Proposed STGOD Setting.
Moderator: Thanas
THE UNITED STATIONS
Nobody knows why the wars came anymore save for myth and legend passed down through the generations and slowly corrupted over time. What few records remain from the Silver Age of our people indicate the same reasons as countless conflicts since - lack of resources, lack of room and lack of humility. War broke out and even the stars wept, their tears of plasma scorching whole worlds clean of life.
Legend says some peoples dug deep to hide even as the surface of their worlds were melted or turn to a horrid black glass. Others were luckier; they ecked out a pitiful existence in the shattered wreck of their ancient cities, clinging to survival. But these remain legends, for even our greatest expeditions
But we, we fled the worlds and into space. A few great stations were built. Engineering the great stations was not hard and could be done with relatively simple materials even after the crafts of the elders were lost. What people we could were evacuated to the great stations and our civilization in space was formed. Now, most of our people have never known the feeling of solid earth beneath their feet - only the endless rotations of our cylinders or the free-fall of space.
United Stations Space Force
For while our stations were our salvation, they are also our Achilles' Heel. They are enormous constructs and the Open Colonies have a full half their surface area open with only glassteel - and it takes time, too much time to retract the great armored doors, or to fully spin up the shield projectors. And their weapons, while great, can only delay a determined assault. Even worse, these stations demand great links of trade and these links are perhaps more fragile than the stations themselves.
Thus, the United Stations Space Force was formed with the purpose of patrolling the void of space. Long-range cruisers which maximized firepower, endurance and sensors and coupled with strategic speed were launched and chased away the raiders, pirates and other barbarians that sprung up. The Space Force has no mercy, no sympathy for those who raid the Stations or her commerce. What remains of their foes are only faintly-glowing craters.
It has been said that the Elders could produce gravity without spin or great mass. We, too, have been able to do so ... but only for smaller vessels. The curve quickly grows to engineering infeasibility for all but our warships and even then the devices are highly expensive - yet for shuttles and smallcraft they remain remarkably inexpensive.
Note: I have no planets; mining is typically done in asteroid fields and whatnot (and there are a lot of asteroid fields in this galaxy). The use of giant O'Neill type stations is a serious handicap but should provide for interesting play. I do not expect to start the game with a force of battleships or whatnot; they do not fit the requirement of the USSF (to its probable detriment).
Nobody knows why the wars came anymore save for myth and legend passed down through the generations and slowly corrupted over time. What few records remain from the Silver Age of our people indicate the same reasons as countless conflicts since - lack of resources, lack of room and lack of humility. War broke out and even the stars wept, their tears of plasma scorching whole worlds clean of life.
Legend says some peoples dug deep to hide even as the surface of their worlds were melted or turn to a horrid black glass. Others were luckier; they ecked out a pitiful existence in the shattered wreck of their ancient cities, clinging to survival. But these remain legends, for even our greatest expeditions
But we, we fled the worlds and into space. A few great stations were built. Engineering the great stations was not hard and could be done with relatively simple materials even after the crafts of the elders were lost. What people we could were evacuated to the great stations and our civilization in space was formed. Now, most of our people have never known the feeling of solid earth beneath their feet - only the endless rotations of our cylinders or the free-fall of space.
United Stations Space Force
For while our stations were our salvation, they are also our Achilles' Heel. They are enormous constructs and the Open Colonies have a full half their surface area open with only glassteel - and it takes time, too much time to retract the great armored doors, or to fully spin up the shield projectors. And their weapons, while great, can only delay a determined assault. Even worse, these stations demand great links of trade and these links are perhaps more fragile than the stations themselves.
Thus, the United Stations Space Force was formed with the purpose of patrolling the void of space. Long-range cruisers which maximized firepower, endurance and sensors and coupled with strategic speed were launched and chased away the raiders, pirates and other barbarians that sprung up. The Space Force has no mercy, no sympathy for those who raid the Stations or her commerce. What remains of their foes are only faintly-glowing craters.
It has been said that the Elders could produce gravity without spin or great mass. We, too, have been able to do so ... but only for smaller vessels. The curve quickly grows to engineering infeasibility for all but our warships and even then the devices are highly expensive - yet for shuttles and smallcraft they remain remarkably inexpensive.
Note: I have no planets; mining is typically done in asteroid fields and whatnot (and there are a lot of asteroid fields in this galaxy). The use of giant O'Neill type stations is a serious handicap but should provide for interesting play. I do not expect to start the game with a force of battleships or whatnot; they do not fit the requirement of the USSF (to its probable detriment).
Avalonian League OOB:
Fleet Assets:
Corvette [1][N/A][Strike Craft]
Small ships armed with energy cannons and small missiles. Their stealth capabilities make them invaluable for both scouting ahead of fleet groups and patrolling existing territories. While not true strike craft because of their ability to operate independently of a support platform, corvettes perform favorably with fighter groups of equivalent material cost. They are typically operated by a crew of 2, although life support can sustain up to ten additional passengers without significantly shortening operating range.
Frigate [5][N/A]
These small warships are the epitome of the Avalonian "finesse" school of thought. Able to easily out-maneuver and out-flank other warships, they are armed primarily with a series of energy-cannons of various sizes and configurations. However, this level of finesse does not come without a cost; Avalonian frigates by nature of their small size lack the extensive missile banks found on larger Avalonian warships. The standard crew compliment is 50.
Destroyer [20][N/A]
Destroyers and their variants are considered to be the backbone of the Avalonian Navy. These multi-purpose craft are armed with a balanced loadout of energy cannons and missile banks. Their armaments allow them to operate effectively against any target, and though they are not as maneuverable as frigates, Destroyers can still match them in terms of speed. The standard crew compliment is 200.
- Heavy Destroyer [25][+10 vs Warships]
Heavy Destroyers are a Destroyer variant optimized for combat against warships, to the detriment of combat capability against small strike craft and planetary defense installations. They are specially equipped with an abundance of heavy energy cannons better suited to penetrating the shields and armor of warships.
- Cruiser [25][+10 vs Strike Craft]
Cruisers are also a Destroyer variant, but play on their ability to effectively target, track, and rapidly neutralize large numbers of small targets. Their primary energy cannons are specially configured for expanding bursts which neutralize large groups of strike craft at long range, but also possess overlapping fields of point-defense batteries which can pick apart swarms of strike craft at close range.
Heavy Cruiser [50][N/A]
Avalonians consider Heavy Cruisers to be the smallest proper capital ship class. They have moderate speed and low maneuverability, but are protected by powerful defensive shields and extensive forcefield-reinforced armor plating. They carry a heavy armament of energy cannon batteries, but are known more for their near-unexhaustable missile banks, capable of ripping through most other warships with ease. The standard crew compliment is 500.
- Battlecruiser [50][+25 vs Warships]
Based on the Heavy Cruiser frame, but their energy cannon batteries are optimized for combat against other warships.
- Strike Cruiser [50][+25 vs Defense][Troop Transport / Planetary Assault]
Strike Cruisers are warships optimized for Planetary Assault. They carry an arsenal of energy-cannons specifically tailored to defeat static defenses and provide orbital support. In addition, they carry a division of Avalonian Marines for disembarking once planetary defenses have been suppressed. They are significantly larger than other vessels in the cruiser category because of their need to transport a division of Avalonian Marines, and are used almost exclusively by the Avalonian Marine Corps. Strike Cruisers have a standard crew compliment of 250 in addition to the Marine Division they are used to transport.
Battleship [100][N/A]
If Destroyers are the backbone of the Avalonian Navy, Battleships are its heart. These massive warships were forged exclusively for war, protected by multiple layers of shields and dozens of meters of forcefield-reinforced armor. Their primary batteries blast craters visible from space deep into planetary surfaces, while their missile banks unleash a torrent of death thick enough to blot out the light from a sun. In a macabre declaration of their singular purpose, the hulls of these warships are colored exclusively in patterns of black and bone. The standard crew compliment is 1,000.
- Dreadnought [150][N/A]
In the Avalonian League’s civilian population, rumors tell of vessels even more powerful than the Battleships of the Navy. Supposedly hailing from the world of Altera, it is said that these vessels are imbued with the essence of death, that no living thing can walk their decks, and that entire worlds have perished from just the sight of such a ship. In reality, the Dreadnought is simply a larger and more heavily armed version of a Battleship, with proportionately more firepower, shields, and armor. Like Battleships, the hull of a Dreadnought is colored only in grim patterns of black and bone. The standard crew compliment is 1,500.
Planetary Defense:
Monitoring Satellite [5][Defense]
Placed in remote areas of Avalonian space or around prospective colony worlds, these satellites continuously monitor the region for unwanted intrusions and, if necessary, eliminate them.
Outpost-type Defense Grid [50][Defense]
A localized network of bunkers equipped with self-guided high-velocity missiles and protected by shields designed to repel minor intrusions over the local region. Typically found on newly established colonies.
