STGOD 2K8 mininations thread
- Dark Hellion
- Permanent n00b
- Posts: 3554
- Joined: 2002-08-25 07:56pm
STGOD 2K8 mininations thread
Ok, since I came up with a couple of relatively awesome mininations, I am making this thread. This is for all non-main game aspects of mininations, I'll update this OP with links to mini-nations/ important rule or event. And since mininations can't really do much to factions, feel free to go wild.
A teenage girl is just a teenage boy who can get laid.
-GTO
We're not just doing this for money; we're doing this for a shitload of money!
-GTO
We're not just doing this for money; we're doing this for a shitload of money!
- Darkevilme
- Jedi Council Member
- Posts: 1514
- Joined: 2007-06-12 02:27pm
- Location: London, england
- Contact:
Well if this is a place to put these crazy things then here's a nation idea i might like a chance to try.
Legion (not the legion in the same way as you wouldn't have the France. They are simply Legion.)
“Legion, for we are many.”
Legion, a star nation of sorts in the aftermath of the empire's collapse seeking to bring a special kind of peaceful unity to humanity.
“We offer you unity, we offer you and everyone the chance to reach the full potential of humanity. We offer you freedom from strife, freedom from disorder, freedom from war and comfort beyond measure. We offer you the song.”
The song, a shared mindscape or group-mind formed by the psychic input of thoughts and knowledge from all of the singers in Legion. Offering the comfort of all to the individual and the guiding will of the singers. Legion has no government, no representatives, just the song, the will of the people for it is the people.
“What is a drop of rain compared to the storm, what is a thought compared to a mind.”
Each singer gains the insight and wisdom that can only come from a thousand minds and the comfort of unity. However a singer does not lose their will, their individuality, both themselves and part of something greater they often mourn for those who have not heard the song, who are alone.
“Join us and end this discord.”
The power of the song swells with their ranks, while one singer alone is not enough more than a few together can start to infringe on the minds of humans nearby, letting them join the song step by step and end the discord they bring to the chorus. As such Legion could be less charitably described as a contagious psionic plague.
“And when the chorus is complete we will have our destiny revealed to us.”
Legion has started to spread to the surrounding worlds, immense Choir ships sent out as missionaries so that all may share the song. For they believe that only when humanity can sing as one will the species realize its full potential.
Choir ship (50 points)(40 base, 10 defence)
A two kilometer across sphere containing over a million singers. These massive vessels are designed purely to spread the song to neighbouring starsystems. However as some, blinded by greed and other sins of the lonesome individual, will surely object to their mission they are most heavily armed with 'defensive' weapons capable of going toe to toe with enemy battleships such as cacophony missiles and the massive silencer cannon.
Expenditures:
Racial points: 300
100 counter intelligence, Legion is practically impossible to infiltrate without being discovered or becoming one of them.
100 assimilation, despite the passive way they invade planets once the population joins the chorus resistance comes to an end quickly.
100 logistics, Choir ships carry the ability to manufacture their own spare parts and other materials for repairs.
Planets:
3x3Singer outposts in a small system.
ships: 300 points total
x6 choir ships
upkeep: 60
production: 30
Legion (not the legion in the same way as you wouldn't have the France. They are simply Legion.)
“Legion, for we are many.”
Legion, a star nation of sorts in the aftermath of the empire's collapse seeking to bring a special kind of peaceful unity to humanity.
“We offer you unity, we offer you and everyone the chance to reach the full potential of humanity. We offer you freedom from strife, freedom from disorder, freedom from war and comfort beyond measure. We offer you the song.”
The song, a shared mindscape or group-mind formed by the psychic input of thoughts and knowledge from all of the singers in Legion. Offering the comfort of all to the individual and the guiding will of the singers. Legion has no government, no representatives, just the song, the will of the people for it is the people.
“What is a drop of rain compared to the storm, what is a thought compared to a mind.”
Each singer gains the insight and wisdom that can only come from a thousand minds and the comfort of unity. However a singer does not lose their will, their individuality, both themselves and part of something greater they often mourn for those who have not heard the song, who are alone.
“Join us and end this discord.”
The power of the song swells with their ranks, while one singer alone is not enough more than a few together can start to infringe on the minds of humans nearby, letting them join the song step by step and end the discord they bring to the chorus. As such Legion could be less charitably described as a contagious psionic plague.
“And when the chorus is complete we will have our destiny revealed to us.”
Legion has started to spread to the surrounding worlds, immense Choir ships sent out as missionaries so that all may share the song. For they believe that only when humanity can sing as one will the species realize its full potential.
Choir ship (50 points)(40 base, 10 defence)
A two kilometer across sphere containing over a million singers. These massive vessels are designed purely to spread the song to neighbouring starsystems. However as some, blinded by greed and other sins of the lonesome individual, will surely object to their mission they are most heavily armed with 'defensive' weapons capable of going toe to toe with enemy battleships such as cacophony missiles and the massive silencer cannon.
Expenditures:
Racial points: 300
100 counter intelligence, Legion is practically impossible to infiltrate without being discovered or becoming one of them.
100 assimilation, despite the passive way they invade planets once the population joins the chorus resistance comes to an end quickly.
100 logistics, Choir ships carry the ability to manufacture their own spare parts and other materials for repairs.
Planets:
3x3Singer outposts in a small system.
ships: 300 points total
x6 choir ships
upkeep: 60
production: 30
Last edited by Darkevilme on 2008-06-01 03:12pm, edited 5 times in total.
STGOD SDNW4 player. Chamarran Hierarchy Catgirls in space!
- Dark Hellion
- Permanent n00b
- Posts: 3554
- Joined: 2002-08-25 07:56pm
Saux Blackton
The small nation of Saux Blackton consists of a large Imperial built Dyson Plate and and some support colonies. A minor manufacturer of numerous products, including a popular brand of carbonated grape drink. The inhabitants of the Comisky plate enjoy a sedate life, automated farms and industries providing for basic necessities, but allow for little extra luxury, especially with the collapse of the Empire causing belts to tighten further. They are currently at a tense stand-off with a plate from the other star of the Binary Chicago system.
Planets: 10 points
Comisky plate: 6 points
2 Colonies (bleacher and bench): 2 points each
Fleet:
1 Imperial Light Strike Frigate: 15+5O = 20
2 Imperial Ultra-light Support Frigate: 5+5D =20
10 Talamack Heavy Cruisers: 10 = 100
20 Dominic Bruster Light cruisers: 8 = 160
25 Belinda Class Destroyers: 2 = 50
50 Cerberus Class Destroyers: 1 = 50
Total fleet: 400
Special Attributes:
100 points Advanced Defenses (10 points of firepower on Comisky until silences by ground forces/orbital bombardment)
The small nation of Saux Blackton consists of a large Imperial built Dyson Plate and and some support colonies. A minor manufacturer of numerous products, including a popular brand of carbonated grape drink. The inhabitants of the Comisky plate enjoy a sedate life, automated farms and industries providing for basic necessities, but allow for little extra luxury, especially with the collapse of the Empire causing belts to tighten further. They are currently at a tense stand-off with a plate from the other star of the Binary Chicago system.
Planets: 10 points
Comisky plate: 6 points
2 Colonies (bleacher and bench): 2 points each
Fleet:
1 Imperial Light Strike Frigate: 15+5O = 20
2 Imperial Ultra-light Support Frigate: 5+5D =20
10 Talamack Heavy Cruisers: 10 = 100
20 Dominic Bruster Light cruisers: 8 = 160
25 Belinda Class Destroyers: 2 = 50
50 Cerberus Class Destroyers: 1 = 50
Total fleet: 400
Special Attributes:
100 points Advanced Defenses (10 points of firepower on Comisky until silences by ground forces/orbital bombardment)
A teenage girl is just a teenage boy who can get laid.
