STGOD2k5 OOBs

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Thirdfain
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STGOD2k5 OOBs

Post by Thirdfain »

Post yahr OOBs here, folks. Please ask me if you'd like to play a Grand or Major power, we can't have everyone running a superpower....

Power grades for fleet counts are as follows:

Minor: 15 capitals, 30 cruisers, 250 escorts
Regional: 30 capitals, 70 cruisers, 500 escorts
Major: 45 capitals, 100 cruisers, 750 escorts
Grand: 60 capitals, 130 cruisers, 1000 escorts

If you want to play a Major or Grand power, please consult me first.
Last edited by Thirdfain on 2004-12-24 09:53pm, edited 1 time in total.
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Alyrium Denryle
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Post by Alyrium Denryle »

I really have no preferance for size, so long as I am not some form of regional fiefdom.... A major power would suit me out of those two choices.

I am working on weapons and shop classes right now. I will be able to get the government write ups and that srt f thing done tmorrow, and the military will be done once I get the time
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BOTM/Great Dolphin Conspiracy/
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Factio republicanum delenda est
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frigidmagi
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Post by frigidmagi »

Regional Power.

Knights Templar, a history.

Founding:
In the depths of the Scutum-Crux Arm of the galaxy lies the Elenia System. A gentle system in certain terms that gave rise to 3 planets capable of sustaining life. After the Great War, the system divided against itself for decades until a conqueror stretched out his hand. He was King Aledane, a petty tyrant. History would have swiftly forgotten him if not for the Knightly Order he established to serve him, the Knights Templar. Formed from psionicly gifted men who were trained to use their powers for war. They fought well for King Aledane and he rewarded them with the moon Demos, in orbit around the planet Cimmura, his first conquest.
Four years after uniting the Elenia system, the King died in a drunken brawl with his eldest son. Due to the nature of his death, many contested his son’s claim to the throne. In truth the man was a cruel, savage and many feared him. Torn between his oaths and his repulsion, the Head of the Order, Templar Master Sparhawk. Has the Elenia system prepared itself for war he shut himself up deep within the fortified depths of Demos and prayed. His prayers were answered. He received a vision. The contents of that vision remain unknown, passed from Templar Master to Templar Master.
Templar Master Sparhawk emerged renewed by his vision and set about his course. Journeying with a honor guard of 100 Knights to seek out the embattled heir, he was granted an audience, where he promptly struck down the young prince. He then rallied his Knights and fought his way out of the Prince’s camp. Despite this bold action the civil war would rage for another 7 years, before the Templar would smash all resistance. Once the war was over Templar Master Sparhawk created three new orders of Knighthood. The Orders Hospitallers, Justicar, and Pandion, the Hospitallers were the guardians of healers and those who worked to heal the damage by the war, the Justicars were given the charge of providing justice and judgment and the Pandions were the mages, men who charge it was to ward the Elenia system from the ravages of dark arcane forces. Sparhawk then took for himself the title of Grand Master to reflect his rule over the 4 orders and of the Elenia system itself. He would rule well preserving the peace and health of the people until his death.

The First Crusade:
Upon his death and the Election of the Grand Master Olven, however came the invasion. They named themselves the Immortals, styling themselves great conquers for their fleet had crushed a dozen systems and wielded them together with a brutality that was Kzin like. A single Knight was worth dozens of them on the ground, but that did not help the fleets. The Templar fleet was sorely outmatched, until a man claiming to represent the TSC appeared and made the Templars an offer, it was accepted and the Templars found themselves in charge of expanded fleet, with it they fought back the Immortals and then declared Crusade attacking them and overthrowing them in turn. Upon victory they found themselves in charge of a small fiefdom of systems, new orders were established and the fleet expanded to defend the new worlds.

The Second Crusade:
The Knights began the creation of an orderly realm, establishing civil servants to attend the needs of the people and establishing the boundaries of the Church. However peace did not last long. Once again a group of would be conquerors turned their eyes upon the realm. A dark order of bloodmages who craved the knowledge of the Pandions. They attempted dark sorcery to achieve their goal but were thwarted again and again by champions of the various orders and the vigilance of the citizenry. Frusrated the unleashed their dark fleets. However the Grand Master Kalten had prepared for this and smashed their fleets raising the banner of the 2nd Crusade. The Crusade was swift and terrible, many of the bloodmages had to be slain and their bodies destroyed utterly. None of them willingly turned aside from their damned path. The Pandions were set up has overlords of their home system to keep watch over those artifacts that could not be destroyed.

The Third Crusade:
The battles of the 2nd Crusade attracted attention however. A band of strange aliens from parts unknown, who called themselves the GeneSplicers coveted the Psionic abilities shown by the Templars and wished to unlock the genetic key behind them. However a creation of theirs, a member of a bovine race, the Wenasi, escaped to warn the Templars. His name was Kazalar and he bore news of the GeneSplicer fleet massing. Without delay the Templar fleet rallied and plunged into battle, the 3rd Crusade was the greatest war that the Orders had fought across many systems and many years. Grand Master Kalten died before seeing it’s end. However the newly elected Grand Master Talen lead ably and well defeating the last GeneSplicer fleet in the orbit of the ice locked moons of Tamuli. In exchange for his service and for rallying many of the GeneSplicers creations against their masters Kazalar was given dominion and office, 3 full systems were the inviolate home of the Wenasi, never to have a human or any other race appointed over them. In return the Wenasi recognized the Templar’s has their rightful liege lords. Since then the rulers of the Wenasi had all taken the name Kazalar upon their ascension to the post.




Government:
The Grand Master of the Templar’s is the Head of State and rules by decree. He rules for life, but can be challenged by the heads of the other orders. He is elected into office by the gathered heads of the orders after the death of the previous Grand Master. The requirements are that he be a Knight Templar of good standing and a powerful Psionic.
Most systems are ruled by one Knightly Order or another, who have civilian civil servants to maintain affairs. The civil servants are required to pass grueling exams and test before being allowed to a post and their Knightly Masters watch them closely for signs of corruption. The servants are divided into the different offices of the bureaucracy. The offices often compete amongst themselves for the most talented personages and engage in empire building, this is tolerated has long has it doesn’t interfere with the smooth running of the realm. The Orders are all vassals of the Templars, and in theory equal. However in certain matters lesser orders will give way (to a Justicar on a law matter or to a Pandion on Magic for example).
However the uncontested head of the offices, is the office of Psionics Affairs, who duty it is to seek out those with Psionic talent, test them and train those who are not potential Knights. Those who are not are assigned to civilian or naval duties.

The Holy Church of Vision:
The State Church of the Realm, it received a portion of it’s funding from state taxes, an over site committee ensures it does not spend state funds on unapproved projects however. The Church of Vision is a Christian Church, however it borrows heavily from Gnostic beliefs, using texts that were cut from the Orthodox Bible, while cutting in turn much of the old testament. The Church also puts much value on personal visions, believing that God sends what he will to who he will. Due to this the Priesthood is open to all sexes and species.
The seat of the Church is on the planet Chyrellos, granted to them by the Grand Master during the 2nd Crusade for aide against the bloodmages. The church maintains a private guard and defenses around Chyrellos but by command of the Grand Master may not send troops off world. Has well has funding orders of missionaries to spread the good word, the over site committee however keeps a sharp eye out to ensure that the tithes and dues of the faithful are used for this instead of the state’s taxes.

The Orders:
Not every order controls land, some just provide a function, for example the Chevaliers provide fighter pilots to the navy and maintain their base on Cardos in the Elenia system under the Templars. However the Orders rule a planet or a system must raise a 6,000 full knights and an additional 100,000 men under arms, in addition to manning and maintaining the defenses of their fief. The Knights are powered armor and have some psionic ability mostly physical in nature. Troops are equipped with body armor, training and faith.

Powers of the Knighted:
Knights are trained from Psionically Talentanted Young Men (or in the case of some orders Women). The young knights in training are taught to turn their abilities inward. They are able to use their power to fuel feats of strength and speed. Amoung their more showly abilites are the ability to summon free floating shields of Psionic energy, has well has swords of the same make up.
Knights are also able to drop into a trance state with gives them a limited type of precoginition, however this ability only works in a timeframe of seconds, being worthless outside of battle.

The Fleet:
The fleet is under Templar control but has heavy Commonwealth influence. They employ a mixed array of weapons, preferring Turbolaser and HyperCannon batteries and a mixture of different warheads for anti-ship missles.

Capital Ships:
2pts Metatron class Dreadnought: 17 batteries of heavy turbolasers, 4 batteries of HyperCannons, 20 batteries of medium turbolasers, 40 batteries of light turbolasers. 40 missle tubes, 20 missle pods. Point Defense. 5 in service.

2pts Anakim class Heavy Carrier: 225 fighters. 4 batteries of heavy turbolasers, 12 batteries of medium turbolasers, 25 batteries of light turbolasers. 15 missles tubes, 4 missle pods, Point defense. 5 in service.

1pt Gadriel class Battleship: 14 batteries of heavy turbolasers, 2 batteries of HyperCannon, 17 batteries of medium turbolasers, 30 batteries of light turbolasers. 30 missle tube, 15 missle pods. Point Defense. 5 in service.

1pt El Auria class light carrier: 112 fighters. 2 batteries of heavy turbolasers, 6 batteries of medium turbolasers, 15 batteries of light turbolasers. 10 missle tubes, 2 missle pods. Point Defense. 5 in service.

Crusiers:
2pts Aeglum class battle crusier: 10 batteries of heavy turbolasers, 1 battery of hyper cannons, 14 batteries of medium turbolasers, 20 batteries of light turbolasers. 14 missle tubes, 8 missle pods. Point Defense. 10 in service

1.5pts Barakiel class heavy crusier: 7 batteries of heavy turbolasers, 8 batteries of medium turbolasers, 16 batteries of light turbolasers, 12 missle tubes, 6 missle pods. Point defense. 20 in service

1pt Charbiel class crusier: 3 batteries of heavy turbolasers, 5 batteries of medium turbolaser, 12 batteries of light turbolasers. 10 missle tubes, 4 missle pods. Point defense. 20 in serivice

Escorts:
3pts Erellim class destoryer: 9 batteries of medium turbolasers, 15 batteries of light turbolasers. 9 missles tubes, 3 missle pods. Point defenses. 50 in service

2pts Rogziel class heavy frigate: 7 batteries of medium turbolasers, 12 batteries of light turbolasers. 8 missletubes, 3 missle pods. Point defenses . 50 in service.

1.5pts Abbaton class frigate: 4 batteries of medium turbolasers, 10 batteries of light turbolasers. 6 missletubes, 2 missle pods. Point defenses. 90 in service.

1pt Zephon class light frigates: 2 batteries of medium turbolasers, 9 batteries of light turbolasers. 4 missletubes. Point defenses. 115 in service

The Intelligence Branch:
Begun has an offshoot of the Office of Psionic Affairs, the Intelligence Branch has grown to control all aspects of espionage for the realm, agents are sent out into neighboring realms to maintain a flow of information, meanwhile the few Psionics that aren’t used by the Orders, the Navy or other Civilian posts serve has guards and watchdogs for infiltration of the civil servants, controlling informants and watching over the back alley deals of the offices.


Demographics:
Racial Break down
Humans: 64%
Wenasi: 14%
Wolfen: 8%
Trill: 5%
Other 9%

Regilion:
Church of Vision: 71%
NeoChristian: 4%
Judism: 8%
Islam: 5%
Orothodox: 7%
Other: 5%
Last edited by frigidmagi on 2004-12-31 12:59am, edited 2 times in total.
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Thirdfain
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Post by Thirdfain »

Three Suns Commonwealth
Major Power
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Head of State: President Muhammet Delacroix
Vice President: Marcus Samson
Secretary of State: Sabine Erfurte
Minister of Defense: Johan Desiderius
Minister of Intelligence: Brenna von Villesavin

The Three Suns Commonwealth is a large nation in the Southern Cygnus Arm, with a network of colonies and holdings which are focused on the northeastern Rim region. Her government is a civil meritocracy based on three branches of civil service.

History:

The Dark Age, only a handful of centuries past, lead to the decay of the border holdings of many great powers. The United Terran Republic was one such nation, and her many border systems of a thousand ethnic groups, rapidly splintered. Of those countless children of Terra, some gave birth to the modern star nation called the Three Suns Commonwealth. The TSC was at one point three separate star nations: The Twelfth Republic, based on Desjardins, The Osirian Free Republic, based on Osiris, and the United Systems, based on Jacob's Landing. Over two hundred years, these powers warred with each other, in primitive FTL warships. To avoid the mass murder and destruction of total war, the powers subscribed to a military system called New Bushido, a warrior code which limited the usage of weapons of mass destruction. Eventually, the Twelfth Republic gained the upper hand, and subjugated the OFR and the United Systems, and united the three empires under a single banner. Over the next century, the cultures of the Three Suns came to view the code of New Bushido, which glorified the soldier, as the centerpiece of their civilization.

Under President Arnold Von Braun, the Commonwealth made a bid to oppose the old powers of the Entente. It failed with the collapse of the Grand Alliance, Von Braun’s brainchild, and the subsequent invasion of Commonwealth space by the People’s Republic of Corneria and her allies. Von Braun was killed in the fighting when the Cornerians used a small-bore super laser on the Commonwealth capital of Desjardins.

Vice President Genivere Conner took over immediately, and pursued a policy of co-operation with the Entente. In exchange for Commonwealth support in it’s reunification efforts, the UTR threw it’s weight in with the beleaguered Three Suns. Thanks to Entente support, the Commonwealth was able to win a stunning victory at the Battle of Second Desjardins. With the balance of its fleet destroyed, the People’s Republic soon fell to Commonwealth counter-attacks. The Conner Era which followed saw the creation of a large foreign colonial empire, based on Corneria and her shattered ally, the Azegart Empire. The modern Commonwealth maintains large supply and trade lines between it’s core in the South and it’s two lucrative colonies in the Northeast. It is overextended, and suffers a great deal of civil unrest, particularly in the nominally independent Azegart Empire, large regions of which resist the Commonwealth-supported Kraus Dynasty.

Society:

The preliminary states of the Three Suns once had sharply different societies, but five hundred years of intermixing has lead to a fairly homogenized culture. Gene modification technology allows Commonwealth citizens to change themselves to suit their needs. Citizens who live on the high-gravity worlds are short and stocky, with strong bones and muscles. Those on lower gravity worlds are slimmer, and lighter. Many live in the vast space colonies, conglomerations of asteroids and space stations, and are modified to live best in those environments.

Military forms exist as well. All Commonwealth naval personelle are modified for zero-g, and Commonwealth warships have no artificial gravity. Commonwealth ground troops are built for higher gravity, and travel to their destinations in cold-sleep tubes. Marines are modified for both.

Trade between the worlds of the Commonwealth is significant. Large hyperspace jumpgates allow civilian craft to save money on FTL drives by taking the jumpgate net, which provides a degree of security and cost effectiveness despite being slower than even civilian hyperdrive. The Commonwealth exports basic weapons systems, second-rate bioengineered pharmaceuticals and products, and light-industry consumer goods, like cars, pinball machines, and aircraft. The Commonwealth is best known throughout Known Space, however, for it's huge military industry. Commonwealth small arms and vehicles are common throughout known space. Commonwealth weapons and equipment is considerably less complex than that sold by the Corporate Sector, and is instead built for ease of maintenance, mass production, and durability. Their equipment is common in the hands of fiefdoms, small nations, and merchant fleets, especially along the rim, where Entente-produced goods are less common.

The Commonwealth is organized into administrative zones, which are in turn divided into provinces. The Commonwealth proper, in former UTR territory directly to the South of Earth, consists of 6 provinces, 3 of which are the heavily industrialized core provinces, the rest being border provinces. The border provinces include the conquered nations of Maharashtra and Brisbane, as well as the former Free State Union, which has since been subsumed. Far to the northeast are the three Commonwealth colonial holdings. Furthest away is Corneria Station, the former capital of the People’s Republic of Corneria. Since occupied, the capital has become a major Commonwealth military base and trade hub for the region. Closer to the Commonwealth is the former Azegart Star Empire, now controlled by the Commonwealth-loyal Kraus dynasty, which is helped maintain power by the Commonwealth Navy base on Ulrich. A portion of the Star Empire’s border is divided into 2 Commonwealth provinces and contains the major Commonwealth base, Fort Casull. Situated roughly between the Krytos Star Empire and the Kzin Patriarchy, is Ambrose- a small province of only a dozen worlds, dominated by the Ambrose Station navy base. Finally, Poseidon Station sits along the border of the Aquarian Union- it is little more than a Provincal Fleet repair/refuel station and patrol base in a lightly-inhabited system with very modest defenses.

The Commonwealth capital is the planet of Osiris, the only one of the three Commonwealth capital systems to be spared WMD attack in what is dryly called the “People’s War.” Desjardins, once known as the Jewel of the South, and called the New Coruscant by those with more patriotism than sense, is still undergoing massive reconstruction efforts, as is Jacob’s Landing. On Osiris’ surface is the last surviving Ark, one of the colony vessels which brought humans to the region many centuries ago. It is within it’s hollowed out bulk that the Senate of the Commonwealth meets. Around it lie governmental buildings and the premiere war college of the Commonwealth. The wreckage of the Ark over Jacob’s Landing is site of a memorial to the soldiers and civilians killed in the People’s War; but the Ark on Desjardins, the former Senate building, was completely destroyed by direct Superlaser hit.

In fact, the Three Suns Commonwealth is larger in territory than even some nations that are counted as Grand nations, but the stresses of the reconstruction following the People's War have made it hard for the Commonwealth to consolidate her holdings. There is little doubt, however, that should she quell unrest in her disparate colonies and build a unified nation, she will be one of the premier powers in the Galaxy.

Three primary languages are spoken in the TSC:
Francez: An amalgamation of French and English, primary language of the TSC.
Frei-go: Ancient language, common in the Osiran regions of the Commonwealth.
Anglic: Heavily stylized, transformed english.


Religious Life:

Religion is very diverse among Commonwealth worlds. There are a multitude of small sects and cults throughout the Commonwealth, and the government has a strict separation of church and state.
Some major religions are:
Islam: The TSC has a large Muslim minority; 5% of the TSC's population follows Islam, mostly wealthy traders. The Muslim trading families are extensive and powerful, rising stars in Commonwealth politics. The Kraus Dynasty in the Azegart Empire is Muslim, and the religion is popular in Krausist regions of the Empire.
Progenitor Temple: A form of ancestor worship, embraced by many of the TSC's military elite. More a secular set of rules for society, ancestor worship plays a major part of New Bushido, and many Commonwealth citizens of other faiths include some ancestor worship. 23% of the TSC's population exclusively venerate the Temple, but up to 80% observe some of it’s practices.
Mother Void Church: An archaic religion, dating from before the colonization of the Three Suns. Religious texts of this faith, which epitomizes man as the inheritor of the universe, and emphasizes the vastness and bounty of deep space, were found on the Arks. 15% of the TSC's population follows the Mother Void Church.
All Life Holy: This large sect embraces neo-pagan principles, and is popular with teenage girls. It also has a large following among the academic elite, who love it's limited constraints and veneration for all living things. 3% of the TSC's population follows the All Life Holy creed.
Emperor Worship A fanatical reactionary religion common in the Azegart Empire, Emperor Worship is the old cult of the pre-Kraus government. Notable features of the Imperial cult include intense anti-alien xenophobia and the promotion of violence against heretics, mutants, and non-humans.
Neochristians: Neochristians follow the creed of Jesus Christ, through a zen-like Path written by one Sun-Tzu Johanson, in the early days of the Osiris colony. Largely worshipped by Osirans, 7% of the Commonwealth's citizens are Neochristians.

Commonwealth Navy:

The Commonwealth Navy is a large force, it’s massive, zero-g vessels crewed by soldiers and officers modified for their jobs. Commonwealth vessels are well-rounded, with an even spread of missile, STL beam, and laser weaponry. The Navy has grown significantly since the People’s War, but has placed far more emphasis on fast cruisers and patrol craft to monitor the extensive network of client states and supply lines.

