STGOD 2k7: Dead Artist's Society OOB.
Moderator: Thanas
- SirNitram
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STGOD 2k7: Dead Artist's Society OOB.
'The Rules: STGOD Dead Artist's Society'
Every nation gets 1500 points to distribute as they wish.
Points are a general measure of 'How good' something is at a particular job. Your bog-standard Ship Of The Wall is 30 points. Cruisers are 10. Destroyers 2. The largest a ship can be before it starts suffering from the 'Too big to be effective' syndrome is 50 points: Once a ship passes this threshold, the Mods don't have to enforce a straight 1 point for 1 point parity in straight fights.
Average number of planets is 10, and each get enough defenses(Be creative in their description, but realize that the mod will laugh at you if you go 'Well, my defenses auto-magically render this a waste of resources for the attacker') to hold off troop carriers alone. Warships of at least cruiser grade must be in-system to invade.
Planetary defenses above and beyond this can be bought, with a maximum of 100 points. These defenses mean that your opponent has to bring twice as many points worth of warships to suppress the world and allow troop ships to land or teleport guys down. Yes, a world with a maximum strength shield would require twenty cruisers to serve as assistants in an invasion!
Once a planet is taken, a pacification force equal to that which allowed the power to invade must remain for a Mod-decided amount of time to gain full control.
Those interested in giant BANGS can invest in one-shot planetary immolators of various designs. Rendering a planet uninhabitable costs 100 points.. And is an expended weapon. Those desiring simply to suppress a planet's use to the enemy can destroy it's industrial use with the presense of a Battleship in addition to sufficient force to suppress defenses.
All ground troops are roughly considered equal and to utilize combined arms. Since the source for general 'tech level' lacks these, we'll generally say the ground forces are roughly the same as modern day, only alot bigger, obviously. Generally, a Mod will have to make a judgement call on the target; is it a homeworld, built up, militaristic, etc, to determine the likelihood of success as two forces grind at each other, if they can't work it out between themselves.
Transit times should be in days and comm times in hours, much like Trek. Secure comms means less worrying about someone else having a chance of listening in and hearing what you're planning. We'll have none of that 'I declare I'm using an ansible, now I can't be listened in on.' here.
One big bone of contention was interdiction and hit and run. In short, you can't hit and run. You can attack and fight a retreat, but if you simply turned around and powered up your drives, you'd be ripped apart because engines are still intensely power-intensive. Retreating will be allowed once a fight is going, but it's a fighting retreat.
Cloaks require specially designed and declared ships, are double-blind, and cannot have shields active while cloaked. In short, if you get hit, you're generally sunk. Cloaks cannot mask a ship more powerful than 10 points.
Finally, points can be spent on more than just ships, and things will generally be resolved in a 'Who put more points into that' manner. If you absolutely must have your species able to communicate in realtime, a Mod will adjunct a point value for it; making it secure will cost additional!
Every nation gets 1500 points to distribute as they wish.
Points are a general measure of 'How good' something is at a particular job. Your bog-standard Ship Of The Wall is 30 points. Cruisers are 10. Destroyers 2. The largest a ship can be before it starts suffering from the 'Too big to be effective' syndrome is 50 points: Once a ship passes this threshold, the Mods don't have to enforce a straight 1 point for 1 point parity in straight fights.
Average number of planets is 10, and each get enough defenses(Be creative in their description, but realize that the mod will laugh at you if you go 'Well, my defenses auto-magically render this a waste of resources for the attacker') to hold off troop carriers alone. Warships of at least cruiser grade must be in-system to invade.
Planetary defenses above and beyond this can be bought, with a maximum of 100 points. These defenses mean that your opponent has to bring twice as many points worth of warships to suppress the world and allow troop ships to land or teleport guys down. Yes, a world with a maximum strength shield would require twenty cruisers to serve as assistants in an invasion!
Once a planet is taken, a pacification force equal to that which allowed the power to invade must remain for a Mod-decided amount of time to gain full control.
Those interested in giant BANGS can invest in one-shot planetary immolators of various designs. Rendering a planet uninhabitable costs 100 points.. And is an expended weapon. Those desiring simply to suppress a planet's use to the enemy can destroy it's industrial use with the presense of a Battleship in addition to sufficient force to suppress defenses.
All ground troops are roughly considered equal and to utilize combined arms. Since the source for general 'tech level' lacks these, we'll generally say the ground forces are roughly the same as modern day, only alot bigger, obviously. Generally, a Mod will have to make a judgement call on the target; is it a homeworld, built up, militaristic, etc, to determine the likelihood of success as two forces grind at each other, if they can't work it out between themselves.
Transit times should be in days and comm times in hours, much like Trek. Secure comms means less worrying about someone else having a chance of listening in and hearing what you're planning. We'll have none of that 'I declare I'm using an ansible, now I can't be listened in on.' here.
One big bone of contention was interdiction and hit and run. In short, you can't hit and run. You can attack and fight a retreat, but if you simply turned around and powered up your drives, you'd be ripped apart because engines are still intensely power-intensive. Retreating will be allowed once a fight is going, but it's a fighting retreat.
Cloaks require specially designed and declared ships, are double-blind, and cannot have shields active while cloaked. In short, if you get hit, you're generally sunk. Cloaks cannot mask a ship more powerful than 10 points.
Finally, points can be spent on more than just ships, and things will generally be resolved in a 'Who put more points into that' manner. If you absolutely must have your species able to communicate in realtime, a Mod will adjunct a point value for it; making it secure will cost additional!
Last edited by SirNitram on 2007-06-14 09:05pm, edited 1 time in total.
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Out Of Context theatre: Ron Paul has repeatedly said he's not a racist. - Destructinator XIII on why Ron Paul isn't racist.
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Well, here's the first draft of my OOB, if anyone finds anything they don't like about it, please tell me so I can correct it.
Straltoc Federation
Introduction
Subspace. Higher dimensions. The Outer Plane. Whatever you choose to call this otherworldly place, this was the forge of the Straltoc people. Once they were human, scientists caught in an experiment gone wrong or perhaps refugees desperate for any method of escape. In any case, only the eldest of them can even vaguely remember the time before their jaunt into a realm where the laws of physics as known by the rest of the universe do not apply, a realm that forced them to evolve.
The first thing to know about the Straltoc is that they were once human, but they are not so any longer. The second is that, despite popular opinion, the Straltoc are one species with several distinct life stages, unlike the belief of a species based caste system that many take away. The third thing is that amongst all Straltoc there is a low grade empathic field that allows a highly subtle and subtext driven language as communication is not just verbal or somatic as in humans. This has led to many translational errors.
The most numerous life stage of the Straltoc are the Korrillstav, a word which is best translated as ‘children’ in English, although in some contexts it is closer to ‘larva’ or ‘caterpillars’ in that indicates that the person has yet to reach their final life stage. This subtext however has led to some mistranslations giving it as ‘maggots’, which to those who do not understand Straltoc society and biology see it as a demeaning term for a perceived underclass. This is because, as they are considered immature, the Korrillstav are not afforded many of the same rights as their seniors, the most prominent being the fact that they lack the franchise.
Physically, the Korrillstav are near indistinguishable from humans at birth except for a few differences in the wiring of their brains and some biochemistry alterations. After about two decades they are functionally adult humans. As they age and gain experience though, they naturally begin developing strange patterns reminiscent of occult tattooing or scarification. To the Straltoc, these are beautiful maps of a person’s life, while to humans they often appear as horrible, fanatical disfigurements. The purpose of these markings is to hold the Korrillstav together, as even just in living they act as a small channel to the otherworldly realm that shaped them, and to channel some of that energy, as many do, is to put greater stress on their bodies.
Eventually there comes a time where the intricate patterns begin to blend together too much and begin undergoing a fractal decay sequence. Called the Jormjal, which translates out fairly well as ‘first rebirth’ or possibly ‘second adolescence’, this time is considered the transition from childhood to adulthood. As the Jormjal plays itself out, the body of a Korrillstav will eat itself from the inside out, starting with the digestive tract, which will not be needed in the adult stages as adult Straltoc draw energy from extra-dimensional sources. To outside observers who do not understand the process, it looks like the poor person is suffering from a massive, sudden, and incurable cancerous attack.
When the Jormjal is finished, the body of the adult Straltoc will be a blob of highly mutable protoplasm, capable of reshaping at will and even forming sophisticated organs like eyes, limbs, or mouths for communication with Korrillstav. For the most part though, these adult forms, called Lisbizif, a word that translates as ‘adult’, ‘thought drinker’, or sometimes ‘soul eater’, spend their time thinking, as every last cell in their mutable body is now capable of acting as a nerve cell. Lisbizif tend to gather into large conglomerates, physical contact allowing them to communicate directly and increase their brain power. For this reason Lisbizif tend to be the professionals of the Straltoc while the Korrillstav are the technicians and service people.
Lisbizif social dynamics are complex and difficult to explain, but basically, because communication is at a direct neural interface level, mature groups tend to act something like hive minds, all members quietly discussing the issues facing them in simulated realities, passing thought and emotion along at the speed of their electrical impulses. Younger Lisbizif tend to move from group to group as they take in new thoughts and ideas and try to find the collective that is right for them. While more common in younger groups, it is possible for any Lisbizif collective to forcibly eject a member from the group.
As time goes on, Lisbizif groups will become increasingly homogenous, thoughts mingling until the point where total consensus is reached on all issues. When this happens, the group will go quiet as ‘we’ become ‘I’, the individual personalities becoming subsumed into a greater whole. This process is called the Halcornath, which translates as ‘second rebirth’, ‘group death’, or ‘transcendence’. At the end of the Halcornath, an Arlisdarl is born, a being made of dozens to hundreds of life times of experience with the combined intellect of potentially thousands of humans. It is for this reason the most common translation for Arlisdarl is ‘god’, although ‘elder’ is also occasionally used, as they are the pinnacles of Straltoc society. They are also quite disturbing to behold as they tend to be giants with body plans and designs dreamed up during the Halcornath, tending to feature extra eyes, mouths, and tentacles.
Straltoc politics are somewhat complicated to outsiders, in that the numerical majority, the Korrillstav, have no right to make binding votes, but they do have the right to hold non-binding plebiscites or speak in political forums to express their opinions. Only the Lisbizif are actually allowed to vote, having accrued enough knowledge, experience, and wisdom to be trusted to consider the issues properly. Even then though, they are not allowed to run for office, as the group dynamics are considered too fluid to make such things truly fair, or even sane. Thus only the Arlisdarl have the right to run for office, both because of their massive intelligence and wisdom, and because they have set identities.
A combination of biology and social forces has conspired to blur the lines between technology and art amongst the Straltoc. Their ability to personally channel extra-dimensional energy and forces allows them do things some consider magical, but the Straltoc consider just something they do. When acting in concert, they can multiply the effects of their abilities significantly. Amongst Korrillstav, these groups are called choirs, as they actually look like choirs of singers gathered together. While already capable of a greater degree of coordination, when the Lisbizif act as one to accomplish a task, they are called symphonies. Of course, the Arlisdarl are already in harmony with themselves, but on the occasions when they team up, they are called duets or triplets or quartets, etc.
Because of this, Straltoc do not pilot their ships through space so much as they sing them. While they have some forms of automation, they have some of the most personnel intensive ships of any species. The extra crew space required for crew quarters is however balanced out by the lack of extensive engineering sections and they have much lower problems with heat radiation as they do not carry around large reactors.
Current Straltoc policies are based around two major factors. The first is that their personnel intensive technologies have resulted in an exploding population, and the effective immortality of their people means that despite the fact that the Lisbizif and Arlisdarl require a fraction of a percent of the resources of the Korrillstav, they need more living space. The second is that, since the rediscovery of Earth, various political factions are calling for action. To the Straltoc, normal humans appear as children who have a terminal illness that prevents them from reaching adulthood. Opinions run from view humans as pitiable to pitiful, the latter believing that those who do not wish to undergo the same life cycle as the Straltoc are petulant, ignorant children who need to be taught by their elders.
Technology
The Straltoc utilize many unique technologies, most of them based around manipulating time and space in weird ways. Here is a basic summary of their combat technology:
Ripper guns- Most basic weapon in the Straltoc armoury, ranging in size from personal weapons to planetary defence guns. Work by shredding time-space locally, producing a beam of unstable reality. When interacting with matter or energy, serve to disrupt the fundamental mechanics that hold things together. Brutally simple and effective, it can still be stopped by shielding and armour like any other weapon.
Vacuum flak guns- Similar to ripper guns, VF guns create point disruptions to space-time rather than beams. The system allows for much faster recharge times at the cost of a loss of power, which is why it tends to be used for point defence guns
Starfire cannons- Axial weapons mounted on the largest ships, these create doorways to the cores of stars and then confine what comes out using shields to produce colossal blasts of plasma. While they can only be used in short bursts or risk overloading the ship, these weapons can easily rip apart groups of lesser vessels and can devastate ground based targets
Hellfire torpedoes- Nasty weapons, these torpedoes are filled with extra-dimensional proto-matter before launch and leap to FTL just after leaving the tubes, dropping out of the otherworldly realm just before impact with the target. While rapid course changes are an effective counter-measure, these weapons tend to be used on large or stationary targets that would have difficulty dodging. Upon impact the torpedoes spread the proto-matter all over the target, causing wide spread disruption as the highly corrosive substance corrupts reality around while breaking down. Less effective than an anti-matter impact, but better for disrupting internal systems as it lasts longer.
Feeder tendrils- A strange device ubiquitous to Straltoc ships, feeder tendrils are a method of resupply that gather dust from the void and vacuum energy, and more substantially draw matter from large objects like asteroids or even planets when in close proximity. Turned towards military applications, they make decent point defences against things like fighters and can sometimes be used as last ditch close range weaponry. Some specialized versions are actually extensive sensor nets.
Shields- The Straltoc rely almost entirely on shields for their ships, as their materials technology has been unable to keep pace with the destructiveness of their weapons, or indeed anyone else. Instead, they manipulate space-time immediately beyond their hulls to blunt the effects of attacks.
FTL- Perhaps strangest of all is their method of FTL. The Straltoc travel through the stars by moving their ships into another realm, the same realm that shaped their progenitors in the first place. While detectable in transit, those not prepared for the Straltoc will be surprised by their sudden arrival and by their somewhat speedier ships.
Ships
Straltoc ship design aesthetics tend towards rays crossed with jellyfish and squid, based on some of the life forms on their home planet
Silbas-class frigate: Originally an exploration class of vessel, the hulls and engines were used as the basis for these fast, light pickets meant to provide first detection and response in the colonies
1x forward mounted dual medium ripper cannon
4x turret mounted FV guns
1x feeder tendrils
Engine upgrade
(1 point +1 point speed = 2 points)
Gulx-class destroyer: The next line of defence for the colonial territories and the general workhorse for the Straltoc navy, these ships are built for long patrols and to take a relative heavy beating
3x forward mounted medium ripper cannons
4x turret mounted dual light ripper cannons
12x turret mounted FV guns
3x feeder tendrils
(4 points)
Aquiej-class destroyer: Technically a science vessel with guns attached on when pressed into service, this class is at the heart of most EW the Straltoc use. Usually attached to colonial patrol fleets as they can listen to a vast section of space looking for intruders
2x turret mounted dual light ripper cannons
4x turret mounted FV guns
12x sensor upgraded feeder tendrils
(2 points + 4 points EW = 6 points)
Helzi-class lighter cruiser: Another ship based around patrol, this class tends to be large enough to scare off most pirates not intimidated by the Silbas or Gulx. Like the Silbas it has extra large engines, although this has less to do with first response and more to do with the fact that they are more thinly spread
2x forward mounted heavy ripper cannons
8x turret mounted dual medium ripper cannons
12x turret mounted quad light ripper cannons
20x turret mounted dual FV guns
1x forward mounted hellfire torpedo tube
4x feeder tendrils
Engine upgrades
(8 points + 2 points speed = 10 points)
Lurdoc-class cruiser: Usually the core of the colonial fleets, when these hardy ships get called out it typically means trouble. The Lurdoc-class is the smallest class of vessel capable of mounting starfire cannons
1x axial mounted light starfire cannon
3x turret mounted dual heavy ripper cannons
6x turret mounted heavy ripper cannons
14x turret mounted quad medium ripper cannons
20x turret mounted quad light ripper cannons
35x turret mounted quad FV guns
3x forward mounted hellfire torpedo tubes
8x feeder tendrils
(10 points)
Xelguth-class heavy cruiser: Typically only assigned to home defence or invasion fleets, these ships have somewhat of a heavy punch and fragile jaw for their size due to the fact that they are meant to soften up the enemy at range rather than get into slugging matches. Noted for being the first design to feature two axial mounts
1x axial mounted medium starfire cannon
1x axial mounted light starfire cannon
4x forward mounted quad heavy ripper cannons
8x turret mounted heavy ripper cannons
15x turret mounted quad medium ripper cannons
20x turret mounted dual ripper cannons
35x turret mounted quad FV guns
7x forward mounted hellfire torpedo tubes
8x feeder tendrils
Engine upgrades
(18 points + 2 point speed = 20 points)
Mralki-class battleship: The standard ship for up front engagements, these ships can dish out and take a tremendous amount of damage
1x axial mounted heavy starfire cannon
20x turret mounted quad heavy ripper cannons
40x turret mounted quad medium ripper cannons
60x turret mounted quad light ripper cannons
100x turret mounted quad FV guns
6x forward mounted hellfire torpedo tubes
10x feeder tendrils
(30 points)
Halcornath-class dreadnought: Only two of these ships have been commissioned so far, the first as home world defence, the second being laid down only recently with the discovery of other civilizations in anticipation of a war. Titans of battle, they can lay down an incredible amount of firepower and just as importantly serve as very visible flagships
2x axial mounted heavy starfire cannons
10x turret mounted turbo-ripper cannons
40x turret mounted quad heavy ripper cannons
90x turret mounted medium ripper cannons
120x turret mounted quad FV guns
6x forward mounted hellfire torpedo tubes
12x side mounted hellfire torpedo tubes
15x feeder tendrils
5x sensor upgraded feeder tendrils
(45 points + 1 point EW = 46 points)
Fleets
Colonial Defence (2 fleets)
27x Silbas
10x Gulx
2x Aquiej
2x Helzi
1x Lurdoc
Home Defence (1 fleet)
20x Silbas
18x Gulx
9x Aquiej
9x Helzi
8x Lurdoc
5x Xelguth
2x Mralki
1x Halcornath
Attack (1 fleet)
5x Silbas
15x Gulx
5x Aquiej
5x Helzi
12x Lurdoc
5x Xelguth
3x Mralki
1x Halcornath
Total Fleet Assets: 1320 points
Planets
Crulmathi, the Blue Jewel- Heart of the Straltoc Federation, this was the first planet settled by the species after escaping from their extradimensional imprisonment. 85% covered in water with the majority of the land mass scattered about in small islands, it is now the centre of industry, science, commerce, culture, and politics for the Straltoc, its deeps full of glittering underwater cities. Protected by massive ground based ripper guns and an overlapping network of planetary shields (50 point world)
Erbax, the Black Sands- In the same system as Crulmathi, Erbax has a barely breathable atmosphere and aside from a few bacteria, has no native life to speak of. Extensive volcanic activity has given its name, due to the rich layers of black ash and sand that cover this barren world. Protected by ground based ripper cannons. (10 point world)
Midar, Nidar, and Zidar, the Three Sisters- Three large moons in orbit about an enormous gas giant, they all have sufficient mass and resources to go through the effort of colonizing them, creating an extensive network of underground cities. Entire planet-moon system defended by a complex network of defence satellites (10 point worlds apiece)
Xorcantha, the Green Jewel- A verdant jungle world, Xorcantha is perhaps too close to its parent star for comfort and will probably turn into a Venus like world within the next billion years, but for now it is a hot, steaming rain forest from pole to pole, with most of the oceans more like large lakes scattered widely about the planet. Defended by ground based ripper cannons. (10 point world)
Miilnaa, the Golden Pebble- The large companion moon of Xorcantha, Miilnaa was settled because of the very high concentrations of metals, particularly heavy metals, within easy mining distance. Protected by defence satellites. (10 point world)
Sordiz, the Turquoise Jewel- Similar to Crulmathi in that this world is extensively covered in water, the difference here is that the water is only an average of 10m deep for the entire planet, the deepest places being only about 300m deep. Considered a sparkling tropical paradise and a centre of the arts, it has sufficient importance to warrant ground based defences. (10 point world)
Ortja, the Mottled Jewel- Perhaps the closest world in terms of environment to Earth, Ortja was one of the first worlds outside their home system the Straltoc settled, making it nearly as important for historical reasons. Has ground based defences. (10 point world)
Ultoc, the Munificent Jewel- An old world, it has entered into a grassland ecology where most of the land based life is simple grass, the Straltoc have transformed the world into the breadbasket of their federation, providing most of the food for the new colonies trying to get set up. Despite the relatively low population density warrants its own defences. (10 point world)
World totals: 140 points
Additional Notes
Adult Straltoc are absolutely brutal in ground based combat because of their size, lack of organs, and extensive experience in manipulating their powers. (Count as 30 point ground combat upgrade)
Empathic field means that it is difficult, but not impossible, for non-Straltoc to avoid detection, and for Straltoc traitors to conceal their feelings (Count as 10 point internal security upgrade)
Point total: 1500 points for ships, worlds, misc.
Straltoc Federation
Introduction
Subspace. Higher dimensions. The Outer Plane. Whatever you choose to call this otherworldly place, this was the forge of the Straltoc people. Once they were human, scientists caught in an experiment gone wrong or perhaps refugees desperate for any method of escape. In any case, only the eldest of them can even vaguely remember the time before their jaunt into a realm where the laws of physics as known by the rest of the universe do not apply, a realm that forced them to evolve.
The first thing to know about the Straltoc is that they were once human, but they are not so any longer. The second is that, despite popular opinion, the Straltoc are one species with several distinct life stages, unlike the belief of a species based caste system that many take away. The third thing is that amongst all Straltoc there is a low grade empathic field that allows a highly subtle and subtext driven language as communication is not just verbal or somatic as in humans. This has led to many translational errors.
The most numerous life stage of the Straltoc are the Korrillstav, a word which is best translated as ‘children’ in English, although in some contexts it is closer to ‘larva’ or ‘caterpillars’ in that indicates that the person has yet to reach their final life stage. This subtext however has led to some mistranslations giving it as ‘maggots’, which to those who do not understand Straltoc society and biology see it as a demeaning term for a perceived underclass. This is because, as they are considered immature, the Korrillstav are not afforded many of the same rights as their seniors, the most prominent being the fact that they lack the franchise.
Physically, the Korrillstav are near indistinguishable from humans at birth except for a few differences in the wiring of their brains and some biochemistry alterations. After about two decades they are functionally adult humans. As they age and gain experience though, they naturally begin developing strange patterns reminiscent of occult tattooing or scarification. To the Straltoc, these are beautiful maps of a person’s life, while to humans they often appear as horrible, fanatical disfigurements. The purpose of these markings is to hold the Korrillstav together, as even just in living they act as a small channel to the otherworldly realm that shaped them, and to channel some of that energy, as many do, is to put greater stress on their bodies.
Eventually there comes a time where the intricate patterns begin to blend together too much and begin undergoing a fractal decay sequence. Called the Jormjal, which translates out fairly well as ‘first rebirth’ or possibly ‘second adolescence’, this time is considered the transition from childhood to adulthood. As the Jormjal plays itself out, the body of a Korrillstav will eat itself from the inside out, starting with the digestive tract, which will not be needed in the adult stages as adult Straltoc draw energy from extra-dimensional sources. To outside observers who do not understand the process, it looks like the poor person is suffering from a massive, sudden, and incurable cancerous attack.
When the Jormjal is finished, the body of the adult Straltoc will be a blob of highly mutable protoplasm, capable of reshaping at will and even forming sophisticated organs like eyes, limbs, or mouths for communication with Korrillstav. For the most part though, these adult forms, called Lisbizif, a word that translates as ‘adult’, ‘thought drinker’, or sometimes ‘soul eater’, spend their time thinking, as every last cell in their mutable body is now capable of acting as a nerve cell. Lisbizif tend to gather into large conglomerates, physical contact allowing them to communicate directly and increase their brain power. For this reason Lisbizif tend to be the professionals of the Straltoc while the Korrillstav are the technicians and service people.
Lisbizif social dynamics are complex and difficult to explain, but basically, because communication is at a direct neural interface level, mature groups tend to act something like hive minds, all members quietly discussing the issues facing them in simulated realities, passing thought and emotion along at the speed of their electrical impulses. Younger Lisbizif tend to move from group to group as they take in new thoughts and ideas and try to find the collective that is right for them. While more common in younger groups, it is possible for any Lisbizif collective to forcibly eject a member from the group.
As time goes on, Lisbizif groups will become increasingly homogenous, thoughts mingling until the point where total consensus is reached on all issues. When this happens, the group will go quiet as ‘we’ become ‘I’, the individual personalities becoming subsumed into a greater whole. This process is called the Halcornath, which translates as ‘second rebirth’, ‘group death’, or ‘transcendence’. At the end of the Halcornath, an Arlisdarl is born, a being made of dozens to hundreds of life times of experience with the combined intellect of potentially thousands of humans. It is for this reason the most common translation for Arlisdarl is ‘god’, although ‘elder’ is also occasionally used, as they are the pinnacles of Straltoc society. They are also quite disturbing to behold as they tend to be giants with body plans and designs dreamed up during the Halcornath, tending to feature extra eyes, mouths, and tentacles.
Straltoc politics are somewhat complicated to outsiders, in that the numerical majority, the Korrillstav, have no right to make binding votes, but they do have the right to hold non-binding plebiscites or speak in political forums to express their opinions. Only the Lisbizif are actually allowed to vote, having accrued enough knowledge, experience, and wisdom to be trusted to consider the issues properly. Even then though, they are not allowed to run for office, as the group dynamics are considered too fluid to make such things truly fair, or even sane. Thus only the Arlisdarl have the right to run for office, both because of their massive intelligence and wisdom, and because they have set identities.
A combination of biology and social forces has conspired to blur the lines between technology and art amongst the Straltoc. Their ability to personally channel extra-dimensional energy and forces allows them do things some consider magical, but the Straltoc consider just something they do. When acting in concert, they can multiply the effects of their abilities significantly. Amongst Korrillstav, these groups are called choirs, as they actually look like choirs of singers gathered together. While already capable of a greater degree of coordination, when the Lisbizif act as one to accomplish a task, they are called symphonies. Of course, the Arlisdarl are already in harmony with themselves, but on the occasions when they team up, they are called duets or triplets or quartets, etc.
Because of this, Straltoc do not pilot their ships through space so much as they sing them. While they have some forms of automation, they have some of the most personnel intensive ships of any species. The extra crew space required for crew quarters is however balanced out by the lack of extensive engineering sections and they have much lower problems with heat radiation as they do not carry around large reactors.
Current Straltoc policies are based around two major factors. The first is that their personnel intensive technologies have resulted in an exploding population, and the effective immortality of their people means that despite the fact that the Lisbizif and Arlisdarl require a fraction of a percent of the resources of the Korrillstav, they need more living space. The second is that, since the rediscovery of Earth, various political factions are calling for action. To the Straltoc, normal humans appear as children who have a terminal illness that prevents them from reaching adulthood. Opinions run from view humans as pitiable to pitiful, the latter believing that those who do not wish to undergo the same life cycle as the Straltoc are petulant, ignorant children who need to be taught by their elders.
Technology
The Straltoc utilize many unique technologies, most of them based around manipulating time and space in weird ways. Here is a basic summary of their combat technology:
Ripper guns- Most basic weapon in the Straltoc armoury, ranging in size from personal weapons to planetary defence guns. Work by shredding time-space locally, producing a beam of unstable reality. When interacting with matter or energy, serve to disrupt the fundamental mechanics that hold things together. Brutally simple and effective, it can still be stopped by shielding and armour like any other weapon.
Vacuum flak guns- Similar to ripper guns, VF guns create point disruptions to space-time rather than beams. The system allows for much faster recharge times at the cost of a loss of power, which is why it tends to be used for point defence guns
Starfire cannons- Axial weapons mounted on the largest ships, these create doorways to the cores of stars and then confine what comes out using shields to produce colossal blasts of plasma. While they can only be used in short bursts or risk overloading the ship, these weapons can easily rip apart groups of lesser vessels and can devastate ground based targets
Hellfire torpedoes- Nasty weapons, these torpedoes are filled with extra-dimensional proto-matter before launch and leap to FTL just after leaving the tubes, dropping out of the otherworldly realm just before impact with the target. While rapid course changes are an effective counter-measure, these weapons tend to be used on large or stationary targets that would have difficulty dodging. Upon impact the torpedoes spread the proto-matter all over the target, causing wide spread disruption as the highly corrosive substance corrupts reality around while breaking down. Less effective than an anti-matter impact, but better for disrupting internal systems as it lasts longer.
Feeder tendrils- A strange device ubiquitous to Straltoc ships, feeder tendrils are a method of resupply that gather dust from the void and vacuum energy, and more substantially draw matter from large objects like asteroids or even planets when in close proximity. Turned towards military applications, they make decent point defences against things like fighters and can sometimes be used as last ditch close range weaponry. Some specialized versions are actually extensive sensor nets.
Shields- The Straltoc rely almost entirely on shields for their ships, as their materials technology has been unable to keep pace with the destructiveness of their weapons, or indeed anyone else. Instead, they manipulate space-time immediately beyond their hulls to blunt the effects of attacks.
FTL- Perhaps strangest of all is their method of FTL. The Straltoc travel through the stars by moving their ships into another realm, the same realm that shaped their progenitors in the first place. While detectable in transit, those not prepared for the Straltoc will be surprised by their sudden arrival and by their somewhat speedier ships.
