[STGOD 2] Nations and Military

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Stormbringer
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Post by Stormbringer »

My civ has very good ECM and stealth technology, both space based and ground based.

Also they have a fairly good cybernetics system used in ships, armor and power-armor suits. This gives the user and the system a truely instictual command of the system and hence are very much above par.
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Post by Sea Skimmer »

Stormbringer wrote:My civ has very good ECM and stealth technology, both space based and ground based.

Also they have a fairly good cybernetics system used in ships, armor and power-armor suits. This gives the user and the system a truely instictual command of the system and hence are very much above par.
The Nerubian work mostly via two way telepathic links with specially bred brains acting as hubs/commanders. Course it doesn’t work with Scythian or anyone else on a useful level.
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Post by Beowulf »

Hidden trait: Magic. The fact that such a thing exists is one of the secrets of the Rokugani. Plus, it's rather difficult to just learn magic, making it difficult to replicate. Not believing in the Fortunes and the Kami would be just a small obstical...

Aside from that, we are also fairly good at espionage...
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Post by Spyder »

The Hive is basically China with an almost completely unrestricted population.
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Post by Darksider »

If we entered late, is a lack of a "civilization bonus" part of out penalty????
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Post by Sea Skimmer »

Spyder wrote:The Hive is basically China with an almost completely unrestricted population.
How fast can it actually grow though? The Nerubian have a few billion eggs ready to go for example, and can lay over a couple hundred million eggs per day.
If we entered late, is a lack of a "civilization bonus" part of out penalty????
I suppose not, since this is a bit spur of the moment. Just don't try and grab a real big one. And try to tie it into your culture
Last edited by Sea Skimmer on 2003-06-11 10:28pm, edited 2 times in total.
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Post by Darksider »

Sea Skimmer wrote:
Spyder wrote: I suppose not, since this is a bit spur of the moment. Just don't try and grab a real big one. And try to tie it into your culture
How about a very skilled military?????

My empire was formed when the last remmnants of the old KSE military fled the brutal and evil NBA so they're basically all descended from military officers
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Post by Sea Skimmer »

Darksider wrote: How about a very skilled military?????

My empire was formed when the last remmnants of the old KSE military fled the brutal and evil NBA so they're basically all descended from military officers
That would be a major advantage, and one that's logic doesn't really follow. This is a separate universe and even if the NBA did exist this time line, after hundreds of years being descended from military officers wont mean jack.
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Post by Alyrium Denryle »

Beowulf wrote:Hidden trait: Magic. The fact that such a thing exists is one of the secrets of the Rokugani. Plus, it's rather difficult to just learn magic, making it difficult to replicate. Not believing in the Fortunes and the Kami would be just a small obstical...

Aside from that, we are also fairly good at espionage...

I object to the magic until you specify specific capabilities. It gives you a wildcard that we cannot counter. Please specify specific capabilities

I want a spell list basically.

Name of spell
Casting time
Range
Duration
Effects(in detail)
Last edited by Alyrium Denryle on 2003-06-11 10:30pm, edited 1 time in total.
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Post by Darksider »

Sea Skimmer wrote:
Darksider wrote: How about a very skilled military?????

My empire was formed when the last remmnants of the old KSE military fled the brutal and evil NBA so they're basically all descended from military officers
That would be a major advantage, and one that's logic doesn't really follow. This is a separate universe and even if the NBA did exist this time line, after hundreds of years being descended from military officers wont mean jack.
That's true

well.........back to the drawing board.
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Post by Beowulf »

Alyrium Denryle wrote:
Beowulf wrote:Hidden trait: Magic. The fact that such a thing exists is one of the secrets of the Rokugani. Plus, it's rather difficult to just learn magic, making it difficult to replicate. Not believing in the Fortunes and the Kami would be just a small obstical...

Aside from that, we are also fairly good at espionage...

I object to the magic until you specify specific capabilities. It gives you a wildcard that we cannot counter. Please specify specific capabilities

I want a spell list basically.