Compound-type Defense Grid [100][Defense]
A network of shielded defense stations equipped with self-guided high-velocity missiles and energy cannon emplacements which provide protection to a significant portion of a planet. Typically found on developing colonies.
Station-type Defense Grid [200][Defense]
A large network of shields and planetary defense emplacements around population centers and shielded defense stations which span most of a planets surface. Typically found on fully developed colonies.
Citadel-type Defense Grid [500][Defense]
A powerful planetary-shield grid that operates in conjunction to a planet-spanning network of weapons emplacements housed in bunkers and stations. These protect the major worlds of the Avalonian League.
Ground Forces:
Avalonian Marine Corps Division [25]
A self-contained element of the Avalonian Marine Corps, complete with integrated armor support and local transport capability. They are transported by Avalonian Strike Cruisers.
Planetary Defense Corps Division [25]
A self-contained element of the local Planetary Defense Corps, complete with integrated armor support and local transport capability.
Fleet Assets:
Corvette [1][N/A][Strike Craft]
Small ships armed with energy cannons and small missiles. Their stealth capabilities make them invaluable for both scouting ahead of fleet groups and patrolling existing territories. While not true strike craft because of their ability to operate independently of a support platform, corvettes perform favorably with fighter groups of equivalent material cost. They are typically operated by a crew of 2, although life support can sustain up to ten additional passengers without significantly shortening operating range.
Frigate [5][N/A]
These small warships are the epitome of the Avalonian "finesse" school of thought. Able to easily out-maneuver and out-flank other warships, they are armed primarily with a series of energy-cannons of various sizes and configurations. However, this level of finesse does not come without a cost; Avalonian frigates by nature of their small size lack the extensive missile banks found on larger Avalonian warships. The standard crew compliment is 50.
Destroyer [20][N/A]
Destroyers and their variants are considered to be the backbone of the Avalonian Navy. These multi-purpose craft are armed with a balanced loadout of energy cannons and missile banks. Their armaments allow them to operate effectively against any target, and though they are not as maneuverable as frigates, Destroyers can still match them in terms of speed. The standard crew compliment is 200.
- Heavy Destroyer [25][+10 vs Warships]
Heavy Destroyers are a Destroyer variant optimized for combat against warships, to the detriment of combat capability against small strike craft and planetary defense installations. They are specially equipped with an abundance of heavy energy cannons better suited to penetrating the shields and armor of warships.
- Cruiser [25][+10 vs Strike Craft]
Cruisers are also a Destroyer variant, but play on their ability to effectively target, track, and rapidly neutralize large numbers of small targets. Their primary energy cannons are specially configured for expanding bursts which neutralize large groups of strike craft at long range, but also possess overlapping fields of point-defense batteries which can pick apart swarms of strike craft at close range.
Heavy Cruiser [50][N/A]
Avalonians consider Heavy Cruisers to be the smallest proper capital ship class. They have moderate speed and low maneuverability, but are protected by powerful defensive shields and extensive forcefield-reinforced armor plating. They carry a heavy armament of energy cannon batteries, but are known more for their near-unexhaustable missile banks, capable of ripping through most other warships with ease. The standard crew compliment is 500.
- Battlecruiser [50][+25 vs Warships]
Based on the Heavy Cruiser frame, but their energy cannon batteries are optimized for combat against other warships.
- Strike Cruiser [50][+25 vs Defense][Troop Transport / Planetary Assault]
Strike Cruisers are warships optimized for Planetary Assault. They carry an arsenal of energy-cannons specifically tailored to defeat static defenses and provide orbital support. In addition, they carry a division of Avalonian Marines for disembarking once planetary defenses have been suppressed. They are significantly larger than other vessels in the cruiser category because of their need to transport a division of Avalonian Marines, and are used almost exclusively by the Avalonian Marine Corps. Strike Cruisers have a standard crew compliment of 250 in addition to the Marine Division they are used to transport.
Battleship [100][N/A]
If Destroyers are the backbone of the Avalonian Navy, Battleships are its heart. These massive warships were forged exclusively for war, protected by multiple layers of shields and dozens of meters of forcefield-reinforced armor. Their primary batteries blast craters visible from space deep into planetary surfaces, while their missile banks unleash a torrent of death thick enough to blot out the light from a sun. In a macabre declaration of their singular purpose, the hulls of these warships are colored exclusively in patterns of black and bone. The standard crew compliment is 1,000.
- Dreadnought [150][N/A]
In the Avalonian League’s civilian population, rumors tell of vessels even more powerful than the Battleships of the Navy. Supposedly hailing from the world of Altera, it is said that these vessels are imbued with the essence of death, that no living thing can walk their decks, and that entire worlds have perished from just the sight of such a ship. In reality, the Dreadnought is simply a larger and more heavily armed version of a Battleship, with proportionately more firepower, shields, and armor. Like Battleships, the hull of a Dreadnought is colored only in grim patterns of black and bone. The standard crew compliment is 1,500.
Planetary Defense:
Monitoring Satellite [5][Defense]
Placed in remote areas of Avalonian space or around prospective colony worlds, these satellites continuously monitor the region for unwanted intrusions and, if necessary, eliminate them.
Outpost-type Defense Grid [50][Defense]
A localized network of bunkers equipped with self-guided high-velocity missiles and protected by shields designed to repel minor intrusions over the local region. Typically found on newly established colonies.
Compound-type Defense Grid [100][Defense]
A network of shielded defense stations equipped with self-guided high-velocity missiles and energy cannon emplacements which provide protection to a significant portion of a planet. Typically found on developing colonies.
Station-type Defense Grid [200][Defense]
A large network of shields and planetary defense emplacements around population centers and shielded defense stations which span most of a planets surface. Typically found on fully developed colonies.
Citadel-type Defense Grid [500][Defense]
A powerful planetary-shield grid that operates in conjunction to a planet-spanning network of weapons emplacements housed in bunkers and stations. These protect the major worlds of the Avalonian League.
Ground Forces:
Avalonian Marine Corps Division [25]
A self-contained element of the Avalonian Marine Corps, complete with integrated armor support and local transport capability. They are transported by Avalonian Strike Cruisers.
Planetary Defense Corps Division [25]
A self-contained element of the local Planetary Defense Corps, complete with integrated armor support and local transport capability.
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- SMAKIBBFB
- Posts: 19195
- Joined: 2002-07-28 12:30pm
- Contact:
The Sleepers
History
The Sleepers were discovered 15 years ago when their ship was detected entering an inhabited system. Their ship was boarded and then began to reactivate many dormant systems. Within fifteen minutes of the boarding beginning, The Sleepers had begun their reanimation process. The Sleepers awoke several days later, with their ship full of unknown peoples and aliens investigating them. Once awake, they quickly realised that they had no memories of the past - they could not remember anything from before being placed into the sleeper ship. Thus, the 150,000 of them who arrived are without knowledge of themselves, their technology, their history or their origin. Cooperative efforts have led to estimations of the ships age, based on data recovered from backup navigations systems on star postions at the time of launch, as being more than 8,000,000 years old. Efforts to decipher the language present in the ships computers, manuals and other items have thus far been unsuccessful.
The Sleepers have begun a new life on a small, terraformed planetoid (the ship automatically landed and began terraforming the small world soon after its arrival). They are the focus of many studies, and are keen to learn - many scientists suspect that their ability to gain knowledge at an exceptional rate as well as rapidly develop excellent cognitive function may be an intentional series of genetic mutations to allow the sleeper ship passengers to quickly adapt to life in a new area. The Sleepers currently are using a variety of cast off technologies from other factions until they are able to decipher their own.
Species Description
Height: 1.5-1.8m
Weight: 50-80kg
Arms: 2, each with three fingers and an opposable thunb
Legs: 4 each with four toes
Locomotive capacity: walk - 3m/s, sprint at up to 15m/s
Senses: Excellent vision, smell and hearing.
Apparently marsupial, body is covered in thick layer of soft brown hair, with undercoat, apparently indicative of temperate to cold original climate. Facial features are most definately not human. All have gained the capacity to speak a halting varient of "english/basic" (or whatever universal language is), but most require a translator or prefer to write in order to be fully comprehended. They seem to have crafted a basic language of their own incorporating a great deal of small body and facial movement. Average IQ of the species is estimated to be close to 180.
The Truth
A few (less than 10 of the 150,000) of The Sleepers have recovered their memories. They are aware that they are intended to be the foothold force for a planned colonisation. They know that there are more than 100,000 additional ships on the way and that if all goes to plan they should be arriving in ten years. They are working, covertly, to subvert, learn from and take over as many opposing powers as they can. It is estimated by those that have recovered their memories that only about 5% of those onboard are aware of their true purpose, and the rest are merely to help maintain the cover. However, all of them do have the full memories still in their mind, awaiting activation via a "codeword". When the time comes, they will all be activated and ready to assist in the takeover of this new galaxy.
Technology
Hand me downs. A small police force is equipped with light weaponry, representing the sum total of offensive capacity that The Sleepers have. A few short range transports and shuttles are also present. They currently have nearly zero industrial capacity of their own.
