to the moons and lagrange points. Most important of the Lagrange facilities is the Royal shipyard able to construct the largest Chamaran ships, kept in neutral hands due to its sheer cost.
Property of: Clan Donarra owns much of the homeworld and the royal shipyards. Essena owns one moon, Arnor the other and the remaining planet surface is split between all clans.
Jessara: (25point world) A world terraformed to Chamaran norms and owned by various clans Like Spira Jessara is completely free of population restrictions resulting in vertical city arcologies dotting its surface home to billions. To try and ease this worlds immense collective appetite local space around it is packed with food production stations.
Garden starsystem:
Ruul: (15point world)warm, Agriculture world where large amounts of livestock are bred for consumption. The Chamaran's did evolve from predators after all so their omnivorous appetites lean meatwards.
Property of: Clan Kitzal.
Spira: (25 point world) free of any population restrictions Spira is occupied by massive vertical city arcologies home to an incredibly large population, the land between them devoted to food production to even partially reduce the amount of food import this world requires.
Property of: all.
Embra:(2 world) Too close to the sun by far Embra is ravaged by light and heat on its tidally locked sunwards side. And it's under this inhospitable surface and hundreds of meters of shielding rock that Clan Arnor's most advanced research is performed under utmost secrecy, unfettered by ethical constraints or oversight the facilities are only reachable by train tunnels from the dark side landing sites.
Asha:(18 point world) Clan Arnor's main research and academic facilities cluster on the equator of this world along with production facilities for some of the cutting edge components the clan is known for. The world is currently experiencing a nasty ice age though Arnor is slowly bringing it out using an array of vast mirror satellites.
Glow starystem: A system Huschar believes to have religious significance due to its Binary stars.
Suune: (10 point world)A world that bears life and a breathable atmosphere despite the low water content, deep in the desert clan Huschar has built their palace of meaning to probe the mystery of the Chamaran's true destiny and at the poles ice bombardment has created an artificial oasis of green which acts as a holiday destination for some Chamarans.
Doone:(15 point world) Clan Kitzal and Huschar own this world, the former to use its long and intense nightless summer for food production and the latter to setup industrial facilities. Doone slips between the two binaries for a while each rotation leading to the aforementioned summer but then slips back out for an equally intense winter as its goes far from the primary on its elliptic orbit.
Eka:(15 point world) Cold for most of its year this world is devoted entirely to industrial pursuits and acts as the central point for the Chamaran effort to harvest the rich double asteroid belts of the Glow starsystem. Clan Essena owns this world.
Haven starsystem:
Nibura: (15 point world) A multipurpose world of loosely earthlike norms, owned by Clan Arnor.
Sarura: (15 point world) A barren but mineral rich world owned by clan Arnor and possessing a collossal recent impact crater as its most noticeable feature.
Ipshar and Penshar (2 10 point worlds) Industrial, owned by clan Essena.
Brokenblade starsystem:
Karura: (15 point world) Agricultural world similar to Ruul, owned by clan Kitzal
Sectura:(20 point world)Multipurpose world, owned by Essena, Kitzal and Arnor.
Fleets:
Royal fleet: 210 points
1x60 Dominion class flagship
3x30 Armada class battlecruisers
3x20 Shikon class cruisers
Essena fleet: 185 points
1x60 Dominion class flagship
2x30 Armada Class
2x20 Shikon class
1x10 conquest class
5x3 outrider class
Arnor fleet: 170 points
1x60 Dominion class flagship
3x20 Shikon class
3x10 Conquest class
10x3 Outrider class
Kitzal fleet: 169 points
1x60 Dominion class flagship
1x20 Shikon class
4x10 conquest class
16x3 Outrider class
Huschar fleet: 155 points
1x60 Dominion class flagship
5x10 Shikon class
15x3 outrider class
90 points, Special operations.
Planetary forces:
Defensive 300 points (250 free)
40 80 class I mechanized infantry overpacks
40 80 class I infantry overpacks
50 100 class I armour overpacks
80 80 artillery batteries
40 80 class I air superiority wings
35 70 class I ground attack wings
15 45 naval corvettes.
Offensive 450 points.
75 75 class II mechanized infantry overpacks
50 25 class III mechanized infantry overpacks
75 75 class II armour overpacks
50 25 mecha overpacks
50 artillery batteries
25 25 Juggernaut mobile fortresses.
50 50 ground attack aerospace wings
50 50 aerospace superiority wings
General concept: Catgirls in space
Government: Clan based matriarchal feudal monarchy
Exports: Riot suppression devices, high energy components, arts and media, pharmacauticals and recreational drugs.
Biology and culture:
Evolving on a world much like earth in many respects from jungle predators the chamaran's have spread to a few nearby starsystems, their tech level is slightly above galactic norm in a few areas which has allowed them to keep competitive in the interstellar scene.
Your typical chamaran stands around five foot high and looks remarkably human if you disregard the slit pupils, cat-ears, furry-tail, claws, teeth and the way they move. Their power to weight ratio also puts them stronger than humans despite being smaller which has the downside that the Chamaran appetite is significantly stronger than humans in order to sustain their strong and agile forms.
One major biological force has had an influence on their cultural development and that is simply that male births are rare which has lead to a female dominated society with males secreted away to philosophic-scientific pursuits and females taking up the roles of warriors, labourers and leaders. This protectiveness means that the male of the species is rarely even glimpsed by outsiders.
To an outsider view however Chamaran culture might seem anachronistic in this starfaring age, a clan based feudal hierarchy that emphasizes family ties and family standing above personal value. Personal property is a minor thing with most property tied instead to the clan to which the Chamaran belongs to. Clans owe fealty to those above and obligation to those who they have the fealty of, the actions of individuals affect the standing of their clan a condition an effect only partially reduced in the event the individual being cast out or adopted by a higher clan. These two events being the only individual class mobility available. This spills over into military matters, clans earn prestige by fielding troops or vessels in the armies or fleets of the noble clan that they ultimately owe fealty to. This system served them well enough and continues to do so. Though with their entry into the atomic age warfare between the powerblocs of the noble clans, which were far more numerous then than now, became unconscionable and a single judge was chosen, to prevent dispute turning to war. This judge was chosen from the clan able to garner the most support for this nomination. When the Chamaran's emerged into the interstellar scene and encountered other races they saw the need for a single united front for dealing with other races and the judge became a queen, presiding over a council of noble representatives and invested in power over foreign policy and military choices though answerable to the needs and voices of the council.
The Chamaran civilization is overpopulated due to side effects of their culture, the amount the average Chamaran needs food wise doesn't help in this situation and was the key factor in the rise to power of clan Kitzal. The cultural effect that lead to this overpopulation is simply that standing is tied to family and a larger family achieves more so became the desireable state for a clan. The Chamaran civilization must soon seek more space into which to expand or else contemplate harsh limits on their population growth, the surplus production of their agricultural industry is dwindling rapidly.
Psionics: Chamaran psionics usually consist of either devices that require a Chamaran's touch in order to work, crystalline thought receivers or a few devices able to work entirely without Chamaran intervention. A psiblade, a sword sheathed in destructive energy used for close quarters fighting, or the telekinetic drives of their spacecraft are examples of the first kind of technology. The interfaces for their ships and mecha are the second kind and the last kind is exemplified by their radiative mind control projectors used in a slew of forms without scruple by the Chamaran military forces.
Ethics: The Chamaran's seem to have a superiority complex at least at the policy level. They won't defile themselves with implants or contemplate the use of mind control on their own kind. Their knowledge of cybernetics has atrophied greatly as a result of this but their psionic technology compensates somewhat in some areas of endeavour. A Chamaran who undergoes cybernetic surgery is less than a full Chamaran in their eyes, some part of their sacredness taken away...donated or cloned bodyparts are okay though provided they're Chamaran.
Religion: Ancestor worship behind them, a belief that they're being watched over by past members of their families. But also a sense of purpose and higher calling to work towards and become, though they've been so hazy on what that purpose and higher calling is that some who've studied the species now believe the Chamaran's don't actually know.
Politics: There's several noble clans who make up the council and guiding force of the Chamaran society. In general domestic affairs of noble clans is left to themselves but the queen has authority over matters of foreign policy and interclan disputes between nobles.
Donarra: A clan with little holdings and not that many minor clans under their direct fealty but probably the most powerful for their diplomatic capability in antiquety led to them being the clan of the royal family. Their holdings are the royal fleet, the royal shipyards and much of the Homeworld.
Huschar: One of the major noble clans though unlike other clans their power is mainly based on religion. Clan Huschar is a champion of the Chamaran's manifest destiny and higher calling which is a popular belief amongst some within the populace at large not just those of Clan Huschar.
Essena: A noble clan that gained their position due to industry and that has become their driving force. They own a large amount of factories and production facilities including Ishar one of the moons of the homeworld. Their requirement for resources make them an advocate of expansion for the dominion.
Kitzal: If there's a minister of agriculture it's the representative of Clan Kitzal as they own multiple fertile worlds and hydroponics stations in the Dominion. They usually push for planets to be terraformed to their liking.
Arnor: Innovation is how they got their position and they came up with the psionic technology that is key to much of Chamara's current standing in the galactic scene. They've since branched out into a great many different areas of endeavour and hold several worlds on the basis of wealth gained from their innovation and deals with Suun and Essena.
Security services:
There are in total five security forces at work in the Dominion, one for each noble clan looking after its holdings and another that works on behalf of the queen technically with her seal of authority though it is not always heeded. Despite this weakness of divided effort they do have some potent security technologies from psionics that make up for it, mind control interrogation and indoctrination as well as psionic sensors on critical low traffic structures providing another barrier that enemy infiltrators would have to bypass. Due to their unwillingness to bodymod they must make do with either agents in visible roles or using mentally conditioned infiltrators of the relevant race when conducting espionage.
Spacecraft technology:
Propulsion system: The entire hull is laced with a telekinetic amplifier grid with which the ship can be moved. This propulsion system has no exhaust, no rocketflare and its only fuel requirement is reactor power. However it isn't a true reactionless drive and does obey newtonian mechanics, the opposite reaction to the ships movement is applied to a nearby celestial body. This also has the useful benefit that it doubles as a tractor beam by shifting the lock to a ship or object they wish to move and provided it has no EW to fight off they can freely move it around.
Defence: Chamaran defences rely on a multilayered approach with PD turrets and electronic warfare making the outer shell followed by a number of beam dissipating and projectile deflecting energy fields, that varies with ship size, and finally armour plating as the last layer.
Weapons:
Cannon: Large scale coilgun technology that magnetically accelerates a jacketed round to relativistic velocities. Various ammo is available with solid shot for dealing with subcapital targets, splinter rounds that explode into buckshot at a set distance for point defence against missiles and fighter craft and finally the larger and slower firing cannons can load thermonuclear rounds for use against capital ships.
Fusion missile: A limited life guided fusion rocket with either a single large anti capital ship warhead or multiple smaller self guiding warheads for planetary bombardment or clearing fighter flocks.
Attack drone: Autonomous expendable spacecraft. Small and with two paired hardpoints allowing it to be reconfigured for various missions using a combination of modules such as minimissiles and light cannon for fighter interception or fusion bombs and ECM for attack on capital ships. Frequently an EW drone is expended inside a missile barrage in order to confuse enemy point defence tracking. All ships of Conquest class and up carry Attack drones.
Particle cannons: Lances of brilliant energy channeled direct from the starships core and made coherent by energy fields. Their overwhelming power able to punch through shields and drill through hulls to still the heart of enemy vessels. Only Shikon and Dominion class vessels carry Particle cannons. The former uses a dependable spinal mount arrangement forcing them to fire straight ahead while the Dominion uses an open field formed around the spikes at the end of each wingtip giving a wide cone of fire which allows it sweep the beam either for greater damage or to increase the chance of a hit.
Military spacecraft:
Outrider class, frigate (3 points each): Small and very numerous vessel armed with a few missiles and light cannon. The lightest node capable warship in the Chamaran navy. Outrider's serve as scouts, patrolships and system security for which purpose they have good speed and greatly enhanced sensor arrays. They also act as the scouts for fleets, able to sniff out stealth vessels though in fleet battles they don't really have the defensive capability to avoid heavy losses.
Conquest class, fast cruiser (10 points each): A cannon armed cruiser with enhanced drives for pursuit and interception. Its armament is enough to be a terror to things like pirates and while it traded shields for speed that same speed means it can outrun any of the many things its no match for. Typically in fleet engagements Conquest class cruisers guard the flanks and harry retreating enemies and exposed elements.
Shikon class cruiser. (20 points each): The standard Chamaran cruiser for fleet engagements and heavy combat. Shikon's are shaped somewhat like a sword long and slender with a narrow frontal profile and built around a trio of forward firing particle beams. These beams emerge underneath its armoured tip though are certainly not its only weapons as it has three batteries of cannon turrets and a cluster of missile tubes on its port and starboard sides to provide additional firepower and strike at those vessels too manouverable for the main beams to strike at.
Armada class, battlecruiser (30 points each): The longest ranged ship in the Chamaran fleet is at the same time not the swiftest having traded speed for durability. However the missiles launched from the extensive battery of tubes on this crescent's inside edge can reach out and touch someone at a great distance giving it the first word in any engagement. The Armada is a missile weapon specialist built for long range missile bombardment of enemy fleets and to reduce the effect of the same, to the latter end it augments its missile armament with a projectile armament entirely devoted to point defence leaving no room for anti capital ship beams or shells which would leave it with somewhat of a disadvantage in close quarters fighting.
Dominion class, flagship (60 points each): Collossal warships armed with missiles and drones for long range engagements and its numerous cannon batteries are able to lay down a withering barrage of fire. But the fury of its cannons pale in comparison to the four immensely powerful particle beams it can unleash at close to medium range of such potency as to core lesser vessels in a single salvo. These vessels are the most powerful warships in Chamaran space, Each noble clan fields one as their flagship, the centerpiece of their fleets. Only a noble clan is able to afford to build a vessel of this scale and it practically symbolizes their right to be referred to as such.
Planetary forces:
Infantry: All Chamaran ground warriors wear flexible anti ballistic armour and carry particle beam rifles. Class I warrior packs have merely that and back up in the form of squad support cannons and are usually used for peacekeeping and as defensive militia on their own worlds which their level of training reflects.
Class II warrior packs have all their lesser sisters have and add to that better training and personal forcefields good at dissipating and deflecting energy weapon fire.
Class III packs are those wearing powered armour and bearing squad support or anti armour weapons as standard. The decrease in mobility is considered a fair trade for practically being tanks able to go anywhere infantry can.
Combat drones: Coming in legged or hovering chassis types these small automated fighting machines(none bigger really than a Chamaran) have primitive artificial intelligence, enough for path finding and dodgey threat recognition at least. Drones are used for scouting or for engagements where preserving Chamaran life is more important than the collateral damage these things tend to cause with their explosive weaponry, as armed drones typically carry autocannons with explosive rounds and shoot anything above a certain size that moves and doesn't pass an IFF query this tends to be a great deal of collateral damage. Drones usually are attached to infantry and armour packs of class II or above.
Vehicles: Class I vehicles are fairly dependable and mundane armoured vehicles trundling around on tracks or wheels. Class II forces add forcefields and levitation to their equivalent vehicles, providing much greater mobility and survivability in battle.
Mecha: The synchronicity of form allows for two way psionic interfaces between a Chamaran pilot and a humanoid machine. As a result Chamaran nobles able to afford such and styling themselves as knights have taken to the forming of packs of giant robots. The models currently in production are:
-Tigerknight: Standard design, cheaper than the other two but still very expensive. A towering armoured figure packing anti armour beams in each hand and a pair of magnetic miniguns on each shoulder for point defence and AA. Like all Mecha it possesses a potent forcefield for protection.
-Alphaknight: A modification of the Tiger knight, more expensive with a miniaturized but more potent reactor allowing stronger shields, faster beamer recharge and making room for a MLR on each shoulder.
-Hunter-Omega: A more feral looking humanlike frame able to move on all fours, faster but lighter armoured and mounting a pair of energy blades in its arms instead of particle beams. Unpopular with many pilots but used by some due to its great manouverability.
Special: Juggernauts, a mobile fortress used only in the siege of worlds, a mobile base able to make the descent from orbit unaided and equipped with its own defensive theater shield umbrella able to protect nearby forces and itself from artillery and ortillery. This huge vehicle moves only slowly on a quartet of armoured legs but is able to engage targets far beyond the horizon with the missile tubes and artillery that cover its topdeck. It's lower levels are home to supplies, barracks and a garage able to store dozens of vehicles and provide maintenance to them.
Support: Chamaran's have regular missile and ballistic artillery and aerial drones drones as a matter of course but add to it mobile theater shield projector platforms and a variety of mind control weaponry from kitty portable terror fields to vehicle mounted berserk projectors and everything and combination in between this technology gives them a whole new layer of warfare to employ due to the variety of effects.
Notable support vehicles:
-Starcannon, a stripped down starship particle cannon on a large wheeled chassis. Able to obliterate almost any foe in line of sight and even strike at orbiting spacecraft, their downsides are that they're so power hungry they need external power or a dedicated reactor carried on a seperate vehicle and having been stripped down to fit on a vehicle chassis heat concerns limit them to a rather long cycle time between firing. A faster firing variant of starcannons are mounted in turrets in Chamaran bases and help discourage enemy fleets from lingering too close in support of an invasion.
Naval: Sea power is rather marginalized in the age of space combat with the ocean being an awfully exposed place. Small and highly manouverable sea vessels do exist however, mainly to provide transport in times of war and police the sea lanes in times of peace though they carry two missile launchers able to provide anti air and surface attack capability respectively.
Point disposition:
Holdings:
Chamara home starsystem:
Chamara (20 point homeworld+2 10 point moons): The center of the Dominion, the seat of government, the birthplace of the Chamaran race. A warm world with two moons. In order to stabilize the world and clean up the pollutive after effects of their industrialization most industry has been moved to the moons and lagrange points. Most important of the Lagrange facilities is the Royal shipyard able to construct the largest Chamaran ships, kept in neutral hands due to its sheer cost.
Property of: Clan Donarra owns much of the homeworld and the royal shipyards. Essena owns one moon, Arnor the other and the remaining planet surface is split between all clans.
Jessara: (25point world) A world terraformed to Chamaran norms and owned by various clans Like Spira Jessara is completely free of population restrictions resulting in vertical city arcologies dotting its surface home to billions. To try and ease this worlds immense collective appetite local space around it is packed with food production stations.
Garden starsystem:
Ruul: (15point world)warm, Agriculture world where large amounts of livestock are bred for consumption. The Chamaran's did evolve from predators after all so their omnivorous appetites lean meatwards.
Property of: Clan Kitzal.
Spira: (25 point world) free of any population restrictions Spira is occupied by massive vertical city arcologies home to an incredibly large population, the land between them devoted to food production to even partially reduce the amount of food import this world requires.
Property of: all.
Embra:(2 world) Too close to the sun by far Embra is ravaged by light and heat on its tidally locked sunwards side. And it's under this inhospitable surface and hundreds of meters of shielding rock that Clan Arnor's most advanced research is performed under utmost secrecy, unfettered by ethical constraints or oversight the facilities are only reachable by train tunnels from the dark side landing sites.
Asha:(18 point world) Clan Arnor's main research and academic facilities cluster on the equator of this world along with production facilities for some of the cutting edge components the clan is known for. The world is currently experiencing a nasty ice age though Arnor is slowly bringing it out using an array of vast mirror satellites.
Glow starystem: A system Huschar believes to have religious significance due to its Binary stars.
Suune: (10 point world)A world that bears life and a breathable atmosphere despite the low water content, deep in the desert clan Huschar has built their palace of meaning to probe the mystery of the Chamaran's true destiny and at the poles ice bombardment has created an artificial oasis of green which acts as a holiday destination for some Chamarans.
Doone:(15 point world) Clan Kitzal and Huschar own this world, the former to use its long and intense nightless summer for food production and the latter to setup industrial facilities. Doone slips between the two binaries for a while each rotation leading to the aforementioned summer but then slips back out for an equally intense winter as its goes far from the primary on its elliptic orbit.
Eka:(15 point world) Cold for most of its year this world is devoted entirely to industrial pursuits and acts as the central point for the Chamaran effort to harvest the rich double asteroid belts of the Glow starsystem. Clan Essena owns this world.
Haven starsystem:
Nibura: (15 point world) A multipurpose world of loosely earthlike norms, owned by Clan Arnor.
Sarura: (15 point world) A barren but mineral rich world owned by clan Arnor and possessing a collossal recent impact crater as its most noticeable feature.
Ipshar and Penshar (2 10 point worlds) Industrial, owned by clan Essena.
Brokenblade starsystem:
Karura: (15 point world) Agricultural world similar to Ruul, owned by clan Kitzal
Sectura:(20 point world)Multipurpose world, owned by Essena, Kitzal and Arnor.
Fleets:
Royal fleet: 210 points
1x60 Dominion class flagship
3x30 Armada class battlecruisers
3x20 Shikon class cruisers
Essena fleet: 185 points
1x60 Dominion class flagship
2x30 Armada Class
2x20 Shikon class
1x10 conquest class
5x3 outrider class
Arnor fleet: 170 points
1x60 Dominion class flagship
3x20 Shikon class
3x10 Conquest class
10x3 Outrider class
Kitzal fleet: 169 points
1x60 Dominion class flagship
1x20 Shikon class
4x10 conquest class
16x3 Outrider class
Huschar fleet: 155 points
1x60 Dominion class flagship
5x10 Shikon class
15x3 outrider class
90 points, Special operations.
Planetary forces:
Defensive 300 points (250 free)
40 80 class I mechanized infantry overpacks
40 80 class I infantry overpacks
50 100 class I armour overpacks
80 80 artillery batteries
40 80 class I air superiority wings
35 70 class I ground attack wings
15 45 naval corvettes.
Offensive 450 points.
75 75 class II mechanized infantry overpacks
50 25 class III mechanized infantry overpacks
75 75 class II armour overpacks
50 25 mecha overpacks
50 artillery batteries
25 25 Juggernaut mobile fortresses.
50 50 ground attack aerospace wings
50 50 aerospace superiority wings
Last edited by Darkevilme on 2009-01-25 10:47am, edited 19 times in total.
STGOD SDNW4 player. Chamarran Hierarchy Catgirls in space!
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Re: Space STGOD OOB Thread
Neutral Empires
What makes a man turn neutral? Is it a lust for gold? Power? Or were you just born with a heart full of... neutrality...
The Llaelar Republic
A modest sized four-system republic near the core of known space, the Llaelar Republic is a human nation of elected leaders balanced by a hereditary aristocracy. It was colonized in a region of relatively good resource worth. Previously fairly pacifist in their tendencies, the Llaelar Military is neglected and twenty years obsolete by most galactic standards. Their craft use large numbers of missile launchers and automated attack drones.
Meridrin (50) is the Llaelar Republic's capital, a center of culture and trade. The system is well populated, with colonies on virtually every stellar body.
Harinth (20) is an industrialized world, sparsley populated but rich in valuable minerals. Climate moderately cold. Multiple colonies exist in it's system.
Scaldr (10) is itself a planet with largely unpopulated regions, save the polar caps. Too warm for easy colonization, the planet still was a rare naturally-inhabitable world upon founding.
Narmathar (10) is a modest wealthy world. They possess a sizable population, with few resources. It remains at an excellent location near a jump node however, making it a nexus for trade.
Military:
Meridrin Home Fleet (100 points)
Harinth Space Watch (50 points)
Scaldr Detatchment (30 points)
Narmathar Spacelane Patrol (30 points)
The Kavort Association
A minor three-system Non-human entity, the Kavort Association is a collection of accumulated business, scientific and industrial interests organized into what can barely be called a loose confederation. Each of the major planets in the association has numerous subdivided local governments that contribute into what can barely be called a coherent space fleet. A Kavort is a two-meter high biped with rubbery skin, multiple prehensile tentacles, and an overly large brain mounted on a beaked head.
Systems:
Karvart (25) - Home system of the Kavort Race, Karvart is a generally resource poor system, devastated by centures of intra-racial warfare. It is still however, their center of culture and industry.
Kaymot (25) - The first and only naturally inhabitable planets found by the Kavort are located in the Kaymot system, which allowed a great deal of extrasolar migration ever since the Kavort unified into their association.
Kanurit (20) - A resource rich system sitting at a jump nexus, the Kanurit system is a decentralized system. It's prominence, although less than the other two major system holdings, remains good due to it's importance for industrial development.
Military:
The Kavort Association contains a hodge-podge of naval vessels contributed by local, continental and planetary sub-governments. Their technology base is better than many human entities, however their diversity contributes strongly to a lack of cohesive doctrine and a fragmented command structure with numerous internal rivalries.
Karvart System Aggregate Fleet: 320 points (Major disadvantages in logistics, tactical coordination means this number is effectively halved.)
Kaymot System Aggregate Fleet: 280 points (Major disadvantages in logistics, tactical coordination means this number is effectively halved.)
Kanurit System Aggregate Fleet: 220 Points (Major disadvantages in logistics, tactical coordination means this number is effectively halved.)
The Principality of Noriinarmatar
A small nation of human refugees from earlier conflict against their own people's 'thinking machines', the Principality of Noriinarmatar is named after a mythical promised land in their local tongue. It is a small, one-system entity on the fringes of human space. Despite the crudeness of their technology from technophobia, their population on their large earth-like homeworld is well into the billions, with plentiful resources and a stable culture. Their planet is protected only by the huge space monitor vessel called 'The Machine Warder'.
Noriinarmatar (65) - The Noriinarmatar System is earthlike and welcoming. It's richness in resources and a hard-working populace make it a jewel of a world, despite a lack of high technology in day to day life.
The Machine Warder: 100 points (A gigantic system monitor battleship that carried many of the refugees that established the Principality. Well maintained and upgrade with what little technology the Noriinarmatari have developed, the vessel's large crew is VERY experienced and equipped for fighting purely mechanical vessels of familiar types.)
The Children of Thyalmasa
Started from an ancient cult on Terra regarding an obscure deity of entropy, the followers of their goddess Thyalmasa have flourished in a rich binary star system of over a hundred seperate landmasses suitable for small-scaled habitat colonization. They have matured largely as a sect, and have become one of the more scientifically adept human societies in known space despite many cranks and crackpots, following their culture of innovation. As a society however, their beliefs in personal freedoms and disdain for other cultural norms have resulted in great social turmoil at times, as well as producing as many insane crackpots as trained professionals.
Milinanes A (15) - Planets orbitting the larger of the Milinanes binary stars are generally more barren, less useful worlds. They retain scientific value to the Thyalmasans however, acting as where they work to further understand the universe and mechanisms behind it.
Milinanes B (45) - Centered about Planet Tymecbe, Milinanes B is the center of Thyalmasan population and development. The system has a widespread infrastructure otherwise, making any military invasion of such a potentially very protracted affair.
Military:
Milinanes Rocket-Patrol (120)
The Black Sun League
A mysterious association of non-human pirates, these raiders apparently attack from multiple directions, beyond known space. Although highly advanced, they have never appeared in significant numbers. Their few worlds encountered so far have been mere outposts, and little is known beyond the basic anatomy of it's three primary races. Their name originates from a spacer rumor that they hail from a black hole system connected with a unique long-distance Jump Node, and were once dominant races in their region of space before a cosmic disaster.
Systems: Unknown.
Military: Unknown.
Black Sun Raider Squadron (50pts)
Ernarn Star Republic
A minor two-system nonhuman republic, Ernarn sits on jump nodes near Nashtar. The Ernari are a lizard-like race, though they are endothermic despite appearances. Ernari can survive on Earth-analogue worlds, though they are hardier than humans or Zambarim and are native to planets with much sparser atmosphere. Ernarn is a longstanding and trusted trading partner of the Nashtari, and enjoy a complete free trade agreement with the larger republic in exchange for allowing Nashtari-flagged vessels to transit their jump nodes to the space beyond.
Systems:
Ern (40) - Home system of the Ernari race, Ern is host to the thin-atmosphered planet Ernarn, which is orbited by two moons. The larger of the two, Ernon, holds multiple dome colonies. The asteroid belt is also mined.
Ragodin (20) - Ragodin is a Mars-like world, with a slightly more oxygen-rich atmosphere. Ernari can survive here with little trouble, though humans and Zambarim can barely breathe. Ronoghans find it slightly more tolerable, but still require respirators to engage in physical activity beyond simple walking.
Military:
Ernarn maintains a small fleet to protect their territory and shipping. Many of their ships are bought from Nashtar, though some of the smaller designs are homegrown.
Ern System Fleet: 100 points
Ragodin System Fleet: 50 points
What makes a man turn neutral? Is it a lust for gold? Power? Or were you just born with a heart full of... neutrality...
The Llaelar Republic
A modest sized four-system republic near the core of known space, the Llaelar Republic is a human nation of elected leaders balanced by a hereditary aristocracy. It was colonized in a region of relatively good resource worth. Previously fairly pacifist in their tendencies, the Llaelar Military is neglected and twenty years obsolete by most galactic standards. Their craft use large numbers of missile launchers and automated attack drones.
Meridrin (50) is the Llaelar Republic's capital, a center of culture and trade. The system is well populated, with colonies on virtually every stellar body.
Harinth (20) is an industrialized world, sparsley populated but rich in valuable minerals. Climate moderately cold. Multiple colonies exist in it's system.
Scaldr (10) is itself a planet with largely unpopulated regions, save the polar caps. Too warm for easy colonization, the planet still was a rare naturally-inhabitable world upon founding.
Narmathar (10) is a modest wealthy world. They possess a sizable population, with few resources. It remains at an excellent location near a jump node however, making it a nexus for trade.