Name of spell
Casting time
Range
Duration
Effects(in detail)
*Hands Alyrium Oriental Adventures, Rokugan Campaign Setting, Way of the Shugenja, and Magic of Rokugan.* It's all over the place, but it won't be a very powerful force. And do you have any idea how long it would take to give a spell list?
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Post by Raxmei »

Naturally I would have some of the best computer and robotics tech, that being what my entire civilization is based on. If Seggybop and everyone else has no objections I call best computer ware and second in mechanical ware (motors and such) to the Guu.
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Post by Alyrium Denryle »

I do not own any of those books(as horrible and ironic as it is)

Can have a brief list of the nes you will use in batle, or for espionage/manipulation? Something like the short description in the spell-lists?
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Post by Beowulf »

Alyrium Denryle wrote:I do not own any of those books(as horrible and ironic as it is)

Can have a brief list of the nes you will use in batle, or for espionage/manipulation? Something like the short description in the spell-lists?
Actually... I'm not quite sure what I'll be using, but I probably won't be using it in battle very much, considering that I want to keep magic a secret...
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Post by Alyrium Denryle »

could you compile a short list? It is a major capability, and if you are going to be using it, it should be listed like everything else. This means the spell, and a brief description.

I am not talking about utility spells you use around the house, just stuff like charm persion, domination, freball. and spells that could b used against us.
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Post by Beowulf »

That's rather difficult to do, because I don't know yet which spells I'm going to use. Anyway, why does it matter, considering that it's nearly impossible to counter without having magic yourself. There will be no magic on the order of reality altering, so don't worry about it.
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Post by Alyrium Denryle »

I still would like to know if you will be using compulsion effects on my government officials.
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Post by Beowulf »

Alyrium Denryle wrote:I still would like to know if you will be using compulsion effects on my government officials.
That's a very good possiblity...
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Post by Brother-Captain Gaius »

I know how to counter magic. Its called a 2,000mi^2 firestorm :twisted:
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Post by Alyrium Denryle »

That is why I object. Good thing you will need line of sight, and casting spells isnt exactly hard to miss.
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Post by Stravo »

Are we going to have some galactic accords like a Geneva Convention or a Treaty banning the use of Nukes like in Dune?
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Post by Thirdfain »

Military Forces of the Three Suns Commonwealth

Military Tradition

The Three Suns Commonwealth was forged by centuries of warfare. Soldiers are romanticized in Commonwealth literature and culture as unifiers, men and women who place the good of the people above their own well being. Military service is a prerequisite to holding public office in the Commonwealth, and those who serve are viewed with a certain degree of reverence.

There are large war colleges on the worlds of Osiris, Jacob's Landing, and Desjardins, with huge orbital components where soldiers are modified and trained to command warships and fight in zero-g, and huge sections of planet surface devoted to troop maneuvers, invasion practice, and officer training. Smaller war colleges and training forts are spread throughout the Commonwealth.

The Commonwealth's armed forces are a strictly volunteer force, but almost all Commonwealth citizens serve a hitch at some point in their lives.

Commonwealth Army

The Commonwealth Army has training facilities on every major and minor world of the Commonwealth, while officers are trained on the three main worlds of the Commonwealth. Commonwealth Legionnaires are modified, upon enlistment, to be stronger and tougher than the human norm. They are also modified to respond better to cold sleep, and are outfitted with minor cybernetics, allowing them to interface with their C&C network.

The average Commonwealth Army legionnaire is equipped with semi-camo BDUs, with armor plates at strategic places. This armor offers excellent protection against shrapnel and limited protection against energy and projectile hand weapons. The standard weapon of the Commonwealth Army is the Desjardins Fabriquacion Series 26 Pulse Rifle. The DF-26 Pulse Rifle fires light armor-piercing caseless rounds at a rate of 18 rps, from a 99 round clip, capable of defeating almost any light personal armor fielded today. The DF-26 has an underslung multipurpose launcher which can be loaded with fragmentation rounds, teargas rounds, or even plasma-based anti-armor rounds capable of burning through heavy power armor.

Commonwealth legionnaires use crew-served recoilless rifles, P-beams (machinegun analog,) and guided mortars. Small, antiaircraft missiles are also standard issue, ten per Century.

One of the cornerstones of the Commonwealth Army is their advanced command and communications net. Commonwealth infantry units are in constant contact with air support, mechanized assistance, and their commanding officers.

The Commonwealth's solid military tradition leads to almost incredible esprit d’corps. Soldiers fight hard, and are willing to die for their comrades and the Commonwealth. They are not as unflappable as the hive-mind species, but are as well-organized and tough as you can expect human infantry to be.