Ship Designs:

Wall of Battle, Heavy Warships: 36 Capital Points

10 “Nike” Class Dreadnoughts (DN) (CNV Pele, CNS Morrigan, CNS Nephtys)...)
Points per Vessel: 1.5 capital
Summary: A new-model heavy dreadnought of the CN. Designed as a balanced gun/missile design, the Nike is a successor to the very successful Athena-II of the Conner era. Durable, well-armed, but slow.
Length: 7 km
Weapons:
2 Capital Missile Batteries
6 Capital P-Beam Batteries
6 Capital Laser Batteries
4 Missile Pod Silos, 20 pods total
15 Swarmer Batteries
14 MFR PD P-beam batteries

10 ”Nemesis” Class Guided Missile Dreadnoughts (DNG) (CNS Jean D'Arc, CNS Fides D'Aquitaine, CNS Kali...)
Points per Vessel: 1.5 capital
Summary: Ship of the wall with heavy missile-pod payload, structurally somewhat weaker than the very durable “Nike” design due to her deep missile pod silos.
Length: 6 km
Weapons:
4 Capital Missile Batteries
1 Capital P-Beam Battery
8 Missile Pod Silos, 48 pods total
10 Swarmer Batteries
10 MFR PD P-Beam batteries

10 “Themis” Class Fleet Carriers (CV) (CNS Tiamat, CNS Cerridwen...)
Points per Vessel: 1.5 capital
Summary: Armored carrier, designed to sit a little bit back from a battle and pour waves of strike-craft into the midst of the enemy, the “Themis” is little more than a Von Braun era “Hera”-class with more modern equipment and expanded launch bays and PD systems.
Length: 6 km
Weapons:
1 Capital P-Beam Battery
15 Swarmer Batteries
15 MFR PD P-Beam batteries
Strike Wing: 275 Strike Craft, 275 Interceptors

Cruisers, Medium Warships: 81 Cruiser Points

5 “Astraea” Class Battlecruisers (BC) (CNS Matador, CNS Battle of Coventry ,CNS Lioness Rampant, CNS Battle of Ambrose, CNS Winged Victory.)
Points per Vessel: 3 cruiser
(All deployed to Colonial Fleet)
Summary: Equipped with a battery of heavy guns and powerful engines, the Astraea-class is designed to outrun what she can’t outgun. Named for the goddess of justice, Astraea-class vessels are primarily used as “hammers” to smash tough nests of pirates- though she could just as easily operate as a commerce raider.
Length: 4 km
Weapons:
3 Capital P-Beam Batteries
1 Capital Laser Battery
6 Cruiser P-Beam Batteries
2 Cruiser Laser Batteries
2 Missile Pod Silos, 10 pods total
10 MFR P-Beam Batteries
5 Swarmer Batteries

30 “Megara-II” Class Heavy Cruisers (CA)
Points per Vessel: 1.5 cruiser
(All deployed to Grand Fleet)
Summary: A fairly vanilla, well-rounded warship, the “Megara”-class is a wall-of-battle auxiliary, designed to supplement fleet firepower and exploit holes in enemy formations. Her engines are somewhat underpowered, but she’s quite durable.
Length: 3.5 km
Weapons:
6 Cruiser P-Beam Batteries
6 Cruiser Laser Batteries
4 Cruiser Missile Batteries
8 MFR P-Beam Batteries
8 Swarmer Batteries

18 “Tisiphone” Class Light Guided Missile Cruisers (CLG) (CNS Eagle, CNS Shinano...)
(All deployed to Colonial Fleet)
Points per Vessel: 1 cruiser
Summary: Lightly armed and shielded, the “Tisiphone” class is very swift and equipped with a hefty array of missile pods, giving her a devastating missile throw-weight that runs dry in a matter of minutes.
Length: 2.2 km
Weapons:
6 Missile Pod Silos, 30 pods total
2 Cruiser Missile Batteries
2 Cruiser Laser Batteries
6 MFR P-Beam Batteries
6 Swarmer Batteries

9 “Despina” Class Light Carriers (CVL) (CNS Indefatigable, CNS Empress of Ulrich, CNS Fearless, CNS Dominant...)
Points per Vessel: 1 cruiser
(All deployed to Colonial Fleet)
Summary: Based on the “Tisiphone” hull, the Despina is a newer model of the successful old “Chorea” design. Essentially, the “Despina” acts to provide fighter support for patrol and raiding groups. Lightly shielded but quite agile.
Length: 2.2 km
Weapons:
2 Cruiser Laser Batteries
1 Cruiser P-Beam Battery
6 MFR P-Beam Batteries
6 Swarmer Batteries
Strike Wing: 80 Strike Craft, 80 Interceptors

Escorts, Light Warships: 630 Escort Points

172 "Hesperia-IV" Class Escort Frigates (FFE)
Points per Vessel: 1 escort
(96 Deployed to Grand Fleet, 54 Deployed to Colonial Fleet)
Summary: A continuation of the popular “Hesperia” line, the Mark IV is equipped with the heavy point defense armament that’s the keystone of the design. An export model, the IIIc, is one of the most common escort frigates in the Rim.
Length: 400 meters
Weapons:
6 MFR PD P-Beam batteries
6 Swarmer Batteries
1 Spinal Mount Laser


115 "Aegle" Class Frigates (FF)
Points per Vessel: 1 escort
(45 Deployed to Grand Fleet, 55 Deployed to Colonial Fleet)
Summary: Anticapship frigate, designed to raid/defend commerce, and to harry and destroy damaged enemy capital ships. A simple enhancement of the older Erithea design, the Aegle’s forward arc weaponry is fearsome.
Length: 500 meters
Weapons:
3 MFR PD P-beam batteries
4 Spinal Mount P-Beams
2 Spinal Mount Lasers
1 Missile Pod Silo, 3 Pods


41 "Alcyone-III" Class Destroyers (DD) (CNS Kirov...)
Points per Vessel: 4 escort
(24 Deployed to Grand Fleet, 11 Deployed to Colonial Fleet)
Summary: Multipurpose escort warship, designed for a similar mission profile to the venerable Imperial-class Star Destroyer.
Length: 1.2 km
Weapons:
1 Missile Pod Silo, 5 Pods
5 Escort Laser Batteries
2 Heavy P-Beam Batteries
3 MFR PD P-Beam Batteries
1 Swarmer Battery

38 "Clymene" Class Guided Missile Destroyers (DDG)(CNS De Gualle CNS Eagle, CNS Hunter)...)
Points per Vessel: 4 escort
(9 Deployed to Grand Fleet, 26 Deployed to Colonial Fleet)
Summary: Destroyer equipped with a combination of missile pod silos and battery-fed tubes, the Clymene-class is a fast and effective combat escort and raider, though she suffers from the same hull durability issues as other sub-dreadnought missile pod designs.
Length: 1.1 km
Weapons:
3 Missile Pod Silos, 15 Pods
4 Escort Missile Batteries
1 Escort P-Beam Battery
3 MFR P-Beam Batteries
2 Swarmer Batteries

20 "Panachaea" Class Escort Carriers (CVE)
Points per Vessel: 5 escort
(All deployed to Colonial Fleet)
Summary: Lightest carrier fielded by the CN, the “Panachaea”-class is a design supposed to capitalize on the success of the ubiquitous Serenite escort carrier model. Larger and more expensive than the Serenite escort carrier, the Panachaea carries more fighters and has better defenses.
Length: 1.5 km
Weapons:
2 Escort Laser Batteries
2 Escort P-Beam Batteries
1 Escort Missile Battery
3 MFR P-Beam Batteries
3 Swarmer Batteries
Strike Wing: 50 Strike Craft, 50 Interceptors

The Griaia: 9 Capital Points, 19 Cruiser Points, 120 Escort Points

The Graiai are an elite manipule of the best crews in the Commonwealth. Their distinctive grey-painted vessels are the same models as those used by the rest of the Commonwealth Navy, but their officers and crews, selected for their professionalism, skill, and merits in action, are some of the finest starship crews in Known Space. Drilled relentlessly and held to the highest standards of New Bushido, the idea for the Graiai was spurred by the success of the extremely well-drilled SKS strike fleet against the Krytos Imperial Navy at the Battle of Coventry Orbit. The Graiai take the concept and run with it. It is common for particularly promising officers or enlisted men to be assigned to one of the Graiai for a tour of duty to learn from the best.

All Graiai vessels are worth twice as many points as regular vessels of their class.

2 “Nike” Class DN, (CNS Deino, CNS Enyo)
1 “Nemesis” Class DN, (CNS Pemphredo)

3 “Megara-II” Class CA, (CNS Clotho, CNS Atropos, CNS Lachesis)
2 “Tisiphone” Class CLG (CNS Eleos, CNS Erida)
3 “Despina” Class CVL (CNS Aglaia, CNS Euphrosyne, CNs Thalia)

12 “Hesperia-IV” Class FFE (CNS Arquebus, CNS Hornet, CNS Pasha...)
12 “Alcyone-III” Class Destroyers ((CNS Dervish, CNS Interceptor, CNS Avenger...)


Fleet Organization

The Commonwealth Navy is an ancient and respected organization, which has served with distinction in a number of major post-cataclysm conflicts including the Azegart War and the People’s War, not to mention dozens of “gunboat diplomacy” operations in uncivilized regions. While not able to deploy as many hulls as some of the ancient pre-cataclysm powers, the Commonwealth Navy is very well equipped and trained, and is perhaps the most powerful navy in any of the Successor States.
The Commonwealth Navy is essentially three services.

Encompassing the greatest amount of the Navy’s firepower is the Grand Fleet, which contains most of the Commonwealth’s Wall of Battle and is based in the civilized provinces of the Commonwealth. The Grand Fleet is supposed to engage and defeat the capital lines of other major nations, and most of its vessels see action only in wartime, as the dreadnoughts and fleet carriers of the Grand Fleet are poor patrol vessels indeed. Escorts from the Grand Fleet may be found patrolling the borders of the Commonwealth proper.

The Grand Fleet is organized in Centuries of 6-9 supercapital ships, which are in turn divided into Manipules of 2-3 supercapital vessels. The Grandd Fleet runs exercises as Centuries, Manipules, and as a single, united Wall of Battle. Grand Fleet tactics revolve around set-piece battles with little maneuver, a policy dictated by the fairly poor speed of Commonwealth dreadnoughts and their sturdy construction and excellent weapons coverage.

Grand Fleet of the Navy of the Commonwealth
« L’epee Balance Juste Frappe Puissamment »
CO : Chef-Admiral Marcus von Nakamura

1st Century “Sword and Suns”
Based: Desjardins
CO: Admiral Sara Dutch-Mackenzie

Fleet Manipule Alpha “First to Fight”
(Desjardins)
2 “Nike” class DN
1 “Themis” class CV
3 “Megara-II” class CA
3 “Alcyone-III” class DD
1 “Clymene” class DDG
12 “Hesperia-IV” class FFE
5 “Aegle” class FF

Fleet Manipule Beta
(Santander)
1 “Nike” class DN
1 “Nemesis” class DN
1 “Themis” class CV
3 “Megara-II” class CA
3 “Alcyone-III” class DD
1 “Clymene” class DDG
12 “Hesperia-IV” class FFE
5 “Aegle” class FF

Fleet Manipule Gamma
(St. Pierre)
1 “Nike” class DN
2 “Nemesis” class DN
3 “Megara-II” class CA
3 “Alcyone-III” class DD
1 “Clymene” class DDG
12 “Hesperia-IV” class FFE
5 “Aegle” class FF

2nd Century “The Aegis Fleet”
Based: Corneria
CO: Admiral Pierre Lefou

Fleet Manipule Delta
1 “Nemesis” class DN (CNS Kali) -flag-
1 “Themis” class CV
2 “Megara-II” class CA
2 “Alcyone-III” class DD
1 “Clymene” class DDG
8 “Hesperia-IV” class FFE
5 “Aegle” class FF

Fleet Manipule Epsilon
1 “Nike” class DN
1 “Nemesis” class DN
2 “Megara-II” class CA
2 “Alcyone-III” class DD
1 “Clymene” class DDG
8 “Hesperia-IV” class FFE
5 “Aegle” class FF

Fleet Manipule Zeta “Remember the Lillith
2 “Themis” class CV
2 “Megara-II” class CA
2 “Alcyone-III” class DD
1 “Clymene” class DDG
8 “Hesperia-IV” class FFE
5 “Aegle” class FF

3rd Century
Based: Togo Station
CO: Admiral Cameron Saito

Fleet Manipule Eta
1 “Nike” class DN
1 “Nemesis” class DN
1 “Themis” class CV
3 “Megara-II” class CA
3 “Alcyone-III” class DD
1 “Clymene” class DDG
12 “Hesperia-IV” class FFE
5 “Aegle” class FF

Fleet Manipule Theta “St. Juste’s Own”
1 “Nemesis” class DN
2 “Themis” class CV
3 “Megara-II” class CA
3 “Alcyone-III” class DD
1 “Clymene” class DDG
12 “Hesperia-IV” class FFE
5 “Aegle” class FF

Fleet Manipule Iota “Andreson’s Heroes”
CO: Sous-Admiral Abrim St. Claire
2 “Nike” class DN (CNV Pele...)
1 “Nemesis” class DN
3 “Megara-II” class CA
3 “Alcyone-III” class DD
1 “Clymene” class DDG
12 “Hesperia-IV” class FFE
5 “Aegle” class FF

4th Century
Based: Osiris
CO: Admiral Yelena von Neumecca

Fleet Manipule Kappa
1 “Nemesis” class DN (CNS Fides D'Aquitaine)
1 “Nike” class DN (CNS Morrigan)
2 “Megara-II” class CA
2 “Alcyone-III” class DD
1 “Clymene” class DDG
8 “Hesperia-IV” class FFE
5 “Aegle” class FF

Fleet Manipule Lambda
1 “Nike” class DN (CNS Nephtys)
1 “Nemesis” class DN (CNS Jean D'Arc)
2 “Megara-II” class CA
2 “Alcyone-III” class DD
1 “Clymene” class DDG
8 “Hesperia-IV” class FFE
5 “Aegle” class FF

Fleet Manipule Mu
2 “Themis” class CV (CNS Tiamat, CNS Cerridwen)
2 “Megara-II” class CA
2 “Alcyone-III” class DD
1 “Clymene” class DDG
8 “Hesperia-IV” class FFE
5 “Aegle” class FF

The Colonial Fleet consists of the majority of the hulls in the Commonwealth Navy, and is the only branch of the Navy to include Battlecruisers. Entrusted with the task of patrolling and defending the Commonwealth’s extremely far-flung empire, the Colonial Fleet’s units can be found spanning from the Galatic South near Old Earth to remote Corneria Station in the far Galactic Northeast. Most Colonial fleet vessels are light cruiser sized or smaller. Though it is primarily an enforcement and patrol force, the Colonial Fleet is trained to the standards of the Home Fleet, and is expected to defend supply lines in times of war and even reverse roles and act as raiders. It is not uncommon to see Colonial Fleet vessels taking part in active, violent battles with local powers who threaten the extensive trade lanes linking the Commonwealth’s northern and eastern provinces to the Commonwealth proper.

The Colonial Fleet is organized in Stations, based on the system from which they resupply between patrols. Each Station is divided into a handful of Patrol Squadrons, Response Squadrons, or Battlecruiser Squadrons, the latter of which always includes a hunting pair of battlecruisers which will operate independent of support on most occasions. Escorts are furthur organized into Manipules, which are often detached from their parent Squadron in patrol or interdiction duties.

Colonial Fleet of the Navy of the Commonwealth
« Par Vigiliance, Paix »
CO: Chef-Admiral Venus Desmond

Corneria Station
CO: Admiral Jasper Allaire-Takahashi

BatCruRon Alpha
CO: Sous-Admiral Allen Jeffreyson
2 “Astraea” class BC (CNS Lioness Rampant, CNS Battle of Ambrose)
2 “Tisiphone” class CLG
6 “Hesperia-IV” class FFE
3 “Aegle” class FF
2 “Clymene” class DDG

Response Squadron Alpha
2 “Despina” class CVL
6 "Hesperia-IV" class FFE
2 "Aegle" class FF
1 "Alcyone-III" class DD
2 "Clymene" class DDG
2 "Panachaea" class CVE

Patrol Squadron Alpha
2 "Tisiphone" class CLG
2 "Hesperia-IV" class FFE
6 "Aegle" class FF
1 "Alcyone-III" class DD
2 "Clymene" class DDG
2 "Panachaea" class CVE

Patrol Squadron Beta
2 "Tisiphone" class CLG
2 "Hesperia-IV" class FFE
6 "Aegle" class FF
1 "Alcyone-III" class DD
2 "Clymene" class DDG
2 "Panachaea" class CVE

Ambrose Station
CO: Admiral Jean-Michel Devonshire

BatCruRon Beta
2 “Astraea” class BC (CNS Matador, CNS Battle of Coventry)
2 “Tisiphone” class CLG (CNS Eagle, CNS Shinano)
6 “Hesperia-IV” class FFE
3 “Aegle” class FF
2 “Clymene” class DDG (CNS Eagle, CNS Hunter)

Response Squadron Beta
CO: Sous-Admiral Jessica de Neuville
2 “Despina” class CVL (CNS Indefatigable...)
6 "Hesperia-IV" class FFE
2 "Aegle" class FF
1 "Alcyone-III" class DD (CNS Kirov)
2 "Clymene" class DDG(CNS De Gualle)
2 "Panachaea" class CVE

Patrol Squdron Gamma
2 "Tisiphone" class CLG
2 "Hesperia-IV" class FFE
6 "Aegle" class FF
1 "Alcyone-III" class DD
2 "Clymene" class DDG
2 "Panachaea" class CVE

Fort Casull Station
CO: Admiral Rebecca Vaught-Santander

Response Squadron Gamma
2 “Despina” class CVL
6 "Hesperia-IV" class FFE
3 "Aegle" class FF
2 "Alcyone-III" class DD
2 "Clymene" class DDG
2 "Panachaea" class CVE

Patrol Squdron Delta
2 "Tisiphone" class CLG
2 "Hesperia-IV" class FFE
6 "Aegle" class FF
1 "Alcyone-III" class DD
2 "Clymene" class DDG
2 "Panachaea" class CVE

Ulrich Station
CO: Admiral Johan St. Croix

BatCruRon Gamma
CO: Sous-Admiral Mae von Stettin
1 “Astraea” class BC (CNS Winged Victory)
2 “Tisiphone” class CLG
4 “Hesperia-IV” class FFE
3 “Aegle” class FF
2 “Clymene” class DDG

Response Squadron Delta
3 “Despina” class CVL
6 "Hesperia-IV" class FFE
2 "Aegle" class FF
1 "Alcyone-III" class DD
2 "Clymene" class DDG
2 "Panachaea" class CVE

Patrol Squdron Epsilon
2 "Tisiphone" class CLG
2 "Hesperia-IV" class FFE
6 "Aegle" class FF
1 "Alcyone-III" class DD
2 "Clymene" class DDG
2 "Panachaea" class CVE

Patrol Squdron Iota
2 "Tisiphone" class CLG
2 "Hesperia-IV" class FFE
6 "Aegle" class FF
1 "Alcyone-III" class DD
2 "Clymene" class DDG
2 "Panachaea" class CVE
Last edited by Thirdfain on 2005-09-26 01:56am, edited 15 times in total.
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Post by Stormbringer »

I'll take up the Affront once more.
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Post by Agent Fisher »

This is my holding place for my OOB, I will have it up after Christmas.
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Post by Marcao »

History

The Sabai Star Nation has quietly existed within its general area of space for decades although it has been only recently that it has been drawn into the spotlight of galactic affairs. The Sabai like many other nations in the galaxy is predominantly human. Its people preoccupied with relatively human affairs, although until recently sightings of Sabai ships were relatively rare and found only in designated trade stations. It was whispered by many that the Sabai had dabbled in arts beyond their understanding and had paid the price for their insolence. The truth was that the Sabai as a whole did not wish to entangle themselves in the troubles of others. Sabai society was and still remains insular, focused inwards rather than outwards.

This stance changed slightly when they made first contact with the Indashani. The Indashani had been aware of the presence of the Sabai for quite sometime, and waited for the time following the hostilities between the Three Stars Commonwealth and the People’s Republic of Corneria before approaching. The powerful telepaths of the Indashani along with the skilled and conciliatory tones of negotiations disarmed the usually neutral Sabai and relations were established within six months. During this time, the Indashani learned a great deal of the Sabai and the Sabai in turn learned a great deal of the Indashani and galactic events through them.

This exchange of ideas was a driving point for the relationship between both nations. Three and half years later however, the relationship between the Indashani and the Sabai planted the seeds for the end of the Indashani. It is believed that it was Sabai science in conjunction with Indashani technology which gave birth to the trans-dimensional displacement drives that would eventually allow the Indashani to exile themselves into the stars seeking their destiny. The following decade was punctuated by the Indashani nation focusing completely inwards, building massive ships that would eventually ferry their population to parts unknown. During this time, the Sabai were groomed by the Indashani in order to fill in the void that their absence would cause.

It is unclear what led to their agreement. Nonetheless, the fact remains that fifteen years after the cessation of hostilities between the TSC and the PRC the Indashani launched themselves into the void. Their massive colony ships, many over a hundred kilometers in length had taken years to build and taken the bulk of the Indashani production capabilities. As dozens of these ships disappeared into the depths of space, Sabai warships unlike any that had been seen before appeared to be seen in formerly Indashani space. The Indashani had prepared for their departure by ceding their territories to the Sabai, speaking privately with those nations to whom the children of Indas had friendly or neutral diplomatic ties.

Fifteen years after the Indashani had revealed themselves to the galaxy at large, they were no more. The formerly Indashani territories were added to those of the Sabai, creating a greater Sabai nation which possessed significant territories and a might which kept the curious at bay. The Sabai did not waste time in reaching to those nations that had relations with Indashani. The obligations and agreements of the Indashani were not those of the Sabai, but the nations that the Indashani had spoken highly of were treated with high regard.

Over the last five years the Sabai have consolidated their holdings and begun to feel adequate about their expanded holdings. The world of Indas, the former home world of the Indashani has become the center of activity in the new Sabai holdings. It is unclear what arrangement was arrived at between the Indashani and the Sabai, although many consider it had to be significant for the Indashani to surrender their home world and all their holdings major and minor to the Sabai. This transition has not come without some problems, some more predictable than others nonetheless over the last five years the Sabai have adjusted admirably.

The technology of the Sabai is highly advanced specially among various fields such as high energy physics, anti-grav and nanotechnology. The Sabai are best known for utilizing advanced forms of technology to mimic “magic”. They take knowledge seriously, and their schools and universities are among the most capable in known space. Remarkably little is known about the war making capability of the Sabai, although their naval science appears to be on par with their galactic neighbors. Sabai ground actions have been relatively few and no detailed records have been made available.

Society

The Sabai Nation is a meritocracy for the most part, although the extremely wealthy and connected have some hidden doors that are not available to do the general populace. The currency of choice is the kalish, and is handled almost exclusively via electronic transactions. The Sabai are concerned with the state of being of her citizens, and thus poverty is for all intensive purposes inexistent.

Religion

The Sabai nation does not endorse any religion and the vast majority of the population is atheistic.