-GTO
We're not just doing this for money; we're doing this for a shitload of money!
-GTO
We're not just doing this for money; we're doing this for a shitload of money!
- Dark Hellion
- Permanent n00b
- Posts: 3554
- Joined: 2002-08-25 07:56pm
The Den of the Great Cubs
The Den of the Great Cubs is locate on a Plate on the Binary Star of the Chicago System. Given as a part of the Imperial Ancient-Cultural Preservation Departments program of giving minor Imperial Settlements to protected cultures. An offshoot of The worshipers of the Great Sky Bear this religious settlement call themselves the Great Cubs, or as it is said in their native language Da Cubs. Da Cubs have evolved from an ancient hero worshiping religion into natural worship and high-spirituality. They believe that it is not humanities goal to win the game. To continue to play after each failure is the true point. They preach human perseverance, and the harmony of humanity against those who would end civilization. The Great Sky Bear Republic would provide a heroic if suicidal defense against the Enclave at the Battle of Soldiers Field, and the Great Cubs would suffer large casualties as they provided many volunteer forces to evacuate imperial worlds and provide humanitarian aide. This would earn the quirky religion a great deal of respect amongst the Galactic east.
Planets:
Wrigley plate: 5 points
Fleet:
2 Imperial Light Frigates: 18 =36
4 Imperial Interdictor Heavy Aerospace Vessels: 2+4I = 24
1 Harry Caray Class Battleship: 25+5C3+5O+5D = 40
25 Dominic Bruster Light Cruisers: 8 =200
100 Cerberus Class Destroyers: 1 =100
Total: 400
Special Attributes:
100 points resist assimilation (never give up)
The Den of the Great Cubs is locate on a Plate on the Binary Star of the Chicago System. Given as a part of the Imperial Ancient-Cultural Preservation Departments program of giving minor Imperial Settlements to protected cultures. An offshoot of The worshipers of the Great Sky Bear this religious settlement call themselves the Great Cubs, or as it is said in their native language Da Cubs. Da Cubs have evolved from an ancient hero worshiping religion into natural worship and high-spirituality. They believe that it is not humanities goal to win the game. To continue to play after each failure is the true point. They preach human perseverance, and the harmony of humanity against those who would end civilization. The Great Sky Bear Republic would provide a heroic if suicidal defense against the Enclave at the Battle of Soldiers Field, and the Great Cubs would suffer large casualties as they provided many volunteer forces to evacuate imperial worlds and provide humanitarian aide. This would earn the quirky religion a great deal of respect amongst the Galactic east.
Planets:
Wrigley plate: 5 points
Fleet:
2 Imperial Light Frigates: 18 =36
4 Imperial Interdictor Heavy Aerospace Vessels: 2+4I = 24
1 Harry Caray Class Battleship: 25+5C3+5O+5D = 40
25 Dominic Bruster Light Cruisers: 8 =200
100 Cerberus Class Destroyers: 1 =100
Total: 400
Special Attributes:
100 points resist assimilation (never give up)
A teenage girl is just a teenage boy who can get laid.
-GTO
We're not just doing this for money; we're doing this for a shitload of money!
-GTO
We're not just doing this for money; we're doing this for a shitload of money!
- Dark Hellion
- Permanent n00b
- Posts: 3554
- Joined: 2002-08-25 07:56pm
Please note: More will follow. Like with the Humanist Union, this is a work in progress and subject to change.
General Overview
The Independent State Alliance is the remnant of a considerably larger Imperial protectorate, the Herratar League, torn asunder first in the opening days of the Enclave War and later in horrific civil wars and struggles with other military-minded former protectorates. Consisting now of only four marginally-habitable worlds, the ISA is a textbook example of the legion of petty states left in the wake of the Empire's death throes. The Alliance is governed (officially) by a council of four noble-born lords who could be said to despise each other at the best of times, in addition to a house of lesser nobles. Each high lord rules over one world in the Alliance, his or her claim to power legitimized by the naval might he or she personally commands. These lords are backed by lesser noblility, again with each legitimized by possession of a significant naval vessel. These lesser figures tend to get along as poorly as their liege lords, and scheme even against them. The "unofficial" player in the ISA is the Merchant's Guild, a formal alliance of shipowning, wealthy merchant families who managed to survive the Enclave War, the local civil wars, and the danger inherent to Imperial fringe trading. Even before the Enclave War and civil wars, the worlds that made up the ISA (and the Herratar League) were inhospitable, dreary worlds heavily dependent on trade with the increasingly resource-barren worlds towards the Imperial Core. Now, with each worlds' infrastructure barely intact, trade has become even more vital. The Merchant's Guild dances with the high lords of the ISA much as they dance with each other, pushing and prodding carefully with their economic and military might. Ultimately, the military aristrocracy and wealthy merchant class depend on each other for continued survival, and this is perhaps the only thing preventing them from falling upon each other like starved dogs: this fact makes the nation's advancement, what little there has been, slow and painful at best. Life for the average ISA citizen, one who doesn't join the armies or serve on a noble's or merchant's starship, is a hungry, thirsty nightmare of unrestrained capitalism and corruption on all levels.
Dragon-class Dreadnought
50 Points (40 base, 5 C3, 5 Defense)
Tremendous ships built in the heyday of the Herratar League, the Dragon-class was never cost-efficient or particularly practical for what little military conflict the stuffy royalists of the League found themselves in: they were mostly "crown jewels," ships built to trumpet the League's growing wealth and influence just as much as they were built for practical military use. The design's exorbitent cost saw few built, and those that were built were plagued with problems, from overly-interdependent weapons systems to floor planning that greatly hampered the large crew compliment to the issues of multiple naval contractors' poor communications in joint construction. When the Enclave War came, the Herratar League was looking at effectively replacing the Dragon-class with smaller, more practical battleships. By the time the Enclave had passed through and the civil wars had died down, only four examples of the Dragon-class remained, the rest having been lost to incompetence, design failure, or simply being overwhelmed. The Dragon-class vessels of today are leaner, smarter craft, having been rebuilt haltingly over the decades to make them more survivable. Even the standard Dragon-class, however, was nothing to be scoffed at: it ultimately brought tremendous firepower and defensive capability to the table, while also helping fleetmates with heavy sensors and electronic warfare gear. Dragon-class vessels were, fittingly, named for examples of the legendary beast from which they took their name, or from other legendary serpents and great beasts.
Ships: Nidhoggur, Tiamat, Smok Wawelski, Zemy Gorynych
Knight-Errant-class Cruiser
15 Points (10 base, 3 Defense, 2 Interdiction)
Perhaps the most effective ship ever churned out by Herratar League, the Knight-Errant class is nearly extinct in the modern day, with only 18 examples known to still exist, all of which belong to lesser lords of the ISA. The Knight-Errant-class was intended as the "main" combat ship of the league, the vessel that would be relied upon for the widest variety of roles in the event the League went into a real war (which it ultimately did, of course.) Long, smooth, and roughly rectangular, the Knight-Errant can be entirely uncomfortable to behold, resembling nothing so much as a tremendous cannon. This is due to the ship's primary weapon, a superheavy railgun whose parts span most of the cruiser's considerable length. This massive weapon is highly accurate, if slow firing, and is supported by a respectable number of large missile banks, with small cannons rounding out its firepower. Finally, the design was equipped both with sophisticated electronic warfare equipment and some interdictor gear, making it a terror for small smuggler craft and trade vessels caught unaware. The Knight-Errant was (and is) known for having a discomforting effect on large ship commanders, who understandably feel more vulnerable to the design's main weapon. Despite these things, the Knight-Errant does have flaws: it is expensive to produce, perhaps mildly exceeding its battlefield worth. Crew quarters are extremely cramped, requiring frequent periods of R&R to keep these cruisers at the top of their game. The main cannon is known, if improperly maintained, to sometimes misfire: this result can in catastrophic damage to the ship that usually tears it in two and kills most of the crew. Overall, however, the Knight-Errant is a competent cruiser, one of the few things the ISA has to be proud of.