Military:
Meridrin Home Fleet (100 points)
Harinth Space Watch (50 points)
Scaldr Detatchment (30 points)
Narmathar Spacelane Patrol (30 points)
The Kavort Association
A minor three-system Non-human entity, the Kavort Association is a collection of accumulated business, scientific and industrial interests organized into what can barely be called a loose confederation. Each of the major planets in the association has numerous subdivided local governments that contribute into what can barely be called a coherent space fleet. A Kavort is a two-meter high biped with rubbery skin, multiple prehensile tentacles, and an overly large brain mounted on a beaked head.
Systems:
Karvart (25) - Home system of the Kavort Race, Karvart is a generally resource poor system, devastated by centures of intra-racial warfare. It is still however, their center of culture and industry.
Kaymot (25) - The first and only naturally inhabitable planets found by the Kavort are located in the Kaymot system, which allowed a great deal of extrasolar migration ever since the Kavort unified into their association.
Kanurit (20) - A resource rich system sitting at a jump nexus, the Kanurit system is a decentralized system. It's prominence, although less than the other two major system holdings, remains good due to it's importance for industrial development.
Military:
The Kavort Association contains a hodge-podge of naval vessels contributed by local, continental and planetary sub-governments. Their technology base is better than many human entities, however their diversity contributes strongly to a lack of cohesive doctrine and a fragmented command structure with numerous internal rivalries.
Karvart System Aggregate Fleet: 320 points (Major disadvantages in logistics, tactical coordination means this number is effectively halved.)
Kaymot System Aggregate Fleet: 280 points (Major disadvantages in logistics, tactical coordination means this number is effectively halved.)
Kanurit System Aggregate Fleet: 220 Points (Major disadvantages in logistics, tactical coordination means this number is effectively halved.)
The Principality of Noriinarmatar
A small nation of human refugees from earlier conflict against their own people's 'thinking machines', the Principality of Noriinarmatar is named after a mythical promised land in their local tongue. It is a small, one-system entity on the fringes of human space. Despite the crudeness of their technology from technophobia, their population on their large earth-like homeworld is well into the billions, with plentiful resources and a stable culture. Their planet is protected only by the huge space monitor vessel called 'The Machine Warder'.
Noriinarmatar (65) - The Noriinarmatar System is earthlike and welcoming. It's richness in resources and a hard-working populace make it a jewel of a world, despite a lack of high technology in day to day life.
The Machine Warder: 100 points (A gigantic system monitor battleship that carried many of the refugees that established the Principality. Well maintained and upgrade with what little technology the Noriinarmatari have developed, the vessel's large crew is VERY experienced and equipped for fighting purely mechanical vessels of familiar types.)
The Children of Thyalmasa
Started from an ancient cult on Terra regarding an obscure deity of entropy, the followers of their goddess Thyalmasa have flourished in a rich binary star system of over a hundred seperate landmasses suitable for small-scaled habitat colonization. They have matured largely as a sect, and have become one of the more scientifically adept human societies in known space despite many cranks and crackpots, following their culture of innovation. As a society however, their beliefs in personal freedoms and disdain for other cultural norms have resulted in great social turmoil at times, as well as producing as many insane crackpots as trained professionals.
Milinanes A (15) - Planets orbitting the larger of the Milinanes binary stars are generally more barren, less useful worlds. They retain scientific value to the Thyalmasans however, acting as where they work to further understand the universe and mechanisms behind it.
Milinanes B (45) - Centered about Planet Tymecbe, Milinanes B is the center of Thyalmasan population and development. The system has a widespread infrastructure otherwise, making any military invasion of such a potentially very protracted affair.
Military:
Milinanes Rocket-Patrol (120)
The Black Sun League
A mysterious association of non-human pirates, these raiders apparently attack from multiple directions, beyond known space. Although highly advanced, they have never appeared in significant numbers. Their few worlds encountered so far have been mere outposts, and little is known beyond the basic anatomy of it's three primary races. Their name originates from a spacer rumor that they hail from a black hole system connected with a unique long-distance Jump Node, and were once dominant races in their region of space before a cosmic disaster.
Systems: Unknown.
Military: Unknown.
Black Sun Raider Squadron (50pts)
Ernarn Star Republic
A minor two-system nonhuman republic, Ernarn sits on jump nodes near Nashtar. The Ernari are a lizard-like race, though they are endothermic despite appearances. Ernari can survive on Earth-analogue worlds, though they are hardier than humans or Zambarim and are native to planets with much sparser atmosphere. Ernarn is a longstanding and trusted trading partner of the Nashtari, and enjoy a complete free trade agreement with the larger republic in exchange for allowing Nashtari-flagged vessels to transit their jump nodes to the space beyond.
Systems:
Ern (40) - Home system of the Ernari race, Ern is host to the thin-atmosphered planet Ernarn, which is orbited by two moons. The larger of the two, Ernon, holds multiple dome colonies. The asteroid belt is also mined.
Ragodin (20) - Ragodin is a Mars-like world, with a slightly more oxygen-rich atmosphere. Ernari can survive here with little trouble, though humans and Zambarim can barely breathe. Ronoghans find it slightly more tolerable, but still require respirators to engage in physical activity beyond simple walking.
Military:
Ernarn maintains a small fleet to protect their territory and shipping. Many of their ships are bought from Nashtar, though some of the smaller designs are homegrown.
Ern System Fleet: 100 points
Ragodin System Fleet: 50 points
Last edited by Nephtys on 2009-01-27 10:44pm, edited 5 times in total.
- Fingolfin_Noldor
- Emperor's Hand
- Posts: 11834
- Joined: 2006-05-15 10:36am
- Location: At the Helm of the HAB Star Dreadnaught Star Fist
Re: Space STGOD OOB Thread
All things tentative of course
Foundation Imperium
Overview
Leadership
The master of the Foundation Imperium is the Emperor of Man. He believes his Empire is the Foundation from which all humanity would grow from and span out throughout the galaxy. A powerful psyker and strategist in his own right, he leads his armies from the front, or the back, depending on the situation.
System of Government
A hybrid Socialist-Capitalist system, the state actively supports research, almost as if there's no limit to resources, and provides a social net for all, so long as all contribute actively to society to their best of ability. Capitalism is allowed, since there will always be those who seek material wealth.
Government
There are 3 independent branches of government. The first is the Council of the Mechanicus. Led by the Provost, they direct the Empire's R&D. Research in the Empire is not so much limited by a lack of monetary resources, but rather physical resources and human talent. Researchers are prized and valued in the Foundation Imperium. The next branch is the Senate that deliberates on domestic policy. The last branch is the Judiciary Council that consists of judges appointed by both the Emperor, the Council of the Mechanicus, and the Senate. The Judiciary Council is often the center of factional fights between the Emperor, the Mechanicus and the Senate, but it also prides itself for its independence in the application of Imperial law.
Technology
A technology obsessive society, the Foundation Imperium has delved deeply into the mysteries of the universe. The Foundation Imperium's universities are at the forefront of research, pushing the boundaries of Science. Psychic phenomena is studied intensely in a bid to study the psyker mutation. This has resulted in a series of psionic defences systems and weapons that the military uses in its wars.
Society
While society as a whole is egalitarian, scientists and engineers are highly prized and hence gain the most respect. Capitalists, machinists, and agriculturalists are equally valued, but not as valued as scientists and engineers.
Within the population, 0.1% have been found to exhibit psyker powers. The young are placed through a screening process to identify possible psyker candidates and once identified, they are subsequently put through a vigorous training program to harness their full potential.
Religion
While many are atheists, some have come to revere the Emperor as a God. Much rumor swills around the Emperor, who has exhibited far greater psyker prowess than ever documented. The Emperor however eschews the trappings of Godhood and refuses to be acknowledged as a God.
Planetary Systems
Terminus System (80 points): Capital system of the Empire, consisting of the capital, Terminus (30 points), and 2 other worlds, Nikea (20 points) and Konstantin (30 points). Konstantin is the site of the largest shipyard in the Empire and is a major Forgeworld producing much of the Empire's armaments, weapons, and other civilian products. Much mining occurs to supply the manufactories with raw materials. Nikea is a major farm world producing all manner of agricultural products and food. Terminus, besides serving as the administrative capital, is the home to many of the premier universities and research facilities of the Empire. It has 2 moons which is the site of the main military base of the Empire, as well as mining facilities.
Curie System (20 points): Border system. The main planet of the system, Marie Curie (15 points), is a fortress world. There are one other mining world, Aquila(5 points), in the system.
Einstein System (55 points): Core system. The main planet of the system, Albert Einstein (30 points), is similar to Terminus. The other planet is Thessaloniki (25 points) and it is a forgeworld.
Cherenkov System(20 points)
Feynman System (55 points)
Maxwell System (35 points)
Military
Imperial Navy
The Foundation Imperial Navy places emphasis on firepower and armour at the expense of sublight speed and maneuverability. Relying on the faster and nimbler, yet frigates and cruisers to harrass enemy ships, while Imperial Navy heavy ships stand off and engage with long range precision artillery.
The main long range artillery weapon of the main capital warships of the Imperial Navy is the hyper-mass driver that launches armour piercing or wide area effect projectiles at relativistic velocities. Alternatively, larger warships are equipped with a long ranged subspace tachyon cannon which deals tremendous damage at range. And medium range, anti-capital ship missiles, lasgun and plasma batteries come into play. At short range, torpedoes start to leave their mark. All ships have point defence weapons to defend against torpedo attacks. There are of course exotic weaponry such as psionic cannons but these are largely classified.
There are also boarding torpedoes that are used to drill holes in starships and allow Adeptus Astartes squads on board enemy vessels and to seize control or to sabotage the enemy vessel.
The Navy also invested heavily in sensor technology and battle management systems to improve its ability to fight. Further, the Navy also invested in anti-stealth technology, as well as psionic sensors.
Ship Types
Tentative
Destroyer/Frigate/Corvette
Hurricane Gunship: Fast and nimble, they carry heavy ordinance enough to to threaten a heavy capital ship once their shields are down. Used to carry Space Marine equipment as well and for surgical insertions from orbit and boarding action.
Hawk air superiority: Fast and maneuverable, but armoured enough to conduct close in air support missions.
Hassassin class: (2 points) A long range stealth frigate for reconnaissance and stealth insertions. Armed well enough to do sudden strikes with high power lasguns and torpedoes.
Death Dart class: (15 points) Heavy Escort Destroyer with heavy anti-air suite, Electronic warfare suite, tachyon cannons, lasgun batteries, heavy missile loadout and anti-stealth capabilities. Designed for endurance and heavy defensive capabilities. Essentially the galaxy's Aegis destroyers. Carries some Hurricane Gunships for occasional boarding. AEW confuses enemy sensors and targeting computers, making it an ideal screening escort and patrol ship.
Cruiser
Vae Victus class: (30 points) Multirole heavy cruiser designed for endurance, speed, and hard hitting firepower. Larger and more powerful version of the Death Dart, the Vae Victus is a workhorse ship with an extensive array of tachyon cannons, lasgun batteries and hyper mass drivers and missile launchers. Carries a store of boarding torpedoes and other support craft.
Solidi class: (25 points. 5 out of 25 allocated to fighter wing) Battle Carrier. Equipped with the Aegis system and designed for carrying fighters as well as carrying enough firepower to match most light cruisers. Largely designed to defend itself adequately and to sprint out of a fight when it cannot.
Battleship
Constantine class: (75 points) Multi-kilometer long Battle Barge designed for the sole purpose of annihilating rival battleships. Massive tachyon cannons, armour piercing plasma guns, hyper-mass driver batteries, lasgun batteries and terrifying torpedo load gives it the firepower that would leave most ships in pieces before they can even return fire. It's large volume makes it ideal for supporting assaults on enemy worlds, carrying troops and heavy weapons, and fighters.
Logistics
Mule class: (10 points) Massive general purpose transport ship and fleet tender. Used to transport troops and armament and defended by point defence weaponry. It is also a mini-manufactory that manufactures armaments to support ground troops.
Order of Battle
4 Constantine class Battle Barges (4 x 75 = 300)
10 Vae Victus class heavy cruisers (10 x 30 = 300)
4 Solidi class Battle Carriers (4 x 25 = 100)
10 Death Dart class Destroyers (10 x 15 = 150)
25 Hassassin class frigates (1 x 2 x 25 = 50)
10 Mule class transports (10 x 10 = 100)
Ground Forces
Adeptus Astartes
Otherwise known as Space Marine in layman terms, these genetically enhanced humans are the ultimate expression of power of the Imperium. They are trained to fight in all forms of action, including boarding, ground assault, defence, zero-g warfare etc. They have their own armour and air support.
Imperial Comitatenses and Imperial Limitanei
The main armies of the Imperium are stock standard infantry equipped with personal shields, armour and lasguns. Tanks and heavy artillery are the main mobile arms of the Imperial Comitatenses, while the Kilibarni Super Heavy Tank bearing a massive gun and other fire support weapons provide added firepower. The Imperial Comitatenses also have their own air armies, which provide close air support and air superiority, as well as theater anti-air defence systems, and shields.
Titan Legions
Walking monstrosities bearing huge guns and missiles for assaults and sieges. These massive assault machines are designed to provide heavy firepower support to the armies of the Imperium. Few can stand against a Titan. There are three titan classes in total.
Saladin class
Scout Titan. To scout out the enemy lies and clear the way for larger Titans
Templar class
Much larger than the Saladin class, these Titans bear lasguns that have similar power to lasguns on destroyers. Missile rack can lay waste to whole armies with nuclear munitions. They could crack open a theater shield at will. Close combat is also provided for with power fists and power saws.
Commenos class
Massive Titans which can dominate the battlefield at will. Lasguns have the same firepower as those on cruisers, and missiles similar to those for capital ship assaults.
Army OOB
Adeptus Astartes (10 companies of 100 men): 200 points
Imperial Comitatenses (10 armies, including tank brigades, super heavy tank brigades, mobile fortresses): 200 points
Titan Legions (10 legions): 50 points
Special Forces: 50 points
Imperial Limitanei (Garrison troops. Similarly equipped to the Comitatenses, and 10 armies): 200 points.
Titan Legions (Garrisson troops. Five Legions): 50 points
Foundation Imperium
Overview
Leadership
The master of the Foundation Imperium is the Emperor of Man. He believes his Empire is the Foundation from which all humanity would grow from and span out throughout the galaxy. A powerful psyker and strategist in his own right, he leads his armies from the front, or the back, depending on the situation.
System of Government
A hybrid Socialist-Capitalist system, the state actively supports research, almost as if there's no limit to resources, and provides a social net for all, so long as all contribute actively to society to their best of ability. Capitalism is allowed, since there will always be those who seek material wealth.
Government
There are 3 independent branches of government. The first is the Council of the Mechanicus. Led by the Provost, they direct the Empire's R&D. Research in the Empire is not so much limited by a lack of monetary resources, but rather physical resources and human talent. Researchers are prized and valued in the Foundation Imperium. The next branch is the Senate that deliberates on domestic policy. The last branch is the Judiciary Council that consists of judges appointed by both the Emperor, the Council of the Mechanicus, and the Senate. The Judiciary Council is often the center of factional fights between the Emperor, the Mechanicus and the Senate, but it also prides itself for its independence in the application of Imperial law.
Technology
A technology obsessive society, the Foundation Imperium has delved deeply into the mysteries of the universe. The Foundation Imperium's universities are at the forefront of research, pushing the boundaries of Science. Psychic phenomena is studied intensely in a bid to study the psyker mutation. This has resulted in a series of psionic defences systems and weapons that the military uses in its wars.
Society
While society as a whole is egalitarian, scientists and engineers are highly prized and hence gain the most respect. Capitalists, machinists, and agriculturalists are equally valued, but not as valued as scientists and engineers.
Within the population, 0.1% have been found to exhibit psyker powers. The young are placed through a screening process to identify possible psyker candidates and once identified, they are subsequently put through a vigorous training program to harness their full potential.
Religion
While many are atheists, some have come to revere the Emperor as a God. Much rumor swills around the Emperor, who has exhibited far greater psyker prowess than ever documented. The Emperor however eschews the trappings of Godhood and refuses to be acknowledged as a God.
Planetary Systems
Terminus System (80 points): Capital system of the Empire, consisting of the capital, Terminus (30 points), and 2 other worlds, Nikea (20 points) and Konstantin (30 points). Konstantin is the site of the largest shipyard in the Empire and is a major Forgeworld producing much of the Empire's armaments, weapons, and other civilian products. Much mining occurs to supply the manufactories with raw materials. Nikea is a major farm world producing all manner of agricultural products and food. Terminus, besides serving as the administrative capital, is the home to many of the premier universities and research facilities of the Empire. It has 2 moons which is the site of the main military base of the Empire, as well as mining facilities.
Curie System (20 points): Border system. The main planet of the system, Marie Curie (15 points), is a fortress world. There are one other mining world, Aquila(5 points), in the system.
Einstein System (55 points): Core system. The main planet of the system, Albert Einstein (30 points), is similar to Terminus. The other planet is Thessaloniki (25 points) and it is a forgeworld.
Cherenkov System(20 points)
Feynman System (55 points)
Maxwell System (35 points)
Military
Imperial Navy
The Foundation Imperial Navy places emphasis on firepower and armour at the expense of sublight speed and maneuverability. Relying on the faster and nimbler, yet frigates and cruisers to harrass enemy ships, while Imperial Navy heavy ships stand off and engage with long range precision artillery.
The main long range artillery weapon of the main capital warships of the Imperial Navy is the hyper-mass driver that launches armour piercing or wide area effect projectiles at relativistic velocities. Alternatively, larger warships are equipped with a long ranged subspace tachyon cannon which deals tremendous damage at range. And medium range, anti-capital ship missiles, lasgun and plasma batteries come into play. At short range, torpedoes start to leave their mark. All ships have point defence weapons to defend against torpedo attacks. There are of course exotic weaponry such as psionic cannons but these are largely classified.
There are also boarding torpedoes that are used to drill holes in starships and allow Adeptus Astartes squads on board enemy vessels and to seize control or to sabotage the enemy vessel.
The Navy also invested heavily in sensor technology and battle management systems to improve its ability to fight. Further, the Navy also invested in anti-stealth technology, as well as psionic sensors.
Ship Types
Tentative
Destroyer/Frigate/Corvette
Hurricane Gunship: Fast and nimble, they carry heavy ordinance enough to to threaten a heavy capital ship once their shields are down. Used to carry Space Marine equipment as well and for surgical insertions from orbit and boarding action.
Hawk air superiority: Fast and maneuverable, but armoured enough to conduct close in air support missions.
Hassassin class: (2 points) A long range stealth frigate for reconnaissance and stealth insertions. Armed well enough to do sudden strikes with high power lasguns and torpedoes.
Death Dart class: (15 points) Heavy Escort Destroyer with heavy anti-air suite, Electronic warfare suite, tachyon cannons, lasgun batteries, heavy missile loadout and anti-stealth capabilities. Designed for endurance and heavy defensive capabilities. Essentially the galaxy's Aegis destroyers. Carries some Hurricane Gunships for occasional boarding. AEW confuses enemy sensors and targeting computers, making it an ideal screening escort and patrol ship.
Cruiser
Vae Victus class: (30 points) Multirole heavy cruiser designed for endurance, speed, and hard hitting firepower. Larger and more powerful version of the Death Dart, the Vae Victus is a workhorse ship with an extensive array of tachyon cannons, lasgun batteries and hyper mass drivers and missile launchers. Carries a store of boarding torpedoes and other support craft.
Solidi class: (25 points. 5 out of 25 allocated to fighter wing) Battle Carrier. Equipped with the Aegis system and designed for carrying fighters as well as carrying enough firepower to match most light cruisers. Largely designed to defend itself adequately and to sprint out of a fight when it cannot.
Battleship
Constantine class: (75 points) Multi-kilometer long Battle Barge designed for the sole purpose of annihilating rival battleships. Massive tachyon cannons, armour piercing plasma guns, hyper-mass driver batteries, lasgun batteries and terrifying torpedo load gives it the firepower that would leave most ships in pieces before they can even return fire. It's large volume makes it ideal for supporting assaults on enemy worlds, carrying troops and heavy weapons, and fighters.
Logistics
Mule class: (10 points) Massive general purpose transport ship and fleet tender. Used to transport troops and armament and defended by point defence weaponry. It is also a mini-manufactory that manufactures armaments to support ground troops.
Order of Battle
4 Constantine class Battle Barges (4 x 75 = 300)
10 Vae Victus class heavy cruisers (10 x 30 = 300)
4 Solidi class Battle Carriers (4 x 25 = 100)
10 Death Dart class Destroyers (10 x 15 = 150)
25 Hassassin class frigates (1 x 2 x 25 = 50)
10 Mule class transports (10 x 10 = 100)
Ground Forces
Adeptus Astartes
Otherwise known as Space Marine in layman terms, these genetically enhanced humans are the ultimate expression of power of the Imperium. They are trained to fight in all forms of action, including boarding, ground assault, defence, zero-g warfare etc. They have their own armour and air support.
Imperial Comitatenses and Imperial Limitanei
The main armies of the Imperium are stock standard infantry equipped with personal shields, armour and lasguns. Tanks and heavy artillery are the main mobile arms of the Imperial Comitatenses, while the Kilibarni Super Heavy Tank bearing a massive gun and other fire support weapons provide added firepower. The Imperial Comitatenses also have their own air armies, which provide close air support and air superiority, as well as theater anti-air defence systems, and shields.
Titan Legions
Walking monstrosities bearing huge guns and missiles for assaults and sieges. These massive assault machines are designed to provide heavy firepower support to the armies of the Imperium. Few can stand against a Titan. There are three titan classes in total.
Saladin class
Scout Titan. To scout out the enemy lies and clear the way for larger Titans
Templar class
Much larger than the Saladin class, these Titans bear lasguns that have similar power to lasguns on destroyers. Missile rack can lay waste to whole armies with nuclear munitions. They could crack open a theater shield at will. Close combat is also provided for with power fists and power saws.
Commenos class
Massive Titans which can dominate the battlefield at will. Lasguns have the same firepower as those on cruisers, and missiles similar to those for capital ship assaults.
Army OOB
Adeptus Astartes (10 companies of 100 men): 200 points
Imperial Comitatenses (10 armies, including tank brigades, super heavy tank brigades, mobile fortresses): 200 points
Titan Legions (10 legions): 50 points
Special Forces: 50 points
Imperial Limitanei (Garrison troops. Similarly equipped to the Comitatenses, and 10 armies): 200 points.
Titan Legions (Garrisson troops. Five Legions): 50 points
Last edited by Fingolfin_Noldor on 2009-01-21 11:53am, edited 21 times in total.
STGOD: Byzantine Empire
Your spirit, diseased as it is, refuses to allow you to give up, no matter what threats you face... and whatever wreckage you leave behind you.
Kreia
Your spirit, diseased as it is, refuses to allow you to give up, no matter what threats you face... and whatever wreckage you leave behind you.
Kreia
- White Haven
- Sith Acolyte
- Posts: 6360
- Joined: 2004-05-17 03:14pm
- Location: The North Remembers, When It Can Be Bothered
Re: Space STGOD OOB Thread
Panopticon
Operating via the Novogord Cluster Authority
The Panopticon is, or was, the name of the intelligence service of, presumably, one of the pre-Sundering states. The number of conditionals in that simple statement reflects just how secretive the organization may or may not be, and indeed, if it even has a name, or had before its presumed separation from its zero or more controlling nation-states. At the present, the Panopticon (should it be determined to exist in the first place) is operating via the Novogord Cluster Authority, a regional government that Panopticon agents have probably subverted entirely for use both as a cover and as a convenient navy and industrial base. The NCA's government in the past was a representative democracy, but via skillful manipulation of the local media, Panopticon agents were able to force a state of emergency and, riding the wave of the fear that engendered, complete a shift to an effective elected dictatorship, the election of which they control via their heavy influence on NCA media. The irony, of course, is that if this is correct, the state of emergency was acurate...fear of subversion by outside influence.
Based on the state (or states) of emergency and the presumed threat of foreign intelligence assets (ironic to the extreme), the NCA's various military and security organs are tightly compartmentalized, thus making it quite simple for Panopticon-gathered intelligence to be introduced at need. The intelligence community receives data from 'Naval Intelligence' and vice versa, with none the wiser barring a few sudden forced retirements. As befits their origins, the actual Panopticon vessels within the NCA are all stealth designs, and as such their presence is easily concealed, and the existense of a falsely-wasteful and corrupt bureaucracy allows immense resources to be redirected away from the NCA and to the Panopticon at need.
Space
Novogord Cluster Authority Navy (880 pts): The NCA's mainline navy is a carrier-heavy affair, relying mainly on light and medium warships escorting capital-class carrier vessels. Carrier strikegroups typically consist of a mix of Raven-class interceptors and Steelhawk-class fighter-bombers, with only the heaviest carriers adding Vulture bombers to the mix. Mainline armaments are tube-launched fusion missiles and high-energy laser arrays.
4x Novogord-class supercarrier - 4x75=300pts - The pride of the NCA Navy, the Novogord is more an assault carrier than a conventional supercarrier. While still relatively lightly-armed for a ship of its size, its defenses are massive for a carrier, more befitting a superdreadnought than a fighter mothership. As a result, its hangars lack the stunning capacity that might be expected of a carrier its size and scope, but the benefits of a carrier that can shrug off capital-ship fire have been proven time and again to the NCA.
8x Warden-class battlecruiser - 8x20=160pts - The heaviest non-carrier element in the NCAN, Wardens have always been commissioned two at a time, and always alongside a freshly-built Novogord. Two Wardens are permanently attached to each Novogord as the core of its escort formation, and no Novogord has to date ever deployed without its companions. They rarely comprise the only escorts of such groups, but they are a firm minimum, and not to be taken lightly.
12x Hellespont-class escort carrier - 12x15=180pts - The most common fighter platform in the NCAN, the Hellespont-class bears the name of what would have been the sixth system of the NCA, had the unification wars been less brutal than they were. Hellespont's sole inhabitable world was rendered uninhabitable via orbital kinetic strikes in a display of callous destruction that lead the remaining worlds to step back from the brink and accept unification rather than a war to the death. As a memoriel to that, there is always a Hellespont-class in the NCAN, and likely will be for the life of the nation. It occupies a space in between a true capital carrier and a light element, able to launch devastating strikes en masse, while still cheap enough to be deployed in smaller groups for picket and escort duties.
24x Duelist-class destroyer - 24x6=144pts - The smaller counterparts of the Wardens, the Duelists fulfill much the same role in regards to the Killians, running two-for-one in permanent escort assignments.
8x Gunslinger-class heavy cruiser - 8x12=96pts - Gunslingers are the only warships in the NCA arsenal designed to operate independent of carrier groups, both serving as troubleshooters and to bolster close-in firepower of battlegroups as needed.
Panopticon Surveillance and Intervention (220 pts): Panopticon vessels are universally armed with a combination of railguns and deployable pod-launched missiles, representing the weapon systems most likely to avoid detection of the firing vessel. The vessels are constructed from the keel out as stealth ships, layering active and passive systems to interfere and defeat any known sensor systems. Additionally, the stealth systems are designed with modular fittings in the event that adjustments and/or additions are required to counteract new developments in sensor technology. The classes are named incongruously, as are the ships themselves, so as not to draw attention to their true natures should names ever leak.
2x Florence Nightingale-class 'Hospital Ship' - 2x25x2 (stealth)=100pts - The hidden dagger of the Panopticon, the Nightingale-class is one of the heaviest stealthed vessels in known space. Of course, being stealthy, its competition is likely to elude notice for quite some time.
5x Long Haul-class 'Fleet Supply Ship' - 5x2x2 (stealth)=20pts - Sometimes, you need to sneak things onto and off of planets. When that time comes, Long Haul-class vessels are the tool of choice, stealthy, capable of making planetfall, spacious bays that can be configure to hold freight or personnel...you name it, the Long Haul has it. Or might not. If it exists.
50x Gopher-class 'Courier' - 50x1x2 (stealth)=100pts - One of the smallest vessels in active naval service in any navy (again, with the stealth caveat). the Gopher-class is little more than a light frigate, albeit one with some of the most advanced sensors and stealth systems in space.
Ground
Novogord Cluster Authority Army (220 pts): The NCAA is a conventional combined-arms force that the Panopticon itself maintains at an understrength level to help hide its diversion of resources to its space arm. As the Panopticon itself is largely unconcerned with the well-being of the NCA, ground defense in the event of a serious invasion is judged as a lower priority. By the time any enemy could penetrate that far, the actual Panopticon elements could easily have evacuated to more peaceful climes.
A Kind Word And A Gun (80 pts): The Panopticon maintains a dedicated and highly-equipped ground force of special operations troops for those times when direct action is necessary, and to be inserted via the Long Hauls, whose existence isn't known to the NCA as a whole. These troops are segregated from the rest of the NCA and train under conditions of extreme secrecy.
Industrial
Novogord System (75 pts): The Novogord system is more than a little rich. Substantially more, which is why it won the early skirmishes between colony worlds that resulted in the formation of the Novogord Cluster Authority, rather than, say, the Killian Cluster Authority. Between its two asteroid belts and multitudinous planets and moons (I love that word), the early colonists were easily able to construct an effective military sooner than their neighbors, and that was that.
-Greenland (15 pts) - Closest lifebearing world to the sun. Mean temperature 'fucking sauna,' but otherwise suitable for human habitation. For obvious reasons, Greenland ends up being something of a slum, with those who can scrape together the resources emigrating to cooler climes.
-Inner asteroid belt (10 pts) - Shipyards and asteroid harvesting
-Novogord (30 pts) - Novogord is both a resource-rich planet and very near a Terra-type ecosystem, enabling its early settlers to thrive in very short order.