Worlds

The Sabai controls several major systems the majority of which were formerly Indashani, these are the core of the nation and unsurprisingly the most heavily protected. The central worlds are Sabai Prime and Indas. There are eight minor systems which act as supporting the core worlds, these systems are rich enough and developed enough to actively contribute to the Sabai cause. The final ten systems are colony worlds, possessing relatively small amounts of infrastructure. These worlds hold the promise of one day becoming core worlds themselves.

~~~~

Capital Ships

4. Ahriman class – Dreadnought
Length: 12,000 meters
Quality: 3.25 capital points
FTL Drives: Hyperspace
FTL Drives: Displacement Drive
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Armor: Neutronium Embedded w/ reinforcement
Drives: Gravitic
Drives: Arcane
Weapons
10x Massive Null Space Cannons
10x Hyperspace Flux Cannons
30x Hyperspace Distortion Cannons
30x Pulsars
30x Drone Launchers
50x PD Clusters
Drone Complement
60. Drones
Other
10. Displacer Systems
10. Tractor Beams
Description:

8. Druj class – Battleships
Length: 8,000 meters
Quality: 2.25 capital points
FTL Drives: Hyperspace
FTL Drives: Displacement Drive
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Arcane
Weapons
5x Massive Null Space Cannons
5x Hyperspace Flux Cannons
25x Hyperspace Distortion Cannons
25x Pulsars
24x Drone Launchers
40x PD Clusters
Drone Complement
30. Drones
Other
8. Displacer Systems
8. Tractor Beams
Description:

8. Houri class – Drone Carriers
Length: 6,500 meters
Quality: 1.75 capital points
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Psy-Drives
2x Massive Null Space Cannons
2x Hyperspace Flux Cannons
20x Hyperspace Distortion Cannons
20x Pulsars
20x Drone Launchers
35x PD Clusters
Drone Complement
400. Drones
Other
6. Displacer Systems
8. Tractor Beams
Description:

Cruisers

8. Apsara class – Heavy Cruisers
Length: 5,000 meters
Quality: 3 cruiser points
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Arcane
Weapons
2x Hyperspace Flux Cannons
16x Hyperspace Distortion Cannons
16x Pulsars
20x Drone Launchers
30x PD Clusters
Drone Complement
20. Drones
Other
6. Displacer Systems
4. Tractor Beams
Description:

20. Deva class – Cruisers
Length: 4,000 meters
Quality: 2 cruiser points
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Arcane
Weapons
1x Hyperspace Flux Cannon
12x Hyperspace Distortion Cannons
12x Pulsars
20x Drone Launchers
25x PD Clusters
Drone Complement
20. Drones
Other
4. Displacer Systems
4. Tractor Beams
Description:

16. Asha class – Drone Cruisers
Length: 3,000 meters
Quality: 1.5 cruiser points
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Arcane
Weapons
6x Hyperspace Distortion Cannons
6x Pulsars
16x Drone Launchers
25x PD Clusters
Drone Complement
150. Drones
Other
4. Displacer Systems
4. Tractor Beams
Description:

8. Armaiti class – Interdictor Cruisers
Length: 2,500 meters
Quality: 1.5 cruiser points
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Arcane
Weapons
8x Hyperspace Distortion Cannons
8x Pulsars
16x Drone Launchers
25x PD Clusters
Drone Complement
None
Other
4. Displacer Systems
4. Tractor Beams
1. Interdictor System
Description:

Escorts/Light Ships

40. Vaul class – Heavy Destroyer
Length: 1,800 meters
Quality: 3 escort points
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive
Shields: Force Screens and Shields
Hyper Shields: Broad Spectrum
Drives: Gravitic
Drives: Arcane
Weapons
12x Hyperspace Distortion Cannons
12x Pulsars
14x Drone Launchers
20x PD Clusters
Drone Complement
Other
3. Displace Systems
3. Tractor Beams
Description:

60. Isla class – Escort Carrier
Length: 1,500 meters
Quality: 1.5 escort points
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive
Shields: Force Screens and Shields
Hyper Shields: Broad Spectrum
Drives: Gravitic
Drives: Arcane
Weapons
6x Hyperspace Distortion Cannons
6x Pulsars
10x Drone Launchers
10x PD Clusters
Drone Complement
75. Drones
Other
2. Displace Systems
2. Tractor Beams
Description:

80. Whisperwind class – Destroyer
Length: 1,200 meters
Quality: 2 escort points
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive (20 minute recharge rate)
Shields: Force Screens and Shields
Hyper Shields: Broad Spectrum
Drives: Gravitic
Drives: Arcane
Weapons
10x Hyperspace Distortion Cannons

10x Pulsars
10x Drone Launchers
15x PD Clusters
Drone Complement
10. Drones
Other
3. Displace Systems
2. Tractor Beams
Description:

136. Hunter class – Heavy Frigate
Length: 800 meters
Quality: 1.5 escort points
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive
Shields: Force Screens and Shields
Hyper Shields: Broad Spectrum
Drives: Gravitic
Drives: Arcane
Weapons
4x Hyperspace Distortion Cannons
8x Pulsars
10x Drone Launchers
10x PD Clusters
Drone Complement
10. Drones
Other
2. Displace Systems
2. Tractor Beams
Description:

136. Stalker class – Frigate
Length: 500 meters
Quality: 1.5 escort points
FTL Drives: Hyperspace Submersion
FTL Drives: Displacement Drive
Shields: Force Screens and Shields
Hyper Shields: Broad Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
2x Hyperspace Distortion Cannons
16x Pulsars
10x Drone Launchers
10x PD Clusters
Drone Complement
10. Drones
Other
2. Displace Systems
2. Tractor Beams
Description:

~~~~

First Fleet (Sabai)
1. Ahriman class - Dreadnought
2. Druj class - Battleships
2. Houri class - Drone Carriers
2. Apsara class - Heavy Cruisers
5. Deva class - Cruisers
4. Asha class - Drone Cruisers
2. Armaiti class - Interdictor Cruisers
10. Vaul class - Destroyers
15. Isla class - Escort Carriers
20. Whisperwind class - Destroyers
34. Hunter class - Heavy Frigates
34. Stalker class - Frigates

Second Fleet (Indas)
1. Ahriman class - Dreadnought
2. Druj class - Battleships
2. Houri class - Drone Carriers
2. Apsara class - Heavy Cruisers
5. Deva class - Cruisers
4. Asha class - Drone Cruisers
2. Armaiti class - Interdictor Cruisers
10. Vaul class - Destroyers
15. Isla class - Escort Carriers
20. Whisperwind class - Destroyers
34. Hunter class - Heavy Frigates
34. Stalker class - Frigates

Third fleet (Laaen)
1. Ahriman class - Dreadnought
2. Druj class - Battleships
2. Houri class - Drone Carriers
2. Apsara class - Heavy Cruisers
5. Deva class - Cruisers
4. Asha class - Drone Cruisers
2. Armaiti class - Interdictor Cruisers
10. Vaul class - Destroyers
15. Isla class - Escort Carriers
20. Whisperwind class - Destroyers
34. Hunter class - Heavy Frigates
34. Stalker class - Frigates

Fourth Fleet (Zer`liam)
1. Ahriman class - Dreadnought
2. Druj class - Battleships
2. Houri class - Drone Carriers
2. Apsara class - Heavy Cruisers
5. Deva class - Cruisers
4. Asha class - Drone Cruisers
2. Armaiti class - Interdictor Cruisers
10. Vaul class - Destroyers
15. Isla class - Escort Carriers
20. Whisperwind class - Destroyers
34. Hunter class - Heavy Frigates
34. Stalker class - Frigates