On board their own ship, those who are able to understand it and access it can view a wide variety of schematics and details of advanced tech to be used in securing the beachhead prior to the arrival of the remainder of the ships. Though they currently lack the means to build even the most basic of these items, two of the "awakened" believe that their ship has automated manufacturing capabilities that they are yet to explore, as to do so would arouse a great deal of suspicion.
Comments, questions?
History
The Sleepers were discovered 15 years ago when their ship was detected entering an inhabited system. Their ship was boarded and then began to reactivate many dormant systems. Within fifteen minutes of the boarding beginning, The Sleepers had begun their reanimation process. The Sleepers awoke several days later, with their ship full of unknown peoples and aliens investigating them. Once awake, they quickly realised that they had no memories of the past - they could not remember anything from before being placed into the sleeper ship. Thus, the 150,000 of them who arrived are without knowledge of themselves, their technology, their history or their origin. Cooperative efforts have led to estimations of the ships age, based on data recovered from backup navigations systems on star postions at the time of launch, as being more than 8,000,000 years old. Efforts to decipher the language present in the ships computers, manuals and other items have thus far been unsuccessful.
The Sleepers have begun a new life on a small, terraformed planetoid (the ship automatically landed and began terraforming the small world soon after its arrival). They are the focus of many studies, and are keen to learn - many scientists suspect that their ability to gain knowledge at an exceptional rate as well as rapidly develop excellent cognitive function may be an intentional series of genetic mutations to allow the sleeper ship passengers to quickly adapt to life in a new area. The Sleepers currently are using a variety of cast off technologies from other factions until they are able to decipher their own.
Species Description
Height: 1.5-1.8m
Weight: 50-80kg
Arms: 2, each with three fingers and an opposable thunb
Legs: 4 each with four toes
Locomotive capacity: walk - 3m/s, sprint at up to 15m/s
Senses: Excellent vision, smell and hearing.
Apparently marsupial, body is covered in thick layer of soft brown hair, with undercoat, apparently indicative of temperate to cold original climate. Facial features are most definately not human. All have gained the capacity to speak a halting varient of "english/basic" (or whatever universal language is), but most require a translator or prefer to write in order to be fully comprehended. They seem to have crafted a basic language of their own incorporating a great deal of small body and facial movement. Average IQ of the species is estimated to be close to 180.
The Truth
A few (less than 10 of the 150,000) of The Sleepers have recovered their memories. They are aware that they are intended to be the foothold force for a planned colonisation. They know that there are more than 100,000 additional ships on the way and that if all goes to plan they should be arriving in ten years. They are working, covertly, to subvert, learn from and take over as many opposing powers as they can. It is estimated by those that have recovered their memories that only about 5% of those onboard are aware of their true purpose, and the rest are merely to help maintain the cover. However, all of them do have the full memories still in their mind, awaiting activation via a "codeword". When the time comes, they will all be activated and ready to assist in the takeover of this new galaxy.
Technology
Hand me downs. A small police force is equipped with light weaponry, representing the sum total of offensive capacity that The Sleepers have. A few short range transports and shuttles are also present. They currently have nearly zero industrial capacity of their own.
On board their own ship, those who are able to understand it and access it can view a wide variety of schematics and details of advanced tech to be used in securing the beachhead prior to the arrival of the remainder of the ships. Though they currently lack the means to build even the most basic of these items, two of the "awakened" believe that their ship has automated manufacturing capabilities that they are yet to explore, as to do so would arouse a great deal of suspicion.
Comments, questions?
The Cetaryn Coalition (there, final name, I promise):
Background
Based out of a semi-stable asteroid field, known as the Cetaryn Coalesence, formed from the remains of the destroyed planet Cetar, the coalition is an assortment of merchantmen, spacers and other fringe types. Loosely organized under their leader, Illidao Minos, they largely follow his plans, though they do have the Council of Stars to make sure that everything works in the interests of the Coalition. Not really a nation, the Coalition can be best described as a community, where those living in the Coalesence essentially running their own lives. A vast free market, the Coalition imposes very few rules or regulations, mostly pertaining to violence and public disorder. And taxes, without which the Coalition would collapse. The government keeps the peace and provides for a safe marketplace in which beings of any species and trade and shop, and everyone agrees to pay the government a percentage of all profits made within it's jurisdiction.
Military
While lacking an organised military, the Coalition does field small fighter-sized craft designed to maneuver through the asteroid field and ward off pirate attacks. Additionally, four heavy warships and ten dedicated anti-starfighter cruisers have been purchased, to defend against more determined foes. Finally, the bulk of the Coalition's defenses lie in two large defense platforms, each armed with hypervelocity railguns, arrays of missle launchers and point-defense systems to ward off smaller craft. These stations are also heavily armored, capable of withstanding tremendous punishment.
Point breakdown (2000 pt. minor power):
Cutlass-class Fighter Group[20]x6 (6 Squadrons of ten craft apiece, each fighter worth [2])
Saber-class Patrol Craft[8][+4 vs Fighters]x10
Council of Stars[175][+25 vs Warships]
Coalition Victory[175][+25 vs Warships]
Subtle Observation[175][+25 vs Warships]
Union 108[175][+25 vs Warships]
Defense Station Alpha[500][Stationary][Defense]
Defense Station Delta[500][Stationary][Defense]
Ground Forces (Police)[100]
The Coalition Militia is not designed for, nor capable of, waging an offensive war. Rather, it was designed from the start as a defensive force to ward off raiders, pirates and other hostile forces. The Coalition is primarily an economic power, using it's great number of merchants and star pilots to develop an economic network with the galaxy. If needed, it can deploy it's lighter cruisers to protect shipping lanes and jumppoints, but the Militia's primary goal is defense of the Coalesence. This cause is eased by the fact that there is only one stable way in and out of the asteroid field.
Government
While essentially an autocracy lead by the Prime Tradesman, currently the charismatic Illidao Minos, the Coalition does possess an elected body, the Council of Stars, to oversee the decisions of the government and make sure that what is being done is in the best interests of the community. The Council has never opposed Illidao, however, and his goals seem to be genuine and so they don't keep too close on an eye on the Prime Tradesman. The Council of Stars is composed of twelve members, with a thirteenth non-voting member who chairs the Council and acts as the Prime Tradesman's voice on the Council when needed. The Council oversees the minutiae of the loose government and the day-to-day running of the community, leaving the Prime Tradesman to deal with the larger issues of political interaction with other governments and other foreign affairs.
Economy
Despite it's small size, the Coalition possesses a remarkably strong economy, owing to the profit-oriented careers of it's populace. While people come and go from the Coalesence, there is a fairly steady population of tradesmen, merchants and craftsmen who take advantage of the large open market to sell their wares. The Coalition charges a tax on all goods sold in the Coalesence, and thus makes it's money. Due to the collapse of intergalactic society following the end of the Great Wars (as they are known in the region) the Coalesence represents one of the only free-trade systems left, allowing anyone with goods to sell or money to spend to stay as long as they like, provided they don't disturb the peace and they pay their taxes.
Population
The Coalition's population is a melting pot of many races. There is no one leading species, and the Council of Stars is a multi-species organization itself. In short, there is no population identifier that can be applied to the Coalition. Residents of the Coalesence don't even have an official term to describe themselves. They don't refer to themselves as Cetarians, but rather simply as their native species, with the addendum that they live in the Coalesence.
Well, there it is. Any comments or concerns would be appreciated. This is my first time doing one of these, and so I'm kind of just jumping in here feet-first and hoping I don't screw too much up. I only a took a minor (2000 pt.) power, so I don't intend to stand up to military behemoths in a straight-up fight.
Background
Based out of a semi-stable asteroid field, known as the Cetaryn Coalesence, formed from the remains of the destroyed planet Cetar, the coalition is an assortment of merchantmen, spacers and other fringe types. Loosely organized under their leader, Illidao Minos, they largely follow his plans, though they do have the Council of Stars to make sure that everything works in the interests of the Coalition. Not really a nation, the Coalition can be best described as a community, where those living in the Coalesence essentially running their own lives. A vast free market, the Coalition imposes very few rules or regulations, mostly pertaining to violence and public disorder. And taxes, without which the Coalition would collapse. The government keeps the peace and provides for a safe marketplace in which beings of any species and trade and shop, and everyone agrees to pay the government a percentage of all profits made within it's jurisdiction.
Military
While lacking an organised military, the Coalition does field small fighter-sized craft designed to maneuver through the asteroid field and ward off pirate attacks. Additionally, four heavy warships and ten dedicated anti-starfighter cruisers have been purchased, to defend against more determined foes. Finally, the bulk of the Coalition's defenses lie in two large defense platforms, each armed with hypervelocity railguns, arrays of missle launchers and point-defense systems to ward off smaller craft. These stations are also heavily armored, capable of withstanding tremendous punishment.