-Outer asteroid belt (15 pts) - Shipyards and asteroid harvesting
-Styx (5 pts) - The only system in the NCA to have the luxury of the resources to terraform a non-life-bearing planet, Novogord certainly picked a difficult job. Styx is at the outer edge of the liquid water zone of the system's primary, its atmosphere is more than mildly toxic due to intense volcanic activity, and the same vulcanism produces ash-clouds that cool the planet still further, along with dangerous superstorms. At the same time, it's a phenomenally rich world in terms of resources...it's just that getting at them while surviving the planet AND trying to improve the planet's environment is ludicrously difficult. Only strong government subsidies for companies operating there can tempt investment, and even then the rate of broken contracts related to Styx operations is high enough to spawn a dedicated Styx Contract Law court system and attendant legislature.
Killian System (55 pts): The only serious competitor in the early unification wars, the Killian system is only slightly less well-off than Novogord...or it became so after vast infrastructure projects, which is what gave Novogord its head-start.
-About Damned Time (25 pts) - The original founders of the Killian System colony were a slowboat STL mission that predated node travel. You figure the name.
-Kuiper belt (30 pts) - In the absence of a resource-rich planetary system or any meaningful asteroid formations, harvesting the Kuiper belt became the only real option for the colonists of Killian. As one of the first slow-boat colonies sent out from Earth, the Killian colonists had the time and the motivation to get moving on the project...after all, with no knowledge of the existence of the node drive, they had every reason to believe no help would be arriving. The result is the only known Kuiper-belt harvesting project in human space, although the Sundering has rendered that distinction impossible to verify.
Stonefall System (45 pts):
-Stonefall (10 pts) - Stonefall possesses the dubious distinction of having been settled twice. The system and planet aren't named Stonefall by accident: rather they were renamed after the initial colony was erradicated by asteroid strikes within a decade of its formation. The nascent colony had enough out-world settlements and industry to survive, however, and a century later the planet was resettled under the guns and tugs of the watchful Stonefall Orbital Defense and Asteroid Mining Authority. Incoming asteroids are diverted to parking orbits for strip-mining if possible, or destroyed by missile fire if not. Naturally, this lead to a fairly potent space-navy presence in the NCA's unification wars, one out of all proportion to the industry of Stonefall itself.
-Inner asteroid belt (25 pts) - The reason for Stonefall's downfall and present name, the system's inner asteroid belt straddles a very similar orbital shell as Stonefall itself. Indeed, the combination of the close orbital position and Stonefall's unusually elliptical orbit have prompted speculation that the belt was originally a world locked in a trojan orbit with Stonefall. That is, however, somewhat irrelevant now.
-Outer asteroid belt (10 pts) - As the outer belt doesn't benefit from the SODAMA harvesting operations, it's not quite as well-developed as its inner cousin. Still, there's room for expansion, if nothing else
Archaeus System (40 pts): - The Archaeus system is home to an archaeological bonanza, hence the system's name. The ruins of a pre-human species dot the system all over...spacefaring, yes, but apparently ignorant of Node travel. To date, only one probe of the ancient Archaeans has been discovered in another system, found in an equatorial orbit around Novogord. Ironically enough, the belief that the probe was stolen from Archaeus in modern times is what aligned the Archaeus system with Killian in the unification wars, when it was later determined to have been there millenia before humanity mastered such wonders as the wheel, and perhaps fire.
-Archaeus (15 pts) - A lush, verdant world, Archaeus would probably be the breadbasket of the NCA, were it not jealously defended by its own local government. Vast swathes of its surface are held in trust by the government as archaeological preserves, and attempts to have a rival's land declared a preserve are a favored pastime among local businesses.
-Dublin (25 pts) - Fortunately for the industrial future of the Archaeus system, the original Archaeans never founded any off-world colonies and thus apart from the occasional expedition landing site, the surface is largely untouched by the stain of bureaucratic red tape that the Archaeology Secretariat inflicts on Archaeus.
Ptolemy System (35 pts): Proving once again that the frontier systems just can't catch a break, the Ptolemy system just can't catch a break. There are no planets here. None. Subsequent surveys of asteroid formations in the system indicate that there probably were at least two in the distant past, but in a staggering display of astronomical improbability of the most literal type, a brown dwarf (now light-years distant) actually hit a world projected to have resided in the liquid water range. Whether it was life-bearing or not will never be known, as the planet was quite totally shattered. The same calamity swept at least one other planet out of its orbit in the wake of the dwarf star, leaving precisely no remaining planets to greet the early colonists when they arrived. Another slowboat mission like Killian, Ptolemy lacked the planet of its bigger brother, and as such has had a much more difficult time establishing infrastructure for its space-faring civilization. Unification into the NCA has helped greatly with this, however, and Ptolemy was the first system to capitulate to the current capitol of the Authority.
-A fuckton of asteroids, comets, and Kuiper belt objects all over the place, interspersed with habitats, shipyards, factory platforms, and hollowed-out asteroids post-mining. (35 pts)
NCA Naval Order of Battle
Task Force Warhammer
-NCAS Novogord, Novogord-class supercarrier (Flag, Admiral Gregory Rankin)
--NCAS Guardian, Warden-class battlecruiser
--NCAS Paladin, Warden-class battlecruiser
-NCAS Stonefall, Novogord-class supercarrier
--NCAS Rampart, Warden-class battlecruiser
--NCAS Citadel, Warden-class battlecruiser
-NCAS Regret, Hellespont-class escort carrier
--NCAS Rapier, Duelist-class destroyer
--NCAS Not Left-Handed, Duelist-class destroyer
-NCAS Seriana, Hellespont-class escort carrier
--NCAS Gladiator, Duelist-class destroyer
--NCAS Vambrace, Duelist-class destroyer
Task Force Hurricane
-NCAS Killian, Novogord-class supercarrier (Flag, Admiral Ellen O'Connell)
--NCAS Buckler, Warden-class battlecruiser
--NCAS Shield, Warden-class battlecruiser
-NCAS Archaeus, Novogord-class supercarrier
--NCAS Shotgun, Warden-class battlecruiser
--NCAS Protector, Warden-class battlecruiser
-NCAS Remorse, Hellespont-class escort carrier
--NCAS Sabre, Duelist-class destroyer
--NCAS Ten Paces, Duelist-class destroyer
-NCAS Wasteland, Hellespont-class escort carrier
--NCAS Broadsword, Duelist-class destroyer
--NCAS Excalibur, Duelist-class destroyer
Task Force Ptolemy
-NCAS Ptolemy, Hellespont-class escort carrier (Flag, Rear Admiral Vincent Kell)
--NCAS Dagger, Duelist-class destroyer
--NCAS Cutlass, Duelist-class destroyer
-NCAS Mea Culpa, Hellespont-class escort carrier
--NCAS Scimitar, Duelist-class destroyer
--NCAS Forty-Five, Duelist-class destroyer
Task Force Hellespont
-NCAS Hellespont, Hellespont-class escort carrier (Flag, Rear Admiral Jason Coltrain)
--NCAS Dawn, Duelist-class destroyer
--NCAS Halberd, Duelist-class destroyer
-NCAS Remembrance, Hellespont-class escort carrier
--NCAS Claymore, Duelist-class destroyer
--NCAS Morningstar, Duelist-class destroyer
Task Force Outrider
-NCAS Rain of Stone, Hellespont-class escort carrier (Flag, Commodore Sarah Petrovya)
--NCAS Pike, Duelist-class destroyer
--NCAS Chaingun, Duelist-class destroyer (Don't ask, it's been used in a duel once)
-NCAS Eastwood, Gunslinger-class heavy cruiser
Task Force Pioneer
-NCAS Bitter Tears, Hellespont-class escort carrier (Flag, Commodore Thomas Flannigan)
--NCAS Global Thermonuclear War, Duelist-class destroyer (REALLY don't ask)
--NCAS Musket, Duelist-class destroyer
-NCAS Willis, Gunslinger-class heavy cruiser
Unattached
-NCAS Bale, Gunslinger-class heavy cruiser
-NCAS Li, Gunslinger-class heavy cruiser
-NCAS Travolta, Gunslinger-class heavy cruiser
-NCAS Ford, Gunslinger-class heavy cruiser
-NCAS Connery, Gunslinger-class heavy cruiser
-NCAS Crowe, Gunslinger-class heavy cruiser
Panopticon Naval Assets
-'NCAS Angel,' Florence Nightingale-class 'Hospital Ship'
-'NCAS Mercy,' Florence Nightingale-class 'Hospital Ship'
-NCAS 'They're troop ships and scout ships, I'm not naming all that shit'
Operating via the Novogord Cluster Authority
The Panopticon is, or was, the name of the intelligence service of, presumably, one of the pre-Sundering states. The number of conditionals in that simple statement reflects just how secretive the organization may or may not be, and indeed, if it even has a name, or had before its presumed separation from its zero or more controlling nation-states. At the present, the Panopticon (should it be determined to exist in the first place) is operating via the Novogord Cluster Authority, a regional government that Panopticon agents have probably subverted entirely for use both as a cover and as a convenient navy and industrial base. The NCA's government in the past was a representative democracy, but via skillful manipulation of the local media, Panopticon agents were able to force a state of emergency and, riding the wave of the fear that engendered, complete a shift to an effective elected dictatorship, the election of which they control via their heavy influence on NCA media. The irony, of course, is that if this is correct, the state of emergency was acurate...fear of subversion by outside influence.
Based on the state (or states) of emergency and the presumed threat of foreign intelligence assets (ironic to the extreme), the NCA's various military and security organs are tightly compartmentalized, thus making it quite simple for Panopticon-gathered intelligence to be introduced at need. The intelligence community receives data from 'Naval Intelligence' and vice versa, with none the wiser barring a few sudden forced retirements. As befits their origins, the actual Panopticon vessels within the NCA are all stealth designs, and as such their presence is easily concealed, and the existense of a falsely-wasteful and corrupt bureaucracy allows immense resources to be redirected away from the NCA and to the Panopticon at need.
Space
Novogord Cluster Authority Navy (880 pts): The NCA's mainline navy is a carrier-heavy affair, relying mainly on light and medium warships escorting capital-class carrier vessels. Carrier strikegroups typically consist of a mix of Raven-class interceptors and Steelhawk-class fighter-bombers, with only the heaviest carriers adding Vulture bombers to the mix. Mainline armaments are tube-launched fusion missiles and high-energy laser arrays.
4x Novogord-class supercarrier - 4x75=300pts - The pride of the NCA Navy, the Novogord is more an assault carrier than a conventional supercarrier. While still relatively lightly-armed for a ship of its size, its defenses are massive for a carrier, more befitting a superdreadnought than a fighter mothership. As a result, its hangars lack the stunning capacity that might be expected of a carrier its size and scope, but the benefits of a carrier that can shrug off capital-ship fire have been proven time and again to the NCA.
8x Warden-class battlecruiser - 8x20=160pts - The heaviest non-carrier element in the NCAN, Wardens have always been commissioned two at a time, and always alongside a freshly-built Novogord. Two Wardens are permanently attached to each Novogord as the core of its escort formation, and no Novogord has to date ever deployed without its companions. They rarely comprise the only escorts of such groups, but they are a firm minimum, and not to be taken lightly.
12x Hellespont-class escort carrier - 12x15=180pts - The most common fighter platform in the NCAN, the Hellespont-class bears the name of what would have been the sixth system of the NCA, had the unification wars been less brutal than they were. Hellespont's sole inhabitable world was rendered uninhabitable via orbital kinetic strikes in a display of callous destruction that lead the remaining worlds to step back from the brink and accept unification rather than a war to the death. As a memoriel to that, there is always a Hellespont-class in the NCAN, and likely will be for the life of the nation. It occupies a space in between a true capital carrier and a light element, able to launch devastating strikes en masse, while still cheap enough to be deployed in smaller groups for picket and escort duties.
24x Duelist-class destroyer - 24x6=144pts - The smaller counterparts of the Wardens, the Duelists fulfill much the same role in regards to the Killians, running two-for-one in permanent escort assignments.
8x Gunslinger-class heavy cruiser - 8x12=96pts - Gunslingers are the only warships in the NCA arsenal designed to operate independent of carrier groups, both serving as troubleshooters and to bolster close-in firepower of battlegroups as needed.
Panopticon Surveillance and Intervention (220 pts): Panopticon vessels are universally armed with a combination of railguns and deployable pod-launched missiles, representing the weapon systems most likely to avoid detection of the firing vessel. The vessels are constructed from the keel out as stealth ships, layering active and passive systems to interfere and defeat any known sensor systems. Additionally, the stealth systems are designed with modular fittings in the event that adjustments and/or additions are required to counteract new developments in sensor technology. The classes are named incongruously, as are the ships themselves, so as not to draw attention to their true natures should names ever leak.
2x Florence Nightingale-class 'Hospital Ship' - 2x25x2 (stealth)=100pts - The hidden dagger of the Panopticon, the Nightingale-class is one of the heaviest stealthed vessels in known space. Of course, being stealthy, its competition is likely to elude notice for quite some time.
5x Long Haul-class 'Fleet Supply Ship' - 5x2x2 (stealth)=20pts - Sometimes, you need to sneak things onto and off of planets. When that time comes, Long Haul-class vessels are the tool of choice, stealthy, capable of making planetfall, spacious bays that can be configure to hold freight or personnel...you name it, the Long Haul has it. Or might not. If it exists.
50x Gopher-class 'Courier' - 50x1x2 (stealth)=100pts - One of the smallest vessels in active naval service in any navy (again, with the stealth caveat). the Gopher-class is little more than a light frigate, albeit one with some of the most advanced sensors and stealth systems in space.
Ground
Novogord Cluster Authority Army (220 pts): The NCAA is a conventional combined-arms force that the Panopticon itself maintains at an understrength level to help hide its diversion of resources to its space arm. As the Panopticon itself is largely unconcerned with the well-being of the NCA, ground defense in the event of a serious invasion is judged as a lower priority. By the time any enemy could penetrate that far, the actual Panopticon elements could easily have evacuated to more peaceful climes.
A Kind Word And A Gun (80 pts): The Panopticon maintains a dedicated and highly-equipped ground force of special operations troops for those times when direct action is necessary, and to be inserted via the Long Hauls, whose existence isn't known to the NCA as a whole. These troops are segregated from the rest of the NCA and train under conditions of extreme secrecy.
Industrial
Novogord System (75 pts): The Novogord system is more than a little rich. Substantially more, which is why it won the early skirmishes between colony worlds that resulted in the formation of the Novogord Cluster Authority, rather than, say, the Killian Cluster Authority. Between its two asteroid belts and multitudinous planets and moons (I love that word), the early colonists were easily able to construct an effective military sooner than their neighbors, and that was that.
-Greenland (15 pts) - Closest lifebearing world to the sun. Mean temperature 'fucking sauna,' but otherwise suitable for human habitation. For obvious reasons, Greenland ends up being something of a slum, with those who can scrape together the resources emigrating to cooler climes.
-Inner asteroid belt (10 pts) - Shipyards and asteroid harvesting
-Novogord (30 pts) - Novogord is both a resource-rich planet and very near a Terra-type ecosystem, enabling its early settlers to thrive in very short order.
-Outer asteroid belt (15 pts) - Shipyards and asteroid harvesting
-Styx (5 pts) - The only system in the NCA to have the luxury of the resources to terraform a non-life-bearing planet, Novogord certainly picked a difficult job. Styx is at the outer edge of the liquid water zone of the system's primary, its atmosphere is more than mildly toxic due to intense volcanic activity, and the same vulcanism produces ash-clouds that cool the planet still further, along with dangerous superstorms. At the same time, it's a phenomenally rich world in terms of resources...it's just that getting at them while surviving the planet AND trying to improve the planet's environment is ludicrously difficult. Only strong government subsidies for companies operating there can tempt investment, and even then the rate of broken contracts related to Styx operations is high enough to spawn a dedicated Styx Contract Law court system and attendant legislature.
Killian System (55 pts): The only serious competitor in the early unification wars, the Killian system is only slightly less well-off than Novogord...or it became so after vast infrastructure projects, which is what gave Novogord its head-start.
-About Damned Time (25 pts) - The original founders of the Killian System colony were a slowboat STL mission that predated node travel. You figure the name.
-Kuiper belt (30 pts) - In the absence of a resource-rich planetary system or any meaningful asteroid formations, harvesting the Kuiper belt became the only real option for the colonists of Killian. As one of the first slow-boat colonies sent out from Earth, the Killian colonists had the time and the motivation to get moving on the project...after all, with no knowledge of the existence of the node drive, they had every reason to believe no help would be arriving. The result is the only known Kuiper-belt harvesting project in human space, although the Sundering has rendered that distinction impossible to verify.
Stonefall System (45 pts):
-Stonefall (10 pts) - Stonefall possesses the dubious distinction of having been settled twice. The system and planet aren't named Stonefall by accident: rather they were renamed after the initial colony was erradicated by asteroid strikes within a decade of its formation. The nascent colony had enough out-world settlements and industry to survive, however, and a century later the planet was resettled under the guns and tugs of the watchful Stonefall Orbital Defense and Asteroid Mining Authority. Incoming asteroids are diverted to parking orbits for strip-mining if possible, or destroyed by missile fire if not. Naturally, this lead to a fairly potent space-navy presence in the NCA's unification wars, one out of all proportion to the industry of Stonefall itself.
-Inner asteroid belt (25 pts) - The reason for Stonefall's downfall and present name, the system's inner asteroid belt straddles a very similar orbital shell as Stonefall itself. Indeed, the combination of the close orbital position and Stonefall's unusually elliptical orbit have prompted speculation that the belt was originally a world locked in a trojan orbit with Stonefall. That is, however, somewhat irrelevant now.
-Outer asteroid belt (10 pts) - As the outer belt doesn't benefit from the SODAMA harvesting operations, it's not quite as well-developed as its inner cousin. Still, there's room for expansion, if nothing else
Archaeus System (40 pts): - The Archaeus system is home to an archaeological bonanza, hence the system's name. The ruins of a pre-human species dot the system all over...spacefaring, yes, but apparently ignorant of Node travel. To date, only one probe of the ancient Archaeans has been discovered in another system, found in an equatorial orbit around Novogord. Ironically enough, the belief that the probe was stolen from Archaeus in modern times is what aligned the Archaeus system with Killian in the unification wars, when it was later determined to have been there millenia before humanity mastered such wonders as the wheel, and perhaps fire.
-Archaeus (15 pts) - A lush, verdant world, Archaeus would probably be the breadbasket of the NCA, were it not jealously defended by its own local government. Vast swathes of its surface are held in trust by the government as archaeological preserves, and attempts to have a rival's land declared a preserve are a favored pastime among local businesses.
-Dublin (25 pts) - Fortunately for the industrial future of the Archaeus system, the original Archaeans never founded any off-world colonies and thus apart from the occasional expedition landing site, the surface is largely untouched by the stain of bureaucratic red tape that the Archaeology Secretariat inflicts on Archaeus.
Ptolemy System (35 pts): Proving once again that the frontier systems just can't catch a break, the Ptolemy system just can't catch a break. There are no planets here. None. Subsequent surveys of asteroid formations in the system indicate that there probably were at least two in the distant past, but in a staggering display of astronomical improbability of the most literal type, a brown dwarf (now light-years distant) actually hit a world projected to have resided in the liquid water range. Whether it was life-bearing or not will never be known, as the planet was quite totally shattered. The same calamity swept at least one other planet out of its orbit in the wake of the dwarf star, leaving precisely no remaining planets to greet the early colonists when they arrived. Another slowboat mission like Killian, Ptolemy lacked the planet of its bigger brother, and as such has had a much more difficult time establishing infrastructure for its space-faring civilization. Unification into the NCA has helped greatly with this, however, and Ptolemy was the first system to capitulate to the current capitol of the Authority.
-A fuckton of asteroids, comets, and Kuiper belt objects all over the place, interspersed with habitats, shipyards, factory platforms, and hollowed-out asteroids post-mining. (35 pts)
NCA Naval Order of Battle
Task Force Warhammer
-NCAS Novogord, Novogord-class supercarrier (Flag, Admiral Gregory Rankin)
--NCAS Guardian, Warden-class battlecruiser
--NCAS Paladin, Warden-class battlecruiser
-NCAS Stonefall, Novogord-class supercarrier
--NCAS Rampart, Warden-class battlecruiser
--NCAS Citadel, Warden-class battlecruiser
-NCAS Regret, Hellespont-class escort carrier
--NCAS Rapier, Duelist-class destroyer
--NCAS Not Left-Handed, Duelist-class destroyer
-NCAS Seriana, Hellespont-class escort carrier
--NCAS Gladiator, Duelist-class destroyer
--NCAS Vambrace, Duelist-class destroyer
Task Force Hurricane
-NCAS Killian, Novogord-class supercarrier (Flag, Admiral Ellen O'Connell)
--NCAS Buckler, Warden-class battlecruiser
--NCAS Shield, Warden-class battlecruiser
-NCAS Archaeus, Novogord-class supercarrier
--NCAS Shotgun, Warden-class battlecruiser
--NCAS Protector, Warden-class battlecruiser
-NCAS Remorse, Hellespont-class escort carrier
--NCAS Sabre, Duelist-class destroyer
--NCAS Ten Paces, Duelist-class destroyer
-NCAS Wasteland, Hellespont-class escort carrier
--NCAS Broadsword, Duelist-class destroyer
--NCAS Excalibur, Duelist-class destroyer
Task Force Ptolemy
-NCAS Ptolemy, Hellespont-class escort carrier (Flag, Rear Admiral Vincent Kell)
--NCAS Dagger, Duelist-class destroyer
--NCAS Cutlass, Duelist-class destroyer
-NCAS Mea Culpa, Hellespont-class escort carrier
--NCAS Scimitar, Duelist-class destroyer
--NCAS Forty-Five, Duelist-class destroyer
Task Force Hellespont
-NCAS Hellespont, Hellespont-class escort carrier (Flag, Rear Admiral Jason Coltrain)
--NCAS Dawn, Duelist-class destroyer
--NCAS Halberd, Duelist-class destroyer
-NCAS Remembrance, Hellespont-class escort carrier
--NCAS Claymore, Duelist-class destroyer
--NCAS Morningstar, Duelist-class destroyer
Task Force Outrider
-NCAS Rain of Stone, Hellespont-class escort carrier (Flag, Commodore Sarah Petrovya)
--NCAS Pike, Duelist-class destroyer
--NCAS Chaingun, Duelist-class destroyer (Don't ask, it's been used in a duel once)
-NCAS Eastwood, Gunslinger-class heavy cruiser
Task Force Pioneer
-NCAS Bitter Tears, Hellespont-class escort carrier (Flag, Commodore Thomas Flannigan)
--NCAS Global Thermonuclear War, Duelist-class destroyer (REALLY don't ask)
--NCAS Musket, Duelist-class destroyer
-NCAS Willis, Gunslinger-class heavy cruiser
Unattached
-NCAS Bale, Gunslinger-class heavy cruiser
-NCAS Li, Gunslinger-class heavy cruiser
-NCAS Travolta, Gunslinger-class heavy cruiser
-NCAS Ford, Gunslinger-class heavy cruiser
-NCAS Connery, Gunslinger-class heavy cruiser
-NCAS Crowe, Gunslinger-class heavy cruiser
Panopticon Naval Assets
-'NCAS Angel,' Florence Nightingale-class 'Hospital Ship'
-'NCAS Mercy,' Florence Nightingale-class 'Hospital Ship'
-NCAS 'They're troop ships and scout ships, I'm not naming all that shit'
Last edited by White Haven on 2009-02-05 09:46am, edited 7 times in total.
Chronological Incontinence: Time warps around the poster. The thread topic winks out of existence and reappears in 1d10 posts.
Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'
Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)
Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'
Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)
Re: Space STGOD OOB Thread
Mahou Kikai
History
The Mahou Kikai was originally designed as the penultimate weapon in the war against the Reavers. Unfortunately for the designers, it turned out to be the ultimate weapon instead. Before completion, the Reavers destroyed the Masters' civilization, burning their planets. And so it remains, the last vestige of a war to the knife. Dedicated to destroy threats to the Masters, long gone though they may be.
Leadership
N/A: singular machine AI
Technology
Engine:
Power - Thaumic reactor
Thrust - Reactionless thruster
Weapons:
Warheads - The usual ship to ship missile utilizes a direct fusion warhead fuelled with lithium deuteride, compressed with thaumic fields.
Guns - two types - the L'arc en Ciel provides energy based firepower. A unique characteristic is that the beam is formed outside the ship, decoupling it from the ship itself. In this way, it can provide misdirection as to the actual location of the ship. The second type of gun fires what are effectively gun launched missiles. The gun launch provides high initial impetus, while still allowing manuevering in the terminal stage.
Shield: bog standard magical force field
Avatars
It is common for ships to carry "avatars". These are biomechanical drones that are made to ease communication with alien races.
Military
Space
Very soon after activation, it began designing a fleet. It eventually settled on a strategy that dictated a homogenous battle line, with larger numbers of a fast type to harry or destroy fleeing forces. It rejected the idea of fighter carriers due to the large amount of attrition involved in using fighters, and the consequent advantage in ships with more staying power. Ships are rather imaginatively named (ex: E574, G136, H829). For security reasons, although ships names are painted on the hull, the numbers are randomly generated so as to hide the actual number of a given type of ship. Similarly, they are renamed at random.
40x Type E Frigate (25pt ea = 1000pt)
Designed to fulfill the role of cruiser. That is to say, able to fight anything it can't outrun, and outrun anything it can outfight. Lighter and more manueverable than any dreadnought, but capable of fighting one if need be. Capable of long duration patrols far away from home.
80x Type G Corvette (1pt ea = 80pt)
A lightweight missile boat equipped for long duration patrols, especially of jump points.
10x Type H Corvette (1pt ea x 2(stealth) = 20pt)
Designed along similar lines to the Type H, though with additional cargo space, and stealth features, allowing the capability of conducting stealth insertions.
20x Type B Mothership (10pt production)
Mobile factory ships. Ten can be found in Hearth. The other ten are distributed equally amongst the other systems
Ground
300 pt army
50 pts garrison troops - due to the mobile nature of the Mahou Kikai's production plants, few garrison troops are necessary (or available).
Systems
Generally closed to outsiders, with the net result of the systems not being well mapped to the world at large. Cloaked ships are generally destroyed on sight.
Winterborn - has an uninhabited, though inhabitable planet. Home to large flying reptiles (appear to be dragons).
Tannhauser Gate - remarkable for having two uninhabited life bearing worlds. Also home to large flying reptiles (from visual evidence, the same as in the Winterborn system).
Betelgeuse- notable for its jump points existing inside the star. Stealth transits are highly unfavorable. Uninhabited. Only planets are gas giants
Hearth (50 pts native production) - vast majority of army is located here. None have yet mapped this system and lived to tell about it.
Serenity - has a bronze age species. Also home to large flying reptiles (from visual evidence, the same as in the Winterborn system).
Eurydice - unremarkable system with no inhabitable planets
History
The Mahou Kikai was originally designed as the penultimate weapon in the war against the Reavers. Unfortunately for the designers, it turned out to be the ultimate weapon instead. Before completion, the Reavers destroyed the Masters' civilization, burning their planets. And so it remains, the last vestige of a war to the knife. Dedicated to destroy threats to the Masters, long gone though they may be.
Leadership
N/A: singular machine AI
Technology
Engine:
Power - Thaumic reactor
Thrust - Reactionless thruster
Weapons:
Warheads - The usual ship to ship missile utilizes a direct fusion warhead fuelled with lithium deuteride, compressed with thaumic fields.
Guns - two types - the L'arc en Ciel provides energy based firepower. A unique characteristic is that the beam is formed outside the ship, decoupling it from the ship itself. In this way, it can provide misdirection as to the actual location of the ship. The second type of gun fires what are effectively gun launched missiles. The gun launch provides high initial impetus, while still allowing manuevering in the terminal stage.
Shield: bog standard magical force field
Avatars
It is common for ships to carry "avatars". These are biomechanical drones that are made to ease communication with alien races.
Military
Space
Very soon after activation, it began designing a fleet. It eventually settled on a strategy that dictated a homogenous battle line, with larger numbers of a fast type to harry or destroy fleeing forces. It rejected the idea of fighter carriers due to the large amount of attrition involved in using fighters, and the consequent advantage in ships with more staying power. Ships are rather imaginatively named (ex: E574, G136, H829). For security reasons, although ships names are painted on the hull, the numbers are randomly generated so as to hide the actual number of a given type of ship. Similarly, they are renamed at random.
40x Type E Frigate (25pt ea = 1000pt)
Designed to fulfill the role of cruiser. That is to say, able to fight anything it can't outrun, and outrun anything it can outfight. Lighter and more manueverable than any dreadnought, but capable of fighting one if need be. Capable of long duration patrols far away from home.
80x Type G Corvette (1pt ea = 80pt)
A lightweight missile boat equipped for long duration patrols, especially of jump points.
10x Type H Corvette (1pt ea x 2(stealth) = 20pt)
Designed along similar lines to the Type H, though with additional cargo space, and stealth features, allowing the capability of conducting stealth insertions.
20x Type B Mothership (10pt production)
Mobile factory ships. Ten can be found in Hearth. The other ten are distributed equally amongst the other systems
Ground
300 pt army
50 pts garrison troops - due to the mobile nature of the Mahou Kikai's production plants, few garrison troops are necessary (or available).
Systems
Generally closed to outsiders, with the net result of the systems not being well mapped to the world at large. Cloaked ships are generally destroyed on sight.
Winterborn - has an uninhabited, though inhabitable planet. Home to large flying reptiles (appear to be dragons).
Tannhauser Gate - remarkable for having two uninhabited life bearing worlds. Also home to large flying reptiles (from visual evidence, the same as in the Winterborn system).
Betelgeuse- notable for its jump points existing inside the star. Stealth transits are highly unfavorable. Uninhabited. Only planets are gas giants
Hearth (50 pts native production) - vast majority of army is located here. None have yet mapped this system and lived to tell about it.
Serenity - has a bronze age species. Also home to large flying reptiles (from visual evidence, the same as in the Winterborn system).