Ships
Straltoc ship design aesthetics tend towards rays crossed with jellyfish and squid, based on some of the life forms on their home planet
Silbas-class frigate: Originally an exploration class of vessel, the hulls and engines were used as the basis for these fast, light pickets meant to provide first detection and response in the colonies
1x forward mounted dual medium ripper cannon
4x turret mounted FV guns
1x feeder tendrils
Engine upgrade
(1 point +1 point speed = 2 points)
Gulx-class destroyer: The next line of defence for the colonial territories and the general workhorse for the Straltoc navy, these ships are built for long patrols and to take a relative heavy beating
3x forward mounted medium ripper cannons
4x turret mounted dual light ripper cannons
12x turret mounted FV guns
3x feeder tendrils
(4 points)
Aquiej-class destroyer: Technically a science vessel with guns attached on when pressed into service, this class is at the heart of most EW the Straltoc use. Usually attached to colonial patrol fleets as they can listen to a vast section of space looking for intruders
2x turret mounted dual light ripper cannons
4x turret mounted FV guns
12x sensor upgraded feeder tendrils
(2 points + 4 points EW = 6 points)
Helzi-class lighter cruiser: Another ship based around patrol, this class tends to be large enough to scare off most pirates not intimidated by the Silbas or Gulx. Like the Silbas it has extra large engines, although this has less to do with first response and more to do with the fact that they are more thinly spread
2x forward mounted heavy ripper cannons
8x turret mounted dual medium ripper cannons
12x turret mounted quad light ripper cannons
20x turret mounted dual FV guns
1x forward mounted hellfire torpedo tube
4x feeder tendrils
Engine upgrades
(8 points + 2 points speed = 10 points)
Lurdoc-class cruiser: Usually the core of the colonial fleets, when these hardy ships get called out it typically means trouble. The Lurdoc-class is the smallest class of vessel capable of mounting starfire cannons
1x axial mounted light starfire cannon
3x turret mounted dual heavy ripper cannons
6x turret mounted heavy ripper cannons
14x turret mounted quad medium ripper cannons
20x turret mounted quad light ripper cannons
35x turret mounted quad FV guns
3x forward mounted hellfire torpedo tubes
8x feeder tendrils
(10 points)
Xelguth-class heavy cruiser: Typically only assigned to home defence or invasion fleets, these ships have somewhat of a heavy punch and fragile jaw for their size due to the fact that they are meant to soften up the enemy at range rather than get into slugging matches. Noted for being the first design to feature two axial mounts
1x axial mounted medium starfire cannon
1x axial mounted light starfire cannon
4x forward mounted quad heavy ripper cannons
8x turret mounted heavy ripper cannons
15x turret mounted quad medium ripper cannons
20x turret mounted dual ripper cannons
35x turret mounted quad FV guns
7x forward mounted hellfire torpedo tubes
8x feeder tendrils
Engine upgrades
(18 points + 2 point speed = 20 points)
Mralki-class battleship: The standard ship for up front engagements, these ships can dish out and take a tremendous amount of damage
1x axial mounted heavy starfire cannon
20x turret mounted quad heavy ripper cannons
40x turret mounted quad medium ripper cannons
60x turret mounted quad light ripper cannons
100x turret mounted quad FV guns
6x forward mounted hellfire torpedo tubes
10x feeder tendrils
(30 points)
Halcornath-class dreadnought: Only two of these ships have been commissioned so far, the first as home world defence, the second being laid down only recently with the discovery of other civilizations in anticipation of a war. Titans of battle, they can lay down an incredible amount of firepower and just as importantly serve as very visible flagships
2x axial mounted heavy starfire cannons
10x turret mounted turbo-ripper cannons
40x turret mounted quad heavy ripper cannons
90x turret mounted medium ripper cannons
120x turret mounted quad FV guns
6x forward mounted hellfire torpedo tubes
12x side mounted hellfire torpedo tubes
15x feeder tendrils
5x sensor upgraded feeder tendrils
(45 points + 1 point EW = 46 points)
Fleets
Colonial Defence (2 fleets)
27x Silbas
10x Gulx
2x Aquiej
2x Helzi
1x Lurdoc
Home Defence (1 fleet)
20x Silbas
18x Gulx
9x Aquiej
9x Helzi
8x Lurdoc
5x Xelguth
2x Mralki
1x Halcornath
Attack (1 fleet)
5x Silbas
15x Gulx
5x Aquiej
5x Helzi
12x Lurdoc
5x Xelguth
3x Mralki
1x Halcornath
Total Fleet Assets: 1320 points
Planets
Crulmathi, the Blue Jewel- Heart of the Straltoc Federation, this was the first planet settled by the species after escaping from their extradimensional imprisonment. 85% covered in water with the majority of the land mass scattered about in small islands, it is now the centre of industry, science, commerce, culture, and politics for the Straltoc, its deeps full of glittering underwater cities. Protected by massive ground based ripper guns and an overlapping network of planetary shields (50 point world)
Erbax, the Black Sands- In the same system as Crulmathi, Erbax has a barely breathable atmosphere and aside from a few bacteria, has no native life to speak of. Extensive volcanic activity has given its name, due to the rich layers of black ash and sand that cover this barren world. Protected by ground based ripper cannons. (10 point world)
Midar, Nidar, and Zidar, the Three Sisters- Three large moons in orbit about an enormous gas giant, they all have sufficient mass and resources to go through the effort of colonizing them, creating an extensive network of underground cities. Entire planet-moon system defended by a complex network of defence satellites (10 point worlds apiece)
Xorcantha, the Green Jewel- A verdant jungle world, Xorcantha is perhaps too close to its parent star for comfort and will probably turn into a Venus like world within the next billion years, but for now it is a hot, steaming rain forest from pole to pole, with most of the oceans more like large lakes scattered widely about the planet. Defended by ground based ripper cannons. (10 point world)
Miilnaa, the Golden Pebble- The large companion moon of Xorcantha, Miilnaa was settled because of the very high concentrations of metals, particularly heavy metals, within easy mining distance. Protected by defence satellites. (10 point world)
Sordiz, the Turquoise Jewel- Similar to Crulmathi in that this world is extensively covered in water, the difference here is that the water is only an average of 10m deep for the entire planet, the deepest places being only about 300m deep. Considered a sparkling tropical paradise and a centre of the arts, it has sufficient importance to warrant ground based defences. (10 point world)
Ortja, the Mottled Jewel- Perhaps the closest world in terms of environment to Earth, Ortja was one of the first worlds outside their home system the Straltoc settled, making it nearly as important for historical reasons. Has ground based defences. (10 point world)
Ultoc, the Munificent Jewel- An old world, it has entered into a grassland ecology where most of the land based life is simple grass, the Straltoc have transformed the world into the breadbasket of their federation, providing most of the food for the new colonies trying to get set up. Despite the relatively low population density warrants its own defences. (10 point world)
World totals: 140 points
Additional Notes
Adult Straltoc are absolutely brutal in ground based combat because of their size, lack of organs, and extensive experience in manipulating their powers. (Count as 30 point ground combat upgrade)
Empathic field means that it is difficult, but not impossible, for non-Straltoc to avoid detection, and for Straltoc traitors to conceal their feelings (Count as 10 point internal security upgrade)
Point total: 1500 points for ships, worlds, misc.
Last edited by Academia Nut on 2007-06-15 12:09am, edited 2 times in total.
I love learning. Teach me. I will listen.
You know, if Christian dogma included a ten-foot tall Jesus walking around in battle armor and smashing retarded cultists with a gaint mace, I might just convert - Noble Ire on Jesus smashing Scientologists
You know, if Christian dogma included a ten-foot tall Jesus walking around in battle armor and smashing retarded cultists with a gaint mace, I might just convert - Noble Ire on Jesus smashing Scientologists
- Starglider
- Miles Dyson
- Posts: 8709
- Joined: 2007-04-05 09:44pm
- Location: Isle of Dogs
- Contact:
More later but here's an MSpainted teaser:
The general shape is rather like a skeletal version of the Asgard Beliskner-class cruiser; the two stacked drive nacelles on each side are equivalent to the vertical fins, though the primary armament 'mandibles' are not comparable:
My empire will have a lot of tech which would be superwank if it actually worked to full potential, but in practice it's a) easy for any reasonably advanced craft to jam and often b) quite unreliable in any case. Thus most of it is irrelevant for unit strength purposes. All of their ships look like a series of glossy grey eggs embedded in a slightly glowing metal latticework.
EDIT: Damn, I was assuming 'battleships will be about 1km long' not 'battleships will be about 5km long'. Oh well, imagine that lattice is a bit finer.
The general shape is rather like a skeletal version of the Asgard Beliskner-class cruiser; the two stacked drive nacelles on each side are equivalent to the vertical fins, though the primary armament 'mandibles' are not comparable:
My empire will have a lot of tech which would be superwank if it actually worked to full potential, but in practice it's a) easy for any reasonably advanced craft to jam and often b) quite unreliable in any case. Thus most of it is irrelevant for unit strength purposes. All of their ships look like a series of glossy grey eggs embedded in a slightly glowing metal latticework.
EDIT: Damn, I was assuming 'battleships will be about 1km long' not 'battleships will be about 5km long'. Oh well, imagine that lattice is a bit finer.
EDIT Final: Deleted. I'm out due to time constraints. I'm profoundly sorry for wasting whatever time you spent on me.
Last edited by HSRTG on 2007-07-10 12:11am, edited 10 times in total.
Kill one man, you're a murderer. Kill a million, a king. Kill them all, a god. - Anonymous
- Thirdfain
- The Player of Games
- Posts: 6924
- Joined: 2003-02-13 09:24pm
- Location: Never underestimate the staggering drawing power of the Garden State.
Polish Hegemony
Head of State: President Anton Wiśniowiecki
History
Two seminal conflicts rocked Europe in the most recent three centuries. The first were the Wars of Religion, the second, the New Russian Revolution. Only a handful of European nations survived the conflagration, with the oldest and proudest cities of Europe, millennia old and grand in their scope and glory, reduced to armed camps at best or burning, plague-strewn rubble at worst. Poland, for the first time in it's long history, found it's position between East and West rewarding. A harsh stance of armed neutrality allowed the country to survive, it's heterogeneous population proving an advantage in a time when fanatics searched for any excuse to kill. The horrific war viruses released over the course of the two conflicts were able to penetrate even the quarantined borders, and hundreds of millions succumbed to the worst artifices of human imagination.
In the aftermath, only a few regions maintained governments coherent enough to take advantage of the situation. Peacekeeping forces, dispatched to "Restore Order," entered Grand Hungary and Rumania and Moldova and the Baltic Socialist Republics. The Romany States and the Czech Republic too were occupied, under the auspices of a government which offered protection and stability. The ancient Polish dream of a Central European federal state, stretching from the Baltic to the Black seas, was realized as the recovering nations were coerced through economic, political, and military force to sign their sovereignty away as the Miedzymorze (Between Seas) Federation. These territories became Associate (not Voting) members, satellite states to one of the few surviving Powers of Europe. In the East, the depopulated and brutalized nation of Ukraine and the Belorussian and Crimean territories of what had been the Russian Empire were slowly encroached upon by a Poland which came steadily to realize that there would be no organized resistance. Refugees from the fires of Western Europe were settled amidst the bones of gassed peasants, and new cities arose from the wreckage of Kyiv, Minsk, and Putingrad.
As reconstruction took hold, and the fires were put out, and the wheels of industry began to turn once more, Poland stood out as a dominant power in Europe and one of Earth's most crowded centers of population. Her borders safe for a time, the Republic began to focus it's considerable resources on the interstellar colonies. As of today, The Polish Republic is a powerful country, economically favored and with a massive population. The Vistula Megalopolis is one of the most heavily populated regions in the world, and it's factories produce many of the industrial goods used in the Human portions of known space. It's orbital infrastructure is similarly impressive- on the Island of Sant Tomas, off the coast of West Africa, the tether-point for Kotwica Station, the huge space elevator and orbiting trade station, much of the planet's imports make landfall. Seven industrialized worlds, many with populations in the billions, hold the bulk of the nation's industrial might and population, supported by a network of over forty smaller colonies and outposts. The Wojska Landow, the Land Forces, are a small but modern force of air-mobile, armored, and space-mobile professional soldiers backed up by the vast Armia Rezerwa, which can mobilize literally hundreds of millions of troops in the event of national crisis or war.
However, the nation is also entering a difficult point in its history. The numerous colonies have grown away from Earth and Warsaw, with independence movements becoming increasingly popular. For two centuries, the Miedzymorze Federation has remained quiescent, but nationalist groups have been gaining popularity, and the Republic's efforts in keeping the satellite states quite have become more strenuous. Difficult times are ahead for the Republic, but for now, the Polish Republic maintains a mighty Hegemony over Eastern Europe and the far-flung colonies.
Government
The government of the Republic is a unicameral democracy, in which the popularly elected President holds executive power and the regionally elected Sejm, or Parliament, holds legislative power. More complex is the actual structure of the Miedozymorze Federation, which is the actual legal organization which represents Polish hegemony. Miedozymorze has ten Voting Members and six Associate Members. The voting members are the seven Polish colony worlds, the Polish Republic itself, the Sikh Republic of the Ukraine, and the Sikh Republic of Belorussia. The Associate Members are the six states occupied after the Religious Wars. Since the colony worlds are legally bound to the Polish Republic as dependent states, with senators in the Sejm, full tax contributions to Warsaw, and full citizenship, the Federation is effectively a rubber stamp organization which carries out whatever Warsaw requires of it. The Sikh Republics, with their extensive settlements on the Polish colonial worlds and close relations with Warsaw, generally follow the Polish part line. The result is what is called the Polish Hegemony- Polish domination of Eastern Europe and a substantial part of the Human colonial Diaspora.
Territories
Earth
Terrestrial Poland is heavily populated and industrialized. The massive post-war influx of refugees from Russia and Europe has lead to a diversified society, where Polish is merely the language of trade and government- hundreds of tongues are spoken in the cavernous halls and canyon-like streets of the Vistula City. Within the fairly small confines of European Poland, there live over five billion souls. Major cities include the vast port complexes of Gdansk and Królewiec and the spaceport at Lwow, whose main aerospace field is a concrete desert literally fifty miles square. Berlin-Szczicen in the west is another major center of industry, however, it is also a contentious area of nationalist sentiment and Orthodox Catholic fanaticism. Vistula City, which includes the sub-cities of Torun, Radom, Krakow, and Warsaw is perhaps the largest city on the planet, with a population of 1.5 billion alone. Warsaw, in the northern districts of Vistula, is the administrative center of the Polish Republic and it’s colonial holdings, as well as the Miedzymorze Federation. Krakow in the southern districts is home to the vast cathedrals of the Reformed Catholic Church and is home to Pope Wojtyła II’s administration (Antipope Jozef III in Orthodox Catholic notation.)
Map Key
(Light Red, Associate Members of Miedzymorze. Purple, Voting Membes of Miedzymorze.)
1. Baltic Socialist Republics: Industrialized and populous, the BSR was shielded from the worst of the fighting in Europe in part due to Polish efforts. However, the BSR supported Russian Republican forces in the civil war and was targeted with both fusion bombs and war viruses. The nation is now largely recovered, but it’s harsh experiences during the war have lead it to prefer the peaceful neutrality afforded it by Miedzymorze membership. Population 100 million
2. Czech Republic: This industrial state had only minimal fighting on it’s territory during the Religion Wars, but was implicated in the Slovak Genocide. The result was the forceful post-war entry of Polish peacekeepers. Today, the Czech Republic is largely Reformed Catholic, but with strong and vocal Muslim and Orthodox Catholic minorities. The urban, reformed, Polish-speaking upper classes support Miedzymorze, but the “Street” is nothing if not divided and contentious. Population 250 million.
3. Romany States: Pastoral region, largely Reformed Catholic. The population is small and consists of Roma(Gypsies) and a small remnant population from the Slovak Genocide. The Romany States are one of the most quiet and loyal Miedzymorze states, and there have been noises about admitting them as a Voting Member. Population 10 million.
4.Grand Hungary: The wealthiest and most populous of the Associate Members, Grand Hungary ruthlessly quashed all dissent during the Religious Wars in effective pogroms which destroyed almost a tenth of it’s population. It then embarked on a grand irredentist campaign, aimed at restoring the old glories of the Hungarian kingdom. Results included the Balkan Atrocities, the Rape of Ploesti, and most infamously, the Slovak Genocide. The brief conflict between Grand Hungary and the Polish peacekeepers lead to a long occupation. It was only by allowing Hungary most of it’s conquests that it was possible to rope it in to Miedzymorze quietly. The violent and reactionary nature of Orthodox Catholic Hungary remains strong today, and the ruling classes are split on the issue of loyalty to Poland, to say the least. Population 1 billion.
5.Rumanian Republic: This state suffered horribly during the Religious Wars, suffering terrible infighting between Eastern, Catholic, and Muslim groups. The Hungarian invasion, launched “In defense of the suffering Catholics of Rumania,” culminated in the occupation of Transylvania and the horrific Rape of Ploesti. Polish peacekeepers cut off the Hungarian forces in Rumania and saved the nation, but later signed away much of western Rumania to the Hungarians. Some in Rumania believe that the peace of Miedzymorze is better than warfare, chaos, and the Hungarian scourge, but many more blame Poland for selling them out. Population 300 million.
6.Duchy of Moldova: This small nation was involved in the Russian Civil War, sending troops to fight in the Ukraine and elsewhere. It’s weak economy and poor public services proved disastrous when the war-plagues arrived, however, and it was only through Polish intervention that the nation survived at all. The current Duke is Polish, and the nation is largely Polish-speaking and loyal today. However, nationalists and Eastern Orthodox fanatics are a constant problem, which the Ducal forces have more or less under control. Population 40 million.
7, 8:Sikh Republic of the Ukraine and Crimea,Sikh Republic of Belarus: The Twelfth Guru, Alois Victor Martell, created perhaps the most shocking phenomenon of the Religious Wars. As the relocation authority moved millions across Poland into the depopulated areas of the Ukraine and Belarus, a British Sikh of humble origins began preaching his faith in the huddled refugee camps. Humbled and disillusioned by the conflagrations in Europe, literally millions of refugees converted. The Polish government sensed an opportunity in the Sikh movement, and supported it extensively. The results were the Sikh Republics of the Ukraine and Belarus.
Unlike Associate Members of Miedzymorze, the Sikh Republics must provide troops as well as taxes to the Republic. These troops are some of the most motivated and deadly in the regular Army, and are feared as excellent light infantry.
The Sikh Republics are very loyal to Miedzymorze, as their populations were almost all rescued by Polish peacekeepers. Their combined population is 1 billion.
Sant Tomas Overseas Territory:(Not shown on Map) Off the West African coast, directly on the Equator, lie the Sant Tomas Islands. Sant Jan Paweł II (Formerly Ilhéu das Rolas) is a small rocky island off the southern coast of Sant Tomas. It has been built up into a massive arcology- it is the base anchor point of the Republic Equatorial Space Elevator. A massive cable of carbon thread stretches up into orbit, where it is attached to the great orbiting fortress and trade station, Katowica. The space elevator allows dirt cheap transfer of goods from space, and operates megatons of freight a day. Sant Tomas itself is a rich port city, dispatching laden freighters around the world with the goods of the entirety of Known Space.
Sant Tomas is legally an integral part of terrestrial Poland.
Colonies
The Polish Colonial system is a strange bird- The vast majority of the nation's population, industry, and resources are in the colonies, among thee worlds which Poland rules absolutely. However, the centralized nature of the Polish hegemony means that actual power is concentrated on Earth. The Warsaw Stock Exchange, most corporate headquarters, the offices of the Fleet and Army, and perhaps most importantly, the see of the Reformed Catholic Church are all on Earth. The majority of representitives in the Sejm come from the colonies, and emigration from the crowded arcologies to the colony worlds is constant. There are seven major colony worlds, each one a voting member of Miedyomorze as well as a member of the Polish Republic. The most notable major colony worlds are:
Nowe Podlasie: The most heavily populated and influential world, Nowy Podlasie is the third planet of the Alpha Centauri system. Warfare between Polish colonists and Americans four centuries ago ended with a Polish victory. Now, the system is one of the major trade hubs in the Human sphere. Nowy Podlasie has a population of 10 billion, making it the most populous Polish world.
Solidarnosc: An industrial system out at the edge of the Human sphere. Solidarnosc is the home planet of current Republic president Anton Wiśniowiecki, and is an important fleet base and trade center for the Outer Worlds. It's population includes a sizeable number of aliens. Population 6 billion.
Nowa Masovie: This planet is second only to Nowy Podlasie in terms of industry. It is a "perfect planet," with a climate and atmosphere which makes human life extremely easy. Nowy Masovie exports a great number of finished goods and large quantities of foodstuffs. Population 6 billion.
- 4 other major colony worlds, each with around 5 billion citizens.
- 40 colonies, outposts, and settlements.
Military
Polish Army
Wojska Lądowe RP
CO: Marshal of the Army Elżbieta Potocka
The Wojska Ladowe RP (Polish Republican Land Forces) is the "Senior Service" of the Polish Repulic. In it's recent history, it has taken part in numerous peacekeeping operations, local interventions, and a number of colonial warfare operations out among the stars.
The WL is divided into two services. The first is the Regular Army. The Regular Army is one of the most highly trained and best equipped forces in Known Space. The Republic devotes a great deal of time and money into research and development, as well as an extensive training system. The Polish forces deploy Armoured, Mountain, Aerospace-Mobile, and Mechanized Infantry divisions, all with the highest quality of training. These forces are deployed on Earth and across the Colonies, and include a large number of freighters modifed by the Army as troop transports. However, the WL has had to cope with a tightening budget. As a result, this force is actually much smaller than the national armies of most other powers- there are no more than 50 million Poles in Army uniform. Essentially, Polish investment has resulted in a small but elite peacetime army comprised of long-service professionals optimized for long-distance deployment in co-operation with the Fleet.
Then, there is the Reserve Army. Poland has a system of national conscription without rival. In the event of open war, the Polish nation can mobilize literally 2 billion soldiers, with 400 million of those being "A" grade reservists. Significant resources have been diverted from other projects towards keeping the Reserve in excellent fighting form. Inarguably, the Polish reserves are the finest in Known Space, approaching the effectiveness of some nation's professional troops.
Polish Republican Star Fleet
Gwiazdna Flota RP
CO: Marshal of the Fleet Maria Różycka
The GFRP is the space arm of the Polish Republic and Miedzymorze. It evolved from the Army's space program, which was in turn evolved from the strategic rocket force. Therefor, it's organization and rank system is based on Army terminology, as opposed to navy- it is very specifically a Fleet and not a Navy.
The GFRP adheres to the "Base Strike" doctrine. The fleet is built around a force of mobile fleet carriers, with the intention of assaulting vital enemy wartime targets such as shipyards, fleet bases, and orbiting industries through massed fighter attack. Direct confrontation with enemy fleets at short range is avoided, though no battleship would go up against a massed torpedo-bomber formation unescorted. A number of smaller raiding craft and escorts allow the GFRP to launch successful interdiction and raiding campaigns as well.
Fleet Infantry
The Polish Republic does not have a Marine Corps, and the WLRP's space mobile forces act as initial drop-troops during invasions. However, the Navy does maintain a Fleet Infantry corps, which is tasked with boarding operations, the defense of naval bases, and as beachhead specialists alongside the WLRP during invasions.
8 "Jan III Sobieski"-class Fleet Carriers- 50 pts Each (400 total)
Jan III Sobieski, Kazimierz III Wielki, Tadeusz Kościuszko, Jozef Pilsudski, Wladyslaw Sikorski, Lech Wałęsa, Władysław Jagiełło, Marek Karpinski.
Powerplant:
3 Capital Fusion Plants
Armament:
36 PD Clusters
CSG:
600 fightercraft, AWACS, scouts, and bombers.
Description:
Dubbed "Supercarriers" by many, Fleet Carriers of the Sobieski class are the centerpieces for the powerful Carrier Battle Groups which act as the main battle units of the GFRP. Each one represents a massive investment of time and effort, massing more than twice as much as most capital ships deployed across known space. The Sobieski is a pure fleet carrier. Armament is light, and most space is dedicated to the facilities required to arm, launch, and maintain a huge CSG. In combat, the Sobieski is not expected to participate in the exchange of blows. Rather, it is to act as a launch point and command center for sortie after sortie of the excellent Polish fighters. In the rare events where multiple CBGs join forces to take part in a major fleet engagement, enemy vessels can expect to face constant and powerful waves of attack from strike-craft specially designed to close with and torpedo even the largest enemy warships. The Sobieski's massive size and generator capacity allows it to mount excellent shielding and field powerful sensors and engines, but no-one would expect such a fleet carrier to last long in a close engagement with enemy battleships.
Sobieski-class Fleet Carriers are named for Polish national heroes and politicians.
8 "Powstanie Warszawskie"-class Fast Battleships- 20 pts Each (160 points total)
Powstanie Warszawskie, Bitwa pod Grunwaldem, Odsiecz Wiedeńska, , Cud nad Wisłą, Odsiecz Szczecin, Kampania Wrześniowa, Plan Burza, Bitwa O Centauri.
Powerplant:
1 Capital Fusion Plant
Armament:
14 200cm Guided Railguns
24 20cm Masers
12 PD clusters
Description: The "Powstanie Warszawskie" (Warsaw Uprising)-class Fast Battleships represent the product of a century and a half of attenuation in the Polish Wall of Battle. "Powstanie"-class battleships are designed specifically to support fleet carriers, and are an integral part of a GFP Carrier Battle Group. The class is notable for it's excellent speed and maneuverability for a vessel of it's size, as well as it's somewhat sub-par protection. Armament is centered around a brace of massive railguns, which can fire either solid ammunition or, more commonly, large guided missiles at a considerable range.
"Powstanie"-class Fast Battleships are named for great Polish battles.
Cruisers
20 "Stanisław Skalski"-class Light Carriers- 15 pts Each (300 points total)
Stanislaw Skalski, Henryk Pietrzak, Stefan Sec...
Powerplant:
2 Cruiser Fusion Plants
Armament:
12 PD clusters
CSG:
120 fighters, bombers, and AWACs.
Description: The "Skalski" class is a medium-sized fast carrier, designed as the primary workhorse of the GFP. Each "Skalski" is notable for it's excellent speed, but protection is modest at best and armament is limited to point defense. However, a "Skalski's" space group can attack enemy small craft or capital ships, and packs a considerable punch.
"Skalski"-class carriers are named for Polish fighter aces.
14 "Husaria"-class Heavy Cruisers- 12 pts Each (168 points total)
Husaria, Szpabla, Głownia, Wielkopolskie...
Powerplant:
2 Cruiser Fusion Plants
Armament:
20 100-cm Guided Railguns
30 10-cm Masers
6 PD clusters
Description: The "Husaria" class is a well-armed heavy cruiser optimized for long range combat, with her railguns firing guided missiles at distant targets. The "Husaria" has similar speed (but better maneuverability) to the "Skalski"-class, which is not surprising, as the two ships were designed to complement one another.
Ships of the "Husaria" class are given bellicose names, such as those of weapons, soldiers, or militant virtues.
10 "Blyskawica"-class Light Cruisers- 8 pts Each (80 points total)
Blyskawica, Grom, Burza...
Powerplant:
1 Cruiser Fusion Plant
Armament:
20 7-cell VLS heavy launchers (internal reloads)
20 70-cell VLS light launchers (internal reloads)
16 20-cm Dual-Purpose Guided Railguns
8 Cruiser PD Clusters
Description: The "Blyskawica"(Lightning)-class of light cruisers are designed with an uncommonly heavy missile armament for vessels of their size. This provides the class with an excellent alpha strike, particularly at close ranges where enemy point defense would have little time to react. However, the large VLS cell launchers compromise the ship's hull integrity, making the "Blyskawica" quite vulnerable once her shields fail. This light cruiser is designed as a raider, with good speed and range.
The "Blyskawica" class are named for types of inclement weather.
4 "Sęp"-class Interdiction Cruisers- 10 points Each (40 points total)
Powerplant:
1 Cruiser Fusion Plant
Armament:
6 80-cm Guided Railguns
5 PD Clusters
Description: The "Sep" is a specialist vessel whose mass is devoted largely to a powerful interdiction device. This broad-spectrum FTL jammer can stop most forms of FTL travel in a wide radius. The "Sep" herself is a specialized platform, with limited defenses and poor speed and maneuverability.
"Sep,"(Vulture)-class ships are named after scavengers.
Escorts
100 "Zbik"-class Frigates: Basic fleet escorts with armaments based around stopping enemy fighters and missiles.
1 pt. each
30 "Orzel"-class EW Destroyers: Small craft which emphasize tracking and ECM systems.
2 pts each
14 "Wilk"-class Destroyers: A new model of more heavily armed escort, the "Wilk"(Wolf)-class represents a new push in GFP construction towards escorts.
4 pts each
Other
-40 Points: Sekcja III- The Polish HUMINT network. For the last few centuries, the Polish Republic has aggressively expanded it's intelligence services in surrounding nations. This network focuses largely on tracking the movement of enemy military resources, build-ups of supplies and armament, and other possible indicators of enemy aggression.
-40 Points: Levee en Masse. The Polish Republic has a giant population. Terrestrial Poland is covered in massive arcologies and grand megalopolises. Even the colony worlds have been populated for many centuries and are quite populous. In the event of war, the Republic has invested heavily in an excellent reserves system and a policy of national military service. As a result, the “A” quality reserves, of which Poland can raise somewhere close to 400 million, are particularly well trained and equipped. Stockpiles of modern tanks, weaponry, strategic defenses, and power-armor are maintained for such a mobilization, and in wartime, Poland would be able to field a more effective mass force more rapidly than it’s enemies.
-36 Points: Biuro Szyfrów: The Cypher Bureau is charged with the breaking of enemy codes and the monitoring of enemy transmissions. The Republic has allocated increasing resources to this excellent organization.
-20 Points: Earth-based Strategic Weapons Forces. Historically, the safety of the Polish homeland has been guaranteed by an extensive arsenal of nuclear/fusion weapons, kept in underground silos in Polish territory, in satellites in orbit, and in the Marynarka Wojenna's extensive submarine fleet. While all terrestrial powers maintain such weaponry on the contentious home planet, the Republic has spent a little extra to keep its equipment ahead of the curve.
Point Summary:
560 Points Capital Ships
588 Points Cruisers
216 Points Escorts
40 Points Intelligence
36 Points Signals Intelligence
40 Ponts Reserve Army
20 Points Earth Fortifications
Head of State: President Anton Wiśniowiecki
History
Two seminal conflicts rocked Europe in the most recent three centuries. The first were the Wars of Religion, the second, the New Russian Revolution. Only a handful of European nations survived the conflagration, with the oldest and proudest cities of Europe, millennia old and grand in their scope and glory, reduced to armed camps at best or burning, plague-strewn rubble at worst. Poland, for the first time in it's long history, found it's position between East and West rewarding. A harsh stance of armed neutrality allowed the country to survive, it's heterogeneous population proving an advantage in a time when fanatics searched for any excuse to kill. The horrific war viruses released over the course of the two conflicts were able to penetrate even the quarantined borders, and hundreds of millions succumbed to the worst artifices of human imagination.
In the aftermath, only a few regions maintained governments coherent enough to take advantage of the situation. Peacekeeping forces, dispatched to "Restore Order," entered Grand Hungary and Rumania and Moldova and the Baltic Socialist Republics. The Romany States and the Czech Republic too were occupied, under the auspices of a government which offered protection and stability. The ancient Polish dream of a Central European federal state, stretching from the Baltic to the Black seas, was realized as the recovering nations were coerced through economic, political, and military force to sign their sovereignty away as the Miedzymorze (Between Seas) Federation. These territories became Associate (not Voting) members, satellite states to one of the few surviving Powers of Europe. In the East, the depopulated and brutalized nation of Ukraine and the Belorussian and Crimean territories of what had been the Russian Empire were slowly encroached upon by a Poland which came steadily to realize that there would be no organized resistance. Refugees from the fires of Western Europe were settled amidst the bones of gassed peasants, and new cities arose from the wreckage of Kyiv, Minsk, and Putingrad.
As reconstruction took hold, and the fires were put out, and the wheels of industry began to turn once more, Poland stood out as a dominant power in Europe and one of Earth's most crowded centers of population. Her borders safe for a time, the Republic began to focus it's considerable resources on the interstellar colonies. As of today, The Polish Republic is a powerful country, economically favored and with a massive population. The Vistula Megalopolis is one of the most heavily populated regions in the world, and it's factories produce many of the industrial goods used in the Human portions of known space. It's orbital infrastructure is similarly impressive- on the Island of Sant Tomas, off the coast of West Africa, the tether-point for Kotwica Station, the huge space elevator and orbiting trade station, much of the planet's imports make landfall. Seven industrialized worlds, many with populations in the billions, hold the bulk of the nation's industrial might and population, supported by a network of over forty smaller colonies and outposts. The Wojska Landow, the Land Forces, are a small but modern force of air-mobile, armored, and space-mobile professional soldiers backed up by the vast Armia Rezerwa, which can mobilize literally hundreds of millions of troops in the event of national crisis or war.
However, the nation is also entering a difficult point in its history. The numerous colonies have grown away from Earth and Warsaw, with independence movements becoming increasingly popular. For two centuries, the Miedzymorze Federation has remained quiescent, but nationalist groups have been gaining popularity, and the Republic's efforts in keeping the satellite states quite have become more strenuous. Difficult times are ahead for the Republic, but for now, the Polish Republic maintains a mighty Hegemony over Eastern Europe and the far-flung colonies.
Government
The government of the Republic is a unicameral democracy, in which the popularly elected President holds executive power and the regionally elected Sejm, or Parliament, holds legislative power. More complex is the actual structure of the Miedozymorze Federation, which is the actual legal organization which represents Polish hegemony. Miedozymorze has ten Voting Members and six Associate Members. The voting members are the seven Polish colony worlds, the Polish Republic itself, the Sikh Republic of the Ukraine, and the Sikh Republic of Belorussia. The Associate Members are the six states occupied after the Religious Wars. Since the colony worlds are legally bound to the Polish Republic as dependent states, with senators in the Sejm, full tax contributions to Warsaw, and full citizenship, the Federation is effectively a rubber stamp organization which carries out whatever Warsaw requires of it. The Sikh Republics, with their extensive settlements on the Polish colonial worlds and close relations with Warsaw, generally follow the Polish part line. The result is what is called the Polish Hegemony- Polish domination of Eastern Europe and a substantial part of the Human colonial Diaspora.
Territories
Earth
Terrestrial Poland is heavily populated and industrialized. The massive post-war influx of refugees from Russia and Europe has lead to a diversified society, where Polish is merely the language of trade and government- hundreds of tongues are spoken in the cavernous halls and canyon-like streets of the Vistula City. Within the fairly small confines of European Poland, there live over five billion souls. Major cities include the vast port complexes of Gdansk and Królewiec and the spaceport at Lwow, whose main aerospace field is a concrete desert literally fifty miles square. Berlin-Szczicen in the west is another major center of industry, however, it is also a contentious area of nationalist sentiment and Orthodox Catholic fanaticism. Vistula City, which includes the sub-cities of Torun, Radom, Krakow, and Warsaw is perhaps the largest city on the planet, with a population of 1.5 billion alone. Warsaw, in the northern districts of Vistula, is the administrative center of the Polish Republic and it’s colonial holdings, as well as the Miedzymorze Federation. Krakow in the southern districts is home to the vast cathedrals of the Reformed Catholic Church and is home to Pope Wojtyła II’s administration (Antipope Jozef III in Orthodox Catholic notation.)
Map Key
(Light Red, Associate Members of Miedzymorze. Purple, Voting Membes of Miedzymorze.)
1. Baltic Socialist Republics: Industrialized and populous, the BSR was shielded from the worst of the fighting in Europe in part due to Polish efforts. However, the BSR supported Russian Republican forces in the civil war and was targeted with both fusion bombs and war viruses. The nation is now largely recovered, but it’s harsh experiences during the war have lead it to prefer the peaceful neutrality afforded it by Miedzymorze membership. Population 100 million
2. Czech Republic: This industrial state had only minimal fighting on it’s territory during the Religion Wars, but was implicated in the Slovak Genocide. The result was the forceful post-war entry of Polish peacekeepers. Today, the Czech Republic is largely Reformed Catholic, but with strong and vocal Muslim and Orthodox Catholic minorities. The urban, reformed, Polish-speaking upper classes support Miedzymorze, but the “Street” is nothing if not divided and contentious. Population 250 million.