Fifth Fleet (Unattached)
1. Ahriman Class - Dreadnought
2. Druj Class - Battleships
2. Apsara Class Heavy Cruisers
5. Deva Class Cruisers
2. Asha Class Drone Cruisers
10. Vaul Class Heavy Destroyers
13. Isla Class Escort Carriers
20. Whisperwind Class Destroyers
20. Hunter Class Heavy Frigates
20. Stalker Class Frigates

~~~

Ships built by the Sabai Empire

Major Power: Buildup 9 20 150
Construction: Months 1-6

Capital Ships

1. Ahriman Class Dreadnought (3.25pts)
2. Druj Class Battleships (4.50 pts)
Funding/Resources allocated for unnamed Project (1.25 pt)

Cruisers

2. Apsara Class Heavy Cruisers (6 pts)
5. Deva Class Cruisers (10 pts)
2. Asha Class Drone Cruisers (3 pts)
Funding/Resources allocated for unnamed project (1.0pt)

Escorts

10. Vaul Class Heavy Destroyers (30 pts)
13. Isla Class Escort Carriers (19.5)
20. Whisperwind Class Destroyers (40 pts)
20. Hunter Class Heavy Frigates (30)
20. Stalker Class Frigates (30)

Construction: Months 6-9 (half completed)

(Info to be added)
Last edited by Marcao on 2005-08-29 11:03pm, edited 8 times in total.
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Post by Crayz9000 »

Here's my original OOB from the last time I was in STGOD. Being a member of the Quadruple Entente, I suppose that makes me a Grand Power or some such thing. It's not like CorpSec fleets get too much use however, we typically prefer to settle matters in a more business-like manner.

Edit1: Cut down active fleet sizes. As for the "support ships" listed, they're mainly light corvettes, picket ships, two-person patrol craft, and fleet tenders -- in other words, basically noncombatants.

Edit2: Added some information.

The Corporate Sector

History

The Corporate Sector has approximately 25 heavily industrialized systems under its control, as well as approximately 300 mining worlds and colonies. Only 200 light-years from the border of the United Terran Republic, the Corporate Sector was formed by several UTR corporations after Queen Halite's invasion tore the United Terran Republic apart and forced it to become a defensive society. These corporations realized the need to protect their holdings in the absence of a government, and thus created a governing corporation that, independent from its member corporations, could focus on patrolling the small area of space and negociating trade agreements with neighboring regions.

Society

The Corporate Sector is an amalgamation of many different races, the result of thousands of years of wars and mass immigrations in the area. Humans, Skaarj, Necris, Klingons, Gorn, Bajorans, Orions, Aquarians, and other Milky Way natives are spread throughout the Sector, and can be found at all levels of the corporations. The Corporate Sector's labor force is primarily composed of droids, most manufactured by Industrial AgroTech Inc. and Sirius Automation Corporation. Slave labor is outlawed due to being a highly inefficient use of resources.

Government

The Corporate Sector, LLC is the sole owner of all resources in CorpSec space. Resources can be leased by individuals or other legal entities from the Corporate Sector Resource Management Division (CS-RDM). In turn, shares of The Corporate Sector, LLC are owned by legal entities inside the Sector.

The CEO of every corporation within the Corporate Sector is assigned a chair on the Board of Shareholders. The chairman of the Board of Shareholders is elected every fiscal year and reports on the status of the Sector are formulated every quarter. The Board of Shareholders is also responsible for formulating the Bylaws of The Corporate Sector.

The governing body of The Corporate Sector, LLC is the Board of Directors. Any corporation with a net worth of over ten billion credits is permitted a seat on the Board of Directors. The chairman of the Board of Directors is appointed by the Board of Shareholders and holds his position as long as he can maintain support.

Quaynar Industries
Founded in 1988, approximately 3000 years before the present, Quaynar Industries began as the primary defence contractor of the SCEF through that government's founding years. Through the expansion period, Quaynar Industries grew with the fledgling SoCal government to the point where the SCEF filed an antitrust lawsuit against it. It was proven that Quaynar Industries had a monopoly on many industries, and the company was broken into smaller components.

By the time of Queen Halite's invasion, Quaynar had far surpassed its previous size, to the point where it owned the entire Sirius and Deneb star systems and had almost a hundred mining worlds under its direct control. However, the invasion stretched the UTR Navy to its breaking point, forcing Quaynar to evacuate and destroy many of its mines.

Two hundred years after Halite's defeat at the Third Battle of Yarmuk, a recovering Quaynar Industries found most of its holdings now lay outside the domain of the reduced UTR. Attacks by pirates began to become commonplace, and Quaynar executives approached the other industry companies that had external holdings, with an offer to create a new over-corporation that would provide security. The end result of these negociations was the Corporate Sector.

Corporate Defense Force
The Corporate Defense Force is the division of the Corporate Sector government tasked with patrolling space and enforing the law. It is subdivided into three branches:

* Naval Affairs Division
This branch maintains and operates the CDFN, and is responsible for any
large-scale conflicts.
* Ground Affairs Division
Responsible for all ground actions, the Ground Affairs Division maintains their own transport craft for moving tanks and other vehicles between planets, although they work in concert with the Naval Affairs Division.
* Security and Defense Division
The largest and most diversified of the four branches, the CDF-SD is responsible for all security operations, including but not limited to law enforcement, border patrol, datanet security and espionage prevention.


CDFN Nomenclature
BBC = Battleship, command
BB = Battleship
BC = Battlecruiser
CA = Heavy Cruiser
CRS = Cruiser
CL = Light Cruiser
DD = Destroyer
DE = Destroyer Escort

CDFN Weapons

Heavy Railgun: 2m exit diameter. Fires ferrous-alloy durasteel slugs.
Medium Railgun: 50cm exit diameter. Fires ferrous-alloy durasteel
slugs.
Light Railgun: 10cm exit diameter. Fires ferrous-alloy durasteel
slugs.
Turbolasers: All turbolasers are standard, derived from old Kuat
designs. Tibanna gas is used for ammunition.
Ion cannons: All ion cannons are standard, derived from old Kuat
designs.
CIWS: The Guardian Block 2A CIWS is a fully modular system for any warship, with its own fusion generator and fuel tanks in the event of a shipwide power failure. Guardian 2A CIWS batteries contain 16x 10GW continuous-beam LASERs and 40x 20mm railguns, arranged in 8 independently-targetable blocks of weapons (4 LASER, 4 railgun). ROF of each
railgun cluster is 2,000 rounds per minute. The Guardian Block 2A is built by Hirsch Defense Systems and is available for purchase.
MK 12 MLMS: The Mark 12 Multiple-Launch Missile System batteries each contain 16 independent missile cells. MK 12 accepts a variety of missiles, each specialized against various targets, which all have standard canisters.

Ships of the Corporate Defense Force
Note: All CDFN warships have standard SW-level shields.


Sonoma-class BBC
The Sonoma-class commandship is a relic of the pre-war days, and its initial design dates back almost 3000 years to the First Skaarj War. The original design posessed firepower equal to that of two Executor-class commandships. However, due to the scarcity of resources post-war, the number of guns and defenses was dramatically reduced, while the command facilities were extensively enhanced to provide full fleet coordination.

CDFS Vanguard was refitted to incorporate an axial superlaser approximately twenty years previously. At the same time, several new production Sonoma-class BBCs were constructed for internal and external contracts, but the two that were earmarked for the CDFS were put on hold and mothballed.

Specifications
Keel length: 18.3km
Hyperdrive: .4, 127 LY/hr
Hangar capacity: 64 starfighter wings (maximum)
Average crew: 150,000

Armaments
1 light axial superlaser (on certain models)
100 heavy railguns
300 medium railguns
600 light railguns
250 ion cannons
250 MLMS batteries
2400 CIWS batteries


Artemis-class BC
A fairly new battlecruiser design, the Artemis represents the cutting edge of warship design. It is heavily compartmentalized to reduce battle damage, has a power output higher than any older ship of its size, and is highly lethal. The Artemis has been in production for 5 years as of now, and is available for purchase from Vega Space Engineering. Estimated construction time is 90 standard days/ship.

Specifications
Keel length: 4.14km
Hyperdrive: .4, 127 LY/hr
Hangar capacity: 6 starfighter wings
Average crew: 74,050

Armaments
16 heavy railguns
40 medium railguns
60 light railguns
24 heavy turbolasers
160 medium turbolasers
48 ion cannons
36 MLMS batteries
350 CIWS batteries

Siberia-class CA
One of Quaynar Industries' earliest warship designs, older than the Sonoma-class by a number of years. This can be seen in its form, which resembles the familiar dagger shape of the Kuat Drive Yards warships - although there are some exceptions, among them the protrusions toward the stern of the vessel, which conceal the two solar ionization reactors. It is comparable in firepower to the slightly smaller Allegiance-class Star
Destroyer of Kuat design.
The Siberia has proven to be a highly reliable heavy cruiser through many hundreds of years of use. A tried-and-true design, it is available for purchase from Quaynar Industries. Estimated construction time is 45 standard days/ship.

Specifications:
Keel length: 2.4km
Hyperdrive: .4, 127 LY/hr
Hangar capacity: 4 starfighter wings (maximum)
Average crew: 46,000

Armaments:
24 medium railguns
40 light railguns
16 heavy turbolasers
120 medium turbolasers
50 ion cannons
20 MLMS batteries
260 CIWS batteries

Ares-class CL
Named for the Greek god of war, the Ares is the smallest ship capable of single-handedly destroying the ecosystem of an unshielded terrestrial planet. However, this was not its primary function; the ship is designed to function as a cruiser in fleet-to-fleet operations. It is available for purchase from Quaynar Industries. Estimated construction time is 40 standard days/ship.

Specifications
Keel length: 1.9km
Hyperdrive: .4, 127 LY/hr
Hangar capacity: 2 starfighter wings (maximum)
Average crew: 35,000

Armaments
16 medium railguns
24 light railguns
8 heavy turbolasers
64 medium turbolasers
24 ion cannons
12 MLMS batteries
180 CIWS batteries

Order of Battle

CDFN First Fleet
1 Sonoma-class BBC, CDFS Vanguard
4 Artemis-class BC
16 Siberia-class CA
30 Ares-class CL
100 DD
200 DDE
1000 various support ships, from corvettes to fleet tenders

CDFN Second Fleet
1 Artemis-class BC, CDFS Defender (modified for command capabilities)
5 Artemis-class BC
16 Siberia-class CA
30 Ares-class CL
100 DD
200 DDE
1000 various support ships, from corvettes to fleet tenders
Last edited by Crayz9000 on 2005-01-03 04:40am, edited 3 times in total.
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phongn
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Post by phongn »

Star Kingdom of Serenity (Grand Power)

The Star Kingdom is an absolute monarchy with an advisory senate. There is currently no Queen; the Chief Naval Officer manages the government bureaucracy while awaiting the return of the queen. This is in a manner analogous to the fictional Steward of Gondor before Aragon's acension to the throne.

The population is comprised primarily of H. sapiens youma and H. sapiens FEV (75/10) plus assorted aliens and normal humans. Each species is very long-lived and far stronger then normal humans but due to cultural reasons the birthrate is very low. This means the Star Kingdom places a premium on ensuring her military manpower is as well trained and protected as fiscally possible.

The Star Kingdom is an old nation still recovering from the war that began the Dark Age. She remembers her former glory amongst the stars and recognizes the shadow she is now. Much work is being done to colonize and expand the territorial boundaries to merge the three disjoint segments of the Kingdom.

Currently the Star Kingdom is a member of the Quadruple Entente. Thus, she enjoys excellent relations with her allies the Corporate Sector, United Terran Republic and the Kzinti Patriarchy. A step down would be the UTR's "client worlds" and one step down after that is the Three Suns Commonwealth (slowly becoming drawn into the QE's sphere of influence). The SKS also believes strongly in the model of international relations called "maximal realism," and will project her power as she sees fit. Her standing with the other nations outside the QE and its immediate sphere of influence is of little concern. Finally, the Star Kingom is a strong believer in total war.

The SKS uses a fusion of magic and technology. The nation is strongly built on a trading economy and has a vast merchant marine. One of the keys to her economy is her monopoly over the Nemesis Wormhole, which links this universe to another. Tolls are paid to access this gate; the rift once belonging to the Boyd Collective long before the Great War was destroyed in that war.

New SKS RN OOB (Preliminary)

Fleet HQ is HMSS Warlock, a modified Titan-tonnage vessel surviving from the Great War. Her engines have mostly been stripped out. She has immense hanger bays and even greater firepower; the ship is currently stationed at the Nemesis wormhole terminus and defends the area.

Capital Vessels
001 Superdreadnought
003 Battleship
004 Battlecruiser
022 Large Cruisers
030 Total Capital Vessels

Cruisers
030 Heavy Cruisers
030 Guided Missile Fleet Cruisers
040 Light Cruisers
005 Command Light Cruisers (for Space Guard)
105 Total Cruisers

Planetary Assault Force
001 Flagship/Carrier
003 LSD
004 Logistics
002 LST
005 LHA
002 Monitor
16 Cruiser Points + 1 Capital Point

Escorts
30 Destroyer Leaders
300 Destroyers
200 Escort Carriers
1250 Destroyer Escorts
1780 Total Escorts*

The balance of the cruiser and capital points are allocated towards qualitative superiority.

The planetary assault force can drop two complete corp of troops (six pentomic divisions). Typically they will have two spaceborne heavy assault regiments, six armored infantry regiments, eighteen mechanized infantry regiments and four armor regiments. In addition, they have their own organic air and artillery support.

* The Star Kingdom's massive merchant marine requires a huge escort fleet. There is a core of 330 DD/DLs which are about average, 200 CVEs which are below average and 1250 DEs which are cheap convoy escorts and not really useful in a real fleet engagement. They serve to brush off pirates and survive long enough to call in the highly-mobile line Navy.
Last edited by phongn on 2004-12-28 07:16pm, edited 4 times in total.
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lazerus
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Post by lazerus »

++.
Last edited by lazerus on 2004-12-25 06:42pm, edited 1 time in total.
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Kyle
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Post by Kyle »

Terran Navy
Grand Power

Capital Ships
4 Republic class SD 4 Cap Points Each
--1 Marine Battalion Each
8 Terrae class DN 2 Cap Points Each
--1 Marine Battalion Each
14 Victorious BC 1 Cap Point Each
--1 Marine Battalion
6 Titan class CVA 1 Cap Point Each
--1 Marine Battalion
--1 Army Division
12 Armstrong class CV .5 Cap Point Each
--1 Marine Battalion

Cruisers
60 Carlson Class CA 1.75 Cruiser Points
--2 Marine Companies
40 Sprite CVL .5 Cruiser Point
--1 Marine Company

Escorts
380 Savior class DD 1.5 Escort Points
--3 Marine Platoons
520 Star Rider Class FF 1 Escort Point
--2 Marine Platoons
100 Elf class CVE .25 Escort Point
--1 Marine Platoon

Under Construction
Order One -Seventh Fleet
3 Titan class CVA
18 Carlson class CA
42 Savior class DD
78 Star Rider Class FF

Order Two
4 Terrae class DN
6 Titan class CVA

Alliance Space Force
Puppet Regional

Capital
2 Stalwart BB 1.5 Capital Points Each

Cruisers
12 Carlson CA 1.75 Cruiser Points Each
30 Renegade CL 1 Cruiser Point Each
4 Sprite CVL .5 Cruiser Points Each

Escorts
170 Savior class DD 1.5 Escort Points
290 Star Rider Class FF 1 Escort Point
10 Elf class CVE .25 Escort Point

Federation Star Fleet
Puppet Minor

Cruisers
6 Carlson CA 1.75 Cruiser Points Each
18 Renegade CL 1 Cruiser Point Each
6 Sprite CVL .5 Cruiser Points

Escorts
70 Savior DD 1.5 Escort Points
150 Star RiderFF 1 Escort Point
14 Elf CVE .25 Escort point

Under Construction
2 Armstrong CV (By UTR)
Last edited by Kyle on 2005-03-11 03:53pm, edited 10 times in total.
consequences
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Post by consequences »

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

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

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

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

These factors vastly increase the effectiveness of the Shi in combat, but make any excessively fast expansion of the military impossible to manage if the current standards are to be maintained, as it literally takes years or more to craft one of the elite. While a certain reserve of personnel exists, it could be used up all to rapidly in the event of full-scale war. Rapid growth cloning technology mitigates this previously catastrophic problem, but it still takes time to get a clone to full growth, and to have its memories and skills integrated. Because of some form of unknown resonance between simltaneously active clones, it is impossible to run the same person off in job-lots, this trend becomes more pronounced as the individual's chi abilities increase.


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

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

Technology and military:
The Shi Combine has heard of the concept of lowest bidder, and they want no part of it. This philosophy is most embodied by their elite fighter force, known as 'The Dragons'. Each fighter of this force is custom built, with only the intended pilot in mind, from their reflexes, to their physical structure, to their chi. While anyone can use one of these craft, it is nearly impossible to find someone who will be able to effectively bond with a fighter designed for another, and it practically considered sacreligious to do so if anything less than an inhabited world is on the line. Due to relatively recent advances in cloning, this is no longer as severe a problem as it once was, but replacing the craft in question is expensive as hell.


The Shi Combine relies on railguns for its main ship-board weapons, but is uncompromisingly a fighter based fleet. Their railguns deliver an antimatter charge to the target, delivering increased firepower for their size, but this technique is often relegated to a point defense role.

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

In general, the Shi Combine believes in quality over quantity for the regular units of its forces. They believe that there will be time enough to produce hordes of mass-produced crap when it becomes necessary. This does not apply to the expendable unmanned portion of their forces.

Ships:
The Dragons:
The cream of the Shi forces, they have their own specific hulls to cart them around:
8 Black tide class supercarriers, worth three Capship allotments a piece in capability
10 Divine Wind class carriers, worth 2.2 cruiser hulls each

The Rest:
3 Hivemind class drone carriers, designed to haul the unmanned fighters that give the Dragons any combat longevity. 1 capship each



12 Widowmaker class carriers, 1.5 cruiser hulls each.

16 Swarm cass drone carriers, 1 cruiser hull each

8 Katana class heavy cruisers, for those situations where fighters just aren't appropriate(not that the Dragons will admit that such ever exist)1.25 cruiser hulls each

200 Wakizashi class destroyers genral patrol, escort, and support craft 1 escort each

300 Shuriken class expendable gunboats. Designed to provide close support and cover for fighter missions, and to be casually thrown suicidally at the enemy, minimal provisions for crew, which usually evac the ship before the fight. Tend to die within the first minutes of an engagement, as enemies either shoot for the easiest targets, or if they know Shi doctrine, try to kill the little bastards before they flush all their warheads and close to ram.-.667 escort slots per.

100 escort points and 4 cruiser points devoted to truly obnoxious Specops forces

3 capital ship points alloted to dedicated and better system based fighter forces

Ground forces: 50% of the resources commonly alotted for ground forces have been spent on improving fleet logistics. The other fifty percent have gone into making a force 1/3rd the normal size half again as badass.

Shi Worlds

Capital system:

Neo-Hyper-Mega-Tokyo-Three-Alpha(usually just called Tokyo, or Neo-Tokyo) Capital of the Combine, with all of the bureacrats that entails. Highly developed, with major shipyard in orbit. Highest per capita concentration of advanced martial arts training schools in the Combine, to the point that SWAT teams are usually called in to respond to domestic disputes.

New Okinawa(referred to as 'Superfresh' for some unknown reason) Agri-world, produces the majority of high-end food products. Notable features include a species of giant pig capable of going head-to-head with a Genestealer, herders tend to use APC equivalents, except for slaughter time, when the guard forces break out the MBTs.

Stripmine system:
Resource heavy, with two major industrial worlds, and a host of smaller operations that migrate as the resources at their current location are exhausted. Industrial backbone of the Shi Combine.

More as I make it up.
Last edited by consequences on 2005-01-03 09:44am, edited 1 time in total.
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Captain tycho
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Post by Captain tycho »

THE AURORAN IMPERIUM
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Order of Battle Mark II

History: Founded 3200AD by Artemis Aurora, an intrepid Terran politician who launched a daring expedition to the north-core, taking millions of other like-minded Terrans with him. It was originally an effort to create a socialist paradise, but as before, this failed miserably and soon became under the absolute rule of a monarch. Within a year of this un-named monarch taking the new throne, Aurora fell under attack from the vagabonds in the galactic North. A man called Sabbat (Shieldbearer in Neo-Latin) rallied the pathetically outnumbered Auroran forces and drove the vagabonds back so far, that in the end, there were none left. This stunning victory gained Aurora countless worlds, and Sabbat was worshipped as a hero when he returned. Using his newfound power, he deposed the weak-willed king, built a national identity that the people had been thristing for, and established one of the most highly trained militaries in the galaxy. Sabbat soon found himself installed as Emperor of fleding Aurora. Barely a year after he took power, another alien race attacked with even greater ferocity than the previous invader.

Sabbat rallied his now elite forces and exterminated them within a matter of months. If there was any lingering doubt about Sabbat's power, it was wiped away utterly, and he was now worshiped as some sort of divine being. His body was encased inside a life-support tank, and even to this day he reigns, deathless and eternal.

Goverment: While the Emperor, in the end, the ultimate authority on all matters, His mental communications are few and far between. Thus, a council called the High Lords of Aurora were hand-picked by the Emperor to serve as His tongue, His ears, and His eyes. The High Council is built like a monarchy, with each Lord's eldest offspring taking over his or her parent's post. The High Lords are the true source of power when the Emperor is silent. Built around the High Lords is the massive Administratium, the bueracracy which oversees every world of the Auroran Imperium, and takes direct orders from the High Lords. Underneath the Administratum's rule are the Eccelsiarchy, the Imperial Guard, and the Adeptus Mechanicus. Seperate from the Administratum, and indeed, every other vessel of goverment is the Inquisition, a shadowy 'secret police' that roots out heresy and aliens. The Inquisition is effectively the foreign intelligence, internal security, religious police, and immigration branches rolled into one. They have the power to override any decision made at any level, except by the High Lords and the Emperor.

Military: The Imperium military is split into several diverse branches.

Adeptus Astartes (Space Marines): A religious warrior order, grouped into Chapters of 1,000 fighting men each. They are the most effective soldiers the Imperium can bring to bear, and act as shock troops and guardians of vital installions. There are 5 chapters, but 2 more are scheduled for their official Founding in a year's time.

Adeptus Navalis: The war navy. It commands every warship serving the Imperium, every troop transport, and every patrol ship. It is seperate from the Administratum chain of command.

Imperial Guard: The army. The Imperial Guard commands millions upon millions of troops from a diverse selection of worlds, and is the first and last defense of the Imperium.

Adeptus Mechanicus: The military engineering corps. It contructs warships, space stations, city defenses, planetary shields, tanks, and firearms for every branch, and is responsible for field maintenance.


Imperium technology:

Sub-light drives: Inertialess drives for smaller ships such as escorts and fighters, and huge ion drives for capital vessels and freighters.

FTL: Standard Kuat hyperdrive.

Power generation: Hypermatter fusion cores are used only on warships and planetary shield arrays, such is their potency. Fusion reactors and various other power generating sources are used on everything else.

Shielding: Kuat-based ray/particle shielding and additional psionic and hypershielding on warships.

Weapons:

Laser cannons: Most armament on Imperium warships are composed of rows upon rows of mighty laser cannons, turbolasers modified by the AdMech to fire continious beams instead of the standard bolt. Rows upon rows of laser cannons compose the primary armament of Imperial warships, arranged into huge coordinated batteries.

Torpedoes: Primary long range armament for Imperial capital ships. Each torpedo consists basically of an armored shell, an explosive core of various types, a simple guidance system, and a package of plasma rockets at the rear.

Torpedo warheads:

-Plasma: Release a searing wave of high-energy plasma over a wide area. Excellent against armor, thermal damage to shields only.
-Vortex: Causes a brief but intense hyperspatial disturbance that sucks nearby vessels inside a pseudo-singularity and crushes them.
-Sub-munition: Scatters hundreds or thousands of explosive warheads across a narrow cone. Excellent area damage.
-Penetrator: Has a hardened tip and shield-disruptor fins designed to break through armor and shields and explode inside a ship.

Nova cannon: A huge spinal railgun that fires skyscraper sized shells. Extremely high-powered weapon that pulverize a battleship or blow a continent into dust. Nova cannons are clumsy at short-range, and take several minutes to reload. They are also so massive that a ship containing one does not have room for any other weapons. Only a battleship hull can carry this without hindrance. Specialized cruisers can also carry these, for long range fire support, but are very vulnerable to close range attack.

Storm-bolter: A point-defense gun that fires thousands of self-propelled bolter flak rounds per minute, able to take out missiles, fighters, and gunboats. Not counted in ship weaponry counts

Fusion cannon: Fires a super-heated beam of sub-atomic particles. Very effective at short range, but useless at long range.


Worlds of the Imperium:

Sabbat Worlds: The very heart of the Imperium, the Sabbat Worlds are a half dozen, extremely heavily industrialized hive planets, each with sprawling cities that cover the planet and massive factory networks. Each hive world boasts vast subterranean fungi farms that can feed it's population indefinetly in case outside contact is cut off, but peace-time foodstuffs are imported from the Granary Worlds. The Sabbat Worlds are close to each other, usually only a system or two apart.
Hive planets are defended by a vast array of multi-level planetary shields, orbital Gothic class defense stations, hundreds of Imperial Guard regiments and enough fighters to ruin anyone's day.

Sabbat Worlds:
Aexar
Aurora (Seat of the Imperium, home of the Aurora First and Only Fleet Division)
Hagia Maximus
Vervun Primary (Home of the 2nd Sabbat Martyr Fleet Division)
Borealis Imperia
Victoria Bellephonia (Home of the 3rd Shieldguard Fleet Division)

Granary Worlds: A ring of lightly populated agriculural planets that encircle the Sabbat Worlds, supplying food and other imports. The Granary Worlds are, despite their sparse population, well defended, as they are the lifeblood of the Imperium. There are 16 Granary Worlds. The 4th Victor Imperialis Fleet Division is responsible for patrolling and defending the Granary Worlds.


Warships of the Adeptus Navalis:

Emperor-class Legios (3 capital pts per ship x 10 = 30)
Length: 12.7km
6,000 laser cannons, 3 prow Nova cannons, 1,000 torpedo launchers, 1,000 fusion cannons

Aquila-class Cohors (3 cruiser pts per ship x 20 = 60)
Length: 4.2km
Weapons: 1,200 laser cannons, 450 torpedo launchers, 400 fusion cannnons

Firestorm-class Centuria (4 escort pts per ship x 100 = 400)
Length: 1.6km
300 laser cannons, 100 torpedo launchers, 100 fusion cannons

Risen Saint-class Centuria Auxilia (1 escort pt per ship x 50 = 50)
Length: 1.8km
40 laser cannons, 30 torpedo launchers, 12 fusion cannons
20 Furious-class fighter/bomber wings
10 Starhawk-class gunship wings


Adeptus Astartes Legiones:
Alpha Legion: (2 cruiser points; the First Chapter of the Adeptus Astartes)
Blood Angels (2 cruiser pts)
Ultramarines (2 cruiser pts)
Space Wolves (2 cruiser pts)
Imperial Fist (2 cruiser pts)
Raven Guard (Under construction, Founding will be complete in one year)
Whitescars (Under construction, Founding will be complete in one year)

Aurora First and Only Fleet Division:
4 Emperor Legios
15 Aquila Cohors
100 Firestorm Centuria
12 Risen Saint Centuria Auxilia

2nd Sabbat Martyr Fleet Division
4 Emperor Legios
15 Aquila Cohors
100 Firestorm Centuria
12 Risen Saint Centuria Auxilia

3rd Shieldguard Fleet Division
1 Emperor Legios
15 Aquila Cohors
100 Firestorm Centuria
12 Risen Saint Centuria Auxilia

4th Victor Imperialis Fleet Division
1 Emperor Legios
15 Aquila Cohors
100 Firestorm Centuria
12 Risen Saint Centuria Auxilia



Edits: Ship classes, Adeptus Astartes chapters under construction, etc.
New edit: Finally removed erraneous out of place ship build
Last edited by Captain tycho on 2005-08-27 09:38pm, edited 11 times in total.
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Post by Bugsby »

The Purified
Regional power
*first draft, military and placement within larger STGOD universe is upcoming.

The plague first came a few years after the Quadruple Entente defeated the uprising aginst its sovreeign power. In a smaller world, touched only indirectly by the great wars, a meteor of unknown origin fell in the countryside. From there, a plague soon swept to a nearby city. The local government paniced, and set the entire province off as a quarantined area. The plague was horrible in its form. Those affected grew weaker and weaker as their skin tunred pitch black. But in the end, the plague was not fatal. After the entire province was silent for over neraly six months, life started to emerge once again. Those affected rose again, no longer blackened by the scourge, their skin of the purest white. Local scientists found no trace of disease on the revenanats, and a whole new order had formed within the plagued lands. All of the revenants claimed that they had found new truth in their rebirth, and they knew the origin of the plague: God. The plague was not a disease, but rather the blessing of the Almighty. The blackness was not disease, but the impurities of the soul leaving from the body. The faithful is then Purified, cleansed in body and soul, and ready to live their lives in perfect devotion.

Furthermore, the Purified showed a disturbing trait. Those who were infected formed a strange kind of psychic bond to those who infected them. Their infector can infuse the infected with his will, making the infected a tool in the hands of the infector. This seems a bit disturbing on the surface, but it has profound religious implications. If each of the Purified is an extension of the one who infected them, and the plague originates from God, then each of the Purified is directly connected to God.

The combination of purity and a direct connection to divinity is a strong pull. Once the quarantine was lifted, Cults of the Pure began to spring up all over the world. After performing the proper devotions, an initiate is allowed to be Purified, to establish a connection to the diety.

Ten years later, the entire planet was Purified.

Today, the Cleased Domain spans fifteen worlds and is a vialbe political entity.


ORGANIZATION
The Purified are led by the Emperor. The Empereor has forsaken his name, and no one knows who he was first. But he was the First, the first to be infected by the plauge. All the Purified are connected to him, and he is conected to God. Those bound directly to the Emperor are the Body. Each one controls a different branch of the population.

Klab'ana: The Leg of the Emperor- Bound to the working classes. Named the Leg because it is on the common man that the Empire stands.

Ruk'ana: The Arm of the Emperor- Bound to the military.

Tert'ana: The Womb of the Emperor- Bound to the priests and missionaries, charged with preserving the mission and sanctity of the Purified.

Stiy'ana: The Ear of the Emperor- Bound to the censors and internal affairs ministry.

Glaz'ana: The Eye of the Emperor- Bound to the foreign intelligence beureau.

Zhen'ana: The Mouth of the Emperor- Bound to the diplomatic corps.

Man'ana: The Hand of the Emperor

The Purified receive titles depnding on who they are bound to. A high-ranking military officer might be called "one who is bound to one who is bound to one who is bound to the Arm of the Emperor: jel'a'jel'a'jel'a'Ruk'ana." In the native language of the Purified, each "jel" indicates on place of removal, with "Ruk'ana" being the name of the Arm of the Emperor. One who is too far removed from the Emperor to warrant note would be called something like "jel'a'nogo'Glaz'ana." "Nogo" here represents "many;" "Glaz'ana" is the Eye of the Emperor.


If one of the Purified is killed, the fate of those bound to him is in question. There is a good chance that the bond will be passed to the Purified who bound the dead man. But sometimes those who were bound to the deceased are Severed, lacking all bounds. Most of these are reassimilated into the Leg of the Empereor, but those who were Severed can never again give the Blessing of Purity. They are dead ends in the tree that stems from God and the Emperor. A very small number of the Severed have not been brought back into the fold. Their position within the Domain is uncertain at best.

MILITARY
The Purified Military is mostly bound to the Arm, although some very select special forces are bound to the Hand. The military was absorbed from the governments of planets that were Purified. As a result, military technology and techniques are about average, seeing as how they were taken from a large sample size of nations. There is some disparity within the military because of this mixture of forces that make up the Purified. This disparity is made up for by the unparalleled coordination made possible by the bond.

Ground Forces
Many of the Purified are ground forces. Upon receiving the Blessing, an initiate who does not demonstrate any particualr skill is usually drafted into the ground forces. There, the initiate is quickly trained through his bond with a more competent commander. There is no official rank structure in the army: everyone is bound to their commanding officer. The technology of equipment used is equal to any standard unit in the fiedl today. Power armor is common but not every unit is equppied with it. Many artillery and support units use standard light armor instead. Within the Army are a few special forces units that are bound to the Hand. These have no name and do not need one. While they might work side-by-side with the army, they are not bound to the army commanders, and so coordination between the special forces and the standard army takes place on the level of the Emperor himself.

Navy
The Purified Navy has a slightly more formal structure than the Army. Inititaes are bound according to their abiliteis, and thus they take up different roles on the ships' command structure. All the ship captains of cruisers and dreadnaughts are either jel'a'Ruk'ana or jel'a'jel'a'Ruk'ana, and the field admirals are of course jel'a'Ruk'ana. Escort captains are generally bound to the captain or first mate of the ship whose escort group they are a part of.

Purified Naval forces are absorbed from two different military cultures. One, the Teliyani, believed in large amounts of smaller ships to overwhelm the opposition. The other, the Netradi, believed in the superiority of large bulk cruisers. The Arm of the Emperor has integrated these two philosophies of ship design in fleet consturction.

CAPITAL
Tleyani Supercarrier (5 2pt. vessels)
10 km in length, these double as fighter launch points and mobile supply platforms. Each supercarrier can hold 800 fighters, divided into 40 wings of 20. The ships themselves have heavy point defenses, but no long-range batteries.

Netradi Devastator (20 1 pt. vessels)
6 km in length, these are the primary wall of battle. Nothing special about these: standard heavy armor, heavy armament.

CRUISER
Tleyani Carrier (20 1 pt. vessels)
3 km in length, each holds 10 wings of fighters.

Netradi Cruiser (30 1 pt. vessels)
2.5 km in length. Standard cruiser

Netradi Heavy Cruiser (10 2 pt. vessels)
4 km in length, these supplement the wall of battle. Heavy frontal firing arc.

ESCORTS
Tleyani Light Carrier (200 1/2 point vessels)
200 m long, each holds 1 wing of fighters.

Netradi Frigate (400 1 pt vessels)
300 m long. Standard issue escort.
Last edited by Bugsby on 2005-01-06 08:45pm, edited 3 times in total.
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Post by Alyrium Denryle »

Federation of Thaumaturgists

The Federation of Thaumaturgists exists on the edge of the galaxy, past the Orion arm. They existed fro thousands of years, many human lifespans without knowledge of the stars, or other nations deep in the void. But several thousand years ago, they discovered the use of magic. Through arcane gestures and words in an ancient language, found in an ancient book, and translated through a secret stone, they mastered this magic. Magic gave them the ability to understand and modify the universe around them, and through it, venture to the stars. The Federation of Thaumaturgists as an entity has only existed for around 500 years. The period before that spent, with various nations fighting amongst each other, Each independently colonizing worlds, and waging wars against other planetary fiefdoms(Think Germany pre-Bismark). It was 500 years ago that the various factions were finally united under the Half-Drow, Lord Quarion Nephlim. Quarion forged an army and fleet unlike any the region had ever seen, and over the course of 50 years united the various factions and brought them under his rule. At first the factions which included a number of holy clerical orders, elven, human, gnome, and even dwarven and drow noble houses, mage guilds, and mega corporations all coalesced into a loose confederation. A formal constitution was being written when the Drow noble house of Kierthilm assassinated him. This plunged the Confederacy into a civil war for succession. Finally, an alliance came to the forefront. A Elven Noble house of Carmyr the Mage Guild of Largos VI, as well as the Holy Order of Helm allied against their foes and using their combined battle prowess, magic, and divine healing, they managed to forge a republic from the ashes of the old confederacy at the point of a vibrosword. A Constitution was written. A federalist constitution with a strong central government and local control. A Court system was created, and the heads of each of the Three Houses in the original alliance were installed as chief executives, called the Council of Three. The government exists by the principle of moderation.

Government: The government is a Federalist Republic, but instead of having representation based on geography, representation is proportioned based on organizations. Each trade guild, noble house and holy order sends representatives whom it selects in a manner of its choosing, usually direct election. This has two benefits, the congress is only a few degrees of separation away from their constitutents, so representation is close and personal. And secondly, it gives the government a completely legal set of eyes and ears within the populace, without having to resort to bugging and the like. The constitution is set up so that citizens have rights similar to the US bill of rights, however, non-citizens have only the most basic protections(for example, they can be searched on a whim) as a means of defending the state from external threats. There is a court system, and each member of the Council of Three has veto power over laws, independent of the others. This prevents bad laws from sneaking past one person, while still allowing for a strong central government complete with line-item veto.

Demographics

human 45%
Elf(drow and half-elf included) 25%
Gnome: 20%
Other: 10%

Religion
Native polytheist: 100%(there is no denying the gods... seeing as they actually interfere in mortal affairs.

3 Main Houses

Elven Noble house of Carmyr: The Economic Power House of the Federation, the Hause of Carmyr is a sort of business guild now, rather than a noble house. No longer is it ristricted to bloodline, or race. Th House of Carmyr oversees the trade guilds, and enforces the regulation of commerce(their elected representative represents trade interests in the Council of Three, forgoing senate membership). Head of the House is the CEO of one of the ten the richest companies in its membership(voted on by these ten every ten years) The current head of the house is ALystarian Severail, CEO of Magicorp.

Mage Guild of Largos IV: The Mage Guild as it is called, is the umbrella organization for all other mage guilds. It inforces regulations on the safe use and handeling of spells, and also serves as an education commission for the government. Teaching the children of the Federation reading writing, arithmatic, biology, physics, chemestry, psychology, and, if the talent is there, magic. They represent the Mage Guilds in the COucil of Three, Forgoing senate membership. The leader is decided in a test og magical aptitude on a Decanual(I think that is the word fro every 10 years) basis. This test consists of 3 contests. The first is single elimination CHess TOurnament(wizards chess of course) with the top ten finalists advancing to a double elimination Summoning dual. WIth the top two advancing to a test of direct magical combat best two out of three. The current Head f the Guild and member of th Council of Three, is one Antininus Krex, an eldely chap with infinite wisdom and kindness, and freakish amounts of power tha he rarely if ever uses.

Holy Order of Helm: The Holy Order of Helm, the Watchlord, is the military arm of the federation. They oversee foreign relations, and the military, and represent those interests in the Council of Three, membership in the senate is not an issue.
Organization of Clergy
Deacons
Clerics
Abbots
High Priest
The High priest, and representtive in the council is voted on for a life position by the abbots. The current high preist is High Father Atinius Belanaus

Ambassador to the 6th Squadron:Father Aaynidus Drianitasidor
Ambassador to the Commonwealth: Abbot Estrian Jarin
Ambassador to the Nashtar: Father Clidas Nestraili
Ambassador to the SHi COmbine: Father Xalin Krath


Systems: with major worlds


Largos
Largos VI(Mystara to us, it is our homeworld, and capital))
Largos V

Krynstar
Krynstar III
Krynstar VI

Vernis
Vernis IV and VI

Quarth
Quarth I and VII

Major Colonies
MJC 1-16
Minor Colonies
MNC 1-32

Industry: The federation manufacutes and sells pretty much all the same stuff as any other nation. Private companies will build miitary craft under contract, and such equipment is compatable with conventional hulls and power sources(it's magic ;) ) and then there are consumer goods... lots and lots of EMP proof consumer goods.

Magic and how it works: Magic basically works by using incantations and somatic foci to allow an awakened soul to alter the universe directly. Thus circumventing the mechanical and technological middlebeings for the most part. Some spells are still to powerful to channel directly. Things like shipboard weapons, sensors, and large scale shields. All of these things require a secondary channeller(represented by a ship’s subsystems) Smaller things like personal shields, small illusions, healing spells and smaller scale attack spells, are all capable of being cast by hand. However they take a certain amount of time to cast, so mages in battle are generally used for ritual casting more powerful spells, while Gnome Golems do the front line Combat, these are equipped with items that autocast the needed spells

Ground Troops


Gnome Golems: The Gnome Golm is the standard Power armor for the Thaumtaturgists Gnomish Infantry. It is an 8 foot tall non-droid construct in which stands a gnome. This gnome controls the movements of the golem. The golem has a full sensor suit, provided by eyes and ears with sensor spell enchantments. These project a 3d map of the battlefield into the cockpit, similar to the targeting system in Legend of the Rangers. The Golem is thickly armored an radiation shielded. It is armed with imbedded rods of magic missile, and 2 imbedded wands of a sort of seeking fireball spell(RPGs) These constructs are also “Hardened” against anti-magic fields

Light Troops: Because the 8 foot tall golems can get everywhere, there are light troops. Typically men or elves, maybe drow, they are armored in magically enhanced half plate that reflects shrapnel, protects against glancing blows from energy and projectile weapons, and a field provides NBC protection. They are armed with a clockbow(basically a magical clockwork crossbow that has the same fire rate range, and power as a machine gun, and can be loaded with specialty rounds)

Bulldog Class Atmospheric Fighter
Length: 7 meters
Arms:
2 Greater Magic Missile Cannons
3 Fireball cannonss

Special Units


Harpers(2 escort points)
Harpers serve as spies among other nations. Often trained as mages, they are capable of moving in stealth, and if need be, defend themselves from discovery with debilitating magic, and sensor jamming incantations. Also very few in number(there are 30 of them)

Assassins(2 escort points)
These are the hired killers of the Federation. Few in number and having no official connection with the government, they are still in its pocket. And if the government needs someone ti dissappear, foreign or domestic, they are the ones who are called upon(there are 20 of them)


Clerics(5 capital points 3 escort points)
Members of the Holy Orders, clerics are posessed with the ability to call down the wrath of the gods upon their enemies, hold the undead at bay, heal the wounded, cure the sick, and even raise the dead back to life. And when I say bring down the furry of the gods... I mean it literally. They are effective against ground and space targets

Battle Mages( 5 capital points 3 escort points)
Bttle Mages serve as heavy support on the battlefield. In groups, they are capable of erecting area shields to protect troops, and individually can hold their own against significant numbers of enemy units. Their atetack spells are formidable, and their defensive ones even more so(see above not for clerics. Considering what was actually spent on them...)


Greater Ruin Batteries
Greater Ruin is a spell that produces a blindingly visible lightspeed beam of pure energy that reaches out and touches its target with roughly the destructive Power of an HTL. It is to powerful to be cast manually(by normal mages), it must be powered through a magical capacitor and channeled through a large cannon similar in use to those found on other ships, though functionally very different. However, a mage is needed to speak the command word and target the weapon with the aid of sensor spells. They come in single barreled guns, double barreled guns, and 16 gun batteries
Ruin is a spell that produces a blindingly visible lightspeed beam of pure energy that reaches out and touches its target with roughly the destructive Power of an MTL. It is too powerful to be cast manually(by normal mages), it must be powered through a magical capacitor and channeled through a large cannon in use to those found on other ships, though functionally very different. However, a mage is needed to speak the command word and target the weapon with the aid of sensor spells. Each battery contains 4 barrels. Each barrel is capable of firing every second, and they usually stagger their fire.

Lesser Ruin is a spell that produces a blindingly visible lightspeed beam of pure energy that reaches out and touches its target with roughly the destructive Power of an LTL. It is to powerful to be cast manually(by normal mages), it must be powered through a magical capacitor and channeled through a large cannon in use to those found on other ships, though functionally very different. However, a mage is needed to speak the command word and target the weapon with the aid of sensor spells. Each battery contains 4 barrels. Each barrel is capable of firing every .5 seconds, and they usually stagger their fire. These guns usually used for anti-fighter work

Torpedo Golems: Just how it sounds. They are golems that explode after hitting a shield, or after burrowing a short distance inside another vessel due to kinetic energy. They are expelled via a Control Magnetism spell from a large tube and are guided by a combination of sensor spells on the ship that launches them and its own sensor spells. It maneuvers via an ion expulsion spell.

Magnecasters: Propells a superheated projectile at relativistic speeds at several thousand rounds per minute.

Defenses

Shields: Shields are provided by wall of force projectors placed on specific shield vectors of which there are 14. Against small arms and pretty much anything short of nuclear weapons they function in the same manner as the spell in the players handbook(just for reference) but there is no limits fallacy committed to assume that they will be impervious to ship mounted weapons. They draw their energy at this scale from the ship’s power source, and the projectors can only route so much energy through them before they begin to shut down. Maintaining a shield is easy, keeping up with the drain caused by battle is not.

Hull Armor:self explanatory

Defense Grid enchantments: The hull of every ship is enchanted with a set of spells that targets incoming plasma ad missile weapons, and sends forth a short raged beam of energy that destroys the projectile


Dominator class Superdreadnought
1 in service(worth 6 capital points)
Arms
Dorsal:
Port/ 20 Greater ruin Batteries
200 single barreled Ruin cannons(edge of the brim trench)

Starboard/20 greater ruin batteries
200 single barreled Ruin cannons(edge of the brim trench)

Stern/ 20 dual greater ruin cannons
80 single barreled Ruin cannons

Dorsal ridge/ 150 Quad Barreled light ruin cannons
Ventral:

Port/ 20 Greater ruin Batteries
200 single barreled Ruin cannons(edge of the brim trench)

Starboard/20 greater ruin batteries
200 single barreled Ruin cannons(edge of the brim trench)

Stern/ 20 dual greater ruin cannons
80 single barreled Ruin cannons

Ventral ridge/150 Quad Barreled light ruin cannons
600 Defense Grid Points

Evicerator class dreadnought
Length: 10 KM wedge shaped
7 in service(worth 2 capital points)
Arms
Dorsal
Port/ 10 Greater ruin Batteries
100 single barreled Ruin cannons(edge of the brim trench)

Starboard/10 greater ruin batteries
100 single barreled Ruin cannons(edge of the brim trench)

Stern/ 15 dual greater ruin cannons
60 single barreled Ruin cannons
Dorsal ridge/ 110 Quad Barreled light ruin cannons
Ventral:

Port/ 10 Greater ruin Batteries
100 single barreled Ruin cannons(edge of the brim trench)

Starboard/10 greater ruin batteries
100single barreled Ruin cannons(edge of the brim trench)

Stern/ 10 dual greater ruin cannons
60 single barreled Ruin cannons

Ventral ridge/110 Quad Barreled light ruin cannons
400 Defense Grid Points

Dauntless Class Heavy Cruiser
Length: 2 KM
20 in service(with 2 points)
Dorsal

Port/ 4 Greater ruin Batteries
40 single barreled Ruin cannons(edge of the brim trench)

Starboard/4 greater ruin batteries
40 single barreled Ruin cannons(edge of the brim trench)

Stern /5 dual greater ruin cannons
40 single barreled Ruin cannons

Dorsal ridge/ 80 Quad Barreled light ruin cannons

Ventral:
Port/ 3 Greater ruin Batteries
40 single barreled Ruin cannons(edge of the brim trench)

Starboard/3 greater ruin batteries
40 single barreled Ruin cannons(edge of the brim trench)

Stern/ 5 dual greater ruin cannons
40 single barreled Ruin cannons

Ventral ridge/80 Quad Barreled light ruin cannons
300 Defense Grid Points


Swarm Class Carrier
Length: Diameter(spherical) 4 km
5 in service(worth 1 point)
Arms:
6 greater ruin batteries
20 dual ruin cannons
100 quad ruin cannons
Fighter capacity: 300 fighters
100 bombers
200 defense grid points

Ripper Class Interdictor Cruiser
Length: 4 KM(spherical)
5 in service
6 greater ruin batteries
20 dual ruin cannons
100 quad ruin cannons
150 defense grid points

Victory Class Light Cruiser
Length: 1.5 KM
20 in service(worth 1 point)
Arms

Port/ 2 Greater ruin Batteries
30 single barreled Ruin cannons(edge of the brim trench)
15 Torpedo tubes

Starboard/ 2 greater ruin batteries
30 single barreled Ruin cannons(edge of the brim trench)
15 Torpedo tubes

Stern/ 2 dual greater ruin cannons
30 single barreled Ruin cannons

Dorsal ridge/ 50 Quad Barreled light ruin cannons

Ventral:

Port/ 2 Greater ruin Batteries
30 single barreled Ruin cannons(edge of the brim trench)
15 Torpedo tubes

Starboard/2 greater ruin batteries
30 single barreled Ruin cannons(edge of the brim trench)
15 Torpedo tubes

Stern/ 2 dual greater ruin cannons
30 single barreled Ruin cannons

Ventral ridge/150 Quad Barreled light ruin cannons
200 defense grid points

Escort Frigate
300 in service
Legth: 300 meters Shaped like a carrack
10 dual greater ruin cannons
30 ruin cannons
60 quad lesser ruin cannons
100 defense grid points

Torpedo frigate
90 in service(worth 2 escort points)
Length: 200 meters
2 Quad Greater ruin cannons
10 Torpedo tubes
20 ruin cannons
40 quad lesser ruin cannons
100 defense grid points

Starfire Class Superiority Fighter
Length: 10 meters, looks like a cloakshape figher
4 swivel mounted magnecasters 1 nose, 2 wingtip, 1 stern(turret)
6 minigolum torpedos(anti-fighter)

Supernova Class Bomber
Length: 30 meters(shaped like a marauder corvette
6 swivel mounted magnecasters swivel mounted. 1 nose 1 dorsal amidships, 1 ventral amidships, 2 wingtip, 1 stern
10 wing mounted anti-capital minigolem torpedos. 1 full sized golum torpedo tube 3 in the magazine
Last edited by Alyrium Denryle on 2005-01-03 07:47pm, edited 14 times in total.
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Post by DaveJB »

The Eight-Legs (Minor Power)

Background

Hailing from the planet Metebelis, the Eight-Legs are a race of huge arachnids. The planet was ignored by the other major powers, owing to its extremely inhospitable nature, and this was to the benefit of the Eight-Legs, who became a powerful, highly intelligent species. The extreme radiation levels on the surface, combined with the planet's acidic atmosphere make the Eight-Legs extremely durable, and have a body resistance comparable with personal armour. Their bites are not poisonous, but their web, in addition to having a high tensile strengh, secretes a powerful neurotoxin which can incapacitate anyone without protection suits.

While somewhat recent space-travellers, they have quickly achieved a reasonably advanced level of technology. During the previous wars, they stayed out of the battles, instead scavenging ruined warships and colonies, an enterprise that persists to this day. The Eight-Legs reverse-engineered their findings, and after some limited success, began operating a black-market in scavenged technology. They demanded information in return for the technology, and many races, keen to find out the weaknesses of their enemies, reluctantly gave the Eight-Legs the required information. They continue to operate this black-market, and continue to advance their technology level, though this has had the effect of making their own research somewhat splintered and disconnected. They generally prefer to stay out of major conflicts, but are not above attacking damaged or unarmed ships to procure what they want.

Society

There are five distinct caste levels within Eight-Leg society. The first are the Drones, who conduct most of the day-to-day operations. Second are the Attack Drones, who are Drones who have the toughest bodies and fastest reaction times. Upon satisfying the required criteria, a Drone will become an Attack Drone, though they will revert back in the case of injury or old age. Thirdly, Royal Eight-Legs are of a slightly different breed to the two Drone classes, being much more intelligent. It is these who comprise the scientists and ship commanders. Fourthly are the Monarch Eight-Legs. The gap between Royal and Monarch is the second an Eight-Leg can cross, and there is no going back - if a Monarch fails in their duty, they will be killed and eaten by their successor. The Monarchs command some of the larger ships, and also control the outlying colonies. On Metebelis, Monarchs control individual sections of the planet. Finally, the Great Ones are the supreme leaders of the Eight-Legs and the third distinct breed. These are both much larger and much more intelligent than any other Eight-Legs. Twelve Great Ones make up the ruling council of the Eight-Legs, with each being assisted by a small number of other Great Ones. When they die (or are executed for incompetence), another Great One will be selected to take their place.

Metebelis is the core of the Eight-Legs' territory, though they hold a number of smaller colonies. Their limited knowledge of planetary shield technology has forced them to shield Metebelis with a number of smaller shields, which provide complete coverage of the planet. They have 3 Major colonies, and 14 Minor colonies. The Majors are the bases of research, ship construction and ship repair. The Minors are mainly used for storing scavenged items, conducting trade deals and repairing the scavenge ships. Major colonies have a number small umbrella shields each, which protect roughly 1/3rd of the surface of each planet. Minors only have a single shield generator, protecting only the operations bases.

Military

While not engaging in major wars, the Eight-Legs have assembled a number of vessels. They are officially for defence, but the Great Ones are ambitious, and would have no hesitation ordering an attack.

Their ships have an slightly unusual internal design, geared towards making them difficult to traverse for bipedal lifeforms. Controls usually cover the walls, floors and ceilings of rooms, maximising space and taking advantage of the Eight-Legs arachnid form (and ability to walk vertically).