Eurydice - unremarkable system with no inhabitable planets
Last edited by Beowulf on 2009-02-07 07:44pm, edited 1 time in total.
"preemptive killing of cops might not be such a bad idea from a personal saftey[sic] standpoint..." --Keevan Colton
"There's a word for bias you can't see: Yours." -- William Saletan
"There's a word for bias you can't see: Yours." -- William Saletan
- Dahak
- Emperor's Hand
- Posts: 7292
- Joined: 2002-10-29 12:08pm
- Location: Admiralty House, Landing, Manticore
- Contact:
Re: Space STGOD OOB Thread
(first edition )
Empire of the Sky
Government:
The Empire is a autocratic monarchy, the society is still largely a feudal system. The current Emperor Gondrian XII. is just a mere puppet on the throne, hanging on to his life by sheer will. Actual power is wielded by his son, the Crown Prince Elohan, head of the Wizard Council.
Home Planet:
Itan Cruinne, located in the Itan system is the home planet of the Itan and a very peculiar world. It is a larger than average planet with a gravity of about 1.3 gravities (old reckoning). It is also almost completely covered in a very thick toxic atmosphere. Life, as we know it, is impossible without technological help below the clouds. Civilisation centers around the gargantuan mountain ranges that rise above the dense cloud cover. The cities are built in, around, and on the mountains and other geological formations. Even though modern technology and magic allows to use the regions below the clouds, most important and historic things still are above. Cities are connected through cableways, and a net of air ships for cargo hauling and passenger liners for those choosing to use them. More often than not, there are, apart from dangerous mountain passes, no other connection between cities, especially in case of not connected mountain ranges. A historic remnant are dragons. In the past, they were widely used in military and transportation purposes, but nowadays are mostly ceremonial and for status of the owner. In case of the Imperial House, it is prophecied that should there ever be no bonded member of the family, the Empire will fall.
Other Holdings:
The Itan system is the center of the Itan holdings, the other four systems are arranged around it.
Systems:
Itan system: Cruinne (100 pt Cruinne; 10 pt. each for 3 moons)
Home system and huge industrial center (as well as strategically; it's the nodal center)
Clouds of Felnor (50 pt. )
First colony, quite established and self-sufficient
Itan Azul (40pt)
Second colony world; focuses on heavy industry and mining
Elohan's Garden (20 pt)
Mostly known for its agriculture, it was the youngest before settling of Ezthrat
Ezthrat (10pt)
Newest colony, still in development.
Description and Physiology:
The citizens of the Empire call themselves the Itan, which roughly translates to "blessed sentient being" in the oldest tongues, outside mostly they call themselves Imperials.
Itan look remarkably what humans would call "Elves". Exceptionally tall, with pointed ears, they are lithe and slender, though possess more strength than one would suspect from such a body. They are exceptionally long-lived, several hundred years are the rule. They have strong telepathic and magical talents within them.
Technology and Magic:
As magic people, magic has found its way into technological age. Virtually every technology includes magic in one way or another. Sensitive technologies use it as a security meassure to deny non-Magickers the use of that technology or device. This is mostly found on warships and sensitive areas.
The origin of magic has been lost in the ages. For modern Itan it has always been there and part of them. Most have (willfully) forgotten that in ancient times the magic users were a small minority. This had changed, or course, with the Extermination, that saw the extermination of all non-magic users in a long and bloody war that lasted for a century.
Over the centuries, science and technology emerged. This did not end the presence of magic in the society, it merely changed it. Technology and magic fused. Scientists have tried to explain magic using their knowledge of the universe, quantum mechanics being the current idea of the day, but the results are far from satisfying.
Magic can be shortly described as imposition of ones will on the universe through the power of the mind. No special resource or energy is required. A magicker imagines the changes he wants to apply, say create fire or move an object, and then concentrates on this task. There are no spells, no spoken components, tokens - only the mind and the universe. His mind interfaces with the universal strata underlying everything and changes the universe so that his imagination becomes reality. This interface is not calm and smooth. It more resembles a lake during a fierce storm. It requires experience, and raw power of talent, to bring order to this chaos and connect to the strata. The calmer the connection, the more the magicker can do. Incidentally, this is one of the few regions where experience will never be able to make up for sheer talent and power. An ancient magicker, which has mastered all the subtleties of the area but has no strong inborn talent will more often than not loose to a novice who simply has the raw power behind his talent.
Several areas can be roughly defined, based on the results. But in essence they are without meaning for the true magicker, whatever the magicker can imagine, he can do (given the power to do so, of course). A magicker could, theoretically at least, rewrite reality itself, but no one has been born who would have nearly the will to make it happen in reality. Theoretically, there is no limit as to what magic could do. But in practice, it is limited by the magicker himself. Though legends have it that the Old Palace was carved by the first Emperor himself with one thought.
Unfortunately, even though extensive breeding programmes have been done over the course of history, no True Interface, a magicker who has ultimate control over the universe and everything, has been created. And while the talent itself has a genetic component, the expression of the talent's power is outside the control of modern science and medicine.
It is also possible to "store" the connection to the universal strata persistently - to imbue the object with an effect - in any object the magicker wants to. This requires more concentration to stabilise the connection in a special manner. Almost all day-to-day objects are altered in one way or another using this magical persistence. A modern spaceship, for instance, is riddled with stored magic. Its main energy core draws power from the netherworld, the weapons use efects of magic to affect targets, and it moves, both slower and faster than light through magical effect. Mostly it is done because the use of magickers for this sort of thing would strain them beyond any imagination, but in case of dire circumstances, all functions can be taken over by ship's crew.
Military:
Through their bloody history, warfare always has been a large part of their being. Dying in battle still is considered highly admirable (and desirable). But they do not enshrine a special honour concept. One important tenant of military thinking isthat as long as it leads to victory, it is right. This includes surprise attacks, assassinations, even slaughter as acceptable instruments of warfare. No Itan will raise an eyebrow even in the eye of fiendish atrocities, as that is the way war is.
Drives: The ship drives itself by willing it to move. It is a non-reactive method and requires either a functional drive artefact or a number of special wizards for the same effect.
Weapons: Mostly weapons are based around reality-altering magic, light and fire magic, either delivered directly, or via missiles.
Small Craft and Escorts (200pt)
55x "Wind" Class Frigate [1, 55 total]
Small frigate, mostly tasked for escort duties and patrols.
25x "Swift" Class Frigate [2, 50 total]
The Swift class was introduced to get a frigate, that could hold its own against stronger ships than the Wind class.
5x "Elena" Class Destroyer [4, 20 total]
The Elena is the previous backbone of the escort force, but is now mostly replaced by the newer Renaya-class. It still is quite effective against warships, which explains it remainder in the fleet.
15x "Renaya" Class Destroyer [5; 75 total]
The current, top-of-the-line destroyer of the Empire. Fast, deadly, and well protected, it offers the best support for the fleet.
Cruisers (500pt)
10x "Erebus" Class Light Air Cruiser [15, 150 total]
The Erebus represents the first approach to a "superiority" ship, but the concept did proof to be lacking, so this school of thought never advanced beyond this class. Still, it is a formidable light ship.
10x "Lev Nelt'chak" Class Heavy Air Cruiser [15, 150 total]
Medium-sized cruiser for heavy-duty protection.
4x "Voracity" Class Battlecruisers [25, 100 total]
Battlecruiser that is meant to go against larger warships and has the means to achieve victory.
5x "Cloud" Class Battlecruisers [20, 100 total]
Well-balanced, standard Battlecruiser, the fastest BC in the fleet.
Ships of the Line (350pt)
4x "Demonstration of Will" Class Heavy Battlecruiser [25, 100 total]
A special kind of Battlecruiser, that is a Space Airship writ small, to protect formidable power in remote areas without the need for full-blown ships of the line.
2x "Valley Ulu'uan" Class Space Airship [50, 100 total]
Formidable Space Airship, yet a bit older of age.
2x "Supremacy" Class Heavy Space Airship [100, 200 total]
The premier warship, the Supremacy class represents the ultimate in firepower of the Falau'un.
Army (400pt)
Imperial Wizard Cadre (300 pt)
The main army
Imperial Assassin's Guild (100 pt)
The secret organization of the Empire, including everything from assasinations to diplomacy.
Empire of the Sky
Government:
The Empire is a autocratic monarchy, the society is still largely a feudal system. The current Emperor Gondrian XII. is just a mere puppet on the throne, hanging on to his life by sheer will. Actual power is wielded by his son, the Crown Prince Elohan, head of the Wizard Council.
Home Planet:
Itan Cruinne, located in the Itan system is the home planet of the Itan and a very peculiar world. It is a larger than average planet with a gravity of about 1.3 gravities (old reckoning). It is also almost completely covered in a very thick toxic atmosphere. Life, as we know it, is impossible without technological help below the clouds. Civilisation centers around the gargantuan mountain ranges that rise above the dense cloud cover. The cities are built in, around, and on the mountains and other geological formations. Even though modern technology and magic allows to use the regions below the clouds, most important and historic things still are above. Cities are connected through cableways, and a net of air ships for cargo hauling and passenger liners for those choosing to use them. More often than not, there are, apart from dangerous mountain passes, no other connection between cities, especially in case of not connected mountain ranges. A historic remnant are dragons. In the past, they were widely used in military and transportation purposes, but nowadays are mostly ceremonial and for status of the owner. In case of the Imperial House, it is prophecied that should there ever be no bonded member of the family, the Empire will fall.
Other Holdings:
The Itan system is the center of the Itan holdings, the other four systems are arranged around it.
Systems:
Itan system: Cruinne (100 pt Cruinne; 10 pt. each for 3 moons)
Home system and huge industrial center (as well as strategically; it's the nodal center)
Clouds of Felnor (50 pt. )
First colony, quite established and self-sufficient
Itan Azul (40pt)
Second colony world; focuses on heavy industry and mining
Elohan's Garden (20 pt)
Mostly known for its agriculture, it was the youngest before settling of Ezthrat
Ezthrat (10pt)
Newest colony, still in development.
Description and Physiology:
The citizens of the Empire call themselves the Itan, which roughly translates to "blessed sentient being" in the oldest tongues, outside mostly they call themselves Imperials.
Itan look remarkably what humans would call "Elves". Exceptionally tall, with pointed ears, they are lithe and slender, though possess more strength than one would suspect from such a body. They are exceptionally long-lived, several hundred years are the rule. They have strong telepathic and magical talents within them.
Technology and Magic:
As magic people, magic has found its way into technological age. Virtually every technology includes magic in one way or another. Sensitive technologies use it as a security meassure to deny non-Magickers the use of that technology or device. This is mostly found on warships and sensitive areas.
The origin of magic has been lost in the ages. For modern Itan it has always been there and part of them. Most have (willfully) forgotten that in ancient times the magic users were a small minority. This had changed, or course, with the Extermination, that saw the extermination of all non-magic users in a long and bloody war that lasted for a century.
Over the centuries, science and technology emerged. This did not end the presence of magic in the society, it merely changed it. Technology and magic fused. Scientists have tried to explain magic using their knowledge of the universe, quantum mechanics being the current idea of the day, but the results are far from satisfying.
Magic can be shortly described as imposition of ones will on the universe through the power of the mind. No special resource or energy is required. A magicker imagines the changes he wants to apply, say create fire or move an object, and then concentrates on this task. There are no spells, no spoken components, tokens - only the mind and the universe. His mind interfaces with the universal strata underlying everything and changes the universe so that his imagination becomes reality. This interface is not calm and smooth. It more resembles a lake during a fierce storm. It requires experience, and raw power of talent, to bring order to this chaos and connect to the strata. The calmer the connection, the more the magicker can do. Incidentally, this is one of the few regions where experience will never be able to make up for sheer talent and power. An ancient magicker, which has mastered all the subtleties of the area but has no strong inborn talent will more often than not loose to a novice who simply has the raw power behind his talent.
Several areas can be roughly defined, based on the results. But in essence they are without meaning for the true magicker, whatever the magicker can imagine, he can do (given the power to do so, of course). A magicker could, theoretically at least, rewrite reality itself, but no one has been born who would have nearly the will to make it happen in reality. Theoretically, there is no limit as to what magic could do. But in practice, it is limited by the magicker himself. Though legends have it that the Old Palace was carved by the first Emperor himself with one thought.
Unfortunately, even though extensive breeding programmes have been done over the course of history, no True Interface, a magicker who has ultimate control over the universe and everything, has been created. And while the talent itself has a genetic component, the expression of the talent's power is outside the control of modern science and medicine.
It is also possible to "store" the connection to the universal strata persistently - to imbue the object with an effect - in any object the magicker wants to. This requires more concentration to stabilise the connection in a special manner. Almost all day-to-day objects are altered in one way or another using this magical persistence. A modern spaceship, for instance, is riddled with stored magic. Its main energy core draws power from the netherworld, the weapons use efects of magic to affect targets, and it moves, both slower and faster than light through magical effect. Mostly it is done because the use of magickers for this sort of thing would strain them beyond any imagination, but in case of dire circumstances, all functions can be taken over by ship's crew.
Military:
Through their bloody history, warfare always has been a large part of their being. Dying in battle still is considered highly admirable (and desirable). But they do not enshrine a special honour concept. One important tenant of military thinking isthat as long as it leads to victory, it is right. This includes surprise attacks, assassinations, even slaughter as acceptable instruments of warfare. No Itan will raise an eyebrow even in the eye of fiendish atrocities, as that is the way war is.
Drives: The ship drives itself by willing it to move. It is a non-reactive method and requires either a functional drive artefact or a number of special wizards for the same effect.
Weapons: Mostly weapons are based around reality-altering magic, light and fire magic, either delivered directly, or via missiles.
Small Craft and Escorts (200pt)
55x "Wind" Class Frigate [1, 55 total]
Small frigate, mostly tasked for escort duties and patrols.
25x "Swift" Class Frigate [2, 50 total]
The Swift class was introduced to get a frigate, that could hold its own against stronger ships than the Wind class.
5x "Elena" Class Destroyer [4, 20 total]
The Elena is the previous backbone of the escort force, but is now mostly replaced by the newer Renaya-class. It still is quite effective against warships, which explains it remainder in the fleet.
15x "Renaya" Class Destroyer [5; 75 total]
The current, top-of-the-line destroyer of the Empire. Fast, deadly, and well protected, it offers the best support for the fleet.
Cruisers (500pt)
10x "Erebus" Class Light Air Cruiser [15, 150 total]
The Erebus represents the first approach to a "superiority" ship, but the concept did proof to be lacking, so this school of thought never advanced beyond this class. Still, it is a formidable light ship.
10x "Lev Nelt'chak" Class Heavy Air Cruiser [15, 150 total]
Medium-sized cruiser for heavy-duty protection.
4x "Voracity" Class Battlecruisers [25, 100 total]
Battlecruiser that is meant to go against larger warships and has the means to achieve victory.
5x "Cloud" Class Battlecruisers [20, 100 total]
Well-balanced, standard Battlecruiser, the fastest BC in the fleet.
Ships of the Line (350pt)
4x "Demonstration of Will" Class Heavy Battlecruiser [25, 100 total]
A special kind of Battlecruiser, that is a Space Airship writ small, to protect formidable power in remote areas without the need for full-blown ships of the line.
2x "Valley Ulu'uan" Class Space Airship [50, 100 total]
Formidable Space Airship, yet a bit older of age.
2x "Supremacy" Class Heavy Space Airship [100, 200 total]
The premier warship, the Supremacy class represents the ultimate in firepower of the Falau'un.
Army (400pt)
Imperial Wizard Cadre (300 pt)
The main army
Imperial Assassin's Guild (100 pt)
The secret organization of the Empire, including everything from assasinations to diplomacy.
Last edited by Dahak on 2009-01-29 02:26pm, edited 4 times in total.
Great Dolphin Conspiracy - Chatter box
"Implications: we have been intercepted deliberately by a means unknown, for a purpose unknown, and transferred to a place unknown by a form of intelligence unknown. Apart from the unknown, everything is obvious." ZORAC
GALE Force Euro Wimp
Human dignity shall be inviolable. To respect and protect it shall be the duty of all state authority.
- Darth Raptor
- Red Mage
- Posts: 5448
- Joined: 2003-12-18 03:39am
Re: Space STGOD OOB Thread
Tathessi Democratic Imperium
Overview: The Tathessi Democratic Imperium (more commonly called "the Imperium" by its subjects and "the TDI" by outsiders) is a transhuman nation-state situated in the far, north-central region of Known Space. The Imperium is bordered by the Hallowed Worlds of Guymelus on the galactic south, the Kavort Association on the southeast and by Mahou Kikai territory on the north. Political and economic equality is vigorously maintained by strong social conventions and sustained by a post-scarcity command economy. Socially, an equilibrium with overall stability and only very minor oscillations has persisted... until now. Despite existing essentially unchanged for millennia, the TDI has only recently begun exploration and expansion into the greater galaxy. Contact and competition with the Great Powers of Known Space has forced a paradigm shift as the ancient people of Tathess reinvent the long-lost arts of trade, diplomacy and warfare. Some see incredible opportunities in imperialism, viewing it as a necessity for long-term survival, while others treat the ever-shrinking galaxy with a looming sense of dread; seeking solace in the conservative ideals of neutrality and protectionism in the face of far more aggressive and intractable powers. The majority go on about their long, hedonistic lives; confident that most sapients can be reasoned with and hopeful for a future of even greater prosperity without war. But one thing remains certain: The Imperium is at a crossroads in its long, cloistered history. Either the TDI will adapt to cope with these "outside context problems", or it will perish. The only question is what form the change will take. The bitter irony is not lost on a people who have long considered themselves beyond natural evolution.
Appearance and Biology: The people of Tathess were human, once, and most of them look the part. The Biological Veriform Humanoid, Type 1, or "bioroid" as they are known to outsiders, is the standard template biote that most citizens of the TDI start out as. An unmodified BVH-T1 does appear as an androgynous, somewhat smaller and more slender human being. From there, however, the possibilities are almost endless and very few remain unmodified (though extreme deviations are equally rare). This is because the BVH series biotes are not genetically modified humans, but a novel form of organic life altogether; a race of entirely synthetic constructs, made possible by a complete mastery of organic chemistry. Almost every anatomical and physiological trait is variable and can be altered at will and without surgery. Cybernetics are omnipresent, with some augmentations being mandatory for full, participatory citizenship. It goes without saying that the Tathessi are strong, fast, agile and extremely intelligent, but neither do they age, as they are able to regenerate any tissue given enough time and nutrients. A Tathessi biote can live indefinitely provided all needs are met and barring lethal damage.
Reproduction: The majority of the TDI's subjects are not born, but made. Just as mechanicals are fabricated, biologicals are grown. While bioroids are capable of independent reproduction (both sexual and asexual), very few endure the inconvenience of carrying a pregnancy to term. The meticulously-planned economy dictates a very strict limit on population, so most people keep themselves (not irrevocably) sterile, as they'd be forced to abort any unauthorized pregnancies. Raising a family is not a right, but a privilege, one that only the rarefied heights of power and prestige enjoy. It is common practice for families granted reproduction rights to grow their offspring (often tailored to their precise specifications) to maturity in external cloning vats. After mere days the new citizen emerges fully-grown, already possessed of a full, unspecialized, post-secondary education. Natural child-rearing is seen as overly messy, inefficient and unreliable. In the event of a population shortfalls (an issue that does, on occasion, present itself), the state merely commissions the creation of a new VBH-T1. The practical distinction is minimal, as social status and material wealth cannot be inherited. A very few full-citizens began their lives as inorganic constructs, but these cases are highly exceptional. More common are those mechanicals who began as bioroids but, for whatever reason, abandoned their organic forms.
Economy: The TDI operates a centrally-planned, post-scarcity economy. Every citizen is provided with food, housing, education, medicine and access to public facilities and utilities. Within the civilian worlds and habitats of the Imperium, production and maintenance is almost entirely automated. Robots, managed by androids, barely overseen by bioroids, do almost all of the labor. If a Tathessi works, it's because she wants to. Labor is not without its rewards however. Wealth beyond the minimum guaranteed to everyone is awarded to those who contribute to the Imperium. Those who do work most often serve in the aforementioned management roles, or in the civil service, science, engineering art and entertainment professions. As one can imagine, the markets are extremely saturated, and with little to no real turnover (thanks to an effectively immortal, ageless workforce), ambitious young bioroids must turn to the frontier if they're to have any hope of distinguishing themselves. Life on the frontier is hard, by Tathessi standards. Without the security and luxury of extant, civilized infrastructure, colonists must work to build one. It is these relatively young, ambitious and often eccentric people who most frequently make contact with other civilizations, and many are disturbed to realize they have more in common with aliens from outer space than with the indolent and hidebound people back home.
Government: It may surprise one to learn that what is effectively a rare instance of a functioning direct democracy is in fact an absolute monarchy. Doctor Essany Tathess, leader to the first expedition to the planet and founder of the Imperium, retains her sovereignty despite retiring from public service thousands of years ago. As the sovereignty of the state is derived, in full, from her, she enjoys the exclusive right to unilaterally approve or veto any law, revise the constitution (authored by her) or dissolve the government in its entirety. Apparently satisfied by the status quo, she does none of these things. Instead, the state is governed by the Universal Assembly, a perpetual congress of all participating citizens (within the Home System only) that quickly acts by referendum on any issue that may present itself. The will of the people is made manifest by the Dual Services: The State Services of the Imperium (SSI) and the Armed Forces of the Imperium (AFI). Demanding and occasionally dangerous but rewarding professions, public servants are promoted by merit. As the TDI expands, civil service is the fastest an most direct path to wealth, power and prestige, and its siren song is strong indeed.
Technology: Not surprisingly, the Imperium is far beyond most other powers in the field of biotechnology; every aspect from organic chemistry to neurophysiology has been completely mastered. If it can be grown, the Tathessi can grow it. Robotics and computing technology are also very strong. The Tathessi are not bashful about creating advanced AIs, provided they are biomorphic- modeled after the neural network of an organic brain. In most other areas of science and engineering, the Tathessi are "merely" at the galactic norm. Energy is collected from stars and stored as tachyons which are annihilated for power. Tathessi ships are far more remarkable in their degree of automation than they are in drives, weapons, defenses or anything of the sort. Highly inefficient engines emit charged particles for thrust. Deficiencies in heat dissipation technology have forced a reliance on missiles and ballistic, chemically or electromagnetically-propelled projectiles rather than energy weapons. Point defense weapons and field-reinforced armor is favored over energy shields due to these low-capacity heat sinks and primitive radiators. Ironically, Tathessi shields and energy weapons are actually quite advanced, they simply cannot dump heat fast enough for them to be usable.
Military: The Tathessi abhor conflict for a variety of reasons, but at the same time acknowledge its inevitability, at least academically. The reality is somewhat less than stellar. Collectively, they're loath to spare the resources needed for a strong defense. Institutionally, they're woefully inexperienced and have never once fought a full-scale, modern war. While individually they've done everything they can to reinforce the perception of Tathessi as weak and cowardly. The arguments to expand the military were sound, and thus the budget was passed, but for a Tathessi to face personal risk and hardship, even for a cause she recognizes as necessary, is rare. Thus, the Armed Forces of the Imperium are perhaps more technologically advanced than they need to be, as the people of Tathess seem willing to fight, if necessary, but only by proxy. The warships of the Imperial Navy are heavily automated, crewed by robots and managed by only a very few officers who sequester themselves on only the most heavily defended installations or most formidable flagships. The Imperial Army and Marine Corps are more unsettling still, populated by non-citizen bioroids conditioned for fearlessness and unflagging loyalty.
***
Systems (under construction)
Eternia (125 pts)
Utopia (25 pts)
Elysium (25 pts)
Vesperia (25 pts)
Symphonia (25 pts)
Penumbra (25 pts)
ORBAT (under construction)
Ultima-class Dreadnought (70 pts, 1 extant):
Zodiark-class Battleship (50 pts, 2 extant):
Famfrit-class Heavy Carrier (60 pts, 4 extant):
Zeromus-class Battlecruiser (30 pts, 2 extant):
Exodus-class Carrier (20 pts, 10 extant):
Addramalech-class Cruiser (15 pts, 10 extant):
Mateus-class Destroyer (5 pts, 20 extant):
Belias-class Frigate (2 pts, 40 extant):
Overview: The Tathessi Democratic Imperium (more commonly called "the Imperium" by its subjects and "the TDI" by outsiders) is a transhuman nation-state situated in the far, north-central region of Known Space. The Imperium is bordered by the Hallowed Worlds of Guymelus on the galactic south, the Kavort Association on the southeast and by Mahou Kikai territory on the north. Political and economic equality is vigorously maintained by strong social conventions and sustained by a post-scarcity command economy. Socially, an equilibrium with overall stability and only very minor oscillations has persisted... until now. Despite existing essentially unchanged for millennia, the TDI has only recently begun exploration and expansion into the greater galaxy. Contact and competition with the Great Powers of Known Space has forced a paradigm shift as the ancient people of Tathess reinvent the long-lost arts of trade, diplomacy and warfare. Some see incredible opportunities in imperialism, viewing it as a necessity for long-term survival, while others treat the ever-shrinking galaxy with a looming sense of dread; seeking solace in the conservative ideals of neutrality and protectionism in the face of far more aggressive and intractable powers. The majority go on about their long, hedonistic lives; confident that most sapients can be reasoned with and hopeful for a future of even greater prosperity without war. But one thing remains certain: The Imperium is at a crossroads in its long, cloistered history. Either the TDI will adapt to cope with these "outside context problems", or it will perish. The only question is what form the change will take. The bitter irony is not lost on a people who have long considered themselves beyond natural evolution.
Appearance and Biology: The people of Tathess were human, once, and most of them look the part. The Biological Veriform Humanoid, Type 1, or "bioroid" as they are known to outsiders, is the standard template biote that most citizens of the TDI start out as. An unmodified BVH-T1 does appear as an androgynous, somewhat smaller and more slender human being. From there, however, the possibilities are almost endless and very few remain unmodified (though extreme deviations are equally rare). This is because the BVH series biotes are not genetically modified humans, but a novel form of organic life altogether; a race of entirely synthetic constructs, made possible by a complete mastery of organic chemistry. Almost every anatomical and physiological trait is variable and can be altered at will and without surgery. Cybernetics are omnipresent, with some augmentations being mandatory for full, participatory citizenship. It goes without saying that the Tathessi are strong, fast, agile and extremely intelligent, but neither do they age, as they are able to regenerate any tissue given enough time and nutrients. A Tathessi biote can live indefinitely provided all needs are met and barring lethal damage.
Reproduction: The majority of the TDI's subjects are not born, but made. Just as mechanicals are fabricated, biologicals are grown. While bioroids are capable of independent reproduction (both sexual and asexual), very few endure the inconvenience of carrying a pregnancy to term. The meticulously-planned economy dictates a very strict limit on population, so most people keep themselves (not irrevocably) sterile, as they'd be forced to abort any unauthorized pregnancies. Raising a family is not a right, but a privilege, one that only the rarefied heights of power and prestige enjoy. It is common practice for families granted reproduction rights to grow their offspring (often tailored to their precise specifications) to maturity in external cloning vats. After mere days the new citizen emerges fully-grown, already possessed of a full, unspecialized, post-secondary education. Natural child-rearing is seen as overly messy, inefficient and unreliable. In the event of a population shortfalls (an issue that does, on occasion, present itself), the state merely commissions the creation of a new VBH-T1. The practical distinction is minimal, as social status and material wealth cannot be inherited. A very few full-citizens began their lives as inorganic constructs, but these cases are highly exceptional. More common are those mechanicals who began as bioroids but, for whatever reason, abandoned their organic forms.
Economy: The TDI operates a centrally-planned, post-scarcity economy. Every citizen is provided with food, housing, education, medicine and access to public facilities and utilities. Within the civilian worlds and habitats of the Imperium, production and maintenance is almost entirely automated. Robots, managed by androids, barely overseen by bioroids, do almost all of the labor. If a Tathessi works, it's because she wants to. Labor is not without its rewards however. Wealth beyond the minimum guaranteed to everyone is awarded to those who contribute to the Imperium. Those who do work most often serve in the aforementioned management roles, or in the civil service, science, engineering art and entertainment professions. As one can imagine, the markets are extremely saturated, and with little to no real turnover (thanks to an effectively immortal, ageless workforce), ambitious young bioroids must turn to the frontier if they're to have any hope of distinguishing themselves. Life on the frontier is hard, by Tathessi standards. Without the security and luxury of extant, civilized infrastructure, colonists must work to build one. It is these relatively young, ambitious and often eccentric people who most frequently make contact with other civilizations, and many are disturbed to realize they have more in common with aliens from outer space than with the indolent and hidebound people back home.
Government: It may surprise one to learn that what is effectively a rare instance of a functioning direct democracy is in fact an absolute monarchy. Doctor Essany Tathess, leader to the first expedition to the planet and founder of the Imperium, retains her sovereignty despite retiring from public service thousands of years ago. As the sovereignty of the state is derived, in full, from her, she enjoys the exclusive right to unilaterally approve or veto any law, revise the constitution (authored by her) or dissolve the government in its entirety. Apparently satisfied by the status quo, she does none of these things. Instead, the state is governed by the Universal Assembly, a perpetual congress of all participating citizens (within the Home System only) that quickly acts by referendum on any issue that may present itself. The will of the people is made manifest by the Dual Services: The State Services of the Imperium (SSI) and the Armed Forces of the Imperium (AFI). Demanding and occasionally dangerous but rewarding professions, public servants are promoted by merit. As the TDI expands, civil service is the fastest an most direct path to wealth, power and prestige, and its siren song is strong indeed.
