Proposed STGOD Setting.
Moderator: Thanas
- Nephtys
- Sith Acolyte
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I suggest a smaller region. Perhaps a segment of the galaxy or a very large cluster of stars, because a Galaxy is DARN big. If we have any galactic scale game, everyone realistically will own thousands of systems... which is really cumbersome and makes the scale a bit too hard to imagine.
With a few hundred stars, then it becomes managable. One system is valuable. Keep it along ST/Wing Commander/B5/etc Size scales and I think it'll work better.
With a few hundred stars, then it becomes managable. One system is valuable. Keep it along ST/Wing Commander/B5/etc Size scales and I think it'll work better.
- Vanas
- Jedi Council Member
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How about a Globular cluster? Lots of stars, relatively small area.
Sure, there aren't many new stars there, but that problem is not a problem thanks to universal SEP devices.
Sure, there aren't many new stars there, but that problem is not a problem thanks to universal SEP devices.
According to wikipedia, "the Mohorovičić discontinuity is the boundary between the Earth's crust and the mantle."
According to Starbound, it's a problem solvable with enough combat drugs to turn you into the Incredible Hulk.
According to Starbound, it's a problem solvable with enough combat drugs to turn you into the Incredible Hulk.
They might carry some fighters wings to fend off raiders and have a USSF detachment but they aren't really good platforms for weaponry. They spin, have giant radiators and solar panels/reflectors and have a whole host of problems that make arming them problematic.Matt Huang wrote:No defense tags? What happened to your stations? Or are they totally unarmed?
I'm not sure if they get shielding for "free" - I'll have to talk to the mods. I haven't even calculated how many stations I need yet.
- Spyder
- Sith Marauder
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If it's not especially designed as planetary defense you could use [Carrier]
Removes fighter cap at cost of -50% vs warships. Essentually a cheap place to stash your fighters. Also, if the station itself is unarmed and no one's planning on spamming all known space with them then they don't actually need to cost anything, just mention that fighters are in the local garrison.
Removes fighter cap at cost of -50% vs warships. Essentually a cheap place to stash your fighters. Also, if the station itself is unarmed and no one's planning on spamming all known space with them then they don't actually need to cost anything, just mention that fighters are in the local garrison.
USSF doctrine isn't a carrier-centric force, so it won't field dedicated carrier vessels. The cruisers might carry around some bombers for long-range strike and maybe some recon fighters but that's it. Certainly nothing like full-deck strikes the real-life USN would do.Spyder wrote:If it's not especially designed as planetary defense you could use [Carrier]. Removes fighter cap at cost of -50% vs warships. Essentually a cheap place to stash your fighters.
I was more referring to if the shielding on the stations were "free" - so I guess they are. They are huge O'Neill style stations primarily designed for civilian residence, remember, not military stations. The interceptor wings are mostly for station-defense.Also, if the station itself is unarmed and no one's planning on spamming all known space with them then they don't actually need to cost anything, just mention that fighters are in the local garrison.
Remember: my entire civiliation is a bunch of space-stations. I don't have planets.
Government/Culture
The culture of the United Stations is outwardly quite strange. Life in the Stations can be quite authoritarian at times as a neccessary survival mechanism. The Stations are not as forgiving as planets when it comes to error; thus, life is carefully controlled. Ever-wary of raids, the populace trains from a young age to defend their colony (an eight-year stint in the military being required) and also to quickly put on vac-suits and learn to live in zero-gee if neccessary. Survival trumped the niceties of many planetside governments.
For all that, the people of the Stations are fiercely independant. The authoritrianism of the stations is by choice to survive but many live away from the greatest of stations, chosing to mine the great asteroid belts or live amongst the tradelanes. In this odd mix of authoritarianism and individualism is a strong sense of nationalism. It baffles most foreigners.
The Federal government is split into three branches. The Legislature is bicameral; the upper-house is comprised of a Senate with two Senators representing each Station over ten million in population or a Station-Group of ten million total. Senators are not elected. The Congress is the other house and is popularly elected similar to the US House of Representatives.
The Judiciary is much like the US system; the Executive branch is handled by the military and is selected in a meritocracy-esque form. All three branches have cross-checks on each other and the system, by and large, has worked fairly well.
- Spyder
- Sith Marauder
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What I mean is; you could use it on a station if you wanted to if you wanted to say it had a large fighter compliment but wasn't overly that strong vs warships.phongn wrote:USSF doctrine isn't a carrier-centric force, so it won't field dedicated carrier vessels. The cruisers might carry around some bombers for long-range strike and maybe some recon fighters but that's it. Certainly nothing like full-deck strikes the real-life USN would do.Spyder wrote:If it's not especially designed as planetary defense you could use [Carrier]. Removes fighter cap at cost of -50% vs warships. Essentually a cheap place to stash your fighters.
e.g.
Space Station Thor [20][Carrier]
Houses 400 points worth of fighters.
If that's the case I probably wouldn't bother declaring the stations themselves, fighter garrisons are usually assumed for populated areas anyway. Basically just worry about any other stationary defense that may or may not be attached. e.g. satellites, planetary guns (station mounted.)I was more referring to if the shielding on the stations were "free" - so I guess they are. They are huge O'Neill style stations primarily designed for civilian residence, remember, not military stations. The interceptor wings are mostly for station-defense.Also, if the station itself is unarmed and no one's planning on spamming all known space with them then they don't actually need to cost anything, just mention that fighters are in the local garrison.
Remember: my entire civiliation is a bunch of space-stations. I don't have planets.
Sounds like you'll be a regular feature in the trade lanes. There's always one space borne power.Government/Culture
The culture of the United Stations is outwardly quite strange. Life in the Stations can be quite authoritarian at times as a neccessary survival mechanism. The Stations are not as forgiving as planets when it comes to error; thus, life is carefully controlled. Ever-wary of raids, the populace trains from a young age to defend their colony (an eight-year stint in the military being required) and also to quickly put on vac-suits and learn to live in zero-gee if neccessary. Survival trumped the niceties of many planetside governments.
For all that, the people of the Stations are fiercely independant. The authoritrianism of the stations is by choice to survive but many live away from the greatest of stations, chosing to mine the great asteroid belts or live amongst the tradelanes. In this odd mix of authoritarianism and individualism is a strong sense of nationalism. It baffles most foreigners.
The Federal government is split into three branches. The Legislature is bicameral; the upper-house is comprised of a Senate with two Senators representing each Station over ten million in population or a Station-Group of ten million total. Senators are not elected. The Congress is the other house and is popularly elected similar to the US House of Representatives.
The Judiciary is much like the US system; the Executive branch is handled by the military and is selected in a meritocracy-esque form. All three branches have cross-checks on each other and the system, by and large, has worked fairly well.
Not to dismiss the United Systems, but they're kind of out of the way, so any presence they have on the trade lanes is going to be from their citizens and merchants.
The Freehold are in a nice position trade-wise, they're smack in the middle of the highest concentration of powers.
Personally, the Avalonian League is going to be a highly insular power. They're going to be highly resistant to the notion of opening their worlds to outsiders, and if regular contact (ambassadors) become nessecary, then they'll establish a station on the edge of Avalonian space to house them.