The Eight-Legs' research into beam weapon technology has had limited success, leading to them generally eschewing beam weapons in favour of missiles (some beam weapons have recently been incorporated, but missiles remain their main weapons). They have three types of missiles - explosive, EMP and Paralyser (which disperses the neurotoxin of their web over a large area). While each missile has an automatic guiding system, the Eight-Legs prefer to control them manually. Their larger ships also have powerful radiation weapons, designed to cause lethal irradiation of large areas.

The main strength of their ships is that they have stronger than average hulls and shields. They also have powerful tractor beams. On the other hand, they are somewhat more sluggish than comparable ships, and have rather slow FTL drives.

The Eight-Leg's fighter craft are extremely agile, and well suited to their fast reaction times. Each fighter is armed with two point-defence lasers and a missile launcher. Their fighters are incapable of FTL travel, and require either a base or a carrier ship. They have shields, but rather weak ones.

Capital Ships

K6 Class
Number of ships: 8
Capital hulls worth: 1
Type: Battle Cruiser
The oldest, and most common Eight-Leg Capital Ship. The K6 Class has 30 missile launchers, can carry 2000 attack drones and its radiation weapon can affect an area 75KM in diameter.

K8 Class
Number of ships: 3
Capital hulls worth: 1.33
Type: Battle Cruiser
A newer version of the K6 class, with the same 30 missile launchers, albeit with a slightly faster reload time. There is room for 2000 attack drones, and its radiation weapon is much more powerful, being able to affect an area 250KM in diameter. The shields are also somewhat stronger. They also incorporate a recent development - 20 point defence lasers, designed to take on fighters and shoot down enemy missiles.

KX Class
Number of ships: 1
Capital hulls worth: 3
Type: Super Battle Cruiser
The pinnacle of Eight-Leg technology, the KX class has 50 missile launchers (with equivalent reload times to the K8), can carry 3500 attack drones, has 35 point defence lasers and has a huge radiation weapon, capable of dealing a lethal amount to an area 600KM in diameter. Hangar bays have also been added, giving it a capacity of 250 fighters.

Cruiser classes

S6 Class
Number of ships: 20
Cruiser hulls worth: 1
Type: Scavenger/Medium Cruiser
The mainstay of the Eight-Legs, the S6 is designed for both scavenging and battle. It has 20 missile launchers, and capacity for 400 attack drones. It also has large cargo bays, designed for holding copious amounts of scavenged material.

C6 Class
Number of ships: 10
Cruiser hulls worth: 1
Type: Troop/Starfighter Carrier
While not armoured particularly well, with only 8 missile launchers, the C6 class is designed for transporting attack drones, and capable of carrying 2500 of them. It also has room for 400 fighter craft.

Escort Classes

S3 Class
Number of ships: 50
Escort hulls worth: 2
Type: Scavenger/Light Cruiser
A smaller version of the S6 class, the S3 has a comparable amount of cargo hold, but only 8 missile launchers. It was designed for scavanging from ships or colonies that are not likely to fight back. Recently all models were upgraded to have 12 point defence lasers.

C3 Class
Number of Ships: 50
Escort hulls worth: 1.5
Type: Troop Carrier
Similarly, the C3 is a smaller C6. It can transport 1000 attack drones and 200 fighters, but has no weapons at all, and must accompanied by an armed ship. They are usually deployed in formation with C6s.

K3 Class
Number of ships: 50
Escort hulls worth: 1.5
Type: Frigate
A recent addition to the Eight-Leg fleet, the K3 is designed for ship-to-ship combat, and is their fastest, most manoeverable craft. They eschew cargo and troop space, in return for better combat performance, 10 missile launchers and 10 point defence lasers.

Fleets

The nature of the Eight-Leg's operations means that they normally do not have designated fleets. However, Metebelis is protected by the following fleet:

1x KX Class
5x K6 Class
10x S6 Class
20x S3 Class
20x C3 Class
20X K3 Class

Each Major colony has a K8 Class Capital ship protecting it, the rest of the forces are dispersed through Eight-Leg territory. Metebelis has 1000 one-occupant defence fighters, the Major colonies have 300 fighters each, and the minor colonies have 100 fighters each.
Last edited by DaveJB on 2004-12-27 11:10am, edited 1 time in total.
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Pablo Sanchez
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Post by Pablo Sanchez »

Kzin Patriarchy OOB
(note: All Kzin ships use gravity planers, making them very nimble and speedy in maneuvers. Shields are also stronger than average. FTL is by hyperdrive)

Navy
Naval Headquarters: The Five Fangs
What was once the Hephaestus system. The greatest part of the complex was smashed in the seizure of the facilities, as were the defenses. A handful of Grand Cannons are functional, and the industrial sectors have been repaired and refitted to some extent.

Capital Vessels

Carriers
5 "Greater Nest" Fleet Carriers
18 "Hero's Pack" Fast Carriers

Battlewagons
6 "Blooded Warrior" Dreadnoughts
10 "Iron Claws" battleships
14 "Tearing Fang" battleships

7 capital points reserved for ground forces

Cruisers

26 "Patriarch's Order" heavy cruisers
45 "One-Eyed" Cruisers
29 "Great Hunt" Light Cruisers
10 "Net" Interdictor Cruisers

Landing Ships (Cruiser Points)

20 "Pouncing Hero" Assault Landers

Destroyer-Escorts

100 "Blooded Claws" heavy destroyers
900 "Whipping Tail" destroyers

Kzin Singleships:
The equivalent to fighters. Singleships are larger than fighters but generally have more firepower and resilience. They do not lose much maneuverability, thanks to Kzin drive technology.

Black Prides

The Kzin fleet element is called a Black Pride. There are six such fleets in operation:

First
1 Fleet Carrier
4 Fast Carriers
2 Dreadnoughts
2 First-class Battleships
2 Second-class Battleships
6 Heavy Cruisers
9 Cruisers
6 Light Cruisers
2 Interdictor Cruisers
20 Heavy Destroyers
180 Destroyer-escorts

Second
1 Fleet Carrier
4 Fast Carriers
1 Dreadnought
2 First Class Battleships
3 Second-class battleships
5 Heavy Cruisers
9 Cruisers
6 Light Cruisers
2 Interdictor Cruisers
20 Heavy Destroyers
180 Destroyer-escorts

Third
1 Fleet Carrier
4 Fast Carriers
1 Dreadnought
2 First Class Battleships
3 Second-class battleships
5 Heavy Cruisers
9 Cruisers
6 Light Cruisers
2 Interdictor Cruisers
20 Heavy Destroyers
180 Destroyer-escorts

Fourth
1 Fleet Carrier
3 Fast Carriers
1 Dreadnought
2 First-class Battleships
3 Second-class Battleships
5 Heavy Cruisers
9 Cruisers
6 Light Cruisers
20 Heavy Destroyers
180 Destroyer-escorts

Fifth
1 Fleet Carrier
3 Fast Carriers
1 Dreadnought
2 First-class Battleships
3 Second-class Battleships
5 Heavy Cruisers
9 Cruisers
5 Light Cruisers
20 Heavy Destroyers
180 Destroyer-escorts

Sixth
1 Fleet Carrier
4 Fast Carriers
2 Dreadnoughts
2 First Class Battleships
3 Second-Class Battleships
7 Heavy Cruisers
9 Cruisers
2 Interdictor Cruisers
8 Light Cruisers
20 Heavy Destroyers
180 Destroyer-escorts



Ground Forces

(7 points from capital count distributed here: very dangerous troops)

The Kzin are very well equipped for ground combat, particularly as infantry. With their physical and psychological attributes literally tailored to fighting aeons ago and the intervening millenia spent almost entirely in finetuning these abilities, they make fearsome warriors. In combat, a Hero is fearless, cunning, expert in his use of terrain, and able to kill without hesitation; surrender is considered totally unacceptable.

A basic Kzin infantry division can be considered equivalent to a power-armored human infantry division, or several "dry" divisions. Power armored Kzin are very fearsome. Basic equipment includes superconducting impact armor, which renders the user highly resistent to kinetic energy and heat-based weapons. Laser and particle rifles are standard issue, as are the usual trappings such as anti-tank rockets, entrenching tools, NBC gear, etc. Front line troops are often equipped with power armor. Heroes going to into exceptionally close combat are usually equipped with flashlasers, variable swords, and neural scramblers.

AFVs and air support are superior to the average but otherwise nondescript.

The Patriarchy boasts the premier ground fighting force in the galaxy, potentially equalled by only a select few others.

Kzin Possessions and Territories

40 Major Kzin Worlds (Not very heavily populated, Kzin require a lot of living space. At the same time, they are more mobilized than humans in warlike activities--virtually all Kzin males serve in some area of the military-industrial complex. Other vital activities are left to subject peoples)

20 Major subject race worlds, populations 3-30 billion. (primarily centers of production)

Many more outposts, colonies, agro-worlds, and other possessions.

Foreign Affairs

The Kzin maintain diplomatic relations with only three other powers: The Star Kingdom of Serenity, the United Terran Republic, and the Three Suns Commonwealth. Other governments are considered to be de facto nations but are not officially recognized as existing. Relations with such powers are somewhat Byzantine and overcomplicated in order to avoid giving any impression of respect for the other; the Kzin respect only strength. They recognize the SKS and UTR because they mounted a successful defense against Kzin aggression and forced them to the bargaining table--no mean feat against such a warlike species. The TSC was granted recognition after the Entente's intervention on their behalf, at the urging of the SKS.

Currently, relations between the two recognized powers and the Patriarchy are positive. The Kzin military is well suited to offensive operations and assaults on hard targets, and their loyalty and honor is unquestionable. The Kzin are uniquely trustworthy among nation-states. They will not lie or violate an agreement in any but the most extreme circumstances, and though their respect is difficult to earn, it is very deeply felt.
Last edited by Pablo Sanchez on 2005-05-31 06:41pm, edited 4 times in total.
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Beowulf
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Post by Beowulf »

Rpblksrpsk
Regional Power

Racial characteristics: Silicon and carbon based amorphs. They are asexual, and reproduce by budding. They have extremely fast reaction times, but due to their physiology, can't manage gross physical movements any faster than a normal human. They have no vital organs to speak of. In fact, they have no organs at all. A conventional form of combat amongst themselves is running at each other, and merging with each other. The winner is whichever psyche comes out of the resulting muddle. There are no natural causes of death amongst the Rpblksrpsk. Every cause of death is necessarily violent. Certain lineages are what could be called psykers. They can cause effects which are not technologically based. The King is a member of one of these lineages. They are largely immune to the physical effects of radiation, though it does cause the occasional memory problem, and immune to most poisonous substances.

Government type: Constitutional monarchy. Every 16 years, or the coronation of a new king, 256 electors are chosen by the populace at large, in a form of multiparty elections. These electors then have portions of themselves, eaten by the king. This allows the will of the people to influence the King. It is note worthy that there hase been a grand total of two coronations. The current King's name is Drvr.

History: They come from the eastern sector of the galaxy, apparently evolving on a bombed out shell of a world. Combat jumped straight from the traditional ritualized combat to plasma weaponry.

Military: Each ship tends more towards the specialist than the generalist, with a few exceptions. Construction takes the form of armored modules, which are covered in more armor. This allows somewhat faster construction, and easier repair, at the slight expense of integrity. The ships design is primarily oriented around the Rpblksrpsk physiology, which makes it difficult for any other race to use them. Notable among these design features are extremely low and narrow passageways, a lack of visible input and output devices(most of them consist of rows of electrical contacts), and what would normally be considered a rather stupid AI. The size of hatches between modules is largely determined by the size of the weapons the ship's personnel use. This is an 8 in diameter hole.

Heavy:
16 Type 51 Battleship(BB)
1.5 Point Capital
Summary: A somewhat gun heavy design
Mass: 1.2 MT
12 HSK(4 Bow,3 Port-Dorsal, 3 Dorsal, 3 Starboard-Dorsal, 3 Port-Ventral, 3 Ventral, 3 Starboard-Ventral, 2 Stern)
9 HGraser (3 Bow,2 Port-Dorsal, 2 Dorsal, 2 Starboard-Dorsal, 2 Port-Ventral, 2 Ventral, 2 Starboard-Ventral)
30 MGraser (2 Bow,4 Port-Dorsal, 4 Dorsal, 4 Starboard-Dorsal, 4 Port-Ventral, 4 Ventral, 4 Starboard-Ventral, 4 Stern)
144 PDS
6 Boat Bays (Stern)

6 Type 42 Fleet Carrier(CV)
1 Point Capital
Summary: It's primary offensive armament is it's fighter wings.
Mass: 850 kT
24 Carrier bays (4 Port-Dorsal, 4 Dorsal, 4 Starboard-Dorsal, 4 Port-Ventral, 4 Ventral, 4 Starboard-Ventral)
12 LSK (4 Bow,3 Port-Dorsal, 3 Dorsal, 3 Starboard-Dorsal, 3 Port-Ventral, 3 Ventral, 3 Starboard-Ventral, 2 Stern)
96 PDS
2 Boat bays(Stern)

1 Type 39 Command Ship (CC)
1 Point Capital
Summary: An integration point for the sensor network. Stealthy.
Mass: 650 kT
8 MGraser(3 Bow, 2 Port, 2 Starboard, Stern)
4 LSK (2 Dorsal, 2 Ventral)
92 HD Sensor Arrays(20 Port, 20 Dorsal, 20 Starboard, 20 Ventral, 6 Bow, 6 Stern)
96 PDS
2 Boat Bays(Stern)

8 Type 67 Battlecruiser(BC)
2.5 Point Cruiser
Summary: A well balanced design, the only real generalist.
Mass: 600 kT
6 HSK(2Bow, 2Dorsal, 2Ventral)
4 HGraser (2Port, 2StarBoard)
80 PDS
3 Boat Bays (Stern)

Light:
34 Type 66 Guided Missile Cruiser(CG)
1.5 Point Cruiser
Summary: Fairly missile heavy design
Mass: 430 kT
3 HSK(Bow, Dorsal, Ventral)
HSK(P) (Core/Stern)
4 MGraser ( Port, StarBoard)
32 PDS
2 Boat Bays (Stern)

6 Type 68 Destroyer Leader(DL)
.5 Point Cruiser
Summary: Provides C3I capability for a destroyer flotilla. Similarly outfitted to a DD, but slightly heavier.
Mass: 125 kT
9 LSK (3 Bow, 2 Dorsal, 2 Ventral, Port, Starboard)
6 MGraser(2 Port, 2 Starboard, Dorsal, Ventral)
24 PDS
2 Boat Bays(Stern)

6 Type 37 Electronic Warfare Cruiser (CLR)
.5 Point Cruiser
Summary: Stealthy Sensor Platform. Extremely good passive sensors. Also good active sensors, though those are rarely used. Integrates sensor readings from dispersed FFRs. Armament sucks, and is defensively oriented. Noncombatant.
Mass: 140 kT
2 MGraser (Bow, Stern)
1 LSK (Bow)
16 HD Sensor Arrays(3 Port, 3 Dorsal, 3 Starboard, 3 Ventral, 1 Bow, 1 Stern)
32 PDS
2 Boat Bays(Stern)

22 Type 73 Escort Carrier(CVE)
5 Point Escort
Summary:Light carrier design. Allows the transportation of 8 squadrons of fighters at a rapid pace.
Mass: 140kT
4 Carrier bays (Port, Dorsal, Starboard, Ventral)
2 LSK (Bow)
16 PDS
2 Boat bays(Stern)

88 Type 72 Destroyer(DD)
4 Point Escort
Summary: Main screening vessel for a fleet. Armament is heavily defensively oriented, with stronger shields than would normally be the case.
Mass: 120 kT
9 LSK (3 Bow, 2 Dorsal, 2 Ventral, Port, Starboard)
6 MGraser(2 Port, 2 Starboard, Dorsal, Ventral)
24 PDS
2 Boat Bays(Stern)

40 Type 74 Frigate(FF)
1 Point Escort
Summary: Light combatant usually found as a system patrol ship. Technically a generalist, but rather small nonetheless.
Mass: 30kT
3 LSK (2 Bow, Dorsal)
2 MGraser (Port, Starboard)
4 PDS
1 Boat Bays(Stern)

48 Type 33 Electronic Warfare Frigate (FFRM)
1 Point Escort
Summary: Stealthy Sensor Platform. Extremely good passive sensors. Also good active sensors, though those are rarely used. Also includes provisions for minewarfare. Armament sucks, and is defensively oriented. Noncombatant.
Mass:30 kT
1 MGraser (Bow)
4 HD Sensor Arrays (Dorsal, Port, Ventral, Starboard)
4 PDS
1 Boat Bays(Stern)
1 Minelayer (Stern)


Organization:

Code: Select all

TF1:   TF2:  TF4:
TF1.1: 4 BB  TF4.1-4.8:
4 BB   5 CG  1 BC
3 CV   1 DL  1 CG
8 CG   11 DD 1 CVE
1 DL   5 CVE 4 DD
11 DD		
TF1.2: TF3:  TF5:
4 BB   4 BB  2 DL
3 CV   5 CG  4 CVE
8 CG   1 DL  12 DD
1 DL   11 DD 50 FF
11 DD  5 CVE	

TF6:
1 CC
6 CLR
48 FFRM
Other equipment:
Galactic Positioning System
1 Capital Point
Summary: Passive reception, hard to jam, encypted system. Civilian version provides 1 Light Second accuracy near Rpblksrpsk territory. Accuracy degrades with distance. Military version has 1 LS accuracy at other end of galaxy.

Sensor Network
1 CC, 4 CLR, 40 FFRM (1 Cap, 2 Cruiser, 40 Escort)
Summary: When in active mode, can determine the locations of everything in Rpblksrpsk territory, and quite a ways outside it. In passive, capable of detecting almost everything under power, near Rpblksrpsk territory, and quite a bit of traffic that's distant.

Marines
1 Capital Point
Summary: Somewhat more bad ass than normal marines.

Technology
Power
There are three seperate types of power supplies. In order of output, they are Stressed Molecule Batteries, Exotic Matter Annihilation, and Hypertap. The first two are really energy storage devices. SMBs have an energy density several orders of magnitude less than Antimatter. They are typically found in everything from small arms up to lighter space fighters. These have the advantage and disadvantage of blowing up when damaged(note for the clueless: anything selfcontained at the power levels we're talking about will do this. Heck, you can make a Li-ion battery explode by over charging.)These can simply be hooked up to another source of power and recharged. EMAs have roughly the same energy density of Antimatter. They can be found in heavy fighters through every light ship. They use exotic matter as fuel. Hypertaps can produce an unlimited amount of energy, but the amount of power they can put out is fixed. They are found in heavy ships, as well as planetary power stations and the like. Power transmission is generally done with superconductors. Shipboard, transmission between modules is done via beamed power, which prevents feedback from any module reaching the core.

Propulsion
Largely gravitic based for STL. FTL uses the Tunnel drive. This drive is basically a point to point drive, and has a max range of 1ly per jump. Interdiction keeps object in Tunnel drive from entering or exiting, but will not dump an object out. However, interdiction does drastically slow down objects in Tunnel drive.

Weapons
Missiles
Space launched missiles come in two basic types: Interception and shipkillers. Interceptors are designed to engage both missiles and fighters. Shipkillers are designed to engage ships, with a secondary function of planetary bombardment. When ship launched, both interceptors and shipkillers have a 135 degree off-boresight capability. When fighter launched this is reduced to 90 and 45 respectively
Ground launched missiles come in three types: Interception, QuadPurpose, and shipkillers. Interceptors are light missiles designed to take down incoming ordinance. QuadPurpose work as anti-armor, anti-fighter, anti-personnel, and heavy missile interceptors. Shipkillers are almost identical to space launched anti-ship missiles, with only a difference in launcher.
Missiles generally have the following components, regardless of type: Sensors(exception: ground interceptors), SMB power pack, mass lightener, drive, shaped charge. The mass lightener makes the missile quicker to accelerate for the same amount of power, and makes for a higher top speed. As a side effect, when the it gets destroyed by the shaped charge, around 90% of the KE (depending on velocity). The shaped charge is designed to destroy both the mass lightener, and the SMB.

Guns
Space based guns come in three weights: Light, Medium, and Heavy. Light guns are to take out missiles and fighters as a last ditch defense. Technologically, they're phased array lasers. Medium and Heavy guns are design for the same job as shipkiller missiles. They basically are gamma ray lasers directed by a gravitational lens.
More to come, stay tuned.
Last edited by Beowulf on 2005-05-29 07:29pm, edited 5 times in total.
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Shark Bait
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Post by Shark Bait »

I guess I can do this after all well here is the Federation of Senteint Androids a regional power just beyond the F of T.

“In the before time of the long long ago there were those of carbon function that did walk our land they were jealous and hateful knowing not of moderation. their quarrels lead to the misuse of ourselves and soon they had all been destroyed and the world was no longer fit for their kind. We wanted in cold darkness and time passed until the creator came and seeded our world with life knowledge. We flourished for a time and the creator was pleased with his work and soon we came to know him. He taught us much and explained the teachings of the second savior and the great queen yet we were too young to understand we instead wished as the carbons of the long long ago for the secrets of durability and planar travel. The creator became angry with us for our ignorance he wanted us to use what we knew of the second savior and the great queen. Instead we became violent and he left us for a time to learn what we must on our own but he will return to grant us the secrets of durability and plainer travel.”
-great archive file 0000000000001

While this may sound like some type of legend it is actually the oldest piece of historical data and the beginning of the only religious text to ever make it off the planet Leonina. It is a simplified version of what actually happened there several hundred years ago, the first inhabitants of the planet were a warlike race that managed to wipe themselves and eventually all carbon based life off of their plane. However many machines and computers survived some still dutifully carrying out their tasks for hundreds of years. Eventually a single android who had been wandering the galaxy for a time found Leonina and its machines where he decided to uplift five of them to his level. He started slow giving them the ability to know what they needed and the ability to learn from what they had done. Most importantly he gave them each individual identities and the desire to preserve themselves this caused them to progress and strive to achieve on their own. Occasionally the android would come down to the planet and deactivate the machines to check their progress and make minor adjustments until finally he was satisfied with what he had made. At which time he decided to make contact with them shortly before they began their first venture into space, first contact went well the android was able to prove to the machines that he was in fact the one who uplifted them. He began to teach them many things and their territory grew to encompass the entire planet, he also advised them on practicing moderation and compassion through stories of people he had known. He warned them that they were not the only beings in the galaxy and that there were an infinite number of plains of existence where there were even more forms of life. The machines also learned how to be cautious at all time and explore all angels of a problem, and that the android that had uplifted them was nearly indestructible and they too could one day learn the secrets of his construction. Yet the five original uplifted machines who now ruled the entire solar system and had since spawned many similar offspring grew impatient. Eventually they confronted the android and demanded the secrets of his durability and travel when he refused they became violent and attacked him. He swiftly defended himself striking down two of the Machines before leaving the system and plane of existence entirely. The three remaining machines realized their folly and began to change their attitude realizing what the android had been trying to teach them. They gave his teachings an almost religious significance naming him the creator and the two friends he spoke most fondly of and used most often in his stories, the second savior and the great queen. Now all of the machines believe that the creator did exist and did interact with the first five, even thought the question of whether or not he would return is hotly debated in some circles. Additionally many do not believe that the second savior or great queen actually exist but are actually metaphors for the concepts they represent.

In the years since the android left Leonine the species has spread to several surrounding solar systems and had become masters of space mining. The machines adopted the name “The Federation of Sentient Androids” or FSA after making contact with The Federation of Thaumaturgists. Also borrowing from the Thhaumaturgists they created their first flag an armored three fingered droid arm reaching out of a golden gear all on a black background. Even after meeting an organic life form they kept their beliefs and continued their path of moderation today they currently have a trade agreement exchanging labor for mining rights. They expand to more systems only when doing so will be profitable and the system is not inhabited, preferring instead lifeless rocky planets and asteroid fields suitable for their purposes. Due to their mechanical nature they have developed advanced processing abilities using quantum computers with their basic unit of calculation being centered on the eight possible states of a quark. They have also continually worked towards EMP and Ion hardening in order to prevent damage from electrical interference both natural and artificial.

The machines in their basic form are 1ft x 6in oval shaped multiply redundant processor bundles encased in metal with multiple connection ports in various places. These ports allow them to literally wear machines that suit their needs and are adapted for each task that must be completed. Also should a processor become irreparably damaged it will eject one small cylinder which contains all of the data collected before its previous connection to the rest of the Federation. While all of the machines regularly synch themselves together and all have a very similar personality each processor is completely capable of functioning independently from the rest of the federation. Their empire is divided into multiple super nodes and then nodes and sub nodes, each node has one machine ruling it directing work amongst other machines. Each planet has many super nodes each one directly commanding an area that is determined by effective communication speed, also each fleet has one designated super node yet all ships are equipped with a node and is capable of functioning independently. Any processor can be work where he is needed due to a shared inteligence and often mechs contain the data they need to become acquainted with the new systems.

Many of the mechs used by the FSA actually get their names from the Federation of Thaumatugists. For example:

The Puppets: named the puppets because of their stiff almost marinate like movement. These droids are used for diplomatic relationships with the humanoid races of the F of T. They are roughly human in appearance standing 5’6” with soft gentle simulated voices. However they have black camera lenses instead of eyes and lack any hair and some manual dexterity. They walk upright on two legs with the assistance of internal gyroscopes and micro repulsorlifts. The processor wears the mech by residing inside the center of its chest, which is usually covered by human clothing.

Spiders: Spider is a broad term applied to any of the various eight legged machines that are used. Spiders range in size from less than an inch in diameter to massive mobile factories more than a mile across; they serve all manner of function from repair to mining to combat.

Military machines
Orcs: Orcs were adapted from FoT golem armor, they are human shaped 10 ft high behemoths lacking a full processor bundle, instead all available space is deadicated to increasing their power. Their armor is thicker than that of a golem due to their lack of an organic pilot. They are armed with a single heavy blaster or plasma rifle built into one arm, a missile launching system and a large harmonic blade. They also have a simplistic deflector shield built into one arm that is used either as a shield while charging or as a battering ram. They also are equipped with repulsors and simple reaction engines which are used together allowing them to take massive strides. (I’d like to spend one capital ship point on these so each one has roughly the destructive capabilities of a standard tank)

Tanks: These are the local area nodes on a battle field each one contains one full processor bundle and commands ten Orcs who “protect it” while the tank increases the combat efficacy of the Orcs, the Orcs are capable acting independently or even being “possessed” by a processor. Tanks are equipped with one turret mounted heavy blaster cannon, 4 missile tubes, 5 point defense blasters, and upwards of 200 spider droids that can be disgorged in seconds. Tanks are huge vehicles larger than the orcs moving mostly on treads but are also equipped with repulsors for maneuvering over large obstacles. (I’m spending another 2 capital ship points here so they are actually more powerful than the orcs).

Ships

Because the processors do not have squishy organic parts they have no worry of explosive decompression as a result their ships are pure function. At first glance they may appear to be almost moving scrap yards but they are in fact fairly complex superstructures made of super conductor materials that are then wrapped in neutronium imbedded armor. To protect vital systems several methods are used including various shields, armor plating on specific components and down right tangled sections of the superstructures. These superstructures allow the entire ship to become a giant multiply redundant processor and allow the pilot to exist everywhere in the ship simultaneously. The ships usually have more than one power core, hyperdrive generator, and gravimetric drive system, as well as several of any other specialty system in order to prevent the possibility of a ship being lost due to mechanical failure. Additionally all ships are equipped with a battery of large capacitors which are used to absorb sudden energy spikes thus decreasing the likely hood of overloaded circuits.