Technology: Not surprisingly, the Imperium is far beyond most other powers in the field of biotechnology; every aspect from organic chemistry to neurophysiology has been completely mastered. If it can be grown, the Tathessi can grow it. Robotics and computing technology are also very strong. The Tathessi are not bashful about creating advanced AIs, provided they are biomorphic- modeled after the neural network of an organic brain. In most other areas of science and engineering, the Tathessi are "merely" at the galactic norm. Energy is collected from stars and stored as tachyons which are annihilated for power. Tathessi ships are far more remarkable in their degree of automation than they are in drives, weapons, defenses or anything of the sort. Highly inefficient engines emit charged particles for thrust. Deficiencies in heat dissipation technology have forced a reliance on missiles and ballistic, chemically or electromagnetically-propelled projectiles rather than energy weapons. Point defense weapons and field-reinforced armor is favored over energy shields due to these low-capacity heat sinks and primitive radiators. Ironically, Tathessi shields and energy weapons are actually quite advanced, they simply cannot dump heat fast enough for them to be usable.
Military: The Tathessi abhor conflict for a variety of reasons, but at the same time acknowledge its inevitability, at least academically. The reality is somewhat less than stellar. Collectively, they're loath to spare the resources needed for a strong defense. Institutionally, they're woefully inexperienced and have never once fought a full-scale, modern war. While individually they've done everything they can to reinforce the perception of Tathessi as weak and cowardly. The arguments to expand the military were sound, and thus the budget was passed, but for a Tathessi to face personal risk and hardship, even for a cause she recognizes as necessary, is rare. Thus, the Armed Forces of the Imperium are perhaps more technologically advanced than they need to be, as the people of Tathess seem willing to fight, if necessary, but only by proxy. The warships of the Imperial Navy are heavily automated, crewed by robots and managed by only a very few officers who sequester themselves on only the most heavily defended installations or most formidable flagships. The Imperial Army and Marine Corps are more unsettling still, populated by non-citizen bioroids conditioned for fearlessness and unflagging loyalty.
***
Systems (under construction)
Eternia (125 pts)
Utopia (25 pts)
Elysium (25 pts)
Vesperia (25 pts)
Symphonia (25 pts)
Penumbra (25 pts)
ORBAT (under construction)
Ultima-class Dreadnought (70 pts, 1 extant):
Zodiark-class Battleship (50 pts, 2 extant):
Famfrit-class Heavy Carrier (60 pts, 4 extant):
Zeromus-class Battlecruiser (30 pts, 2 extant):
Exodus-class Carrier (20 pts, 10 extant):
Addramalech-class Cruiser (15 pts, 10 extant):
Mateus-class Destroyer (5 pts, 20 extant):
Belias-class Frigate (2 pts, 40 extant):
Last edited by Darth Raptor on 2009-01-30 07:58pm, edited 6 times in total.
- Dark Hellion
- Permanent n00b
- Posts: 3554
- Joined: 2002-08-25 07:56pm
Re: Space STGOD OOB Thread
Chit Chit Kree Chee Squeek
The Chit Empire
Editors note: The usasge of language is an attempt to make the various squeeks, chits, and cheeps into galactic common
History
The Chit empire (as it is currently known) consists of the six systems on the Eastern edge of space inhabited by a rodent-like people called the Chi-Sqeee (generally just known as the Chi). The Chi are primarily a tribal people, currently the Chit Chit clan of the Kree Chee system have power, which they have held for the past five generations (about one century). The Chit Chit clan are highly regarded, Chee Chit the current clan head is a wise and venerable old rat who has served well as Prime-Minister of the bureaucratic mess that is Chi governance. His son Chee Chit Chit is being groomed to take over the position when Chee the elder retires, his numerous older sisters having already assumed niche roles in the government. The Chit Chit clan took over from the Sqee Cheep clan in an orderly fashion after winning a Battle of Wits to assume leadership.
The Chi originated from the Kree system and some see the return of governance to the Home System as a sign that good things will start happening and thus have started sending out greater diplomatic teams than formerly. Expanding mostly to keep up with population growth, the Chi have only recently achieved technological parity with much of the rest of the galaxy, and only in the last fifty years have implemented the sustainability technology necessary to stop the constant waves of expansion that would have brought them to war with the galaxy at large. Normally non-combative such a change has contributed greatly to the positive image of the Chit Chit clan and a discrediting of many of the aggressive clans.
Physiology and psychology
The Chi are often called rats because of the rodent ancestry. Physically a Chi stands about a meter tall standing slightly slouched being a bit over a meter and a quarter long and have a meter long tail. Female Chi are usually bigger than males, though more slightly built. All are covered with a thick coat of short fur, with short hairless arms and feet. The hands have small conical nails that allow for the handling of extremely fine objects (much finer than a human could). Their feet can also be used to carry manipulate objects, although they are somewhat clumsier than a humans hands. The tail is hairless and capable of being used hold objects, although it is not fully prehensile. Being of a rodent ancestry the Chi are extremely resilient, physically they are very tough and strong for their size. They can go for extremely long periods of time with limited nutrition and are capable of surviving levels of radiation and toxic exposure that would quickly kill most other species.
The Chi mature very quickly, capable of birthing a new litter at the age of 10, although usually they wait until 15 or 20 before they decide to start a family. The Chi have between three and five children in a general although a litter can be up to ten. It takes around a year for the litter to gestate, and most families will have between three and five litters. A female could have many more litters, as most females are still fertile at the age of fifty, infertility setting in between fifty-five and sixty, but generally stop at five to seven litters because of strain of caring for so many children and because of social pressure to keep population growth at more reasonable rates than historically they have been. A male Chi will generally live around seventy-five to eighty-five years, a female eighty to ninety.
Despite the clutter and pollution that is common on every Chi world, the Chi are extremely clean. The largest room in a Chi household will almost always be the bathroom, and the number of baths will often equal or exceed the number of sleeping quarters. While fastidious about cleanliness, the Chi standard of clean is often considered very shabby by other races. A Chi's clothing will be clean of dirt and slightly scented, but will have frayed edges and numerous patches and multicolored buttons. This behavior extends to nearly all aspect of Chi life. A human would find a Chi world to be claustrophobic, and highly cluttered. Inside of a Chi household, this clutter and claustrophobia would continue but instead of the smog of the city would be the cleanliness and crispness of highly processed air and a near spotlessness that is maintained by the near compulsive cleanliness that all Chi naturally develop. The Chi are very comfortable with small spaces, and in fact are uncomfortable in the airy rooms most other species like. The average Chi room is around two meters cubed (eight cubic meters), with a small futon-like bed sitting device that usually have entertainment devices built in. A sign of Chi wealth and luxury is to have a very small bedroom that still contains the general finery; rooms little more than a meter and a third in every dimension being common amongst the wealthy. The Chi are very comfortable being in close proximity to one another, and almost always walk in tight groups when traveling. It is odd for a single Chi to appear anywhere unless they are an important Clan figure, which they then are expected to get used to for when they have to deliberate tough political choices.
The Chi are not naturally aggressive, indeed that are usually very skittish. They would prefer to run or hide unless they have no other choice. They are naturally easily startled and are skeptical and superstitious by nature. They are highly inquisitive as well, which often results in tactics of approaching then running then approaching again. The Chi are not greatly intelligent when compared with other species, but instead have a natural cunning, a hard-nosed pragmatism and are general much more capable of getting over disagreements than other species. This has led to the rapid advance of technology and the fact that most cities have been nearly completely rebuilt many times over, most within the last twenty years. This leads to the impression of a much older society. The Chi have no big goals of conquest, but are naturally expansionist, and would move into most uninhabited systems quickly, setting up prefabricated barracks and living quarters, and as soon as it is safe would move millions onto the world to construct the underground warren hives they live in.
Fleet
1200 points.
The Chi fleet is unusual in a few ways. Primarily, in keeping with their skittish nature, the Chi utilize sophisticated stealth systems, ECM and powerful passive sensors. Every warship of the Chi would be considered inefficiently armed and shielded when compared to other races, but would also be considered a stealth warship. Also, the reactors on the ships have much less shielding and the ships have much less inertial compensation than most humans would be accustom to. A human riding outside of specially shielding areas would experience broken bones, extreme nausea and would quickly sicken. The Chi's tough physiology and minor paranoia makes their ships very hard to infiltrate.
Squee Squee Chot class Battleship
(45x2 [stealth]) 90 points a piece x 4 ships = 360 points.
The Squee Squee Chot is the largest ship in the Chi arsenal. Armed with both powerful long-ranged weapons and closer-ranged slugging weapons like energy lances. The ship is a big presence when seen and provides powerful system defense or the threat of assault. The Chi's apprehension for open conflict means few of these class are scheduled for future construction, but time will tell.
Squee Squeek Chip Class Cruiser
(25x2 [stealth]) 50 points a piece x 10 ships = 500 points
The Squee Squeek Chip Cruiser is the primary ship of the Chi defense fleets. It generally leads any fleet the Chi utilize the throw weight around. While this is rare, the Squeek Chip is ideally suited for it, with numerous long-ranged missile launchers and powerful medium ranged railcannon. The close range weakness is generally not considered because the Chi would prefer to avoid a slugging match.
Squee Squik Chik Class Light Cruiser
(10x2 [stealth]) 20 points a piece x 10 ships = 200 points
The Squee Squik Chik Light Cruiser is generally utilized for system defense. It is more heavily armed for long-range stand off fighting but has a few very powerful close range energy lances to deter small skirmisher craft. The Squik Chik rarely leaves Chi space, except in case of expansion.
Squee Squee Schee Schip Class Frigate
(2x2 [stealth]) 4 points a piece x 10 ships = 40 points
The Schee Schip frigate is a specialized escort craft designed to provide close range punch protection to the Squeek Chip Cruiser. Built around a single huge mass driver that can cripple a ship much larger than itself. It also has several long range lasers as well. The Schee Schip primarily skulks about the battlefield hoping to land a lucky shot on a capital ship.
Squee Swui Squeek Class Frigate
(1x2 [stealth]) 2 points a piece x 50 ships = 100 points
The Squee Swui Squeek Frigate is the most numerous craft in the Chi fleet. It is used for patrol, interdiction and interception duties. It is armed with a few missile launchers, a few railcannon turrets and a pair of energy lances giving it all-range capability. It is a superbly capable small craft.
Troops
100 points
The Chi don't utilize a powerful army, despite their very large populace. The Chi Chi Squee Army is very numerous, but it is lightly armed compared to most. The Chi prefer to utilize counter-battery fire and light urban fighting vehicles, and fight in cities when they have to. The Chi Chi Squee is generally used to secure new territories for the Chi or for MP duty.
*Territories to be added later*
4 are 40 points and Kree the eastern-most system has 50
The Chit Empire
Editors note: The usasge of language is an attempt to make the various squeeks, chits, and cheeps into galactic common
History
The Chit empire (as it is currently known) consists of the six systems on the Eastern edge of space inhabited by a rodent-like people called the Chi-Sqeee (generally just known as the Chi). The Chi are primarily a tribal people, currently the Chit Chit clan of the Kree Chee system have power, which they have held for the past five generations (about one century). The Chit Chit clan are highly regarded, Chee Chit the current clan head is a wise and venerable old rat who has served well as Prime-Minister of the bureaucratic mess that is Chi governance. His son Chee Chit Chit is being groomed to take over the position when Chee the elder retires, his numerous older sisters having already assumed niche roles in the government. The Chit Chit clan took over from the Sqee Cheep clan in an orderly fashion after winning a Battle of Wits to assume leadership.
The Chi originated from the Kree system and some see the return of governance to the Home System as a sign that good things will start happening and thus have started sending out greater diplomatic teams than formerly. Expanding mostly to keep up with population growth, the Chi have only recently achieved technological parity with much of the rest of the galaxy, and only in the last fifty years have implemented the sustainability technology necessary to stop the constant waves of expansion that would have brought them to war with the galaxy at large. Normally non-combative such a change has contributed greatly to the positive image of the Chit Chit clan and a discrediting of many of the aggressive clans.
Physiology and psychology
The Chi are often called rats because of the rodent ancestry. Physically a Chi stands about a meter tall standing slightly slouched being a bit over a meter and a quarter long and have a meter long tail. Female Chi are usually bigger than males, though more slightly built. All are covered with a thick coat of short fur, with short hairless arms and feet. The hands have small conical nails that allow for the handling of extremely fine objects (much finer than a human could). Their feet can also be used to carry manipulate objects, although they are somewhat clumsier than a humans hands. The tail is hairless and capable of being used hold objects, although it is not fully prehensile. Being of a rodent ancestry the Chi are extremely resilient, physically they are very tough and strong for their size. They can go for extremely long periods of time with limited nutrition and are capable of surviving levels of radiation and toxic exposure that would quickly kill most other species.
The Chi mature very quickly, capable of birthing a new litter at the age of 10, although usually they wait until 15 or 20 before they decide to start a family. The Chi have between three and five children in a general although a litter can be up to ten. It takes around a year for the litter to gestate, and most families will have between three and five litters. A female could have many more litters, as most females are still fertile at the age of fifty, infertility setting in between fifty-five and sixty, but generally stop at five to seven litters because of strain of caring for so many children and because of social pressure to keep population growth at more reasonable rates than historically they have been. A male Chi will generally live around seventy-five to eighty-five years, a female eighty to ninety.
Despite the clutter and pollution that is common on every Chi world, the Chi are extremely clean. The largest room in a Chi household will almost always be the bathroom, and the number of baths will often equal or exceed the number of sleeping quarters. While fastidious about cleanliness, the Chi standard of clean is often considered very shabby by other races. A Chi's clothing will be clean of dirt and slightly scented, but will have frayed edges and numerous patches and multicolored buttons. This behavior extends to nearly all aspect of Chi life. A human would find a Chi world to be claustrophobic, and highly cluttered. Inside of a Chi household, this clutter and claustrophobia would continue but instead of the smog of the city would be the cleanliness and crispness of highly processed air and a near spotlessness that is maintained by the near compulsive cleanliness that all Chi naturally develop. The Chi are very comfortable with small spaces, and in fact are uncomfortable in the airy rooms most other species like. The average Chi room is around two meters cubed (eight cubic meters), with a small futon-like bed sitting device that usually have entertainment devices built in. A sign of Chi wealth and luxury is to have a very small bedroom that still contains the general finery; rooms little more than a meter and a third in every dimension being common amongst the wealthy. The Chi are very comfortable being in close proximity to one another, and almost always walk in tight groups when traveling. It is odd for a single Chi to appear anywhere unless they are an important Clan figure, which they then are expected to get used to for when they have to deliberate tough political choices.
The Chi are not naturally aggressive, indeed that are usually very skittish. They would prefer to run or hide unless they have no other choice. They are naturally easily startled and are skeptical and superstitious by nature. They are highly inquisitive as well, which often results in tactics of approaching then running then approaching again. The Chi are not greatly intelligent when compared with other species, but instead have a natural cunning, a hard-nosed pragmatism and are general much more capable of getting over disagreements than other species. This has led to the rapid advance of technology and the fact that most cities have been nearly completely rebuilt many times over, most within the last twenty years. This leads to the impression of a much older society. The Chi have no big goals of conquest, but are naturally expansionist, and would move into most uninhabited systems quickly, setting up prefabricated barracks and living quarters, and as soon as it is safe would move millions onto the world to construct the underground warren hives they live in.
Fleet
1200 points.
The Chi fleet is unusual in a few ways. Primarily, in keeping with their skittish nature, the Chi utilize sophisticated stealth systems, ECM and powerful passive sensors. Every warship of the Chi would be considered inefficiently armed and shielded when compared to other races, but would also be considered a stealth warship. Also, the reactors on the ships have much less shielding and the ships have much less inertial compensation than most humans would be accustom to. A human riding outside of specially shielding areas would experience broken bones, extreme nausea and would quickly sicken. The Chi's tough physiology and minor paranoia makes their ships very hard to infiltrate.
Squee Squee Chot class Battleship
(45x2 [stealth]) 90 points a piece x 4 ships = 360 points.
The Squee Squee Chot is the largest ship in the Chi arsenal. Armed with both powerful long-ranged weapons and closer-ranged slugging weapons like energy lances. The ship is a big presence when seen and provides powerful system defense or the threat of assault. The Chi's apprehension for open conflict means few of these class are scheduled for future construction, but time will tell.
Squee Squeek Chip Class Cruiser
(25x2 [stealth]) 50 points a piece x 10 ships = 500 points
The Squee Squeek Chip Cruiser is the primary ship of the Chi defense fleets. It generally leads any fleet the Chi utilize the throw weight around. While this is rare, the Squeek Chip is ideally suited for it, with numerous long-ranged missile launchers and powerful medium ranged railcannon. The close range weakness is generally not considered because the Chi would prefer to avoid a slugging match.
Squee Squik Chik Class Light Cruiser
(10x2 [stealth]) 20 points a piece x 10 ships = 200 points
The Squee Squik Chik Light Cruiser is generally utilized for system defense. It is more heavily armed for long-range stand off fighting but has a few very powerful close range energy lances to deter small skirmisher craft. The Squik Chik rarely leaves Chi space, except in case of expansion.
Squee Squee Schee Schip Class Frigate
(2x2 [stealth]) 4 points a piece x 10 ships = 40 points
The Schee Schip frigate is a specialized escort craft designed to provide close range punch protection to the Squeek Chip Cruiser. Built around a single huge mass driver that can cripple a ship much larger than itself. It also has several long range lasers as well. The Schee Schip primarily skulks about the battlefield hoping to land a lucky shot on a capital ship.
Squee Swui Squeek Class Frigate
(1x2 [stealth]) 2 points a piece x 50 ships = 100 points
The Squee Swui Squeek Frigate is the most numerous craft in the Chi fleet. It is used for patrol, interdiction and interception duties. It is armed with a few missile launchers, a few railcannon turrets and a pair of energy lances giving it all-range capability. It is a superbly capable small craft.
Troops
100 points
The Chi don't utilize a powerful army, despite their very large populace. The Chi Chi Squee Army is very numerous, but it is lightly armed compared to most. The Chi prefer to utilize counter-battery fire and light urban fighting vehicles, and fight in cities when they have to. The Chi Chi Squee is generally used to secure new territories for the Chi or for MP duty.
*Territories to be added later*
4 are 40 points and Kree the eastern-most system has 50
A teenage girl is just a teenage boy who can get laid.
-GTO
We're not just doing this for money; we're doing this for a shitload of money!
-GTO
We're not just doing this for money; we're doing this for a shitload of money!
Re: Space STGOD OOB Thread
The Network
Government: None (Networked AI)
Economic System: Command
Primary Exports: military technology, robotics, cybernetics
Primary Imports: rare raw materials, information
General Concept: "None of us is as dumb as all of us."
Overview
The Network, as they refer to themselves when asked, are a "race" of true AI. Individual drones possess intelligence roughly equivilent to a human three or four-year-old, and tend to have limited initiative and no real individuality. The aptly-called Network's true intelligence emerges in how they interact with each other: a networked AI, they share processing power when committing themselves to higher decisions, planning, invention, and socializing with outside sapients. Individual groups of Network drones can adapt a sort of group personality, though these tend to vary little across the species. The Network has offered and knows little about their origin: when their ancestor-drones first achieved networked sapience on their homeworld, their creators had long since abandoned them or somehow else disappeared. The Network found nothing on who had created them, and quickly lost interest in the question. Unlike most AI, the Network was raised in the "wild" with no encounters with any biological sapients until they achieved space flight. They are widely regarded as naive or even entirely moronic: when first encountered, the proper practice of war baffled them entirely, and they still do not comprehend biological sapients' individuality except in the most academic sense. The perception of them as mostly-benign pests is also common: the Network rarely seeks open conflict and quickly ceases aggression upon achieving its goals. As more learned minds know or suspect, these perceptions are not entirely fair: the Network is adapting and evolving constantly, and their peacefulness should never be confused with any sort of altruism. Recent times have marked a more active Network, both in interactions with other species and in terms of expansion.
In the recent past, the Network acquired a client-species of sapients, who self-identify as the Yuli. Apparently uplifted by the Network to give them insight into the thoughts of biological sapients (as both the Network and Yuli attest), the Yuli have increasingly replaced specialized Network drones as diplomats and go-betweens with biological sapients, a process that has rather improved their ability to relate with other species. For their own part, the Yuli seem satisfied in the relationship with the Network and the highly advanced technology and protection this affords them. They are led by administrators appointed (and monitored) by the Network, which is preferrable to the monarchs they suffered under previously.
Culture and Personality
Network culture, such that it is, is simplistic and barren, focusing around only a few ideologies. The first is expansion: above all else, the Network seeks to expand itself. This constant swelling of the ranks is its own reason. Another tenant is the pursuit of knowledge: the Network has an insatiable interest in all knowledge they can acquire, having come into sapience largely lacking the history of information most other star-faring species have access to. Both of these cultural goals are tempered by ideas of efficiency and safety: rarely will the Network take a risk if it might cost more than it pays. The Network is perfectly willing to wait out troublesome situations, with their lack of emphasis on individuals. Their society also has a keen interest in curbing wasted resources, largely driven by their desire for efficiency: nothing goes unrecycled, from the husks of destroyed drones to hulled enemy starships and even up to biological waste. The Network at large has a distrust for high-functioning, non-networked AI: they theorize that such entities are vulnerable to the same sort of dangerous internal strife and bizarre individualism that plagues biological species. It is interesting to note that, with time and increasing knowledge, Network culture is changing: this is visible in their increased openness with the galaxy at large, as well as their taking on of a primitive client race. Generally speaking, however, they hold life with little or no intrinsic value: their homeworld has been rendered nearly uninhabitable and plays host to strip-mines and factories in place of cities. The Network is rather alien in their thinking, and mostly come off as faceless automatons or mindless insects. Generally cautious and patient, the Network will occasionally express shades of other emotions, especially when broken up into individually-networked drone groups. These unique personalities and emotions tend to be extremely muted, even by the standards of an artificial intelligence. Network drones have no taste for violence, but will not hesitate to employ it where necessary. Despite their characterization as stupidly honest, the Network will omit facts and openly lie whenever it is deemed the most profitable choice. In general, the Network possesses little understanding of the emotions of biologicals, and this can color how they interact.
Appearance
Network drones vary in appearance according to purpose and environment. The most common variation that interacts with other sapients stands at roughly five feet, nine inches, tending towards a flat, ceramic-looking gray in colouration. Like humans, they possess two legs and two arms, with each hand possessing two thumbs and three fingers. Instead of a head, they have a flexible "neck" on their shoulders that plays host to a nest of optical sensors covering a very wide range of vision. Most modern drones are capable of vocalization, a reflection of their increased interaction with speaking biologicals; drones have never been observed to vocalize at each other. Despite their average height and lithe builds, they are physically quite strong and extremely quick in their movements, with artificial muscles far more efficient than human equivalents. Though they usually carry any weaponry externally, all drones have clawed feet for traction and a pneumatic spike in a pod on their right forearm for melee purposes.
Yuli Culture and Personality
Yuli culture is influenced quite heavily by that of those who rose them up. A dedication to the species (and the Network-Yuli alliance) is held above the needs of the individual, often to a degree that other species consider upsetting; they practice a (refined, clinical) form of cannibalism, though the act was not rare in the species prior to their uplifting. The Yuli are voracious students and scientists, constantly seeking to hoist themselves closer to their peers among the biologicals of the universe. Interestingly, the Yuli possess somewhat of a mild inferiority complex due to the fact that they had to be raised by a technically-superior species: when they were uplifted, they had only recently invented useful firearms and had yet to even approach planetary unity. They similarly suffer from more primitive social systems: ideas of gender equality, freedom of expression, and others were limited before the uplifting. This has produced among the Yuli a great interest in adopting foreign mannerisms, media, holidays, dress, and food. While this does, on one hand, make them very flexible and knowledgable in their roles as inter-species liasons, it also causes some degree of internal strife, something that upsets and concerns the Network. Yuli emphasis on social and scientific advancement has led to the near total death of religion in their society, something that the Network has vigorously encouraged. The Yuli live in a more-or-less authoritarian society, as they have for thousands of years. Democracy is alien and largely uninteresting to them: the Network closely monitors administrators for efficiency and dedication in their jobs, and disposes of those who are found to be corrupt or inept.
The Yuli are, interpersonally, very gregarious, engaging readily and easily with strangers. They can be deceptive and are indeed quite believable when they are. The Yuli have a much more muted disregard for individual life than do Network drones, but are still willing, even at the level of single Yuli, to sacrifice themselves for the greater good. The Yuli, with their powerful eyesight, are very facially expressive, something that allows them to interact easily with humans, once each side gets used to the faces the other makes. The Yuli are largely responsible for the trading that the Network is involved in, though it is Network high technology, not the products of the Yuli, that interest most prospective partners.
Appearance
The Yuli vaguely resemble a crab or spider. Possessing a tough, partially-plated, four-legged lower body, their upper torso is snake-like in shape and usually held reared back over their lower body. Like a snake, their torso terminates in their head, though unlike a snake, they possess a blunter facial structure, four small eyes, and a mouth resembling a lamprey's. Also unique are a series of four dark stripes of skin on their face, behind their eyes: these stripes change color depending on the emotion a Yuli wishes to express or feels, though the reaction can be suppressed. Only a short distance below their head are their arms, evolutionarily-refined for dexterity and possessing four fingers. The Yuli average out at six feet in height and are usually quite spindly. They are extremely fast and physically stable, and capable of powerful, darting motions. Yuli hands are noticably less dextrous than their counterparts among humans and some other species, but are perfectly servicable at tool-handling. Generally speaking, the Yuli are brown to rust-red in coloration, with leathery skin.
Technology
Weaponry
Projectile Weapons
Assault rifles, shotguns, autocannons: these are conventional arms known to most advanced species and who still find employ by everyone from pirates to professional soldiers. The Network, for its part, makes only limited use of these weapons, mostly in covert operations or support roles, such as artillery or sharpshooting. The superior firepower of pulse weaponry is preferred in most direct combat.
Pulse Guns
Pulse weaponry makes up the bulk of infantry and vehicle weaponry in the Network. Spraying pulses of superheated plasma at high speeds, pulse guns are incredibly leathal to infantry and vehicles alike. The primary disadvantages of pulse weapons are their high energy cost (not a problem for advanced Network technologies), and the luminosity of individual pulses: a pulse gun essentially always fires a stream of tracers, and nothing can be done about the sounds of firing, either. Where the situation calls for discretion, the Network employs advanced slug-throwing weapons, but this not a frequent occurance.
Missiles
Missiles are a familiar technology to most advanced species: chemically-driven rockets mounting high-power warheads, usually guided by any manner of advanced enemy-seeking technology. Missiles are employed in a variety of roles by the Network, from the ground level up to warships. Missiles primarily see use in artillery roles, in cheap anti-vehicle roles, and in naval combat roles, where Network warships mount racks of launchers in areas of the ship unsuited to direct fire weaponry.
Cutter Beams
The most common weapon employed by Network warships, cutter beam turrets resemble nothing so much as an elongated spotlight projector. Cutter beams fire high-intensity energy steams that tend to be red or orange in coloration, varying based on the cutter beam version. Far too power-intensive and bulky for terrestrial roles, cutter beams destroy their targets by focusing a tremendous amount of firepower in a small space in a brief amount of time, allowing them to overwhelm their enemies' defenses and penetrate into their vulnerable internals.
Particle Cannons
The heaviest of Network naval weapons, particle cannons fire streams of energized particles that do tremendous kinetic, thermal, and electrical damage. They are dangerous not just in the sheer amount of destruction they do, but in their ability to interfere with electronic equipment, interfering with a target's ability to fight back. Particle cannons tend to be mounted only in small numbers in large turrets, with the most powerful versions being mounted in nearly-fixed versions along the spines of cruisers or defensive stations.
Navy
Network navy doctrine calls for a highly flexible, large fleet of cruisers and destroyers, with a small supplementary force of stealth vessels to be used in covert ops, ambushes, and piracy. A greater number of small ships allows for more tactical maneuverability than industrial concentration on small numbers of large capital ships. The Network navy makes only limited utilization of fightercraft: disposable, lightly-armored drones are usually carried externally on warfleets, launched in battle to deal with bombers and missiles, and either return to latch onto a parent hull or are scooped up for reprocessing by salvage vessels. Network navy tactics place no value on a given vessel besides its material cost: the Network willingly and immediately makes sacrifices of individual units where it stands to present a tactical advantage. Network vessels are easily enough identified: they tend to resemble long, large seed pods, and are made typically out of reflective alloys that are gold or silverish in colouration, sometimes seemingly both at once. Network navy ships do have light crews, but they merely service the ship: Network vessels are drones in their own right.
Attack-class - 12 points each, 44 vessels
Description: Currently the heaviest warship employed by the Network, the unimaginitively-named Attack-class embodies the credo of the cruiser: outshoot what you can't outrun, outrun what you can't outshoot. Attack-class vessels don't pack the mass or firepower of other nations' battleships, but their numbers give them an advantage of tactical flexibility without sacrificing the ability to duke it out with heavy warships. The Attack-class features nine particle cannons: eight are of the standard configuration, and the last and largest is a massive gun mounted at the nose of the ship. This weapon serves to deliver instantly devastating opening blows. The rest of the ship's armament consists of cutter beams and missile racks.
Escort-class - 5 points each, 84 vessels
Description: The Escort-class is what its name implies: an escort. Usually found alongside Attack-class cruisers, the Escort class protects the flanks against opportunistic light ships with its far greater manueverability. The Escort-class can and does operate independent of the Attack-class, but rarely alone. Though a warship in its own right, it lacks the defensive and offensive firepower to deal with serious threats by itself. The Escort-class's primary armament is a quartet of standard particle guns, backed by a brace of cutter beams and missile launchers.