Point breakdown (2000 pt. minor power):
Cutlass-class Fighter Group[20]x6 (6 Squadrons of ten craft apiece, each fighter worth [2])
Saber-class Patrol Craft[8][+4 vs Fighters]x10
Council of Stars[175][+25 vs Warships]
Coalition Victory[175][+25 vs Warships]
Subtle Observation[175][+25 vs Warships]
Union 108[175][+25 vs Warships]
Defense Station Alpha[500][Stationary][Defense]
Defense Station Delta[500][Stationary][Defense]
Ground Forces (Police)[100]
The Coalition Militia is not designed for, nor capable of, waging an offensive war. Rather, it was designed from the start as a defensive force to ward off raiders, pirates and other hostile forces. The Coalition is primarily an economic power, using it's great number of merchants and star pilots to develop an economic network with the galaxy. If needed, it can deploy it's lighter cruisers to protect shipping lanes and jumppoints, but the Militia's primary goal is defense of the Coalesence. This cause is eased by the fact that there is only one stable way in and out of the asteroid field.
Government
While essentially an autocracy lead by the Prime Tradesman, currently the charismatic Illidao Minos, the Coalition does possess an elected body, the Council of Stars, to oversee the decisions of the government and make sure that what is being done is in the best interests of the community. The Council has never opposed Illidao, however, and his goals seem to be genuine and so they don't keep too close on an eye on the Prime Tradesman. The Council of Stars is composed of twelve members, with a thirteenth non-voting member who chairs the Council and acts as the Prime Tradesman's voice on the Council when needed. The Council oversees the minutiae of the loose government and the day-to-day running of the community, leaving the Prime Tradesman to deal with the larger issues of political interaction with other governments and other foreign affairs.
Economy
Despite it's small size, the Coalition possesses a remarkably strong economy, owing to the profit-oriented careers of it's populace. While people come and go from the Coalesence, there is a fairly steady population of tradesmen, merchants and craftsmen who take advantage of the large open market to sell their wares. The Coalition charges a tax on all goods sold in the Coalesence, and thus makes it's money. Due to the collapse of intergalactic society following the end of the Great Wars (as they are known in the region) the Coalesence represents one of the only free-trade systems left, allowing anyone with goods to sell or money to spend to stay as long as they like, provided they don't disturb the peace and they pay their taxes.
Population
The Coalition's population is a melting pot of many races. There is no one leading species, and the Council of Stars is a multi-species organization itself. In short, there is no population identifier that can be applied to the Coalition. Residents of the Coalesence don't even have an official term to describe themselves. They don't refer to themselves as Cetarians, but rather simply as their native species, with the addendum that they live in the Coalesence.
Well, there it is. Any comments or concerns would be appreciated. This is my first time doing one of these, and so I'm kind of just jumping in here feet-first and hoping I don't screw too much up. I only a took a minor (2000 pt.) power, so I don't intend to stand up to military behemoths in a straight-up fight.
MFS Angry Wookiee - PRFYNAFBTFC
"We are all atheists about most of the gods that societies have ever believed in. Some of us just go one god further." -Richard Dawkins
"We are all atheists about most of the gods that societies have ever believed in. Some of us just go one god further." -Richard Dawkins
- Nephtys
- Sith Acolyte
- Posts: 6227
- Joined: 2005-04-02 10:54pm
- Location: South Cali... where life is cheap!
The Rise of the Disillusioned: A Brief History of the Gaian Compact.
Planetfall
A constant force in history, wars has been fought since the first sentient races emerged. Ages ago, a civil war once engulfed a stellar empire whose name has been lost in antiquity. Of what we know, a powerful ruling class of clerics tightened its grip on the people of their colony worlds. Faithless and doubtful of the religion that dominated their empire, they wished for rights to self-rule. With little tolerance of the unbelievers, the empire dispatched her fleets and engaged their own people in a prolonged civil war that would last three years. The colonial star fleets were destroyed to the last ship and the lead colony's people were exiled for their role on starting the matter. Cast into the void of space, they were forgotten by their kin, abandoned amongst the stars.
With a fleet of ancient and broken colony ships, they would land ten years later on the nearest habitable planet in an unmapped system. A rarity in the universe, it looked like an idyllic paradise from orbit, reminiscent of their lost home. Making planetfall would doom the first generation of survivors to a hellish world, with few edible plants, harsh extremes of heat and cold and ferocious alien predators roaming the surface of their world. The first settlements on their world would be designed along spartan lines, to ensure their people could survive. For generations, their scientifically minded populace fought against the horrors of their new planet. Ferocious Jungle cats, ravenous birds of prey and poisonous insect swarms attacked, with no sense of self-preservation. It was almost as if the planet itself was out to destroy the settlers. The exile’s suspicions were confirmed in their minds. The universe had no benevolent 'god'. No such being would ever create a world such as this.
Awakening
Over time, the people of this world fought back, expanding their civilization until they had the opportunity to take measures against their world. One ubiquitous aspect of the planet's ecosystem that had long been overlooked was a kind of moss that grew on practically every surface of the world. Even as farmers cleared fields of weeds, the soft moss would usually form within days. Food shortage was a major impediment to population growth, ridding their fields of this moss was a key concern. Studies into the subject would yield a potent toxin to this plant life but otherwise harmless. Aircraft dispersed the first trails of the chemical into their planet's surface with excellent results. Farmers took up the cleared land and began to grow food and grain. Almost overnight however, the planet responded, with overwhelming attacks from species never before encountered. Venomous spitting birds and amphibious lizards massing as much as small buildings emerged from the wild, attacking the perimeters of cities in waves. Smaller settlements were wiped out, thousands dying under attack from the planet's wrath. Confused by why this was happening, the exiles' top ecologists made a startling discovery. The moss that sprung up everywhere emanated a kind of energy that defied all tests and examinations. Microscopic elements of it were found in all native life, from complex plants to the brains of the animals that threw themselves at their towns. With the planet closing in and unleashing microbial plagues, weed infestations destroying what little food the exiles could grow, they had little time and were approaching extinction at the hands of this world.
Theories were drawn up, and some scientists began to believe that the Moss itself was a form of previously undiscovered life. A single entity, distributed throughout countless patches and cells to create a neural network. By studying the growths the moss made with animal life and outposts disappearing daily from the planet's wrath, a desperate plan was drawn up to try and graft the Moss material into a human volunteer's brain, so that it could try and negotiate with whatever alien intelligence owned their world. This man, Marquel D'Qui would become the first Avatar of their world. One of the first children born and raised on their hostile new homeworld, he was already a prominent public figure and frontiersman whose actions had pushed the boundaries of their habitable territory for years. As his mind began to meld with the alien neural network, he made an astonishing find: Their world was indeed intelligent and of great power... but it had the mind as undeveloped as a child's. It reacted to stimuli, and tried to fight back when threatened but understood little else. It was a feeble intelligence with great potential. The planet's name was a concept more than a name. It was called Gaia, a living ecosystem that acted as a single organism. Within hours, he explained all that he learned from Gaia, and the planet calmed down as well. Gaia eased back, her wrath subdued. Guided by the will of the first Avatar, she accepted the exiles. From the ruins of their crushed civilization, the age of their arrival had ended. Their planet now welcomed them, and everything would change.
Rebirth
Hundreds of years would pass, and the survivors would slowly pick up the ruins of their civilization. They would rebuild and learn to live in harmony with their world, guiding the planet to help in their attempts to reconstruct civilization. Over generations, their society would grow and prosper in a symbiotic relationship with Gaia. The Gaiamoss would be allowed to flourish, weaving beautiful patterns over the exiles' white towers and buildings. Relying now on a mixture of high technology and harnessing of the environment, science and industry would allow them to reconstruct their space program, returning back to the void.
In space, the true implementation of heavy industry could begin. Starting with natural foundries of open magma and the organisms that lived within, Gaia accepted limited steel factories and mines on the homeworld in order to facilitate such a goal. Over the centuries massive shipyards and mining bases would be established on the lifeless worlds of their solar system. A new culture would arise too, from the survivalists fleeing their theocratic empire, to a new people embracing science, ecology and a newfound belief. As a people, the Gaians (as they increasingly thought of themselves), were cast away because they could not accept the belief that a supernatural god existed. Now, with their discovery and embracing of Gaia, a new movement bloomed. In the absence of a god, they would create one themselves. The Compact would spread and form it's own empire, seeding Gaiamoss an all habitable worlds they could find, in the hope that someday the networks of Gaia would become omnipresent, a living god that would protect their people for all time. Laughing and hiding as the other empires they found destroyed themselves in futile wars, they would continue to build their society.