It's going to present an infuriating challenge (or possibly even a slap to the face) to the mercantilist powers, a group of highly developed worlds with large populations, but each world has been carefully built up in a way that they are individually self-sufficient, and in the case of the long-established worlds, productive beyond what many other powers could achieve with entire star systems.
The Freehold are in a nice position trade-wise, they're smack in the middle of the highest concentration of powers.
Personally, the Avalonian League is going to be a highly insular power. They're going to be highly resistant to the notion of opening their worlds to outsiders, and if regular contact (ambassadors) become nessecary, then they'll establish a station on the edge of Avalonian space to house them.
It's going to present an infuriating challenge (or possibly even a slap to the face) to the mercantilist powers, a group of highly developed worlds with large populations, but each world has been carefully built up in a way that they are individually self-sufficient, and in the case of the long-established worlds, productive beyond what many other powers could achieve with entire star systems.
The USA also doesn't have unchallenged control of an entire planet & it's resources, or the power-generation technology typically associated with groups who can operate a fleet of crewed interstellar vessels.Spyder wrote:The US would run into a number of problems if it restricted the bulk of its trade activities to Canada and Mexico.
- SirNitram
- Rest in Peace, Black Mage
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Hekartes - Major Power
Order Of Battle.
Note: By it's curious nature, there is centralized command but no standard army. Warriors are rallied together from assets present or able to quickly respond. This, coupled with the nature of Hekartes military vessels, means fleets are chaotic, ramshackle things.
Fleet:
Frigate-class Hulk [6] x 200 [1,200]
Smallest of the true warhulks, frigate-class vessels tend to be speedy and lightly armed. Typically soulbonded to a young warrior, they can be seen almost anywhere, as the 'crew' seeks to prove his or her worth.
Destroyer-class Hulk [20] x 40 [800]
While Frigates range far and wide, Destroyers are found closer in. Operating on the Hekartes trade lanes, watching over the protected systems, and forming the core of any fleet, they are piloted by proven warriors, bonded to their tattered metal.
'Storm' Hulks [20][+10 vs. Strike Craft] x 10 [200]
Hulks which were biased towards antifighter work, or which have been modified to hurl immense loads of shrapnel at incoming strike craft, are referred to as 'Storm' hulks. They lack finesse, but when a heavy weapons mount is replaced by huge rotary cannons, pilots beware!
Cruiser-class Hulk [50] x 10 [500]
Slow, ill-tempered, and nigh-impossible to stop. Such is the image of a Cruiser Hulk, and it's quite true. Hauled from the sites of vast battles during the Age of Steel, these vessels are in worse repair than smaller hulks, sometimes requiring extensive soul-magic to restore them to movement.
'Warbringer' Hulks [50][+25 vs. Capitals] x 5 [250]
When the time comes for war, cruiser's are stripped of their antifighter complements to equip ever-more heavy weapons. These behemoths lumber onto the field of battle and seek out enemy capital ships without mercy.
Battleship-class Hulk [100] x 5 [500]
No one who has only trod the path of the warrior can be bonded to these ancient, powerful wrecks. To truly become one with the muscle of Hekartes naval power, one must travel many paths, seeking enlightenment in each of the roles a sentient may. Only by mastering the complex methods of guiding and directing others, managing scant resources, and watching the future through the soul-realm can one truly command a battleship. These individuals are few, and revered.
'The Abomination' [200] x 1
Soulbonding can go horribly wrong. When a vast, Age of Steel battleship was located and towed in, none realized it's self-aware core was a hateful, insane thing, driven to hate all life by it's aeons of isolation. When one of the greatest leaders of the Hekartes bonded with it and restored it's capability to move and fight, it immediately tore huge holes in the fleets guarding it and escaped. The Abominations present location is unknown, as the minds of a killer machine and a benevolent leader wage war for one of the strongest warships still existing.
Gateway Network [500] x 1
A series of massive gates exist on the worlds of the Hekartes, allowing rapid transit of anything smaller than a cruiser between worlds.
Army [500]
Comprimised of tanks, fighters, artillery, and war shamen, the Hekartes army is few in number but devastating when they can move enough troops into one place.
Bolo [50] x 7 [350]
The largest and most powerful land vehicle in the arsenal of the Hekartes, a Bolo can single-handedly defend a planet from an army, swat small craft from the skies, and augment standard army units to provide devastating power. As rare as battleships, these behemoths are the reward of the heros of the tribes.
Order Of Battle.
Note: By it's curious nature, there is centralized command but no standard army. Warriors are rallied together from assets present or able to quickly respond. This, coupled with the nature of Hekartes military vessels, means fleets are chaotic, ramshackle things.
Fleet:
Frigate-class Hulk [6] x 200 [1,200]
Smallest of the true warhulks, frigate-class vessels tend to be speedy and lightly armed. Typically soulbonded to a young warrior, they can be seen almost anywhere, as the 'crew' seeks to prove his or her worth.
Destroyer-class Hulk [20] x 40 [800]
While Frigates range far and wide, Destroyers are found closer in. Operating on the Hekartes trade lanes, watching over the protected systems, and forming the core of any fleet, they are piloted by proven warriors, bonded to their tattered metal.
'Storm' Hulks [20][+10 vs. Strike Craft] x 10 [200]
Hulks which were biased towards antifighter work, or which have been modified to hurl immense loads of shrapnel at incoming strike craft, are referred to as 'Storm' hulks. They lack finesse, but when a heavy weapons mount is replaced by huge rotary cannons, pilots beware!
Cruiser-class Hulk [50] x 10 [500]
Slow, ill-tempered, and nigh-impossible to stop. Such is the image of a Cruiser Hulk, and it's quite true. Hauled from the sites of vast battles during the Age of Steel, these vessels are in worse repair than smaller hulks, sometimes requiring extensive soul-magic to restore them to movement.
'Warbringer' Hulks [50][+25 vs. Capitals] x 5 [250]
When the time comes for war, cruiser's are stripped of their antifighter complements to equip ever-more heavy weapons. These behemoths lumber onto the field of battle and seek out enemy capital ships without mercy.
Battleship-class Hulk [100] x 5 [500]
No one who has only trod the path of the warrior can be bonded to these ancient, powerful wrecks. To truly become one with the muscle of Hekartes naval power, one must travel many paths, seeking enlightenment in each of the roles a sentient may. Only by mastering the complex methods of guiding and directing others, managing scant resources, and watching the future through the soul-realm can one truly command a battleship. These individuals are few, and revered.
'The Abomination' [200] x 1
Soulbonding can go horribly wrong. When a vast, Age of Steel battleship was located and towed in, none realized it's self-aware core was a hateful, insane thing, driven to hate all life by it's aeons of isolation. When one of the greatest leaders of the Hekartes bonded with it and restored it's capability to move and fight, it immediately tore huge holes in the fleets guarding it and escaped. The Abominations present location is unknown, as the minds of a killer machine and a benevolent leader wage war for one of the strongest warships still existing.
Gateway Network [500] x 1
A series of massive gates exist on the worlds of the Hekartes, allowing rapid transit of anything smaller than a cruiser between worlds.
Army [500]
Comprimised of tanks, fighters, artillery, and war shamen, the Hekartes army is few in number but devastating when they can move enough troops into one place.
Bolo [50] x 7 [350]
The largest and most powerful land vehicle in the arsenal of the Hekartes, a Bolo can single-handedly defend a planet from an army, swat small craft from the skies, and augment standard army units to provide devastating power. As rare as battleships, these behemoths are the reward of the heros of the tribes.