Prowler-class - 2 points each (1 base), 26 vessels
Description: The most unusual Network warship, and the newest. The Prowler-class is fragile and low on firepower, mounting only a modest brace of cutter beams and missile racks. Its specialty isn't straight up combat, however: the Prowler-class is a stealth ship, its advanced design allowing it to pass unnoticed through warp nodes and to loiter undetected until it reveals itself or is purposefully hunted down. To this end, the Prowler-class serves as a recon and spy vessel, but also as an ambush tool: what acts of piracy the Network engages in are committed by units of Prowlers, as are similar raids on light warships or undefended space facilities. Typically, a Prowler only travels alone when on recon, forming hunting parties when the objective is destructive in nature.
Army
The Network army focuses mostly around high maneuverability and rapid response. Because of this, there is a focus on infantry and air assets. Armor assets tend to be high power and quick, though perhaps not as resilient defensively. The Network ground forces, when on the attack, will rarely hold one place for long, and are known to simply torch large swathes of cities, kill all combatants, and move on: most civilian infrastructure is worthless to the Network.
Infantry: 200 Points
Air Assets: 170 Points
Armor Assets: 130 Points
Planets
(A) Alpha System -100 points
Description: The origin system of the Network. Apparently, the world the Network sprang from was once an ideal planet for settling, a proverbial "garden of Eden." After millennia of hosting the growing Network collective, however, it has become a barely-habitable hotbox world covered in Network industry. The rest of the system fares no better, with defenses to match its industrial volume.
(B) Beta System -75 points
Description: The second system siezed by the Network. It has no readily-habitable planets and no life. As far as industry weight goes, the Beta system is comparable to Alpha. Beta has become home to one of the main Network shipyards, where tremendous vessels are churned out to serve the ever-growing needs of the Network and their client race, the Yuli.
(C) Gamma System - 50 points
Description: Gamma System possesses a world that once played host to a neolithic species of sapients. They are extinct, as is most of the life on their homeworld: it was never a kind planet, and is far less so now. The rest of the system plays host to moderate Network industry, with ever-growing presence. There is, after all, a lot to consume.
(D) Delta System - 10 points
Description: Delta system is little-occupied and largely unremarkable. It does play host to a small but growing network of shipyards. These modest facilities mostly produce mining barges, salvage craft, and trade vessels. The debris belts of the system's various gas giants play host to pirates: the Network mostly uses them for target practice, when they acknowledge them at all. For their part, the pirates try to avoid stirring the proverbial hornet's nest, staying away from Network installations and ships.
(E) Epsilon System/Signat System - 15 points
Description: The most recent addition to the Network nation, system Epsilon is the home of the Yuli species. Their homeworld, Signat, is one of the least affected by heavy Network industry in the nation, due to the frailties of organic life. Hosting largely equitorial landmasses pocked with bodies of water, Signat possesses a great deal of swampland. The rest of the Epsilon system, save some of the moons of its largest gas giant, are devoid of life and instead play host to fledgling Network stripmines and manufactories. Epsilon is a lightly-defended system, like Delta, but is bound to be built up as the Network expands.
Government: None (Networked AI)
Economic System: Command
Primary Exports: military technology, robotics, cybernetics
Primary Imports: rare raw materials, information
General Concept: "None of us is as dumb as all of us."
Overview
The Network, as they refer to themselves when asked, are a "race" of true AI. Individual drones possess intelligence roughly equivilent to a human three or four-year-old, and tend to have limited initiative and no real individuality. The aptly-called Network's true intelligence emerges in how they interact with each other: a networked AI, they share processing power when committing themselves to higher decisions, planning, invention, and socializing with outside sapients. Individual groups of Network drones can adapt a sort of group personality, though these tend to vary little across the species. The Network has offered and knows little about their origin: when their ancestor-drones first achieved networked sapience on their homeworld, their creators had long since abandoned them or somehow else disappeared. The Network found nothing on who had created them, and quickly lost interest in the question. Unlike most AI, the Network was raised in the "wild" with no encounters with any biological sapients until they achieved space flight. They are widely regarded as naive or even entirely moronic: when first encountered, the proper practice of war baffled them entirely, and they still do not comprehend biological sapients' individuality except in the most academic sense. The perception of them as mostly-benign pests is also common: the Network rarely seeks open conflict and quickly ceases aggression upon achieving its goals. As more learned minds know or suspect, these perceptions are not entirely fair: the Network is adapting and evolving constantly, and their peacefulness should never be confused with any sort of altruism. Recent times have marked a more active Network, both in interactions with other species and in terms of expansion.
In the recent past, the Network acquired a client-species of sapients, who self-identify as the Yuli. Apparently uplifted by the Network to give them insight into the thoughts of biological sapients (as both the Network and Yuli attest), the Yuli have increasingly replaced specialized Network drones as diplomats and go-betweens with biological sapients, a process that has rather improved their ability to relate with other species. For their own part, the Yuli seem satisfied in the relationship with the Network and the highly advanced technology and protection this affords them. They are led by administrators appointed (and monitored) by the Network, which is preferrable to the monarchs they suffered under previously.
Culture and Personality
Network culture, such that it is, is simplistic and barren, focusing around only a few ideologies. The first is expansion: above all else, the Network seeks to expand itself. This constant swelling of the ranks is its own reason. Another tenant is the pursuit of knowledge: the Network has an insatiable interest in all knowledge they can acquire, having come into sapience largely lacking the history of information most other star-faring species have access to. Both of these cultural goals are tempered by ideas of efficiency and safety: rarely will the Network take a risk if it might cost more than it pays. The Network is perfectly willing to wait out troublesome situations, with their lack of emphasis on individuals. Their society also has a keen interest in curbing wasted resources, largely driven by their desire for efficiency: nothing goes unrecycled, from the husks of destroyed drones to hulled enemy starships and even up to biological waste. The Network at large has a distrust for high-functioning, non-networked AI: they theorize that such entities are vulnerable to the same sort of dangerous internal strife and bizarre individualism that plagues biological species. It is interesting to note that, with time and increasing knowledge, Network culture is changing: this is visible in their increased openness with the galaxy at large, as well as their taking on of a primitive client race. Generally speaking, however, they hold life with little or no intrinsic value: their homeworld has been rendered nearly uninhabitable and plays host to strip-mines and factories in place of cities. The Network is rather alien in their thinking, and mostly come off as faceless automatons or mindless insects. Generally cautious and patient, the Network will occasionally express shades of other emotions, especially when broken up into individually-networked drone groups. These unique personalities and emotions tend to be extremely muted, even by the standards of an artificial intelligence. Network drones have no taste for violence, but will not hesitate to employ it where necessary. Despite their characterization as stupidly honest, the Network will omit facts and openly lie whenever it is deemed the most profitable choice. In general, the Network possesses little understanding of the emotions of biologicals, and this can color how they interact.
Appearance
Network drones vary in appearance according to purpose and environment. The most common variation that interacts with other sapients stands at roughly five feet, nine inches, tending towards a flat, ceramic-looking gray in colouration. Like humans, they possess two legs and two arms, with each hand possessing two thumbs and three fingers. Instead of a head, they have a flexible "neck" on their shoulders that plays host to a nest of optical sensors covering a very wide range of vision. Most modern drones are capable of vocalization, a reflection of their increased interaction with speaking biologicals; drones have never been observed to vocalize at each other. Despite their average height and lithe builds, they are physically quite strong and extremely quick in their movements, with artificial muscles far more efficient than human equivalents. Though they usually carry any weaponry externally, all drones have clawed feet for traction and a pneumatic spike in a pod on their right forearm for melee purposes.
Yuli Culture and Personality
Yuli culture is influenced quite heavily by that of those who rose them up. A dedication to the species (and the Network-Yuli alliance) is held above the needs of the individual, often to a degree that other species consider upsetting; they practice a (refined, clinical) form of cannibalism, though the act was not rare in the species prior to their uplifting. The Yuli are voracious students and scientists, constantly seeking to hoist themselves closer to their peers among the biologicals of the universe. Interestingly, the Yuli possess somewhat of a mild inferiority complex due to the fact that they had to be raised by a technically-superior species: when they were uplifted, they had only recently invented useful firearms and had yet to even approach planetary unity. They similarly suffer from more primitive social systems: ideas of gender equality, freedom of expression, and others were limited before the uplifting. This has produced among the Yuli a great interest in adopting foreign mannerisms, media, holidays, dress, and food. While this does, on one hand, make them very flexible and knowledgable in their roles as inter-species liasons, it also causes some degree of internal strife, something that upsets and concerns the Network. Yuli emphasis on social and scientific advancement has led to the near total death of religion in their society, something that the Network has vigorously encouraged. The Yuli live in a more-or-less authoritarian society, as they have for thousands of years. Democracy is alien and largely uninteresting to them: the Network closely monitors administrators for efficiency and dedication in their jobs, and disposes of those who are found to be corrupt or inept.
The Yuli are, interpersonally, very gregarious, engaging readily and easily with strangers. They can be deceptive and are indeed quite believable when they are. The Yuli have a much more muted disregard for individual life than do Network drones, but are still willing, even at the level of single Yuli, to sacrifice themselves for the greater good. The Yuli, with their powerful eyesight, are very facially expressive, something that allows them to interact easily with humans, once each side gets used to the faces the other makes. The Yuli are largely responsible for the trading that the Network is involved in, though it is Network high technology, not the products of the Yuli, that interest most prospective partners.
Appearance
The Yuli vaguely resemble a crab or spider. Possessing a tough, partially-plated, four-legged lower body, their upper torso is snake-like in shape and usually held reared back over their lower body. Like a snake, their torso terminates in their head, though unlike a snake, they possess a blunter facial structure, four small eyes, and a mouth resembling a lamprey's. Also unique are a series of four dark stripes of skin on their face, behind their eyes: these stripes change color depending on the emotion a Yuli wishes to express or feels, though the reaction can be suppressed. Only a short distance below their head are their arms, evolutionarily-refined for dexterity and possessing four fingers. The Yuli average out at six feet in height and are usually quite spindly. They are extremely fast and physically stable, and capable of powerful, darting motions. Yuli hands are noticably less dextrous than their counterparts among humans and some other species, but are perfectly servicable at tool-handling. Generally speaking, the Yuli are brown to rust-red in coloration, with leathery skin.
Technology
Weaponry
Projectile Weapons
Assault rifles, shotguns, autocannons: these are conventional arms known to most advanced species and who still find employ by everyone from pirates to professional soldiers. The Network, for its part, makes only limited use of these weapons, mostly in covert operations or support roles, such as artillery or sharpshooting. The superior firepower of pulse weaponry is preferred in most direct combat.
Pulse Guns
Pulse weaponry makes up the bulk of infantry and vehicle weaponry in the Network. Spraying pulses of superheated plasma at high speeds, pulse guns are incredibly leathal to infantry and vehicles alike. The primary disadvantages of pulse weapons are their high energy cost (not a problem for advanced Network technologies), and the luminosity of individual pulses: a pulse gun essentially always fires a stream of tracers, and nothing can be done about the sounds of firing, either. Where the situation calls for discretion, the Network employs advanced slug-throwing weapons, but this not a frequent occurance.
Missiles
Missiles are a familiar technology to most advanced species: chemically-driven rockets mounting high-power warheads, usually guided by any manner of advanced enemy-seeking technology. Missiles are employed in a variety of roles by the Network, from the ground level up to warships. Missiles primarily see use in artillery roles, in cheap anti-vehicle roles, and in naval combat roles, where Network warships mount racks of launchers in areas of the ship unsuited to direct fire weaponry.
Cutter Beams
The most common weapon employed by Network warships, cutter beam turrets resemble nothing so much as an elongated spotlight projector. Cutter beams fire high-intensity energy steams that tend to be red or orange in coloration, varying based on the cutter beam version. Far too power-intensive and bulky for terrestrial roles, cutter beams destroy their targets by focusing a tremendous amount of firepower in a small space in a brief amount of time, allowing them to overwhelm their enemies' defenses and penetrate into their vulnerable internals.
Particle Cannons
The heaviest of Network naval weapons, particle cannons fire streams of energized particles that do tremendous kinetic, thermal, and electrical damage. They are dangerous not just in the sheer amount of destruction they do, but in their ability to interfere with electronic equipment, interfering with a target's ability to fight back. Particle cannons tend to be mounted only in small numbers in large turrets, with the most powerful versions being mounted in nearly-fixed versions along the spines of cruisers or defensive stations.
Navy
Network navy doctrine calls for a highly flexible, large fleet of cruisers and destroyers, with a small supplementary force of stealth vessels to be used in covert ops, ambushes, and piracy. A greater number of small ships allows for more tactical maneuverability than industrial concentration on small numbers of large capital ships. The Network navy makes only limited utilization of fightercraft: disposable, lightly-armored drones are usually carried externally on warfleets, launched in battle to deal with bombers and missiles, and either return to latch onto a parent hull or are scooped up for reprocessing by salvage vessels. Network navy tactics place no value on a given vessel besides its material cost: the Network willingly and immediately makes sacrifices of individual units where it stands to present a tactical advantage. Network vessels are easily enough identified: they tend to resemble long, large seed pods, and are made typically out of reflective alloys that are gold or silverish in colouration, sometimes seemingly both at once. Network navy ships do have light crews, but they merely service the ship: Network vessels are drones in their own right.
Attack-class - 12 points each, 44 vessels
Description: Currently the heaviest warship employed by the Network, the unimaginitively-named Attack-class embodies the credo of the cruiser: outshoot what you can't outrun, outrun what you can't outshoot. Attack-class vessels don't pack the mass or firepower of other nations' battleships, but their numbers give them an advantage of tactical flexibility without sacrificing the ability to duke it out with heavy warships. The Attack-class features nine particle cannons: eight are of the standard configuration, and the last and largest is a massive gun mounted at the nose of the ship. This weapon serves to deliver instantly devastating opening blows. The rest of the ship's armament consists of cutter beams and missile racks.
Escort-class - 5 points each, 84 vessels
Description: The Escort-class is what its name implies: an escort. Usually found alongside Attack-class cruisers, the Escort class protects the flanks against opportunistic light ships with its far greater manueverability. The Escort-class can and does operate independent of the Attack-class, but rarely alone. Though a warship in its own right, it lacks the defensive and offensive firepower to deal with serious threats by itself. The Escort-class's primary armament is a quartet of standard particle guns, backed by a brace of cutter beams and missile launchers.
Prowler-class - 2 points each (1 base), 26 vessels
Description: The most unusual Network warship, and the newest. The Prowler-class is fragile and low on firepower, mounting only a modest brace of cutter beams and missile racks. Its specialty isn't straight up combat, however: the Prowler-class is a stealth ship, its advanced design allowing it to pass unnoticed through warp nodes and to loiter undetected until it reveals itself or is purposefully hunted down. To this end, the Prowler-class serves as a recon and spy vessel, but also as an ambush tool: what acts of piracy the Network engages in are committed by units of Prowlers, as are similar raids on light warships or undefended space facilities. Typically, a Prowler only travels alone when on recon, forming hunting parties when the objective is destructive in nature.
Army
The Network army focuses mostly around high maneuverability and rapid response. Because of this, there is a focus on infantry and air assets. Armor assets tend to be high power and quick, though perhaps not as resilient defensively. The Network ground forces, when on the attack, will rarely hold one place for long, and are known to simply torch large swathes of cities, kill all combatants, and move on: most civilian infrastructure is worthless to the Network.
Infantry: 200 Points
Air Assets: 170 Points
Armor Assets: 130 Points
Planets
(A) Alpha System -100 points
Description: The origin system of the Network. Apparently, the world the Network sprang from was once an ideal planet for settling, a proverbial "garden of Eden." After millennia of hosting the growing Network collective, however, it has become a barely-habitable hotbox world covered in Network industry. The rest of the system fares no better, with defenses to match its industrial volume.
(B) Beta System -75 points
Description: The second system siezed by the Network. It has no readily-habitable planets and no life. As far as industry weight goes, the Beta system is comparable to Alpha. Beta has become home to one of the main Network shipyards, where tremendous vessels are churned out to serve the ever-growing needs of the Network and their client race, the Yuli.
(C) Gamma System - 50 points
Description: Gamma System possesses a world that once played host to a neolithic species of sapients. They are extinct, as is most of the life on their homeworld: it was never a kind planet, and is far less so now. The rest of the system plays host to moderate Network industry, with ever-growing presence. There is, after all, a lot to consume.
(D) Delta System - 10 points
Description: Delta system is little-occupied and largely unremarkable. It does play host to a small but growing network of shipyards. These modest facilities mostly produce mining barges, salvage craft, and trade vessels. The debris belts of the system's various gas giants play host to pirates: the Network mostly uses them for target practice, when they acknowledge them at all. For their part, the pirates try to avoid stirring the proverbial hornet's nest, staying away from Network installations and ships.
(E) Epsilon System/Signat System - 15 points
Description: The most recent addition to the Network nation, system Epsilon is the home of the Yuli species. Their homeworld, Signat, is one of the least affected by heavy Network industry in the nation, due to the frailties of organic life. Hosting largely equitorial landmasses pocked with bodies of water, Signat possesses a great deal of swampland. The rest of the Epsilon system, save some of the moons of its largest gas giant, are devoid of life and instead play host to fledgling Network stripmines and manufactories. Epsilon is a lightly-defended system, like Delta, but is bound to be built up as the Network expands.
Last edited by Tanasinn on 2009-02-07 01:44am, edited 11 times in total.
Truth fears no trial.
- The Romulan Republic
- Emperor's Hand
- Posts: 21559
- Joined: 2008-10-15 01:37am
Re: Space STGOD OOB Thread
Nation: The New Sol Republic.
History: The Republic was founded by the inhabitants of generational ships sent out from the Asteroid Belt in the days before the nodes were discovered. It has since grown to encompass six systems, each containing multiple planetary governments and colonies. It is a fairly diverse society, known for its tolerance of aliens and genetically modified humans. Advanced AIs, however, are greeted with suspicion due to certain historical events, and advanced nano-technology is treated as a menace and strictly banned.
Government: Republic society and politics is a bizzar mix of collectivist and libertarian, the result of its origins as a loose collection of self-sufficient space colonies. Thus, it grants considerable power to local government, with limited and well-defined powers at the federal level. One of these is control of the Defense establishment. Indeed, while individual worlds and colonies can largely manage their affairs as they see fit, foreign affairs are almost entirely in the hands of the federal government. This consists of an executive body elected from the various member worlds and colonies, which manages the day to day affairs of beurocracy and conducts foreign policy. Broad policy decisions are most often put to public referendum, creating a sort of partial direct democracy. The main political parties are the Republican Party (no relationship to the long defunct Earth organization by that name), the Alliance Party, the Libertarian Party, the Conservative Party, the Constitution Party, and the Social Democratic Party, which scored 28%, 12%, 9%, 6%, 8%, and 22% in the last election respectively, with the remaining 15% going to fringe parties and independents. Their is currently an uneasy coalition between the Republican and Alliance Parties, who in light of the loss of communications with Earth have united to support increased foreign interventionism, against the Social Democrats, Conservatives, and Libertarians. A strict Constitution has come to garuntee extensive rights for the citizenry.
Foreign policy: The Republic is known, and alternately condemned or praised, for its protectionist trade policies and its paradoxically open immigration policies. It frequently offers humanitarian aid, and just as frequently accepts foreign refugees, including offering asylum to suspected criminals from states it deems oppressive and/or corrupt. It is not militarily expansionist, however. Indeed, it strictly opposes excessive military force, and implements this at home by banning vessels carrying multi-kiloton weaponry from coming within one AU of a civilian settlement or life-bearing planet. It forbids the use of multi-kiloton weaponry on such targets except in extremely limited circumstances, and even then only with the explicit permission of the Executive Council and Central Command.
OOB: The Republic military is divided into 5 main departments: the Navy, the Home Guard (Army), the Orbital Guard (Coast Guard), the Marine Corps, and Federal Security (Secret Service). Each branch possesses its own intelligence department, though they are legally required to share any data with the other agencies (and strictly forbidden from spying on Republic citizens or organizations).
The Navy is by far the largest and most heavily funded branch, and generally takes the lead in shaping tactics and strategies. It is charged with patrolling deep space, transporting military personel and assets between systems, convoy protection, and engaging space-born enemy forces. It favors a small number of exceptionally powerful warships, which use laser and particle beam weaponry almost exclusively and carry heavy point defense. Its capital ships are large diamond shaped vessels; this shape allows 50% of the heavy weapons to be fired simultaneously in any direction, with total fire power in the low hundreds of megatons. The dreadnoughts are heavily armored and carry powerful shield generators (shields can withstand up to twenty times the power of a broadside before failing) and jamming equipment, though at the expense of large numbers of support craft. The fleet also uses a small number of massive Super Carriers to transport Home Guard and Marines forces between systems for large-scale disaster relief, peacekeeping, and all-out planetary invasions. This vessels are enormous, able to carry over 200,000 personel plus support vehicles, as well as a host of support craft such as assault shuttles, medical shuttles, and atmospheric fighters (the Republic does not use orbital fighters). Finally, the fleet possesses a host of small transports, light cruisers, and destroyers for routine patrol, logistical, and escort duties. These vessels are usually around one tenth the volume and fire power of the dreadnoughts, and tend to have long, narrow hulls with only a few heavy weapons at most (or in the case of the transports, more rotund hulls that lack heavy weaponry altogether). Their is a tendency to augment theses ship's weak energy weaponry with a heavier missile compliment. These vessels may be smaller than their counterparts in other fleets, due to the cost of maintaining such powerful dreadnoughts. The Republic fields no cloaked dreadnoughts due to cost, though some of its light transports, destroyers, and cruisers can cloak.
The Marines are the next most heavily funded branch, though they lack the numbers of the regular Home Guard forces. The Marines are the Republic's main boarding/counter-boarding force, shipboard and station defense force, and planetary and base assault vanguard. Their are several "Special Forces" battalions attached to the Marine Corps, with training and equipment optimized for the wide range of extreme environments in which fighting may occur. These include battalions optimized for counter-terrorism, urban fighting inside city skyscrapers, cave fighting, space combat and boarding operations, and combat on ice, desert, or volcanic worlds. The Marines wear full body armor capable of withstanding radiation from nuclear weapons as well as extreme cold or heat and open flames for short periods of time. The armor consists of flexible plates on top of an advanced Kevlar-like cloth. Special forces wear superior suits specialized for the environment they are trained to fight in. Helmets can be sealed to protect from toxins, and contain advanced communications and sensor technology. Marines are armed with projectile-firing automatic weapons, ranging from assault rifles to pistols, as well as single shot pistols, a range of grenades, and stun darts and batons for crowd control and other non-lethal applications. Support weapons are limited due to an over-reliance on the Navy, but include grenade launchers, heavy machine guns, light land, air and marine drones, assault shuttles, atmospheric fighters, light mortars, and armored personel carriers with machine guns and grenade launchers.
The Home Guard, meanwhile, forms the basis of ground-based planetary defense. Its numbers are the largest of all the branches, but it has suffered chronic under-funding due to the Republic's strategic and tactical doctrines, which place a heavy emphasis on maintaining space superiority. Its detachments are largely stationary, due to the cost of transporting entire divisions across deep space. Consequently, they are usually drawn largely from the local inhabitants of whatever world or colony they are stationed on. Home Guard equipment is similar to that of the Marines, though slightly less advanced.
The other two branches of the armed forces are far smaller and more specialized in their functions. The Orbital Guard is tasked with routine orbital security, some counter-terrorism work, responding to local accidents and disasters aboard space-based assets, and customs duties. Its vessels are small gunboats, transports, and fighters not suited for deep space travel, and armed only with sub-kiloton lasers, missiles, and particle beams. Federal Security, meanwhile, is tasked with the protection of government buildings and officials, their guests, friends, and families, and foreign VIPs. Its agents are usually armed only with light, flexible body armor, pistols, and batons, though it can deploy heavier armor, sniper rifles, assault riffles, and even a small number of shuttles and APCs (unarmed).
Finally, the local Trallan species maintains a sepperate military force, consisting of the Home Legion (Eileit Legion, the Trallan Legion (Army), and the Star Legion (Air Force and Orbital Guard).
Military assets:
Navy: The Navy is divided into five battle groups; three for guarding boarder nodes, one reservist force, and one foreign force. In light of recent events, their has been talk of funding the construction of an additional reserve battle group. Each battle group includes one Battle Squadron centered around a single heavy dreadnought, two patrol squadrons, two escort squadrons, and (in the foreign and reserve fleets only), a planetary assault squadron.
Ship Classes:
Guardian Class Super Dreadnought (70 points): The pride of the fleet, the Guardian Class is now an aging warship, though still on par with many other navy's battleships. It is a massive diamond-shaped vessel, nearly a kilometer in length, featuring 28 heavy laser canons, 8 heavy missile launchers, 8 light missile turrets, 34 point defense lasers, and 8 point defense quad lasers. It also carries 4 heavy tractor beams, and four more inside the hangers. Their is one small hanger bay mid way along the port and starboard hull.
Liberty Class Dreadnought (35 points): The forrunner of the Guardian Class, the Liberty Class is essentially a smaller version of the same design, about half the volume and possessing 40% the firepower, 35% the shields, and a third the engine power of the larger design. Designed in the early days of shield technology, it relies more heavily on armor for its defense.
Sovereign Class Super Carrier (40 points): The largest ship class in the Republic Navy, this gargantuan vessel is armed mainly with light missiles and point defense lasers. Shaped like a pair of massive rings around a central cylinder, with a large command and defense cluster at either end, it is capable of carrying up to 200 thousand personel in addition to its standard crew, along with equipment for several battalions of Marines and dozens of shuttles and atmospheric fighters. Its shielding is comparable to a Guardian Class Super Dreadnought, but it is not intended to enter combat. Rather, it is designed to support peacekeeping operations, and full-scale planetary invasions. Only one currently exists in the Republic Navy, though the government is debating commissioning a second one in light of the Terran Node Disaster.
Peacekeeper Class Heavy Transport (25 points): The forerunner of the Sovereign Class, this ship lacks the capability to support a full planetary invasion, but can help carry out large scale peacekeeping operations due to its capacity of 40 thousand personel plus crew. It is another diamond shaped design, is armed in a similar fasion to the Sovereign Class, but relies more on armor, a trademark of a more primitive design. Only one currently exists in the Republic Fleet.
Falcon Class Escort Cruiser (4 points): "The heaviest light warship in the fleet", the Falcon Class is used as primarily as a dreadnought escort. It has the same diamond hull shape as the dreadnoughts. It carries two medium laser turrets, at the dorsal and ventral apexes of the hull. The vessel augments this armament with five bow and five aft missile tubes, as well as four missile turrets. Point defense lasers are densely packed across the rest of the hull. The ship sacrifices a heavier armament for more powerful shields, as it must survive in the wall of battle alongside the dreadnoughts. It is intended to act as a combination of screening unite and precision attack ship, using its missiles to finish off crippled ships at ranges too close for point defense to effectively counter.
Xenon Class Light Cruiser (2 points): Another older model, the Xenon Class sports eight light lasers, with moderate point defense and light missile armaments. Once the mainstay of the cruiser fleet, it is now relegated to less critical duties such as a training ship, picket ship, and escort ship areas.
Vanguard Class Destroyer (4 points): The Vanguard is a specialized cloaked destroyer, used for escorting high-value cargos aboard cloaked transports, and for stealth recon. It has light shields and weapons, but powerful engines and the best sensors in the fleet.
Ares and Ares Mk 2 Class Destroyers (3 and 6 points respectively): A lethal attack destroyer, the Ares is fast and heavily armed. It is designed to work in packs, delivering a powerful opening salvo. The Ares Mk 2 is a cloaked variant, sacrificing some speed and shields for a cloak and a more powerful opening salvo. In short, it is designed to knock out a target in the opening volley. However, due to the difficulty in knocking out a high-value target with a destroyer salvo, and the cost of putting cloaks on bigger ships, the concept of a "cloaked attack ship" has not gained much popularity. Many in the Navel command structure believe that the ship combines a series of negative designs, and that it is still in production more for political than military reasons.
Triton Class Destroyer (2 points): The standard escort destroyer in the fleet, the Triton Class carries a dozen point defense lasers, four missile turrets, and two light laser canons.
Armstrong Class Light Transport (1 point): Named for the first human to set foot on another world, this vessel is beginning to be phased out by the newer, faster, and more heavily shielded Ceres and Ceres Mk 2 Class Transports. It is armed only with a few point defense guns.
Ceres and Ceres Mk 2 Class Light Transports (1 and 2 points respectively): The standard light transport vessel in the fleet. It carries light point defense but nothing more.
Battle Group Alpha: The foreign interventionary fleet of the Republic, Battle Group Alpha is designed to carry out invasions, blockades, and peacekeeping operations around foreign suns.
Battle Squadron: One Guardian Class Dreadnought (70 points)
Six Falcon Class Escort Cruisers (6x4 points=24 points)
Escort Squadron 1: Seven Ceres Class Light Transport Ships (7x1 points=7 points)
One Ceres Mk 2 (Cloaked) (1x2=2 points)
Seven Triton Class Destroyers (7x2 points=14 points)
One Vanguard Class Heavy Destroyer (Cloaked) (1x4=4 points)
Escort Squadron 2: Seven Ceres Class Light Transport Ships (7x1=7 points)
One Ceres Mk 2 (Cloaked) (1x2=2 points)
Seven Triton Class Destroyers (7x2=14 points)
One Vanguard Class Heavy Destroyer (Cloaked) (1x4=4 points)
Patrol Squadron 1: Seven Ares Class Attack Cruisers (7x3= 21 points)
One Ares Class Mk 2 (Cloaked) (1x6=6 points)
Patrol Squadron 2: Seven Ares Class Attack Cruisers (7x3=21 points)
One Ares Class Mk 2 (Cloaked) (1x6=6 points)
Planetary Opperations Support Squadron: One Sovereign Class Super Carrier (40 points).
Four Falcon Class Escort Cruisers: (4x4= 16 points).
Total: 258 points.