Ascension
The new age came long after the old nations destroyed themselves in the Age of Steel. With their progress slow from their recovering population growth and rediscovery of new technology, the Gaians would find themselves soon surpassing their old Pre-exile technology levels. Over hundreds of years, their slow industrialization efforts came to fruition with orbital factories, keeping Gaia unspoiled. Their fleets of streamlined white and silver starships would emerge soon, exploring nearby systems and meeting the first peaceful nations in their part of the galaxy. A persistent Faster-than-light communications grid was established, using small clusters of Gaiamoss and an Avatar representative, ships could remain permanently connected to a vast information network. In their eagerness to return to space, this small nation would suffer a war yet again, after they had thought they moved past such. An armada of nomadic invaders attacked with a vast fleet of massive warships on the edge of their space. Rushing to defeat these fiends, the small Gaian fleet fought for every inch of space they advanced. Large but cumbersome, the invading fleet was finally smashed asunder against their Home System Sentinel Grid, a massive network of thousands of mobile satellite turrets.
Amongst the spoils of this brief war, fought with an unknowable enemy was a salvaged Massgate and the motivation needed for them to expand their fleet to a true regional power. The Massgate was placed on one of the orbital stations, activated and used to greet new nations. Wary of another power attacking their home systems, more powerful ships were constructed. Taught by their last engagements to fear the massive dreadnaughts and battleships surely employed by other powers, Gaian capital ships were configured specifically to defeat such behemoths. Now, a common desire fills their people to take their rightful place in the universe.
Summary:
Government: The Gaian Compact's government is a representative Republic, with a forum of thirty two members comprising the head of state. The Prime Speaker is effectively the executive, with few powers beyond a normal representative, save a direct connection with Gaia, via a small group of Avatars that represent Gaia's wishes, called The Voice. Representatives are elected every six years based on local representation to a section of the Homeworld. Two parties have formed based on Ideology, the Wardens and the Apotheosians. The Wardens are a conservative group, wishing for isolationist policy, such as they employed while the wars at the end of the 'Age of Silver' (as other nations called it) occurred. The Apotheosians, the majority party, desire to see their nation's stellar influence spread. Their goal is to increase the complexity of Gaia's neural and biological matrixes until true Apotheosis can occur, and Gaia's power can ascend to Godhood.
Economics: For the most part, goods are exchanged freely with the Standard Bill (S-Bill) as the main form of currency, but heavy regulation of Businesses by Government is in place. An officer assigned by the Government works at every major company or business; ensuring regulations are being followed on acceptable expansion and Gaia's approval. For the most part, conflicts rarely happen between Government, Planet, and Business.
Military: The Gaian military is small, but even their minor warships are highly technologically advanced. Lacking great population or a planet-wide industry, they produce smaller ships primarily, and capable strike craft for supporting said ships. Each starship has the benefit of wonderful communications and C3 capability through a central cluster of Gaiamoss they maintain.
Gaian military doctrine is heavily slanted towards defeating capital class vessels, as shown in their primary force of Six Novablade class Dreadnaughts. Currently, one Voidreaver class Titan is in service with the capability to dominate any conceivable fleet battle. As a result, ground and system assault capabilities have atrophied somewhat.
Military Assets:
Regional Power [4000 Points]
Wanderer Patrol Frigate [2] x50
Morningstar Destroyer [8][+4 Fighter] x30
Lightrider Heavy Destroyer [15][+5 Fighter] x20
Firelance Light Cruiser [30][+5 Fighter] x20
Windglaive Heavy Cruiser [40] x20
Swiftstrike Strike Cruiser [50][+25 Warship] x6
Starslayer Battlecruiser [60][+10 Warship] x4
Novablade Dreadnaught [100][+25 Warship] x6
Voidreaver Titan [200][+100 Warship] x1
Fleet Strike Craft
Raven Squadrons[275][Interceptor]
Harpy Squadrons[125][Bomber]
Defenses and Other
Marauder Legion [70][Ground Offense]
Gaia's Wrath [50][Ground Defense, Homeworld]
Sentinel Grid [100][Space Defense, Gaian System]
Orbital Massgate Station
3380 pts, Warships
400 pts, Strike Craft
220 pts, Defenses and Troops
Total:
4000
Planetfall
A constant force in history, wars has been fought since the first sentient races emerged. Ages ago, a civil war once engulfed a stellar empire whose name has been lost in antiquity. Of what we know, a powerful ruling class of clerics tightened its grip on the people of their colony worlds. Faithless and doubtful of the religion that dominated their empire, they wished for rights to self-rule. With little tolerance of the unbelievers, the empire dispatched her fleets and engaged their own people in a prolonged civil war that would last three years. The colonial star fleets were destroyed to the last ship and the lead colony's people were exiled for their role on starting the matter. Cast into the void of space, they were forgotten by their kin, abandoned amongst the stars.
With a fleet of ancient and broken colony ships, they would land ten years later on the nearest habitable planet in an unmapped system. A rarity in the universe, it looked like an idyllic paradise from orbit, reminiscent of their lost home. Making planetfall would doom the first generation of survivors to a hellish world, with few edible plants, harsh extremes of heat and cold and ferocious alien predators roaming the surface of their world. The first settlements on their world would be designed along spartan lines, to ensure their people could survive. For generations, their scientifically minded populace fought against the horrors of their new planet. Ferocious Jungle cats, ravenous birds of prey and poisonous insect swarms attacked, with no sense of self-preservation. It was almost as if the planet itself was out to destroy the settlers. The exile’s suspicions were confirmed in their minds. The universe had no benevolent 'god'. No such being would ever create a world such as this.
Awakening
Over time, the people of this world fought back, expanding their civilization until they had the opportunity to take measures against their world. One ubiquitous aspect of the planet's ecosystem that had long been overlooked was a kind of moss that grew on practically every surface of the world. Even as farmers cleared fields of weeds, the soft moss would usually form within days. Food shortage was a major impediment to population growth, ridding their fields of this moss was a key concern. Studies into the subject would yield a potent toxin to this plant life but otherwise harmless. Aircraft dispersed the first trails of the chemical into their planet's surface with excellent results. Farmers took up the cleared land and began to grow food and grain. Almost overnight however, the planet responded, with overwhelming attacks from species never before encountered. Venomous spitting birds and amphibious lizards massing as much as small buildings emerged from the wild, attacking the perimeters of cities in waves. Smaller settlements were wiped out, thousands dying under attack from the planet's wrath. Confused by why this was happening, the exiles' top ecologists made a startling discovery. The moss that sprung up everywhere emanated a kind of energy that defied all tests and examinations. Microscopic elements of it were found in all native life, from complex plants to the brains of the animals that threw themselves at their towns. With the planet closing in and unleashing microbial plagues, weed infestations destroying what little food the exiles could grow, they had little time and were approaching extinction at the hands of this world.
Theories were drawn up, and some scientists began to believe that the Moss itself was a form of previously undiscovered life. A single entity, distributed throughout countless patches and cells to create a neural network. By studying the growths the moss made with animal life and outposts disappearing daily from the planet's wrath, a desperate plan was drawn up to try and graft the Moss material into a human volunteer's brain, so that it could try and negotiate with whatever alien intelligence owned their world. This man, Marquel D'Qui would become the first Avatar of their world. One of the first children born and raised on their hostile new homeworld, he was already a prominent public figure and frontiersman whose actions had pushed the boundaries of their habitable territory for years. As his mind began to meld with the alien neural network, he made an astonishing find: Their world was indeed intelligent and of great power... but it had the mind as undeveloped as a child's. It reacted to stimuli, and tried to fight back when threatened but understood little else. It was a feeble intelligence with great potential. The planet's name was a concept more than a name. It was called Gaia, a living ecosystem that acted as a single organism. Within hours, he explained all that he learned from Gaia, and the planet calmed down as well. Gaia eased back, her wrath subdued. Guided by the will of the first Avatar, she accepted the exiles. From the ruins of their crushed civilization, the age of their arrival had ended. Their planet now welcomed them, and everything would change.
Rebirth
Hundreds of years would pass, and the survivors would slowly pick up the ruins of their civilization. They would rebuild and learn to live in harmony with their world, guiding the planet to help in their attempts to reconstruct civilization. Over generations, their society would grow and prosper in a symbiotic relationship with Gaia. The Gaiamoss would be allowed to flourish, weaving beautiful patterns over the exiles' white towers and buildings. Relying now on a mixture of high technology and harnessing of the environment, science and industry would allow them to reconstruct their space program, returning back to the void.
In space, the true implementation of heavy industry could begin. Starting with natural foundries of open magma and the organisms that lived within, Gaia accepted limited steel factories and mines on the homeworld in order to facilitate such a goal. Over the centuries massive shipyards and mining bases would be established on the lifeless worlds of their solar system. A new culture would arise too, from the survivalists fleeing their theocratic empire, to a new people embracing science, ecology and a newfound belief. As a people, the Gaians (as they increasingly thought of themselves), were cast away because they could not accept the belief that a supernatural god existed. Now, with their discovery and embracing of Gaia, a new movement bloomed. In the absence of a god, they would create one themselves. The Compact would spread and form it's own empire, seeding Gaiamoss an all habitable worlds they could find, in the hope that someday the networks of Gaia would become omnipresent, a living god that would protect their people for all time. Laughing and hiding as the other empires they found destroyed themselves in futile wars, they would continue to build their society.