Manic Progressive: A liberal who violently swings from anger at politicos to despondency over them.
Out Of Context theatre: Ron Paul has repeatedly said he's not a racist. - Destructinator XIII on why Ron Paul isn't racist.
Shadowy Overlord - BMs/Black Mage Monkey - BOTM/Jetfire - Cybertron's Finest/General Miscreant/ASVS/Supermoderator Emeritus
Debator Classification: Trollhunter
Out Of Context theatre: Ron Paul has repeatedly said he's not a racist. - Destructinator XIII on why Ron Paul isn't racist.
Shadowy Overlord - BMs/Black Mage Monkey - BOTM/Jetfire - Cybertron's Finest/General Miscreant/ASVS/Supermoderator Emeritus
Debator Classification: Trollhunter
- Dahak
- Emperor's Hand
- Posts: 7292
- Joined: 2002-10-29 12:08pm
- Location: Admiralty House, Landing, Manticore
- Contact:
Hm, if Nitram spends points for transportation between worlds, I think I should put something like that for my teleporting elves in the OOB, better to be safe...
Great Dolphin Conspiracy - Chatter box
"Implications: we have been intercepted deliberately by a means unknown, for a purpose unknown, and transferred to a place unknown by a form of intelligence unknown. Apart from the unknown, everything is obvious." ZORAC
GALE Force Euro Wimp
Human dignity shall be inviolable. To respect and protect it shall be the duty of all state authority.
Erm, I believe that the people and vessels that travel between countries carrying goods for the purpose of commerce typically operate on behalf of non-government entities known as corporations. So it's no contradiction to have your merchants travel the tradelanes regardless of how far from any external trade routes your government facilities are..Spyder wrote:All the more reason why a little commuting to establish themselves financially won't be a problem. Also the USA doesn't have the population and growth demands of an entire planet.
- Pablo Sanchez
- Commissar
- Posts: 6998
- Joined: 2002-07-03 05:41pm
- Location: The Wasteland
The Freehold
Great Power
NAVY
7000 points
The Freehold Navy operates under the "decisive battle" theory, by which naval supremacy is to be established by deploying a large fleet which acts to annihilate its opposition in a single climactic battle, thereby winning superiority in space.
Screening Ship [4][+2 against strike craft] x 300 [1200]
These small ships act in concert with the fleet to protect larger vessels from attack by bombers. They are never found except as elements of a larger fleet.
Artillery Monitor [20][+10 against stationary] x10 [200]
Monitors are designed to supplement fleet or army actions by provided concentrated firepower against fixed targets.
Armored Cruiser [20] x 100 [2000]
These are balanced ships that patrol the trade lanes and join the fleet for larger operations.
Escort Cruiser [20][+10 against strike craft] x 50 [1000]
Escort cruisers are specialized to defend the larger ships of the fleet against attack by strike craft.
Fleet Carrier [5][CARRIER] x 20 [100]
*Carrier Group [25] x 20 [500]
Fleet Carriers operate behind the protection of the rest of the assembled fleet, launching their daughter ships to help screen the fleet and make strikes on the enemy. The carriers themselves are very vulnerable.
Battleship [50] x 30 [1500]
These form the first tier of the line of battle, large ships with heavy firepower. They are versatile enough to be deployed in a variety of assignments.
Dreadnought [100][+30 against warships] x 5 [500]
Dreadnoughts are massive vessels, heavily armed with an eye towards annihilating the enemy line of battle. They require escort to defend against attacks by fighters.
ARMY
900 points
On the offensive, the Freehold army might be best described as a "shock" army. They rely on heavy firepower, adroit maneuver, envelopment, and assault to enable them to neutralize their enemies. Defensively, the Freehold is tenacious. The Orcs construct powerful fortifications and make expert use of terrain, and are capable of fluidly transferring forces to the critical points. They are a very dangerous adversary in any situation.
Special: Ghostdancer Brigades
100 points
For offensive operations, these specialist brigades are attached to the forward elements and placed where they will have the greatest effect. For details, see upcoming post on Orc magic.
OOB total points:
8000
Great Power
NAVY
7000 points
The Freehold Navy operates under the "decisive battle" theory, by which naval supremacy is to be established by deploying a large fleet which acts to annihilate its opposition in a single climactic battle, thereby winning superiority in space.
Screening Ship [4][+2 against strike craft] x 300 [1200]
These small ships act in concert with the fleet to protect larger vessels from attack by bombers. They are never found except as elements of a larger fleet.
Artillery Monitor [20][+10 against stationary] x10 [200]
Monitors are designed to supplement fleet or army actions by provided concentrated firepower against fixed targets.
Armored Cruiser [20] x 100 [2000]
These are balanced ships that patrol the trade lanes and join the fleet for larger operations.
Escort Cruiser [20][+10 against strike craft] x 50 [1000]
Escort cruisers are specialized to defend the larger ships of the fleet against attack by strike craft.
Fleet Carrier [5][CARRIER] x 20 [100]
*Carrier Group [25] x 20 [500]
Fleet Carriers operate behind the protection of the rest of the assembled fleet, launching their daughter ships to help screen the fleet and make strikes on the enemy. The carriers themselves are very vulnerable.
Battleship [50] x 30 [1500]
These form the first tier of the line of battle, large ships with heavy firepower. They are versatile enough to be deployed in a variety of assignments.
Dreadnought [100][+30 against warships] x 5 [500]
Dreadnoughts are massive vessels, heavily armed with an eye towards annihilating the enemy line of battle. They require escort to defend against attacks by fighters.
ARMY
900 points
On the offensive, the Freehold army might be best described as a "shock" army. They rely on heavy firepower, adroit maneuver, envelopment, and assault to enable them to neutralize their enemies. Defensively, the Freehold is tenacious. The Orcs construct powerful fortifications and make expert use of terrain, and are capable of fluidly transferring forces to the critical points. They are a very dangerous adversary in any situation.
Special: Ghostdancer Brigades
100 points
For offensive operations, these specialist brigades are attached to the forward elements and placed where they will have the greatest effect. For details, see upcoming post on Orc magic.
OOB total points:
8000
"I am gravely disappointed. Again you have made me unleash my dogs of war."
--The Lord Humungus
- Thirdfain
- The Player of Games
- Posts: 6924
- Joined: 2003-02-13 09:24pm
- Location: Never underestimate the staggering drawing power of the Garden State.
Imperial Crobuzon Navy
Great Power
(reposted from pg. 4)
Crobuzon has been a maritime power since ancient times, and it's Navy has been the primary arm of Crobuzoner power projection. Since the Pirate Wars over five centuries ago, the Navy's vessels have acted to protect Crobuzon's far-flung colonial possessions. However, The modern Navy, a fleet of spacegoing warships, was built for very different reasons. Crobuzon found it's way into space as part of the century-long "Frozen War" against it's last great adversary, the Witchocracy of Tesh. The "Battleship Race" erupted soon after the two powers rode their first primitive ships into space. The reverse engineering of ancient Ghosthead technology quickly allowed the two powers to produce vessels capable of interstellar flight, and colonial conflicts were not far behind. The construction of vast fleets began, as the two nations tried to keep neck-and-neck, building ever-larger and more powerful warships.