Commonwealth infantry is arranged into ten-thousand man Legions, which contain one hundred Hundred-man Centuries, which contain ten ten-man squads.

The largest unit of the CA is Army- one hundred legions, for a total of one million men. It takes four troop transports to move such a unit, with accompanying support legions, to a target planet.

All CA legions are mechanized, with transport provided by VTOL transports and armored APCs.

The CA also fields Armored Legions, which consist of enough tanks, antiaircraft platforms, artillary, and VTOL strike craft to fully support a CA infantry legion.

Cavalry Legions wear heavy powered armor with jump-jets. Cavalry troops are the CA elite, striking fast and hard. Cavalry units are often the first off ship, alongside Marines, in a planetary invasion.

A total of twenty Armies of Legionnaires are available for deployment, with sufficient Armored and Support legions to support them all. More armies are in reserve, but can be activated with a month or two’s notice.

Special Forces in the CA[u/]

There are three major Commonwealth Army special forces.

Commonwealth Peacekeepers: Military police of the highest caliber, Peacekeepers are tasked with pacifying the populace of a conquered world. Armed with a variety of nonlethal weapons, (and some lethal ones) and trained in propaganda techniques, the Peacekeepers apply force like a martial artist- in small amounts, in ways measured to crush resistance quietly and efficiently. Peacekeeper training is in addition to regular Army training, and they can be expected to fight as hard as CA legionnaires when necessary.

Ten legions of Commonwealth peacekeepers are in service.

Commonwealth Pathfinders: Special Forces recon units, Pathfinders are trained for insertion in enemy territory. They work in combat situations, finding enemy units and tagging them for artillery or orbital bombardment. Pathfinders are fast moving, quiet recon troops.

Two thousand Pathfinder insertion teams are in service.

Commonwealth Shadow Ops: Special Forces infiltration teams, trained in assassination, commando raids, and sabotage.

Five hundred Shadow Ops teams are in service.

Commonwealth Navy


The Commonwealth Navy is a large force, it’s massive, zero-g vessels crewed by soldiers and officers modified for their jobs. Commonwealth vessels are well-rounded, with an even spread of missile, STL beam, and laser weaponry.

Ship Designs:

Capital Ships:

25 “Athena” Class Dreadnoughts (DN)
Summary: Primary ship of the wall for the CN. Designed to take punishment, and deal it back.
Length: 2.5 km
Weapons:
4 Capital Missile Batteries (500 megatons/minute) Ammo for 15 minutes sustained fire.
5 Capital P-Beam Batteries (500 Megatons/Minute)
4 Capital Laser Batteries (400 Megatons/Minute)
10 Swarmer Batteries (50 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
50 MFR PD P-beam Batteries (50 megatons/minute.)
Shields: 6.5 gt. 5 mt/second

25 “Artemis” Class Dreadnoughts (DN)
Summary: Ship of the wall with heavy missile armament. Requires intense supply efforts, but quite potent at long range.
Length: 2.5 km
Weapons:
10 Capital Missile Batteries (1.25 gigaton/minute) Ammo for 20 minutes sustained fire.
1 Capital P-Beam Battery (100 megatons/minute)
5 Swarmer Batteries (25 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
10 MFR PD P-Beam batteries (10 megatons/minute)
Shields: 6.5 gt. 5 mt/second

25 “Hera” Class Carriers (CR)
Summary: Armored carrier, designed to sit a little bit back from a battle and pour waves of strike-craft into the midst of the enemy.
Length: 2.5 km
Weapons:
1 Capital P-Beam Battery (100 megatons/minute)
10 Swarmer Batteries (50 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
10 MFR PD P-Beam batteries (10 megatons/minute)
Shields: 3.5 gt. 5 mt/second

Strike Wing: 250 Strike Craft, 250 Interceptors

70 “Adrastea” class Heavy Cruisers (CA)
Summary: Large cruiser, built tough. Adrasteas act to either provide capital firepower to a patrol, or to wade into battle, covering the flanks of larger vessels and striking at holes in enemy formations.
Length: 1 km
Weapons:
3 Capital P-Beam batteries (300 megatons)
3 Capital Laser Batteries (300 megatons)
4 Capital Missile Batteries (500 megatons/minute.) ammo for 15 minutes sustained fire.
5 Swarmer Batteries (25 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
5 MFR PD P-Beam batteries (5 megatons/minute)
20 PD Laser batteries (10 megatons/minute)
Shields: 4.5 gt, 5 mt/second