3. Romany States: Pastoral region, largely Reformed Catholic. The population is small and consists of Roma(Gypsies) and a small remnant population from the Slovak Genocide. The Romany States are one of the most quiet and loyal Miedzymorze states, and there have been noises about admitting them as a Voting Member. Population 10 million.
4.Grand Hungary: The wealthiest and most populous of the Associate Members, Grand Hungary ruthlessly quashed all dissent during the Religious Wars in effective pogroms which destroyed almost a tenth of it’s population. It then embarked on a grand irredentist campaign, aimed at restoring the old glories of the Hungarian kingdom. Results included the Balkan Atrocities, the Rape of Ploesti, and most infamously, the Slovak Genocide. The brief conflict between Grand Hungary and the Polish peacekeepers lead to a long occupation. It was only by allowing Hungary most of it’s conquests that it was possible to rope it in to Miedzymorze quietly. The violent and reactionary nature of Orthodox Catholic Hungary remains strong today, and the ruling classes are split on the issue of loyalty to Poland, to say the least. Population 1 billion.
5.Rumanian Republic: This state suffered horribly during the Religious Wars, suffering terrible infighting between Eastern, Catholic, and Muslim groups. The Hungarian invasion, launched “In defense of the suffering Catholics of Rumania,” culminated in the occupation of Transylvania and the horrific Rape of Ploesti. Polish peacekeepers cut off the Hungarian forces in Rumania and saved the nation, but later signed away much of western Rumania to the Hungarians. Some in Rumania believe that the peace of Miedzymorze is better than warfare, chaos, and the Hungarian scourge, but many more blame Poland for selling them out. Population 300 million.
6.Duchy of Moldova: This small nation was involved in the Russian Civil War, sending troops to fight in the Ukraine and elsewhere. It’s weak economy and poor public services proved disastrous when the war-plagues arrived, however, and it was only through Polish intervention that the nation survived at all. The current Duke is Polish, and the nation is largely Polish-speaking and loyal today. However, nationalists and Eastern Orthodox fanatics are a constant problem, which the Ducal forces have more or less under control. Population 40 million.
7, 8:Sikh Republic of the Ukraine and Crimea,Sikh Republic of Belarus: The Twelfth Guru, Alois Victor Martell, created perhaps the most shocking phenomenon of the Religious Wars. As the relocation authority moved millions across Poland into the depopulated areas of the Ukraine and Belarus, a British Sikh of humble origins began preaching his faith in the huddled refugee camps. Humbled and disillusioned by the conflagrations in Europe, literally millions of refugees converted. The Polish government sensed an opportunity in the Sikh movement, and supported it extensively. The results were the Sikh Republics of the Ukraine and Belarus.
Unlike Associate Members of Miedzymorze, the Sikh Republics must provide troops as well as taxes to the Republic. These troops are some of the most motivated and deadly in the regular Army, and are feared as excellent light infantry.
The Sikh Republics are very loyal to Miedzymorze, as their populations were almost all rescued by Polish peacekeepers. Their combined population is 1 billion.
Sant Tomas Overseas Territory:(Not shown on Map) Off the West African coast, directly on the Equator, lie the Sant Tomas Islands. Sant Jan Paweł II (Formerly Ilhéu das Rolas) is a small rocky island off the southern coast of Sant Tomas. It has been built up into a massive arcology- it is the base anchor point of the Republic Equatorial Space Elevator. A massive cable of carbon thread stretches up into orbit, where it is attached to the great orbiting fortress and trade station, Katowica. The space elevator allows dirt cheap transfer of goods from space, and operates megatons of freight a day. Sant Tomas itself is a rich port city, dispatching laden freighters around the world with the goods of the entirety of Known Space.
Sant Tomas is legally an integral part of terrestrial Poland.
Colonies
The Polish Colonial system is a strange bird- The vast majority of the nation's population, industry, and resources are in the colonies, among thee worlds which Poland rules absolutely. However, the centralized nature of the Polish hegemony means that actual power is concentrated on Earth. The Warsaw Stock Exchange, most corporate headquarters, the offices of the Fleet and Army, and perhaps most importantly, the see of the Reformed Catholic Church are all on Earth. The majority of representitives in the Sejm come from the colonies, and emigration from the crowded arcologies to the colony worlds is constant. There are seven major colony worlds, each one a voting member of Miedyomorze as well as a member of the Polish Republic. The most notable major colony worlds are:
Nowe Podlasie: The most heavily populated and influential world, Nowy Podlasie is the third planet of the Alpha Centauri system. Warfare between Polish colonists and Americans four centuries ago ended with a Polish victory. Now, the system is one of the major trade hubs in the Human sphere. Nowy Podlasie has a population of 10 billion, making it the most populous Polish world.
Solidarnosc: An industrial system out at the edge of the Human sphere. Solidarnosc is the home planet of current Republic president Anton Wiśniowiecki, and is an important fleet base and trade center for the Outer Worlds. It's population includes a sizeable number of aliens. Population 6 billion.
Nowa Masovie: This planet is second only to Nowy Podlasie in terms of industry. It is a "perfect planet," with a climate and atmosphere which makes human life extremely easy. Nowy Masovie exports a great number of finished goods and large quantities of foodstuffs. Population 6 billion.
- 4 other major colony worlds, each with around 5 billion citizens.
- 40 colonies, outposts, and settlements.
Military
Polish Army
Wojska Lądowe RP
CO: Marshal of the Army Elżbieta Potocka
The Wojska Ladowe RP (Polish Republican Land Forces) is the "Senior Service" of the Polish Repulic. In it's recent history, it has taken part in numerous peacekeeping operations, local interventions, and a number of colonial warfare operations out among the stars.
The WL is divided into two services. The first is the Regular Army. The Regular Army is one of the most highly trained and best equipped forces in Known Space. The Republic devotes a great deal of time and money into research and development, as well as an extensive training system. The Polish forces deploy Armoured, Mountain, Aerospace-Mobile, and Mechanized Infantry divisions, all with the highest quality of training. These forces are deployed on Earth and across the Colonies, and include a large number of freighters modifed by the Army as troop transports. However, the WL has had to cope with a tightening budget. As a result, this force is actually much smaller than the national armies of most other powers- there are no more than 50 million Poles in Army uniform. Essentially, Polish investment has resulted in a small but elite peacetime army comprised of long-service professionals optimized for long-distance deployment in co-operation with the Fleet.
Then, there is the Reserve Army. Poland has a system of national conscription without rival. In the event of open war, the Polish nation can mobilize literally 2 billion soldiers, with 400 million of those being "A" grade reservists. Significant resources have been diverted from other projects towards keeping the Reserve in excellent fighting form. Inarguably, the Polish reserves are the finest in Known Space, approaching the effectiveness of some nation's professional troops.
Polish Republican Star Fleet
Gwiazdna Flota RP
CO: Marshal of the Fleet Maria Różycka
The GFRP is the space arm of the Polish Republic and Miedzymorze. It evolved from the Army's space program, which was in turn evolved from the strategic rocket force. Therefor, it's organization and rank system is based on Army terminology, as opposed to navy- it is very specifically a Fleet and not a Navy.
The GFRP adheres to the "Base Strike" doctrine. The fleet is built around a force of mobile fleet carriers, with the intention of assaulting vital enemy wartime targets such as shipyards, fleet bases, and orbiting industries through massed fighter attack. Direct confrontation with enemy fleets at short range is avoided, though no battleship would go up against a massed torpedo-bomber formation unescorted. A number of smaller raiding craft and escorts allow the GFRP to launch successful interdiction and raiding campaigns as well.
Fleet Infantry
The Polish Republic does not have a Marine Corps, and the WLRP's space mobile forces act as initial drop-troops during invasions. However, the Navy does maintain a Fleet Infantry corps, which is tasked with boarding operations, the defense of naval bases, and as beachhead specialists alongside the WLRP during invasions.
8 "Jan III Sobieski"-class Fleet Carriers- 50 pts Each (400 total)
Jan III Sobieski, Kazimierz III Wielki, Tadeusz Kościuszko, Jozef Pilsudski, Wladyslaw Sikorski, Lech Wałęsa, Władysław Jagiełło, Marek Karpinski.
Powerplant:
3 Capital Fusion Plants
Armament:
36 PD Clusters
CSG:
600 fightercraft, AWACS, scouts, and bombers.
Description:
Dubbed "Supercarriers" by many, Fleet Carriers of the Sobieski class are the centerpieces for the powerful Carrier Battle Groups which act as the main battle units of the GFRP. Each one represents a massive investment of time and effort, massing more than twice as much as most capital ships deployed across known space. The Sobieski is a pure fleet carrier. Armament is light, and most space is dedicated to the facilities required to arm, launch, and maintain a huge CSG. In combat, the Sobieski is not expected to participate in the exchange of blows. Rather, it is to act as a launch point and command center for sortie after sortie of the excellent Polish fighters. In the rare events where multiple CBGs join forces to take part in a major fleet engagement, enemy vessels can expect to face constant and powerful waves of attack from strike-craft specially designed to close with and torpedo even the largest enemy warships. The Sobieski's massive size and generator capacity allows it to mount excellent shielding and field powerful sensors and engines, but no-one would expect such a fleet carrier to last long in a close engagement with enemy battleships.
Sobieski-class Fleet Carriers are named for Polish national heroes and politicians.
8 "Powstanie Warszawskie"-class Fast Battleships- 20 pts Each (160 points total)
Powstanie Warszawskie, Bitwa pod Grunwaldem, Odsiecz Wiedeńska, , Cud nad Wisłą, Odsiecz Szczecin, Kampania Wrześniowa, Plan Burza, Bitwa O Centauri.
Powerplant:
1 Capital Fusion Plant
Armament:
14 200cm Guided Railguns
24 20cm Masers
12 PD clusters
Description: The "Powstanie Warszawskie" (Warsaw Uprising)-class Fast Battleships represent the product of a century and a half of attenuation in the Polish Wall of Battle. "Powstanie"-class battleships are designed specifically to support fleet carriers, and are an integral part of a GFP Carrier Battle Group. The class is notable for it's excellent speed and maneuverability for a vessel of it's size, as well as it's somewhat sub-par protection. Armament is centered around a brace of massive railguns, which can fire either solid ammunition or, more commonly, large guided missiles at a considerable range.
"Powstanie"-class Fast Battleships are named for great Polish battles.
Cruisers
20 "Stanisław Skalski"-class Light Carriers- 15 pts Each (300 points total)
Stanislaw Skalski, Henryk Pietrzak, Stefan Sec...
Powerplant:
2 Cruiser Fusion Plants
Armament:
12 PD clusters
CSG:
120 fighters, bombers, and AWACs.
Description: The "Skalski" class is a medium-sized fast carrier, designed as the primary workhorse of the GFP. Each "Skalski" is notable for it's excellent speed, but protection is modest at best and armament is limited to point defense. However, a "Skalski's" space group can attack enemy small craft or capital ships, and packs a considerable punch.
"Skalski"-class carriers are named for Polish fighter aces.
14 "Husaria"-class Heavy Cruisers- 12 pts Each (168 points total)
Husaria, Szpabla, Głownia, Wielkopolskie...
Powerplant:
2 Cruiser Fusion Plants
Armament:
20 100-cm Guided Railguns
30 10-cm Masers
6 PD clusters
Description: The "Husaria" class is a well-armed heavy cruiser optimized for long range combat, with her railguns firing guided missiles at distant targets. The "Husaria" has similar speed (but better maneuverability) to the "Skalski"-class, which is not surprising, as the two ships were designed to complement one another.
Ships of the "Husaria" class are given bellicose names, such as those of weapons, soldiers, or militant virtues.
10 "Blyskawica"-class Light Cruisers- 8 pts Each (80 points total)
Blyskawica, Grom, Burza...
Powerplant:
1 Cruiser Fusion Plant
Armament:
20 7-cell VLS heavy launchers (internal reloads)
20 70-cell VLS light launchers (internal reloads)
16 20-cm Dual-Purpose Guided Railguns
8 Cruiser PD Clusters
Description: The "Blyskawica"(Lightning)-class of light cruisers are designed with an uncommonly heavy missile armament for vessels of their size. This provides the class with an excellent alpha strike, particularly at close ranges where enemy point defense would have little time to react. However, the large VLS cell launchers compromise the ship's hull integrity, making the "Blyskawica" quite vulnerable once her shields fail. This light cruiser is designed as a raider, with good speed and range.
The "Blyskawica" class are named for types of inclement weather.
4 "Sęp"-class Interdiction Cruisers- 10 points Each (40 points total)
Powerplant:
1 Cruiser Fusion Plant
Armament:
6 80-cm Guided Railguns
5 PD Clusters
Description: The "Sep" is a specialist vessel whose mass is devoted largely to a powerful interdiction device. This broad-spectrum FTL jammer can stop most forms of FTL travel in a wide radius. The "Sep" herself is a specialized platform, with limited defenses and poor speed and maneuverability.
"Sep,"(Vulture)-class ships are named after scavengers.
Escorts
100 "Zbik"-class Frigates: Basic fleet escorts with armaments based around stopping enemy fighters and missiles.
1 pt. each
30 "Orzel"-class EW Destroyers: Small craft which emphasize tracking and ECM systems.
2 pts each
14 "Wilk"-class Destroyers: A new model of more heavily armed escort, the "Wilk"(Wolf)-class represents a new push in GFP construction towards escorts.
4 pts each
Other
-40 Points: Sekcja III- The Polish HUMINT network. For the last few centuries, the Polish Republic has aggressively expanded it's intelligence services in surrounding nations. This network focuses largely on tracking the movement of enemy military resources, build-ups of supplies and armament, and other possible indicators of enemy aggression.
-40 Points: Levee en Masse. The Polish Republic has a giant population. Terrestrial Poland is covered in massive arcologies and grand megalopolises. Even the colony worlds have been populated for many centuries and are quite populous. In the event of war, the Republic has invested heavily in an excellent reserves system and a policy of national military service. As a result, the “A” quality reserves, of which Poland can raise somewhere close to 400 million, are particularly well trained and equipped. Stockpiles of modern tanks, weaponry, strategic defenses, and power-armor are maintained for such a mobilization, and in wartime, Poland would be able to field a more effective mass force more rapidly than it’s enemies.
-36 Points: Biuro Szyfrów: The Cypher Bureau is charged with the breaking of enemy codes and the monitoring of enemy transmissions. The Republic has allocated increasing resources to this excellent organization.
-20 Points: Earth-based Strategic Weapons Forces. Historically, the safety of the Polish homeland has been guaranteed by an extensive arsenal of nuclear/fusion weapons, kept in underground silos in Polish territory, in satellites in orbit, and in the Marynarka Wojenna's extensive submarine fleet. While all terrestrial powers maintain such weaponry on the contentious home planet, the Republic has spent a little extra to keep its equipment ahead of the curve.
Point Summary:
560 Points Capital Ships
588 Points Cruisers
216 Points Escorts
40 Points Intelligence
36 Points Signals Intelligence
40 Ponts Reserve Army
20 Points Earth Fortifications
Last edited by Thirdfain on 2007-08-20 05:18pm, edited 14 times in total.
- Starglider
- Miles Dyson
- Posts: 8709
- Joined: 2007-04-05 09:44pm
- Location: Isle of Dogs
- Contact:
I'm making a quick reference guide for my own use, might as well post it for others to use, I will try to edit to keep this up to date:
(now in its own thread)
(now in its own thread)
Last edited by Starglider on 2007-06-15 10:40pm, edited 15 times in total.
- Crossroads Inc.
- Emperor's Hand
- Posts: 9233
- Joined: 2005-03-20 06:26pm
- Location: Defending Sparkeling Bishonen
- Contact:
((this is still a work in progress and will have more notes added with time))
((EDIT: ok made my first changes, took points away from internal security and ground combat to beef up planetary defences))
The Union of Inter Stellar Civilizations
Races of the UISC:
Quatonians: Evolving on a Heavy Gravity world, this race stands at most no higher then 4ft tall. Only vaguely humanoid, they are covered in short fur. Their odd shape has long dictated their society. Heavier then water, they abhor travelling over their oceans both on ships and by Air. As such navel combat has been stagnated, and Aircraft Carries never took on a role. Ironically, they made contact with another race long before they ever mastered space travel. At what we would consider 1950’s level tech, they detected radio signals from another race less than 2 light years away. That race was the Octonas’
NOTES
In the Military, Quatonians tend to be front line troops. Their robust, stout and compact bodies make them ideal for close quarters combat. Because all other planets in the UISC have a lower gravity, they tend to have a much higher stamina, and, while being smaller, end up doing much physical labour.
Octonas: A more Humanoid race, they stand from 4ft to, at most 5 and half ft. Their appearance is one of an orange-ish skin colour, long face and small ‘knobs’ on their heads that would resemble the tufts on Earth Giraffes. While Their neighbour world, Quartian, was high gravity, the Octons’ world was slightly lower gravity, giving them a long lanky appearance. After making contact with the Quartian, they began the ultimate long distance relationship. Waiting more then a year for their messages to be received, then even longer for the reply to come back. After over 200 years of this. The Octonas’ and Quartian people eventually met via their first true Space fairing ship, designed together. It was shortly after this, they discovered a third race, less the 3light years away. The Conerazons.
NOTES
The Octona have a natural sense of order about all things and are avid perfectionists. This usually leads to consternation among the other races in diplomatic affairs. Octonas rarely enlist into ground forces and army positions and are by and large either Administrators or pilots.
Conearians: As short and squat as the Quartian. One might mistake them for a furless version of the race. But they are quite different. Evolving on another High-G world no doubt led to their appearance. Their world was a mix of primitive and advanced tech when discovered by the Octonas’ and Quartian people. While combustion engine was never developed and a form of steam Engine runs virtually everything, primitive mechanical computers were just being developed. While nowhere near as advanced as the other races, the Conerazon had a long love affair with space and the unknown. They happily joined the fledgling Alliance, donating manpower and resources to help build their own ship. After less then 50 years, they had begun to catch up tech wise, and the three worlds signed a formal Alliance.
NOTES
Despite lacking in Tech in the beginning, within a few generations Scientists from Conerazon have surpassed other planets. They seem to have a natural knack for all things mechanical and usually end up in engineering positions. Due to their world also being heavy gravity, many also serve as front line grunts.
Trathalans: The planet Trathala, the third planet in the Shandary system. Slightly smaller than Earth with an Oxygen heavy atmosphere and lower gravity. Trathala has one large moon, which causes a constant light during day and night due to its size. The people of Trathala are a mysterious race of Dragon like aliens, they stand on average from 6 to 7 feet tall. Because of the constant light from their moon, Trathalan’s are ‘omni-turnal’ able to go long periods without sleep and change their internal clocks at will. Most Trathalan have advance mental abilities such as telepathy, telekinesis and healing powers. Their people are also highly moralistic and religious, believing in a fundamental Pacifist ideology. Ceremony, meditation, and prayer dominate almost all aspects of life. The civilization itself is split into 13 major clans that are spread around the small world. Each clan is quite mistrusting of each other, but have had only minor skirmishes over the years. The tech level of the civilization, on the surface, barely appears to be that of medieval times.
NOTES:
Trathalans are both Xenophobic and Pacifists. They have only joined they UISC because the richness of their Asteroid belts forces them into Galactic affairs. Aside from diplomats, it is rare to ever see a Trathalan outside of their Homeworld, however, due to their mental capacities; they are invaluable as translators as they can often mentally ‘read’ what another race is saying.
Tejlini and Qwintoni: The world of Tajlan is one gripped by Millennia of war. This is due to the world having defied evolution and given rise to two sentient races. Split by two massive oceans, they evolved from a common, aggressive, wolf like predator millions of years ago. The two races consist of the Feline ‘Tejlini’ and the Wolfish ‘Qwintoni’ they both share several common traits. Two sets of ears, one on the side of their heads, and one on top; a row of velvet tufted bony ridges down their head, back, and also across their shoulders, as well as prehensile tones, each ending with a bony knob that can be used like a grasping fingers. Aside from this, the two share only minor physical differences. This alone was enough to drive the two races into hundreds of years of constant war. Their civilization was driven by war, their culture, their life, and their technology. As such their advances were driven far quicker then the others in the Sector
NOTES:
The Qwintoni are by far the classic “Warrior Race” driven by codes of conduct as much as lust for battle. Qwintonis make up by far the largest demographic of all armed services, both planet and space based. Tejlini by contrast often work in positions of power, and rarely fight on the front lines.
Fast forward over 200 years. After a short but bloody War Between the Tri-World Alliance and the Tajlan Empire, a lasting peace was eventually founded.
=====================================================
"UISC Worlds."
Homeworlds
Quatonia, Kol System. +10 Planet Defnese
Homeworld to the Quatonian People. Currently one of the most industrialized worlds of the UISC as well as one of the largest, its heavy gravity makes it a place other races rarely visit. ((Battleship Shipyards))
Octona, Andar System. +10 Planet Defnese
Largely an Ocean world, and much smaller than Quatonia. ((Cruiser Shipyards))
Conerazra, Cona System. +10 Planet Defnese
Heavy-G world that is only slightly smaller than Quatonia. Heavy Industrialization, though the large majority of industry is spent building ground forces far more than Starships. ((Cruiser Shipyards))
Trathala, Shand System. +0 Planet Defnese
Home to the Xenophobic Trathalans, little is known of it to outsiders other than the world itself has little to no modern industrial base as well as the smallest population of any UISC world. Because it is a member of the UISC, it still must contribute, and currently produces vast amounts of Food, Grain, and other consumables to other member worlds. Aside from the world itself, the Shand System also boasts twin Asteroid rings which are among the richest in the whole Sector. Two wars have been fought over or around them before the formation of the UISC. (( No Shipyards))
Tajlan, Telos System. +10 Planet Defnese
Homeworld to what was once the mighty Tajlan Empire (and some would say still is) This planet is second only to Quatonia in raw Industrial output. ((Battleship Shipyards))
============
Secondary Worlds
Galacticus, Outer Edge of Shand System. +5 Planet Defnese
Built as a forward mining post by the original Tri-World Alliance, it became a Military fortress during the Tajlan Wars, and finally the largest Military shipyards of the UISC. While tiny in terms of planet size (slightly larger than the size of Mercury) it is a vastly important location both in terms of the Raw materials the planet processes and the shipyards in orbit. ((Super Battleship Shipyards))
Jahlin, Telos System +0 Planet Defnese
Founded shortly before the first Tajlan War, Jahlin is a thriving colony. Located so close to it’s homeworld, the planet swells with excess population and already boasts a noticeable Industrial base. ((Destroyer Shipyards))
Zenar Minor. Zenar System. +0 Planet Defnese
The furthest as well as newest colony founded after the creation of the UISC. The planet boasts a wide variety of natural resources and minerals but it will be some time before a proper Industrial base is formed. (( No Shipyards))
Zenar Major. Zenar System. +0 Planet Defnese
The larger planet of the twin system, like its cousin it is a new colony on the outermost part of UISC Territory. (( No Shipyards))
======================================================
Weapon systems.
Phasers and Phaser Batteries
For close to a hundred years, the offensive weapons system commonly known as ‘Phasers’ has been the mainstay on almost every warship. The Phasers are part of an over all weapon systems that is the culmination of a long term program to develop a modular, compact, and self reliant for of weaponry.
The beam weaponry know as ‘Phaser’ is really a ((Insert Technobable here)) powered by a modular power generator. In military warships, Phasers are gathered into Phaser Batteries, which are independently powered. Each form of Battery would have a generator corresponding to its needs.
The upshot of this is that it creates a highly decentralized power systems. Even if the Mains go offline, the Phasers will still have power. In fact the only way in which the Phasers are directly connected to the ships systems is through the RUDI Computer links, which allow for targeting and tracking enemy ships.
The downside of this is that when added up, the Batteries can take up a great deal of space on a ship. Further more it limits their useful range by a terrible amount, as the concentration and potency of the beam will fade quickly. This means that until only very recently, space Warfare has been conducted at uncomfortably close distances. And as resulted in most Capital ships being designed with excess redundant systems, safety features and immense armour and shields.
The RUDI
Shortly after the end of the second Tajlan War and the rise of the UISC, Tajlan Scientists made a gift of peace in the form of a Massive, ship sized super computer that was to be used in the core of the new UISC Space station in orbit around the moon of Hurn. The Computer had been built using data crystals from an ancient and unknown race.
Unknown to the Scientists, the crystals we’re part of an even older computer that took on the personality and characteristics of those around it. However at the time it had laid dormant… This changed when Quatoni scientists received the immense computer. At the time that had been working on a powerful AI using the same crystals discovered on a nearby moon (these ancient aliens got around)
Without thinking of the consequences, the Quatoni Scientists downloaded their AI into the Tejlini Supercomputer. The mingling of absorbed personality traits and intense AI laid to the creation of a Sapient AI that within several minuets had logarithmically increased in size until it had found itself with access to virtually every military computer within the UISC.
Luckily for the Organics, the new AI considered itself born from the various races, and felt no ill-will It was conceited, arrogant, and at times downright snotty, but, it never wished to pull off a “SKYNET” often commenting “Its really too much work”
The AI, calling itself “RUDI” ius no irrevocably embedded it almost all mainframes and military networks. On the upside, it has led to a staggering increase in efficient data transfer and overall computer efficiency on military ships. On the downside, there are times when Captains find themselves at the mercy of a temperamental AI.
======================================================
UISC Star Ships
Studibaker Class Command Ship - 100 point Super Battleship (under construction)
Edselon Class Battleship - 40 Points
True Titans of Space, These Battleships are the 5th class of BB to hold the classification of "Edselon" traditionally given to the largest mass produced Warship in production. Like most UISC ships, they can only bring the full weight of their firepower to bear at close range. However unlike all other UISC forces, they mount a single, terrifying weapon, the Reflex Particle Cannon This single weapon has a range touted to be greater than anything else in the sector and gives these ships a decided advantage in striking first.
1 x Spinal mounted “Reflex Particle Cannon”
2 x Spinal mounted “Eye Cannons”
12 x Heavy Phaser Batteries
20 x Light PD Phaser Batteries
10 x Heavy Missile Launchers
Tuckra Class Cruiser - 20 Points
While the great battleships of the UISC project the largest power, it is the Cruisers that the UISC relay on for the large share of their defence. Bristling with an excess of high powered missile launchers, these ships buck the trend of others by launching immense volleys of warheads to ‘soften up’ an enemy fleet before the Bulk of a fleet can close the gap and fire their primary weapons.
2 x Spinal mounted “Eye Cannons”
5 x Heavy Phaser Batteries
5 x Med Phaser Batteries
12 x Light Phaser Batteries
50 x Heavy Missile Launchers
2 x “Nova” Torpedo Launchers
Winebego Class Destroyer - 10 Points
The true workhorse of the UISC fleet. These ships do everything from long-range scouts, to planetary patrol, to secret Intel operations. The Winebego Destroyer is a robust, well rounded, and powerful ship for its size. It’s short ranged Phasers supplemented with a small, but powerful cache of Medium range missiles.
1 x Heavy Phaser Batteries
4 x Med Phaser Batteries
8 x Light Batteries
4x Medium Missile Launchers
Durendal Class Corvette -5 Points
The Smallest, but by far quickest and most agile ship in the UISC fleet, the Durendal Corvettes are often joked as being ‘oversized fighters’ more than starships. While light, they still posses a good amount of weaponry that is ideally suited for Point-Defence and picket missions. Usually stationed at the edges of fleets, they are the first to intercept incoming missiles or enemy Starfighters.
2 x Med Phaser Batteries
4 x Light Batteries
2x Light Missile Launchers
===========================================
Star Fleets
Homeworld Defence Force x 5 (1150 total)
Battleship x 1
Cruiser x 2
Destroyer x 6
Corvette x 18
(230 Points per Fleet)
Exploratory Defence Force x 1 (100 total)
Cruisers x 1
Destroyers x 4
Corvettes x 8
(100 Points per Fleet)
Planetary Defence Force x 4 (140 total)
Destroyer x 2
Corvette x 4
(40 Points per Fleet)
(1390 Points Spent in Total)
Total Ship Numbers
5 x BB 40 combat 'Edselon'
11 x BC 20 combat 'Tuckra'
42 x CA 10 combat 'Winebego'
114 x DD 5 combat 'Durendal'
============================================
Additional Expenditures
(-30 Points Internal Security)
While the UISC is larger an open and free system of worlds (some more than others) Because of so many races and so many creeds and cultures in clash, the internal security is Extremely noticeable and sees itself looking to all levels of UISC life.
(-10 Ground Combat)
Since the majority of ground forces are made up of aliens from two High-G worlds as well as a third with heavily indoctrinated Warrior Code, Gound offence and defence would receive a bonus.
((EDIT: ok made my first changes, took points away from internal security and ground combat to beef up planetary defences))
The Union of Inter Stellar Civilizations
Races of the UISC:
Quatonians: Evolving on a Heavy Gravity world, this race stands at most no higher then 4ft tall. Only vaguely humanoid, they are covered in short fur. Their odd shape has long dictated their society. Heavier then water, they abhor travelling over their oceans both on ships and by Air. As such navel combat has been stagnated, and Aircraft Carries never took on a role. Ironically, they made contact with another race long before they ever mastered space travel. At what we would consider 1950’s level tech, they detected radio signals from another race less than 2 light years away. That race was the Octonas’
NOTES
In the Military, Quatonians tend to be front line troops. Their robust, stout and compact bodies make them ideal for close quarters combat. Because all other planets in the UISC have a lower gravity, they tend to have a much higher stamina, and, while being smaller, end up doing much physical labour.
Octonas: A more Humanoid race, they stand from 4ft to, at most 5 and half ft. Their appearance is one of an orange-ish skin colour, long face and small ‘knobs’ on their heads that would resemble the tufts on Earth Giraffes. While Their neighbour world, Quartian, was high gravity, the Octons’ world was slightly lower gravity, giving them a long lanky appearance. After making contact with the Quartian, they began the ultimate long distance relationship. Waiting more then a year for their messages to be received, then even longer for the reply to come back. After over 200 years of this. The Octonas’ and Quartian people eventually met via their first true Space fairing ship, designed together. It was shortly after this, they discovered a third race, less the 3light years away. The Conerazons.
NOTES
The Octona have a natural sense of order about all things and are avid perfectionists. This usually leads to consternation among the other races in diplomatic affairs. Octonas rarely enlist into ground forces and army positions and are by and large either Administrators or pilots.
Conearians: As short and squat as the Quartian. One might mistake them for a furless version of the race. But they are quite different. Evolving on another High-G world no doubt led to their appearance. Their world was a mix of primitive and advanced tech when discovered by the Octonas’ and Quartian people. While combustion engine was never developed and a form of steam Engine runs virtually everything, primitive mechanical computers were just being developed. While nowhere near as advanced as the other races, the Conerazon had a long love affair with space and the unknown. They happily joined the fledgling Alliance, donating manpower and resources to help build their own ship. After less then 50 years, they had begun to catch up tech wise, and the three worlds signed a formal Alliance.
NOTES
Despite lacking in Tech in the beginning, within a few generations Scientists from Conerazon have surpassed other planets. They seem to have a natural knack for all things mechanical and usually end up in engineering positions. Due to their world also being heavy gravity, many also serve as front line grunts.
Trathalans: The planet Trathala, the third planet in the Shandary system. Slightly smaller than Earth with an Oxygen heavy atmosphere and lower gravity. Trathala has one large moon, which causes a constant light during day and night due to its size. The people of Trathala are a mysterious race of Dragon like aliens, they stand on average from 6 to 7 feet tall. Because of the constant light from their moon, Trathalan’s are ‘omni-turnal’ able to go long periods without sleep and change their internal clocks at will. Most Trathalan have advance mental abilities such as telepathy, telekinesis and healing powers. Their people are also highly moralistic and religious, believing in a fundamental Pacifist ideology. Ceremony, meditation, and prayer dominate almost all aspects of life. The civilization itself is split into 13 major clans that are spread around the small world. Each clan is quite mistrusting of each other, but have had only minor skirmishes over the years. The tech level of the civilization, on the surface, barely appears to be that of medieval times.
NOTES:
Trathalans are both Xenophobic and Pacifists. They have only joined they UISC because the richness of their Asteroid belts forces them into Galactic affairs. Aside from diplomats, it is rare to ever see a Trathalan outside of their Homeworld, however, due to their mental capacities; they are invaluable as translators as they can often mentally ‘read’ what another race is saying.