The Witchocracy collapsed decades ago, and it's holdings have been incorporated into the Parliamentary Empire. The Venomfleet, over four hundred hulls, was scuttled when the Witchocrats were overthrown.
By all accounts, the Imperial Navy should have changed then, modifying it's threat model and reforming into a force better suited for enforcing the growing Empire. However, the great Steelshatter Yards Corporation and it's subsidiaries had long since buried deep into the positions of power in the Fat Sun party. Powerful men had built vast fortunes in the Battleship Race, and they did not wish to see the well dry.
The build-up has continued. Larger and ever-more powerful capital vessels have been deployed. The Imperial Fleet continues to be focused on confrontation with other major forces, designed to engage and destroy an enemy fleet in open battle.
There is a small jeune école in the Navy hierarchy which continues to press for new ideas and a more flexible force. Some innovations have been deployed, but the majority of the military budget continues to pour into the vast building slips at Steelshatter.
Small Craft
1."G1" Class Torpedoboat Squadron [10][Bomber]
Squadrons: 10
-100 pts total
the old G1 torpedoboats are found across the Empire, acting as police vessels and local defense craft in a number of systems. They are armed with a single torpedo tube and an assortment of light fighter and frigate scale guns. These vessels are very short ranged, but compensate by being cheap and well armed for their size. Atmosphere capable. Each squadron contains 5 craft.
2. "G5" Class Torpedoboat Squadron [20][Bomber]
Squadrons: 15
-300 pts total
The more modern G5 class Torpedoboat is part of the Jeune ecolé. this vessel is specifically designed to act as a parasite on a Dominion-class tender, operating in squadrons to attack enemy capital ships. Atmosphere capable. Each squadron contains 5 craft.
3. "B3" Class Gunboat Squadron[20]
Squadrons: 30
-600 pts total
The B3 is a contemporary of the G5. Mounted on a similar hull, the B3 dispenses with the single-shot torpedo tubes and instead mounts an array of light defense guns. This vessel is designed to hunt enemy small craft, and is specially designed to operate in atmosphere in a CAS role. EAch squadron contains 5 craft.
Escorts
4. "Ghul" Class Destroyer Escort [5][+2 F]
Hulls: 24
-120 pts total
The venerable "Ghul" class has been the escort vessel for the Crobuzoner Wall of Battle for almost a century. Long of tooth, this class has been redesigned and upgraded a dozen times. The launch of the new "Pax Crobuzona"-class superdreadnought Battleships and their "Vampir" modern escort destroyers means that this class will likely be phased out.
5. "Vampir" Class Destroyer Escort [8][+4 F]
Hulls: 100
-800 pts total
The Vampir is a very modern escort destroyer, equipped with excellent point defense and the most advanced OCOS.
6. "Grindylow" Class Destroyer Leader [8]
Hulls: 10
- 80 pts total
This large destroyer is almost a light cruiser, and is specifically designed to operate for extended periods at long ranges. The "Grindylow" class is equipped with a mix of missile, point defense, and light gun armament, making it a solid light combatant.
Cruisers
7. "Tarmuth" Class Protected Cruiser [10]
Hulls: 11
-110 pts total
Description: The Tarmuth-class Protected Cruiser is a light, fast vessel designed specifically to enforce the Empire, hunting pirates and projecting the Parliamentary Oligarchy's will. The Tarmuth class is modern, and continues to be mass produced.
8. "Bered Kai Nev" Class Armored Cruiser [15][+5 W]
Hulls: 6
- 90 pts total
Description: Contemporary of the "Urbis Victorious" class of Dreadnought, this vessel is showing it's age but continues to be a successful fleet auxiliary, acting as a battlefleet scout or raider.
9. "Ghosthead" Class Armored Cruiser [20][+10 F)
Hulls: 5
- 100 pts total
Description: Built to act as a fleet escort, the "Ghosthead" class mounts only a single pair of heavy guns, and is armed instead with a great variety of antifighter weapons and systems. It is somewhat under-engined, but very well armored.
10. "Dominion" Class Torpedoboat Tender [20][carrier]
Hulls: 5
- 100 pts total
This lightly armed large cruiser is built to act as a tender for squadrons of torpedo and gunboats. This design is new, and is part of a jeune ecolé in the Navy staff which is experimenting with tactics diverging from main fleet battleship doctorines.
11. "Admiral Stevanaphulis" Class Battlecruisers [20][+10 W]
Hulls: 5
- 100 pts total
These massive cruisers are another newer class, contemporaries of the Mayor Radaghast VI-class dreadnought Battleships. They mount similar main armament, in the form of 10 350cm heavy cannon, and are very fast, approaching the speeds of most heavy cruisers. However, it should be noted that this is achieved by skimping heavily on point defense and armor.
Ships of the Wall
400 pts
12. "St. Jabbar's Writ" Class pre-dreadnought Battleship [25][+5 S]
Hulls: 8, out of an original class of 50 registered as BB-90 to BB-139. It should be noted that BB- 124, originally ICNS Honorbound, was re-named St. Jabbar's Writ when the original nameship, BB-90, was considered too expensive to repair and broken up in 1922.
BB-97 ICNS Hieraeophant, BB-106 ICNS Warlock, BB-124 ICNS St. Jabbar's Writ, BB-132 ICNS Endurance,
BB-136 ICNS Maelestrom, BB-137 ICNS Tempest, BB-138 ICNS Stormborn, BB-139 ICNS Thunderchild.
Description: This class was ancient before the current Fat Sun coalition came to power, and time has done little to improve these veritable hulks, which originally were not even capable of FTL travel. Underpowered engines make these vessels far slower than modern capital ships, but their batteries of heavy guns remain potent. These older vessels also mount seige torpedo tubes, a feature abandoned in more modern Imperial Crobuzon Navy vessels.
Armament:
4 50m Torpedo Tubes
100 4cm Autocannon
100 5mth Sunspears
48 100cm Cannon
4 300cm Cannon
13. "Oligarch" Class pre-dreadnought Battleship [25]
Hulls: 12, out of an original class of 20 vessels numbering BB-140 to BB-159.
BB-140 ICNS Oligarch, BB-141 ICNS Hegemon, BB-143 ICNS Overlord, BB-145 ICNS Colossus,
BB-152 ICNS Gladiator, BB-153 ICNS Warrior, BB-154 ICNS Victor, BB-155 ICNS Champion,
BB-156 ICNS Dominant, BB-157 ICNS Majestic, BB-158 ICNS Paramount, BB-159 ICNS Preponderant.
Description: These older vessels represent the last class of pre-dreadnoughts built by the ICN. Large and powerful in their day, these ponderous ships are now being slowly phased out. The remaining vessels are too slow to keep pace with a Dreadnought fleet at full acceleration, but still pack a hefty punch.