Pikeman-class Destroyer
2 Points (2 Base)
Unremarkable, stubby arrowheads, the Pikeman-class is an incredibly bland light destroyer that served as the Herratar League's main destroyer and serves in the same role today for the ISA's navy. Though lacking any glaring flaws, the Pikeman has fared very poorly over the years: despite being the singlemost-produced ship of the League, only 15 examples are in service to the ISA's navy today, the rest having been destroyed, disappeared as the League collapsed, or turned to piracy. The Pikeman's main role was to engage other light naval ships, to act as wardens against light craft for larger ships, to hunt pirates, and to patrol sovereign League space: this application has changed little. The Pikeman's main armament comes in the form of rapid-fire light cannon, bolstered with a single missile rack, giving it only modest firepower. Similarly, the Pikeman's shields and armor are only capable of withstanding lower-end punishment. This combination has resulted in some commanders within the ISA navy and Merchant's Guild to refer to the light destroyer by the derisive name of "wasp" or "bee." Pikeman commanders tend to be wily and cautious, knowing that wrecklessness can easily result in the death of both them and their crew. Ironically, the Pikeman features crew quarters considered slightly above adequate, allowing the craft to operate for greater amounts of time when compared against the ISA's cruisers or quartet of dreadnoughts. Further in favor of the Pikeman is ease of repair: parts are simple, robust, and easy-to-produce, even for the ISA.
Megalodon-class Armed Merchantman
10 Points (6 base, 4 Trade)
The "heavy" ship of the Merchants' Guild, the Megalodon-class, like its smaller cousin the Retriever-class, dates back to the Herratar League's heyday, a ship designed just as much to discourage military bullying as pirates and trade raiders, an asset to a private military only pretending to be a civilian organization. The Megalodon probably owes its survival to its simplicity: ugly, boxy, and bulky, Megalodons nonetheless rely on tried-and-true, if occasionally dated technology. Equipped with spacious crew quarters and laid out with great efficiency, the Megalodon is perfectly-suited for the long range trading and escort work it is involved in. Packing firepower and defensive capabilities approaching that of a light cruiser, the Megalodon is something of a regional terror of pirates and raider fleets. All known examples of the Megalodon belong to the Merchants' Guild, reinforcing the organization's independence and contributing to the overall military might of the ISA.
Retriever-class Armed Merchantman
5 Points (3 base, 2 Trade)
The "light" Merchants' Guild warship, the Retriever-class's creation marked the rise of the Guild's power in the League, and is a reminder of that power in the ISA today. Like the Megalodon-class, it uses bulky, boxy, remarkably reliable technology, as well as sporting spacious quarters for the crew. Though not half so dangerous as the Megalodon or even some destroyers, the Retriever-class is capable of outgunning and outlasting the venerable Pikeman-class, a dedicated destroyer of the the ISA, speaking volumes about the might of the Merchants' Guild within the deceased Herratar League and the contemporary ISA. Typical Guild doctrine usually places a pair of Retrievers with a single Megalodon, with the trio of ships escorting smaller, dedicated transports under their watchful eyes. This arrangement keeps the Guild's warships from being caught in large groups, while simultaneously providing any given deployment with firepower enough to make raiders and pirates stay well-clear. Occasionally, a quartet of Retrievers will be deployed with a pair of Megalodons, but the Guild's warships rarely travel in groups larger than this. All known examples of the Retriever-class belong to the Merchants' Guild, though there have been rumblings from within about eventually selling the design or even completed ships.
General Overview
The Independent State Alliance is the remnant of a considerably larger Imperial protectorate, the Herratar League, torn asunder first in the opening days of the Enclave War and later in horrific civil wars and struggles with other military-minded former protectorates. Consisting now of only four marginally-habitable worlds, the ISA is a textbook example of the legion of petty states left in the wake of the Empire's death throes. The Alliance is governed (officially) by a council of four noble-born lords who could be said to despise each other at the best of times, in addition to a house of lesser nobles. Each high lord rules over one world in the Alliance, his or her claim to power legitimized by the naval might he or she personally commands. These lords are backed by lesser noblility, again with each legitimized by possession of a significant naval vessel. These lesser figures tend to get along as poorly as their liege lords, and scheme even against them. The "unofficial" player in the ISA is the Merchant's Guild, a formal alliance of shipowning, wealthy merchant families who managed to survive the Enclave War, the local civil wars, and the danger inherent to Imperial fringe trading. Even before the Enclave War and civil wars, the worlds that made up the ISA (and the Herratar League) were inhospitable, dreary worlds heavily dependent on trade with the increasingly resource-barren worlds towards the Imperial Core. Now, with each worlds' infrastructure barely intact, trade has become even more vital. The Merchant's Guild dances with the high lords of the ISA much as they dance with each other, pushing and prodding carefully with their economic and military might. Ultimately, the military aristrocracy and wealthy merchant class depend on each other for continued survival, and this is perhaps the only thing preventing them from falling upon each other like starved dogs: this fact makes the nation's advancement, what little there has been, slow and painful at best. Life for the average ISA citizen, one who doesn't join the armies or serve on a noble's or merchant's starship, is a hungry, thirsty nightmare of unrestrained capitalism and corruption on all levels.
Dragon-class Dreadnought
50 Points (40 base, 5 C3, 5 Defense)
Tremendous ships built in the heyday of the Herratar League, the Dragon-class was never cost-efficient or particularly practical for what little military conflict the stuffy royalists of the League found themselves in: they were mostly "crown jewels," ships built to trumpet the League's growing wealth and influence just as much as they were built for practical military use. The design's exorbitent cost saw few built, and those that were built were plagued with problems, from overly-interdependent weapons systems to floor planning that greatly hampered the large crew compliment to the issues of multiple naval contractors' poor communications in joint construction. When the Enclave War came, the Herratar League was looking at effectively replacing the Dragon-class with smaller, more practical battleships. By the time the Enclave had passed through and the civil wars had died down, only four examples of the Dragon-class remained, the rest having been lost to incompetence, design failure, or simply being overwhelmed. The Dragon-class vessels of today are leaner, smarter craft, having been rebuilt haltingly over the decades to make them more survivable. Even the standard Dragon-class, however, was nothing to be scoffed at: it ultimately brought tremendous firepower and defensive capability to the table, while also helping fleetmates with heavy sensors and electronic warfare gear. Dragon-class vessels were, fittingly, named for examples of the legendary beast from which they took their name, or from other legendary serpents and great beasts.