Battlegroup Beta:
Battle Squadron: One Guardian Class Dreadnought (70 points)
Six Falcon Class Escort Cruisers (6x4 points= 24 points)
Escort Squadron 1:
Battlegroup Gamma:
Battlegroup Delta:
Battlegroup Epsilon:
Systems:
New Sol: The Capital System of the New Sol Republic, it was the second world colonized by those who would eventually form the Republic. It contains a single, partially terraformed world similar to Mars, but with slightly higher gravity and more breathable air. It also contains two small gas giants, and a large comet belt around the edge of the system. Not a particularily hospitable system, it has only around ten million inhabitants, the vast majority of them post-node discovery immigrants or their decendents. It is, however, the second largest industrial system of the Alliance.
Ground Forces:
Standard Home Guard Garrison.
5 points Navel personel.
10 points Army personel.
Trallas: The most densely populated system in the Republic, and the first colonized, it lies one node jump "north" of New Sol on the galactic map. Containing three gas giants, vast asteroid and comet belts, and no less than three habitable moons around the innermost gas giant, this system was considered a prize for early interstellar colonists. Unfortunately, when the origional colonists arrived, they found the system already inhabited by a local reptillian species with early space age technology and psychic abilities who called themselves (to give a rough translation) the Trallans. Rather than fight, the two civilizations agreed to a compromise: the colonists would trade technology, in exchange for the right to settle on the third moon and mine the outer gas giant and asteroid belts for resources. Despite racial and cultural tensions and a few incidents of terrorism, the two sides have lived in comparative peace since that date. The Tralans never officially joined the Republic government, but remain an independent state inside Republic space, with the freedom to move as they wish within the Republic. Potential territorial disputes are settled by a "first to reach it" system, whereby the first to land on a given asteroid/moon/planet claims all territory within 200 kilometers of that spot. This has encouraged an intense though peaceful space race, as each civilization rushes to claim more territory.
Armstrong: Named for Apollo astronaut Neil Armstrong, a pioneer in human space exploration, this system is the main staging area for the Republic military, and home to its foreign battle group. It has a population of five million, most of them directly or indirectly kept employed by the armed forces.
Qorulas: Colonized primarily by members of the Trallan species, it also contains two colonies of Republic citizens totaling five hundred thousand people, and is home to the second largest university in the Republic. It is considered a cultural centre, and is also home to a fleet base. Its population including Trallans is over seven million.
Hernandez: Named for one of the co-founders of the colonies that would become the Republic, it contains a large gas giant with a mostly-terraformed Earth-sized world in orbit around it. Because of the gas giant's tendency to pull in comets, it has an unusually large detachment of Orbital Guard forces to secure the space lanes and prevent impacts. It has a population of 14 million.
Allison: Named for the first President of the Republic, this system is the most recently colonized, though it has experienced a government-subsidized rush of immigrants, both Trallan and human. Its current population is seven hundred thousand. It is currently the home base of a Republic battle group.
(Sorry I took so long to get this up. I will be making more improvements as time and life in general permits).
History: The Republic was founded by the inhabitants of generational ships sent out from the Asteroid Belt in the days before the nodes were discovered. It has since grown to encompass six systems, each containing multiple planetary governments and colonies. It is a fairly diverse society, known for its tolerance of aliens and genetically modified humans. Advanced AIs, however, are greeted with suspicion due to certain historical events, and advanced nano-technology is treated as a menace and strictly banned.
Government: Republic society and politics is a bizzar mix of collectivist and libertarian, the result of its origins as a loose collection of self-sufficient space colonies. Thus, it grants considerable power to local government, with limited and well-defined powers at the federal level. One of these is control of the Defense establishment. Indeed, while individual worlds and colonies can largely manage their affairs as they see fit, foreign affairs are almost entirely in the hands of the federal government. This consists of an executive body elected from the various member worlds and colonies, which manages the day to day affairs of beurocracy and conducts foreign policy. Broad policy decisions are most often put to public referendum, creating a sort of partial direct democracy. The main political parties are the Republican Party (no relationship to the long defunct Earth organization by that name), the Alliance Party, the Libertarian Party, the Conservative Party, the Constitution Party, and the Social Democratic Party, which scored 28%, 12%, 9%, 6%, 8%, and 22% in the last election respectively, with the remaining 15% going to fringe parties and independents. Their is currently an uneasy coalition between the Republican and Alliance Parties, who in light of the loss of communications with Earth have united to support increased foreign interventionism, against the Social Democrats, Conservatives, and Libertarians. A strict Constitution has come to garuntee extensive rights for the citizenry.
Foreign policy: The Republic is known, and alternately condemned or praised, for its protectionist trade policies and its paradoxically open immigration policies. It frequently offers humanitarian aid, and just as frequently accepts foreign refugees, including offering asylum to suspected criminals from states it deems oppressive and/or corrupt. It is not militarily expansionist, however. Indeed, it strictly opposes excessive military force, and implements this at home by banning vessels carrying multi-kiloton weaponry from coming within one AU of a civilian settlement or life-bearing planet. It forbids the use of multi-kiloton weaponry on such targets except in extremely limited circumstances, and even then only with the explicit permission of the Executive Council and Central Command.
OOB: The Republic military is divided into 5 main departments: the Navy, the Home Guard (Army), the Orbital Guard (Coast Guard), the Marine Corps, and Federal Security (Secret Service). Each branch possesses its own intelligence department, though they are legally required to share any data with the other agencies (and strictly forbidden from spying on Republic citizens or organizations).
The Navy is by far the largest and most heavily funded branch, and generally takes the lead in shaping tactics and strategies. It is charged with patrolling deep space, transporting military personel and assets between systems, convoy protection, and engaging space-born enemy forces. It favors a small number of exceptionally powerful warships, which use laser and particle beam weaponry almost exclusively and carry heavy point defense. Its capital ships are large diamond shaped vessels; this shape allows 50% of the heavy weapons to be fired simultaneously in any direction, with total fire power in the low hundreds of megatons. The dreadnoughts are heavily armored and carry powerful shield generators (shields can withstand up to twenty times the power of a broadside before failing) and jamming equipment, though at the expense of large numbers of support craft. The fleet also uses a small number of massive Super Carriers to transport Home Guard and Marines forces between systems for large-scale disaster relief, peacekeeping, and all-out planetary invasions. This vessels are enormous, able to carry over 200,000 personel plus support vehicles, as well as a host of support craft such as assault shuttles, medical shuttles, and atmospheric fighters (the Republic does not use orbital fighters). Finally, the fleet possesses a host of small transports, light cruisers, and destroyers for routine patrol, logistical, and escort duties. These vessels are usually around one tenth the volume and fire power of the dreadnoughts, and tend to have long, narrow hulls with only a few heavy weapons at most (or in the case of the transports, more rotund hulls that lack heavy weaponry altogether). Their is a tendency to augment theses ship's weak energy weaponry with a heavier missile compliment. These vessels may be smaller than their counterparts in other fleets, due to the cost of maintaining such powerful dreadnoughts. The Republic fields no cloaked dreadnoughts due to cost, though some of its light transports, destroyers, and cruisers can cloak.
The Marines are the next most heavily funded branch, though they lack the numbers of the regular Home Guard forces. The Marines are the Republic's main boarding/counter-boarding force, shipboard and station defense force, and planetary and base assault vanguard. Their are several "Special Forces" battalions attached to the Marine Corps, with training and equipment optimized for the wide range of extreme environments in which fighting may occur. These include battalions optimized for counter-terrorism, urban fighting inside city skyscrapers, cave fighting, space combat and boarding operations, and combat on ice, desert, or volcanic worlds. The Marines wear full body armor capable of withstanding radiation from nuclear weapons as well as extreme cold or heat and open flames for short periods of time. The armor consists of flexible plates on top of an advanced Kevlar-like cloth. Special forces wear superior suits specialized for the environment they are trained to fight in. Helmets can be sealed to protect from toxins, and contain advanced communications and sensor technology. Marines are armed with projectile-firing automatic weapons, ranging from assault rifles to pistols, as well as single shot pistols, a range of grenades, and stun darts and batons for crowd control and other non-lethal applications. Support weapons are limited due to an over-reliance on the Navy, but include grenade launchers, heavy machine guns, light land, air and marine drones, assault shuttles, atmospheric fighters, light mortars, and armored personel carriers with machine guns and grenade launchers.
The Home Guard, meanwhile, forms the basis of ground-based planetary defense. Its numbers are the largest of all the branches, but it has suffered chronic under-funding due to the Republic's strategic and tactical doctrines, which place a heavy emphasis on maintaining space superiority. Its detachments are largely stationary, due to the cost of transporting entire divisions across deep space. Consequently, they are usually drawn largely from the local inhabitants of whatever world or colony they are stationed on. Home Guard equipment is similar to that of the Marines, though slightly less advanced.
The other two branches of the armed forces are far smaller and more specialized in their functions. The Orbital Guard is tasked with routine orbital security, some counter-terrorism work, responding to local accidents and disasters aboard space-based assets, and customs duties. Its vessels are small gunboats, transports, and fighters not suited for deep space travel, and armed only with sub-kiloton lasers, missiles, and particle beams. Federal Security, meanwhile, is tasked with the protection of government buildings and officials, their guests, friends, and families, and foreign VIPs. Its agents are usually armed only with light, flexible body armor, pistols, and batons, though it can deploy heavier armor, sniper rifles, assault riffles, and even a small number of shuttles and APCs (unarmed).
Finally, the local Trallan species maintains a sepperate military force, consisting of the Home Legion (Eileit Legion, the Trallan Legion (Army), and the Star Legion (Air Force and Orbital Guard).
Military assets:
Navy: The Navy is divided into five battle groups; three for guarding boarder nodes, one reservist force, and one foreign force. In light of recent events, their has been talk of funding the construction of an additional reserve battle group. Each battle group includes one Battle Squadron centered around a single heavy dreadnought, two patrol squadrons, two escort squadrons, and (in the foreign and reserve fleets only), a planetary assault squadron.
Ship Classes:
Guardian Class Super Dreadnought (70 points): The pride of the fleet, the Guardian Class is now an aging warship, though still on par with many other navy's battleships. It is a massive diamond-shaped vessel, nearly a kilometer in length, featuring 28 heavy laser canons, 8 heavy missile launchers, 8 light missile turrets, 34 point defense lasers, and 8 point defense quad lasers. It also carries 4 heavy tractor beams, and four more inside the hangers. Their is one small hanger bay mid way along the port and starboard hull.
Liberty Class Dreadnought (35 points): The forrunner of the Guardian Class, the Liberty Class is essentially a smaller version of the same design, about half the volume and possessing 40% the firepower, 35% the shields, and a third the engine power of the larger design. Designed in the early days of shield technology, it relies more heavily on armor for its defense.
Sovereign Class Super Carrier (40 points): The largest ship class in the Republic Navy, this gargantuan vessel is armed mainly with light missiles and point defense lasers. Shaped like a pair of massive rings around a central cylinder, with a large command and defense cluster at either end, it is capable of carrying up to 200 thousand personel in addition to its standard crew, along with equipment for several battalions of Marines and dozens of shuttles and atmospheric fighters. Its shielding is comparable to a Guardian Class Super Dreadnought, but it is not intended to enter combat. Rather, it is designed to support peacekeeping operations, and full-scale planetary invasions. Only one currently exists in the Republic Navy, though the government is debating commissioning a second one in light of the Terran Node Disaster.
Peacekeeper Class Heavy Transport (25 points): The forerunner of the Sovereign Class, this ship lacks the capability to support a full planetary invasion, but can help carry out large scale peacekeeping operations due to its capacity of 40 thousand personel plus crew. It is another diamond shaped design, is armed in a similar fasion to the Sovereign Class, but relies more on armor, a trademark of a more primitive design. Only one currently exists in the Republic Fleet.
Falcon Class Escort Cruiser (4 points): "The heaviest light warship in the fleet", the Falcon Class is used as primarily as a dreadnought escort. It has the same diamond hull shape as the dreadnoughts. It carries two medium laser turrets, at the dorsal and ventral apexes of the hull. The vessel augments this armament with five bow and five aft missile tubes, as well as four missile turrets. Point defense lasers are densely packed across the rest of the hull. The ship sacrifices a heavier armament for more powerful shields, as it must survive in the wall of battle alongside the dreadnoughts. It is intended to act as a combination of screening unite and precision attack ship, using its missiles to finish off crippled ships at ranges too close for point defense to effectively counter.
Xenon Class Light Cruiser (2 points): Another older model, the Xenon Class sports eight light lasers, with moderate point defense and light missile armaments. Once the mainstay of the cruiser fleet, it is now relegated to less critical duties such as a training ship, picket ship, and escort ship areas.
Vanguard Class Destroyer (4 points): The Vanguard is a specialized cloaked destroyer, used for escorting high-value cargos aboard cloaked transports, and for stealth recon. It has light shields and weapons, but powerful engines and the best sensors in the fleet.
Ares and Ares Mk 2 Class Destroyers (3 and 6 points respectively): A lethal attack destroyer, the Ares is fast and heavily armed. It is designed to work in packs, delivering a powerful opening salvo. The Ares Mk 2 is a cloaked variant, sacrificing some speed and shields for a cloak and a more powerful opening salvo. In short, it is designed to knock out a target in the opening volley. However, due to the difficulty in knocking out a high-value target with a destroyer salvo, and the cost of putting cloaks on bigger ships, the concept of a "cloaked attack ship" has not gained much popularity. Many in the Navel command structure believe that the ship combines a series of negative designs, and that it is still in production more for political than military reasons.
Triton Class Destroyer (2 points): The standard escort destroyer in the fleet, the Triton Class carries a dozen point defense lasers, four missile turrets, and two light laser canons.
Armstrong Class Light Transport (1 point): Named for the first human to set foot on another world, this vessel is beginning to be phased out by the newer, faster, and more heavily shielded Ceres and Ceres Mk 2 Class Transports. It is armed only with a few point defense guns.
Ceres and Ceres Mk 2 Class Light Transports (1 and 2 points respectively): The standard light transport vessel in the fleet. It carries light point defense but nothing more.
Battle Group Alpha: The foreign interventionary fleet of the Republic, Battle Group Alpha is designed to carry out invasions, blockades, and peacekeeping operations around foreign suns.
Battle Squadron: One Guardian Class Dreadnought (70 points)
Six Falcon Class Escort Cruisers (6x4 points=24 points)
Escort Squadron 1: Seven Ceres Class Light Transport Ships (7x1 points=7 points)
One Ceres Mk 2 (Cloaked) (1x2=2 points)
Seven Triton Class Destroyers (7x2 points=14 points)
One Vanguard Class Heavy Destroyer (Cloaked) (1x4=4 points)
Escort Squadron 2: Seven Ceres Class Light Transport Ships (7x1=7 points)
One Ceres Mk 2 (Cloaked) (1x2=2 points)
Seven Triton Class Destroyers (7x2=14 points)
One Vanguard Class Heavy Destroyer (Cloaked) (1x4=4 points)
Patrol Squadron 1: Seven Ares Class Attack Cruisers (7x3= 21 points)
One Ares Class Mk 2 (Cloaked) (1x6=6 points)
Patrol Squadron 2: Seven Ares Class Attack Cruisers (7x3=21 points)
One Ares Class Mk 2 (Cloaked) (1x6=6 points)
Planetary Opperations Support Squadron: One Sovereign Class Super Carrier (40 points).
Four Falcon Class Escort Cruisers: (4x4= 16 points).
Total: 258 points.
Battlegroup Beta:
Battle Squadron: One Guardian Class Dreadnought (70 points)
Six Falcon Class Escort Cruisers (6x4 points= 24 points)
Escort Squadron 1:
Battlegroup Gamma:
Battlegroup Delta:
Battlegroup Epsilon:
Systems:
New Sol: The Capital System of the New Sol Republic, it was the second world colonized by those who would eventually form the Republic. It contains a single, partially terraformed world similar to Mars, but with slightly higher gravity and more breathable air. It also contains two small gas giants, and a large comet belt around the edge of the system. Not a particularily hospitable system, it has only around ten million inhabitants, the vast majority of them post-node discovery immigrants or their decendents. It is, however, the second largest industrial system of the Alliance.
Ground Forces:
Standard Home Guard Garrison.
5 points Navel personel.
10 points Army personel.
Trallas: The most densely populated system in the Republic, and the first colonized, it lies one node jump "north" of New Sol on the galactic map. Containing three gas giants, vast asteroid and comet belts, and no less than three habitable moons around the innermost gas giant, this system was considered a prize for early interstellar colonists. Unfortunately, when the origional colonists arrived, they found the system already inhabited by a local reptillian species with early space age technology and psychic abilities who called themselves (to give a rough translation) the Trallans. Rather than fight, the two civilizations agreed to a compromise: the colonists would trade technology, in exchange for the right to settle on the third moon and mine the outer gas giant and asteroid belts for resources. Despite racial and cultural tensions and a few incidents of terrorism, the two sides have lived in comparative peace since that date. The Tralans never officially joined the Republic government, but remain an independent state inside Republic space, with the freedom to move as they wish within the Republic. Potential territorial disputes are settled by a "first to reach it" system, whereby the first to land on a given asteroid/moon/planet claims all territory within 200 kilometers of that spot. This has encouraged an intense though peaceful space race, as each civilization rushes to claim more territory.
Armstrong: Named for Apollo astronaut Neil Armstrong, a pioneer in human space exploration, this system is the main staging area for the Republic military, and home to its foreign battle group. It has a population of five million, most of them directly or indirectly kept employed by the armed forces.
Qorulas: Colonized primarily by members of the Trallan species, it also contains two colonies of Republic citizens totaling five hundred thousand people, and is home to the second largest university in the Republic. It is considered a cultural centre, and is also home to a fleet base. Its population including Trallans is over seven million.
Hernandez: Named for one of the co-founders of the colonies that would become the Republic, it contains a large gas giant with a mostly-terraformed Earth-sized world in orbit around it. Because of the gas giant's tendency to pull in comets, it has an unusually large detachment of Orbital Guard forces to secure the space lanes and prevent impacts. It has a population of 14 million.
Allison: Named for the first President of the Republic, this system is the most recently colonized, though it has experienced a government-subsidized rush of immigrants, both Trallan and human. Its current population is seven hundred thousand. It is currently the home base of a Republic battle group.
(Sorry I took so long to get this up. I will be making more improvements as time and life in general permits).
Last edited by The Romulan Republic on 2009-02-08 03:30am, edited 4 times in total.
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Re: Space STGOD OOB Thread
Nashtar Republic
History
The history of Nashtar properly begins with the launch of Star Colony Fleet 04 and Colonial Fleet 3 from the United States and the British Commonwealth, respectively. The two fleets were a joint venture, intentionally bound for the same inhabitable planet and traveling together through the long centuries of the journey through space at slower than light speeds, for at the time of their launch, the nodes had not been discovered. Over the long centuries, generations of colonists lived and died aboard the ships, carefully nurturing each successive generation and educating them in the areas of science, philosophy, and government. The colonists were drawn from all walks of life in the English-speaking nations of Earth, and the diversity of American and British culture was present in its full spectrum.
The fleets initially arrived in the Zambar system. There, they found the native Zambarim receptive to the newcomers, and already capable of spaceflight. The Zambarim were already capable of node travel, in addition to their node-neighbors, the Ronoghans. Both races were also in contact with the Ernari, though Ernarn's ships were not yet capable of node flight.
Holdings
The Republic holds six star systems.
Systems:
Helios System (49 points total): This system contains two inhabited planetoids; the capital planet of Nashtar and it's moon, Tyche.
Pinnacle (40 points): Pinnacle, the cold sixth planet in an otherwise barren system, is a highly militarized world, mainly serving as a base for the Republic's quick-response fleet. The ships stationed here are ready to respond to distress signals from other systems on short notice.
Ronogho (40 points): Home to the Ronoghan race, Ronogho is an industrialized world. The Ronoghans had a highly advanced society before human settlement, and continue to produce advanced technology for the Republic and international trade. Parts for the Shadow class stealth frigates are manufactured here, among other things.
Zambar (30 points): Considered backwater compared to the other core worlds, Zambar is home to both human colonists and a native race, who call themselves the Zambarim. The planet is settled, but not heavily industrialized; much of the surface is untracked jungle. The Nashtar Republican Army uses Zambar for jungle warfare training.
Inhabitants
Human colonists: Thanks to the discovery of nodes to Mintar and Orodan, which were primarily settled by the human colonials, humanity is the dominant race in the subsector. Transhuman augmentations popular in other parts of the Terran colonization zones never took root in Nashtari civilian use, though members of the military receive limited augmentations depending upon their duties.
Ronoghans:
Zambarim:
Politics and Government
The Republic is, of course, a republic. The nation's executive head is a President, but lawmaking power is held by a bicameral legislature populated by representatives from all member worlds. There are four major political parties; in descending order of influence, they are Unity, National Sovereignty, Free Trade, and Democratic Labor. Free Trade and Democratic Labor are rump parties with no real chance at the Presidency; they correspond roughly to the modern U.S. Libertarian and Green parties, respectively, though they have sufficient support to gain minorities in Congress.
Military
The Republic's military is (relative to it's multi-trillion population) small, but highly professional and well-equipped. Naval doctrine calls for survivability over high numbers of vessels, which means that Nashtari ships tend to be highly expensive, but better ship-for-ship to their counterparts in other navies, with the exception of some powers' heaviest capital vessels.
Naval Forces
Complete ship registry
Dauntless class battleship (60 points), 2 in service
The Dauntless class is currently Nashtar's heaviest warship. Though the class is capable of serving as a fleet command ship, it is not used as such, since the Intrepid class serves the role much better. The Dauntless and her sisters are designed to pound enemy fleets with precision, relying on their formidable tactical sensor arrays to punch through enemy jamming and enable pinpoint targeting. The Dauntless class mounts three spinal railguns, heavy beam emitters on the broadside, and massive banks of missiles.
Intrepid class fleet carrier (60 points), 2 in service
The Intrepid class serves as a battle fleet's command center, as well as a mobile base for the fleet's fighter wings. The carriers themselves are lightly armed, but their wide array of bombers and fightercraft allow a broad range of offensive and defensive capabilities, including the ability to conduct precision strikes impossible with standoff naval artillery tactics. An Intrepid class carrier is never found without its cruiser escort, and is almost always in the company of at least one Dauntless as well.
Kensington class heavy cruiser (30 points), 6 in service
Kensington class cruisers serve as heavy escorts for other fleet elements. Sporting heavy active defense arrays, the cruisers are able to reliably defend themselves and other ships around them from incoming enemy attack. Unlike most other Nashtari ships, the Kensington and her sisters do not have especially advanced sensor suites, and are dependent upon the ships they guard to provide intelligence and targeting data when there is heavy jamming present.
Guardian class light cruiser (20 points), 6 in service
The Guardian and her sisters are versatile multirole ships, but come into their own as raiding vessels. The heaviest ships likely to be found operating outside of a fleet, the Guardian class is focused on detection and destruction of enemy threats. If faced with superior firepower, the Guardian will retreat, since its own defensive systems are minimal. Standard procedure calls for at least two escorting destroyers to accompany Guardians to make up for this deficiency.
Polaris class escort destroyer (15 points), 12 in service
The Polaris class is an escort ship. Designed to screen for heavier warships as well as escort commercial traffic, the Polaris and her sisters are the workhorses of the fleet.
Bandit class frigate (12 points), 10 in service
The Bandit class is designed as a shipping raider. They may operate either independently or as part of a fleet, providing a powerful punch in a small package.
Shadow class stealth frigate (20 points stealth), 4 in service
Made possible in large part by Ronoghan shipbuilding technology, the Shadow class employs powerful sensor absorption and transmission dampening measures and materials, appearing nearly invisible to all but the most powerful sensor arrays. The frigates also sport an advanced sensor package, and are most often used to gather intelligence about enemy fleet movements.
Mammoth class fleet tender (10 points), 2 in service
The Mammoth class is a large but lightly armed vessel designed to support fleet operations. It sports fuel tanks, ammunition magazines, spare parts supplies, and consumables sufficient to support a battle fleet for weeks beyond its independent operating capacity. All this of course means that it is a tempting target; fleet tenders typically travel with the fleet carrier's protective formation to help minimize the risk posed to them by enemy forces seeking to cripple the fleet. When practical, the tender is left in a secured system when the fleet knows it is going to battle.
Praetor class assault ship (5 points), 4 in service
The Praetor class is a planetary assault vessel, serving as a mobile Marine base and auxiliary carrier. Its typical small craft wing includes more troop transports than starfighters, though this is of course modular in an emergency. A Praetor assault ship can carry an entire army division and equipment in addition to its considerable Marine complement, and is equipped to force a landing for the same. In addition to the planetary assault role, a Praetor is capable of conducting large-scale boarding operations.
Space superiority fighter wings (2 points), 20 in service
Primarily composed of Republic Dynamics SF-79E space superiority fighters, the Space Command's node-mobile fighter forces make up the bulk of light patrol and escort detachments. Unlike most carrier-based spacecraft, the wings falling under this heading are node-mobile and able to operate independently of a fleet. They are able to engage enemy fighters and escort-weight vessels, but are unable to seriously harm capital ships without heavy support. A wing is composed of 72 starfighters.
Heavy bomber wings (4 points), 10 in service
Primarily composed of Oro Space Systems SB-62C heavy space bombers, these bomber wings are node-mobile, able to operate independently of a fleet, and capable of attacking enemy cruiser weight vessels and supporting strikes against capital ships. A wing of bombers will accompany fighter escort detachments in areas deemed prone to hostile or pirate activity.
Space-Mobile Ground Forces
125 points Republican Marines - Space-based infantry, power armor, vacuum suits.
250 points Nashtar Republican Army - Armor-heavy surface combatants, skilled at maneuver warfare.
50 points Aerospace Force - Trans-atmospheric fighters and bombers, capable of providing air superiority and close air support.
75 points Nashtar Republic Intelligence - Intelligence gathering, counterintelligence, and special ops.
Defensive Forces
To be decided.
History
The history of Nashtar properly begins with the launch of Star Colony Fleet 04 and Colonial Fleet 3 from the United States and the British Commonwealth, respectively. The two fleets were a joint venture, intentionally bound for the same inhabitable planet and traveling together through the long centuries of the journey through space at slower than light speeds, for at the time of their launch, the nodes had not been discovered. Over the long centuries, generations of colonists lived and died aboard the ships, carefully nurturing each successive generation and educating them in the areas of science, philosophy, and government. The colonists were drawn from all walks of life in the English-speaking nations of Earth, and the diversity of American and British culture was present in its full spectrum.
The fleets initially arrived in the Zambar system. There, they found the native Zambarim receptive to the newcomers, and already capable of spaceflight. The Zambarim were already capable of node travel, in addition to their node-neighbors, the Ronoghans. Both races were also in contact with the Ernari, though Ernarn's ships were not yet capable of node flight.
Holdings
The Republic holds six star systems.
Systems:
Helios System (49 points total): This system contains two inhabited planetoids; the capital planet of Nashtar and it's moon, Tyche.
- Nashtar (40 points): 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. The Republic's government convenes on Nashtar. The planet is named for the spectacular nearby (in interstellar terms) nebula that dominates the night sky; the word "Nashtar" is Ronoghan for "Cradle of the Stars," named for the view of the star-birthing gas cloud.
- Tyche (9 points): Nashtar's single large moon, Tyche, is home to lunar colonies, mainly concerned with mining. The system's defense forces are primarily based on the moon.
- Orodan (40 points): 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 remaining landmasses are open for private use, with clusters of factories mostly along the coasts; factory workers live in towns nearby. Orodan takes full advantage of the Ronoghan technical institutes' great strides in clean manufacturing, so this planet is not as heavily polluted as some suppose when they hear of an industrial world.
- Oromos (18 points): 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. 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.
Pinnacle (40 points): Pinnacle, the cold sixth planet in an otherwise barren system, is a highly militarized world, mainly serving as a base for the Republic's quick-response fleet. The ships stationed here are ready to respond to distress signals from other systems on short notice.
Ronogho (40 points): Home to the Ronoghan race, Ronogho is an industrialized world. The Ronoghans had a highly advanced society before human settlement, and continue to produce advanced technology for the Republic and international trade. Parts for the Shadow class stealth frigates are manufactured here, among other things.
Zambar (30 points): Considered backwater compared to the other core worlds, Zambar is home to both human colonists and a native race, who call themselves the Zambarim. The planet is settled, but not heavily industrialized; much of the surface is untracked jungle. The Nashtar Republican Army uses Zambar for jungle warfare training.
Inhabitants
Human colonists: Thanks to the discovery of nodes to Mintar and Orodan, which were primarily settled by the human colonials, humanity is the dominant race in the subsector. Transhuman augmentations popular in other parts of the Terran colonization zones never took root in Nashtari civilian use, though members of the military receive limited augmentations depending upon their duties.
Ronoghans:
Zambarim:
Politics and Government
The Republic is, of course, a republic. The nation's executive head is a President, but lawmaking power is held by a bicameral legislature populated by representatives from all member worlds. There are four major political parties; in descending order of influence, they are Unity, National Sovereignty, Free Trade, and Democratic Labor. Free Trade and Democratic Labor are rump parties with no real chance at the Presidency; they correspond roughly to the modern U.S. Libertarian and Green parties, respectively, though they have sufficient support to gain minorities in Congress.
Military
The Republic's military is (relative to it's multi-trillion population) small, but highly professional and well-equipped. Naval doctrine calls for survivability over high numbers of vessels, which means that Nashtari ships tend to be highly expensive, but better ship-for-ship to their counterparts in other navies, with the exception of some powers' heaviest capital vessels.
Naval Forces
Complete ship registry
Dauntless class battleship (60 points), 2 in service
The Dauntless class is currently Nashtar's heaviest warship. Though the class is capable of serving as a fleet command ship, it is not used as such, since the Intrepid class serves the role much better. The Dauntless and her sisters are designed to pound enemy fleets with precision, relying on their formidable tactical sensor arrays to punch through enemy jamming and enable pinpoint targeting. The Dauntless class mounts three spinal railguns, heavy beam emitters on the broadside, and massive banks of missiles.