Armament:
120 4cm Autocannon
100 6mth Sunspears
20 150 cm Cannon
6 300 cm Cannon
14. "Urbis Victorious" Class Dreadnought Battleship [40][+20 W]
Hulls: 20, numbered BB-160 to BB-179, in order:
BB-160 ICNS Urbis Victorious, BB-161 ICNS Urbis Imperialis, BB-162 ICNS Urbis Pietous, BB-163 ICNS Urbis Virtuous,
BB-164 ICNS Urbis Glorious, BB-165 ICNS Urbis Auspicious, BB-166 ICNS Civitas Superior, BB-167 ICNS Senatus Excelsior,
BB-168 ICNS Humanitas Imperator, BB-169 ICNS Great Easterly, BB-170 ICNS Great Westerly, BB-171 ICNS Southern Queen,
BB-172 ICNS Northwatch, BB-173 ICNS Urbis Militant, BB-174 ICNS Urbis Benevolent , BB-175 ICNS Urbis Munificent,
BB-176 ICNS Urbis Belligerent, BB-177 ICNS Viribus Unitas, BB-178 ICNS Viribus Potens, BB-179 ICNS Viribus Firmus.
Description: The first Crobuzoner vessel to abandon medium-sized gun batteries for a maximized battery of heavy weapons. This vessel also utilized the first high-efficiency Crisis Engines, providing far better acceleration and power generation and providing enough thaum flow to power an anti-capship Sunlance. This vessel is starting to show it's age, but is still a vital and powerful fleet combatant.
Armament:
50 2cm "Gatling" Autocannon
20 10mth Sunspears
20 300 cm Cannon
1 50gth Sunlance
15. "Mayor Radaghast VI" Class Dreadnought Battleship [50][+25 W]
Hulls: 30, numbered BB-180 to BB-199. The last ten vessels of the class re-started the number scheme, being BB's 1-10.
BB-180 ICNS Mayor Radaghast VI, BB-181 ICNS Mayor Rudgutter, BB-182 ICNS Mayor Stem-Fulcher II, BB-183 ICNS Mayor Beyn the Great,
BB-184 ICNS Indefatigable, BB-185 ICNS Redoubtable, BB-186 ICNS Assidious, BB-187 ICNS Audacious,
BB-188 ICNS Bellicose, BB-189 ICNS Challenger, BB-190 ICNS Steel Prince, BB-191 ICNS Iron Lady,
BB-192 ICNS Black Queen, BB-193 ICNS Red Duke, BB-194 ICNS Ambitous , BB-195 ICNS Unwavering,
BB-196 ICNS Fearless, BB-197 ICNS Valiant, BB-198 ICNS Conqueror, BB-199 ICNS Courageous.
BB-1 ICNS Mayor Triesti XII, BB-2 ICNS Mayor Tremulo the Reformer, BB-3 ICNS Mayor Turgisadi III, BB-4 ICNS Mayor Askane II,
BB-5 ICNS Mayor Cantiwine IX, BB-6 ICNS Mayor van der Gharabus VIII, BB-7 ICNS Mayor Weathers IV the Explorer, BB-8 ICNS Mayor Saxe-der Krimage II,
BB-9 ICNS Mayor Wrightby IX, BB-10 ICNS Mayor Kasmir-Fennec.
Description: Affectionatly called the "MRV" class in Navy shorthand, vessels of the Mayor Radaghast VI class are the mainstay of the Crobuzoner Wall of Battle. The MRV class is a basic dreadnought, with a huge battery of large-bore guns and a pair of short range but very high powered thaumaturgical sunspears. This class also premiered the current mainstream Naval obfuscation/counterobfuscation suite(OCOS) which is mounted on most Navy vessels, as well as the first capital-scale guided rocket batteries.
Armament:
50 2cm "Gatling" Autocannon
20 10mth Sunspears
18 350 cm Cannon
8 10-tube missile batteries
2 50gth Sunlances
16. "Pax Crobuzona" Class Superdreadnought Battleship [120][+60 W]
Hulls: 10
BB-11 ICNS Pax Crobuzona, BB-12 ICNS Cardinal of Myrshock, BB-13 ICNS Sovereign of Rohag, BB-14 ICNS Emperor of Shankell,
BB-15 ICNS Empress of Tesh, BB-16 ICNS Empress of Bered Kai, BB-17 ICNS Emperor of Suroch, BB-18 ICNS Diarch of Armada,
BB-19 ICNS Queen of Jesdul, BB-20 ICNS Prince of Chromlech.
Description: The "Pax Crobuzona" class represents the pinnacle of Crobuzoner naval engineering. Designed to outgun any othe known warship in a wall of battle, the "Pax" class has only started to be deployed in small numbers. This vessel also mounts the most modern OCOS, a system which may one day be deployed on all ships of the Navy.
Armament:
200 2cm "Gattling" Autocannon
50 12mth Sunspears
24 400 cm Cannon
10 12-tube missile batteries
1 1tth Sunlance
Ground Forces
The Militia
900 pts:
- The Militia's name belies it's purpose and it's nature. It is a well-trained, fanatically loyal organization which acts as the enforcement arm of the Parliament. It is the mirror-faced troops of the Militia that maintain order on conquered worlds. It is their extensive counterintelligence, blackmail, and informant network that protects the Empire from foreign and internal dissidents. It is part Gestapo, part Army, and part FBI. The reign of terror it maintains is complete. It's arrests are swift, brutal, and unexpected.
The combat units of the Militia are the bulk of the Empire's forces, but are generally used only in long campaigns and planetary defense.
Civil Marines
500 pts
- The Civil Marine Corps is the battle-hardened elite of the navy. These soldiers handle most offensive operations for the Parliamentary Empire, and most short campaigns are handled entirely by the Navy and it's Marines. The Marines have none of the policing and enforcement doctrine of the Militia, and are purely a combat organization.
- Attention!-
A note on the "Oligarch" and "St. Jabbar's Writ" classes of pre-dreadnought battleships. These vessels are of great age, with the oldest vessels being literally constructed of iron and steel, and some nearing a century in age. Many of these ships are battle-scarred, and their equipment is generally hugely out-of-date. They are, however, huge, battleship-sized vessels regardless (though smaller than their modern composite-alloy grandchildren.) They may be easy matches even for light cruisers of modern design, but this is not due to their weak firepower (though it is sub-par by far in comparison to modern warships,) rather, it is due to the abysmal state of their construction and their antiquated systems.
Great Power
(reposted from pg. 4)
Crobuzon has been a maritime power since ancient times, and it's Navy has been the primary arm of Crobuzoner power projection. Since the Pirate Wars over five centuries ago, the Navy's vessels have acted to protect Crobuzon's far-flung colonial possessions. However, The modern Navy, a fleet of spacegoing warships, was built for very different reasons. Crobuzon found it's way into space as part of the century-long "Frozen War" against it's last great adversary, the Witchocracy of Tesh. The "Battleship Race" erupted soon after the two powers rode their first primitive ships into space. The reverse engineering of ancient Ghosthead technology quickly allowed the two powers to produce vessels capable of interstellar flight, and colonial conflicts were not far behind. The construction of vast fleets began, as the two nations tried to keep neck-and-neck, building ever-larger and more powerful warships.
The Witchocracy collapsed decades ago, and it's holdings have been incorporated into the Parliamentary Empire. The Venomfleet, over four hundred hulls, was scuttled when the Witchocrats were overthrown.
By all accounts, the Imperial Navy should have changed then, modifying it's threat model and reforming into a force better suited for enforcing the growing Empire. However, the great Steelshatter Yards Corporation and it's subsidiaries had long since buried deep into the positions of power in the Fat Sun party. Powerful men had built vast fortunes in the Battleship Race, and they did not wish to see the well dry.