Ships: Nidhoggur, Tiamat, Smok Wawelski, Zemy Gorynych
Knight-Errant-class Cruiser
15 Points (10 base, 3 Defense, 2 Interdiction)
Perhaps the most effective ship ever churned out by Herratar League, the Knight-Errant class is nearly extinct in the modern day, with only 18 examples known to still exist, all of which belong to lesser lords of the ISA. The Knight-Errant-class was intended as the "main" combat ship of the league, the vessel that would be relied upon for the widest variety of roles in the event the League went into a real war (which it ultimately did, of course.) Long, smooth, and roughly rectangular, the Knight-Errant can be entirely uncomfortable to behold, resembling nothing so much as a tremendous cannon. This is due to the ship's primary weapon, a superheavy railgun whose parts span most of the cruiser's considerable length. This massive weapon is highly accurate, if slow firing, and is supported by a respectable number of large missile banks, with small cannons rounding out its firepower. Finally, the design was equipped both with sophisticated electronic warfare equipment and some interdictor gear, making it a terror for small smuggler craft and trade vessels caught unaware. The Knight-Errant was (and is) known for having a discomforting effect on large ship commanders, who understandably feel more vulnerable to the design's main weapon. Despite these things, the Knight-Errant does have flaws: it is expensive to produce, perhaps mildly exceeding its battlefield worth. Crew quarters are extremely cramped, requiring frequent periods of R&R to keep these cruisers at the top of their game. The main cannon is known, if improperly maintained, to sometimes misfire: this result can in catastrophic damage to the ship that usually tears it in two and kills most of the crew. Overall, however, the Knight-Errant is a competent cruiser, one of the few things the ISA has to be proud of.
Pikeman-class Destroyer
2 Points (2 Base)
Unremarkable, stubby arrowheads, the Pikeman-class is an incredibly bland light destroyer that served as the Herratar League's main destroyer and serves in the same role today for the ISA's navy. Though lacking any glaring flaws, the Pikeman has fared very poorly over the years: despite being the singlemost-produced ship of the League, only 15 examples are in service to the ISA's navy today, the rest having been destroyed, disappeared as the League collapsed, or turned to piracy. The Pikeman's main role was to engage other light naval ships, to act as wardens against light craft for larger ships, to hunt pirates, and to patrol sovereign League space: this application has changed little. The Pikeman's main armament comes in the form of rapid-fire light cannon, bolstered with a single missile rack, giving it only modest firepower. Similarly, the Pikeman's shields and armor are only capable of withstanding lower-end punishment. This combination has resulted in some commanders within the ISA navy and Merchant's Guild to refer to the light destroyer by the derisive name of "wasp" or "bee." Pikeman commanders tend to be wily and cautious, knowing that wrecklessness can easily result in the death of both them and their crew. Ironically, the Pikeman features crew quarters considered slightly above adequate, allowing the craft to operate for greater amounts of time when compared against the ISA's cruisers or quartet of dreadnoughts. Further in favor of the Pikeman is ease of repair: parts are simple, robust, and easy-to-produce, even for the ISA.
Megalodon-class Armed Merchantman
10 Points (6 base, 4 Trade)
The "heavy" ship of the Merchants' Guild, the Megalodon-class, like its smaller cousin the Retriever-class, dates back to the Herratar League's heyday, a ship designed just as much to discourage military bullying as pirates and trade raiders, an asset to a private military only pretending to be a civilian organization. The Megalodon probably owes its survival to its simplicity: ugly, boxy, and bulky, Megalodons nonetheless rely on tried-and-true, if occasionally dated technology. Equipped with spacious crew quarters and laid out with great efficiency, the Megalodon is perfectly-suited for the long range trading and escort work it is involved in. Packing firepower and defensive capabilities approaching that of a light cruiser, the Megalodon is something of a regional terror of pirates and raider fleets. All known examples of the Megalodon belong to the Merchants' Guild, reinforcing the organization's independence and contributing to the overall military might of the ISA.
Retriever-class Armed Merchantman
5 Points (3 base, 2 Trade)
The "light" Merchants' Guild warship, the Retriever-class's creation marked the rise of the Guild's power in the League, and is a reminder of that power in the ISA today. Like the Megalodon-class, it uses bulky, boxy, remarkably reliable technology, as well as sporting spacious quarters for the crew. Though not half so dangerous as the Megalodon or even some destroyers, the Retriever-class is capable of outgunning and outlasting the venerable Pikeman-class, a dedicated destroyer of the the ISA, speaking volumes about the might of the Merchants' Guild within the deceased Herratar League and the contemporary ISA. Typical Guild doctrine usually places a pair of Retrievers with a single Megalodon, with the trio of ships escorting smaller, dedicated transports under their watchful eyes. This arrangement keeps the Guild's warships from being caught in large groups, while simultaneously providing any given deployment with firepower enough to make raiders and pirates stay well-clear. Occasionally, a quartet of Retrievers will be deployed with a pair of Megalodons, but the Guild's warships rarely travel in groups larger than this. All known examples of the Retriever-class belong to the Merchants' Guild, though there have been rumblings from within about eventually selling the design or even completed ships.
Last edited by Tanasinn on 2008-06-02 05:40pm, edited 5 times in total.
Kraidnick Industries
Loc: 6, 1
The "Destruction" of Prometheus Station.
The Imperial deep space base Prometheus an early casualty in the war with the Enclave. The Enclave forces had successfully neutralized the station's defensive garrison and seized many important areas aboard. However, the AIs aboard the Prometheus would not allow the Enclave to hold the station. In a drastic move, the Prometheus' AI systems chose to open the habitable sections to vacuum and activate the station's emergency FTL systems in an attempt to phase the station, in its entirety, into subspace. Reports from the surviving Enclave ships stated that the station's fusion reactors were most likely sabotaged.
Varan Kraidnick and His Merry Band.
***work in progress***
In short Varan Kraidnick is one of many men leading a group of what most civilized people would call pirates, in the chaos after Terra's destruction.
Kraidnick Ind., and The Proof of Concept
***work in progress***
Varan Kraidnick was able to salvage what was left of the Prometheus shipyards, reactivate the automated assembly and repair facilities aboard, and complete repairs to an older model Imperial frigate docked there. He has since decided to make a buisiness selling newly built frigates to the highest bidder.
Prometheus Shipyards 9 pts
Fleet: 200pts
1 Recommissioned Imperial Frigate: 50+5O+5H = 60
Proof of Concept
4 Atom 8000 (tm) Automated Defense Craft: 5+5D = 40
Roy
Astro
Wildstar
Light
5 Eridani Shipworks Model '288 Civil Defense Craft: 5+5D = 50
1 New Empire (tm) Class A Patrol Ship: 15+5C3 = 20
1 Modified Power Fluxx (tm) Freighter: 20+5O = 25
1 Heavily modified Starshine (tm) Pleasure Yacht: 5 = 5
Finders Keepers
100 Improved shipyard
***work in progress***
Loc: 6, 1
The "Destruction" of Prometheus Station.
The Imperial deep space base Prometheus an early casualty in the war with the Enclave. The Enclave forces had successfully neutralized the station's defensive garrison and seized many important areas aboard. However, the AIs aboard the Prometheus would not allow the Enclave to hold the station. In a drastic move, the Prometheus' AI systems chose to open the habitable sections to vacuum and activate the station's emergency FTL systems in an attempt to phase the station, in its entirety, into subspace. Reports from the surviving Enclave ships stated that the station's fusion reactors were most likely sabotaged.
Varan Kraidnick and His Merry Band.
***work in progress***
In short Varan Kraidnick is one of many men leading a group of what most civilized people would call pirates, in the chaos after Terra's destruction.
Kraidnick Ind., and The Proof of Concept
***work in progress***
Varan Kraidnick was able to salvage what was left of the Prometheus shipyards, reactivate the automated assembly and repair facilities aboard, and complete repairs to an older model Imperial frigate docked there. He has since decided to make a buisiness selling newly built frigates to the highest bidder.
Prometheus Shipyards 9 pts
Fleet: 200pts
1 Recommissioned Imperial Frigate: 50+5O+5H = 60
Proof of Concept
4 Atom 8000 (tm) Automated Defense Craft: 5+5D = 40
Roy
Astro
Wildstar
Light
5 Eridani Shipworks Model '288 Civil Defense Craft: 5+5D = 50
1 New Empire (tm) Class A Patrol Ship: 15+5C3 = 20
1 Modified Power Fluxx (tm) Freighter: 20+5O = 25
1 Heavily modified Starshine (tm) Pleasure Yacht: 5 = 5
Finders Keepers
100 Improved shipyard
***work in progress***
Last edited by Ohma on 2008-06-23 08:55pm, edited 1 time in total.