Ascension
The new age came long after the old nations destroyed themselves in the Age of Steel. With their progress slow from their recovering population growth and rediscovery of new technology, the Gaians would find themselves soon surpassing their old Pre-exile technology levels. Over hundreds of years, their slow industrialization efforts came to fruition with orbital factories, keeping Gaia unspoiled. Their fleets of streamlined white and silver starships would emerge soon, exploring nearby systems and meeting the first peaceful nations in their part of the galaxy. A persistent Faster-than-light communications grid was established, using small clusters of Gaiamoss and an Avatar representative, ships could remain permanently connected to a vast information network. In their eagerness to return to space, this small nation would suffer a war yet again, after they had thought they moved past such. An armada of nomadic invaders attacked with a vast fleet of massive warships on the edge of their space. Rushing to defeat these fiends, the small Gaian fleet fought for every inch of space they advanced. Large but cumbersome, the invading fleet was finally smashed asunder against their Home System Sentinel Grid, a massive network of thousands of mobile satellite turrets.
Amongst the spoils of this brief war, fought with an unknowable enemy was a salvaged Massgate and the motivation needed for them to expand their fleet to a true regional power. The Massgate was placed on one of the orbital stations, activated and used to greet new nations. Wary of another power attacking their home systems, more powerful ships were constructed. Taught by their last engagements to fear the massive dreadnaughts and battleships surely employed by other powers, Gaian capital ships were configured specifically to defeat such behemoths. Now, a common desire fills their people to take their rightful place in the universe.
Summary:
Government: The Gaian Compact's government is a representative Republic, with a forum of thirty two members comprising the head of state. The Prime Speaker is effectively the executive, with few powers beyond a normal representative, save a direct connection with Gaia, via a small group of Avatars that represent Gaia's wishes, called The Voice. Representatives are elected every six years based on local representation to a section of the Homeworld. Two parties have formed based on Ideology, the Wardens and the Apotheosians. The Wardens are a conservative group, wishing for isolationist policy, such as they employed while the wars at the end of the 'Age of Silver' (as other nations called it) occurred. The Apotheosians, the majority party, desire to see their nation's stellar influence spread. Their goal is to increase the complexity of Gaia's neural and biological matrixes until true Apotheosis can occur, and Gaia's power can ascend to Godhood.
Economics: For the most part, goods are exchanged freely with the Standard Bill (S-Bill) as the main form of currency, but heavy regulation of Businesses by Government is in place. An officer assigned by the Government works at every major company or business; ensuring regulations are being followed on acceptable expansion and Gaia's approval. For the most part, conflicts rarely happen between Government, Planet, and Business.
Military: The Gaian military is small, but even their minor warships are highly technologically advanced. Lacking great population or a planet-wide industry, they produce smaller ships primarily, and capable strike craft for supporting said ships. Each starship has the benefit of wonderful communications and C3 capability through a central cluster of Gaiamoss they maintain.
Gaian military doctrine is heavily slanted towards defeating capital class vessels, as shown in their primary force of Six Novablade class Dreadnaughts. Currently, one Voidreaver class Titan is in service with the capability to dominate any conceivable fleet battle. As a result, ground and system assault capabilities have atrophied somewhat.
Military Assets:
Regional Power [4000 Points]
Wanderer Patrol Frigate [2] x50
Morningstar Destroyer [8][+4 Fighter] x30
Lightrider Heavy Destroyer [15][+5 Fighter] x20
Firelance Light Cruiser [30][+5 Fighter] x20
Windglaive Heavy Cruiser [40] x20
Swiftstrike Strike Cruiser [50][+25 Warship] x6
Starslayer Battlecruiser [60][+10 Warship] x4
Novablade Dreadnaught [100][+25 Warship] x6
Voidreaver Titan [200][+100 Warship] x1
Fleet Strike Craft
Raven Squadrons[275][Interceptor]
Harpy Squadrons[125][Bomber]
Defenses and Other
Marauder Legion [70][Ground Offense]
Gaia's Wrath [50][Ground Defense, Homeworld]
Sentinel Grid [100][Space Defense, Gaian System]
Orbital Massgate Station
3380 pts, Warships
400 pts, Strike Craft
220 pts, Defenses and Troops
Total:
4000
Okay, this is a very rough sketch, really just a concept. Comments appreciated.
The Stellar Holdings of the Emergency Governing Council.
When the Great Collapse occured, the Artificial Intelligences intervened. Their primary directive was to protect the humans under their charge; To that end, they siezed power until the crisis abated.
It has been several hundred years, and they are still in charge. The humans under their care are looked after to the best of the A.I.'s ability; Unfortunately, as far the the intelligences are concerned, they are not fit to govern themselves. The average life of a Civillian, as they are known, is pleasant, long, dull and ultimately meaningless.
Of course, the A.I.s can't run everything themselves. To that end, they created Special Exemption Status, or Citizenship, as a loophole to allow a privelidged few to have a say in Holding civilisation.
The wings that the rest of the galactic community most often encounter are the Militant and Diplomatic wings; Most civilisations that encounter a Diplomat aren't even aware that they're technically speaking to a human. The loophole which allows a Civillian to become a Citizen is both startlingly simple and complicated at the same time: They have to cease being a human being.
Citizens are essentially a brain inside a complicated, state-of-the-art robotic life support system. These systems are as varied as the situation demands, but the most common all-purpose construct is a quadrapedal, insectiod affair with full NBC protection and easily configuarable limbs. (Note: Think B5 Shadows)
...
And that's all I have at the moment. Comments? Suggestions? Flames?
The Stellar Holdings of the Emergency Governing Council.
When the Great Collapse occured, the Artificial Intelligences intervened. Their primary directive was to protect the humans under their charge; To that end, they siezed power until the crisis abated.
It has been several hundred years, and they are still in charge. The humans under their care are looked after to the best of the A.I.'s ability; Unfortunately, as far the the intelligences are concerned, they are not fit to govern themselves. The average life of a Civillian, as they are known, is pleasant, long, dull and ultimately meaningless.
Of course, the A.I.s can't run everything themselves. To that end, they created Special Exemption Status, or Citizenship, as a loophole to allow a privelidged few to have a say in Holding civilisation.
The wings that the rest of the galactic community most often encounter are the Militant and Diplomatic wings; Most civilisations that encounter a Diplomat aren't even aware that they're technically speaking to a human. The loophole which allows a Civillian to become a Citizen is both startlingly simple and complicated at the same time: They have to cease being a human being.
Citizens are essentially a brain inside a complicated, state-of-the-art robotic life support system. These systems are as varied as the situation demands, but the most common all-purpose construct is a quadrapedal, insectiod affair with full NBC protection and easily configuarable limbs. (Note: Think B5 Shadows)
...
And that's all I have at the moment. Comments? Suggestions? Flames?
-
- SMAKIBBFB
- Posts: 19195
- Joined: 2002-07-28 12:30pm
- Contact:
Its going to be quite easy to survive. No one can possibly view them as a threat. They're tech is indecipherable to everyone even after 15 years of study. And they have no expansionist ambitions (other than wishing to have a representative/consul present in other nations in order to facilitate trade and make political dealings more convenient).Thirdfain wrote:That is one interesting power- also, one placed in a precarious position. I commend you on your bravery, and hope that your deviousness allows you to survive whatever conflagrations may or may not be definitely arriving shortly.
Preliminary Order of Battle, Khar Imperium
[Assumes Major Power, 6000 Pts]
Imperial Khar Navy
Escorts (142 Hulls)
Luf Qar'Nedjev-class Point Defense Frigate [3][Warship][+1 vs. Fighters] x92
=The Standardized Khar PD Frigate is armed with only Point-Defense Weapons and is more like a small gunboat. Large numbers of Point-Defense Frigates travel in the Standardized Clan Fleets to provide light anti-fighter defenses.
Syshtar Nysh-Yelymi-class Patrol Destroyer [5][Warship] x50
=The Standardized Khar Destroyer is a small vessel that is armed with only a single Shield Cannon for anti-warship operations and a mediocre point defense outfit for lighter targets. However, the Syshtar Nysh-Yelymi is able to preform all roles equally badly and thus is used as a light multi-purpose escort.
Cruisers (92 Hulls)
Nefdriq Te'Eq-Suinidj-class Patrol Cruiser [8][Warship] x34
=The Standardized Khar Light Cruiser is a recently created class. They resemble larger Destroyers with a slightly decreased Point-Defense capacity in exchange for a second Shield Cannon.
Ror-Epmeiz Delb-class Attack Cruiser [12][Warship][+4 vs. Warships] x32
=The Standardized Khar Cruiser is a small vessel that packs nearly 75% of its weapons capacity into anti-warship guns. Cruisers often operate under the protection of larger Battlecruisers to help them deal with the threat of both larger warships and smaller fighters.