The build-up has continued. Larger and ever-more powerful capital vessels have been deployed. The Imperial Fleet continues to be focused on confrontation with other major forces, designed to engage and destroy an enemy fleet in open battle.
There is a small jeune école in the Navy hierarchy which continues to press for new ideas and a more flexible force. Some innovations have been deployed, but the majority of the military budget continues to pour into the vast building slips at Steelshatter.
Small Craft
1."G1" Class Torpedoboat Squadron [10][Bomber]
Squadrons: 10
-100 pts total
the old G1 torpedoboats are found across the Empire, acting as police vessels and local defense craft in a number of systems. They are armed with a single torpedo tube and an assortment of light fighter and frigate scale guns. These vessels are very short ranged, but compensate by being cheap and well armed for their size. Atmosphere capable. Each squadron contains 5 craft.
2. "G5" Class Torpedoboat Squadron [20][Bomber]
Squadrons: 15
-300 pts total
The more modern G5 class Torpedoboat is part of the Jeune ecolé. this vessel is specifically designed to act as a parasite on a Dominion-class tender, operating in squadrons to attack enemy capital ships. Atmosphere capable. Each squadron contains 5 craft.
3. "B3" Class Gunboat Squadron[20]
Squadrons: 30
-600 pts total
The B3 is a contemporary of the G5. Mounted on a similar hull, the B3 dispenses with the single-shot torpedo tubes and instead mounts an array of light defense guns. This vessel is designed to hunt enemy small craft, and is specially designed to operate in atmosphere in a CAS role. EAch squadron contains 5 craft.
Escorts
4. "Ghul" Class Destroyer Escort [5][+2 F]
Hulls: 24
-120 pts total
The venerable "Ghul" class has been the escort vessel for the Crobuzoner Wall of Battle for almost a century. Long of tooth, this class has been redesigned and upgraded a dozen times. The launch of the new "Pax Crobuzona"-class superdreadnought Battleships and their "Vampir" modern escort destroyers means that this class will likely be phased out.
5. "Vampir" Class Destroyer Escort [8][+4 F]
Hulls: 100
-800 pts total
The Vampir is a very modern escort destroyer, equipped with excellent point defense and the most advanced OCOS.
6. "Grindylow" Class Destroyer Leader [8]
Hulls: 10
- 80 pts total
This large destroyer is almost a light cruiser, and is specifically designed to operate for extended periods at long ranges. The "Grindylow" class is equipped with a mix of missile, point defense, and light gun armament, making it a solid light combatant.
Cruisers
7. "Tarmuth" Class Protected Cruiser [10]
Hulls: 11
-110 pts total
Description: The Tarmuth-class Protected Cruiser is a light, fast vessel designed specifically to enforce the Empire, hunting pirates and projecting the Parliamentary Oligarchy's will. The Tarmuth class is modern, and continues to be mass produced.
8. "Bered Kai Nev" Class Armored Cruiser [15][+5 W]
Hulls: 6
- 90 pts total
Description: Contemporary of the "Urbis Victorious" class of Dreadnought, this vessel is showing it's age but continues to be a successful fleet auxiliary, acting as a battlefleet scout or raider.
9. "Ghosthead" Class Armored Cruiser [20][+10 F)
Hulls: 5
- 100 pts total
Description: Built to act as a fleet escort, the "Ghosthead" class mounts only a single pair of heavy guns, and is armed instead with a great variety of antifighter weapons and systems. It is somewhat under-engined, but very well armored.
10. "Dominion" Class Torpedoboat Tender [20][carrier]
Hulls: 5
- 100 pts total
This lightly armed large cruiser is built to act as a tender for squadrons of torpedo and gunboats. This design is new, and is part of a jeune ecolé in the Navy staff which is experimenting with tactics diverging from main fleet battleship doctorines.
11. "Admiral Stevanaphulis" Class Battlecruisers [20][+10 W]
Hulls: 5
- 100 pts total
These massive cruisers are another newer class, contemporaries of the Mayor Radaghast VI-class dreadnought Battleships. They mount similar main armament, in the form of 10 350cm heavy cannon, and are very fast, approaching the speeds of most heavy cruisers. However, it should be noted that this is achieved by skimping heavily on point defense and armor.
Ships of the Wall
400 pts
12. "St. Jabbar's Writ" Class pre-dreadnought Battleship [25][+5 S]
Hulls: 8, out of an original class of 50 registered as BB-90 to BB-139. It should be noted that BB- 124, originally ICNS Honorbound, was re-named St. Jabbar's Writ when the original nameship, BB-90, was considered too expensive to repair and broken up in 1922.
BB-97 ICNS Hieraeophant, BB-106 ICNS Warlock, BB-124 ICNS St. Jabbar's Writ, BB-132 ICNS Endurance,
BB-136 ICNS Maelestrom, BB-137 ICNS Tempest, BB-138 ICNS Stormborn, BB-139 ICNS Thunderchild.
Description: This class was ancient before the current Fat Sun coalition came to power, and time has done little to improve these veritable hulks, which originally were not even capable of FTL travel. Underpowered engines make these vessels far slower than modern capital ships, but their batteries of heavy guns remain potent. These older vessels also mount seige torpedo tubes, a feature abandoned in more modern Imperial Crobuzon Navy vessels.
Armament:
4 50m Torpedo Tubes
100 4cm Autocannon
100 5mth Sunspears
48 100cm Cannon
4 300cm Cannon
13. "Oligarch" Class pre-dreadnought Battleship [25]
Hulls: 12, out of an original class of 20 vessels numbering BB-140 to BB-159.
BB-140 ICNS Oligarch, BB-141 ICNS Hegemon, BB-143 ICNS Overlord, BB-145 ICNS Colossus,
BB-152 ICNS Gladiator, BB-153 ICNS Warrior, BB-154 ICNS Victor, BB-155 ICNS Champion,
BB-156 ICNS Dominant, BB-157 ICNS Majestic, BB-158 ICNS Paramount, BB-159 ICNS Preponderant.
Description: These older vessels represent the last class of pre-dreadnoughts built by the ICN. Large and powerful in their day, these ponderous ships are now being slowly phased out. The remaining vessels are too slow to keep pace with a Dreadnought fleet at full acceleration, but still pack a hefty punch.
Armament:
120 4cm Autocannon
100 6mth Sunspears
20 150 cm Cannon
6 300 cm Cannon
14. "Urbis Victorious" Class Dreadnought Battleship [40][+20 W]
Hulls: 20, numbered BB-160 to BB-179, in order:
BB-160 ICNS Urbis Victorious, BB-161 ICNS Urbis Imperialis, BB-162 ICNS Urbis Pietous, BB-163 ICNS Urbis Virtuous,
BB-164 ICNS Urbis Glorious, BB-165 ICNS Urbis Auspicious, BB-166 ICNS Civitas Superior, BB-167 ICNS Senatus Excelsior,
BB-168 ICNS Humanitas Imperator, BB-169 ICNS Great Easterly, BB-170 ICNS Great Westerly, BB-171 ICNS Southern Queen,
BB-172 ICNS Northwatch, BB-173 ICNS Urbis Militant, BB-174 ICNS Urbis Benevolent , BB-175 ICNS Urbis Munificent,
BB-176 ICNS Urbis Belligerent, BB-177 ICNS Viribus Unitas, BB-178 ICNS Viribus Potens, BB-179 ICNS Viribus Firmus.