Oh, Mister Darcy! <3
We're ALL Devo!
GALE-Force: Guardians of Space!
"Rarr! Rargharghiss!" -Gorn
We're ALL Devo!
GALE-Force: Guardians of Space!
"Rarr! Rargharghiss!" -Gorn
-The Convent of Ledo-
Background:
100 years ago, Citadel Luna, Solar System (alternate universe).
A man bound in chains and zealotry stood in the center of the chamber, illuminated by a ring of magefire torches. Great windows peered out onto the gray landscape beyond, the inhabititants of the great castle separated from the void outside by a bubble of arcane force. Twelve great chairs were arranged in a half-circle that opened to the great chamber doors, a somber hooded figure sitting in each. They appeared to be sentencing the madman in chains.
"WHAT! You would dare silence us! On whos authority?"
"You know by whos authority. Your fanaticism has already caused us no end of trouble, and we will not abide this "crusade" of yours have planned. Oh yes, we know of it, and we will not stand idly by as your priests attempt to forcibly convert our subjects at swordpoint."
The man in the center began to laugh madly.
"Then what will you do? You will not kill us. Your own precious laws prevent you from interfering in religious affairs, and your Priests are powerless to stop us. Your gods are nothing before the might of Ledo."
"You do not comprehend. We will not kill your followers. You, and your cultists, shall be banished from this realm. To where, we care not, so long as you trouble us no further."
-50 years ago-
The followers of the Convent of Ledo had been gathered from throughout the various stellar kingdoms of the Realm Terran and forced onto vast arkships, each capable of holding ten million souls destined for exile, now orbiting a backwater world. On its sole moon, a great ritual circle three miles across had been etched onto the surface, designed to open a gateway to the interplanar void. Standing at each nexus of power, ten thousand mages were arranged in a great circle, protected from the void by their prowess in the arcane.
As one, they began chanting, and the ground within the circle began to collapse, revealing hints of a swirling malestrom of sickly green ether below. In the background, great runes etched into the world began to glow the same sickly green color, causing great fissures to rip the surface asunder. As the mages continued, the world shrank, the sickly green runes drawing from the substance of the world to fuel the opening of the portal. At last, the planet collapsed into itself and exploded into a focused torrent of blue arcane energy, striking the moon at the center of the great rune.
The last fragments of earth inside the circle gave way under the magical assault, revealing the full extent of the malestrom beneath. With the portal now opened, the mages reached out to the Arkships with bands of arcane force, guiding them into the portal below for their exile. As each vessel passed through the gateway, they heard a terrible screeching sound, the sound of the barrier between realms being broken, before it abruptly stopped and each ship found itself alone in a strange new plane.
-40 years ago-
One of the great Arkships had itself in orbit around a serene agriworld populated by the descendants of Imperial colonists, long since abandoned by the powers of this realm. The Ledites found the natives to be easy conquests, their primitive weapons no match for the divine sorceries that empowered the followers of Ledo. In the span of a decade, the entire world had been converted, and they prepared to spread the Word of Ledo to new worlds.
Description:
The Convent of Ledo is a theocracy composed of zealots from a universe where magic superceeded science. They are united under the banner of their god Ledo and seek to unite all of humanity under his banner. Though they believe in the existence of other gods, they see Ledo as supreme over all others. Due to their extraplanar origins, their "technology" is a combination of simple machinery and "divine" (ritualized) magic.
Worlds:
Arigulus - 5 pts
Racial Attributes:
Planar Exiles (Extradimensional) - 50 pts
The Word of Ledo (Improved Assimilation) - 50 pts
Vessels:
10x Mission Ships - 5+1C3+4H
Mission ships are fast spacefaring vessels meant to spread the Word of Ledo. They are manned by a small crew of missionary Clerics and a Priest of Ledo who empowers the vessel with his presence.
9x Crusade Convents - 38+6D+6O
Crusade Convents are meant to bring the Word of Ledo to those unwilling to listen. By all rights, they can be considered mobile citadels, flying cities manned by a host of Crusaders. At the center of each Crusade Convent is a great cathedral, with a High Priest at the altar. Smaller chapels throughout the Crusade Convent are staffed by lesser priests, who are responsible for maintaining the holy barriers that protect the great city-ships, propelling the vessels through the void, and guiding the holy warriors of Ledo to strike down those that oppose them.
Background:
100 years ago, Citadel Luna, Solar System (alternate universe).
A man bound in chains and zealotry stood in the center of the chamber, illuminated by a ring of magefire torches. Great windows peered out onto the gray landscape beyond, the inhabititants of the great castle separated from the void outside by a bubble of arcane force. Twelve great chairs were arranged in a half-circle that opened to the great chamber doors, a somber hooded figure sitting in each. They appeared to be sentencing the madman in chains.
"WHAT! You would dare silence us! On whos authority?"
"You know by whos authority. Your fanaticism has already caused us no end of trouble, and we will not abide this "crusade" of yours have planned. Oh yes, we know of it, and we will not stand idly by as your priests attempt to forcibly convert our subjects at swordpoint."
The man in the center began to laugh madly.
"Then what will you do? You will not kill us. Your own precious laws prevent you from interfering in religious affairs, and your Priests are powerless to stop us. Your gods are nothing before the might of Ledo."
"You do not comprehend. We will not kill your followers. You, and your cultists, shall be banished from this realm. To where, we care not, so long as you trouble us no further."
-50 years ago-
The followers of the Convent of Ledo had been gathered from throughout the various stellar kingdoms of the Realm Terran and forced onto vast arkships, each capable of holding ten million souls destined for exile, now orbiting a backwater world. On its sole moon, a great ritual circle three miles across had been etched onto the surface, designed to open a gateway to the interplanar void. Standing at each nexus of power, ten thousand mages were arranged in a great circle, protected from the void by their prowess in the arcane.
As one, they began chanting, and the ground within the circle began to collapse, revealing hints of a swirling malestrom of sickly green ether below. In the background, great runes etched into the world began to glow the same sickly green color, causing great fissures to rip the surface asunder. As the mages continued, the world shrank, the sickly green runes drawing from the substance of the world to fuel the opening of the portal. At last, the planet collapsed into itself and exploded into a focused torrent of blue arcane energy, striking the moon at the center of the great rune.
The last fragments of earth inside the circle gave way under the magical assault, revealing the full extent of the malestrom beneath. With the portal now opened, the mages reached out to the Arkships with bands of arcane force, guiding them into the portal below for their exile. As each vessel passed through the gateway, they heard a terrible screeching sound, the sound of the barrier between realms being broken, before it abruptly stopped and each ship found itself alone in a strange new plane.
-40 years ago-
One of the great Arkships had itself in orbit around a serene agriworld populated by the descendants of Imperial colonists, long since abandoned by the powers of this realm. The Ledites found the natives to be easy conquests, their primitive weapons no match for the divine sorceries that empowered the followers of Ledo. In the span of a decade, the entire world had been converted, and they prepared to spread the Word of Ledo to new worlds.
Description:
The Convent of Ledo is a theocracy composed of zealots from a universe where magic superceeded science. They are united under the banner of their god Ledo and seek to unite all of humanity under his banner. Though they believe in the existence of other gods, they see Ledo as supreme over all others. Due to their extraplanar origins, their "technology" is a combination of simple machinery and "divine" (ritualized) magic.