Tejlini and Qwintoni: The world of Tajlan is one gripped by Millennia of war. This is due to the world having defied evolution and given rise to two sentient races. Split by two massive oceans, they evolved from a common, aggressive, wolf like predator millions of years ago. The two races consist of the Feline ‘Tejlini’ and the Wolfish ‘Qwintoni’ they both share several common traits. Two sets of ears, one on the side of their heads, and one on top; a row of velvet tufted bony ridges down their head, back, and also across their shoulders, as well as prehensile tones, each ending with a bony knob that can be used like a grasping fingers. Aside from this, the two share only minor physical differences. This alone was enough to drive the two races into hundreds of years of constant war. Their civilization was driven by war, their culture, their life, and their technology. As such their advances were driven far quicker then the others in the Sector
NOTES:
The Qwintoni are by far the classic “Warrior Race” driven by codes of conduct as much as lust for battle. Qwintonis make up by far the largest demographic of all armed services, both planet and space based. Tejlini by contrast often work in positions of power, and rarely fight on the front lines.
Fast forward over 200 years. After a short but bloody War Between the Tri-World Alliance and the Tajlan Empire, a lasting peace was eventually founded.
=====================================================
"UISC Worlds."
Homeworlds
Quatonia, Kol System. +10 Planet Defnese
Homeworld to the Quatonian People. Currently one of the most industrialized worlds of the UISC as well as one of the largest, its heavy gravity makes it a place other races rarely visit. ((Battleship Shipyards))
Octona, Andar System. +10 Planet Defnese
Largely an Ocean world, and much smaller than Quatonia. ((Cruiser Shipyards))
Conerazra, Cona System. +10 Planet Defnese
Heavy-G world that is only slightly smaller than Quatonia. Heavy Industrialization, though the large majority of industry is spent building ground forces far more than Starships. ((Cruiser Shipyards))
Trathala, Shand System. +0 Planet Defnese
Home to the Xenophobic Trathalans, little is known of it to outsiders other than the world itself has little to no modern industrial base as well as the smallest population of any UISC world. Because it is a member of the UISC, it still must contribute, and currently produces vast amounts of Food, Grain, and other consumables to other member worlds. Aside from the world itself, the Shand System also boasts twin Asteroid rings which are among the richest in the whole Sector. Two wars have been fought over or around them before the formation of the UISC. (( No Shipyards))
Tajlan, Telos System. +10 Planet Defnese
Homeworld to what was once the mighty Tajlan Empire (and some would say still is) This planet is second only to Quatonia in raw Industrial output. ((Battleship Shipyards))
============
Secondary Worlds
Galacticus, Outer Edge of Shand System. +5 Planet Defnese
Built as a forward mining post by the original Tri-World Alliance, it became a Military fortress during the Tajlan Wars, and finally the largest Military shipyards of the UISC. While tiny in terms of planet size (slightly larger than the size of Mercury) it is a vastly important location both in terms of the Raw materials the planet processes and the shipyards in orbit. ((Super Battleship Shipyards))
Jahlin, Telos System +0 Planet Defnese
Founded shortly before the first Tajlan War, Jahlin is a thriving colony. Located so close to it’s homeworld, the planet swells with excess population and already boasts a noticeable Industrial base. ((Destroyer Shipyards))
Zenar Minor. Zenar System. +0 Planet Defnese
The furthest as well as newest colony founded after the creation of the UISC. The planet boasts a wide variety of natural resources and minerals but it will be some time before a proper Industrial base is formed. (( No Shipyards))
Zenar Major. Zenar System. +0 Planet Defnese
The larger planet of the twin system, like its cousin it is a new colony on the outermost part of UISC Territory. (( No Shipyards))
======================================================
Weapon systems.
Phasers and Phaser Batteries
For close to a hundred years, the offensive weapons system commonly known as ‘Phasers’ has been the mainstay on almost every warship. The Phasers are part of an over all weapon systems that is the culmination of a long term program to develop a modular, compact, and self reliant for of weaponry.
The beam weaponry know as ‘Phaser’ is really a ((Insert Technobable here)) powered by a modular power generator. In military warships, Phasers are gathered into Phaser Batteries, which are independently powered. Each form of Battery would have a generator corresponding to its needs.
The upshot of this is that it creates a highly decentralized power systems. Even if the Mains go offline, the Phasers will still have power. In fact the only way in which the Phasers are directly connected to the ships systems is through the RUDI Computer links, which allow for targeting and tracking enemy ships.
The downside of this is that when added up, the Batteries can take up a great deal of space on a ship. Further more it limits their useful range by a terrible amount, as the concentration and potency of the beam will fade quickly. This means that until only very recently, space Warfare has been conducted at uncomfortably close distances. And as resulted in most Capital ships being designed with excess redundant systems, safety features and immense armour and shields.
The RUDI
Shortly after the end of the second Tajlan War and the rise of the UISC, Tajlan Scientists made a gift of peace in the form of a Massive, ship sized super computer that was to be used in the core of the new UISC Space station in orbit around the moon of Hurn. The Computer had been built using data crystals from an ancient and unknown race.
Unknown to the Scientists, the crystals we’re part of an even older computer that took on the personality and characteristics of those around it. However at the time it had laid dormant… This changed when Quatoni scientists received the immense computer. At the time that had been working on a powerful AI using the same crystals discovered on a nearby moon (these ancient aliens got around)
Without thinking of the consequences, the Quatoni Scientists downloaded their AI into the Tejlini Supercomputer. The mingling of absorbed personality traits and intense AI laid to the creation of a Sapient AI that within several minuets had logarithmically increased in size until it had found itself with access to virtually every military computer within the UISC.
Luckily for the Organics, the new AI considered itself born from the various races, and felt no ill-will It was conceited, arrogant, and at times downright snotty, but, it never wished to pull off a “SKYNET” often commenting “Its really too much work”
The AI, calling itself “RUDI” ius no irrevocably embedded it almost all mainframes and military networks. On the upside, it has led to a staggering increase in efficient data transfer and overall computer efficiency on military ships. On the downside, there are times when Captains find themselves at the mercy of a temperamental AI.
======================================================
UISC Star Ships
Studibaker Class Command Ship - 100 point Super Battleship (under construction)
Edselon Class Battleship - 40 Points
True Titans of Space, These Battleships are the 5th class of BB to hold the classification of "Edselon" traditionally given to the largest mass produced Warship in production. Like most UISC ships, they can only bring the full weight of their firepower to bear at close range. However unlike all other UISC forces, they mount a single, terrifying weapon, the Reflex Particle Cannon This single weapon has a range touted to be greater than anything else in the sector and gives these ships a decided advantage in striking first.
1 x Spinal mounted “Reflex Particle Cannon”
2 x Spinal mounted “Eye Cannons”
12 x Heavy Phaser Batteries
20 x Light PD Phaser Batteries
10 x Heavy Missile Launchers
Tuckra Class Cruiser - 20 Points
While the great battleships of the UISC project the largest power, it is the Cruisers that the UISC relay on for the large share of their defence. Bristling with an excess of high powered missile launchers, these ships buck the trend of others by launching immense volleys of warheads to ‘soften up’ an enemy fleet before the Bulk of a fleet can close the gap and fire their primary weapons.
2 x Spinal mounted “Eye Cannons”
5 x Heavy Phaser Batteries
5 x Med Phaser Batteries
12 x Light Phaser Batteries
50 x Heavy Missile Launchers
2 x “Nova” Torpedo Launchers
Winebego Class Destroyer - 10 Points
The true workhorse of the UISC fleet. These ships do everything from long-range scouts, to planetary patrol, to secret Intel operations. The Winebego Destroyer is a robust, well rounded, and powerful ship for its size. It’s short ranged Phasers supplemented with a small, but powerful cache of Medium range missiles.
1 x Heavy Phaser Batteries
4 x Med Phaser Batteries
8 x Light Batteries
4x Medium Missile Launchers
Durendal Class Corvette -5 Points
The Smallest, but by far quickest and most agile ship in the UISC fleet, the Durendal Corvettes are often joked as being ‘oversized fighters’ more than starships. While light, they still posses a good amount of weaponry that is ideally suited for Point-Defence and picket missions. Usually stationed at the edges of fleets, they are the first to intercept incoming missiles or enemy Starfighters.
2 x Med Phaser Batteries
4 x Light Batteries
2x Light Missile Launchers
===========================================
Star Fleets
Homeworld Defence Force x 5 (1150 total)
Battleship x 1
Cruiser x 2
Destroyer x 6
Corvette x 18
(230 Points per Fleet)
Exploratory Defence Force x 1 (100 total)
Cruisers x 1
Destroyers x 4
Corvettes x 8
(100 Points per Fleet)
Planetary Defence Force x 4 (140 total)
Destroyer x 2
Corvette x 4
(40 Points per Fleet)
(1390 Points Spent in Total)
Total Ship Numbers
5 x BB 40 combat 'Edselon'
11 x BC 20 combat 'Tuckra'
42 x CA 10 combat 'Winebego'
114 x DD 5 combat 'Durendal'
============================================
Additional Expenditures
(-30 Points Internal Security)
While the UISC is larger an open and free system of worlds (some more than others) Because of so many races and so many creeds and cultures in clash, the internal security is Extremely noticeable and sees itself looking to all levels of UISC life.
(-10 Ground Combat)
Since the majority of ground forces are made up of aliens from two High-G worlds as well as a third with heavily indoctrinated Warrior Code, Gound offence and defence would receive a bonus.
Last edited by Crossroads Inc. on 2007-08-24 06:21am, edited 7 times in total.
Praying is another way of doing nothing helpful
"Congratulations, you get a cookie. You almost got a fundamental English word correct." Pick
"Outlaw star has spaceships that punch eachother" Joviwan
Read "Tales From The Crossroads"!
Read "One Wrong Turn"!
"Congratulations, you get a cookie. You almost got a fundamental English word correct." Pick
"Outlaw star has spaceships that punch eachother" Joviwan
Read "Tales From The Crossroads"!
Read "One Wrong Turn"!
Golden Sky Combine (revision 8.1, final (hopefully)- updated fleet, adjusted fluff for editing - updated fluff descriptions of two ships to make more realistic sense)
History
The original colonists of Gliese were sent via cryogenic sleep to this planet from Earth, as the first long-range colonization project in memory. Tragedy struck the colonists' former homeworld, which somehow managed to fall into a state of disaster sometime before the colonists even arrived at their new home, more than fifty years later. They awoke on the soil of their new homeworld, only to find their former home had stopped sending communications years before they arrived.
Peopled primarily with scientists, engineers, and former military personnel, they after frantic searching for a signal, any signal from Earth, they very quickly almost had their first civil war, without even the preliminary of a nation existing first. A figure they have statues of and revere even now, Ayadi Proudfoot was the one who united them toward their now-familiar tenets of society. She was the one who inspired them to set about making a new civilization, and gave them pride, and purpose. Working at a frightening pace, they now are a space-borne entity, their technology loosely based on their ancestors' flight into the unknown, with many improvements, and their advancement grows rapidly.
They evolved into a sort of socialist democracy, with a closely intertwined military that all citizens are a part of at least briefly. Their early model served well, holding up well to the rigors and new ideas of new generations, and allowing for rapid creativity, and societal flexibility for when new worlds, and soon new solar systems were added into the Combine. Because every new addition to the society will be needed in some fashion, there is no unemployment - indeed, the educational system is incredibly efficient, allowing children to naturally gravitate toward careers that match their talents.
Soon though, scientific advancement and efficient engineering application of the new technology began to advance rapidly. Genetic research led to alterations of their genome, "awakening" the mitochondria within a given individual of their race, suddenly allowing for somewhat surprising abilities to arise on a case by case basis, such as true spatial sense, an improved healing rate, resistance to disease and poison, and longevity being common traits. This also had the side effect of making them taller than natural evolution on a heavier planet would indicate, as well as more resilient.
With the changes over time of their people, they now refer to themselves as Gliesans, after the star their new homeworlds revolve around, which had been nothing but good to them for centuries now. Huge amounts of imagination, manpower, engineering time, and scientific advancement went into remaking their society, and it shaped how they would view war a few generations later.
Biology
Physiologically, they are still similar to humans. For the most part, they look human, though with much-blurred skin coloring and genetic traits - skin tones range from a light tan to a dark burnt orange color. Their iris colors appear in brown, blue, green, yellow, red, orange, and purple, with the biggest difference from human eyes is that all Gliesan eyes are purely and almost unnaturally clearly that color - there are no hazel eyes. More subtle differences arise in being taller and larger than an average human (2.1 - 2.3 meters tall on average, weighing between 85 and 95 kg for men, and 84 and 90 kg for women), though all have dark hair - there are no blonde or redhead Gliesans any longer.
Superficial differences aside, the Gliesans have just begun to get in touch with the affects on their environment afforded them by their mitochondrial Awakening as a species. Already though, their society has changed as a result - they refer to the time of their Awakening as a people in history now. Schools of thought have sprung up in the past century and a half of all sorts, exploring different methods of harnessing and directing the abilities afforded them.
One obvious side effect is that Gliesans tend to live much longer than their human cousins, especially since their Awakening. Lifespans of well into three or four centuries are expected. However, more abilities have arisen amongst their people - causing fires, sonic booms, and electrical mishaps was just the beginning. They have discovered that forcefully causing an effect will drain their vitality somewhat, so they are rather conservative now about "parlor tricks," as they call these manifestations of their abilities. Instead, sometimes "side-effects" happen to their daily movements, normally a movement of air particles. If intentionally causing an effect however, a Gliesan's irises will begin glowing and churning, usually clockwise. They view causing an effect like that as extremely wasteful, and will not do so without extraordinarily good reason.
They are capable of telepathy naturally, as well as being able to heal themselves and one another from shocking injuries, cause walls of lightning to assault enemies or holdings, cause furious infernos hot enough to melt steel, well-placed sonic booms to demoralize and stun enemies, being able to melt into their surroundings visually and scent-wise, and other, more specialized abilities.(+50 point bonus to ground combat for mitochondrial abilities)
Gliesans tend to keep their own counsel, remaining silent when most others would speak. For this reason, and that their Awakening led to telepathy among other gifts, others find themselves opening up to them sometimes. It is for this reason and many others that the Gliesan spy network is particularly gifted, able to find out information most others wouldn't have discovered for years, if ever. Indeed, the spy network is a bit too good at it's job - many research teams across the Golden Sky Combine space are busy deciphering strange and alien signals, artifacts, and sometimes lifeforms. (25 point bonus to intelligence, 25 point bonus to counter-intelligence)
Technology & Military
Militarily, the Golden Sky Combine is split evenly amongst the Marines and the Navy, though the highest officers of both typically go through both branches. Indeed, to reach the rank of Admiral, one must have reached the level of Commander in both the Navy and the Marines from the very bottom rank up. This was done purposefully to make their military more fluid, and better able to account for other parts of itself.
Since their military was founded, it focused just as much on combat abilities, as a proper combat mindset. Though the military colleges are rigorous, they tend to produce excellent tacticians and combatants both.
Their Navy has taken into account history of battles from Earth, and constantly tests their own tactics and fleet movements in the three dimensional potential battleground of space. The Navy's updates and changes to ship designs have also been fairly rapid; as they discover a weakness that cannot be countered with tactics, they immediately commission a new ship design and have it accounted for tactics-wise usually within a few months.
Common Golden Sky Technology
Since the inception of the Golden Sky Combine Navy, certain practices were repeated in design and in philosophy - those of efficiency in combat, and using the most concise tactics to achieve an end.
Golden Sky naval weaponry also follows this principle, in trying to be as efficient and concise as possible.
Flailgun - a combination of rail- and coil-gun, quite capable of projecting a shell at high relativistic speeds. These Flailguns typically fire Hellbore shells (which contain amounts of antimatter in the warhead, used as anti-armor), or Shadowstrike shells (shells that expend themselves in an anti-matter explosion focused as a tight beam with a range of 50 kilometers toward their target, used in surgical strikes) in most engagements. Both types of flailgun shell have advanced targetting systems, built-in sensor jamming, and STL engines that can course-correct over low light-minute distances. Flailguns are used as long-range guns onboard any ship.
Glaser - A laser beam in the gamma-ray bandwidth, a glaser tends to ignore most of the things that would hinder an ordinary laser, while doing interesting things to matter. Typical power for a glaser is in the hundreds of MW for smaller glasers, and into the TW for the larger ships. This gun is used in complement with flailguns or pulsars, to account for most ships having both particle and energy shielding. It also has the slight advantage of being faster than both the flailguns or the pulsars, so the typical role for glaser guns as medium-range guns, with low tens of light-second ranges.
Mitochondrial Energy Emitter Node (MEEN) - Constant research on the many side-effects of their Awakening led the Gliesan people inevitably toward more martial uses. The typical examples are control over electricity, fire, or control over air particles finely enough to be a sonic weapon. This technology allows a particularly well-trained and gifted member of their people to lash out at close to medium ranges. This is used more often by the Navy for suppression of parasite craft, and disabling or disarming targets, and used by the Marines' Jotun squads for a wide variety of uses.
Golden Sky Combine other technology is as follows. After their Awakening, the Gliesan people tended to accelerate technologically even faster than before.
Hybrid Fusion Plant - After many experiments with fusion technology, Gliesan scientists have managed to make their fusion generators very small, and very efficient indeed. Their plants give off very little excess heat, and store excess energy in specially-designed capacitors for later heavy use.
Dual-Phase Plant
This is a matter-antimatter reaction plant, and is currently in experimental phases, having had more success with weapons with this design. Research is proceeding apace, but they typically only power flailgun shells, designed to release their "fuel" as payload. However, this design gives a typical flailgun shell it's shocking range.
The Jotun, and a Powered infantry
(50 points as racial advantage for racial abilities, and 100 points for the powered armor - all Golden Sky Combine infantry encountered will be Jotun at least)
The Jotun are what the Golden Sky Combine refers to as the elite special operations soldiers of their infantry, extremely well-trained in many areas - squad tactics of many sorts, hand to hand martial skills, and due to Gliesan physiology, go through rigorous training for martial use of their mitochondrial abilities.
When the infantry first received the first of the powered armor, the heads of the military knew that a significant change had to take place in their infantry. Consequently, each Jotun soldier is considered a highly competent special operations soldier, with or without their armor. However, they are very familiar with their suits - Jotun soldiers have an elite club, named the Ten K Club, wherein all members have killed their target with a single shot with their suits on from at least ten kilometers away. Membership for this club is rising.
This armor is the other half of the reason the Jotun special infantry platoons are so menacing. It resembles a large, white humanoid with no neck, and a featureless headpiece with glaring eyes. This suit is completely NBC sealed, highly resistant to corrosive or high-pressure atmospheres, and able to survive a shocking amount of abuse. It also can blend into it's environment visually.
Though this armor adds approximately only a meter in height to it's wearer, it adds four hundred kilograms in weight. Even with that, the wearer will feel as if they're wearing nothing, as the suit reacts to the wearer's movements with precise reaction. It magnifies the user's strength by an average of five times, enough to use a large rifle version of the flailguns used by the Golden Sky Combine Navy. Most importantly, it doesn't impede the wearer's abilities in any way, even to the point of being able to "sneak" on surfaces able to bear their weight.
Along with the magnification of strength came an increase of running speed, to an average of 65-80 kilometers per hour. The suit's jet boosters can be applied either to give the wearer 30 seconds of controlled flight, or 30 seconds of high-speed sprinting, temporarily increasing the wearer's running speed to more than 450-500 kilometers per hour. The jet boosters automatically recharge at a rate of 1 second for every ten minutes of regular use.
With such speed from the suit came a corresponding increase to the suit's armor and overall resiliency, enabling it to survive a full jet booster-assisted sprint impact against meter-thick tungsten steel relatively unscathed and will allow the wearer to move and fight on mostly unhindered, though the suit will likely require repairs when it returns to base. It's inertial compensator systems allow the fragile human within to survive such impacts without injury, though such a thing is certainly not recommended.
The skin of the suit is made of a marked improvement from what 20th century researchers termed "dragonskin," making the suit nearly impervious to small arms kinetic impact of matter at speeds below mach 8. In case of larger impacts, the suit also sports particle shielding for physical impacts, as well as EM shielding for energy weapon attacks, able to interlace with other suits to form a "phalanx" of defensive shielding, either or both particle and EM shields.
Most impressive of all is the armor's fire-control system, and the standard loadout of the suit. The usual rifle that comes with the armor is the Farshot MK-90. Capable of firing flailgun (no antimatter, just regular matter going hypervelocity speeds) shells for normal work, or firing an invisible glaser beam for quiet work, the Farshot has a terrifying range for both guns - 8000 kilometers typically for the flailgun, and 6000 kilometers for the glaser beam, given atmospheric interference. The armor is also armed with a two-dimensional force field used as a blade, which has a range of 10 meters, and is used for melee. The MEEN system within the suit allows a gifted Gliesan to project their abilities with a wide variety of uses, both combative and subtle. The fire-control system assists the wearer in tracking large numbers of enemies, accounting for high-speed movement, at long ranges, and still have shocking accuracy.
Planets
- Gliese I ("Prometheus" Capital) -
Defences: ("Phalanx" overlapping particle and EM shielding, heavy orbital platform-mounted flailguns, both of which are on the planet as well as Valhalla: 40 points)
Shipyards: Dreadnaught-capable
Primarily a manufacturing world, Prometheus is nevertheless the home of two of the greatest schools (Beatung, the best college for engineers in the shipbuilding field, and Promera, the radiation research/educational college) in the entire Golden Sun Combine, though colleges on other worlds are rapidly vying for the title. Goods from Prometheus reach all over the Combine. Prometheus has the distinction of being the first Golden Sky colony, and so has the current distinction of Capital world.
Orbiting Prometheus is the former moon, and present manufacturing facility Valhalla. Valhalla's production rivals that of Prometheus itself more due to ease of transit than raw manufacturing potential. Valhalla is now a complete facility, resembling only superficially the rocky moon it once was.
- Gliese II ("Gaia") -
Shipyards: Battleship-capable
Defenses: ("Phalanx" overlapping particle and EM shielding, heavy orbital platform-mounted flailguns: 20 points)
Originally an agricultural world, Gaia is now a residential planet as well, known for it's natural beauty far and wide. Colleges of ecology, agriculture, botany, and genetics are found here primarily.
- Gliese III ("Jotunheim") -
Shipyards: Battleship-capable
Defenses: ("Phalanx" overlapping particle and EM shielding, heavy orbital platform-mounted flailguns: 20 points)
This cold, perpetually frozen world is just barely inhabitable, even by the elevated standards of the Golden Sun Combine. This harsh, inhospitable world is the primary training ground and headquarters of the Marines, and in particular, the Jotun squads. Colleges of military tactics and combat are well-known here.
- Monere III ("Gimleheim")
Shipyards: Cruiser-capable
A newer settlement, Gimleheim is only partially populated. It is planned that this world will become a major agricultural and engineering hub, but those days are still a few decades off. Meanwhile, however, it does have a strange beauty to the place that attracts colonists from the other worlds.
- Sindel II ("Autochthon")
Shipyards: Dreadnaught-capable
Defenses: ("Phalanx" overlapping particle and EM shielding, heavy orbital platform-mounted flailguns: 20 points)
This world was once a mineral-rich world with no livable atmosphere, but is rapidly being mined. Once mining is complete, in another two decades, this world will become a larger version of the Valhalla orbital factory.
- Sindel IV ("Atlantis")
Shipyards: none
A combination agricultural and manufacturing world, Atlantis has been settled by masses recently, owing to it's beauty following terraforming. It is still being developed in many areas, though already shows great promise.
Ship Classes
Crissaegrim - Heavy Assault Carrier (50 points)
Variables: 45 points base, +5 EW
Fighter complement: 10,000 Bladebreaker-class drone parasite fighters
Weapons Loadout: 100 point-defense Glaser guns, 35 MEEN's
The Crissaegrim grew out of a weapons project on Autochthon, and rapidly gained production time and popularity. Power belying it's relatively small size, the Crissaegrim packs as much firepower within it's hangars as a small armada, capable of launching all ten thousand drones in less than two minutes. The drones are controlled by pilots from within the Crissaegrim, and participate in mass long-range sniping, point defense, space superiority, anti-fighter, and anti-capital ship roles with equal efficiency. The micronized Flailguns onboard each Bladebreaker don't fire a shell quite as fast as the larger ones, but still have a comparable target range of two light minutes.
Mjolnir - Heavy Linebreaker (40 points)
Variables: 30 points base, +5 to EW, +5 to FTL Interdiction
Weapons Loadout: 50 Heavy Flailguns, 30 Heavy Glaser cannons, 25 MEEN's
The Mjolnir was meant to be as a lightning hammer - strong, swift, and stuns it's targets, by biting a large hole out of a fleet. In that aim, it's designers are congratulated as a strong success.
Ragnarok - Heavy Assault (30 points)
Variables: 20 points base, +5 to EW, +5 to FTL Speed
Weapons Loadout: 25 Heavy Flailguns, 50 Heavy Glasers, 25 MEEN's
The Ragnarok's design was a slight departure from previous Golden Sky Combine naval vessels - compact, tough, and able to scramble nearly any signal, the Ragnarok was designed to sow confusion and destruction in equal measure.
Shamshir - Fleet Scrambler/Scout (15 points)
Variables: 10 points base, +3 to EW, +2 to FTL Speed
Weapons Loadout: 20 Heavy Flailguns, 35 Heavy Glasers, 15 MEEN's
Designing the Shamshir was a challenge, given the requirements - however, a design team on Jotunheim was up to the task. The Shamshir now is a staple in the Golden Sky navy; quick, confusing, and sharp-eyed, and packing a large set of guns.
Hel - Jotun Stealth Transport Ship (10 points)
Variables: 1 point base, +5 to stealth, +4 to boarding actions
Weapons Loadout: 1 Custom MEEN, Stealth field
Originally designed as a simple scout ship, the Hel was redesigned from the design specifications upward to be a stealth platform transport ship for the elite Jotun infantry squads.
Within the design are complementary technologies to the cloaking device, which nearly make the device redundant. A second hull traps waste heat and energy, for the most part converting it back into more useful energy, or venting it into space in carefully-controlled bursts. Lack of artificial gravity means one less heat source to protect, and the cold fusion power plant makes this ship nearly undetectable to heat sensors when fully operational, even without the cloaking device active. The Hel-class of ship is capable of inserting a Jotun squad onto another ship without detection and leave without a trace.
Bladebreaker - drone space superiority fighter (0 points)
Variables: (See Crissaegrim)
Weapons Loadout: 2 Flailguns
Bladebreaker space superiority parasite ships are extremely small for their power, barely larger than a sleeping pod, and only twice as big as the average Heavy Flailgun shell. Even so, this ship is extremely quick and maneuverable, can maneuver in an atmosphere as well and be almost as effective as in space, and be able to tear large holes in enemy holdings with it's Flailguns. These Flailguns are similar to the type used by the Jotun infantry, in that there's no anti-matter - however, the shells do have their own STL engines to ensure a hit of it's target.
Fleet Totals
4 Crissaegrim
5 Mjolnir
12 Ragnarok
14 Shamshir
23 Hel
Point Totals
Planetary defenses: Prometheus (40 points), Gaia, Jotunheim, Autochthon (20 points each), Gimleheim, Atlantis (0 points) = 100 points total
Ground Combat: +150 [+50 (Mitochondrial Abilities), +100 (Jotun Powered Armor)]
Mitochondrial Psionic spy network: +25 to defensive intelligence, +25 to offensive intelligence
Fleet Totals:
(4 Crissaegrim * 50 = 200) + (5 Mjolnir * 40 = 200) + (12 Ragnarok * 30 = 360) + (14 Shamshir * 15 = 210) + (23 Hel * 10 = 230) = 1200 points total
History
The original colonists of Gliese were sent via cryogenic sleep to this planet from Earth, as the first long-range colonization project in memory. Tragedy struck the colonists' former homeworld, which somehow managed to fall into a state of disaster sometime before the colonists even arrived at their new home, more than fifty years later. They awoke on the soil of their new homeworld, only to find their former home had stopped sending communications years before they arrived.
Peopled primarily with scientists, engineers, and former military personnel, they after frantic searching for a signal, any signal from Earth, they very quickly almost had their first civil war, without even the preliminary of a nation existing first. A figure they have statues of and revere even now, Ayadi Proudfoot was the one who united them toward their now-familiar tenets of society. She was the one who inspired them to set about making a new civilization, and gave them pride, and purpose. Working at a frightening pace, they now are a space-borne entity, their technology loosely based on their ancestors' flight into the unknown, with many improvements, and their advancement grows rapidly.
They evolved into a sort of socialist democracy, with a closely intertwined military that all citizens are a part of at least briefly. Their early model served well, holding up well to the rigors and new ideas of new generations, and allowing for rapid creativity, and societal flexibility for when new worlds, and soon new solar systems were added into the Combine. Because every new addition to the society will be needed in some fashion, there is no unemployment - indeed, the educational system is incredibly efficient, allowing children to naturally gravitate toward careers that match their talents.
Soon though, scientific advancement and efficient engineering application of the new technology began to advance rapidly. Genetic research led to alterations of their genome, "awakening" the mitochondria within a given individual of their race, suddenly allowing for somewhat surprising abilities to arise on a case by case basis, such as true spatial sense, an improved healing rate, resistance to disease and poison, and longevity being common traits. This also had the side effect of making them taller than natural evolution on a heavier planet would indicate, as well as more resilient.
With the changes over time of their people, they now refer to themselves as Gliesans, after the star their new homeworlds revolve around, which had been nothing but good to them for centuries now. Huge amounts of imagination, manpower, engineering time, and scientific advancement went into remaking their society, and it shaped how they would view war a few generations later.
Biology
Physiologically, they are still similar to humans. For the most part, they look human, though with much-blurred skin coloring and genetic traits - skin tones range from a light tan to a dark burnt orange color. Their iris colors appear in brown, blue, green, yellow, red, orange, and purple, with the biggest difference from human eyes is that all Gliesan eyes are purely and almost unnaturally clearly that color - there are no hazel eyes. More subtle differences arise in being taller and larger than an average human (2.1 - 2.3 meters tall on average, weighing between 85 and 95 kg for men, and 84 and 90 kg for women), though all have dark hair - there are no blonde or redhead Gliesans any longer.
Superficial differences aside, the Gliesans have just begun to get in touch with the affects on their environment afforded them by their mitochondrial Awakening as a species. Already though, their society has changed as a result - they refer to the time of their Awakening as a people in history now. Schools of thought have sprung up in the past century and a half of all sorts, exploring different methods of harnessing and directing the abilities afforded them.
One obvious side effect is that Gliesans tend to live much longer than their human cousins, especially since their Awakening. Lifespans of well into three or four centuries are expected. However, more abilities have arisen amongst their people - causing fires, sonic booms, and electrical mishaps was just the beginning. They have discovered that forcefully causing an effect will drain their vitality somewhat, so they are rather conservative now about "parlor tricks," as they call these manifestations of their abilities. Instead, sometimes "side-effects" happen to their daily movements, normally a movement of air particles. If intentionally causing an effect however, a Gliesan's irises will begin glowing and churning, usually clockwise. They view causing an effect like that as extremely wasteful, and will not do so without extraordinarily good reason.
They are capable of telepathy naturally, as well as being able to heal themselves and one another from shocking injuries, cause walls of lightning to assault enemies or holdings, cause furious infernos hot enough to melt steel, well-placed sonic booms to demoralize and stun enemies, being able to melt into their surroundings visually and scent-wise, and other, more specialized abilities.(+50 point bonus to ground combat for mitochondrial abilities)
Gliesans tend to keep their own counsel, remaining silent when most others would speak. For this reason, and that their Awakening led to telepathy among other gifts, others find themselves opening up to them sometimes. It is for this reason and many others that the Gliesan spy network is particularly gifted, able to find out information most others wouldn't have discovered for years, if ever. Indeed, the spy network is a bit too good at it's job - many research teams across the Golden Sky Combine space are busy deciphering strange and alien signals, artifacts, and sometimes lifeforms. (25 point bonus to intelligence, 25 point bonus to counter-intelligence)
Technology & Military
Militarily, the Golden Sky Combine is split evenly amongst the Marines and the Navy, though the highest officers of both typically go through both branches. Indeed, to reach the rank of Admiral, one must have reached the level of Commander in both the Navy and the Marines from the very bottom rank up. This was done purposefully to make their military more fluid, and better able to account for other parts of itself.
Since their military was founded, it focused just as much on combat abilities, as a proper combat mindset. Though the military colleges are rigorous, they tend to produce excellent tacticians and combatants both.
Their Navy has taken into account history of battles from Earth, and constantly tests their own tactics and fleet movements in the three dimensional potential battleground of space. The Navy's updates and changes to ship designs have also been fairly rapid; as they discover a weakness that cannot be countered with tactics, they immediately commission a new ship design and have it accounted for tactics-wise usually within a few months.
Common Golden Sky Technology
Since the inception of the Golden Sky Combine Navy, certain practices were repeated in design and in philosophy - those of efficiency in combat, and using the most concise tactics to achieve an end.
Golden Sky naval weaponry also follows this principle, in trying to be as efficient and concise as possible.