'Nemnet Yalne-class Battlecruiser [15][Warship][+7 vs. Fighters] x26
=Khar Battlecruisers are fast cruiser-sized vessels armed to the teeth with rapid-firing light weaponry. They are usually the main defensive parts of a fleet, expendable enough to go out and fight the enemy and powerful enough to actually have a chance.
Ships of the Wall (64 Hulls)
Sych Dju-Oeq-Sip-class Battleship [30][Warship][+10 vs. Warships] x16
=The Battleships of the Khar Fleet are made to attack enemy lines. While powerful against other warships, they are very vulnerable to attack by fighters and usually require covering fire from Carriers or Battlecruisers for full effectiveness. Khar Battleships also are the smallest vessel in the Khar Fleet to mount a SHALAM Weapon.
Qar-Oeq-Nyveiz-class Dreadnought [50][Warship][+25 vs. Warships] x30
=Khar Dreadnoughts are the backbone of the Clanfleets. They simply are a larger version of their battleships, notibly including 2 SHALAM Weapons. However, Dreadnought firepower is only 50% larger than a Battleship despite their 66% increase in volume. This inefficiency is dismissed by Khar Captains as "number jockeying".
Syiap-Ro Tibra-class Missile Carrier/Command Vessel [70][Warship][+30 vs. Fighters] x10
=The Missile Carriers of the Khar Fleet double as C4 stations. While they are capable of exchanging respectable broadsides through sheer amount of weapons, their numerous light guns are best used to rip through enemy fighters and protect the large Ships of the Wall. A Missile Carrier is not a true carrier, the Imperial Khar Navy having no fighters, and instead carries 38 Ninoker Missile Batteries. However, for their size they are slow and underarmored.
Clan Superdreadnought [100][Warship][+30 vs. Warships] x7
=Clan Superdreadnoughts are the centers of the Khar Clanfleets. Each one is horrendously powerful in combat. They are pure combat vessels, carrying a full 3 SHALAM weapons and 10 Ninoker Missile Batteries along with numerous smaller armaments. Clan Vessels are rebuilt as needed to keep with technology, but to lose one in battle would be the ultimate dishonor.
LKLR (Translated) Sword of the Emperor's Wrath Flagship [500][Warship][+150 vs. Warships]
=The Sword of the Emperor's Wrath is the final surviving ship from the Age of Steel in the Khar Imperial. The personal clanship of the Imperial Family, the Sword of the Emperor's Wrath is said to be undefeatable in combat and unstoppable in its carrying out of the Emperor's Will. Carrying 14 SHALAM Weapons and an insane alottment of 72 Shield Guns and countless point-defense guns, it should be able to do just that. In practice, protected by 30% of the Imperial Fleet, it stays at home and guards Monau-Ra from interlopers. However, were the Imperial Homefleet to leave shore, woe betide the enemy who attempted to attack the LKLR Delb-Oeq-Dagnamizqar.
Defenses (26 Hulls)
Orbital Turret [4][Defense] x26 (3 per Clanworld, 5 at Monau-Ra)
=Orbital Turrets are small defensive weapons that are placed around Clanworlds and the Imperial Plant. While they are generally weak in combat, they help supplement the defenses of warships and generally perform best when ignored in favor of mobile opponents, allowing them to focus firepower on enemies as they wish.
Troops
Imperial Khar Army [425] (Dispatched 35/clan and 180 to the Imperial Family)
=The Imperial Khar Army is actually the provincial clan defense forces of each of the Seven Clans, generally ridiculously undermanned and pathetic. A more respectable, if miniaturized, military is controlled by the Imperial Family at Monau-Ra.
Khar Uber Leet Special Ops* [15] (AKA "Spare Points Division", under Imperial Family Control)
=Khar ULSO is an elite group of hot, young, and photogenic women and men. They usually never are hit in battle, win under impossible odds, and are involved in interstellar diplomatic incidents with a stunning regularity. While not especially capable or numerous, this batallion-sized unit composed of extreme amounts of awesome is often deployed because of their extremely cinematic nature.
*Okay, that entire expenditure of points is a gigantic joke. If the levity hurts realism, ULSO should just be treated as 15 Extra Points to the Imperial Khar Army.
Ummm, that should add up to 6,000 assuming I didn't do anything stupid with my calculator. As you can see, the Emperor and his tiny reproductive organs have been reallowed a giant ship. Take that, Army! We didn't need you any way!
EDIT-
Forgot to include this:
Standard Clanfleet (1 Per Clanworld) x7
3 Orbital Turrets
10 Point Defense Frigates
5 Patrol Destroyers
3 Patrol Cruisers
3 Attack Cruisers
2 Battlecruisers
2 Battleships
3 Dreadnoughts
1 Missile Carrier/Command Ship
1 Clan Superdreadnought
Imperial Homefleet (Monau-Ra) x1
5 Orbital Turrets
20 Point Defense Frigates
15 Patrol Destroyers
13 Patrol Cruisers
11 Cruisers
12 Battlecruisers
2 Battleships
9 Dreadnoughts
3 Missile Carrier/Command Ships
1 LKLR Sword of the Emperor's Wrath Flagship
[Assumes Major Power, 6000 Pts]
Imperial Khar Navy
Escorts (142 Hulls)
Luf Qar'Nedjev-class Point Defense Frigate [3][Warship][+1 vs. Fighters] x92
=The Standardized Khar PD Frigate is armed with only Point-Defense Weapons and is more like a small gunboat. Large numbers of Point-Defense Frigates travel in the Standardized Clan Fleets to provide light anti-fighter defenses.
Syshtar Nysh-Yelymi-class Patrol Destroyer [5][Warship] x50
=The Standardized Khar Destroyer is a small vessel that is armed with only a single Shield Cannon for anti-warship operations and a mediocre point defense outfit for lighter targets. However, the Syshtar Nysh-Yelymi is able to preform all roles equally badly and thus is used as a light multi-purpose escort.
Cruisers (92 Hulls)
Nefdriq Te'Eq-Suinidj-class Patrol Cruiser [8][Warship] x34
=The Standardized Khar Light Cruiser is a recently created class. They resemble larger Destroyers with a slightly decreased Point-Defense capacity in exchange for a second Shield Cannon.
Ror-Epmeiz Delb-class Attack Cruiser [12][Warship][+4 vs. Warships] x32
=The Standardized Khar Cruiser is a small vessel that packs nearly 75% of its weapons capacity into anti-warship guns. Cruisers often operate under the protection of larger Battlecruisers to help them deal with the threat of both larger warships and smaller fighters.
'Nemnet Yalne-class Battlecruiser [15][Warship][+7 vs. Fighters] x26
=Khar Battlecruisers are fast cruiser-sized vessels armed to the teeth with rapid-firing light weaponry. They are usually the main defensive parts of a fleet, expendable enough to go out and fight the enemy and powerful enough to actually have a chance.
Ships of the Wall (64 Hulls)
Sych Dju-Oeq-Sip-class Battleship [30][Warship][+10 vs. Warships] x16
=The Battleships of the Khar Fleet are made to attack enemy lines. While powerful against other warships, they are very vulnerable to attack by fighters and usually require covering fire from Carriers or Battlecruisers for full effectiveness. Khar Battleships also are the smallest vessel in the Khar Fleet to mount a SHALAM Weapon.
Qar-Oeq-Nyveiz-class Dreadnought [50][Warship][+25 vs. Warships] x30
=Khar Dreadnoughts are the backbone of the Clanfleets. They simply are a larger version of their battleships, notibly including 2 SHALAM Weapons. However, Dreadnought firepower is only 50% larger than a Battleship despite their 66% increase in volume. This inefficiency is dismissed by Khar Captains as "number jockeying".
Syiap-Ro Tibra-class Missile Carrier/Command Vessel [70][Warship][+30 vs. Fighters] x10
=The Missile Carriers of the Khar Fleet double as C4 stations. While they are capable of exchanging respectable broadsides through sheer amount of weapons, their numerous light guns are best used to rip through enemy fighters and protect the large Ships of the Wall. A Missile Carrier is not a true carrier, the Imperial Khar Navy having no fighters, and instead carries 38 Ninoker Missile Batteries. However, for their size they are slow and underarmored.
Clan Superdreadnought [100][Warship][+30 vs. Warships] x7
=Clan Superdreadnoughts are the centers of the Khar Clanfleets. Each one is horrendously powerful in combat. They are pure combat vessels, carrying a full 3 SHALAM weapons and 10 Ninoker Missile Batteries along with numerous smaller armaments. Clan Vessels are rebuilt as needed to keep with technology, but to lose one in battle would be the ultimate dishonor.