Description: The first Crobuzoner vessel to abandon medium-sized gun batteries for a maximized battery of heavy weapons. This vessel also utilized the first high-efficiency Crisis Engines, providing far better acceleration and power generation and providing enough thaum flow to power an anti-capship Sunlance. This vessel is starting to show it's age, but is still a vital and powerful fleet combatant.
Armament:
50 2cm "Gatling" Autocannon
20 10mth Sunspears
20 300 cm Cannon
1 50gth Sunlance
15. "Mayor Radaghast VI" Class Dreadnought Battleship [50][+25 W]
Hulls: 30, numbered BB-180 to BB-199. The last ten vessels of the class re-started the number scheme, being BB's 1-10.
BB-180 ICNS Mayor Radaghast VI, BB-181 ICNS Mayor Rudgutter, BB-182 ICNS Mayor Stem-Fulcher II, BB-183 ICNS Mayor Beyn the Great,
BB-184 ICNS Indefatigable, BB-185 ICNS Redoubtable, BB-186 ICNS Assidious, BB-187 ICNS Audacious,
BB-188 ICNS Bellicose, BB-189 ICNS Challenger, BB-190 ICNS Steel Prince, BB-191 ICNS Iron Lady,
BB-192 ICNS Black Queen, BB-193 ICNS Red Duke, BB-194 ICNS Ambitous , BB-195 ICNS Unwavering,
BB-196 ICNS Fearless, BB-197 ICNS Valiant, BB-198 ICNS Conqueror, BB-199 ICNS Courageous.
BB-1 ICNS Mayor Triesti XII, BB-2 ICNS Mayor Tremulo the Reformer, BB-3 ICNS Mayor Turgisadi III, BB-4 ICNS Mayor Askane II,
BB-5 ICNS Mayor Cantiwine IX, BB-6 ICNS Mayor van der Gharabus VIII, BB-7 ICNS Mayor Weathers IV the Explorer, BB-8 ICNS Mayor Saxe-der Krimage II,
BB-9 ICNS Mayor Wrightby IX, BB-10 ICNS Mayor Kasmir-Fennec.
Description: Affectionatly called the "MRV" class in Navy shorthand, vessels of the Mayor Radaghast VI class are the mainstay of the Crobuzoner Wall of Battle. The MRV class is a basic dreadnought, with a huge battery of large-bore guns and a pair of short range but very high powered thaumaturgical sunspears. This class also premiered the current mainstream Naval obfuscation/counterobfuscation suite(OCOS) which is mounted on most Navy vessels, as well as the first capital-scale guided rocket batteries.
Armament:
50 2cm "Gatling" Autocannon
20 10mth Sunspears
18 350 cm Cannon
8 10-tube missile batteries
2 50gth Sunlances
16. "Pax Crobuzona" Class Superdreadnought Battleship [120][+60 W]
Hulls: 10
BB-11 ICNS Pax Crobuzona, BB-12 ICNS Cardinal of Myrshock, BB-13 ICNS Sovereign of Rohag, BB-14 ICNS Emperor of Shankell,
BB-15 ICNS Empress of Tesh, BB-16 ICNS Empress of Bered Kai, BB-17 ICNS Emperor of Suroch, BB-18 ICNS Diarch of Armada,
BB-19 ICNS Queen of Jesdul, BB-20 ICNS Prince of Chromlech.
Description: The "Pax Crobuzona" class represents the pinnacle of Crobuzoner naval engineering. Designed to outgun any othe known warship in a wall of battle, the "Pax" class has only started to be deployed in small numbers. This vessel also mounts the most modern OCOS, a system which may one day be deployed on all ships of the Navy.
Armament:
200 2cm "Gattling" Autocannon
50 12mth Sunspears
24 400 cm Cannon
10 12-tube missile batteries
1 1tth Sunlance
Ground Forces
The Militia
900 pts:
- The Militia's name belies it's purpose and it's nature. It is a well-trained, fanatically loyal organization which acts as the enforcement arm of the Parliament. It is the mirror-faced troops of the Militia that maintain order on conquered worlds. It is their extensive counterintelligence, blackmail, and informant network that protects the Empire from foreign and internal dissidents. It is part Gestapo, part Army, and part FBI. The reign of terror it maintains is complete. It's arrests are swift, brutal, and unexpected.
The combat units of the Militia are the bulk of the Empire's forces, but are generally used only in long campaigns and planetary defense.
Civil Marines
500 pts
- The Civil Marine Corps is the battle-hardened elite of the navy. These soldiers handle most offensive operations for the Parliamentary Empire, and most short campaigns are handled entirely by the Navy and it's Marines. The Marines have none of the policing and enforcement doctrine of the Militia, and are purely a combat organization.
- Attention!-
A note on the "Oligarch" and "St. Jabbar's Writ" classes of pre-dreadnought battleships. These vessels are of great age, with the oldest vessels being literally constructed of iron and steel, and some nearing a century in age. Many of these ships are battle-scarred, and their equipment is generally hugely out-of-date. They are, however, huge, battleship-sized vessels regardless (though smaller than their modern composite-alloy grandchildren.) They may be easy matches even for light cruisers of modern design, but this is not due to their weak firepower (though it is sub-par by far in comparison to modern warships,) rather, it is due to the abysmal state of their construction and their antiquated systems.
Last edited by Thirdfain on 2005-12-30 03:05pm, edited 1 time in total.
- Pablo Sanchez
- Commissar
- Posts: 6998
- Joined: 2002-07-03 05:41pm
- Location: The Wasteland
The Old Religion
Traditional Orc religion is inextricably tied up with their concepts of magic, and is often called primitive by outside observers. The Orcs believe in a panoply of minor gods, each governing a different aspect of existence. The principle deities are as follows:
Chieftan Urgurzug-- Strength, wisdom, Orc-kind
Urgurzug was a real person, the Orc who led his people in their revolt against the slavemongers and established the precursors to the Freehold. He is not the most powerful deity of the pantheon but is nevertheless the most popular. He is most commonly invoked for guidance and is the god that recieves requests for redress. He is represented as a middle-aged, weathered orc in battle armor.
Sikit-- Life, youth, reproduction, agriculture, etc.
Sikit is the representation of Life. He is a young Orc, and is usually invoked for assistance in childbirth.
The Old Woman in the Swamp-- Death, magic
The Old Woman is a withered old Orc who governs the aspect of death. Literally speaking, she takes the spirits of the dead and carries them across her swamp in a boat, depositing them in the verdant gardens that represent the land of the dead. For this reason, she is also regarded the gatekeeper of magic power and is invoked for this purpose. She is regarded as the strongest god.
Murqat-- Law, order, duty
Murqat is another real person elevated to godhood. He was the author of the first Orc constitution and code of laws, which survives to this day in modified form.
Aside from those described above, there are dozens of lesser gods who govern other aspects.
Ancestor Spirits
The spirits of one's dead ancestors also play an important role in the orc religion. Because death has "opened their eyes" they are invoked for guidance and prophecy, and they can lend their unearthly strength and powers to help their descendents.