Worlds:
Arigulus - 5 pts
Racial Attributes:
Planar Exiles (Extradimensional) - 50 pts
The Word of Ledo (Improved Assimilation) - 50 pts
Vessels:
10x Mission Ships - 5+1C3+4H
Mission ships are fast spacefaring vessels meant to spread the Word of Ledo. They are manned by a small crew of missionary Clerics and a Priest of Ledo who empowers the vessel with his presence.
9x Crusade Convents - 38+6D+6O
Crusade Convents are meant to bring the Word of Ledo to those unwilling to listen. By all rights, they can be considered mobile citadels, flying cities manned by a host of Crusaders. At the center of each Crusade Convent is a great cathedral, with a High Priest at the altar. Smaller chapels throughout the Crusade Convent are staffed by lesser priests, who are responsible for maintaining the holy barriers that protect the great city-ships, propelling the vessels through the void, and guiding the holy warriors of Ledo to strike down those that oppose them.
Last edited by Lancer on 2008-06-19 12:22pm, edited 1 time in total.
- Darkevilme
- Jedi Council Member
- Posts: 1514
- Joined: 2007-06-12 02:27pm
- Location: London, england
- Contact:
The Company
Location: 0,-8
The Company was a group of highly effective mercenaries during the days of the Empire. They had a reputation for effectiveness and brutality. They needed no other name, as everyone knew who you were talking about when you mentioned The Company. After the fall of the Empire, they became far worse than before. They basically became a protection racket; you either paid them to fight someone else or they would invade you. Such antics cost them and they were almost hunted to extinction.
Unfortunately some survivors fled into uncharted space and reformed the Company. They seized a lost colony world along with a secret Imperial manufacturing facility. Now led by Grand-Captain Karl Bist, they are basically raiders with enough firepower to loot whole worlds. They are well known for seizing hostages, as well as taking children and ‘recruiting’ them into the Company. Such troops are often the most brutal the Company has to offer.
Planets:
Anderhall: 5 points. Anderhall was once a secret shipyard for the Empire. Now it is the main shipyard for The Company.
New Hope: 3 points. New Hope was founded by antiwar colonists when the Empire was collapsing. Unfortunately for them, the Company found their planet. It was a nice place once, now it is best described as a living hell for most of its citizens. The population has declined by at least half since The Company took possession. The killing has mostly stabilized now that a system of slavery has been introduced. New captives brought back to this planet have also kept the population up.
Daggerport: 2 points. Daggerport is a highly developed asteroid base in a dead system used primarily as a staging and supply base by The Company.
Fleet Assets:
10 Pikeman class corvettes. 3*10=30pts.
2+1I
The lightly armed Pikeman is mostly used for independent raiding against unarmed merchant vessels in order to acquire much needed supplies for The Company.
10 War Dog class Destroyers. 10*10=100pts.
5+3S+1I+1D
The War Dog class is a capable escort used to screen planetary raid operations and occasionally ambush escorted convoys.
4 Eagle class Planetary Assault Carriers. 30*4= 120pts.
20+5S+3B+2D
These ships make The Company’s raids possible. They serve as mother ships for drop ships, ground attack craft and numerous space attack craft as well. Their impressive stealth systems often allow The Company to get into the perfect position for a devastating first strike.
3 Landsknecht class Battleships. 50*3= 150 pts.
35+5S+5I+4D+1C3I
The Landsknecht class is a nasty foe for any opponent of The Company. These ships allow the raiders to despoil even heavily defended worlds.
Total: 400 pts.
Special Abilities:
Barbarian: 50pts. No one is quite sure where the Company is located, thus keeping them from being annihilated.
Improved Salvage: 50 pts. The Company makes excellent use of everything they can steal.
Location: 0,-8
The Company was a group of highly effective mercenaries during the days of the Empire. They had a reputation for effectiveness and brutality. They needed no other name, as everyone knew who you were talking about when you mentioned The Company. After the fall of the Empire, they became far worse than before. They basically became a protection racket; you either paid them to fight someone else or they would invade you. Such antics cost them and they were almost hunted to extinction.
Unfortunately some survivors fled into uncharted space and reformed the Company. They seized a lost colony world along with a secret Imperial manufacturing facility. Now led by Grand-Captain Karl Bist, they are basically raiders with enough firepower to loot whole worlds. They are well known for seizing hostages, as well as taking children and ‘recruiting’ them into the Company. Such troops are often the most brutal the Company has to offer.
Planets:
Anderhall: 5 points. Anderhall was once a secret shipyard for the Empire. Now it is the main shipyard for The Company.
New Hope: 3 points. New Hope was founded by antiwar colonists when the Empire was collapsing. Unfortunately for them, the Company found their planet. It was a nice place once, now it is best described as a living hell for most of its citizens. The population has declined by at least half since The Company took possession. The killing has mostly stabilized now that a system of slavery has been introduced. New captives brought back to this planet have also kept the population up.
Daggerport: 2 points. Daggerport is a highly developed asteroid base in a dead system used primarily as a staging and supply base by The Company.
Fleet Assets:
10 Pikeman class corvettes. 3*10=30pts.
2+1I
The lightly armed Pikeman is mostly used for independent raiding against unarmed merchant vessels in order to acquire much needed supplies for The Company.
10 War Dog class Destroyers. 10*10=100pts.
5+3S+1I+1D
The War Dog class is a capable escort used to screen planetary raid operations and occasionally ambush escorted convoys.
4 Eagle class Planetary Assault Carriers. 30*4= 120pts.
20+5S+3B+2D
These ships make The Company’s raids possible. They serve as mother ships for drop ships, ground attack craft and numerous space attack craft as well. Their impressive stealth systems often allow The Company to get into the perfect position for a devastating first strike.
3 Landsknecht class Battleships. 50*3= 150 pts.
35+5S+5I+4D+1C3I
The Landsknecht class is a nasty foe for any opponent of The Company. These ships allow the raiders to despoil even heavily defended worlds.
Total: 400 pts.
Special Abilities:
Barbarian: 50pts. No one is quite sure where the Company is located, thus keeping them from being annihilated.
Improved Salvage: 50 pts. The Company makes excellent use of everything they can steal.
Last edited by Raj Ahten on 2008-07-15 11:03pm, edited 3 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.
The Affiliation of Baronies
There are few places on the Periphery as rough, primitive, and colonial as the worlds of the Affiliation. There are over fifty individual baronies in the Affiliation, ranging in size from single cities to entire planets. This loose confederation covers a broad area, consisting of many small systems and holdings. The Affiliation was almost completely untouched during the War. This was due to two factors: the Affiliation's distance from Terra, and the competent and popular leadership of Jeremiah Hawthorne, the Grand Duke of Gilead and Hetman of the Affiliation. An example of the virtues of the nobility, the Grand Duke successfully kept the feuding barons in line and organized their levies into a cohesive fighting force which kept the Affiliation's borders secure and repelled no less than two forceful invasions.
The Barons
The hereditary nobility of the Affiliation is a strange beast. The original colonists were Molochis, who arrived some six hundred years ago. These colonists enjoyed the most modern biological modifications and implants, while the freedmen and second wave colonists who worked their land could hardly afford such luxuries. Over time, the upper classes differentiated themselves more and more, using increasingly complex biomods to create a ruling class which is literally stronger, faster, and smarter than most of the freedmen. These Barons have a strong martial tradition, emphasized by their traditional weapons, the long-barreled pistols which each Barony passes down through it's royal line. The Barons have become a numerically small but technologically advanced fighting force, providing a corps of near superhuman fighters around which to base their levies.
Systems
Gilead: The capital and most developed of the Baronial systems. The capital, the City on the Hill, is on Gilead, a lush world with gleaming cities and significant orbital industry.