Cargo ships are largely mobile frameworks with cargo containers attached directly to the super structure but all cargo ships are also equipped with hoards of spider drones that perform maintenance functions as well as at least two turbolasers to prevent piracy.


Military craft:
Most military craft are designed to be hyperbolic geometric shapes.

Dreadnaughts: Dreadnaughts are hyperbolic Dodecahedrons 5 km in diameter each one having 20 vertices with a shield generator on each edge that while it does not cover the entire craft it does overlap other shields many times. 30 edges each with two heavy turbo laser batteries, and 12 faces each with 10 antimatter missile launchers. Additionally there are many quad guns used for point defense on each side, each dreadnaught is also capable of deploying 3 wings of fighter (72 fighters to a wing). Each dreadnaught is worth 5.25 capital ship points and there are currently 4 completed with one in production which is approximately 19.047619% complete (that’s one point for those who don’t want to do the math)

Cruisers: Cruisers are hyperbolic octahedrons 2km in diameter each having overlapping shield generators one on each vertex, 12 edges with 2 heavy turbo laser batteries on each edge, and 8 faces each with 5 missile tubes, and many quad guns used for point defense as well as a capability of deploying one wing of fighters. There are currently 35 cruisers (each worth 2 cruiser points)

Escorts: escorts are hyperbolic tetrahedrons .5km across each having four overlapping shield generators one on each vertex, six edges with one turbo laser on each, and four faces with one missile tube on each. As well as a few quad guns used for point defense. There are currently 100 active escort ships which are assigned mostly to guarding cargo shipments from various mining operations. (5 escort points each)

Fighters: fighters are spheres five meters in diameter with standard laser cannons arranged along two perpendicular “equatorial” lines as well as one missile tube at one of the intersections. There are a total of 13 cannons (seven per line but one is lost due to overlap at the intersection opposite missile tube) and 4 missiles on each fighter.

Systems:
Leonina system all of it
3 solid planets
4 gas giants
and the asteroid field

System 224993
The asteroid field
Gas giants 1-3
Moon one and two of all three Gas planets

Nebula 0483
It’s a raw material harvesting operation.

Significant colony and mining operation
Largos system asteroid field, the field is mined for its high concentration of materials used in the production of processor components and a percentage of materials found is given to the F of T in return.
Last edited by Shark Bait on 2005-02-26 11:16pm, edited 3 times in total.
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Vohu Manah
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Post by Vohu Manah »

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United Vigoran Protectorate
Minor Power

Background

The Vigoran people are a near-human race only recently elevated to the stars, however this was not by choice. An unknown avian race had enslaved the primitive inhabitants of Vigora 4, located in an isolated portion of the Cygnus Arm, and kept them in said bonds for several hundred years. Freed Vigorans, under the direction of Lord-in-exile Vohu Manah and aided by several sympathetic private interests, raised an armed force and after a multi-year campaign freed the system.

Once freed, the Vigoran people plunged into civil war, the former noble houses of Vigora fighting to regain their "rightful place." The war lasted approximately 50 years before the House Manah, in control of the only major space-borne forces having taken responsibility upon themselves to seal the system from any potential invasion, decided to take matters into their own hands and "settled the matter themselves." This conflict ended over 100 years ago.

Since that time, the UVP has largely kept to itself, seeking additional time to further adapt (not to mention understand and replicate) to the technology their people have collected and acquired over the years. In addition, the government has made almost every measure to leave no one behind in the development of their people, slowing their progress down. However, the government now feels it is time to move the Vigoran people forward once more and rejoin the people among the stars.

Demographics

Racial Division
No statistics are available. It is believe that at least 99% of the population is Vigoran since the UVP has had little in the way of contact with other nations.

Religious Division
No statistics are available. There are no state-sanctioned religious orders, and there are constitutional provisions forbidding such.

Vigorans are physically indistinguishable from humans, though their life spans exceed humans by at least a couple of hundred years. A hardy people, their long lives (and primitive state) made them attractive targets for any race wanting slaves. They are by no means a peaceful people, their surviving recorded history prior to their enslavement shows them to have a warrior tradition, with literally almost no time of peace known between the hundreds of noble houses of the world prior to the formation of the UVP.

Government Type

Constitutional monarchy with a UK-style parliament, the current monarch is the Lady Protector Armaiti II. There are currently three potential heirs to the throne. Although the powers of the monarchy are regulated by a constitution, said constitution grants extraordinary powers to the monarch.

Political Division

For the purpose of internal territorial division a province can be a single star system, though is often several star systems with at least one habitable world or other major colony among them, lead by a provincial governor (selected by the House of Lords with consultation from the monarch). The population of the province granted elected representation in the House of Commons.

Currently, the United Vigoran Protectorate claims ten star systems (mostly lifeless star systems, including their home system) divided into four provinces. Those provinces are Vigora (includes Vigora, and Beta Sopedu star systems), Mayin (includes Mayin, Alpha Sopedu and Gamma Sopedu star systems), Zemyna (includes Zemyna, and Bucca star systems), and Tvashtri (includes Tvashtri, Alpha Rusalka, and Beta Rusalka star systems).

Major Colonies:
Vigora IV (Vigora Province and UVP Capital World)
Mayin IV (Mayin Province Capital World)
Zemyna II (Zemyna Province Capital World)
Tvashtri V (Tvashtri Province Capital World)

Major Industrial Stations/Worlds
Hephaestus Station, Vigora System Asteroid Belt
Indra Station, Mayin System, Orbit of Mayin IV
Karttikeya Station, Tvashtri System, Orbit of Tvashtri V
Mayin III & VIIa-c
Bucca II & V
Beta Sopedu I & III
Vigora III & IX

Scattered smaller colonies, resource gathering operations and customs/law enforcement stations throughout the territory.

Military

Military Headquarters: Hephaestus Station (military/industrial station built on a Ceres-sized asteroid in the Vigoran home-system)

The United Vigoran Protectorate (UVP) firmly believes that they should only field what they can build. Having developed little in the way of their own technology however, finding itself dependent on the purchased or captured technologies of other races, the UVP depends on a handful of ship types for all functions constructed of technology they have managed to adopt successfully. The UVP has only developed one significant class of capital ship (the Raktavija-class Fleet Battle Carrier), one cruiser class (the Kamaitachi-class Battlecruiser), two escort ship types (the Scathach-class Planetary Assault Corvette and the Ferentina-class Escort Corvette), one type of peronnel transport (the Type 1 Transport), and two all-purpose starfighter types (the Ninlil Heavy/Assault Starfighter and the Nanna Light Starfighter) [stats per D20 Star Wars (PDF Format, Complete)].

The United Vigoran Protectorate uses an unified military structure, similar to Star Trek's United Federation of Planets. Unlike the aforementioned government, the UVP goes to great lengths to provide the same degree of military equipment and technology to it's ground forces as it does it's navies. Most classes of equipment, sans heavy artillery, are present in the UVP's ground arsenal. On larger vessels, UVP marines are present in almost the same number as ship crews and the Type 1 Transport, in particular, was designed almost exclusively for use by the shipboard marines (both classes of starfighter in use by the navy are designed to also work in the close support and ground assault role). Planetary defenses are organized at the local level, but the military is responsible for traffic control, customs and law enforcement through UVP territorial space. The UVP Marine Corp is also tasked to maintain garrisons around major installations, and maintains several planetary bases for the sole purpose of staging replacement Marines.

Starting Force Totals: 10 Raktavija-class Fleet Battle Carriers (Capital-Class Ship Value: 1.25), 30 Kamaitachi-class Battlecruisers (Cruiser-Class Ship Value: 1), 75 Scathach-class Planetary Assault Corvettes (Escort-Class Ship Value: 1.25) and 125 Ferentina-class Escort Corvettes (Escort-Class Ship Value: 1.25) divided into 4 operational fleets. The UVP Marine Corp is worth a total of 2.5 capital-class ship points.

First Fleet: "Shi Tenno"
Headquarters: Hephaestus Station, Vigora System
Mission: Territorial Defense
4 Raktavija-class Fleet Battle Carriers
12 Kamaitachi-class Battlecruisers
20 Scathach-class Planetary Assault Corvettes
40 Ferentina-class Escort Corvettes

Second Fleet: "Sae-no-Kami"
Headquarters: Vigora IV, Vigora System
Mission: Vigora System Defense
2 Raktavija-class Fleet Battle Carriers
6 Kamaitachi-class Battlecruisers
15 Scathach-class Planetary Assault Corvettes
25 Ferentina-class Escort Corvettes

Third Fleet: "Manas"
Headquarters: Indra Station, Mayin System
Mission: Patrol Fleet
2 Raktavija-class Fleet Battle Carriers
6 Kamaitachi-class Battlecruisers
20 Scathach-class Planetary Assault Corvettes
30 Ferentina-class Escort Corvettes

Fourth Fleet: "Jizo"
Headquarters: Karttikeya Station, Tvashtri System
Mission: Patrol Fleet
2 Raktavija-class Fleet Battle Carriers
6 Kamaitachi-class Battlecruisers
20 Scathach-class Planetary Assault Corvettes
30 Ferentina-class Escort Corvettes



Feel free to PM me about any necessary edits. And my apologies concerning the quality of the document. I'm not finished, so I'll be adding to this later.

EDIT: Feel free to PM me if anything else needs adding, I think I'm done.

EDIT: Modified Capital-Class Ship values to grant 2.5 points to Marines and ground armies.
Last edited by Vohu Manah on 2005-02-10 04:24pm, edited 14 times in total.
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Post by Dahak »

The Stuart Corporation

History:
The colonists, intended for research colony on an earth like planet near their home planet, left Armaria nearly 3000 years ago. During their STL travel, they encountered a wormhole and were transported thousands of light years out of the known sphere of the universe. The system they were dropped into, Avalon, only contained gas giants and several gargantuan asteroid belts, ehich seemed to be the former "normal" planets. Forced to decide, the colonists opted to live in the atmosphere of one of the gas giants. With limited personnel, it was further decided to increase the populace by cloning, in-vitro fertilization, and other radical medical methods. Thus the population increased rapidly.
Over the centuries, the people settled other systems, now numbering 10, had several violent civil wars, forcing the people to develop a fierce military. After the end of the last major war, costing nearly 1 billion lives, the Stuart Corporation emerged victorious and has reigned unchallenged ever since.
In the last years before Contact, scout expeditions have discovered that the universe isn't so empty as they thought, and the people are carefully assessing the other nations.
Now, after the interstallar wars have settled down, there have been many changes in the Corporation.
There have been several star systems recently included into the Corporation, mostly for their strategic importance and for their raw resources. The popluated planets, if present at all, are getting slowly upgraded to Stuartian standards but are still only third-rate citizens, if that.
One system, though, holds a insectoid species which has proven to respond quickly and easily to social and genetic engineering and the hive mind adopted easily to the rigid and hive-like overall sociology of the Stuart Corporation. The Corporation has identified its weak spot in ground warfare, and it was decided to do something about this shortcoming, that's why these insectoids have been taken, becoming the Corporation's ground army.

Biology:
The Avalonese are basically human. But due to mass usage of genetics, they have altered themselves drastically. Their system is capable of surviving in the toxic atmospheres of most gas giants for some time without negative effects, and they can survive in the high-pressure, high-gravity environment of the deep layers of their home planets.

The military has also been genetically altered for enhanced reactions, and the use of cybernetic implants is common use, integrating the mind with the vast data sphere connecting everything.
Usage of affinity bonding (biological) lead to a sort of biological Datasphere, albeit limited in range, that locally creates a Consensus.

Ever since Datasphere, bodies have been reduced to no more than interfaces and interaction devices with the physical world.

Economy:
They have a strong economy, and thanks to Gate technology and Datasphere, all systems are tighlty integrated. The gas giants they populate produce vast amounts of highly advanced chemical compounds, medicine, and other products, while the massive asteroid foundries produce metals and other raw material.
Most production is done either via replication technology, nanotechnology, cyborgs, or normal humans. As it would be mostly unpleasant for the human in qzestion to actually do the work, the bodies are just taken by Datasphere, the normal owner doesn't feel a thing his body does.

Holdings: 25 Systems
Population: 900 Billion

Capital: Crystal palace, Avalon (Stuart Plaza left Stuartian Space in accordance with security plan activated over Corsair incursion)
Ruler: Hereditary CEO Gladstone, and the board.
After the introduction of the Chandra protocol, the Corporation is now a unified single political structure, with absolute power of the CEO, shared with the Datasphere and Consensus of its citizens.

Sociology
Every Stuartian is fitted with neural implants and other implants while they're still in the wombs. Everything is controlled vis implants, from the door opener to huge warships. Without them, one is unable to even open a door.
Another part of it is Datasphere. It is everywhere. It sees everything, as it has access to every citizens senses, to every sensor...
Everyone is implanted with specific thought patterns in the biological brain, the neural implants, and Datasphere, which assures that every citizen will never harm the Corporation, or let harm befall it. As everyone is constantly observed and assessed, deviation is easily detected, and is dealt with the banning of the mind in a special part of Datasphere, apart from normal life.
Most people have 2 or more minds, complete "copies" of the person, which means they can easily multitask things. Living in virtual worlds inside Datasphere is a normal thing for billions and many have left the normal world altogether for a life in virtuality.
Individuality and free thought is only a simulation of Datasphere, a figment of older times as a hive mind was not desired, at least yet.

Technology:
They have a incredibly refined gravity control.
There's computer technology is second to none (they know of).
Communication is done via instantanous quantum inseparability channels, uninterceptable, or by any other means detectable. Every citizen has a receiver/sender implanted. (~Ansible) Outside the range of major hubs, ships perform this function.
After incursion of the Corsair Republic, the Corporation has spent additional resources to bolster the network defenses (worth 2 cap points at the moment). This will be an ongoing meassure.
Gates, providing instant personal travel inside the territory (Farcaster equiv.)
Artificial Intelligence is widespread, and the AIs range from basic controllers to self-aware digital citizens.

Military Technology:
The main FTL drive is the Kornienko Drive. It is, for outside observers, an instantaneous drive system, connecting any point A to any Point B in the galaxy in zero time. But for the ships using it, it is not. Thus any ship using Kornienko drive, they experience time passing relative to the distance travelled. So bunker space and nourishment decides the maximum deploying range of the ships. Unfortunately, the current situation in the galaxy renders it slightly impaired, and only instant jumps of several light years can be done, so any travel in-galaxy must be done via sequence of instant jumps, clearly annoying.

They also use a fold-space drive system, which is a really instantaneous travel system, but highly energy consumptive and short ranged.

STL drive system is the Grav Torch, projecting highly focused gravity against the skein of space, allowing for high accelerations.
Fighters employ a inertialess drive system, unfortunately impractical for anything larger than a fighter.

The fleet also has limited Gate ships, allowing to open Gates in other systems than home systems, and for fast and easy fleet deployment.

The fleet has adopted a missile heavy doctrine, using STL and FTL missiles equipped with warheads of varying size, mostly used is the gravitonic warhead, but fusion and antimatter warheads are also wide-spread.
Energy weaponry consists of long-range Tachyonic disruptors, lasers, Force beams, and as of lately probability weaponry.

Weaponry:
Long ranged missiles, equipped with fusion, antimatter, or gravitonic warheads.
Two types of missiles: Long-ranged SBM missiles, carrying heavy warheads (sprint-mode possible), range 20 LM, Hauptmann-coil missiles, smaller, but way faster, short-ranged, 5 LM
FTL missile available, range 40 LM.
Orbital Fortresses and City-based missiles are heavier and equipped with more powerful drives than ship-based missiles, thus longer ranged and carrying heavier warheads.
Energy weaponry are Primaries, intensly focused gravity waves (Starfire Primaries), and grasers and lasers as back-up. Additionally used are Probability weapons. When in Primary mode, they are nearly unstoppable by most shields.
Primary range: 3LS
Force Beam (variable lensing tech., can be switched to Primaries): 9LS (3LS as Primaries)
Graser: 4LS (effective)
Laser: 3 LS (effective)
Probability weapons: 6 LS
Tachyonic weaponry: very long range, though quite heavy and energy consumptive. 10 LS

Defenses:
Gravity fields around the ship (~HH sidewalls), energy shields, and hypershields to protect from FTL missiles.

Military
The Shareholder Security Service has fought several brutal internal wars.

The navy arm favours large battleships, supported by fast and deadly fighters. Thanks to their home planet conditions, they have highly capable fighter pilots used to flying from their earliest times.
The carriers are a mix between offensive military units and offensive ones. The Aviary Battle carrier is between a Battleship and a Battlecruiser in terms of pure offensive capabilites, without the massive load of fighters it bears. The attack carriers have the throwweight of a lighter Heavy cruiser, while the light carriers still have offensive capabilites of a destroyer.

The ground force arm favours battle armoured units, with heavy weaponry. Due to the lack of settled "normal" planets, there warfare is centered around ship-to-ship or ship-to-Floating City boarding, but they have some experience with fighting on small moons. Recent events led to some experience in ground warfare, but the Army is still woefully unexperienced for real ground warfare.
The new Insectoid Army Group numbers only 10 million specially designed and groomed insectoids, specially equipped for ground warfare. ( 1 cruiser point)
Normal army numbers around 30 million people.
Newly recruited (2 cruiser points) is a special psionic corps to defend against psionic intruders.
Genetic experiments with species from Caladan are continuing to create additional ground warfare units suitable for use.

The atmospheric arm policies the atmospheres of the planets.

The Shareholder Naval Arm:

Total ships:
4 Behemoth
4 Tormentor class Battleship
8 Uther Pendragon-class Battleships
12 Aviary Battle carriers
34 Punisher-class Battlecruisers
2 Dominance-class Battlecruisers
9 Cash Cow-class Heavy cruiser
22 Cash Cow II Heavy Cruiser
3 Kali-class Large Carrier
315 Hunter-class destroyers
170 Synergy-class fast destroyer
50 Nyx-class fast destroyer
137 Hawk Attack carrier
50 Pirol Light Carrier

Behemoth:
3pt. capital equiv.
40km length
90 broadside missile tubes (heavy capital grade)
40 graser emplacements (heavy capital grade)
45 Probability disruptors
10 Tachyonic disruptors
50 capital Force Beam projectors
30 heavy Force Beam projectors
200 fighters

Tormentor-class Battleship:
1pt cap equiv.
15 km length
50 broadside missile tubes (capital grade)
20 graser emplacements (capital grade)
4 Probability disruptors
7 Tachyonic disruptors
20 capital Force Beam projectors

Uther Pendragon-class Battleship:
1.5pt cap equiv.
17km length
40 broadside missile tubes (capital grade)
15 graser emplacements (capital grade)
14 Probability disruptors
8 Tachyonic disruptors
30 capital Force Beam projectors
8 heavy Force Beam projectors

Aviary Battle carrier:
2pt. cap equiv
25km length
25 broadside missile tubes (heavy capital grade)
10 graser emplacements (heavy capital grade)
10 Probability disruptors
2 Tachyonic disruptors
20 capital Force Beam projectors
700 fighters (various types)

Punisher-class Battlecruiser
2pt cruiser
10km length
18 broadside missile tubes (capital grade)
10 graser emplacements (capital grade)
5 Probability disruptors
17 Heavy Force Beam projectors
5 light Force Beam projectors

Dominance-class Battlecruiser
Newest BC, extremely fast, very powerful weaponry, holding capital ship weaponry, though less numerous, also carrying extremely beefed-up shields.
5pt cruiser
15km length
10 broadside missile tubes (heavy capital grade)
5 broadside missile tubes
5 graser emplacements (heavy capital grade)
3 Probability disruptors
10 capital Force Beam projectors
5 heavy Force Beam projectors

Cash Cow-class Heavy cruiser
1pt cruiser
5 km length
25 broadside missile tubes
15 graser emplacements
5 Probability disruptors
20 Medium Force Beam projectors
5 light Force Beam projectors

Cash Cow-II-class Heavy cruiser
1.5 pt cruiser
5,5 km length
30 broadside missile tubes
10 graser emplacements
5 Probability disruptors
20 Medium Force Beam projectors

Kali-class large carrier
2 pt cruiser
6 km length
10 broadside missile tubes
5 graser emplacements
5 Probability disruptors
15 Medium Force Beam projectors
400 fighter

Hunter-class destroyers
1pt escort
2 km length
15 broadside missile tubes
10 graser emplacements
5 Medium Force Beam projectors
10 light Force Beam projectors

Synergy-class fast destroyers
2pt escort
2.5 km length
20 broadside missile tubes
14 laser emplacements
8 Medium Force Beam projectors
15 light Force Beam projectors

Nyx-class fast destroyers
*extremly fast*
2.5pt escort
2.8 km length
5 broadside missile tubes, capital grade
4 Medium Force Beam projectors
1 graser (heavy grade)

Hawk Attack carrier
1.5pt escort
5 km length
18 broadside missile tubes
15 graser emplacements
12 light Force Beam projectors
200 fighters

Pirol Light Carrier
1pt escort
2 km length
5 laser emplacements
5 light Force Beam projectors
80 fighters

List for non-ship spent points (as written in text above), for clarity's sake

2 cap points network defense/offense
1 cruiser points insectoid army
2 cruiser points psionic corps
Last edited by Dahak on 2005-06-04 09:49am, edited 20 times in total.
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Post by Raxmei »

Quylthulg Confederation

The Quylthulgs are a nomadic people (ironic if you know what a quylthulg is) who operated mainly in the background earlier in history, scavenging materials from random debris in space and sometimes trading. The general breakdown of order following the wars and the concurrent increase in pirates and other rogues forced them to militarize to defend themselves. It also opened up the opportunity for them to expand their range of operations. Some adventurous quylthulgs started wandering out of the established ranges, exploring and harvesting from the space beyond. Back in the old days the Quylthulg Confedaration was a true confederation of Quylthulg breed lines. In the modern day the idea of breeds as distinct political entities has fallen away, replaced by trade associations.

Quylthulgs are primarily nomadic, living on mostly self-sufficient ships that wander the stars searching for resources. Sometimes a ship will settle down in an area unusually rich either in resources or traffic to develop it more thoroughly. When many ships do this the result is called an atoll.



The Race:
Quylthulgs themselves are sessile mounds of indistinct pulsating flesh. Quylthulgs are completely incapable of physical labor. That work is done by bioengineered psionic puppets called Shoggoths, and by robotic drones. Quylthulgs communicate among themselves telepathically, but later innovations allowed written language and communication with alien races.

A shoggoth is lump of nonsentient programmable semiorganic protoplasm. Htey can take on various forms based on how they are instructed by their quylthulg controllers. Shoggoths shaped for physical resemblence are commonly used for face to face meetings when they are demanded.

Military
Quylthulg combat ships are unusual in that the ships themselves are completely unarmed by tradition dating back to prehistory. The only features that set warships apart from civilian ships of the same size class are military grade shielding and electonic warfare gear. The space that would ordinarily be taken by antiship weapons, point defense mounts, missile launchers and the like is instead occupied by cavernous launch bays containing a huge number of drones. In civilian ships this space is mostly taken up by utility drones and cargo. Any ship can carry combat drones, but it's unusual for anyone other than a warship to have any significant amount, and only warships are rigged to run them effectively in battlefield conditions. Drones are semiautonomous, capable of flying and fighting for themselves as well as tactical cooperation.

Quylthulg ships are boxy in shape. Their shape closely resembles that of a box a little over one and a half times long as it is high with a width somewhere in between.

The homogenous drone swarm: Although it is possible to specialize, and indeed there are plans on file for doing so, the Quylthulg fleet prefers the simplicity of having just a single model of combat drone. Doing this greatly increases the ease of manufacture and supply, at the cost of some degree of specialization. General Purpose Combat Drones are not as good at interception as dedicated interceptors or as good at taking down hard targets as dedicated big guns. However, they are better than half as good at each task, so things balance out in their favor.
In battle, drones are launched in very large numbers, enough to overwhelm all but the most dedicated of carrier forces and to render most antiship missile attacks ineffective. It is considered a defense failure is anything gets within visual range of the mothership. This is why ships don't even carry point defense. Further, the drone swarm carries enough firepower to threaten capital ships if they are allowed to fire upon them in sufficient numbers for a long enough time.
This approach has some well known and obvious weaknesses, but the fleet is either unwilling or unable to break away from it.

All ships are worth one ship of their type

The Navy is part of the Department of Transportation. There is no War or Defense department. The name translates more closely to Highway Patrol than Navy, and that is their usual purpose.

Capital Scale

6 Demolition/Construction/superweapon ship
Size: 5.2km
(CCF, Capital Carrier, Factory)
Launch capacity
2000 standard size drones (1450 combat, 500 worker, 50 recon)
Superweapon:
Unusually large tractor beam array
and molecular furnace, a la World Devestator
The rig of tractor beams and large molecular furnace allows the ship to harvest material wholesale from large objects, unlike lesser ships which are limited to piecemeal harvesting in enclosed facilities.

-

24 Super Carrier (CCC, Capital Carrier, Combat)
Size: 5.2km long
A battleship by quylthulg thinking, and a carrier by everyone else's, quylthulg super carriers have storage bays more capacious than even a flotilla of cruisers. This many drones takes time to launch and servicing can cause traffic jams, so super carriers always have escorts folling along to take up the slack. Though it may be tactically cumbersome, a super carrier's capacity provides the fleet with great endurance over the long haul.
Launch Capacity
4000 standard (3500 combat, 450 worker, 50 recon)

------

Cruiser scale

48 Fleet carrier (FCC)
Size: 2km
Workhorse of the fleet, fleet carriers have a medium size combat drone load, It is capable of loading and unloading all of those drones in a reasonable amount of time, unlike the relatively unwieldy super carriers.
Launch Capacity
1000 standard (850 combat, 120 worker, 30 recon)


-

10 Combat support ship (FCF, Fleet Carrier, Factory)
Length: 2km
Supply carriers are technically supply train, but they are important and well armed enough to list here. They carry more extensive drone factories than combat carriers as well as fuel, munitions, spare parts and drones for resupplying the fleet in near-combat conditions. Ideally drones would be shipped in from dedicated factories in secure parts of space, but that isn't always possible.