LKLR (Translated) Sword of the Emperor's Wrath Flagship [500][Warship][+150 vs. Warships]
=The Sword of the Emperor's Wrath is the final surviving ship from the Age of Steel in the Khar Imperial. The personal clanship of the Imperial Family, the Sword of the Emperor's Wrath is said to be undefeatable in combat and unstoppable in its carrying out of the Emperor's Will. Carrying 14 SHALAM Weapons and an insane alottment of 72 Shield Guns and countless point-defense guns, it should be able to do just that. In practice, protected by 30% of the Imperial Fleet, it stays at home and guards Monau-Ra from interlopers. However, were the Imperial Homefleet to leave shore, woe betide the enemy who attempted to attack the LKLR Delb-Oeq-Dagnamizqar.
Defenses (26 Hulls)
Orbital Turret [4][Defense] x26 (3 per Clanworld, 5 at Monau-Ra)
=Orbital Turrets are small defensive weapons that are placed around Clanworlds and the Imperial Plant. While they are generally weak in combat, they help supplement the defenses of warships and generally perform best when ignored in favor of mobile opponents, allowing them to focus firepower on enemies as they wish.
Troops
Imperial Khar Army [425] (Dispatched 35/clan and 180 to the Imperial Family)
=The Imperial Khar Army is actually the provincial clan defense forces of each of the Seven Clans, generally ridiculously undermanned and pathetic. A more respectable, if miniaturized, military is controlled by the Imperial Family at Monau-Ra.
Khar Uber Leet Special Ops* [15] (AKA "Spare Points Division", under Imperial Family Control)
=Khar ULSO is an elite group of hot, young, and photogenic women and men. They usually never are hit in battle, win under impossible odds, and are involved in interstellar diplomatic incidents with a stunning regularity. While not especially capable or numerous, this batallion-sized unit composed of extreme amounts of awesome is often deployed because of their extremely cinematic nature.
*Okay, that entire expenditure of points is a gigantic joke. If the levity hurts realism, ULSO should just be treated as 15 Extra Points to the Imperial Khar Army.
Ummm, that should add up to 6,000 assuming I didn't do anything stupid with my calculator. As you can see, the Emperor and his tiny reproductive organs have been reallowed a giant ship. Take that, Army! We didn't need you any way!
EDIT-
Forgot to include this:
Standard Clanfleet (1 Per Clanworld) x7
3 Orbital Turrets
10 Point Defense Frigates
5 Patrol Destroyers
3 Patrol Cruisers
3 Attack Cruisers
2 Battlecruisers
2 Battleships
3 Dreadnoughts
1 Missile Carrier/Command Ship
1 Clan Superdreadnought
Imperial Homefleet (Monau-Ra) x1
5 Orbital Turrets
20 Point Defense Frigates
15 Patrol Destroyers
13 Patrol Cruisers
11 Cruisers
12 Battlecruisers
2 Battleships
9 Dreadnoughts
3 Missile Carrier/Command Ships
1 LKLR Sword of the Emperor's Wrath Flagship
Last edited by Duckie on 2005-12-20 06:58pm, edited 2 times in total.
- Thirdfain
- The Player of Games
- Posts: 6924
- Joined: 2003-02-13 09:24pm
- Location: Never underestimate the staggering drawing power of the Garden State.
Indeed, no nation would paint your nation as a threat and invade it for that reason.weemadando wrote:
Its going to be quite easy to survive. No one can possibly view them as a threat. They're tech is indecipherable to everyone even after 15 years of study. And they have no expansionist ambitions (other than wishing to have a representative/consul present in other nations in order to facilitate trade and make political dealings more convenient).
-edit-
Oh, and MRDOD: while it has no bearing whatsoever on your OOB, and ship class titles based on Age of Steel warships are little more than a bit of flavor, I should point out that historically, "Battlecruiser" specifically referred to a vessel which maximized heavy, battleship-scale weapons on a lightly armored, fast hull.
But Battlecruiser sounds so much more impressive than "Anti-Fighter Cruiser" or "Heavy Cruiser". It has the word... Battle!. For fighting and stuff!Thirdfain wrote: Oh, and MRDOD: while it has no bearing whatsoever on your OOB, and ship class titles based on Age of Steel warships are little more than a bit of flavor, I should point out that historically, "Battlecruiser" specifically referred to a vessel which maximized heavy, battleship-scale weapons on a lightly armored, fast hull.
Technically that's the translation, anyhow. It's more properly a Tyalt'ryb Rytuas*, but I prefer the word Battlecruiser as there's only so much Crazy Moon Language you can pack into a single post.
*In case anyone is wondering about the Crazy Moon Language, Y is definately a vowel. They're Aliens, not Balkanians.
-
- SMAKIBBFB
- Posts: 19195
- Joined: 2002-07-28 12:30pm
- Contact:
Ford and I are tossing about ideas for a co-op rogue/minor faction.
We proudly present:
Tripping the Riff
A faction based on the idea that Rock'n'Roll conquers all.
Their armament - catchy riffs, great lyrics and enormous speakers.
It could be a single man wailing on a guitar a la Hendrix, or it could be a travelling city ship (or more appropriately, music festival ship)...
Their tunes are so catchy that once heard, people compulsively start humming them and tapping out the beat at the most inappropriate times (like in the middle of the battle).
Ford? Any comments from you? And any comments from other people?
We proudly present:
Tripping the Riff
A faction based on the idea that Rock'n'Roll conquers all.
Their armament - catchy riffs, great lyrics and enormous speakers.
It could be a single man wailing on a guitar a la Hendrix, or it could be a travelling city ship (or more appropriately, music festival ship)...
Their tunes are so catchy that once heard, people compulsively start humming them and tapping out the beat at the most inappropriate times (like in the middle of the battle).
Ford? Any comments from you? And any comments from other people?
Um, with no sound in space, people are easily going to stop you at their borders and trounce you before you can do anything.weemadando wrote:Ford and I are tossing about ideas for a co-op rogue/minor faction.
We proudly present:
Tripping the Riff
A faction based on the idea that Rock'n'Roll conquers all.
Their armament - catchy riffs, great lyrics and enormous speakers.
It could be a single man wailing on a guitar a la Hendrix, or it could be a travelling city ship (or more appropriately, music festival ship)...
Their tunes are so catchy that once heard, people compulsively start humming them and tapping out the beat at the most inappropriate times (like in the middle of the battle).
Ford? Any comments from you? And any comments from other people?
-
- SMAKIBBFB
- Posts: 19195
- Joined: 2002-07-28 12:30pm
- Contact:
WITH SPEAKERS SO POWERFUL THAT THEY CAN TRANSMIT THE SOUND IN HARD VACUUM!!!Matt Huang wrote:Um, with no sound in space, people are easily going to stop you at their borders and trounce you before you can do anything.weemadando wrote:Ford and I are tossing about ideas for a co-op rogue/minor faction.
We proudly present:
Tripping the Riff
A faction based on the idea that Rock'n'Roll conquers all.
Their armament - catchy riffs, great lyrics and enormous speakers.
It could be a single man wailing on a guitar a la Hendrix, or it could be a travelling city ship (or more appropriately, music festival ship)...
Their tunes are so catchy that once heard, people compulsively start humming them and tapping out the beat at the most inappropriate times (like in the middle of the battle).
Ford? Any comments from you? And any comments from other people?
- White Haven
- Sith Acolyte
- Posts: 6360
- Joined: 2004-05-17 03:14pm
- Location: The North Remembers, When It Can Be Bothered
Normal sound vibrates matter. THIS, however, vibrates space-time.
Chronological Incontinence: Time warps around the poster. The thread topic winks out of existence and reappears in 1d10 posts.
Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'
Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)
Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'
Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)
- Academia Nut
- Sith Devotee
- Posts: 2598
- Joined: 2005-08-23 10:44pm
- Location: Edmonton, Alberta
Huh... that actually reminds me of a character for a story that impressed primitive people by wearing ornate armour with a special fine gravity control so that everything within about a ten metre radius was used as one gigantic three dimensional speaker. This obviously impressed the crap out of the people already bowing down in worship.White Haven wrote:Normal sound vibrates matter. THIS, however, vibrates space-time.
Bringing this up, weemadando, I'm calling dibs on that technology for my corsairs when they're interacting with the outside universe. Your hard rockers can come up with something cooler.
I love learning. Teach me. I will listen.
You know, if Christian dogma included a ten-foot tall Jesus walking around in battle armor and smashing retarded cultists with a gaint mace, I might just convert - Noble Ire on Jesus smashing Scientologists
You know, if Christian dogma included a ten-foot tall Jesus walking around in battle armor and smashing retarded cultists with a gaint mace, I might just convert - Noble Ire on Jesus smashing Scientologists
- Ford Prefect
- Emperor's Hand
- Posts: 8254
- Joined: 2005-05-16 04:08am
- Location: The real number domain
Ironically, this was where the idea came from - I was telling Ando about a guy I was writing who stopped a war by rocking out really hard. Then he came up with this.Thirdfain wrote: When they rock, they rock HARD.
We don't win by being loud though. Rather we maintain a state of mutual awesomeness through totally rocking tunes.
What is Project Zohar?
Here's to a certain mostly harmless nutcase.
Here's to a certain mostly harmless nutcase.