-Gilead: 3 points
-Asteroid Colonies: 1 point
The Outer Baronies: Six smaller systems, each worth 1 point. Generally poor, lightly populated, and hardy.
Forces:
4 "Thunderchild" class Battleships 4x40=160 pts.
30+5C3I+5O
The Grand Duke's personal fleet, the core of the Affiliation's defenses.
14 assorted Light Cruisers 14x10=140 pts.
8+1C3I+10
An assortment of small cruisers, each one the personal craft of a border worlds Baron.
20 assorted Escorts 20x2=40 pts.
1+1C3I
An assortment of escort craft, some owned by petty Barons, others in the service of more wealthy barons as escorts.
10 "Providence" class Destroyers 10x6=60 pts
4+2D
A series of modern destroyers purchased from abroad with Baronial contributions as part of the Grand Duke's defensive armament scheme.
Total: 400 points
Special Abilities:
50 points: Improved Ground Combat. The Barons are crack fighters, and maintain groups of highly motivated professional armsmen recruited from the hardy peoples of the border colonies.
50 points: Improved Counter-Espionage. The Barons act as regional police. They are verey good at rooting out infiltrators.
There are few places on the Periphery as rough, primitive, and colonial as the worlds of the Affiliation. There are over fifty individual baronies in the Affiliation, ranging in size from single cities to entire planets. This loose confederation covers a broad area, consisting of many small systems and holdings. The Affiliation was almost completely untouched during the War. This was due to two factors: the Affiliation's distance from Terra, and the competent and popular leadership of Jeremiah Hawthorne, the Grand Duke of Gilead and Hetman of the Affiliation. An example of the virtues of the nobility, the Grand Duke successfully kept the feuding barons in line and organized their levies into a cohesive fighting force which kept the Affiliation's borders secure and repelled no less than two forceful invasions.
The Barons
The hereditary nobility of the Affiliation is a strange beast. The original colonists were Molochis, who arrived some six hundred years ago. These colonists enjoyed the most modern biological modifications and implants, while the freedmen and second wave colonists who worked their land could hardly afford such luxuries. Over time, the upper classes differentiated themselves more and more, using increasingly complex biomods to create a ruling class which is literally stronger, faster, and smarter than most of the freedmen. These Barons have a strong martial tradition, emphasized by their traditional weapons, the long-barreled pistols which each Barony passes down through it's royal line. The Barons have become a numerically small but technologically advanced fighting force, providing a corps of near superhuman fighters around which to base their levies.
Systems
Gilead: The capital and most developed of the Baronial systems. The capital, the City on the Hill, is on Gilead, a lush world with gleaming cities and significant orbital industry.
-Gilead: 3 points
-Asteroid Colonies: 1 point
The Outer Baronies: Six smaller systems, each worth 1 point. Generally poor, lightly populated, and hardy.
Forces:
4 "Thunderchild" class Battleships 4x40=160 pts.
30+5C3I+5O
The Grand Duke's personal fleet, the core of the Affiliation's defenses.
14 assorted Light Cruisers 14x10=140 pts.
8+1C3I+10
An assortment of small cruisers, each one the personal craft of a border worlds Baron.
20 assorted Escorts 20x2=40 pts.
1+1C3I
An assortment of escort craft, some owned by petty Barons, others in the service of more wealthy barons as escorts.
10 "Providence" class Destroyers 10x6=60 pts
4+2D
A series of modern destroyers purchased from abroad with Baronial contributions as part of the Grand Duke's defensive armament scheme.
Total: 400 points
Special Abilities:
50 points: Improved Ground Combat. The Barons are crack fighters, and maintain groups of highly motivated professional armsmen recruited from the hardy peoples of the border colonies.
50 points: Improved Counter-Espionage. The Barons act as regional police. They are verey good at rooting out infiltrators.
- Rogue 9
- Scrapping TIEs since 1997
- Posts: 18678
- Joined: 2003-11-12 01:10pm
- Location: Classified
- Contact:
Ernarn
Location: 0, -3
The Ernari species for the most part, unlike their near neighbors on Ronogho and Zambar, elected not to join the Republic of Nashtar upon their liberation from the Empire. The Republic has some individual Ernari citizens, but the system of Ern remained independent, and took with it the Ernari-majority Ragodin system.
The pain and humiliation of slavery to the Transhuman Empire is still fresh in the minds of the Ernari, and while Nashtar has (through Ronoghan ambassadors, since humans make the Ernari instinctually uncomfortable) repeatedly assured Ernarn of its goodwill, no one on either side expects the relationship between the two systems and their larger neighbor to ever be anything more than cordial, at least not for a generation.
Holdings
Ern System (10 points total):
Inhabitants
The Ernari are a reptilian race, with skin tones ranging from russet brown to deep orange. Despite appearing to resemble Terran reptiles, the species is endothermic. They are hardy, and able to survive comfortably in thin-atmosphered environments that would nearly suffocate a human. Due to their long slavery, most Ernari harbor a deep mistrust of humans, even those who were enslaved and oppressed alongside them.
Politics and Government
The Ernari were governed by a monarchy before the coming of the Empire, but their royal family was entirely wiped out during the initial Imperial subjugation. Now the Ernari have borrowed their current government system from the Nashtari, through the Ronoghans, and are governed by a parliament of sorts.
Military
Ernarn's navy is almost entirely made up of seized Imperial light ships of similar design to Nashtar's, since neither of their systems has a shipyard suitable for constructing warships, though Ragodin houses a repair yard that is slowly being converted to allow construction. While they have the same hull types as several of Nashtar's vessels, they do not have the facilities or expertise to maintain the delicate advanced sensor packages that most of the Republic's ships carry, and so are slightly less capable ship for ship.
Pride of Ernarn class battleship (40 points total), 3 in service
30+2D+2O+3R+3I
The Pride of Ernarn and her sisters are Ernarn's heaviest warships. Unlike the other ships in the Ernari fleet, these are not designs natively built at the Orodan shipyards during Imperial rule. These three ships were part of an Imperial fast patrol destroyer squadron that was in the Ragodin yard for repairs and refitting on its way to Terra to join the fleet massing to fight the Enclave when the Ernari slaves rose in conjunction with the Nashtari Revolution. These three ships were captured before they could be scuttled; the others either escaped to Terra or were destroyed by their crews.
Brood Mother class heavy cruiser (30 points total), 1 in service
20+10D
An example of what Nashtar calls the Kensington class, the Brood Mother was captured by Ernari dock workers during the Nashtari revolution and brought back to their homeworld. While not as useful as it is to the Nashtar Space Command, since the Ernari do not have large battlefleets and carriers to screen, the ship is still an extremely reliable bulwark against enemy fire.
Claws of the Ernari class light cruiser (18 points total), 3 in service
10+5O+3C3
Examples of the Nashtari Guardian class, though these ships' sensor packages are somewhat degraded through ill repair.
Scales of the Ernari class escort destroyer (12 points total), 3 in service
5+5D+2C3
Polaris class destroyers with ill-maintained sensor equipment.
Tail of the Ernari class frigate (15 points total), 2 in service
5+5O+2C3+3R
The body of a Bandit class frigate, with some Ernari add-ons. Though the Ragodin repair yard does not have the equipment to maintain advanced sensors, it does house a state-of-the-art engine facility. These frigates have been up-engined to give them greater realspace mobility. The name of the class's lead ship refers to the wicked stinger that tips an Ernari's tail.
Broodling class corvette (5 points total), 6 in service
2+2O+1D
Uparmored and upgunned system patrol craft, heavily reworked at Ragodin for survivability and given a basic FTL drive to allow the ships to transition between the two systems. The ships were also given improved engines, but this is offset by the mass of their armor and added systems.