Flailgun - a combination of rail- and coil-gun, quite capable of projecting a shell at high relativistic speeds. These Flailguns typically fire Hellbore shells (which contain amounts of antimatter in the warhead, used as anti-armor), or Shadowstrike shells (shells that expend themselves in an anti-matter explosion focused as a tight beam with a range of 50 kilometers toward their target, used in surgical strikes) in most engagements. Both types of flailgun shell have advanced targetting systems, built-in sensor jamming, and STL engines that can course-correct over low light-minute distances. Flailguns are used as long-range guns onboard any ship.
Glaser - A laser beam in the gamma-ray bandwidth, a glaser tends to ignore most of the things that would hinder an ordinary laser, while doing interesting things to matter. Typical power for a glaser is in the hundreds of MW for smaller glasers, and into the TW for the larger ships. This gun is used in complement with flailguns or pulsars, to account for most ships having both particle and energy shielding. It also has the slight advantage of being faster than both the flailguns or the pulsars, so the typical role for glaser guns as medium-range guns, with low tens of light-second ranges.
Mitochondrial Energy Emitter Node (MEEN) - Constant research on the many side-effects of their Awakening led the Gliesan people inevitably toward more martial uses. The typical examples are control over electricity, fire, or control over air particles finely enough to be a sonic weapon. This technology allows a particularly well-trained and gifted member of their people to lash out at close to medium ranges. This is used more often by the Navy for suppression of parasite craft, and disabling or disarming targets, and used by the Marines' Jotun squads for a wide variety of uses.
Golden Sky Combine other technology is as follows. After their Awakening, the Gliesan people tended to accelerate technologically even faster than before.
Hybrid Fusion Plant - After many experiments with fusion technology, Gliesan scientists have managed to make their fusion generators very small, and very efficient indeed. Their plants give off very little excess heat, and store excess energy in specially-designed capacitors for later heavy use.
Dual-Phase Plant
This is a matter-antimatter reaction plant, and is currently in experimental phases, having had more success with weapons with this design. Research is proceeding apace, but they typically only power flailgun shells, designed to release their "fuel" as payload. However, this design gives a typical flailgun shell it's shocking range.
The Jotun, and a Powered infantry
(50 points as racial advantage for racial abilities, and 100 points for the powered armor - all Golden Sky Combine infantry encountered will be Jotun at least)
The Jotun are what the Golden Sky Combine refers to as the elite special operations soldiers of their infantry, extremely well-trained in many areas - squad tactics of many sorts, hand to hand martial skills, and due to Gliesan physiology, go through rigorous training for martial use of their mitochondrial abilities.
When the infantry first received the first of the powered armor, the heads of the military knew that a significant change had to take place in their infantry. Consequently, each Jotun soldier is considered a highly competent special operations soldier, with or without their armor. However, they are very familiar with their suits - Jotun soldiers have an elite club, named the Ten K Club, wherein all members have killed their target with a single shot with their suits on from at least ten kilometers away. Membership for this club is rising.
This armor is the other half of the reason the Jotun special infantry platoons are so menacing. It resembles a large, white humanoid with no neck, and a featureless headpiece with glaring eyes. This suit is completely NBC sealed, highly resistant to corrosive or high-pressure atmospheres, and able to survive a shocking amount of abuse. It also can blend into it's environment visually.
Though this armor adds approximately only a meter in height to it's wearer, it adds four hundred kilograms in weight. Even with that, the wearer will feel as if they're wearing nothing, as the suit reacts to the wearer's movements with precise reaction. It magnifies the user's strength by an average of five times, enough to use a large rifle version of the flailguns used by the Golden Sky Combine Navy. Most importantly, it doesn't impede the wearer's abilities in any way, even to the point of being able to "sneak" on surfaces able to bear their weight.
Along with the magnification of strength came an increase of running speed, to an average of 65-80 kilometers per hour. The suit's jet boosters can be applied either to give the wearer 30 seconds of controlled flight, or 30 seconds of high-speed sprinting, temporarily increasing the wearer's running speed to more than 450-500 kilometers per hour. The jet boosters automatically recharge at a rate of 1 second for every ten minutes of regular use.
With such speed from the suit came a corresponding increase to the suit's armor and overall resiliency, enabling it to survive a full jet booster-assisted sprint impact against meter-thick tungsten steel relatively unscathed and will allow the wearer to move and fight on mostly unhindered, though the suit will likely require repairs when it returns to base. It's inertial compensator systems allow the fragile human within to survive such impacts without injury, though such a thing is certainly not recommended.
The skin of the suit is made of a marked improvement from what 20th century researchers termed "dragonskin," making the suit nearly impervious to small arms kinetic impact of matter at speeds below mach 8. In case of larger impacts, the suit also sports particle shielding for physical impacts, as well as EM shielding for energy weapon attacks, able to interlace with other suits to form a "phalanx" of defensive shielding, either or both particle and EM shields.
Most impressive of all is the armor's fire-control system, and the standard loadout of the suit. The usual rifle that comes with the armor is the Farshot MK-90. Capable of firing flailgun (no antimatter, just regular matter going hypervelocity speeds) shells for normal work, or firing an invisible glaser beam for quiet work, the Farshot has a terrifying range for both guns - 8000 kilometers typically for the flailgun, and 6000 kilometers for the glaser beam, given atmospheric interference. The armor is also armed with a two-dimensional force field used as a blade, which has a range of 10 meters, and is used for melee. The MEEN system within the suit allows a gifted Gliesan to project their abilities with a wide variety of uses, both combative and subtle. The fire-control system assists the wearer in tracking large numbers of enemies, accounting for high-speed movement, at long ranges, and still have shocking accuracy.
Planets
- Gliese I ("Prometheus" Capital) -
Defences: ("Phalanx" overlapping particle and EM shielding, heavy orbital platform-mounted flailguns, both of which are on the planet as well as Valhalla: 40 points)
Shipyards: Dreadnaught-capable
Primarily a manufacturing world, Prometheus is nevertheless the home of two of the greatest schools (Beatung, the best college for engineers in the shipbuilding field, and Promera, the radiation research/educational college) in the entire Golden Sun Combine, though colleges on other worlds are rapidly vying for the title. Goods from Prometheus reach all over the Combine. Prometheus has the distinction of being the first Golden Sky colony, and so has the current distinction of Capital world.
Orbiting Prometheus is the former moon, and present manufacturing facility Valhalla. Valhalla's production rivals that of Prometheus itself more due to ease of transit than raw manufacturing potential. Valhalla is now a complete facility, resembling only superficially the rocky moon it once was.
- Gliese II ("Gaia") -
Shipyards: Battleship-capable
Defenses: ("Phalanx" overlapping particle and EM shielding, heavy orbital platform-mounted flailguns: 20 points)
Originally an agricultural world, Gaia is now a residential planet as well, known for it's natural beauty far and wide. Colleges of ecology, agriculture, botany, and genetics are found here primarily.
- Gliese III ("Jotunheim") -
Shipyards: Battleship-capable
Defenses: ("Phalanx" overlapping particle and EM shielding, heavy orbital platform-mounted flailguns: 20 points)
This cold, perpetually frozen world is just barely inhabitable, even by the elevated standards of the Golden Sun Combine. This harsh, inhospitable world is the primary training ground and headquarters of the Marines, and in particular, the Jotun squads. Colleges of military tactics and combat are well-known here.
- Monere III ("Gimleheim")
Shipyards: Cruiser-capable
A newer settlement, Gimleheim is only partially populated. It is planned that this world will become a major agricultural and engineering hub, but those days are still a few decades off. Meanwhile, however, it does have a strange beauty to the place that attracts colonists from the other worlds.
- Sindel II ("Autochthon")
Shipyards: Dreadnaught-capable
Defenses: ("Phalanx" overlapping particle and EM shielding, heavy orbital platform-mounted flailguns: 20 points)
This world was once a mineral-rich world with no livable atmosphere, but is rapidly being mined. Once mining is complete, in another two decades, this world will become a larger version of the Valhalla orbital factory.
- Sindel IV ("Atlantis")
Shipyards: none
A combination agricultural and manufacturing world, Atlantis has been settled by masses recently, owing to it's beauty following terraforming. It is still being developed in many areas, though already shows great promise.
Ship Classes
Crissaegrim - Heavy Assault Carrier (50 points)
Variables: 45 points base, +5 EW
Fighter complement: 10,000 Bladebreaker-class drone parasite fighters
Weapons Loadout: 100 point-defense Glaser guns, 35 MEEN's
The Crissaegrim grew out of a weapons project on Autochthon, and rapidly gained production time and popularity. Power belying it's relatively small size, the Crissaegrim packs as much firepower within it's hangars as a small armada, capable of launching all ten thousand drones in less than two minutes. The drones are controlled by pilots from within the Crissaegrim, and participate in mass long-range sniping, point defense, space superiority, anti-fighter, and anti-capital ship roles with equal efficiency. The micronized Flailguns onboard each Bladebreaker don't fire a shell quite as fast as the larger ones, but still have a comparable target range of two light minutes.
Mjolnir - Heavy Linebreaker (40 points)
Variables: 30 points base, +5 to EW, +5 to FTL Interdiction
Weapons Loadout: 50 Heavy Flailguns, 30 Heavy Glaser cannons, 25 MEEN's
The Mjolnir was meant to be as a lightning hammer - strong, swift, and stuns it's targets, by biting a large hole out of a fleet. In that aim, it's designers are congratulated as a strong success.
Ragnarok - Heavy Assault (30 points)
Variables: 20 points base, +5 to EW, +5 to FTL Speed
Weapons Loadout: 25 Heavy Flailguns, 50 Heavy Glasers, 25 MEEN's
The Ragnarok's design was a slight departure from previous Golden Sky Combine naval vessels - compact, tough, and able to scramble nearly any signal, the Ragnarok was designed to sow confusion and destruction in equal measure.
Shamshir - Fleet Scrambler/Scout (15 points)
Variables: 10 points base, +3 to EW, +2 to FTL Speed
Weapons Loadout: 20 Heavy Flailguns, 35 Heavy Glasers, 15 MEEN's
Designing the Shamshir was a challenge, given the requirements - however, a design team on Jotunheim was up to the task. The Shamshir now is a staple in the Golden Sky navy; quick, confusing, and sharp-eyed, and packing a large set of guns.
Hel - Jotun Stealth Transport Ship (10 points)
Variables: 1 point base, +5 to stealth, +4 to boarding actions
Weapons Loadout: 1 Custom MEEN, Stealth field
Originally designed as a simple scout ship, the Hel was redesigned from the design specifications upward to be a stealth platform transport ship for the elite Jotun infantry squads.
Within the design are complementary technologies to the cloaking device, which nearly make the device redundant. A second hull traps waste heat and energy, for the most part converting it back into more useful energy, or venting it into space in carefully-controlled bursts. Lack of artificial gravity means one less heat source to protect, and the cold fusion power plant makes this ship nearly undetectable to heat sensors when fully operational, even without the cloaking device active. The Hel-class of ship is capable of inserting a Jotun squad onto another ship without detection and leave without a trace.
Bladebreaker - drone space superiority fighter (0 points)
Variables: (See Crissaegrim)
Weapons Loadout: 2 Flailguns
Bladebreaker space superiority parasite ships are extremely small for their power, barely larger than a sleeping pod, and only twice as big as the average Heavy Flailgun shell. Even so, this ship is extremely quick and maneuverable, can maneuver in an atmosphere as well and be almost as effective as in space, and be able to tear large holes in enemy holdings with it's Flailguns. These Flailguns are similar to the type used by the Jotun infantry, in that there's no anti-matter - however, the shells do have their own STL engines to ensure a hit of it's target.
Fleet Totals
4 Crissaegrim
5 Mjolnir
12 Ragnarok
14 Shamshir
23 Hel
Point Totals
Planetary defenses: Prometheus (40 points), Gaia, Jotunheim, Autochthon (20 points each), Gimleheim, Atlantis (0 points) = 100 points total
Ground Combat: +150 [+50 (Mitochondrial Abilities), +100 (Jotun Powered Armor)]
Mitochondrial Psionic spy network: +25 to defensive intelligence, +25 to offensive intelligence
Fleet Totals:
(4 Crissaegrim * 50 = 200) + (5 Mjolnir * 40 = 200) + (12 Ragnarok * 30 = 360) + (14 Shamshir * 15 = 210) + (23 Hel * 10 = 230) = 1200 points total
Last edited by rhoenix on 2007-08-18 10:19pm, edited 32 times in total.
- White Haven
- Sith Acolyte
- Posts: 6360
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- Location: The North Remembers, When It Can Be Bothered
404: Empire Not Found
Last edited by White Haven on 2007-06-19 01:00am, edited 4 times in total.
Chronological Incontinence: Time warps around the poster. The thread topic winks out of existence and reappears in 1d10 posts.
Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'
Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)
Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'
Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)
- Dahak
- Emperor's Hand
- Posts: 7292
- Joined: 2002-10-29 12:08pm
- Location: Admiralty House, Landing, Manticore
- Contact:
Hegemony of Heavens
Head of State: The Daughter of Heavens, Sumeramikoto and Tsar, Aiko Liu Xing
History:
The Hegemony of Heavens is the result of a very violent history. The vast masses of the Chinese populace, dissatisfied with the lack of progress on their part and the hoarding of wealth in the big cities, rose up in what was to become the Revolution of Heavens. At first, it was an unguided spontaneous outburst of emotions. A secret group, bent on restoration the Empire, rose from their hidings to use and shape the beginning revolution. It lead to the bloody overthrow of the communist government.
After years of reconstruction and restructuring of a war-torn nation, the then-Empire looked around. Russia, formerly a great nation, had been in decline for some time and just a shade of its former glory. In a very swift and brutal assault on Russia, the Empire invaded Russia and incorporated it in the growing Empire. Bathing in the glory (and influx of resources), the Empire quickly took nation by nation, until it controlled all of the Asian continent and subcontinent. The assault on Japan proved to be the biggest problem. It took nearly a decade until the Empire had managed to subdue and include Japan in itself. Australia and New-Zealand and most of the pacific islands where the last, almost bloodless, additions to itself.
What the original founders of the Empire hadn't forseen (or wanted to forsee) was the slow but unstoppable amalgamation of its nations. It changed the Empire forever, where Russian and Japanese influences were the strongest. IT led to the formation of the Hegemony of Heavens. (The history was a bit redesigned and now uses the former Chinese, Russian, and Japanese royal traditions as its foundations). Spanning from the capitals of Bejing and Kyoto, the Hegemony is a powerful force on Earth. The Greater Bejing area is the biggest mega-city in Asia and one of the largest on the planet.
But as the Hegemony of Heavens expanded, it found it more and more difficult to do so, as other Earth powerblocs formed. So it looked to the stars. Beginning with a lunar colony and followed up by a space-elevator on Borneo, the Hegemony expanded into space. Its orbital industry around Earth is as impressive as anyone would expect, but the Hegemony soon found the space around it too limited and looked outwards again. Following the colonisation of the moons around Jupiter (forming now a industrial focal point rivalling Earth itself and a major military station for the Heavenly Forces). 6 other major industrialised worlds and around 50 smaller colonies outside the solar system further demonstrate the power and might of the Hegemony of Heavens.
The Hegemony of Heavens maintains healthy relationships with the other nations on the planet and tries to maintain a status quo, mostly to be able to concentrate on its extra-solar activities. A healthy rivalry between the states also helps to keep the Hegemony wary of its neighbours and not to be lulled by prosperity, even though the differences between the Earth powers could be considered non-existant.
Social
The citizens are a very mixed breed. After a few centuries, racial and social differences between the original nations have been merged into one cultural and social amalgamation. Almost all citizens are equipped with neurological implants that allow an even tighter knitting of the society as all can interact very quickly (it also gives the Hegemony unrestrained access to the barest thoughts, but noone speaks about that...) The citizens enjoy a very high standard of living and a shared vision that they are destined to rule the galaxy (the heavens). While maintaining a healthy military, people consider it just a second option after economical and political pressure. But when pressed, they will strike without mercy or restraint.
Government
The Hegemony of Heavens is a strictly autocratic monarchy centering around The Daughter of Heavens, Sumeramikoto and Tsar, Aiko Liu Xing. Many of the day-to-day business is delegated away towards the bureacracy and local governours. Elections are held regularly to elect the bureacratic and management levels of the Empire to avoid "Empire-building" inside the government.
Belongings:
Earth:
The Hegemony of Heavens controlls all of Asia, India, the asian-pacific islands, Australia and New Zealand and is Earth's biggest single nation. Also the Hegemony features a heavy orbital industry and maintains its own Skylift (SkyHighLift) on Borneo. Also, the Hegemony maintains a lunar colony centering in the Oceanus Procellarum.
Solar:
The Hegemony of Heavens early on took the Jovian system as a territorial belonging. It evolved from a small outpost to an industrial and military juggernaught. The main export of the Jovian system is Helium-3, extracted from the gas giant itself, Jupiter. Initial research has also begun to use the upper atmosphere of Jupiter as viable habitats. Other industries are based all around the moons of Jupiter.
Ganymede Fleet base is also the military center of the Heavenly Fleet. The transfer gate near Io provides easy Hyperspace access to civilian and military ships alike.
Extra-Solar:
Tau Ceti Center: Located in Tau Ceti, Huge industry planet, which rivals Earth and Jupiter as producer of high-quality. high-tech products.
Pa-cha: Near Novaya Rodina, it is nowadays a center of agriculture due to its lush and productive nature, but also a tourist hotspot.
Waltzing Matilda: heavy mining industry
Nuwa: Oceanic world, mostly known for its unique medical products produced from the diverse aquatic life.
Shina-Tsu-Hiko: Borderworld, also a major fleet base, heavy-industry planet and research centre. Not known for beauty.
Shangdi: A well-balanced world, almost a mirror of Earth.
Military
The Heavenly Fleet
6 "Yamato"-class Superdreadnought 40 pts Each, +10 Anti-Cap ship (300 total)
Description:
The Yamato Superdreadnought is a massive ship, build to last through even the fiercest battle. Its massive armour, superior weapons, and powerful shields make the Yamato-class a terrible foe to face in battle.
8 "Kongo"-class Battlecruiser - 30 pts Each, (240 total)
Description:
The Kongo-class Battlecruisers are the newest addition to the Heavenly Fleet, showing the tendency of the Hegemony of Heavens to move from larger, less mobile Superdreadnoughts, to more flexible and numerous battlecruisers,
reflecting the need to cover a lot of planets.
6 "Kongo-II"-class Fast Battlecruiser - 30 pts Each, 5 to FTL-speed (210)
Description:
Redesign of the original Battlecruiser to increase its speed and thus shorten the times to cross the Hegemony space.
Cruisers
20 "Jintsu"-class Escort Carriers- 10 pts Each, +2 Anti-fighter (240 total)
Description:
The Jintsu are the Heavenly Fleet's timid answer to other nation's more fighter-based navies.
8 "Natori"-class Heavy Cruisers- 10 pts Each, +4 Anti Cap ship (112 total)
8 "Yugumo"-class Light Cruisers- 8 pts Each (64 total)
3 "Han"-class Interdiction Cruisers- 7 points Each, +3 interdiction (30 total)
Escorts
80 "Kobe"-class Frigates, 1 pt. each (80 total)
20 "Canberra"-class EW-Destroyers: 1 pts each, 1 point EW (40 total)
10 "Z6"-class Destroyers: 2 pts each, 2 anti fighter (40 total)
12 "C1"-class stealth corvette: 1 pts each. , 1pt stealth. Special corvette equipped with cloak, mostly as means of spy operations. (24 total)
Fleets:
Home Fleet
2 Yamato
4 Kongo
5 Jintsu
3 Natori
1 Han
30 Kobe
5 Canberra
Ganymede Division Fleet
1 Yamato
1 Kongo
1 Kongo-II
2 Natori
2 Yugumo
10 Kobe
5 Canberra
Shina-Tsu-Hiko Division Fleet
3 Yamato
3 Kongo
10 Jintsu
1 Han
6 Yugumo
30 Kobe
5 Canberra
Special Division Fleet
5 Kongo-II
5 Jintsu
3 Natori
1 Han
10 Kobe
5 Canberra
10 Z6
12 C1
Other
-30 Points: Secret Police. The Hegemony of Heavens relies on a stable nation and its secret police keeps a very close eye on the people in it, even though mostly on the politicians and bureaucrats, reporting directly to the Daughter of Heavens.
-50 Points: Jovian Defenses. Being one of the most vital spots of the Hegemony, the Jovian subsystem has a defense system even surpassing the system put in place around Earth.
-30 points: near-realtime, Quick FTL communication. Extra solar communication is much quicker than normal by using a special tachyonic burst technology.
-10 points: all computer systems hardened, firewalled, and encrypted to a very paranoid degree.
Head of State: The Daughter of Heavens, Sumeramikoto and Tsar, Aiko Liu Xing
History:
The Hegemony of Heavens is the result of a very violent history. The vast masses of the Chinese populace, dissatisfied with the lack of progress on their part and the hoarding of wealth in the big cities, rose up in what was to become the Revolution of Heavens. At first, it was an unguided spontaneous outburst of emotions. A secret group, bent on restoration the Empire, rose from their hidings to use and shape the beginning revolution. It lead to the bloody overthrow of the communist government.
After years of reconstruction and restructuring of a war-torn nation, the then-Empire looked around. Russia, formerly a great nation, had been in decline for some time and just a shade of its former glory. In a very swift and brutal assault on Russia, the Empire invaded Russia and incorporated it in the growing Empire. Bathing in the glory (and influx of resources), the Empire quickly took nation by nation, until it controlled all of the Asian continent and subcontinent. The assault on Japan proved to be the biggest problem. It took nearly a decade until the Empire had managed to subdue and include Japan in itself. Australia and New-Zealand and most of the pacific islands where the last, almost bloodless, additions to itself.
What the original founders of the Empire hadn't forseen (or wanted to forsee) was the slow but unstoppable amalgamation of its nations. It changed the Empire forever, where Russian and Japanese influences were the strongest. IT led to the formation of the Hegemony of Heavens. (The history was a bit redesigned and now uses the former Chinese, Russian, and Japanese royal traditions as its foundations). Spanning from the capitals of Bejing and Kyoto, the Hegemony is a powerful force on Earth. The Greater Bejing area is the biggest mega-city in Asia and one of the largest on the planet.
But as the Hegemony of Heavens expanded, it found it more and more difficult to do so, as other Earth powerblocs formed. So it looked to the stars. Beginning with a lunar colony and followed up by a space-elevator on Borneo, the Hegemony expanded into space. Its orbital industry around Earth is as impressive as anyone would expect, but the Hegemony soon found the space around it too limited and looked outwards again. Following the colonisation of the moons around Jupiter (forming now a industrial focal point rivalling Earth itself and a major military station for the Heavenly Forces). 6 other major industrialised worlds and around 50 smaller colonies outside the solar system further demonstrate the power and might of the Hegemony of Heavens.
The Hegemony of Heavens maintains healthy relationships with the other nations on the planet and tries to maintain a status quo, mostly to be able to concentrate on its extra-solar activities. A healthy rivalry between the states also helps to keep the Hegemony wary of its neighbours and not to be lulled by prosperity, even though the differences between the Earth powers could be considered non-existant.
Social
The citizens are a very mixed breed. After a few centuries, racial and social differences between the original nations have been merged into one cultural and social amalgamation. Almost all citizens are equipped with neurological implants that allow an even tighter knitting of the society as all can interact very quickly (it also gives the Hegemony unrestrained access to the barest thoughts, but noone speaks about that...) The citizens enjoy a very high standard of living and a shared vision that they are destined to rule the galaxy (the heavens). While maintaining a healthy military, people consider it just a second option after economical and political pressure. But when pressed, they will strike without mercy or restraint.
Government
The Hegemony of Heavens is a strictly autocratic monarchy centering around The Daughter of Heavens, Sumeramikoto and Tsar, Aiko Liu Xing. Many of the day-to-day business is delegated away towards the bureacracy and local governours. Elections are held regularly to elect the bureacratic and management levels of the Empire to avoid "Empire-building" inside the government.
Belongings:
Earth:
The Hegemony of Heavens controlls all of Asia, India, the asian-pacific islands, Australia and New Zealand and is Earth's biggest single nation. Also the Hegemony features a heavy orbital industry and maintains its own Skylift (SkyHighLift) on Borneo. Also, the Hegemony maintains a lunar colony centering in the Oceanus Procellarum.
Solar:
The Hegemony of Heavens early on took the Jovian system as a territorial belonging. It evolved from a small outpost to an industrial and military juggernaught. The main export of the Jovian system is Helium-3, extracted from the gas giant itself, Jupiter. Initial research has also begun to use the upper atmosphere of Jupiter as viable habitats. Other industries are based all around the moons of Jupiter.
Ganymede Fleet base is also the military center of the Heavenly Fleet. The transfer gate near Io provides easy Hyperspace access to civilian and military ships alike.
Extra-Solar:
Tau Ceti Center: Located in Tau Ceti, Huge industry planet, which rivals Earth and Jupiter as producer of high-quality. high-tech products.
Pa-cha: Near Novaya Rodina, it is nowadays a center of agriculture due to its lush and productive nature, but also a tourist hotspot.
Waltzing Matilda: heavy mining industry
Nuwa: Oceanic world, mostly known for its unique medical products produced from the diverse aquatic life.
Shina-Tsu-Hiko: Borderworld, also a major fleet base, heavy-industry planet and research centre. Not known for beauty.
Shangdi: A well-balanced world, almost a mirror of Earth.
Military
The Heavenly Fleet
6 "Yamato"-class Superdreadnought 40 pts Each, +10 Anti-Cap ship (300 total)
Description:
The Yamato Superdreadnought is a massive ship, build to last through even the fiercest battle. Its massive armour, superior weapons, and powerful shields make the Yamato-class a terrible foe to face in battle.
8 "Kongo"-class Battlecruiser - 30 pts Each, (240 total)
Description:
The Kongo-class Battlecruisers are the newest addition to the Heavenly Fleet, showing the tendency of the Hegemony of Heavens to move from larger, less mobile Superdreadnoughts, to more flexible and numerous battlecruisers,
reflecting the need to cover a lot of planets.
6 "Kongo-II"-class Fast Battlecruiser - 30 pts Each, 5 to FTL-speed (210)
Description:
Redesign of the original Battlecruiser to increase its speed and thus shorten the times to cross the Hegemony space.
Cruisers
20 "Jintsu"-class Escort Carriers- 10 pts Each, +2 Anti-fighter (240 total)
Description:
The Jintsu are the Heavenly Fleet's timid answer to other nation's more fighter-based navies.
8 "Natori"-class Heavy Cruisers- 10 pts Each, +4 Anti Cap ship (112 total)
8 "Yugumo"-class Light Cruisers- 8 pts Each (64 total)
3 "Han"-class Interdiction Cruisers- 7 points Each, +3 interdiction (30 total)
Escorts
80 "Kobe"-class Frigates, 1 pt. each (80 total)
20 "Canberra"-class EW-Destroyers: 1 pts each, 1 point EW (40 total)
10 "Z6"-class Destroyers: 2 pts each, 2 anti fighter (40 total)
12 "C1"-class stealth corvette: 1 pts each. , 1pt stealth. Special corvette equipped with cloak, mostly as means of spy operations. (24 total)
Fleets:
Home Fleet
2 Yamato
4 Kongo
5 Jintsu
3 Natori
1 Han
30 Kobe
5 Canberra
Ganymede Division Fleet
1 Yamato
1 Kongo
1 Kongo-II
2 Natori
2 Yugumo
10 Kobe
5 Canberra
Shina-Tsu-Hiko Division Fleet
3 Yamato
3 Kongo
10 Jintsu
1 Han
6 Yugumo
30 Kobe
5 Canberra
Special Division Fleet
5 Kongo-II
5 Jintsu
3 Natori
1 Han
10 Kobe
5 Canberra
10 Z6
12 C1
Other
-30 Points: Secret Police. The Hegemony of Heavens relies on a stable nation and its secret police keeps a very close eye on the people in it, even though mostly on the politicians and bureaucrats, reporting directly to the Daughter of Heavens.
-50 Points: Jovian Defenses. Being one of the most vital spots of the Hegemony, the Jovian subsystem has a defense system even surpassing the system put in place around Earth.
-30 points: near-realtime, Quick FTL communication. Extra solar communication is much quicker than normal by using a special tachyonic burst technology.
-10 points: all computer systems hardened, firewalled, and encrypted to a very paranoid degree.
Last edited by Dahak on 2007-07-13 06:47am, edited 7 times in total.
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.
- SirNitram
- Rest in Peace, Black Mage
- Posts: 28367
- Joined: 2002-07-03 04:48pm
- Location: Somewhere between nowhere and everywhere
Removed.
Last edited by SirNitram on 2007-06-14 09:05pm, edited 2 times in total.
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
-
- Homicidal Maniac
- Posts: 6964
- Joined: 2002-07-07 03:06pm
Them
Foulness. Evil Incarnate. God's Final Vengeance on His Creation. The Corruptors. All of these names and more have been applied to Them, but usually very briefly. They, for Their part, care not for such petty labels. They only know who They are, and that everyone else who is not They, is both a threat, and potential fuel to further Their propagation.
If you are lucky, when They come, you die. At least then, as simple nutrient mass, the last fragment of your helpless soul is spared watching your body being turned to destroy the souls of everyone nearby, usually your closest friends and family. If you are not lucky, then you exist as a breeding factory as well as a worker drone, and eventually when you are of no further use, as a conveniently self-portable larder.
The one race that has so far been able to make an extended stand theorised that the same racial memory that permeates Them and melds them into a cohesive whole might carry personality fragments and memory forward to the descendants of Their victims, making them potentially recoverable. This race even was able to begin work on a technique to excise Them from an individual host. Unfortunately, they fought and died before any others even learned of them, as Their first victims.
For whatever reason, Their assimiliation techniques only work on sentient and near-sentient beings. This has the distressing tendency to relegate fertile, fast maturing sentient races to being the favored protein source.
Perversely, They have the best work safety standards of the entire known galaxy, as trained drone loss to accident is entirely wasteful and easily preventable by management of fatigue toxin buildup, regulated work periods, and minimal capital investment at every work site. Sadly, this high standard is lost on other species.
Technology:
With one exception, all of Their technology is built around standard principles of inorganic construction. The one exception is their communications, which all derive from the organic telepathic relay which enables Their hive mind in the first place. In the case of single unspecialised drones, this comes into play as a small protoplasmic organ that takes up otherwise unused space in the individual. Individuals with greater need for communication capacity devote more mass to growing enlarged versions of the relay, which often results in the growth breaking the skin. Larger installations require an individual wholly devoted to the tranmitter organ, or in the case of interplanetary and interstellar transmitters, multiple individuals melded together in a sickening undulating mass.
Ground Combat: 100 points. On the defensive, their willingness to commit any number of drone bodies to bury an attacker, combined with a complete lack of concern for individual survival makes them difficult to suppress, especially since the combat dedicated nodes will still exercise their full measure of skill while the enemy is occupied butchering hordes of what would otherwise have been rations anyway. On the offensive, their equipment is state of the art or better, with the logistical train vastly simplified by the willingness to eat their own. The ability to use corrupted members of the invaded world as human shields if an invasion drags on also has been noted by the strategic planning nodes of Their distributed cortex, as has the corresponding lack of combat efficiency in 83% of all encounters where said tactic has been utilised.
Internal Security: 30 points. Not due to any particular care for the matter, but representing the simple difficulty of faking the carrier signal to the hive mind, an interpreter system to fake compliance with commands if infiltrators are noticed, and finding or engineering operatives that won't give themselves away by continuously vomiting at the sight of Their everyday eating habits and mating practices.
Communications Security: 20 points. The telepathic band that They operate on is obscure and extremely difficult to access technologically without Their dedicated organs. Interfacing telepathically is possible but results in a highly distressing suicide rate among telepaths making contact.
External Intelligence: 80 points. If a tramp freighter has dropped off the map for any length of time near Their holdings, there's at least a fifty percent chance that they've been taken by an Insidious and had its crew dormantly corrupted. In addition, the fact that They don't use conventional communications technology in no way prevents them from recognising its use by others, and drawing on the past knowledge of Their hosts to build interception and interpretation systems. The revelation of the existence of multiple distinct comparably sized powers has led Them to refine their organs to near the peak of undetectability by scans, at least in individuals specifically designed for such operations. Unfortunately, no one has yet made any connection between odd freighter movements, and the entirely unsubtle hammer blow of Their massed fleet that follows shortly thereafter.
Pacification Techniques: 40 points. Let's face it, its downright difficult to establish a resistance movement when everyone you know has been tentacle-raped in every available orifice to erase their personality and impant a tiny fragment of Them. It's not impossible by any means, as the last remnants of Burgundy that fought on for more than a decade proved, but having anything more than a symbolic effect without outside help is nigh-impossible. Conversely, there's not much you can do with one of Their worlds other than continually stunning the populace and destroying Their heavy industry while dissecting hosts to develop a reliable cure.