Escorts, Light Warships

350 "Hesperia" Class Escort Frigates (FE)
Summary: Designed to act as mobile point-defense platforms, "Hesperia" Escort Frigates mount only very light antiship armament, but mount powerful antifighter batteries. These vessels are well shielded for their size.
Length: 250 meters
Weapons:
12 MFR PD P-Beam batteries (12 megatons/minute)
5 Swarmer Batteries (25 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
1 Spinal Mount Laser (30 megatons/minute)
Shields: 1.6 gt, 5 mt/second

350 "Erithea" Class Strike Frigates (FS)
Summary: Anticapship frigate, designed to raid/defend commerce, and to harry and destroy damaged enemy capital ships.
Length: 275 meters
Weapons:
3 MFR PD P-beam batteries (3 megatons/minute)
8 Spinal Mount Lasers (240 megatons/minute) (frontal firing arc ONLY.)
8 Escort Missile Batteries (240 megatons/minute)(1 minute reload time)
Shields: 1.5 gt, 5 mt/second

200 "Alcyone" Class Destroyers (DD)
Summary: Multipurpose escort warship. Broad usage as a flagship for a patrol taskforce, or as an escort for a Carrier.
Length: 480 meters
Weapons:
2 Spinal Mount Lasers (60 megatons/minute) (frontal firing arc ONLY.)
5 Escort Missile Batteries (150 megatons/minute)(1 minute reload time)
4 Heavy P-Beam Batteries (100 megaton/minute)
2 Heavy Laser Batteries (50 megatons/minute)
5 MFR PD P-Beam Batteries (5 megatons/minute)
20 PD Laser batteries (10 megatons/minute)
Shields: 2.8 gt, 5 mt/second

55 "Orphne" Class Light Cruisers (CL)
Summary: Missileboat Light Cruiser, fast-moving vessel with excellent shields and potent weaponry, but requires constant resupply. Used as a raider, ill suited for long, drawn out battles.
Length: 550 meters
Weapons:
20 Escort Missile Batteries (600 megatons/minute)(1 minute reload time, ammo for ten volleys.)
2 Heavy P-Beam Batteries (50 megatons/minute)
5 MFR PD P-Beam Batteries (5 megatons/minute)
20 PD Laser batteries (10 megatons/minute)
Shields: 3.75 gt, 5mt/second

Troop Transports

55 "Panthesilea" Class Assault Transports
Summary: Armed and shielded craft designed to land the first waves of Army and Marines onto a hostile, defended world, weathering planetary batteries to disgorge a swarm of dropships.
Length: 1 km
Weapons:
2 Capital Missile Batteries (250 megatons/minute.) ammo for 15 minutes sustained fire, carries antiplanet missiles.
5 Swarmer Batteries (25 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
5 MFR PD P-Beam batteries (5 megatons/minute)
Shields: 4.7 gt, no rechargers.
Cargo: 5 Legions

100 "Thalestris" Class Troop Transports
Summary: Lightly shielded vessel designed to shuttle in massive forces to a secured beachhead.
Length: 1.5 km
Shields: 2.8 gt, 5 mt/second
Cargo: 1 Army + mechanized support

25 "Marpesia" Class Stealth Transports
Summary: Small, fast-moving vessel, with advanced, modern sensor-jammers and stealthing. Designed to insert multiple Pathfinder and Shadow Ops teams behind enemy lines.
Length: 250 meters
Shields: 1.5 gt, 5 mt/second recharge (down when stealthed.)
Cargo: 25 pathfinder/shadow ops teams



My first post has been edited to give weapon yeilds (on page 7.) Any complaints, problems?
Last edited by Thirdfain on 2003-06-16 10:26pm, edited 5 times in total.
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Post by Alyrium Denryle »

Would anyone object to my race being empathic?
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Post by Brother-Captain Gaius »

Stravo wrote:Are we going to have some galactic accords like a Geneva Convention or a Treaty banning the use of Nukes like in Dune?
Good idea, IMO. Though I'm just another n00b, so I'll go with the vets...
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Post by Thirdfain »

We tried that last time.... No dice :(

Italy got nuked, aong with the Ionian coast and much of southern Europe.

We should wait for all nations to finish their descriptions and OOBs before doing prelim alliances and treaties.
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