National Characteristics
100 pt Improved Salvage - The Ragodin repair yard gives a greater ability to repair hulks hauled in from a battlefield.
Location: 0, -3
The Ernari species for the most part, unlike their near neighbors on Ronogho and Zambar, elected not to join the Republic of Nashtar upon their liberation from the Empire. The Republic has some individual Ernari citizens, but the system of Ern remained independent, and took with it the Ernari-majority Ragodin system.
The pain and humiliation of slavery to the Transhuman Empire is still fresh in the minds of the Ernari, and while Nashtar has (through Ronoghan ambassadors, since humans make the Ernari instinctually uncomfortable) repeatedly assured Ernarn of its goodwill, no one on either side expects the relationship between the two systems and their larger neighbor to ever be anything more than cordial, at least not for a generation.
Holdings
Ern System (10 points total):
- *Ernarn (6 points): This rocky and barren (by human standards) world is the homeworld of the Ernari race. The atmosphere is not particularly breathable by human or Zambaran standards, but it causes the Ernari, with their hardier respiratory systems, no discomfort.
*Ernon (3 points): The larger of Ernarn's two moons, this planetoid holds multiple dome colonies.
*Ern asteroid field (1 point): Many Ernari live in asteroid colonies scattered throughout the system's asteroid belt.
Inhabitants
The Ernari are a reptilian race, with skin tones ranging from russet brown to deep orange. Despite appearing to resemble Terran reptiles, the species is endothermic. They are hardy, and able to survive comfortably in thin-atmosphered environments that would nearly suffocate a human. Due to their long slavery, most Ernari harbor a deep mistrust of humans, even those who were enslaved and oppressed alongside them.
Politics and Government
The Ernari were governed by a monarchy before the coming of the Empire, but their royal family was entirely wiped out during the initial Imperial subjugation. Now the Ernari have borrowed their current government system from the Nashtari, through the Ronoghans, and are governed by a parliament of sorts.
Military
Ernarn's navy is almost entirely made up of seized Imperial light ships of similar design to Nashtar's, since neither of their systems has a shipyard suitable for constructing warships, though Ragodin houses a repair yard that is slowly being converted to allow construction. While they have the same hull types as several of Nashtar's vessels, they do not have the facilities or expertise to maintain the delicate advanced sensor packages that most of the Republic's ships carry, and so are slightly less capable ship for ship.
Pride of Ernarn class battleship (40 points total), 3 in service
30+2D+2O+3R+3I
The Pride of Ernarn and her sisters are Ernarn's heaviest warships. Unlike the other ships in the Ernari fleet, these are not designs natively built at the Orodan shipyards during Imperial rule. These three ships were part of an Imperial fast patrol destroyer squadron that was in the Ragodin yard for repairs and refitting on its way to Terra to join the fleet massing to fight the Enclave when the Ernari slaves rose in conjunction with the Nashtari Revolution. These three ships were captured before they could be scuttled; the others either escaped to Terra or were destroyed by their crews.
Brood Mother class heavy cruiser (30 points total), 1 in service
20+10D
An example of what Nashtar calls the Kensington class, the Brood Mother was captured by Ernari dock workers during the Nashtari revolution and brought back to their homeworld. While not as useful as it is to the Nashtar Space Command, since the Ernari do not have large battlefleets and carriers to screen, the ship is still an extremely reliable bulwark against enemy fire.
Claws of the Ernari class light cruiser (18 points total), 3 in service
10+5O+3C3
Examples of the Nashtari Guardian class, though these ships' sensor packages are somewhat degraded through ill repair.
Scales of the Ernari class escort destroyer (12 points total), 3 in service
5+5D+2C3
Polaris class destroyers with ill-maintained sensor equipment.
Tail of the Ernari class frigate (15 points total), 2 in service
5+5O+2C3+3R
The body of a Bandit class frigate, with some Ernari add-ons. Though the Ragodin repair yard does not have the equipment to maintain advanced sensors, it does house a state-of-the-art engine facility. These frigates have been up-engined to give them greater realspace mobility. The name of the class's lead ship refers to the wicked stinger that tips an Ernari's tail.
Broodling class corvette (5 points total), 6 in service
2+2O+1D
Uparmored and upgunned system patrol craft, heavily reworked at Ragodin for survivability and given a basic FTL drive to allow the ships to transition between the two systems. The ships were also given improved engines, but this is offset by the mass of their armor and added systems.
National Characteristics
100 pt Improved Salvage - The Ragodin repair yard gives a greater ability to repair hulks hauled in from a battlefield.
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
Classified Report #xxx-xxxxxxxxxxxxxxx-xxxxx-xxxxxxxx
Subject: Unidentified Space Probes
First reported encounter with craft occurred shortly before destruction of Terra.
A free trader star ship in deep space between XXXXX XX and XXXXXXXX space had dropped to normal space for unspecified reasons (probable smuggling activities). The probe opened a communication link with the ship and reportedly said "We come in peace" in imperial basic, and several other languages, before breaking contact and attacking the freighter using a peculiar combination of a weaponized force field and tractor field. The freighter was unarmed and unable to fight back, most of the crew aboard were killed, and the ship severely damaged. However, before destroying the freighter, the probe abruptly retreated.
There have been several other reports similar to the first since then.
A patrol group in the XXXXX XXXXXXX forces encountered one recently, and was able to destroy it while taking minimal damage. The recovered wreckage was taken to XXXXXXX for analysis. Several attempts have been made to contact the XXXXXXX for information their scientists have gleaned from the wreckage, but to no avail.
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Unidentified Space Probe ?x5pts
Subject: Unidentified Space Probes
First reported encounter with craft occurred shortly before destruction of Terra.
A free trader star ship in deep space between XXXXX XX and XXXXXXXX space had dropped to normal space for unspecified reasons (probable smuggling activities). The probe opened a communication link with the ship and reportedly said "We come in peace" in imperial basic, and several other languages, before breaking contact and attacking the freighter using a peculiar combination of a weaponized force field and tractor field. The freighter was unarmed and unable to fight back, most of the crew aboard were killed, and the ship severely damaged. However, before destroying the freighter, the probe abruptly retreated.
There have been several other reports similar to the first since then.
A patrol group in the XXXXX XXXXXXX forces encountered one recently, and was able to destroy it while taking minimal damage. The recovered wreckage was taken to XXXXXXX for analysis. Several attempts have been made to contact the XXXXXXX for information their scientists have gleaned from the wreckage, but to no avail.
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Unidentified Space Probe ?x5pts
Oh, Mister Darcy! <3
We're ALL Devo!
GALE-Force: Guardians of Space!
"Rarr! Rargharghiss!" -Gorn
We're ALL Devo!
GALE-Force: Guardians of Space!
"Rarr! Rargharghiss!" -Gorn
- Darkevilme
- Jedi Council Member
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Curses now i wont be able to set mad space robots on the Ernarn without seeming derivative. still wonder if you can induce fusion in a gas giant.
STGOD SDNW4 player. Chamarran Hierarchy Catgirls in space!
Eh, go ahead, my "unidentified" probes are basically the Slylandro Probes from Star Control 2.Darkevilme wrote:Curses now i wont be able to set mad space robots on the Ernarn without seeming derivative. still wonder if you can induce fusion in a gas giant.
Now I just need to work out a way to replicate the whole exponential growth thing without making them crazily over powered as a minifac.
Oh, Mister Darcy! <3
We're ALL Devo!
GALE-Force: Guardians of Space!
"Rarr! Rargharghiss!" -Gorn
We're ALL Devo!
GALE-Force: Guardians of Space!
"Rarr! Rargharghiss!" -Gorn