Worlds:
Lost Burgundy: The first world to fall to Them, and the centerpiece of Their holdings. Burgundy was settled by a splinter faction of humans, that had just recovered enough to start work on potential colonization when They arrived. A number of distress signals, and dire warnings are still drifting through the ether from this fallen world. 20 points defense, which mostly represents the sheer amount of essentially unarmed in-system shipping that will be turned against any who make it into this system.
Fallen Sssithissiillith Once dominated by an incredibly fertile race of hexapedal reptilians, this world has now become the breadbasket of Their holdings, although colonies of Sssiithiss have been established on all of Their worlds to ease long-term logistical strain.(three minor colonies)
Hera, Shadow, Londinium, Persephone, Bellerophon, Ariel This multi-star, nearly improbable system was just in the last stages of an internecine war for contol when They arrived. Incredibly war-torn, especially Shadow, they are still recovering from both the aborted Unification War, and Their conquest of the system.
Kehehelokos A peaceful world dominated by agrarian mammals reminiscent of earth's koala bears before Their takeover. A genetic aptitude for mechanical work, as well as their small size, makes them the default grease monkey caste, of Their domain, while the small size makes them the favored missile control interface for smaller missiles.
*clickclickclickclack*A hive mind of arachnid creatures, long since subsumed into Their control. Because of the natural telepathic abilities this species possesses, they tend to be utilised for long range communications bioforms.(two minor colony worlds)
Chirtrara An avian species that had just made the first steps toward ftl drive upon Their arrival. Their natural grasp of three-dimensional movement makes them the primary control interface for strike craft/heavy munitions.
Fleet:
Weapons tend to be a mix of standard lasers and railguns. When opposed to an enemy that has a specific defense against one or the other, Their tacticians generally shutdown the less effective option, and overload the other's capacitors. Missile armament is all terminally guided munitions, as each missile literally has a bioform grafted into it to act as its guiding intelligence. As a direct consequence, They have very few small missiles.
They believe in a cohesive group of generalist platforms, rather than a logistically insupportable array of specialist designs.
Note: All ship names are the designations of powers since assimilated, and represent a shorthand designation that can be referenced by individual organisms, as opposed to the methodology that They use to refer to Their inidividual self propelled interstellar organs.
Defiler class Battleship(30 points each, six hulls): The centerpiece of Their navy's offensive might, limited in number because allThey have yet encountered are single system polities.
Devourer class Carrier/Heavy Missile Platform(16 points each +4 EW, nine hulls): The line between heavy bombardment missile and strike craft is entirely non-existent in Their fleet.
Insidious class Scouting cruiser(4 points each +2 Interdictor, +4 EW, five hulls): These vessels are designed to snap up outlying freighters while leaving no warning of Their coming. They see little use in fleet actions, normally being used to probe around the flank of the enemy while their attention is elsewhere.
Demon class cruiser(10 points, +1 point interdictor, +1 point EW 60 hulls). The primary combatant of Their fleet. While its individual interdiction and EW capabilites are barely noteworthy, it is rare in the extreme to encounter these vessels as individuals. Even on routine patrols they generally are only seen in groups of three, and the formations of a dozen, score, or more seen in major battles are enough to thwart the efforts of all but the most impressive individual dedicated platforms.
Foulness class escorts(2 points, forty hulls)
Fleet Orbat 1210 points total
6xDefiler at 30 points each
9xDevourer at 20 points each
60xDemon at 12 points each
5xInsidious at 10 points each
40xFoulness at 2 points each
Planetary Defenses 20 points
Technology 270 points
More systems to follow, along with as many disgusting details as I can stomach.
Foulness. Evil Incarnate. God's Final Vengeance on His Creation. The Corruptors. All of these names and more have been applied to Them, but usually very briefly. They, for Their part, care not for such petty labels. They only know who They are, and that everyone else who is not They, is both a threat, and potential fuel to further Their propagation.
If you are lucky, when They come, you die. At least then, as simple nutrient mass, the last fragment of your helpless soul is spared watching your body being turned to destroy the souls of everyone nearby, usually your closest friends and family. If you are not lucky, then you exist as a breeding factory as well as a worker drone, and eventually when you are of no further use, as a conveniently self-portable larder.
The one race that has so far been able to make an extended stand theorised that the same racial memory that permeates Them and melds them into a cohesive whole might carry personality fragments and memory forward to the descendants of Their victims, making them potentially recoverable. This race even was able to begin work on a technique to excise Them from an individual host. Unfortunately, they fought and died before any others even learned of them, as Their first victims.
For whatever reason, Their assimiliation techniques only work on sentient and near-sentient beings. This has the distressing tendency to relegate fertile, fast maturing sentient races to being the favored protein source.
Perversely, They have the best work safety standards of the entire known galaxy, as trained drone loss to accident is entirely wasteful and easily preventable by management of fatigue toxin buildup, regulated work periods, and minimal capital investment at every work site. Sadly, this high standard is lost on other species.
Technology:
With one exception, all of Their technology is built around standard principles of inorganic construction. The one exception is their communications, which all derive from the organic telepathic relay which enables Their hive mind in the first place. In the case of single unspecialised drones, this comes into play as a small protoplasmic organ that takes up otherwise unused space in the individual. Individuals with greater need for communication capacity devote more mass to growing enlarged versions of the relay, which often results in the growth breaking the skin. Larger installations require an individual wholly devoted to the tranmitter organ, or in the case of interplanetary and interstellar transmitters, multiple individuals melded together in a sickening undulating mass.
Ground Combat: 100 points. On the defensive, their willingness to commit any number of drone bodies to bury an attacker, combined with a complete lack of concern for individual survival makes them difficult to suppress, especially since the combat dedicated nodes will still exercise their full measure of skill while the enemy is occupied butchering hordes of what would otherwise have been rations anyway. On the offensive, their equipment is state of the art or better, with the logistical train vastly simplified by the willingness to eat their own. The ability to use corrupted members of the invaded world as human shields if an invasion drags on also has been noted by the strategic planning nodes of Their distributed cortex, as has the corresponding lack of combat efficiency in 83% of all encounters where said tactic has been utilised.
Internal Security: 30 points. Not due to any particular care for the matter, but representing the simple difficulty of faking the carrier signal to the hive mind, an interpreter system to fake compliance with commands if infiltrators are noticed, and finding or engineering operatives that won't give themselves away by continuously vomiting at the sight of Their everyday eating habits and mating practices.
Communications Security: 20 points. The telepathic band that They operate on is obscure and extremely difficult to access technologically without Their dedicated organs. Interfacing telepathically is possible but results in a highly distressing suicide rate among telepaths making contact.
External Intelligence: 80 points. If a tramp freighter has dropped off the map for any length of time near Their holdings, there's at least a fifty percent chance that they've been taken by an Insidious and had its crew dormantly corrupted. In addition, the fact that They don't use conventional communications technology in no way prevents them from recognising its use by others, and drawing on the past knowledge of Their hosts to build interception and interpretation systems. The revelation of the existence of multiple distinct comparably sized powers has led Them to refine their organs to near the peak of undetectability by scans, at least in individuals specifically designed for such operations. Unfortunately, no one has yet made any connection between odd freighter movements, and the entirely unsubtle hammer blow of Their massed fleet that follows shortly thereafter.
Pacification Techniques: 40 points. Let's face it, its downright difficult to establish a resistance movement when everyone you know has been tentacle-raped in every available orifice to erase their personality and impant a tiny fragment of Them. It's not impossible by any means, as the last remnants of Burgundy that fought on for more than a decade proved, but having anything more than a symbolic effect without outside help is nigh-impossible. Conversely, there's not much you can do with one of Their worlds other than continually stunning the populace and destroying Their heavy industry while dissecting hosts to develop a reliable cure.
Worlds:
Lost Burgundy: The first world to fall to Them, and the centerpiece of Their holdings. Burgundy was settled by a splinter faction of humans, that had just recovered enough to start work on potential colonization when They arrived. A number of distress signals, and dire warnings are still drifting through the ether from this fallen world. 20 points defense, which mostly represents the sheer amount of essentially unarmed in-system shipping that will be turned against any who make it into this system.
Fallen Sssithissiillith Once dominated by an incredibly fertile race of hexapedal reptilians, this world has now become the breadbasket of Their holdings, although colonies of Sssiithiss have been established on all of Their worlds to ease long-term logistical strain.(three minor colonies)
Hera, Shadow, Londinium, Persephone, Bellerophon, Ariel This multi-star, nearly improbable system was just in the last stages of an internecine war for contol when They arrived. Incredibly war-torn, especially Shadow, they are still recovering from both the aborted Unification War, and Their conquest of the system.
Kehehelokos A peaceful world dominated by agrarian mammals reminiscent of earth's koala bears before Their takeover. A genetic aptitude for mechanical work, as well as their small size, makes them the default grease monkey caste, of Their domain, while the small size makes them the favored missile control interface for smaller missiles.
*clickclickclickclack*A hive mind of arachnid creatures, long since subsumed into Their control. Because of the natural telepathic abilities this species possesses, they tend to be utilised for long range communications bioforms.(two minor colony worlds)
Chirtrara An avian species that had just made the first steps toward ftl drive upon Their arrival. Their natural grasp of three-dimensional movement makes them the primary control interface for strike craft/heavy munitions.
Fleet:
Weapons tend to be a mix of standard lasers and railguns. When opposed to an enemy that has a specific defense against one or the other, Their tacticians generally shutdown the less effective option, and overload the other's capacitors. Missile armament is all terminally guided munitions, as each missile literally has a bioform grafted into it to act as its guiding intelligence. As a direct consequence, They have very few small missiles.
They believe in a cohesive group of generalist platforms, rather than a logistically insupportable array of specialist designs.
Note: All ship names are the designations of powers since assimilated, and represent a shorthand designation that can be referenced by individual organisms, as opposed to the methodology that They use to refer to Their inidividual self propelled interstellar organs.
Defiler class Battleship(30 points each, six hulls): The centerpiece of Their navy's offensive might, limited in number because allThey have yet encountered are single system polities.
Devourer class Carrier/Heavy Missile Platform(16 points each +4 EW, nine hulls): The line between heavy bombardment missile and strike craft is entirely non-existent in Their fleet.
Insidious class Scouting cruiser(4 points each +2 Interdictor, +4 EW, five hulls): These vessels are designed to snap up outlying freighters while leaving no warning of Their coming. They see little use in fleet actions, normally being used to probe around the flank of the enemy while their attention is elsewhere.
Demon class cruiser(10 points, +1 point interdictor, +1 point EW 60 hulls). The primary combatant of Their fleet. While its individual interdiction and EW capabilites are barely noteworthy, it is rare in the extreme to encounter these vessels as individuals. Even on routine patrols they generally are only seen in groups of three, and the formations of a dozen, score, or more seen in major battles are enough to thwart the efforts of all but the most impressive individual dedicated platforms.
Foulness class escorts(2 points, forty hulls)
Fleet Orbat 1210 points total
6xDefiler at 30 points each
9xDevourer at 20 points each
60xDemon at 12 points each
5xInsidious at 10 points each
40xFoulness at 2 points each
Planetary Defenses 20 points
Technology 270 points
More systems to follow, along with as many disgusting details as I can stomach.
Last edited by consequences on 2007-06-20 11:04pm, edited 3 times in total.
- Redleader34
- Jedi Knight
- Posts: 998
- Joined: 2005-10-03 03:30pm
- Location: Flowing through the Animated Ether, finding unsusual creations
- Contact:
rev 7, Points > 1500
The Co-operative Trans Genetic Alliance
History
The beings of the Alliance were humans, and a good percentage (39-45%)
still are. However, because of the KemaCorp, and Apple’s iMod genetic engineering chamber, they enabled the creation of what some called “furries” The Beta Release in 2018 was interrupted by a Computer Virus, but the later releases started to gain a large foothold. They multiplied, and by 2020 they had 1 senator in the California region of the United States of America.
This would concern the Dominion of Christ, a terrorist group which formed a front to take over the Southeast United States. A man, now known as the Uche joked “I think I should finance these furries into space. That would stop those Fundamentalists from causing all these wars. The Fundamentalists had managed to make America split into 2, however in theory America still had one congress. The United States of Christ as thy called themselves, started a minor theocracy, which resembled Iran in no short order. They would later be destroyed in the later Earth Wars, but that’s another story…
On Earth, the Uche, a former member of the United States Navy lead the rebellion and insurrection of the crew of the aircraft carrier George H W Bush. His rebellion unsuccessful, he took his ship from its scheduled decommissioning, to the Gulf of Guiana where a small civil war was breaking out. Supporting the Southerners, his F-16s and F-35s devastated the north, and he was regaled as a hero.
After Several years of hiding from American Agents, he lead an invasion force into Niger, and then the Cameroon, All the places where he went, prosperity and poverty seemed to stop, as he had one advantage, The Phizer developed cure for the HIV virus. Using his country as a headquarters, he took over the entire central, western and most of the eastern region up to the Shara desert in less than 10 years.
However in the Oil Wars, he was hit by the radiation wave of, and was forced to become a cyborg. Using experimental technologies, the researches bound his brain into an advanced computer system in a giant room. As the technologies l in his body became smaller and smaller ,he realized that the furies were in plight. His power over large swaths of empty land made him the right man to save them from the US Civil War. When he was questioned by the media he simply said "Never another Darfur," and then he logged off, his brain exhausted from using massive amounts of processor power.
The Transhumans came to be awe of the Uche's willingness to become one with a computer so willingly, and as such they started to migrate into the deserts and wastelands, forming a sort of psudeo-religion, they claimed that the Uche was "a Sign of things to come, and "the great Borg hivemaster" Formally denying all of his accusations of becoming a "Borg" on the global television networks, he simply stated "I attracted a circle of believers, but believe me, I am not a god to be worshiped, just a man, with a plan..." The Transhumans would also follow the furries into space, of their own volition
The Uche would become the CEO of Virgin Galactic, maker of advanced Sub Light Engines, and he would sponsor several sleeper ship projects, including the “freedom trek” This “freedom Trek” successfully sent the furries away from the United States of Christ (South Eastern Texas-West Florida-Southern border of the Ohio river Valley) who claimed that the Genetic Altering Technology was “unholy and “a contravention of Natural Law" to the now revitalized Sahara desert, where they worked as oil miners. Their stay in the desert, much to the Uche's dismay was another period of oppression by the Muslim majority of the regions, who treated them as scum and evil creatures. The Uche lead an army, and in anger, he slaughtered several head mullahs. He then declared himself the supreme head of Africa, and began a system of forced-re-education camps, which forced tolerance down in the older generations. This was before the great outbreak of furries in 2061, as it was only 2057 by then.
After the Oil Wars, the Uche built a newer body, his Grey Wolf, and decided to live with the furries to understand their culture. In 2100 he realized that the best solution was to send the furries into Space, to guarantee their survival. His agent Ryand, purchased a sleeper ship, a giant asteroid renamed the Freedom of Choice.
This sleeper ship, little more than a asteroid, was launched from the still under construction O'Neil Cylinder "New Mombasa Heights". The ship was a success, but the Uche, had planted his second in command, his buddy from His Navy days, Ryand on board to watch the furries carefully. Over the next 200 years, the sleeper ship was updated with Warp 3, than Warp 5+ capible engines. This asteroid eventually found the massive Gas giant of Neos, with several Earth like worlds orbiting it. Scout ships would be built from the ample resources, and He3 would be used as the primary source of power. It seemed like a golden age was about to dawn, but with the memories of the USC still in their heads, the Council decided to start a massive defensive buildup, as demonstrated by the planet’s heavy armored defenses
Government
The Government is a Council, with the “brain in a vat” Ryand being the head of the 400 member council. As the prime minister, he has veto power, and the Council members are elected by direct vote of the citizens every 4 years. The People have various different mod groups, as well as a group of transhumans, and as such The Common ethnic groups will be shown. On the Earth, the collective’s partner Africa is ruled by one man, the Uche, who has a council of democratically elected people do 99% of the common day to day affairs.
Demographics
The Humans: Bog standard people, by percentage mostly (80%) blacks it would seem, as Virgin Galactic had their Ground to orbit bases. The other ethnic percentages are 10% Chinese, 5 Whites, mostly Australian in decent.
The Collective
At 20% of the population,, the collective are transhumans who have a shared brain collective. They deal with FTL lag via forming “Temporary brain complexes” on their ships, which are mainly heavily armored asteroids with weapons on most sides. They trade in high experimental cybernetics, and communication jammers, and in the Co-Operative space navy, they serve as the comships.
The “Otherkin”
The Furries, a name which in some circles conceder derogatory, are the core and the founders of the Co-Operative. Most of them resemble the stereotypical hybrids of classic Japanese Animation, with various extremes. The low extremes are the “cat or Dog Ears” and the high extreme would resemble the “Gods” of old religions such as the Chinese mythos. There are the non humanoids, including a fairly large population of dragons(!) on the core planet of Neos 3 although some of the tribes on the border worlds. They still can speak most of the human languages from the Earth, an they trade in tours to outsiders, however, there is a small party which wishes to cut off all contact with humans besides the ones who helped they escape the USC. This party, called the No Side party has gained a few representatives in the Council, but they are mostly harmless”
The Guard
An Elite Group of Troopers, who are non humanoid, and resemble various creatures from Dragons, to giant spiders, and other sources of human fear. These Shock Troops, and their accomping infantry are used as the head of every assault of the Co-Operative
(30 pts spent on Infantry Upgrade)
FTL: Standard Warp Drives, with regulators added to prevent abuse of the drives.
Sector Investigations Force
The Sector Investigations force is the Homeland Security, patrolling all critical locations against sabotage, terrorists, and other spies.
10 pts spent
Dew 10000 Advanced Alert Network
The Dew 10000 Advanced network is meant as the primary alert network for the fleet. This network of drones, satellites, and communication stations allows the Co-Operative to Scan almost any ship in its space
10 points spent
Planetary assets
Planets
Neos System
Gas Giant Neos 40 points spent on defense
30 Interdiction Systems
10 Anti Cap Ship
40 points total
Moons:
*note* Neos has been heavily defended, with various heavy missile stations, Laser defense grids, Rockets, and Nuclear weapons are supplemented with the warp grid, the remains of the massive FTL Drive that brought the Co-Operative here, which *technobabble* allows jamming of FTL except through several co-odors which are heavily defended by the aforementioned weapons
Neos 3: The first moon, defended with a shield generator system and a standard planetary defense corps, is the heart of the Co-Operative. Its population is around 5 billion totals. This planet is a full Shipyard
20 points Anti- Capship
20 points Anti Transport (Fires at Hostile ships attempting to land)
40 points spent
Neos 2 The Second moon, defended with shield generators, and a planetary defense garrison, as well as its laser weapon, these worlds are defended tooth and nail.This planet has Cruiser cantabile Shipyards Its population is around 7 billion
20 points Anti Capship
20 points Anti Transport (Same as above)
40 points spent
Total points spent: 120 Pts total
Ryanac System:
Planet: Charity
The system that Ryand discovered with his daughter Karoca, this system is the Capital World of the Co-operative, and since it is an ordinary planet, is defended with the standard mix of ground and orbit based railguns, orbital and ground to orbit missiles, a prototype Valkirie-2 Ion based bomber squadron and the standard planet Defense Squadron. This system develops ships as a secondary function, as they are mostly Cruiser Class
30 Interdictor
20 Anti Capship
20 Anti Transport (Same As above)
70 points total
Terran Defenses: To deal with possible threats from the Chinese or the Poles, The Uche ordered new Short range and ICBMs to be built all over Africa, as a means of defending his lands. Fighters, battleships and carriers were also ordered to defend the Collective’s Earth Territories. There is also a massive orbital Shipyard which can produce Mothership Class Starships.
20 Intercontinental Ballistic Nuclear Missiles
20 Anti CapShips
20 General Infantry spendentures
10 points on Earth based Intelligence gathering/Anti Terriorist group.
70 points spent.
Ships
The Co-Operative has a diverse mixture of ships, from the Prototype Mother ship to the bog standard Drone.
Plushy Class Mothership
The Massive 1.9 Kilometer ship Plushy is currently going final finishing construction in the shipyards over Africa. What is it for, no one but a few members of the Council and Ryand really know…
50 points + 25 pts repair + 10 Colonization\Troop Transport +10 Speed + 20 Defensive shields) =
115 pts total
The Standard Vootie Class of Battle Cruiser
is a medium length of 641 meters long. It is equipped with two forward nuclear missile launchers, three railgun heavy turrets and 7 Particle beam cannons. It can hold shuttles or bombers, and it’s forward bridge is a rounded shape
Base points 20+10 Sheilds+10 Weapons
40 Points
* 5 = 200 points spent
The Rowrbrazzle class Super Battle Ship
is much lighter and smaller at a length of 305 meters, and its weapons are more concentrated. It is a heavy drive vessel, and it is meant for quick jaunts from planet to planet. It is capable of going at Warp 9.9 for a record breaking 40 hours before engine core damage.
Base 15 points +10 engine + 5 shields
30 points total
*7 = 210 pts total
The YARF class Dreadnaught (Flagship)
is a limited run heavy Flagship. They are estimated at around 800 meters in length, and it has been rumored, have a sort of transformation ability to transform into 3 smaller vessels for fighting in heavily stacked battles. The Main ship is equied with anti-matter weapons, nuclear rockets, and can travel at warp 9.0 at maximum speed.
60 pts (Three Ships which combine each at 20 pts)
20 pts (10 + 10 Speed)
20pts (10 + 10 Weapons)
20pts (10 + 10 Shields)
*2 = 120 pts total
Otherkun class frigate.
This frigate is cheap, heavily armored, and it serves as the frontline small ship in the Co-Operative
5 points Base + 5 Sheilds = 10 points
*5= 50=
50 points spent
Bat Class Transport:
The Ultra-common transport of the Co-Operative, this transport can transport Troops, weapons, resources, and various other objects. However it tends to save space when transporting objects by turning them into energy..
5 points * 10=
50 points spent
Border Defenses:
Scattered defense Stations are scattered around The Co-Operatives space, and they serve as trading points and defensive chokepoints. They are around 1500 meters in length, and there are many of them. They are armed with heavy particle beams, railguns, rockets, and fighter squadrons.
Base 10 + 20 Anti Capship + 10 Jamming + 10 Anti Fighter + 10 Extended Sensor Range
= 65 points Each
*3 = 180 points spent
The Harmony Sphere:
A common co-ordination drone manned by the Collective. This drone’s massive technologies in communication and jamming make it a vital part of every fleet.
Base 5 +5 jamming + 5 FTL
15 points Each *9 =
135 points total
Hug Class raider-cruiser
This ship class is meant to be the complement to the standard fleets, and as such it is equipped with heavy long range weapons, and powerful railguns for point blank range attacks. It suffers from weaknesses in the medium range attacks, however.
base 2 points +4 weapons =
6pt *4 =
24 points spent total
The Wolf Class Frigates
The Smallest ships in the fleet, the Wolf Class serve as a general purpose cruiser, they can fight, repair, and launch alert fighters if the need arises.
2 points *4=
8 points total.
The Inu Class Freighter
The Heart and soul of the Collective’s fleet, these ships serve an all purpose role in the Command from fighting to transporting goods
4 points *10 =
40 points spent.
Royal Defense Veritech
A Veritech, with extreme powers, this machine was the pride of the TGA, and it defends the Royal Family
10 pts * 1=
10 points spent
Fleets
Fist of Neos
One YARF Class Dreadnaugt.
Three Rowrbrazzle Class Cruisers
Three Vootie Class Battle Cruisers
3 Harmony Spheres
10 Wolf Class Frigates
Love of The Mother
1 Plushy Class of Mothership
1 Vootie Class Battle Cruiser
3 Rowrbrazzle Class Cruisers
3 Harmony Spheres
10 Wolf Class Frigates
Defense of Ryanana
1 Yarf Class Dreadnought
1 Rowrbrazzle Class Cruiser
2 Vootie Class Battle Cruiser
3 Harmony Spheres
10 Wolf Class Frigates
Point Final breakdown
The Co-operative Trans Genetic Alliance
History
The beings of the Alliance were humans, and a good percentage (39-45%)
still are. However, because of the KemaCorp, and Apple’s iMod genetic engineering chamber, they enabled the creation of what some called “furries” The Beta Release in 2018 was interrupted by a Computer Virus, but the later releases started to gain a large foothold. They multiplied, and by 2020 they had 1 senator in the California region of the United States of America.
This would concern the Dominion of Christ, a terrorist group which formed a front to take over the Southeast United States. A man, now known as the Uche joked “I think I should finance these furries into space. That would stop those Fundamentalists from causing all these wars. The Fundamentalists had managed to make America split into 2, however in theory America still had one congress. The United States of Christ as thy called themselves, started a minor theocracy, which resembled Iran in no short order. They would later be destroyed in the later Earth Wars, but that’s another story…
On Earth, the Uche, a former member of the United States Navy lead the rebellion and insurrection of the crew of the aircraft carrier George H W Bush. His rebellion unsuccessful, he took his ship from its scheduled decommissioning, to the Gulf of Guiana where a small civil war was breaking out. Supporting the Southerners, his F-16s and F-35s devastated the north, and he was regaled as a hero.
After Several years of hiding from American Agents, he lead an invasion force into Niger, and then the Cameroon, All the places where he went, prosperity and poverty seemed to stop, as he had one advantage, The Phizer developed cure for the HIV virus. Using his country as a headquarters, he took over the entire central, western and most of the eastern region up to the Shara desert in less than 10 years.
However in the Oil Wars, he was hit by the radiation wave of, and was forced to become a cyborg. Using experimental technologies, the researches bound his brain into an advanced computer system in a giant room. As the technologies l in his body became smaller and smaller ,he realized that the furies were in plight. His power over large swaths of empty land made him the right man to save them from the US Civil War. When he was questioned by the media he simply said "Never another Darfur," and then he logged off, his brain exhausted from using massive amounts of processor power.
The Transhumans came to be awe of the Uche's willingness to become one with a computer so willingly, and as such they started to migrate into the deserts and wastelands, forming a sort of psudeo-religion, they claimed that the Uche was "a Sign of things to come, and "the great Borg hivemaster" Formally denying all of his accusations of becoming a "Borg" on the global television networks, he simply stated "I attracted a circle of believers, but believe me, I am not a god to be worshiped, just a man, with a plan..." The Transhumans would also follow the furries into space, of their own volition
The Uche would become the CEO of Virgin Galactic, maker of advanced Sub Light Engines, and he would sponsor several sleeper ship projects, including the “freedom trek” This “freedom Trek” successfully sent the furries away from the United States of Christ (South Eastern Texas-West Florida-Southern border of the Ohio river Valley) who claimed that the Genetic Altering Technology was “unholy and “a contravention of Natural Law" to the now revitalized Sahara desert, where they worked as oil miners. Their stay in the desert, much to the Uche's dismay was another period of oppression by the Muslim majority of the regions, who treated them as scum and evil creatures. The Uche lead an army, and in anger, he slaughtered several head mullahs. He then declared himself the supreme head of Africa, and began a system of forced-re-education camps, which forced tolerance down in the older generations. This was before the great outbreak of furries in 2061, as it was only 2057 by then.
After the Oil Wars, the Uche built a newer body, his Grey Wolf, and decided to live with the furries to understand their culture. In 2100 he realized that the best solution was to send the furries into Space, to guarantee their survival. His agent Ryand, purchased a sleeper ship, a giant asteroid renamed the Freedom of Choice.
This sleeper ship, little more than a asteroid, was launched from the still under construction O'Neil Cylinder "New Mombasa Heights". The ship was a success, but the Uche, had planted his second in command, his buddy from His Navy days, Ryand on board to watch the furries carefully. Over the next 200 years, the sleeper ship was updated with Warp 3, than Warp 5+ capible engines. This asteroid eventually found the massive Gas giant of Neos, with several Earth like worlds orbiting it. Scout ships would be built from the ample resources, and He3 would be used as the primary source of power. It seemed like a golden age was about to dawn, but with the memories of the USC still in their heads, the Council decided to start a massive defensive buildup, as demonstrated by the planet’s heavy armored defenses
Government
The Government is a Council, with the “brain in a vat” Ryand being the head of the 400 member council. As the prime minister, he has veto power, and the Council members are elected by direct vote of the citizens every 4 years. The People have various different mod groups, as well as a group of transhumans, and as such The Common ethnic groups will be shown. On the Earth, the collective’s partner Africa is ruled by one man, the Uche, who has a council of democratically elected people do 99% of the common day to day affairs.
Demographics
The Humans: Bog standard people, by percentage mostly (80%) blacks it would seem, as Virgin Galactic had their Ground to orbit bases. The other ethnic percentages are 10% Chinese, 5 Whites, mostly Australian in decent.
The Collective
At 20% of the population,, the collective are transhumans who have a shared brain collective. They deal with FTL lag via forming “Temporary brain complexes” on their ships, which are mainly heavily armored asteroids with weapons on most sides. They trade in high experimental cybernetics, and communication jammers, and in the Co-Operative space navy, they serve as the comships.
The “Otherkin”
The Furries, a name which in some circles conceder derogatory, are the core and the founders of the Co-Operative. Most of them resemble the stereotypical hybrids of classic Japanese Animation, with various extremes. The low extremes are the “cat or Dog Ears” and the high extreme would resemble the “Gods” of old religions such as the Chinese mythos. There are the non humanoids, including a fairly large population of dragons(!) on the core planet of Neos 3 although some of the tribes on the border worlds. They still can speak most of the human languages from the Earth, an they trade in tours to outsiders, however, there is a small party which wishes to cut off all contact with humans besides the ones who helped they escape the USC. This party, called the No Side party has gained a few representatives in the Council, but they are mostly harmless”
The Guard
An Elite Group of Troopers, who are non humanoid, and resemble various creatures from Dragons, to giant spiders, and other sources of human fear. These Shock Troops, and their accomping infantry are used as the head of every assault of the Co-Operative
(30 pts spent on Infantry Upgrade)
FTL: Standard Warp Drives, with regulators added to prevent abuse of the drives.
Sector Investigations Force
The Sector Investigations force is the Homeland Security, patrolling all critical locations against sabotage, terrorists, and other spies.
10 pts spent
Dew 10000 Advanced Alert Network
The Dew 10000 Advanced network is meant as the primary alert network for the fleet. This network of drones, satellites, and communication stations allows the Co-Operative to Scan almost any ship in its space
10 points spent
Planetary assets
Planets
Neos System
Gas Giant Neos 40 points spent on defense
30 Interdiction Systems
10 Anti Cap Ship
40 points total
Moons:
*note* Neos has been heavily defended, with various heavy missile stations, Laser defense grids, Rockets, and Nuclear weapons are supplemented with the warp grid, the remains of the massive FTL Drive that brought the Co-Operative here, which *technobabble* allows jamming of FTL except through several co-odors which are heavily defended by the aforementioned weapons
Neos 3: The first moon, defended with a shield generator system and a standard planetary defense corps, is the heart of the Co-Operative. Its population is around 5 billion totals. This planet is a full Shipyard
20 points Anti- Capship
20 points Anti Transport (Fires at Hostile ships attempting to land)
40 points spent
Neos 2 The Second moon, defended with shield generators, and a planetary defense garrison, as well as its laser weapon, these worlds are defended tooth and nail.This planet has Cruiser cantabile Shipyards Its population is around 7 billion
20 points Anti Capship
20 points Anti Transport (Same as above)
40 points spent
Total points spent: 120 Pts total
Ryanac System:
Planet: Charity
The system that Ryand discovered with his daughter Karoca, this system is the Capital World of the Co-operative, and since it is an ordinary planet, is defended with the standard mix of ground and orbit based railguns, orbital and ground to orbit missiles, a prototype Valkirie-2 Ion based bomber squadron and the standard planet Defense Squadron. This system develops ships as a secondary function, as they are mostly Cruiser Class
30 Interdictor
20 Anti Capship
20 Anti Transport (Same As above)
70 points total
Terran Defenses: To deal with possible threats from the Chinese or the Poles, The Uche ordered new Short range and ICBMs to be built all over Africa, as a means of defending his lands. Fighters, battleships and carriers were also ordered to defend the Collective’s Earth Territories. There is also a massive orbital Shipyard which can produce Mothership Class Starships.
20 Intercontinental Ballistic Nuclear Missiles
20 Anti CapShips
20 General Infantry spendentures
10 points on Earth based Intelligence gathering/Anti Terriorist group.
70 points spent.
Ships
The Co-Operative has a diverse mixture of ships, from the Prototype Mother ship to the bog standard Drone.
Plushy Class Mothership
The Massive 1.9 Kilometer ship Plushy is currently going final finishing construction in the shipyards over Africa. What is it for, no one but a few members of the Council and Ryand really know…
50 points + 25 pts repair + 10 Colonization\Troop Transport +10 Speed + 20 Defensive shields) =
115 pts total
The Standard Vootie Class of Battle Cruiser
is a medium length of 641 meters long. It is equipped with two forward nuclear missile launchers, three railgun heavy turrets and 7 Particle beam cannons. It can hold shuttles or bombers, and it’s forward bridge is a rounded shape
Base points 20+10 Sheilds+10 Weapons
40 Points
* 5 = 200 points spent
The Rowrbrazzle class Super Battle Ship
is much lighter and smaller at a length of 305 meters, and its weapons are more concentrated. It is a heavy drive vessel, and it is meant for quick jaunts from planet to planet. It is capable of going at Warp 9.9 for a record breaking 40 hours before engine core damage.