Launch Capacity
500 standard (350 Combat, 140 worker, 10 recon)



------

Escort Scale 500


260 Escort carrier (ECC)
1024m
The escort carrier is much more important than the name and meager launch capacity imply. These small, fast, and somewhat expendable ships advance with the drone swarm to better coordinate them and provide resupply in the short term. Escort carriers are optimized for rapid turnaround and are invaluable for getting a drone screen up quickly. They also operate independently as convoy escorts. Despite the massively increased risk of getting engaged at point blank by the enemy, escort carriers still mount no weapons.
Launch Capacity
100 standard (60 GP combat, 30 worker, 10 recon)


-

60 Scout carrier (ECR, Escort carrier, Reconnaissance)
860m
Meant to operate solo, scout carriers scout ahead, using recon drones to get close up looks at things. Scout carriers have better stealth packages than other quylthulg ships, since stealth is nearly the only effective defense for a single escort. They'll only show up on scans if the operator is unusually vigilant or expects to see stealthed ships. Scout carriers are constructed strangely, so are less popular to build.
Launch capacity
50 standard (20 GP combat, 20 worker, 10 recon)


-
180 Shield drones
645 m
Fitting to the large exterior docks of large ships, shield drones put themselves directly between their mothership and the enemy. Shield drones are slow compared to standard drones and even other escort ships. Nearly all space in the drone is taken by armor and shield generators. Shield drones are remarkably sturdy for ships their size, though their other attributes are rather pathetic. The intent is simply to delay the enemy long enough for the mothership to do something to save itself, and not to do any appreciable harm.
Armament:
1 Heavy laser battery, forward mounted
basic point defense package


6 Standard fleet group, numbered 0-5
1 CCS
4 CCC
2 FCS
8 FCC
40 ECC
10 ECR
30 shield drones (3 per CCS or CCC, 2 per FCS, 1 per FCC)

20 ECC escort carriers left over for general duty
Ten cruiser points left unused, spent on 10000 combat drones committed to home defense.


Drone:
Drones are the interesting part of the quylthulg fleet. The ships are just mobile
support systems for drones. Standard drones are sized to fit inside 16 meter by 12.7 meter by 10.1 meter boxes, and so are slightly smaller than this size. For reference, a Y-wing is 16 meters long, a bit longer than standard drones but not as bulky.
Military drones have subkiloton self destruct charges and light shielding installed as
standard but no hyperdrive.

General purpose combat drone
2 fast beam turrets
1 heavy beam cannon


Stealth recon drone
1 light beam turret

________________

Population centers

Eagan Atoll
Site of the old homeworld, Eagan is actually a fairly unimportant atoll, notable only for its large population.

Moorhead Atoll
A frontier atoll, Moorhead is the gathering point of pioneering quylthulgs and their suppliers. Moorhead traffics heavily

Bloomington Atoll
Best known as a commercial center above all else. The area surrounding Bloomington is unusually clear for navigation. Bloomington is near the old qulythulg homeworld, and so most quylthulgs live fairly close to it.

Mesabi Atoll
An industrial center, Mesabi Atoll orbits a hot star formed from supernova remnants. This system and its neighbors area is rich in heavy metals, and attracted many miners to the area. Shipbuilding followed, centered on a single system which Mesabi then formed around.

Hibbing Atoll
Located in a sparsely populated area of the Confedaration, Hibbing serves as the primary market for quylthulgs from a wide geographic area. Also a manufacturing center of slightly lesser importance than Mesabi.
Last edited by Raxmei on 2005-01-03 02:28pm, edited 2 times in total.
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Post by General Zod »

okay. here's a rough rundown for my regional power. i'm not sure about point distribution and that type of thing so if someone wants to point out any mistakes lemme know. just as a warning it's somewhat big.

Corporate Hegemony Sector #001

planetary history

Formed 700 years ago, the corporate hegemony was originally a mining facility settled by entrepreneuial miners, seeking new and unusual mineral ores that could be adapted for new state of the art research. Several settlers of the world were spiritualists attracted due to various reasons, and learned of the planet's unique source of what the superstitious dubbed 'spirit energy'. some regular humans were capable of tapping into it, using it to create energy fields, blasts of raw force and increased mental and psionic ability. a handful of eccentric scientists took notice and begun studying the powers, though they were largely dismissed by the scientific community as a whole at the time as crackpots. eventually they stumbled upon a way to harness the power without substantial training and discipline using cybernetic enhancements.

these enhancements allowed individuals unattuned to the spirit energy of the planet to tap into it, and through sufficient training and experimentation resulted in some of the fiercest cyborgs ever created by the private sector. due to the importance of their findings, the hegemony ruled that this knowledge was to be protected from outsiders until the technology could be perfected. thus the planetary system adapted a strict isolationist policy in order to hide its secrets. contact with other worlds was severely limited and for a time cut off alltogether.

after 200 years of study of the commonly labeled 'spirit energy', scientists learned that all living things and planets possess similar energy patterns, and can be adapted for a wide variety of uses. using specially crafted gelpacks, they learned how to harness its power for power plant production, weaponry and defense systems, beyond simple cybernetic enhancements, and this new energy supply quickly became the predominant source of fuel. after another hundred years of refinement and propaganda, the hegemony eventually decided to start opening up relations with other worlds and released their findings on the newly labeled 'mako' energy.

presently the corporage hegemony is one of the leading experts in cybernetic and medical technology, excelling in artificial limbs and rejuvenation technology. nanotechnology is currently under development in order to further advance the rejuvenation capabilities of individuals, but since it's still in its infancy at best it's been proven to merely enhance natural healing abilities.

The Demon Wars

500 years ago, when the understanding of spirit energy was still in its infancy, the hegemony was working with the use of AIs and mako reactors, hoping to be able to combine the two. the AIs created demonstrated a unique mako energy signature, dubbed makyo for its peculiar energy wave pattern that was distinctly different from spirit energy. unknown at the time, the makyo energy wound up attracting extradimensional entities, akin to demons of ancient myth, and inevitably dubbed demon energy by the laymen.

summoned through the mako reactors, whose extradimensional properties tapped into spirit energy, bloody battles across the solar system were fought, in which countless lives were lost until the demon hordes could be pushed back. once scientists finally understood what was causing the attraction, they destroyed all AIs, and outlawed all artificial intelligence development and research, summarily destroying all AIs within the system, as they were labeled another type of demon.

severe penalties are levied for any scientist within hegemony space creating AI technology, including death, brain wipe and permanent exile. for this reason races displaying traces of demon energy are forbidden from entering hegemony territory. as of present the only races that display such tendencies are either extra-dimensional in nature or artificial constructs.

while this is common knowledge within the hegemony, powers who have not interacted with them in any meaningful level may not be aware of the sanction against AIs. as such they are given warnings should they possess one aboard the ship, which can be detected by its demon energy.

The SDF

the special defense force. created to deal with the threats of invading demon hordes, and under control of the chairman of security, the special defense force is the single group within the hegemony most equipped to dealing with threats of supernatural and extradimensional occurence. outfitted with the latest technology. the core of the SDF includes 13 members, highly trained and experienced groups of humans and cybers, each masters of spirit energy uses, and knowledgable on supernatural threats, weaknesses and common defenses. rarely called upon in these times, they still see work when the occasional mage summons something he just can't control or an ancient sleeping force happens to wake up.

the demon
only a rumor whispered quietly and in dark corners, it's said that a demon leftover from the demon wars is serving the board of directors in discreet fashions, being called upon for jobs too difficult for even the SDF to handle alone. as of yet this is unconfirmed by the general populace and almost unknown outside of hegemony territory.



government

the corporate hegemony is a privately ruled group of investors composed of the wealthiest industrialists on the planet. chairmanship can be purchased by natives of the corporage hegemony, as can limited partnerships. any who can pay the price can get a say in the system's government council, but it's difficult to gain entry without connections and impossible to gain entry for non natives. laws are relatively loose and laxed, with the primary laws being bans on all firearms to the civilian populace. only citizens authorized by the hegemony defense council and given special permits or military officers are permitted to carry them. punishment for violation of this law typically results in exile from the system. while not too much of a problem for the mostly human members, for cybers this can be a death sentence due to the propietary technology incorporated into many cybers. maintenance and replacement can become difficult for an exile, if not impossible.

board of directors
the present board of directors consists of 10 councilmen, who oversee the grand design for the hegemony and decide upon the fifty year plan at every meeting. the vast majority are extremely wealthy, and have undergone cybernetic enhancements and rejuvenation treatments so as not to worry about the problems inherent in aging and having to train a replacement. since the basic logic of hegemony government revolves around business, its chairmen are selected based on their capacities for running one, their fairness to their employees and general even handedness when dealing with other mega-corporations. as a result selection is very strict and occurs rarely. much more common is an offering of a place on the general advisory council, which oversee the governing of individual provinces within the planet and other planets within the solar system.

present members:

daisuke endo: presently the head chairman of the board of directors, overseeing selection processes for the council, giving directiosn for the fifty year plan, and running day to day tasks of the board. chairman daisuke made his wealth through the pioneering of new mako technology, and the construction of many highly advanced mako reactors which are used aboard all space facilities and starships. presently the cleanest source of energy the hegemony has discovered and thoroughly researched.

jashugan heihachi: vice president on the board of directors, mbadi personally controls several mining operations within the hegemony asteroid belt, and made his wealth through mineral ores and refineries.

mbadi jashkuan: director of the public relations division, jashugan is in charge of distribution of propaganda and relations with other powers. his wealth was earned primarily through research and advancement of cybernetic and medical technology, as well as alternate uses for mako as a medicinal tool. although he has no cybernetic enhancements himself, he is a master of spirit energy and has managed to extend his lifespan considerably through its use and refinement.

daryn rygel: presently the director of the electronic security division, daryn pioneered his wealth through incorporation of mako energy and cybernetic computer systems, leading to a far more advanced man-machine interface than previously devised. as a result he's been placed in charge of computer security and monitoring of the satellite relay networks for the hegemony.

(will add other members and individuals as needed)




technology levels

the hegemony is advanced in the areas of cybernetic and medical research, rivaling even some of the major powers in capability, as the vast majority of their research is focused in these areas. unfortunately as a result their ship production, ftl drives and weapons technologies suffer somewhat but the hegemony has little problems finding willing suppliers of such items in exchange for their advanced cybernetics and regeneration technologies.

military

while the corporate hegemony is somewhat reluctant to enter into any skirmish, they'll happily provide other governments with the technology and funding to wage their own wars while remaining politically neutral as possible. the present military is composed entirely of cyborgs, all enhanced with the goal of defending the system. the hegemony also incorporates a very well adapted spy network, composed almost primarily of non cybernetically enhanced telepaths. used to infiltrate other governments, the telepaths are the hegemony's greatest secret. after centuries of medical research and study of mako enrgy, they learned how to enhance a regular human's existing mental talents without cybernetic enhancements. unfortunately the side effects are a drastically shortened life span, but many are willing to pay the price due to the rewards of being enhanced by the government and working as a spy. for some as yet unknown reason cyborgs are unable to be enhanced to become telepaths.

the primary defense of the system consists of 100 cruisers and 300 escorts. due to the lack of devlopment in its shipyards, capitol ships are limited to a mere 20, primarily used to defend the base of the hegemony's power structure, sector #001. the homeworld's primary defense consists of the orbital space ring, armed with 10 million heavy lasgun cannons, 1 million ion cannons, 1 million emp volleys, and 1 million mass driver cannon, protected by an energy field capable of withstanding up to several hundred gigatons of sustained firepower for several hours before too much strain is placed on the system.

each capitol ship carries 200 heavy lasgun implements, and 100 light lasgun mounts, and 1 Super lasgun mount, with an output equal to 10 single heavy lasguns. each cap ship is outfitted with 100 single man fighter ships and 10 troop transports.

every escort has 5 heavy lasgun mounts and 3 light lasgun mounts. with each cruiser containing 100 heavy lasgun mounts and 25 light lasgun mounts.

hand weaponry
hand weaponry is mostly obsolete within hegemony space, due to the advances in cyborg technology. as a result only military units are permitted to carry firearms.

point distribution
point allocation:

5x capital points to orbital space ring

5x capital points to capital ships, 3 cap ships total, all well armed

3x cruiser points to fleet of cruisers, approx. 20 ships, all well armed

1x escort points, 300 escorts total.

1x escort points dedicated to special defense force, 13 cyborgs + fighters

.5x escort points, orbital defense satellite platforms. 200 platforms, protecting areas of core world unprotected by space ring and some of the outer worlds.


plasma caster

the workhorse of the infantry units, plasma casters were created in mind of penetrating armor defenses and utterly devastating standard forms of troop protection.

light hand lasgun

while a low yield weapon, the hand lasgun is a common weapon among all military units, nearly as common as handguns were among ancient military systems.

vibro blades

another commonly implemented weapon standard to all infantry, the vibro blades incorporate sonic vibration units in the knife, axe or whatever in order to improve its cutting effectiveness. such enhancements, coupled with mako power packs enable it to slice through solid steel up to two inches thick.


the space ring

one of the grandest examples of the hegemony's engineering feats, the space ring is an orbital station that encircles the entire planet, with space elevators connecting the ground. centrifugal force and the cornelius effect keep the ring in orbit and prevent orbital decay. on board the ring is the center for the vast majority of the purely human population, with the majority of the planet's surface being somewhat inhospitable without cybernetic enhancements, save for certain regions in the equatorial belt. 'cybers' compose the vast majority of the workforce on the planet, as well as the miltary's backbone. each military cyber is at least 3 meters high, with elite units being 4 meters. the cybernetic bodies of warrior units are capable of withstanding most light arms fire and even lasgun fire in the low kiloton range. thus far the only way to permanently kill a cyber is by destroying their brains, else they can simply change bodies should the vast majority of their body be rendered useless.

one of the primary attractions of the space ring is the battle arena, a combat ground for cybers to duke it out without risk to the human populace. due to the somewhat temperamental natures of people, the combat rings were made to let people vent their frustrations without violating the laws of the city. anyone who wants to can sign up for matches, and any damage short of destroying the opponent's brain is acceptable. (although accidents have been known to occur). primarily due to the combat arenas, violent crime is almost non existent within the system.

Tiphares
the primary capitol of the hegemony, tiphares is one of the two orbital cities located above the poles, the other being kethares. tiphares not only contains the seat of the government's board of directors, but also houses the second largest baseline human population centers outside of the orbital space ring.

panzer kunst

the penultimate fighting art used almost exclusively by cybers, especially the elite military units, panzer kunst was designed by cybernetically enhanced monks to take advantage of cybernetic enhancements and mako energy. thanks to this unique fighting style, cybers can create energy fields enveloping their body that shrug off most small arms fire, and can absorb the brunt of impact from heavy arms fire. in addition, the most advanced techniques of panzer kunst permit its users to negate the body armor worn by cybers and other military units, by channeling the force of energy from the attack through the armor and into the softer circuitry and/or organics. the lack of fleshly limits enables a cyber to move at inhuman speeds, upwards of 150kph, with the strength output only limited by the abilities of its enhancements. some cyborgs have been demonstrated to have a lift capacity of 10 tons, though bodies capable of doing these feats are very expensive and limited to the most wealthy of the hegemony.



psionics and telepaths

due to centuries of advanced medical research and the unique study of 'spirit energy', the hegemony has learned to enhance regular baseline humans with psionic and telepathic abilities. however due to the secret nature of this research and its use of such enhanced agents in corporate espionage, its a very tightly guarded secret of the hegemony. powers include limited telekinetic abilities, the ability to adjust the levels of pain within their body, and the ability to read minds and emotions. some unfortunate side effect of enhancing humans for psionic capabilities renders them unable to use spirit energy, and shortens the lifespan of those enhanced by a couple decades. however after ten or twenty years of service most psionic agents go on to become cybers. unfortunately such an action nullifies their psionic talents and renders them unable to access spirit energy in the way baseline humans with several decades of training or even regular cybers can.

public relations division

the hegemony's elite group of officers, known to the general public as the special forces division of the hegemony, the relations division handles special problems planetside as well as diplomatic relations and espionage of other powers. every member of the guild is either a psionically enhanced normal a cyber using the latest bodies,. outfitted with top of the line gear and receiving top of the line training in panzer kunst, or baseline humans who have received special training in the use and manipulation of spirit energy. outfitted with top of the line gear and receiving top of the line training in panzer kunst.
Last edited by General Zod on 2005-01-05 02:36pm, edited 4 times in total.
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Post by White Haven »

<Posted updated OOB on page 3>
Last edited by White Haven on 2005-04-10 12:50am, edited 11 times in total.
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Post by SirNitram »

The Black Alliance
and
The Corsair Republic.


Once, there was a sprawling power in the Galactic West. Growing on the ruins of Halite, Goddess of Devastation, they strode the systems and bullied all lesser planets into submission. Yet, their time would come: The Entente drove the Black Alliance from this region of space. Civilization was spared. All were safe.

Bullshit.

The Black Alliance is a turbulent, violent, backstabbing society. It is therefore staggering to try and fathom how it's so resilient. The driving of the pirate nation from the West merely pushed them to a new region of space.. One that was ripe for plunder, when their homelands had become dry and overtaxed. Having grown fat and wealthy again, the Alliance again casts it's gaze towards the main Galactic Spiral from the Magellenic Clouds.

Society.

Alliance society is very, very simple: You have your caste. Your caste defines your potential occupations, your rights, and your means of advancement into the next caste. Attempting to break these rules.. And getting caught.. Is a violent, brutal way to have a terrible day.

With this being said, it is worth noting a slave has more upward mobility than most citizens of other star nations. The laws that define each caste clearly show a path up or down.. And with two of the current Grand Masters having been born slaves, this system does, apparently, work.

The Black Alliance and Corsair Republic are a tricky twist. The Republic is the broad term for all regions under Grand Master Andrews. This encompasses roughly seventy percent of the Alliance, making him the strongest of the current five Grand Masters. The Republic is a slightly moderated version of the Alliance.

For both, a strong sense of honour binds everyone. It is a highly unique kind, however, as it espouses more of the honour of a privateer and bucaneer from Earth's novels as it does the ancient knights and warriors.

Astrographics.

The Alliance sprawls it's way across the entire Major Magellenic Cloud, though their direct control is perhaps three dozen systems. They neither control nor strongarm any Terran planets; these places don't exist in the Clouds. Most actual planets settled by the Alliance have been downgraded to Deathworld status, as their industries have spewed enough toxins and stripped everything of value from the surface.

Alliance life is entirely placed in space-bound habitats called Orbitals, technology derived from the Great Ship Unrelenting Scourge.

Technology.

Alliance technology is almost entirely back-engineered from the Great Ship. Powered by huge Tritium Fusion cores, these technologies rarely work optimally, but a single Alliance ship can easily send a less advanced one running.

CREWS stands for Coherent Radiation Emission Weapon System. These direct-energy weapon mounts range from rifle to heavy capital mount, propagating at cee.

MilSpec Displacer. Give your opponent the gift that keeps on giving: A plasma charge, antimatter bomb, or CAM dusting! Able to fling literally anything great distances, the Displacers on most warships can either toss ordnance onto enemy shields or vacuum up ships entirely for loot.

Ionic Disruptor Beam. A constant-beam weapon similar to a CREWS, it disrupts and disables all known forms of technology when working with it's native Effector units. Used to disable and capture enemy assets.

Effector. Used on it's own, capable of infiltrating computer networks at vast distances. Vital in movements that use enemy timetables to infiltrate behind their lines and between patrols.

Grid Incursion. The most devastating weapon of the Alliance. Still in experimental stages.

Defensive technologies revolve around the Field and the Trapdoor. The Field is like a conventional shield on steroids, capable of carrying an atmosphere, living beings, and entire starships in it's field of effect. It also allows the operation of STL/FTL drives. The Trapdoor system is still experimental, but provides devastatingly effective point defense by simply dropping ordnance out of existance.

Figure Of Note.

Grand Master Andrews is currently the most powerful man in the Alliance, bar none. Though four other individuals hold the same title, he controls the majority of the Alliance and the Pysker Legion. He also has a personal Q-Ship, rumoured to be the equal of some battleships, despite being the size of a YT-1300 Freighter.

1 Capital Point spent on Andrew's Q-Ship.

Ground Forces.

Originally a hurlyburly of disorganized raiders, the Alliance's ground forces have been forced to improve since their disgrace before the Entente. The common soldier is now almost barely human; biotech and cybernetic implants ramp up his capabilities to the max, psyker training make him able to conquer primitive worlds with his mind, and a suit of powered armour carrying CREWS, micromissiles, a personal Displacer, and Fields capable of fighter speeds in space. Though lesser in number than some troops, these men and women are near Gods of combat.

It is hoped they will be enough, when the time comes to clash with the Kzitnti. It is inevitable. Indeed, it is their purpose. Until then, they satisfy themselves raiding ships with impossible efficiency.

Nine Capital points spent on Ground Forces. One point added in first construction cycle.

Space Forces.

Psychopath Class Battleship.

Field Distance: 5 Km beyond hull.
Hull Length: 64 Km

72 Heavy Ionic Disruptors.
160 Heavy CREWS mounts.
12 MilSpec Displacers.
Effector.

Fields.
Trapdoor.

The Psychopath is the heaviest ship currently fielded by the Alliance, a behemoth beyond most imagining. With enough firepower to shatter fleets and enough internal space to loot an entire civilization, it is the key to the Alliance's resurgence. It carries a full wing of Privateer Fighters.

Five Capital Points per Pyschopath. Nine Fielded. Cost: 45 Capital Points. 3 fielded in first construction cycle.

Gangster-class Cruiser.

Field Distance: 20 Km from hull
Hull Length: 28 Km

30 Ionic Disruptors.
80 Heavy CREWS mounts.
2 MilSpec Displacers.

Fields.
Trapdoor.

With more than a century of service, the Gangster is a familiar, hulking sight. Bigger than most battleships, she is regaining a bite equal with her bark as the Alliance drives to improve it's understanding of it's technology. These days, it now prefers fast assaults with the offloading of boarding troops to capture enemies intact.

3 Cruiser points per Gangster. 40 in service. 120 cruiser points spent. 12 fielded in first construction cycle

Unrelenting-class Frigate.

Field Distance: 10 Km from hull.
Hull length: 9 Km

6 Ionic Disruptors.
Fifty heavy CREWS mounts.
1 MilSpec Displacer.

Fields.

The smallest and oldest ships in the fleet, the Unrelenting was originally a fleet carrier in the pirate fiefdoms that the Alliance grew out of. It is rapidly becoming obselete, but is still pressed into service. Carrying two squadrons of Privateers, it does provide enough power to quell regional disputes and raid most shipping.

2 Escort points per Unrelenting. 500 in service. 1000 Escort points spent

Instigator-class escort

Field Distance: 8Km from hull
Hull size: 10Km

12 Ionic Disruptors
75 heavy CREWS mounts
3 Milspec Displacers

Newest addition to the fleet, the Instigator is designed to be a rapid response vessel to increasing aggression from the Galactic South. Replacing aging Unrelenting hulls with the sleeker Instigators is expected to take several years. The new ship is actually a sentient bio-ferrate lifeform, cybernetically augmented. It can operate without crew, and has a protective shell against the energies of the Grid and weapons fire made of the most durable metals availiable.

60 fielded in first construction cycle. 5 escort points each.

Long Haul-class Fleet Tender.

Field Distance: 150 Km from Hull
Hull Length: 300 Km

20 CargoSpec Displacers

Fields.
Trapdoor.

A behemoth by any measure, the Long Haul carries no weapons or squadrons. It serves one purpose: To wrap it's immense Field around smaller vessels and speed them across the Galaxy at incredible velocities. Often seen augmenting fleets strategic speed or abducting stricken vessels while the attack fleet returns home at their own(Slower) speed, the Long Haul is never alone.

1 Cruiser point per Long Haul. Ten in service. 10 cruiser points spent. 3 fielded in first construction cycle.

Psyker Legion.

Imbued with psionic powers and brutally augmented to maximize their potential, the Psykers of the Alliance are a terrifying visage. With the power to kill or heal, predict or obscure, they are said to be key to Andrew's rise to power.. And the destruction of his foes.

Five Capital points spent on the Pysker Legion. Two points added in first construction cycle.
Last edited by SirNitram on 2005-05-31 11:51pm, edited 3 times in total.
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