Intrepid class fleet carrier (60 points), 2 in service
The Intrepid class serves as a battle fleet's command center, as well as a mobile base for the fleet's fighter wings. The carriers themselves are lightly armed, but their wide array of bombers and fightercraft allow a broad range of offensive and defensive capabilities, including the ability to conduct precision strikes impossible with standoff naval artillery tactics. An Intrepid class carrier is never found without its cruiser escort, and is almost always in the company of at least one Dauntless as well.
Kensington class heavy cruiser (30 points), 6 in service
Kensington class cruisers serve as heavy escorts for other fleet elements. Sporting heavy active defense arrays, the cruisers are able to reliably defend themselves and other ships around them from incoming enemy attack. Unlike most other Nashtari ships, the Kensington and her sisters do not have especially advanced sensor suites, and are dependent upon the ships they guard to provide intelligence and targeting data when there is heavy jamming present.
Guardian class light cruiser (20 points), 6 in service
The Guardian and her sisters are versatile multirole ships, but come into their own as raiding vessels. The heaviest ships likely to be found operating outside of a fleet, the Guardian class is focused on detection and destruction of enemy threats. If faced with superior firepower, the Guardian will retreat, since its own defensive systems are minimal. Standard procedure calls for at least two escorting destroyers to accompany Guardians to make up for this deficiency.
Polaris class escort destroyer (15 points), 12 in service
The Polaris class is an escort ship. Designed to screen for heavier warships as well as escort commercial traffic, the Polaris and her sisters are the workhorses of the fleet.
Bandit class frigate (12 points), 10 in service
The Bandit class is designed as a shipping raider. They may operate either independently or as part of a fleet, providing a powerful punch in a small package.
Shadow class stealth frigate (20 points stealth), 4 in service
Made possible in large part by Ronoghan shipbuilding technology, the Shadow class employs powerful sensor absorption and transmission dampening measures and materials, appearing nearly invisible to all but the most powerful sensor arrays. The frigates also sport an advanced sensor package, and are most often used to gather intelligence about enemy fleet movements.
Mammoth class fleet tender (10 points), 2 in service
The Mammoth class is a large but lightly armed vessel designed to support fleet operations. It sports fuel tanks, ammunition magazines, spare parts supplies, and consumables sufficient to support a battle fleet for weeks beyond its independent operating capacity. All this of course means that it is a tempting target; fleet tenders typically travel with the fleet carrier's protective formation to help minimize the risk posed to them by enemy forces seeking to cripple the fleet. When practical, the tender is left in a secured system when the fleet knows it is going to battle.
Praetor class assault ship (5 points), 4 in service
The Praetor class is a planetary assault vessel, serving as a mobile Marine base and auxiliary carrier. Its typical small craft wing includes more troop transports than starfighters, though this is of course modular in an emergency. A Praetor assault ship can carry an entire army division and equipment in addition to its considerable Marine complement, and is equipped to force a landing for the same. In addition to the planetary assault role, a Praetor is capable of conducting large-scale boarding operations.
Space superiority fighter wings (2 points), 20 in service
Primarily composed of Republic Dynamics SF-79E space superiority fighters, the Space Command's node-mobile fighter forces make up the bulk of light patrol and escort detachments. Unlike most carrier-based spacecraft, the wings falling under this heading are node-mobile and able to operate independently of a fleet. They are able to engage enemy fighters and escort-weight vessels, but are unable to seriously harm capital ships without heavy support. A wing is composed of 72 starfighters.
Heavy bomber wings (4 points), 10 in service
Primarily composed of Oro Space Systems SB-62C heavy space bombers, these bomber wings are node-mobile, able to operate independently of a fleet, and capable of attacking enemy cruiser weight vessels and supporting strikes against capital ships. A wing of bombers will accompany fighter escort detachments in areas deemed prone to hostile or pirate activity.
Space-Mobile Ground Forces
125 points Republican Marines - Space-based infantry, power armor, vacuum suits.
250 points Nashtar Republican Army - Armor-heavy surface combatants, skilled at maneuver warfare.
50 points Aerospace Force - Trans-atmospheric fighters and bombers, capable of providing air superiority and close air support.
75 points Nashtar Republic Intelligence - Intelligence gathering, counterintelligence, and special ops.
Defensive Forces
To be decided.
Last edited by Rogue 9 on 2009-02-05 07:31pm, edited 1 time in total.
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
Re: Space STGOD OOB Thread
The Far Reaches Free Republic
General Concept: The Revolution is now and forever!
Government: Revolutionary Republic
Exports of note: Wine, Cheap Spacecraft and revolutionary pamphlets/broadcasts.
History
The Far Reaches was for a very long time run by a repressive aristocratic oligarchy. They were unusual in that they used genetic engineering as part of their plan to maintain power. The lower castes were bio-engineered to be good at their jobs, whether that was deep space operations or being a grunt in the army. Meanwhile the nobility were all beautiful people with pheromone gland and other such improvements to help them rule.
The Old Order’s rule was anything but popular as it was both corrupt and inefficient. There was next to no social mobility and technological growth stagnated. Eventually even the genetically modified soldiers got tired of the nobilities ineptitude. It didn’t help that one had to be an aristocrat to rise to any rank of importance.
As the Old Order’s organs of power withered away due to incompetence, a popular revolution, whose flash point was the conviction of a heroic naval officer for political reasons, erupted. Starting out as worker strikes and the like, enemies of the old regime took their chance and a full blown civil war erupted. It ended when a group of young military officers destroyed the old regime in a coup.
Some twenty years have passed since the end of the civil war. The leaders of the coup and the various resistance factions managed to form a coalition government. Their goals were completely revolutionary in nature. The intention was to tear down the old institutions of aristocracy and rebuild a brand new society. “Genetic free choice,” is a big part of the new republic’s program, which means that every citizen should be free to choose their own genetic destiny. As a result the citizens of the Far Reaches Republic are experimenting with a wide variety of physical forms using the realms advanced and state sponsored biotech industry. Institutions such as the courts and universities have also been completely reworked.
Government
All the rapid change over the past twenty years has had a definite downside: the Republic’s government and society are rather chaotic at the moment as the new government tries to find the best way to operate. An elected parliament is the brain of the republic, but numerous overlapping comities breed a certain amount of chaos.
The military also maintains a good deal of independence, given the role of the coup in overthrowing the Old Order. They do however take their orders from the parliament, but they control their own research projects, intelligence organizations and even run the shipyards.
Technology
Due to the ossification under the Old Order, the Far Reaches technology is somewhat less advanced than standard for the region, with the noted exception of fairly advanced biotech. Most everyone has some level of genetic modification at birth, and many people have implanted biomods as well, such as cat like eyes or the like. Soldiers often have such things as reinforced bones, boosted adrenal glands and even back up hearts.
Army of the Republic
The Far Reaches Free Republic Army (FRFRA) is a mostly entirely new formation. The Old Regime’s ground forces were mostly infantry and meant more for internal pacification duties rather than planetary assault. The army now is a force that consists of 20 Corps that are constituted of a mix of armor, atmospheric aircraft, artillery and infantry. Each Corps consists of two divisions. The army is a flexible force, all the more flexible because its doctrine is in flux as commander’s work out how best to use their highly mobile armor forces.
One part of the army deserves special attention: The Steel Legion. It consists entirely of rare and extremely powerful cybertanks each easily the equal of Barricade class heavy cruiser in raw firepower. While the Old Order mainly used the majority of the army for internal duties, the Steel Legion was its real defense against space borne landings and assault force. The AI’s in the steel legion’s machines are hundreds of years old, their personalities being uploaded into new machines as the old ones become obsolete. When the revolution was in its end stages, the Old Order became desperate and ordered the members of the Steel legion to use their weapons capable of destroying capitol ships on the rioting crowds. The Steel Legion refused such orders, as they see their place as protecting the people. For such a decision, which could very well have had safeguards wipe the AI’s memories, the members of the Steel Legion are considered heroes by the populace at large. The Steel Legion has two company’ of twelve machines that form the offensive core of the Legion, while a troop of 4 machines garrisons each of the five planets of the Republic. Finally the legion’s most experienced machine, Hannibal, stands guard outside of parliament.
The service culture in the Steel Legion is markedly different from the regular army as well. On a whole the human support staff and commanders of the Steel Legion are far more “old school” in their dress and mannerisms than the rest of the army. They place far more emphasis on having proper decorum and protocol at all times. The army as a whole is a bit more relaxed in its standards of dress and the like as Freedom of choice in form and so on are a part of the Republic’s ideals. The old professionals still set a high standards of performance for all the newcomers flooding the army, however.
Army Order of Battle:
20 Combined arms Corps 10*20= 200
45 Steel Legion units 8*45= 360
Naval Forces
The Navy of the Far Reaches Free Republic is as heavily rebuilt as the army. The Old Regime was fond of huge and expensive battlewagons, run with the assistance of combat AI’s. When the revolution came, the navy split much more favorably to the Old Regimes loyalists than the army did. In the civil war that followed, most of the old navy was destroyed. Only three original Clauswitz class battleships remain of the old fleet.
The Free Republic’s tech disadvantage is very telling in the naval sphere. They simply don’t have the capability to build high end vessels like many others in the sector. They do however have the ability to produce a lot of vessels. Currently the Free Republic is undertaking an aggressive building plan that should greatly increase the size of the fleet.
Free Republic vessels are built around using their primary batteries, which are usually a small number of turret mounted plasma guns. Missiles and drones make up the rest of the offensive armament while rapid fire rail guns, laser blisters, energy conversion fields and powerful brute force jammers are used for defense.
Naval OOB:
48 Martyr class Destroyers 2*48= 96
51 Hero of the Revolution class Destroyers 3*51= 153
30 Papillon class Light Cruisers 5*30= 150
24 Barricade class Heavy Cruisers 8*24= 192
14 Eagle class Planetary Assault Carriers 6*14= 84
13 Glory class Battlecruisers 10*13= 130
3 Clauswitz class Battleships 25*3= 75
Planets of the Republic
The Free Republic has five systems, each with one inhabited world. While the systems often sport asteroid mining facilities, defense satellites and the like, almost all the development is on planet.
Cold Harbor: 150 pts.
Cold Harbor is the Capital of the Far Reaches Free Republic and is located at the crossroads in jump points at the center of the republic. It is a highly industrial world and the center of almost all of its heavy industry and war making capability.
Lille: 25 pts
Lille is the Republic’s planet located the core ward side closest to the Mahou Kenkai (the southeastern planet). It is something of a fortress world with a large fleet base. It’s best known as the planet where the Revolution started and is something of an ideological homeland for the Republic.
Shenksland: 25 pts.
Located on the rim (North-east), Shenksland is known throughout the sector as the best place to get wine. Local conditions are the best in known space and its vineries are well known.
New Castile: 25 pts.
New Castile (located in the Northwestern most system) is an industrialized system that was once the Old Regimes vacation spot. New Castile is still littered with their old palaces today.
Lao’s Paradise: 25pts.
Lao’s Paradise (Located in the Southwest) is a planet still undergoing the teraforming process. To be able to breathe the local air, all the citizens have been modified to have lungs and other systems that can handle the low oxygen and high CO2 in the atmosphere.
(More to come.)
General Concept: The Revolution is now and forever!
Government: Revolutionary Republic
Exports of note: Wine, Cheap Spacecraft and revolutionary pamphlets/broadcasts.
History
The Far Reaches was for a very long time run by a repressive aristocratic oligarchy. They were unusual in that they used genetic engineering as part of their plan to maintain power. The lower castes were bio-engineered to be good at their jobs, whether that was deep space operations or being a grunt in the army. Meanwhile the nobility were all beautiful people with pheromone gland and other such improvements to help them rule.
The Old Order’s rule was anything but popular as it was both corrupt and inefficient. There was next to no social mobility and technological growth stagnated. Eventually even the genetically modified soldiers got tired of the nobilities ineptitude. It didn’t help that one had to be an aristocrat to rise to any rank of importance.
As the Old Order’s organs of power withered away due to incompetence, a popular revolution, whose flash point was the conviction of a heroic naval officer for political reasons, erupted. Starting out as worker strikes and the like, enemies of the old regime took their chance and a full blown civil war erupted. It ended when a group of young military officers destroyed the old regime in a coup.
Some twenty years have passed since the end of the civil war. The leaders of the coup and the various resistance factions managed to form a coalition government. Their goals were completely revolutionary in nature. The intention was to tear down the old institutions of aristocracy and rebuild a brand new society. “Genetic free choice,” is a big part of the new republic’s program, which means that every citizen should be free to choose their own genetic destiny. As a result the citizens of the Far Reaches Republic are experimenting with a wide variety of physical forms using the realms advanced and state sponsored biotech industry. Institutions such as the courts and universities have also been completely reworked.
Government
All the rapid change over the past twenty years has had a definite downside: the Republic’s government and society are rather chaotic at the moment as the new government tries to find the best way to operate. An elected parliament is the brain of the republic, but numerous overlapping comities breed a certain amount of chaos.
The military also maintains a good deal of independence, given the role of the coup in overthrowing the Old Order. They do however take their orders from the parliament, but they control their own research projects, intelligence organizations and even run the shipyards.
Technology
Due to the ossification under the Old Order, the Far Reaches technology is somewhat less advanced than standard for the region, with the noted exception of fairly advanced biotech. Most everyone has some level of genetic modification at birth, and many people have implanted biomods as well, such as cat like eyes or the like. Soldiers often have such things as reinforced bones, boosted adrenal glands and even back up hearts.
Army of the Republic
The Far Reaches Free Republic Army (FRFRA) is a mostly entirely new formation. The Old Regime’s ground forces were mostly infantry and meant more for internal pacification duties rather than planetary assault. The army now is a force that consists of 20 Corps that are constituted of a mix of armor, atmospheric aircraft, artillery and infantry. Each Corps consists of two divisions. The army is a flexible force, all the more flexible because its doctrine is in flux as commander’s work out how best to use their highly mobile armor forces.
One part of the army deserves special attention: The Steel Legion. It consists entirely of rare and extremely powerful cybertanks each easily the equal of Barricade class heavy cruiser in raw firepower. While the Old Order mainly used the majority of the army for internal duties, the Steel Legion was its real defense against space borne landings and assault force. The AI’s in the steel legion’s machines are hundreds of years old, their personalities being uploaded into new machines as the old ones become obsolete. When the revolution was in its end stages, the Old Order became desperate and ordered the members of the Steel legion to use their weapons capable of destroying capitol ships on the rioting crowds. The Steel Legion refused such orders, as they see their place as protecting the people. For such a decision, which could very well have had safeguards wipe the AI’s memories, the members of the Steel Legion are considered heroes by the populace at large. The Steel Legion has two company’ of twelve machines that form the offensive core of the Legion, while a troop of 4 machines garrisons each of the five planets of the Republic. Finally the legion’s most experienced machine, Hannibal, stands guard outside of parliament.
The service culture in the Steel Legion is markedly different from the regular army as well. On a whole the human support staff and commanders of the Steel Legion are far more “old school” in their dress and mannerisms than the rest of the army. They place far more emphasis on having proper decorum and protocol at all times. The army as a whole is a bit more relaxed in its standards of dress and the like as Freedom of choice in form and so on are a part of the Republic’s ideals. The old professionals still set a high standards of performance for all the newcomers flooding the army, however.
Army Order of Battle:
20 Combined arms Corps 10*20= 200
45 Steel Legion units 8*45= 360
Naval Forces
The Navy of the Far Reaches Free Republic is as heavily rebuilt as the army. The Old Regime was fond of huge and expensive battlewagons, run with the assistance of combat AI’s. When the revolution came, the navy split much more favorably to the Old Regimes loyalists than the army did. In the civil war that followed, most of the old navy was destroyed. Only three original Clauswitz class battleships remain of the old fleet.
The Free Republic’s tech disadvantage is very telling in the naval sphere. They simply don’t have the capability to build high end vessels like many others in the sector. They do however have the ability to produce a lot of vessels. Currently the Free Republic is undertaking an aggressive building plan that should greatly increase the size of the fleet.
Free Republic vessels are built around using their primary batteries, which are usually a small number of turret mounted plasma guns. Missiles and drones make up the rest of the offensive armament while rapid fire rail guns, laser blisters, energy conversion fields and powerful brute force jammers are used for defense.
Naval OOB:
48 Martyr class Destroyers 2*48= 96
51 Hero of the Revolution class Destroyers 3*51= 153
30 Papillon class Light Cruisers 5*30= 150
24 Barricade class Heavy Cruisers 8*24= 192
14 Eagle class Planetary Assault Carriers 6*14= 84
13 Glory class Battlecruisers 10*13= 130
3 Clauswitz class Battleships 25*3= 75
Planets of the Republic
The Free Republic has five systems, each with one inhabited world. While the systems often sport asteroid mining facilities, defense satellites and the like, almost all the development is on planet.
Cold Harbor: 150 pts.
Cold Harbor is the Capital of the Far Reaches Free Republic and is located at the crossroads in jump points at the center of the republic. It is a highly industrial world and the center of almost all of its heavy industry and war making capability.
Lille: 25 pts
Lille is the Republic’s planet located the core ward side closest to the Mahou Kenkai (the southeastern planet). It is something of a fortress world with a large fleet base. It’s best known as the planet where the Revolution started and is something of an ideological homeland for the Republic.
Shenksland: 25 pts.
Located on the rim (North-east), Shenksland is known throughout the sector as the best place to get wine. Local conditions are the best in known space and its vineries are well known.
New Castile: 25 pts.
New Castile (located in the Northwestern most system) is an industrialized system that was once the Old Regimes vacation spot. New Castile is still littered with their old palaces today.
Lao’s Paradise: 25pts.
Lao’s Paradise (Located in the Southwest) is a planet still undergoing the teraforming process. To be able to breathe the local air, all the citizens have been modified to have lungs and other systems that can handle the low oxygen and high CO2 in the atmosphere.
(More to come.)
Last edited by Raj Ahten on 2009-02-10 10:58pm, edited 3 times in total.
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Re: Space STGOD OOB Thread
Unified Steelworks Incorporated
Corporate Space, click for larger image
Full Name: Unified Steelworks Incorporated, Subsidiary Companies, and Affiliates
Type of Group: Sovereign Corporation
Capital: Central Station
Ruling Body: The Board of Directors
Majority of Inhabitants: Human
Political Trend: Social Isolationism
Exports: Heavy Industrial Goods, Anything not tied to the Habitat.
Imports: Food.
Other Facts of Note:
Most Full Citizen-Shareholders of the Company have received a compulsory cybernetic addition of a ‘connection ring-jack’ and a ‘biological watchdog,’ two essential pieces of technology that have served the Company for as long as it has traded planets and steel. The first item, the connection ring-jack is the device that connects the user to the Station network, to receive news, messages, entertainment, and other things one would use an electronic network to share. The connection ring-jack is a way of containing the connection technology inside the user’s skull, with the ability to go offline, a feature missing from the ‘connection implant,’ an option to take if one does not wish to receive the connection ring-jack.
The Biological Watchdog, or just the BioDog, is a piece of technology that monitors the bodies chemistry, and connects to an added chemical dispenser to calm nerves, antitoxin select poisons, and keeps the user updated on their biological state.
Commonly Citizen-Shareholders of the Company receive multiple modifications of their own accord, including various nerve modifications to enhance touch, sight, smell, or the other senses, other, more or less practical, are just as common. Aftermarket modifications are popular amongst the higher level of Mod literates, as they are able to edit the various bits of software that run the Mods with finesse.
No deep symbolism, the first Board Chairman just liked the Cross of Burgundy
Board of Directors:
Board Chair: Mikheil Saakashvili
Board Members: Jim Gaffigan
Mitch Hedberg
His Holiness, The Unified Church Leader
Martin Septim
Other Persons of Interest
Head of Corporate Intelligence: Dexter Baxter
Head of Pan-Galactic Affairs: Dr. Gregor Hausman
Head of USI Banking and Finance: Paul Adolph Volcker
Head of USDF: General Paul S. Matton
The Habitats:
Central System: (118.3)
Central Station (75pts)
Ark Station (25pts)
Kinks Station (5 pts)
Outpost 1 (3.3 pts)
L’Argent Lune (10 pts)
Arkham System: (60.3)
Echo Station (50pts)
Mecca Station (5 pts)
Heart Station (5 pts)
Outpost 2 (3.3 pts)
Nova Prospekt System (68.4)
Eclipse Station (50pts)
Beatles Station (5 pts)
Kooks Station (5 pts)
Journey Station (5 pts)
Outpost 3 (3.4 pts)
(Outposts 1 – 3 are towed to areas to be used as homes for miners during resource extraction)
USDF:
The Unified Self Defence Force’s basic ideology is to be informed is to be the victor, and it is expressed in their combination of unmanned drones, utilizing a large number of unmanned drones to scout and engage the enemy. This doctrine also expresses itself via the funding received by Corporate Intelligence.
Classified: Defence Budget:
Turn One
The Capital Ships:
The Collateral
The newest, and most powerful, ship in the Central Index is the Collateral a combat ship, designed to combat the growing threats along the Company’s borders. The collateral has the latest in Corporate technology, and showcases the slightly changed doctrine for the current Board.
The Forewarned
The Forewarned operates as a Drone Control Ship, for times when combat requires drones to operate as a group, or when tactics are needed with a human touch. The Forewarned also contains its own armament, for defence and use in conjunction with controlled drones
The Energetic
The Energetic class is commonly found leading taskforces against small bandit bands that occasionally pop up along the exploitable asteroids in Company Space, the Energetic is lightly armed, but accomplishes it role as a middle shi[ quite well.
Central Station Fleet:
Central Station
1x Collateral Class Campaign Ship (The USIS Collateral)
3x Forewarned Class Capital Ships (The USIS Forewarned, Formidable, Formless)
3x Energetic Class Middle Ships (The USIS Enigmatic, Everyman, Epitome)
8x 412 Class Minor Ships
10x Asia Minor Class Escort Craft
10x Enterprise Gun Class Patrol Craft
50x Erika Class Drone
Echo Station Fleet:
Echo Station
1x Forewarned Class Capital Ship (The USIS Forewarned, Formidable, Formless)
3x Energetic Class Middle Ships (The USIS Enigmatic, Everyman, Epitome)
4x 412 Class Minor Ships
8x Asia Minor Class Escort Craft
10x Enterprise Gun Class Patrol Craft
30x Erika Class Drone
Eclipse Station Fleet:
Eclipse Station
3x Forewarned Class Capital Ships (The USIS Forewarned, Formidable, Formless)
3x Energetic Class Middle Ships (The USIS Enigmatic, Everyman, Epitome)
4x 412 Class Minor Ships
8x Asia Minor Class Escort Craft
10x Enterprise Gun Class Patrol Craft
25x Erika Class Drone
Ark Station Fleet
Ark Station
8x 412 Class Minor Ships
10x Asia Minor Class Escort Craft
10x Enterprise Gun Class Patrol Craft
50x Erika Class Drone
L’Argent Lune Fleet:
4x 412 Class Minor Ships
8x Asia Minor Class Escort Craft
10x Enterprise Gun Class Patrol Craft
20x Erika Class Drone
Minor Station Fleets:
Outpost
46x Enterprise Gun Class Patrol Craft
1x Erika Class Drone
Corporate Intelligence Fleet Assets:
1x Stealth Modified Forewarned Class Capital Ship – USIS Focus
75x Spy – Class Stealthed Drones
(coming as soon as I get the time; Maps with the locations of the Habitats, History, and whatever else strikes the mind)
Corporate Space, click for larger image
Full Name: Unified Steelworks Incorporated, Subsidiary Companies, and Affiliates
Type of Group: Sovereign Corporation
Capital: Central Station
Ruling Body: The Board of Directors
Majority of Inhabitants: Human
Political Trend: Social Isolationism
Exports: Heavy Industrial Goods, Anything not tied to the Habitat.
Imports: Food.
Other Facts of Note:
- No planet of the area owned by USI is inhabited full time by any member of the USI, there are survey teams scouring the planets of the Company, searching for access to vital resources to manufacture goods. The people of the Company live in orbiting habitats, including Central Station, the capital of the Company. There are currently 13 habitats in various orbits around the space of the Company, either coordinating resource excavations, or serving as housing for merchants, managers, and labourers hired by USI.
- One celestial body in USI space is capable of supporting human life without major terraforming efforts, the Company uses the planet as a planet sized farm, to feed the aforementioned orbital habitats and the mining expeditions.
- Habitat Gravity is maintained via rotation.
- The Board maintains tight control on the exact history of the Company, pre-purchase of its first uninhabited star system.
Most Full Citizen-Shareholders of the Company have received a compulsory cybernetic addition of a ‘connection ring-jack’ and a ‘biological watchdog,’ two essential pieces of technology that have served the Company for as long as it has traded planets and steel. The first item, the connection ring-jack is the device that connects the user to the Station network, to receive news, messages, entertainment, and other things one would use an electronic network to share. The connection ring-jack is a way of containing the connection technology inside the user’s skull, with the ability to go offline, a feature missing from the ‘connection implant,’ an option to take if one does not wish to receive the connection ring-jack.
The Biological Watchdog, or just the BioDog, is a piece of technology that monitors the bodies chemistry, and connects to an added chemical dispenser to calm nerves, antitoxin select poisons, and keeps the user updated on their biological state.
Commonly Citizen-Shareholders of the Company receive multiple modifications of their own accord, including various nerve modifications to enhance touch, sight, smell, or the other senses, other, more or less practical, are just as common. Aftermarket modifications are popular amongst the higher level of Mod literates, as they are able to edit the various bits of software that run the Mods with finesse.
No deep symbolism, the first Board Chairman just liked the Cross of Burgundy
Board of Directors:
Board Chair: Mikheil Saakashvili
Board Members: Jim Gaffigan
Mitch Hedberg
His Holiness, The Unified Church Leader
Martin Septim
Other Persons of Interest
Head of Corporate Intelligence: Dexter Baxter
Head of Pan-Galactic Affairs: Dr. Gregor Hausman
Head of USI Banking and Finance: Paul Adolph Volcker
Head of USDF: General Paul S. Matton
The Habitats:
Central System: (118.3)
Central Station (75pts)
Ark Station (25pts)
Kinks Station (5 pts)
Outpost 1 (3.3 pts)
L’Argent Lune (10 pts)
Arkham System: (60.3)
Echo Station (50pts)
Mecca Station (5 pts)
Heart Station (5 pts)
Outpost 2 (3.3 pts)
Nova Prospekt System (68.4)
Eclipse Station (50pts)
Beatles Station (5 pts)
Kooks Station (5 pts)
Journey Station (5 pts)
Outpost 3 (3.4 pts)
(Outposts 1 – 3 are towed to areas to be used as homes for miners during resource extraction)
USDF:
The Unified Self Defence Force’s basic ideology is to be informed is to be the victor, and it is expressed in their combination of unmanned drones, utilizing a large number of unmanned drones to scout and engage the enemy. This doctrine also expresses itself via the funding received by Corporate Intelligence.
Classified: Defence Budget:
Turn One
The Capital Ships:
The Collateral
The newest, and most powerful, ship in the Central Index is the Collateral a combat ship, designed to combat the growing threats along the Company’s borders. The collateral has the latest in Corporate technology, and showcases the slightly changed doctrine for the current Board.
The Forewarned
The Forewarned operates as a Drone Control Ship, for times when combat requires drones to operate as a group, or when tactics are needed with a human touch. The Forewarned also contains its own armament, for defence and use in conjunction with controlled drones
The Energetic
The Energetic class is commonly found leading taskforces against small bandit bands that occasionally pop up along the exploitable asteroids in Company Space, the Energetic is lightly armed, but accomplishes it role as a middle shi[ quite well.
Central Station Fleet:
Central Station
1x Collateral Class Campaign Ship (The USIS Collateral)
3x Forewarned Class Capital Ships (The USIS Forewarned, Formidable, Formless)
3x Energetic Class Middle Ships (The USIS Enigmatic, Everyman, Epitome)
8x 412 Class Minor Ships
10x Asia Minor Class Escort Craft
10x Enterprise Gun Class Patrol Craft
50x Erika Class Drone
Echo Station Fleet:
Echo Station
1x Forewarned Class Capital Ship (The USIS Forewarned, Formidable, Formless)
3x Energetic Class Middle Ships (The USIS Enigmatic, Everyman, Epitome)
4x 412 Class Minor Ships
8x Asia Minor Class Escort Craft
10x Enterprise Gun Class Patrol Craft
30x Erika Class Drone
Eclipse Station Fleet:
Eclipse Station
3x Forewarned Class Capital Ships (The USIS Forewarned, Formidable, Formless)
3x Energetic Class Middle Ships (The USIS Enigmatic, Everyman, Epitome)
4x 412 Class Minor Ships
8x Asia Minor Class Escort Craft
10x Enterprise Gun Class Patrol Craft
25x Erika Class Drone
Ark Station Fleet
Ark Station
8x 412 Class Minor Ships
10x Asia Minor Class Escort Craft
10x Enterprise Gun Class Patrol Craft
50x Erika Class Drone
L’Argent Lune Fleet:
4x 412 Class Minor Ships
8x Asia Minor Class Escort Craft
10x Enterprise Gun Class Patrol Craft
20x Erika Class Drone
Minor Station Fleets:
Outpost
46x Enterprise Gun Class Patrol Craft
1x Erika Class Drone
Corporate Intelligence Fleet Assets:
1x Stealth Modified Forewarned Class Capital Ship – USIS Focus
75x Spy – Class Stealthed Drones
(coming as soon as I get the time; Maps with the locations of the Habitats, History, and whatever else strikes the mind)
This is an empty country and I am it's king, and I should not be allowed to touch anything.