Base 15 points +10 engine + 5 shields
30 points total
*7 = 210 pts total
The YARF class Dreadnaught (Flagship)
is a limited run heavy Flagship. They are estimated at around 800 meters in length, and it has been rumored, have a sort of transformation ability to transform into 3 smaller vessels for fighting in heavily stacked battles. The Main ship is equied with anti-matter weapons, nuclear rockets, and can travel at warp 9.0 at maximum speed.
60 pts (Three Ships which combine each at 20 pts)
20 pts (10 + 10 Speed)
20pts (10 + 10 Weapons)
20pts (10 + 10 Shields)
*2 = 120 pts total
Otherkun class frigate.
This frigate is cheap, heavily armored, and it serves as the frontline small ship in the Co-Operative
5 points Base + 5 Sheilds = 10 points
*5= 50=
50 points spent
Bat Class Transport:
The Ultra-common transport of the Co-Operative, this transport can transport Troops, weapons, resources, and various other objects. However it tends to save space when transporting objects by turning them into energy..
5 points * 10=
50 points spent
Border Defenses:
Scattered defense Stations are scattered around The Co-Operatives space, and they serve as trading points and defensive chokepoints. They are around 1500 meters in length, and there are many of them. They are armed with heavy particle beams, railguns, rockets, and fighter squadrons.
Base 10 + 20 Anti Capship + 10 Jamming + 10 Anti Fighter + 10 Extended Sensor Range
= 65 points Each
*3 = 180 points spent
The Harmony Sphere:
A common co-ordination drone manned by the Collective. This drone’s massive technologies in communication and jamming make it a vital part of every fleet.
Base 5 +5 jamming + 5 FTL
15 points Each *9 =
135 points total
Hug Class raider-cruiser
This ship class is meant to be the complement to the standard fleets, and as such it is equipped with heavy long range weapons, and powerful railguns for point blank range attacks. It suffers from weaknesses in the medium range attacks, however.
base 2 points +4 weapons =
6pt *4 =
24 points spent total
The Wolf Class Frigates
The Smallest ships in the fleet, the Wolf Class serve as a general purpose cruiser, they can fight, repair, and launch alert fighters if the need arises.
2 points *4=
8 points total.
The Inu Class Freighter
The Heart and soul of the Collective’s fleet, these ships serve an all purpose role in the Command from fighting to transporting goods
4 points *10 =
40 points spent.
Royal Defense Veritech
A Veritech, with extreme powers, this machine was the pride of the TGA, and it defends the Royal Family
10 pts * 1=
10 points spent
Fleets
Fist of Neos
One YARF Class Dreadnaugt.
Three Rowrbrazzle Class Cruisers
Three Vootie Class Battle Cruisers
3 Harmony Spheres
10 Wolf Class Frigates
Love of The Mother
1 Plushy Class of Mothership
1 Vootie Class Battle Cruiser
3 Rowrbrazzle Class Cruisers
3 Harmony Spheres
10 Wolf Class Frigates
Defense of Ryanana
1 Yarf Class Dreadnought
1 Rowrbrazzle Class Cruiser
2 Vootie Class Battle Cruiser
3 Harmony Spheres
10 Wolf Class Frigates
Point Final breakdown
- 1190 Fleet Assets
105 Planetary Defense
1495 spent total
Last edited by Redleader34 on 2007-07-04 10:43pm, edited 19 times in total.
Dan's Art
Bounty on SDN's most annoying
"A spambot, a spambot who can't spell, a spambot who can't spell or spam properly and a spambot with tenure. Tough"choice."
Bounty on SDN's most annoying
"A spambot, a spambot who can't spell, a spambot who can't spell or spam properly and a spambot with tenure. Tough"choice."
- A-Wing_Slash
- Padawan Learner
- Posts: 376
- Joined: 2005-09-20 09:22pm
Grand Republic of the Sky Bear
The Grand Republic of the Sky Bear is a democratic theocracy dedicated to the worship of the Great Bear in the Sky. The Sky Bear is believed to have created the Bear species, intelligent mammals similar to the Brown Bears of the Human homeworld, but otherwise to not involve himself directly with the mortal universe. Rather, he periodically brings forth great leaders to guide the Bear nation during its most important episodes.
The first such leader known was a massive, golden furred Bear who defeated, and thus united, many of the ancient rival Bear clans to form the ancient precursor to the current Grand Republic. The dozen or so accept divine leaders since then have been referred to as ‘Golden Bears,’ in honor of their predecessor. The fame of the Golden Bears however has given rise to hordes of pretenders to that title. Most such pretenders are quickly discredited, but several have gained significant power before being shown to be counterfeit.
The Grand Republic’s technical head of state is the Great Bear in the Sky. In actuality the Council of Clans elects a Speaker for the Sky Bear, who rules in the Sky Bear’s name. While Bear culture is not explicitly xenophobic, it is the common belief that other races and nations are mere tests set in place by the Great Bear in the Sky to overcome in the Grand Republic’s steady expansion.
Republican Star Navy (1472pt)
16 Kodiak Class Battleships -30pt (480)
The largest vessels in the fleet, Kodiak class ships are armed with long ranged particle cannons as well as point blank energy batteries. While Kodiaks can thus hold their own at range and be devastating in close, they are at a disadvantage at mid-range, where enemies can bring their full armaments to bear, but the Kodiaks are not in range for their short ranged weapons to be effective.
32 Grizzly Class Heavy Cruiser -12pt (384)
The Grizzly is used both in Battle Squadrons and as a heavy raider. The Grizzly’s primary armament is a complement of relatively long- ranged particle cannons.
32 Nanuq Class Heavy Cruiser -12pt (384)
The close-ranged complement to the Grizzly class, a Nanuq’s powerful yet short ranged energy batteries make it deadly even against capital ships, under the right circumstances. They are also designed to supplement the Grizzly class as raiders.
8 Kermode Class Interdiction Cruiser -8pt (64)
Although it carries no weapons, the Kermode class is an integral part of the fleet. Their interdicting abilities confer the fleet significant tactical advantages, as do their extensive sensor and electronic warfare suites. Their lack of armament and light shielding do make them quite vulnerable if exposed.
4pt EW + 4pt Interdiction
80 Bruin Class Destroyer -2pt (160)
The workhorse of the fleet, the Bruin class is used as screeners for Battle Squadrons, scouts, anti star fighter/missile platforms, convoy escorts, and as commerce raiders.
Fleet Organization
Four Battle Groups (Four Kodiaks, four Grizzlies, four Nanuqs, eight Bruins, one Kermode)
Four Cruiser Groups (Four Grizzlies, four Nanuqs, four Bruins)
Support Command (Four Kermodes, thirty-two Bruins)
Upgrades
+10 Ground combat, because they are bears.
Planets
Svalbard -8 billion, battleship capable, +12pts defense
Svalbard is the Bear homeworld and capital, where the Great Bear in the Sky is said to have first created the Bear race. This frozen wasteland is now home to over eight billion Bears, and is the industrial powerhouse to the Grand Republic. A massive improvement of its planetary defense system has recently begun, but so far its defenses remain light.
Kalevala -7 billion, battleship capable, +6pts defense
The second world of the Grand Republic, Kalevala is the center for the Grand Republic’s merchant trade, despite being largely desolate. A powerful planetary defense system is planned for Kalevala, but construction has only just begun.
Jellystone - 4 billion, cruiser capable
Jellystone is the verdant paradise world of the Bears. It does support industry, and is home to a few orbital shipyards. A planetary defense system has been proposed for Jellystone, but funds are not yet available for its construction.
Last edited by A-Wing_Slash on 2007-08-26 09:22pm, edited 6 times in total.
Here's a rough draft, I'll be adding fluff shortly. Just getting the important Parts down first.
Stellar Dominion
"Survival, Prosperity, Superiority" Stellar Dominion motto
History: : The history of the Stellar Dominion is in fact the history of two empires that Joined together near the end of the Dark Ages. A small Earth based one and a larger more developed Interstellar one.
The rise of the Turkish dominion: On earth after the religious wars that devastated most of Europe, the Nation of turkey absorbed Central Europe during their assistance of the rebuilding efforts there. As the Various new empires began to form, the New Turkish Nation took great interest in their developments. Fearing a threat to their new found power, Turkey began efforts to expand in to the Middle East.
The nations of the Middle East were faced with a minor crisis; Refugees from the Chinese civil war had caused their populations to expand beyond their ability to take care of them properly. With the world seemingly falling apart, The nations of the Middle East were ignored for the most part as larger nations had bigger problems of their own. When Turkey began expanding into the middle east, it brought hope of an way to ease their problems with the extra resources of central Europe to help with the population increase. One by one Turkey made the nations of the Middle East into client states. By the Turkish dominion Began establishing colonies in the solar system the Middle East had been completely absorbed into the Turkish dominion.
The Dominion’s expansion into the solar system met with trouble. While the other nations had space elevators to ease the delivery of resources to their nations, the Dominion lacked a space elevator and they had to move to and from the planet using more resource intensive means. By the time the Dominion was establishing successful colonies most of the solar system had been claimed by the other nations. The dominion had control of the area around Neptune as well as Pluto; they used those colonies as bases for harvesting operations from the Ort cloud to the edges of the solar system. While the other nations were expanding outside the solar system, The Dominion operations remained primarily inside the solar system.
The dominion did not become a true interstellar empire till a collection of colonies which had survived the chaos of the fall into the dark ages and managed to form it’s own empire, Made contact with Earth. The dominion’s colonies on the border of the solar system allowed for the Dominion to make first contact with them. They viewed Earth as a sort of ‘holy’ or ‘promised land’. Using a basis of some of the older religions of the Earth, the dominion managed to convince the colonies that their part of the earth was holier then the other nations. The Turkish Dominion became the Stellar Dominion.
The history of the Colonies: Myths and legends cloud the story of the Colonies’ survival during the descent into the Dark Ages. The only truly certain thing is that a series of supernatural occurrences in their sector of space furthered their descent into the Dark Ages. Also Supernatural means were responsible for their return to prosperity. The six colonies that survived in that area of space soon banded together for trade purposes and military protection. The government structure was rather odd; the military operated as a kind a federal government above the Civilian one. The military rarely involved itself in the affairs of the Civilian government, But the Civilian government had no power over the Military and what the military wanted was the way it became.
As time went on Earth took on mythological proportions, Not only was it humanity’s birthplace but the reason for humanity’s existence is the protection and care of that world. Terra essentially became like a god for these colonies. Hence when the Colonies joined the Turkish Dominion the earth government, though far weaker, Became the highest form of government. Just above the military. Everything the Stellar Dominion does revolves around Earth and how to better serve her prosperity.
Humans are not the only beings in the colonies. Two of the worlds of the Colonies had Sentient Natives present. Both were industrialized civilization making their first steps into space by the time Humanity arrived. These races were the ones the introduced the Human inhabitants to the arts of magic. One the one that was on the best terms with the colonists was a race Birdlike Creatures, their original Name has been lost to the ages. The Humans of the colonies refer to them as Angels in the legends. Even today they are still referred to as such by the masses, most of whom have never seen one.
The second race was a race of spider like creatures, Humanity expanded to their world sometime in the Dark Ages. These creatures were also well versed in the arts of magic. They however used far darker forms, legends Speak of the use powers that would rip apart the mind. There even references to the use of necromancy by these Demoniac creatures. This race was responsible for the great reduction of the 'Angels' numbers and the Formation of the military's current organization. Little is known about how the war went, once the creatures were driven from the Human controlled worlds only the military dealt with them. To this day the military has not disclosed details about the conflict. Today their world is not even given the dignity of a real name, merely a number designation.
Current Status: While the Stellar Dominion has almost completely integrated, there are still some issues that the Terran portion has yet to come to terms with. Chief among them being the enormous reliance on, what amounts to magic, by the Colonies. While neither truly understand these supernatural abilities, the Colonies accept it as a fact of life and find it no more concerning to them then the operation of a vehicle.
On Earth the Stellar dominion can not bring resources to and from It's capital as easy as the other Earthly powers, due to it's lack of a Space elevator. They are currently attempting to construct one, but progress is slow.
Due to it's mandate as caretakers of Earth, the Stellar Dominion Navy's largest concentration of forces is in the Sol system. These ships are regularly rotated in and out of the Caretaker Fleet. Also one of the larger shipyards in the Sol system has been converted to mass produce their new 'Lunar' Class Freighters, which are being introduced as a FTL vessel for the masses (As the colonies previously had to rely on the Military for FTL transportation this is quite the boon for trade in the Stellar dominion).
Culture: The Stellar Dominion considers Earth to be sacred. They are willing to go to any lengths for anything that benefits Earth, also anything that could damage Earth itself must be removed before it can do so. While combat of earth is very objectionable, in defense of Terra it can be forgiven. Warfare that damages the earth itself, like nuclear/chemical warfare is utterly unacceptable. If combat were to take place on earth itself, The Dominion would use any means, short of anything that could damage 'Mother Earth', to protect her. This Devotion Does not extend to humanity. Humanity exists for Earth, they are The caretakers. Humanity is expendable in the Protection of Earth
Magic is very prevalent among the Colonies, but not to the extent of removing technological advancement out of the picture. The end result how ever is a very superstitious populace, with good reason in some cases. Use of darker forms of magic were responsible for the initial fall into the Dark Ages in the Colonies. The civilian Government has banned use of Dark magic and has resulted in an inquisition of a sort, Also the populace can over react in their fear and some 'witch hunts' result.
The Government Structure is three tiered. At the bottom you have a Republican style Civilian Government that Presides over the Colonies; Far above that is the Military which holds no responsibility to the Civilian Government, Acting as an over government or guardians that watches over their children in the Civilian government through any means at their disposal. Just a little above the Military is the Terran Based Government, Their word is like the word of god, even the military holds a little responsibility to the Terrestrial Government.
The most powerful magicians and wizards are in military service, seeing as students of the art can only learn so much in the civilian Portion of the government. The true vaults of knowledge are maintain by the military.
Technology:The Stellar Dominion has two tech bases which they draw on. One revolving around the Magical nature of the Colonies and the other the more technologically based Terran Portion.
FTL: abilities of the Terran vessels use a tradition FTL drive similar to other earthly powers, though they tend to be less efficient requiring a larger need for supplies then other vessels of their size. The new "lunar" class Freighters' FTL are more efficient then the ones on Warships, but this is due to the power generators not needing to support other systems that a warship would have.
The Colonial FTL is more magical in it's nature, the specifics of it's function are unclear at this time. The FTL though not superior in any way to normal drives, they also can be interdicted in a similar manner as a normal drive can.
Defense: The Terran designs rely on their Shields for enhanced survivability, The armor is not of the best design and is weaker then normal so they rely more on their shields.
Colonial Defenses on the other hand lack shields utterly. Their armor is 'enchanted' to disperse damage as effective as any shield system. The end result is their defensive power is average on the whole.
Weaponry: The warships of the Colonies do not use conventional weapons as a rule on their starships, the exception being the use of missiles for long range fighting and lasers for point defense. Most weapon stations of Colonial Vessels are in fact Magical Amplifiers of a sort, Allowing Mages inside the Dome shaped batteries to use magical attacks to damage other vessels. These do have a weakness in that they cannot effectively be used for orbital bombardment and that each station must have a mage Stationed inside who is skilled and powerful enough to use the weaponry effectively. These weapon station are no more powerful then conventional weapons of other Nations.
The Terran weaponry are more conventional and familiar to most of the other powers. The Utilize Technologies like Particle Beams, Laser Weaponry, Missiles, and mass drivers.
Military:
3x 50 Point Dreadnoughts
10x 30 point Battleships
16x 12 point Heavy Cruisers
30x 10 point Cruisers
14x 8 point Light Cruisers
5x 10 point point defense Cruisers
5x 10 point Interdictor Cruisers
40x 2 point Destroyers
25x 2 point Point defense Destroyers
20x 2 point Electronic warfare Destroyers
15x 1 point scout Frigates
Stellar Defense Navy Fleets:
Caretaker Fleet
1x 50 point Dreadnought
2x 30 point Battleships
4x 12 point Heavy Cruisers
5x 10 point Cruisers
3x 8 point Light Cruisers
2x 10 point point defense Cruisers
8x 2 point Destroyers
5x 2 point Point defense Destroyers
3x 2 point Electronic warfare Destroyers
2x 1 point scout Frigates
Colonial Fleet:
3x 30 point Battleships
5x 12 point Heavy Cruisers
13x 10 point Cruisers
6x 8 point Light Cruisers
1x 10 point point defense Cruiser
2x 10 point Interdictor Cruisers
16x 2 point Destroyers
10x 2 point Point defense Destroyers
8x 2 point Electronic warfare Destroyers
8x 1 point scout Frigates
Exploratory Fleet:
2x 50 point Dreadnought
5x 30 point Battleships
7x 12 point Heavy Cruisers
12x 10 point Cruisers
5x 8 point Light Cruisers
2x 10 point point defense Cruisers
3x 10 point Interdictor Cruisers
16x 2 point Destroyers
10x 2 point Point defense Destroyers
9x 2 point Electronic warfare Destroyers
5x 1 point scout Frigates
Worlds:
1x30 point world (Earth) Homeworld
6x10 point wolrds (Tyberia, New Damascus, Venictia, Zimbora, Monroe, Tyer'sansa) Fully Industrialized worlds
3x 0 point worlds (Isp'matg, Azori, AG3285) Developed Colonies
16 systems with various Outposts. No value, except for early warning and supply bases, unless further developed
Upgrades:
+41 Internal Security: The Stellar Dominion Navy is a rather secretive organization, They devote extra resources to keeping things that way, Also due to the military dominated government extra Security is needed to maintain continued Public support in the Dominion
+20 Economic Growth: The Stellar Dominion is in an Amazing state of Economic Rebirth coming out from the Dark Ages. The "Terran" class Freighters being massed produced are part of the governments focus on continued Economic Development. (+10 In game Production Bonus and a +10 in game Trade Bonus)
Stellar Dominion
"Survival, Prosperity, Superiority" Stellar Dominion motto
History: : The history of the Stellar Dominion is in fact the history of two empires that Joined together near the end of the Dark Ages. A small Earth based one and a larger more developed Interstellar one.
The rise of the Turkish dominion: On earth after the religious wars that devastated most of Europe, the Nation of turkey absorbed Central Europe during their assistance of the rebuilding efforts there. As the Various new empires began to form, the New Turkish Nation took great interest in their developments. Fearing a threat to their new found power, Turkey began efforts to expand in to the Middle East.
The nations of the Middle East were faced with a minor crisis; Refugees from the Chinese civil war had caused their populations to expand beyond their ability to take care of them properly. With the world seemingly falling apart, The nations of the Middle East were ignored for the most part as larger nations had bigger problems of their own. When Turkey began expanding into the middle east, it brought hope of an way to ease their problems with the extra resources of central Europe to help with the population increase. One by one Turkey made the nations of the Middle East into client states. By the Turkish dominion Began establishing colonies in the solar system the Middle East had been completely absorbed into the Turkish dominion.
The Dominion’s expansion into the solar system met with trouble. While the other nations had space elevators to ease the delivery of resources to their nations, the Dominion lacked a space elevator and they had to move to and from the planet using more resource intensive means. By the time the Dominion was establishing successful colonies most of the solar system had been claimed by the other nations. The dominion had control of the area around Neptune as well as Pluto; they used those colonies as bases for harvesting operations from the Ort cloud to the edges of the solar system. While the other nations were expanding outside the solar system, The Dominion operations remained primarily inside the solar system.
The dominion did not become a true interstellar empire till a collection of colonies which had survived the chaos of the fall into the dark ages and managed to form it’s own empire, Made contact with Earth. The dominion’s colonies on the border of the solar system allowed for the Dominion to make first contact with them. They viewed Earth as a sort of ‘holy’ or ‘promised land’. Using a basis of some of the older religions of the Earth, the dominion managed to convince the colonies that their part of the earth was holier then the other nations. The Turkish Dominion became the Stellar Dominion.
The history of the Colonies: Myths and legends cloud the story of the Colonies’ survival during the descent into the Dark Ages. The only truly certain thing is that a series of supernatural occurrences in their sector of space furthered their descent into the Dark Ages. Also Supernatural means were responsible for their return to prosperity. The six colonies that survived in that area of space soon banded together for trade purposes and military protection. The government structure was rather odd; the military operated as a kind a federal government above the Civilian one. The military rarely involved itself in the affairs of the Civilian government, But the Civilian government had no power over the Military and what the military wanted was the way it became.
As time went on Earth took on mythological proportions, Not only was it humanity’s birthplace but the reason for humanity’s existence is the protection and care of that world. Terra essentially became like a god for these colonies. Hence when the Colonies joined the Turkish Dominion the earth government, though far weaker, Became the highest form of government. Just above the military. Everything the Stellar Dominion does revolves around Earth and how to better serve her prosperity.
Humans are not the only beings in the colonies. Two of the worlds of the Colonies had Sentient Natives present. Both were industrialized civilization making their first steps into space by the time Humanity arrived. These races were the ones the introduced the Human inhabitants to the arts of magic. One the one that was on the best terms with the colonists was a race Birdlike Creatures, their original Name has been lost to the ages. The Humans of the colonies refer to them as Angels in the legends. Even today they are still referred to as such by the masses, most of whom have never seen one.
The second race was a race of spider like creatures, Humanity expanded to their world sometime in the Dark Ages. These creatures were also well versed in the arts of magic. They however used far darker forms, legends Speak of the use powers that would rip apart the mind. There even references to the use of necromancy by these Demoniac creatures. This race was responsible for the great reduction of the 'Angels' numbers and the Formation of the military's current organization. Little is known about how the war went, once the creatures were driven from the Human controlled worlds only the military dealt with them. To this day the military has not disclosed details about the conflict. Today their world is not even given the dignity of a real name, merely a number designation.
Current Status: While the Stellar Dominion has almost completely integrated, there are still some issues that the Terran portion has yet to come to terms with. Chief among them being the enormous reliance on, what amounts to magic, by the Colonies. While neither truly understand these supernatural abilities, the Colonies accept it as a fact of life and find it no more concerning to them then the operation of a vehicle.
On Earth the Stellar dominion can not bring resources to and from It's capital as easy as the other Earthly powers, due to it's lack of a Space elevator. They are currently attempting to construct one, but progress is slow.
Due to it's mandate as caretakers of Earth, the Stellar Dominion Navy's largest concentration of forces is in the Sol system. These ships are regularly rotated in and out of the Caretaker Fleet. Also one of the larger shipyards in the Sol system has been converted to mass produce their new 'Lunar' Class Freighters, which are being introduced as a FTL vessel for the masses (As the colonies previously had to rely on the Military for FTL transportation this is quite the boon for trade in the Stellar dominion).
Culture: The Stellar Dominion considers Earth to be sacred. They are willing to go to any lengths for anything that benefits Earth, also anything that could damage Earth itself must be removed before it can do so. While combat of earth is very objectionable, in defense of Terra it can be forgiven. Warfare that damages the earth itself, like nuclear/chemical warfare is utterly unacceptable. If combat were to take place on earth itself, The Dominion would use any means, short of anything that could damage 'Mother Earth', to protect her. This Devotion Does not extend to humanity. Humanity exists for Earth, they are The caretakers. Humanity is expendable in the Protection of Earth
Magic is very prevalent among the Colonies, but not to the extent of removing technological advancement out of the picture. The end result how ever is a very superstitious populace, with good reason in some cases. Use of darker forms of magic were responsible for the initial fall into the Dark Ages in the Colonies. The civilian Government has banned use of Dark magic and has resulted in an inquisition of a sort, Also the populace can over react in their fear and some 'witch hunts' result.
The Government Structure is three tiered. At the bottom you have a Republican style Civilian Government that Presides over the Colonies; Far above that is the Military which holds no responsibility to the Civilian Government, Acting as an over government or guardians that watches over their children in the Civilian government through any means at their disposal. Just a little above the Military is the Terran Based Government, Their word is like the word of god, even the military holds a little responsibility to the Terrestrial Government.
The most powerful magicians and wizards are in military service, seeing as students of the art can only learn so much in the civilian Portion of the government. The true vaults of knowledge are maintain by the military.
Technology:The Stellar Dominion has two tech bases which they draw on. One revolving around the Magical nature of the Colonies and the other the more technologically based Terran Portion.
FTL: abilities of the Terran vessels use a tradition FTL drive similar to other earthly powers, though they tend to be less efficient requiring a larger need for supplies then other vessels of their size. The new "lunar" class Freighters' FTL are more efficient then the ones on Warships, but this is due to the power generators not needing to support other systems that a warship would have.
The Colonial FTL is more magical in it's nature, the specifics of it's function are unclear at this time. The FTL though not superior in any way to normal drives, they also can be interdicted in a similar manner as a normal drive can.
Defense: The Terran designs rely on their Shields for enhanced survivability, The armor is not of the best design and is weaker then normal so they rely more on their shields.
Colonial Defenses on the other hand lack shields utterly. Their armor is 'enchanted' to disperse damage as effective as any shield system. The end result is their defensive power is average on the whole.
Weaponry: The warships of the Colonies do not use conventional weapons as a rule on their starships, the exception being the use of missiles for long range fighting and lasers for point defense. Most weapon stations of Colonial Vessels are in fact Magical Amplifiers of a sort, Allowing Mages inside the Dome shaped batteries to use magical attacks to damage other vessels. These do have a weakness in that they cannot effectively be used for orbital bombardment and that each station must have a mage Stationed inside who is skilled and powerful enough to use the weaponry effectively. These weapon station are no more powerful then conventional weapons of other Nations.
The Terran weaponry are more conventional and familiar to most of the other powers. The Utilize Technologies like Particle Beams, Laser Weaponry, Missiles, and mass drivers.
Military:
3x 50 Point Dreadnoughts
10x 30 point Battleships
16x 12 point Heavy Cruisers
30x 10 point Cruisers
14x 8 point Light Cruisers
5x 10 point point defense Cruisers
5x 10 point Interdictor Cruisers
40x 2 point Destroyers
25x 2 point Point defense Destroyers
20x 2 point Electronic warfare Destroyers
15x 1 point scout Frigates
Stellar Defense Navy Fleets:
Caretaker Fleet
1x 50 point Dreadnought
2x 30 point Battleships
4x 12 point Heavy Cruisers
5x 10 point Cruisers
3x 8 point Light Cruisers
2x 10 point point defense Cruisers
8x 2 point Destroyers
5x 2 point Point defense Destroyers
3x 2 point Electronic warfare Destroyers
2x 1 point scout Frigates
Colonial Fleet:
3x 30 point Battleships
5x 12 point Heavy Cruisers
13x 10 point Cruisers
6x 8 point Light Cruisers
1x 10 point point defense Cruiser
2x 10 point Interdictor Cruisers
16x 2 point Destroyers
10x 2 point Point defense Destroyers
8x 2 point Electronic warfare Destroyers
8x 1 point scout Frigates
Exploratory Fleet:
2x 50 point Dreadnought
5x 30 point Battleships
7x 12 point Heavy Cruisers
12x 10 point Cruisers
5x 8 point Light Cruisers
2x 10 point point defense Cruisers
3x 10 point Interdictor Cruisers
16x 2 point Destroyers
10x 2 point Point defense Destroyers
9x 2 point Electronic warfare Destroyers
5x 1 point scout Frigates
Worlds:
1x30 point world (Earth) Homeworld
6x10 point wolrds (Tyberia, New Damascus, Venictia, Zimbora, Monroe, Tyer'sansa) Fully Industrialized worlds
3x 0 point worlds (Isp'matg, Azori, AG3285) Developed Colonies
16 systems with various Outposts. No value, except for early warning and supply bases, unless further developed
Upgrades:
+41 Internal Security: The Stellar Dominion Navy is a rather secretive organization, They devote extra resources to keeping things that way, Also due to the military dominated government extra Security is needed to maintain continued Public support in the Dominion
+20 Economic Growth: The Stellar Dominion is in an Amazing state of Economic Rebirth coming out from the Dark Ages. The "Terran" class Freighters being massed produced are part of the governments focus on continued Economic Development. (+10 In game Production Bonus and a +10 in game Trade Bonus)
Last edited by nt01jones on 2007-06-18 01:07am, edited 21 times in total.
"Lets attack aggressively" -Contra 3 Alien Wars
GOD HATES ATHEISTS WITH ALL HIS LOVE! -True christan church of christ on Atheists
GOD HATES ATHEISTS WITH ALL HIS LOVE! -True christan church of christ on Atheists
The German Empire
Introduction
In the insane urban guerilla warfare as religious animosity descended into strife and open revolt in Germany and the rest of Europe, the German Empire had long since been reforged as the noble experiment of pure democracy failed in light of the ancient oil crisis. Unlike the others, the German nation was prepared.
Having seen the writing upon the wall that eventually their government like all others was doomed (although they did not correctly predict the correct time nor cause of this doom), the German Imperial General Staff's Space Department secretly organized one of the greatest covert industrial endeavor since the Manhatten Project- the Special Colonization Planning Bureau or ABVS (Außerordentliches Besiedelungsvorbereitungsamt).
Under the not so inaccurate guise of expanding their orbital and colonial industries greatly, the German Government gathered millions of citizens in what were officially termed 'mass vanishings' that seemed to plague the world for various reasons at the time. While the disappearances were noticed, most assumed it was simple pogroms and purges by the administration, especially in the Empire's later days as the government's stability waned (although no one seemed to notice large populations of Islamists or other extremist religions and ideologies were 100% safe statistically). By the time of the Russian Revolution and the German Crusade, times were so troubled no one was paying much attention to the mass 'deportation' of German industry and citizens into huge orbital industrial complexes. These citizens were placed on vast sleeper ships since FTL travel was at the time, experimental, dangerous, and far too visible to anyone watching their sensors to be a relative secret. The ships, whose massive construction fabricators were capable of assembling things all the way from modular cities for colonization to foodstuffs and playing cards, left carrying their precious cargo of approximately half a billion Germans.
A hundred years later, just as (as much as one can synchronize events in terms of relativistic physics) the Religious Wars began in earnest, the colonists arrived to a completely independant base, colonized upon one of the few confirmed verdant worlds outside of Sol. Genetically modified for the environment, robotically and cybernetically enhanced with automated systems to make the most of their limited manpower, the hardy and resiliant German people set up their New German Empire. Since some claimed the first was the Holy Roman, some the Kaiser, some Prussia, some disagreed whether Prussia and Germany counted as a change of power, and some added that Nazi Germany should be considered an Empire even if distasteful and whether Weimar and the longer-lived Federal Republic counted, it was wisely not numbered and just called the German Empire.
When back on earth the inevitable happened and the German government fell to the German Pan-Islamic Rights Coalition and Polish 'peacekeepers', Islamic government militia. and Papist crusaders all fought in the ruins of Berlin, Kaiser Franz and his key government officials inside their FTL courier wept, for not all could be evacuated, but he knew the destruction was not in vain.
Germany would some day return.
Race
The average German is physically similar to a human being, although different in terms of biochemistry because they are adapted to their homeworld, New Prussia.
However, most Germans are cybernetically enhanced with, at very least, a connection to the Cybernet and basic body modification for improved efficiency. With increases in organic replicae likeness, full body prosthetic replacement is common enough among private citizens although not nearly a plurality or majority choose to embrace the costs for the benefits.
Although libraries of the genetic information of many creatures such as common cats, ferrets, dogs, raccoons, and all other animals the ABVS could scrounge up along with the other resources for the journey, the Germans took it upon themselves to create more interesting animals for enjoyment and profit. Most animals kept as pets (since food cloning and the perfection of synthetic meats removes the need for food animals except as a very disturbing luxury of rich connoisseurs) no longer actually resemble their progenitor species.
Government
The government of the Empire is a constitutional monarchy with a democratically elected unicameral Bundestag (Parliament), who are allowed to decide upon the succession of the throne from the extended family of the Kaiser in case of the inevitable incompetence in the direct primogeniture line. The Kaiser, unlike most constitutional monarchies, is the leader of the Executive Branch and appoints the Chancellor and Cabinet with only a simple majority vote of the Parliament.
Administration of local planets is handled by various elected officials styled traditionally as members of nobility. Many principalities and electorates do, in fact, run essentially hereditarily but recall of public officials and elections do occur, if in name only in some parts where upper-class families control the press and government.
The Official Language of the German Empire is German, naturally.
Planets
The German Empire, in the years since the Exodus, has expanded to incorporate and colonize uninhabited systems near itself. Almost all of them are named after historic regions of Germany, but there are some exceptions. In practice, the word New/Neu is dropped to avoid redundancy.