Orc Magic
Orc magic is primarily intuitive and based on the idea of spirit energy. For example, an acorn holds power because it contains the spirit of a large tree. The rules of Orc magic are maintained by shamans, who pass their knowledge down the generations as secrets. The most common manifestation of magic in Orc life are the omnipresent totems that invoke the spirits of a particular place, or a god for various purposes. It is also possible to call up this spiritual energy with nothing more than a mystical symbol (or rune) drawn in the right way with the proper materials. For example, a rune representing Gurd, the god of mechanics, might be rendered in magic paint on a tractor, thus preventing it from breaking down.
The most dramatic expression of this magic is the Ghostdancer Brigades of the Freehold Army. These elite troops are carefully selected and exhaustively trained (only 1 of every 100 picked will complete his training), and then turned over to expert shamans. They are then tattooed with runes over most of their bodies, granting a variety of different powers, most of which are kept secret from everyone except the Ghostdancers and their victims. They are said to be unbeatable in combat, and while this remains to be proven, they are still highly effect and singularly terrifying.
Traditional Orc religion is inextricably tied up with their concepts of magic, and is often called primitive by outside observers. The Orcs believe in a panoply of minor gods, each governing a different aspect of existence. The principle deities are as follows:
Chieftan Urgurzug-- Strength, wisdom, Orc-kind
Urgurzug was a real person, the Orc who led his people in their revolt against the slavemongers and established the precursors to the Freehold. He is not the most powerful deity of the pantheon but is nevertheless the most popular. He is most commonly invoked for guidance and is the god that recieves requests for redress. He is represented as a middle-aged, weathered orc in battle armor.
Sikit-- Life, youth, reproduction, agriculture, etc.
Sikit is the representation of Life. He is a young Orc, and is usually invoked for assistance in childbirth.
The Old Woman in the Swamp-- Death, magic
The Old Woman is a withered old Orc who governs the aspect of death. Literally speaking, she takes the spirits of the dead and carries them across her swamp in a boat, depositing them in the verdant gardens that represent the land of the dead. For this reason, she is also regarded the gatekeeper of magic power and is invoked for this purpose. She is regarded as the strongest god.
Murqat-- Law, order, duty
Murqat is another real person elevated to godhood. He was the author of the first Orc constitution and code of laws, which survives to this day in modified form.
Aside from those described above, there are dozens of lesser gods who govern other aspects.
Ancestor Spirits
The spirits of one's dead ancestors also play an important role in the orc religion. Because death has "opened their eyes" they are invoked for guidance and prophecy, and they can lend their unearthly strength and powers to help their descendents.
Orc Magic
Orc magic is primarily intuitive and based on the idea of spirit energy. For example, an acorn holds power because it contains the spirit of a large tree. The rules of Orc magic are maintained by shamans, who pass their knowledge down the generations as secrets. The most common manifestation of magic in Orc life are the omnipresent totems that invoke the spirits of a particular place, or a god for various purposes. It is also possible to call up this spiritual energy with nothing more than a mystical symbol (or rune) drawn in the right way with the proper materials. For example, a rune representing Gurd, the god of mechanics, might be rendered in magic paint on a tractor, thus preventing it from breaking down.
The most dramatic expression of this magic is the Ghostdancer Brigades of the Freehold Army. These elite troops are carefully selected and exhaustively trained (only 1 of every 100 picked will complete his training), and then turned over to expert shamans. They are then tattooed with runes over most of their bodies, granting a variety of different powers, most of which are kept secret from everyone except the Ghostdancers and their victims. They are said to be unbeatable in combat, and while this remains to be proven, they are still highly effect and singularly terrifying.
"I am gravely disappointed. Again you have made me unleash my dogs of war."
--The Lord Humungus
OOB, Mod. 2, it's weird and unbalanced, intentionally, but could use some cleaning up. The USSF primarily requires cruisers for destroying pirate, barbarian, etc. outposts and patrolling the huge amount of space in the US area. Ships of the Line are not in USSF doctrine; the rest of the fleet consists of frigates and corvettes (frigates are, essentially, smaller cruisers while corvettes usually are posted on escort duty).
Against small barbarian/pirate fiefdoms and whatnot, fast cruiser wolfpacks use superior sensors and firepower to hit the enemy fast and hard before they know what's coming. Protection depends more on active systems such as electronic warfare, defensive weapons installations and whatnot rather than slugging it out and hoping ones' shields and armor holds up. Again, against the foes the USSF is optimized against this works well but against SOLs this may be a disasterous doctrine.
Fighters typically are stationed on stations. Heavy fighter wings are recon/interceptor designs, high speed and not so useful for beating up capital ships. Fighter interceptors are antifighters ships - very fast, low endurance and mostly for defending against raiders. Bombers are designed to slip through defenses and blow stuff up Real Good(tm). The USSF requires massed numbers of fighters to adequately defend its large number of essentially-fixed installations. Furthermore, due to the large volume of space covered most cruisers (and frigates, for that matter) carry some heavy fighters for long-range reconnaisance.
The Marines are similar to the Marine Raiders of the real USMC, except that they're intended to assault from space. The US has no need for a large standing army for obvious reasons.
Trantor 5 [100] x 1 - this is the capitol station of the United Systems and is actually mobile and decently armed (unlike most stations). It is nearly ten kilometers long and holds the Federal government, its bureaucracy and the supporting city. Many of the elite and wealthy make their homes here; it is a "closed" configuration station modelled after Babylon 4. Or, as some say: All roads lead to Trantor, and that is where all stars end.
Cruiser [20] x 100
Frigate [10] x 150
Corvette [5][+1 F][+1 W] x 300
Heavy Fighter Wing [2][+1 F] x 125
Fighter Interceptor Wing [1] x 250
Strategic Penetration Bomber [3] x 50
United Stations Marine Corp [250]
Against small barbarian/pirate fiefdoms and whatnot, fast cruiser wolfpacks use superior sensors and firepower to hit the enemy fast and hard before they know what's coming. Protection depends more on active systems such as electronic warfare, defensive weapons installations and whatnot rather than slugging it out and hoping ones' shields and armor holds up. Again, against the foes the USSF is optimized against this works well but against SOLs this may be a disasterous doctrine.
Fighters typically are stationed on stations. Heavy fighter wings are recon/interceptor designs, high speed and not so useful for beating up capital ships. Fighter interceptors are antifighters ships - very fast, low endurance and mostly for defending against raiders. Bombers are designed to slip through defenses and blow stuff up Real Good(tm). The USSF requires massed numbers of fighters to adequately defend its large number of essentially-fixed installations. Furthermore, due to the large volume of space covered most cruisers (and frigates, for that matter) carry some heavy fighters for long-range reconnaisance.
The Marines are similar to the Marine Raiders of the real USMC, except that they're intended to assault from space. The US has no need for a large standing army for obvious reasons.
Trantor 5 [100] x 1 - this is the capitol station of the United Systems and is actually mobile and decently armed (unlike most stations). It is nearly ten kilometers long and holds the Federal government, its bureaucracy and the supporting city. Many of the elite and wealthy make their homes here; it is a "closed" configuration station modelled after Babylon 4. Or, as some say: All roads lead to Trantor, and that is where all stars end.
Cruiser [20] x 100
Frigate [10] x 150
Corvette [5][+1 F][+1 W] x 300
Heavy Fighter Wing [2][+1 F] x 125
Fighter Interceptor Wing [1] x 250
Strategic Penetration Bomber [3] x 50
United Stations Marine Corp [250]