Major Colonies
New Prussia- Capital of the Empire, with its vast orbital metropolis New Berlin, Prussia was the world that the original project of the SBVB chose because of its confirmed biosphere. Prussia is the center of all of the empire, filled to the brim with industry keiretsu, research labs, government buildings, merchant landings, orbital factories, and so forth, as befits the Imperial Capital of an Empire. It is covered with vast defensive fortifications capable of fighting of small fleets, including parasite fighter drones attached to orbital defense stations, orbital rail cannons capable of firing relativistic projectiles at enemies, and redundant interlocking shield generators prepared to defeat bombardment. Population 12 billion. (20 points)
Unmöglich- The second world of the Empire, named after it was detected upon arrival of the ship to also be capable of supporting life. The captain of the exodus fleet then remarked his famous interjection that this was impossibly unlikely that two inhabitable worlds would orbit the same sun at such vastly different orbital distances, and that it should be rechecked with active sensors. After his sensors operator replied that Planet Impossible still existed, the name stuck. Today, Unmöglich is notable for its large wildlife reserves, as the entire planet is mostly untouched save for obligatory space elevators and landing facilities, as all of its infrastructure is in space. Indeed, Unmöglich contains the major shipyards of the Empire. Its defensive facilities are less dense but almost as formidable as the capital's. Population 9 billion. (15 points)
Bayern- Bayern is an oddball among the worlds of the Empire. Settled for its mining and not for the pleasantly venusian atmosphere or the thick clouds of toxic gas whipping around its surface at hurricane speeds, Bayerners are stereotyped as rugged individualists with a sort of Frontiersman gruffness and no qualms about genetic modification to fit their environment. While the number of such people is perhaps exaggerated, it is true that there is a large amount of nonstandard prosthetic bodies and actual biomods in Bayern, such as zero-g adapted humans, hexaped centauriforms, and other oddities such as the much maligned Fu Ri cult that was incinerated in the brief terrorist strike by kinetic launches by radicals based on Bayern's moon Vierblätter B. Bayern residents are sometimes looked down upon by the rest of the Empire as bizzare, but they are at the forefront of most branches of science, especially biological and electronic ones and are indispensable to the empire. Population 4 billion. (5 points)
Elbe- Named after the river, this world is covered entirely in water save for a few underwater mountains that poke out. The underwater cities of Elbe are known as the cultural hotspot and nightlife capital of the Empire. Elbe residents also are perhaps inaccurately stereotyped as sexually promiscuous, although it is the only Länder that explicitly outlines the institution of polygamous marriage within its laws. Population 6 billion. (5 points)
Aachen- Aachen is, in considerate irony to its name, the food production capital of the Empire. Population 5 billion. (5 points)
Hamburg and München- These worlds are notable for the fact that they both are located in the same system and share evidence of some ancient culture. The Groo, a race of protoplasmic subsentient aliens dwelling inside underground hives, were discovered here among the ruins upon both planets and samples were taken (and, by more adventurous Germans, pets were taken too) because of their interesting biology. Groo do not distinguish between organics, inorganics, sentients or nonsentients when eating something they can derive energy from, but because of their lack of size and weaponry the worker castes are mostly harmless and indeed avidly loyal if regularly fed. Population 3 billion each, give or take. (5 points each)
Minor Colonies, population of around 2 billion each.
Raumschiff- In the grand tradition of wiseassed naming among the Imperial Scout Service, the accidental discovery of this system provoked the question "Where are we", which was answered with "[The] Spaceship".
Magdeburg
Brandenburg
Anhalt
Bremen
Stettin
Unser-Bestimmungsort
Stations
Approximately 25 colonial outposts governed as colonial holdings instead of full Länder of the Empire, averaging a few hundred million inhabitants each adding up to perhaps 1.5 billion citizens.
Total Population- 46 Billion
Total Points Spent- 60 points defense.
Fleet
A note on Firing Arcs:
Armaments are capable of firing in any direction except their opposite (Port Broadsides cannot target Starboard, for obvious reasons, and vice versa, and topsides cannot fire downwards, etc.). They are most capable when used in straight shots, of course, because while firing perpendicular only around half of their weapons in that arc have a clear shot. Chase and Rear are the most rare arcs, since the Kaisermarine ususally does not mount forward or rear weaponry, the former being considered useless in ship-to-ship combat when ventral and top arcs with broadside support can suffice, while the latter being reserved for engine room.
==Ships of the Wall:
Kaiser Franz II-klasse Großschlachtschiff [6] [20pt] [120]- Usually called the Kaiser-klasse, these ships are the largest ships in the Kaisermarine. They are ugly, blocky ships compared to the others in the Kaisermarine, resembling what could be charitably called a giant submarine sandwich. Uncharitably, it could be called a giant space dildo. Of course, neither is truly accurate as most submarine sandiwches aren't nearly three quarters of a kilometer long and bristling with gun turrets, let alone the second option.
===Length: 735 metres
===Crew: 940, including 60 Space Marines
===Weapons:
==Broadside Armament, Each:
4 Frak-Cee Autocannons
82 Point Defense Turrets
48 Missile Tubes
==Topside Armament:
1 Ultraheavy Near-C Vernichtung Mass Driver
1 Hölle Frak-C Mass Driver
16 Point Defense Turrets
==Ventral Armament:
3 Hölle Frak-C Mass Driver
4 Frak-C Autocannons
10 Point Defense Turrets
16 Missile Tubes
===Defenses:
==Primary: 30 Interlocking Barrier Generators (Surface Area Covered- 20% redundancy)
==Secondary: 45 Mobile Microbarrier Missile Interceptiors
==Tertiary: 15 Black Sphere Devices
===Onboard Craft: 5 Shuttlecraft, 10 Cargo Haulers
===Names: Prior Kaiser and Kaiserin of the German Empire
Deutschland-klasse Schlachtschiff [30] [8 pt] [240]: More common than the larger Kaiser-series of vessels, the Deutschland-class Battleships are the primary ships of the wall for the Reich. For Battleships, even ones of the low tech base of the Kaisermarine, the Deutschland-klasse is notably underarmed in heavy anti-warship guns. However, the few guns it does pack have a major punch, and it is one of the most rugged and durable ship types in the fleet, capable of losing nearly half of its shield generators before holes begin to open in its englobement.
===Length: 545 metres
===Crew: 610, including 160 Space Marines
===Weapons:
==Broadside Armament, Each:
17 Point Defense Turrets
==Topside Armement:
1 Hölle Frak-C Mass Driver
8 Missile Tubes
6 Point Defense Turrets
==Ventral Armament:
1 Hölle Frak-C Mass Driver
3 Frak-C Autocannons
10 Point Defense Turrets
===Defenses:
==Primary: 16 Interlocking Barrier Generators (Surface Area Covered- 80% redundancy)
==Secondary: 30 Mobile Microbarrier Missile Interceptiors
==Tertiary: 1 Black Sphere Device
===Onboard Craft: 5 Shuttlecraft
===Names: No real pattern
==Carriers:
Engel-klasse Großraumflugzeugdrohneträger [8] [12 pts] [96]: The Engel-class Heavy Drone Carriers aren't that long, but compared to ships of the wall they are massively tall and wide, more like flying blocks than flying bricks. The Engel-class carries proportionately very few men and even fewer armaments save its respectable missile batteries, but makes up for it with nearly 400 fighter and bomber drones. While lacking in point defense, the Engel-class depends upon its fighter complement to intercept enemies. If it does take damage, the Engel is also ridiculously over-shielded, with quadruple-redundancy built into its shield generator arrays in order to minimize any chance of there having to be a judgement call between the lives of the crew or the mission (as accomplished by not letting the hangers and flight bays take hits) for the shield operators.
===Length: 620 metres
===Crew: 175, including 35 Space Marines
===Weapons:
==Broadside Armament, Each:
2 Point Defense Turrets
==Topside Armament:
28 Point Defense Turrets
32 Missile Tubes
==Ventral Armament:
1 Hölle Frak-C Mass Driver
6 Frak-C Autocannons
2 Point Defense Turrets
===Defenses:
==Primary: 32 Interlocking Barrier Generators (Surface Area Covered- 400% redundancy)
==Secondary: 28 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Onboard Craft:
==40 Shuttlecraft,
==38 Cargo Haulers,
==20 Orbit-to-Surface Rapid Armor Delivery Drop Pods
==2 Largescale Troop Dropships
==40 Reconnaissance Drones
==20 Pinnaces, Cutters, and/or Miscellaneous Craft
==Hugin-class Interceptor Drones- 22 Squadrons (132)
==Odin-class Heavy Bomber Drones- 22 Squadrons (132)
==Albrecht Achilles-class Fighter-Bomber Drones- 22 Squadrons (132)
===Names: Abrahamic Archangels
Bayern-klasse Raumflugzeugdrohneträger [12] [9 pts] [108]: The Bayern was constructed as a tradeoff between the ponderous bulk carrying capacity of the Engel and the numerous but fragile Nietzsche line. Longer than even the Engel, but much smaller width and heightwise, the Bayern is dominated by its gigantic drone launch bays. It carries 17 squadrons of drones, which is good for it because it lacks any real combat capacity besides anti-fighter defense and does not share the insane commitment to shielding that the Engel-class does.
===Length: 675 metres
===Crew: 95, including 30 Space Marines
===Weapons:
==Broadside Armament, Each:
10 Point Defense Turrets
==Topside Armament:
10 Point Defense Turrets
4 Missile Tubes
==Ventral Armament:
24 Point Defense Turrets
16 Missile Tubes
===Defenses:
==Primary: 4 Interlocking Barrier Generators (Surface Area Covered- 50% redundancy)
==Secondary: 12 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Onboard Craft:
==1 Largescale Troop Dropship
==5 Shuttlecraft,
==3 Pinnaces, Cutters, and/or Miscellaneous Craft
==Hugin-class Interceptor Drones- 7 Squadrons (42)
==Odin-class Heavy Bomber Drones- 3 Squadrons (18)
==Albrecht Achilles-class Fighter-Bomber Drones- 7 Squadrons (42)
===Names: Earthern areas belonging territorially or culturally to Germany 's sphere of influence
Nietzsche-klasse Geleitraumflugzeugdrohneträger [18] [4 pts] [72]: The Nietzsche-class is the ever dependable class of tiny escort carriers floating along with the main fleets. Carrying only minimal weaponry even against fighters, the Nietzsche depends upon its flight complement of 8 squadrons of drones to tip the scales into its favour. Nietzsche-class Escort Carriers also serve as makeshift troop ships, carrying a double strength marine complement and a dropship.
===Length: 240 metres
===Crew: 200, including 80 Space Marines
===Weapons:
==Broadside Armament, Each:
1 Point Defense Turret
==Topside Armament:
3 Point Defense Turrets
==Chase Armament:
4 Point Defense Turrets
===Defenses:
==Primary: 6 Interlocking Barrier Generators (Surface Area Covered- 66% redundancy)
==Secondary: 18 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Onboard Craft:
==1 Largescale Troop Dropship
==1 Shuttlecraft,
==1 Pinnace, Cutter, and/or Miscellaneous Craft
==Hugin-class Interceptor Drones- 2 Squadrons (12)
==Odin-class Heavy Bomber Drones- 2 Squadrons (12)
==Albrecht Achilles-class Fighter-Bomber Drones- 4 Squadrons (24)
===Names: Famous Philosophers and Scientists
==Cruisers:
Sensenmann-klasse Schlachtkreuzer [15] [5 pts][+2 pt Engines] [105]: While not as well armed or numerous as the Battleships of the wall, the Sensenmann-class Battlecruiser has a significant role on the battlefield, serving as highly mobile ships armed with heavier weaponry than their speed merits. Sensenmann-class Battlecruisers are functionally equivalent to undergunned battleships that pull escort-level accelerations due to their larger mass devoted to Inertial Compensators than ships of the wall.
===Length: 475 metres
===Crew: 330, including 100 Space Marines
===Weapons:
==Broadside Armament, Each:
11 Point Defense Turrets
==Topside Armament:
1 Hölle Frak-C Mass Driver
2 Frak-C Autocannons
24 Point Defense Turrets
8 Missile Tubes
==Ventral Armament:
4 Frak-C Autocannons
24 Point Defense Turrets
20 Missile Tubes
===Defenses:
==Primary: 12 Interlocking Barrier Generators (Surface Area Covered- 33% redundancy)
==Secondary: 15 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Onboard Craft: 3 Shuttlecraft
===Names: Mythological Figures
Prinz Hans Friedrich-klasse Schwerekreuzer [20] [6 pts] [120]:
The Prinz Hans Friedrich class Heavy Cruiser is slightly heavier in guns than the Sensenmann Battlecruiser and more heavily shielded, but is slower and less able to deal with fighters because of its larger ratio of heavy guns to smaller guns. This class was previously called Panzerkreuzer, or Armoured Cruiser, as the Prinz Hans and its compatriots are very tough for their size.
===Length: 390 metres
===Crew: 170, including 50 Space Marines
===Weapons:
==Broadside Armament, Each:
9 Point Defense Turrets
==Topside Armament:
2 Frak-C Autocannons
8 Point Defense Turrets
8 Missile Tubes
==Ventral Armament:
4 Frak-C Autocannons
10 Point Defense Turrets
===Defenses:
==Primary: 4 Interlocking Barrier Generators (Surface Area Covered- 200% redundancy)
==Secondary: 10 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Onboard Craft: 2 Shuttlecraft
===Names: Princes, Political Figures, Nobility, Upper Class Families
Oberherr-klasse Kreuzer [30] [4.5 pts] [135]:
===Length: 295 metres
===Crew: 80, including 30 Space Marines
===Weapons:
==Broadside Armament, Each:
4 Point Defense Turrets
==Topside Armament:
1 Frak-C Autocannon
4 Point Defense Turrets
12 Missile Tubes
==Ventral Armament:
8 Point Defense Turrets
===Defenses:
==Primary: 4 Interlocking Barrier Generators (Surface Area Covered- 20% redundancy)
==Secondary: 8 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Names: No pattern
Jäger-klasse Leichtekreuzer [30] [3 pts] [90]:
===Length: 275 metres
===Crew: 88, including 40 Space Marines
===Weapons:
==Broadside Armament, Each:
2 Point Defense Turrets
8 Missile Tubes
==Topside Armament:
6 Point Defense Turrets
12 Missile Tubes
==Chase Armament:
2 Kopfjäger Near-C Mass Drivers [Fixed Forward, Spinal Mount]
==Ventral Armament:
8 Missile Tubes
Marine Boarding Pod Launchers
===Defenses:
==Primary: 3 Interlocking Barrier Generators (Surface Area Covered- 166% redundancy)
==Secondary: 10 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Names: No pattern
==Escorts:
Morgenstern-klasse Panzerzerstörer [30] [2.5 pt] [90]:
===Length: 325 metres
===Crew: 40, including 10 Space Marines
===Weapons:
==Broadside Armament, Each:
3 Point Defense Turrets
==Topside Armament:
14 Missile Tubes
==Ventral Armament:
1 Frak-Cee Autocannon
===Defenses:
==Primary: 2 Interlocking Barrier Generators (Surface Area Covered- 100% redundancy)
==Secondary: 8 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Names: Stellar Bodies
Brandenburg-klasse Zerstörer [35] [2 pts] [70]:
===Length: 168 metres
===Crew: 16, including 5 Space Marines
===Weapons:
==Broadside Armament, Each:
2 Point Defense Turrets
==Topside Armament:
1 Point Defense Turret
2 Missile Tubes
==Ventral Armament:
1 Point Defense Turret
===Defenses:
==Primary: Interlocking Barrier Generators (Surface Area Covered- 250% redundancy)
==Secondary: 4 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Names: Cities and small areas of Germany and Germanic areas on Earth
Geist-klasse Zerstörer [35] [2 pts] [70]:
===Length: 210 metres
===Crew: 15, including 5 Space Marines
===Weapons:
==Broadside Armament, Each:
2 Point Defense Turrets
==Topside Armament:
11 Point Defense Turrets
==Chase Armament:
2 Heavy Anti-Capship Torpedo Tubes [Fixed Foward]
==Ventral Armament:
1 Point Defense Turret
===Defenses:
==Primary: Interlocking Barrier Generators (Surface Area Covered- 100% redundancy)
==Secondary: 4 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Names: Things which are traditionally sneaky, spooky, or mischievious
Graf-klasse Fregatte [45] [1 pt] [45]:
===Length: 140 metres
===Crew: 10, including 3 Space Marines
===Weapons:
==Broadside Armament, Each:
1 Point Defense Turret
2 Missile Tubes
==Topside Armament:
4 Point Defense Turrets
==Chase Armament:
2 Heavy Frak-C Anti-Warship Guns [Fixed Foward]
==Ventral Armament:
2 Point Defense Turret
===Defenses:
==Primary: Interlocking Barrier Generator
==Secondary: 2 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Names: No pattern
Lothar-klasse [5] [1 pt][+4 EW/ECM/ECCM] [25]
===Length: 128 metres
===Crew: 16, including the obligatory Space Marine
===Weapons:
==Broadside Armament, Each:
2 Point Defense Turrets
==Topside Armament:
1 Point Defense Turret
==Ventral Armament:
1 Point Defense Turret
===Defenses:
==Primary: Interlocking Barrier Generators
==Secondary: Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Names: Ancient Kings
Technology- look I'm tired this section and the fluff on the ships will get done later.
+20 Ground Combat, we have Prussia. Enough said.
+30 Espionage, we've had sleeper agents on Earth for 200 years and several million sympathetic Earth "Germans" living in the Islamic Republic of Germany to work with.
+4 Internal Security, why not it seems popular enough
[Total Points Spent (Ships of the Wall): 360]
[Total Points Spent (Carriers): 276]
[Total Points Spent (Cruisers): 450]
[Total Points Spent (Escorts): 300]
==Total Points Spent (Navy): 1386
==Total Points Spent (Planetary Defenses): 60
==Total Points Spent (Technology/Nation Upgrades): 54
==Total Points Spent: 1500
Introduction
In the insane urban guerilla warfare as religious animosity descended into strife and open revolt in Germany and the rest of Europe, the German Empire had long since been reforged as the noble experiment of pure democracy failed in light of the ancient oil crisis. Unlike the others, the German nation was prepared.
Having seen the writing upon the wall that eventually their government like all others was doomed (although they did not correctly predict the correct time nor cause of this doom), the German Imperial General Staff's Space Department secretly organized one of the greatest covert industrial endeavor since the Manhatten Project- the Special Colonization Planning Bureau or ABVS (Außerordentliches Besiedelungsvorbereitungsamt).
Under the not so inaccurate guise of expanding their orbital and colonial industries greatly, the German Government gathered millions of citizens in what were officially termed 'mass vanishings' that seemed to plague the world for various reasons at the time. While the disappearances were noticed, most assumed it was simple pogroms and purges by the administration, especially in the Empire's later days as the government's stability waned (although no one seemed to notice large populations of Islamists or other extremist religions and ideologies were 100% safe statistically). By the time of the Russian Revolution and the German Crusade, times were so troubled no one was paying much attention to the mass 'deportation' of German industry and citizens into huge orbital industrial complexes. These citizens were placed on vast sleeper ships since FTL travel was at the time, experimental, dangerous, and far too visible to anyone watching their sensors to be a relative secret. The ships, whose massive construction fabricators were capable of assembling things all the way from modular cities for colonization to foodstuffs and playing cards, left carrying their precious cargo of approximately half a billion Germans.
A hundred years later, just as (as much as one can synchronize events in terms of relativistic physics) the Religious Wars began in earnest, the colonists arrived to a completely independant base, colonized upon one of the few confirmed verdant worlds outside of Sol. Genetically modified for the environment, robotically and cybernetically enhanced with automated systems to make the most of their limited manpower, the hardy and resiliant German people set up their New German Empire. Since some claimed the first was the Holy Roman, some the Kaiser, some Prussia, some disagreed whether Prussia and Germany counted as a change of power, and some added that Nazi Germany should be considered an Empire even if distasteful and whether Weimar and the longer-lived Federal Republic counted, it was wisely not numbered and just called the German Empire.
When back on earth the inevitable happened and the German government fell to the German Pan-Islamic Rights Coalition and Polish 'peacekeepers', Islamic government militia. and Papist crusaders all fought in the ruins of Berlin, Kaiser Franz and his key government officials inside their FTL courier wept, for not all could be evacuated, but he knew the destruction was not in vain.
Germany would some day return.
Race
The average German is physically similar to a human being, although different in terms of biochemistry because they are adapted to their homeworld, New Prussia.
However, most Germans are cybernetically enhanced with, at very least, a connection to the Cybernet and basic body modification for improved efficiency. With increases in organic replicae likeness, full body prosthetic replacement is common enough among private citizens although not nearly a plurality or majority choose to embrace the costs for the benefits.
Although libraries of the genetic information of many creatures such as common cats, ferrets, dogs, raccoons, and all other animals the ABVS could scrounge up along with the other resources for the journey, the Germans took it upon themselves to create more interesting animals for enjoyment and profit. Most animals kept as pets (since food cloning and the perfection of synthetic meats removes the need for food animals except as a very disturbing luxury of rich connoisseurs) no longer actually resemble their progenitor species.
Government
The government of the Empire is a constitutional monarchy with a democratically elected unicameral Bundestag (Parliament), who are allowed to decide upon the succession of the throne from the extended family of the Kaiser in case of the inevitable incompetence in the direct primogeniture line. The Kaiser, unlike most constitutional monarchies, is the leader of the Executive Branch and appoints the Chancellor and Cabinet with only a simple majority vote of the Parliament.
Administration of local planets is handled by various elected officials styled traditionally as members of nobility. Many principalities and electorates do, in fact, run essentially hereditarily but recall of public officials and elections do occur, if in name only in some parts where upper-class families control the press and government.
The Official Language of the German Empire is German, naturally.
Planets
The German Empire, in the years since the Exodus, has expanded to incorporate and colonize uninhabited systems near itself. Almost all of them are named after historic regions of Germany, but there are some exceptions. In practice, the word New/Neu is dropped to avoid redundancy.
Major Colonies
New Prussia- Capital of the Empire, with its vast orbital metropolis New Berlin, Prussia was the world that the original project of the SBVB chose because of its confirmed biosphere. Prussia is the center of all of the empire, filled to the brim with industry keiretsu, research labs, government buildings, merchant landings, orbital factories, and so forth, as befits the Imperial Capital of an Empire. It is covered with vast defensive fortifications capable of fighting of small fleets, including parasite fighter drones attached to orbital defense stations, orbital rail cannons capable of firing relativistic projectiles at enemies, and redundant interlocking shield generators prepared to defeat bombardment. Population 12 billion. (20 points)
Unmöglich- The second world of the Empire, named after it was detected upon arrival of the ship to also be capable of supporting life. The captain of the exodus fleet then remarked his famous interjection that this was impossibly unlikely that two inhabitable worlds would orbit the same sun at such vastly different orbital distances, and that it should be rechecked with active sensors. After his sensors operator replied that Planet Impossible still existed, the name stuck. Today, Unmöglich is notable for its large wildlife reserves, as the entire planet is mostly untouched save for obligatory space elevators and landing facilities, as all of its infrastructure is in space. Indeed, Unmöglich contains the major shipyards of the Empire. Its defensive facilities are less dense but almost as formidable as the capital's. Population 9 billion. (15 points)
Bayern- Bayern is an oddball among the worlds of the Empire. Settled for its mining and not for the pleasantly venusian atmosphere or the thick clouds of toxic gas whipping around its surface at hurricane speeds, Bayerners are stereotyped as rugged individualists with a sort of Frontiersman gruffness and no qualms about genetic modification to fit their environment. While the number of such people is perhaps exaggerated, it is true that there is a large amount of nonstandard prosthetic bodies and actual biomods in Bayern, such as zero-g adapted humans, hexaped centauriforms, and other oddities such as the much maligned Fu Ri cult that was incinerated in the brief terrorist strike by kinetic launches by radicals based on Bayern's moon Vierblätter B. Bayern residents are sometimes looked down upon by the rest of the Empire as bizzare, but they are at the forefront of most branches of science, especially biological and electronic ones and are indispensable to the empire. Population 4 billion. (5 points)
Elbe- Named after the river, this world is covered entirely in water save for a few underwater mountains that poke out. The underwater cities of Elbe are known as the cultural hotspot and nightlife capital of the Empire. Elbe residents also are perhaps inaccurately stereotyped as sexually promiscuous, although it is the only Länder that explicitly outlines the institution of polygamous marriage within its laws. Population 6 billion. (5 points)
Aachen- Aachen is, in considerate irony to its name, the food production capital of the Empire. Population 5 billion. (5 points)
Hamburg and München- These worlds are notable for the fact that they both are located in the same system and share evidence of some ancient culture. The Groo, a race of protoplasmic subsentient aliens dwelling inside underground hives, were discovered here among the ruins upon both planets and samples were taken (and, by more adventurous Germans, pets were taken too) because of their interesting biology. Groo do not distinguish between organics, inorganics, sentients or nonsentients when eating something they can derive energy from, but because of their lack of size and weaponry the worker castes are mostly harmless and indeed avidly loyal if regularly fed. Population 3 billion each, give or take. (5 points each)
Minor Colonies, population of around 2 billion each.
Raumschiff- In the grand tradition of wiseassed naming among the Imperial Scout Service, the accidental discovery of this system provoked the question "Where are we", which was answered with "[The] Spaceship".
Magdeburg
Brandenburg
Anhalt
Bremen
Stettin
Unser-Bestimmungsort
Stations
Approximately 25 colonial outposts governed as colonial holdings instead of full Länder of the Empire, averaging a few hundred million inhabitants each adding up to perhaps 1.5 billion citizens.
Total Population- 46 Billion
Total Points Spent- 60 points defense.
Fleet
A note on Firing Arcs:
Armaments are capable of firing in any direction except their opposite (Port Broadsides cannot target Starboard, for obvious reasons, and vice versa, and topsides cannot fire downwards, etc.). They are most capable when used in straight shots, of course, because while firing perpendicular only around half of their weapons in that arc have a clear shot. Chase and Rear are the most rare arcs, since the Kaisermarine ususally does not mount forward or rear weaponry, the former being considered useless in ship-to-ship combat when ventral and top arcs with broadside support can suffice, while the latter being reserved for engine room.
==Ships of the Wall:
Kaiser Franz II-klasse Großschlachtschiff [6] [20pt] [120]- Usually called the Kaiser-klasse, these ships are the largest ships in the Kaisermarine. They are ugly, blocky ships compared to the others in the Kaisermarine, resembling what could be charitably called a giant submarine sandwich. Uncharitably, it could be called a giant space dildo. Of course, neither is truly accurate as most submarine sandiwches aren't nearly three quarters of a kilometer long and bristling with gun turrets, let alone the second option.
===Length: 735 metres
===Crew: 940, including 60 Space Marines
===Weapons:
==Broadside Armament, Each:
4 Frak-Cee Autocannons
82 Point Defense Turrets
48 Missile Tubes
==Topside Armament:
1 Ultraheavy Near-C Vernichtung Mass Driver
1 Hölle Frak-C Mass Driver
16 Point Defense Turrets
==Ventral Armament:
3 Hölle Frak-C Mass Driver
4 Frak-C Autocannons
10 Point Defense Turrets
16 Missile Tubes
===Defenses:
==Primary: 30 Interlocking Barrier Generators (Surface Area Covered- 20% redundancy)
==Secondary: 45 Mobile Microbarrier Missile Interceptiors
==Tertiary: 15 Black Sphere Devices
===Onboard Craft: 5 Shuttlecraft, 10 Cargo Haulers
===Names: Prior Kaiser and Kaiserin of the German Empire
Deutschland-klasse Schlachtschiff [30] [8 pt] [240]: More common than the larger Kaiser-series of vessels, the Deutschland-class Battleships are the primary ships of the wall for the Reich. For Battleships, even ones of the low tech base of the Kaisermarine, the Deutschland-klasse is notably underarmed in heavy anti-warship guns. However, the few guns it does pack have a major punch, and it is one of the most rugged and durable ship types in the fleet, capable of losing nearly half of its shield generators before holes begin to open in its englobement.
===Length: 545 metres
===Crew: 610, including 160 Space Marines
===Weapons:
==Broadside Armament, Each:
17 Point Defense Turrets
==Topside Armement:
1 Hölle Frak-C Mass Driver
8 Missile Tubes
6 Point Defense Turrets
==Ventral Armament:
1 Hölle Frak-C Mass Driver
3 Frak-C Autocannons
10 Point Defense Turrets
===Defenses:
==Primary: 16 Interlocking Barrier Generators (Surface Area Covered- 80% redundancy)
==Secondary: 30 Mobile Microbarrier Missile Interceptiors
==Tertiary: 1 Black Sphere Device
===Onboard Craft: 5 Shuttlecraft
===Names: No real pattern
==Carriers:
Engel-klasse Großraumflugzeugdrohneträger [8] [12 pts] [96]: The Engel-class Heavy Drone Carriers aren't that long, but compared to ships of the wall they are massively tall and wide, more like flying blocks than flying bricks. The Engel-class carries proportionately very few men and even fewer armaments save its respectable missile batteries, but makes up for it with nearly 400 fighter and bomber drones. While lacking in point defense, the Engel-class depends upon its fighter complement to intercept enemies. If it does take damage, the Engel is also ridiculously over-shielded, with quadruple-redundancy built into its shield generator arrays in order to minimize any chance of there having to be a judgement call between the lives of the crew or the mission (as accomplished by not letting the hangers and flight bays take hits) for the shield operators.
===Length: 620 metres
===Crew: 175, including 35 Space Marines
===Weapons:
==Broadside Armament, Each:
2 Point Defense Turrets
==Topside Armament:
28 Point Defense Turrets
32 Missile Tubes
==Ventral Armament:
1 Hölle Frak-C Mass Driver
6 Frak-C Autocannons
2 Point Defense Turrets
===Defenses:
==Primary: 32 Interlocking Barrier Generators (Surface Area Covered- 400% redundancy)
==Secondary: 28 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Onboard Craft:
==40 Shuttlecraft,
==38 Cargo Haulers,
==20 Orbit-to-Surface Rapid Armor Delivery Drop Pods
==2 Largescale Troop Dropships
==40 Reconnaissance Drones
==20 Pinnaces, Cutters, and/or Miscellaneous Craft
==Hugin-class Interceptor Drones- 22 Squadrons (132)
==Odin-class Heavy Bomber Drones- 22 Squadrons (132)
==Albrecht Achilles-class Fighter-Bomber Drones- 22 Squadrons (132)
===Names: Abrahamic Archangels
Bayern-klasse Raumflugzeugdrohneträger [12] [9 pts] [108]: The Bayern was constructed as a tradeoff between the ponderous bulk carrying capacity of the Engel and the numerous but fragile Nietzsche line. Longer than even the Engel, but much smaller width and heightwise, the Bayern is dominated by its gigantic drone launch bays. It carries 17 squadrons of drones, which is good for it because it lacks any real combat capacity besides anti-fighter defense and does not share the insane commitment to shielding that the Engel-class does.
===Length: 675 metres
===Crew: 95, including 30 Space Marines
===Weapons:
==Broadside Armament, Each:
10 Point Defense Turrets
==Topside Armament:
10 Point Defense Turrets
4 Missile Tubes
==Ventral Armament:
24 Point Defense Turrets
16 Missile Tubes
===Defenses:
==Primary: 4 Interlocking Barrier Generators (Surface Area Covered- 50% redundancy)
==Secondary: 12 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Onboard Craft:
==1 Largescale Troop Dropship
==5 Shuttlecraft,
==3 Pinnaces, Cutters, and/or Miscellaneous Craft
==Hugin-class Interceptor Drones- 7 Squadrons (42)
==Odin-class Heavy Bomber Drones- 3 Squadrons (18)
==Albrecht Achilles-class Fighter-Bomber Drones- 7 Squadrons (42)
===Names: Earthern areas belonging territorially or culturally to Germany 's sphere of influence
Nietzsche-klasse Geleitraumflugzeugdrohneträger [18] [4 pts] [72]: The Nietzsche-class is the ever dependable class of tiny escort carriers floating along with the main fleets. Carrying only minimal weaponry even against fighters, the Nietzsche depends upon its flight complement of 8 squadrons of drones to tip the scales into its favour. Nietzsche-class Escort Carriers also serve as makeshift troop ships, carrying a double strength marine complement and a dropship.
===Length: 240 metres
===Crew: 200, including 80 Space Marines
===Weapons:
==Broadside Armament, Each:
1 Point Defense Turret
==Topside Armament:
3 Point Defense Turrets
==Chase Armament:
4 Point Defense Turrets
===Defenses:
==Primary: 6 Interlocking Barrier Generators (Surface Area Covered- 66% redundancy)
==Secondary: 18 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Onboard Craft:
==1 Largescale Troop Dropship
==1 Shuttlecraft,
==1 Pinnace, Cutter, and/or Miscellaneous Craft
==Hugin-class Interceptor Drones- 2 Squadrons (12)
==Odin-class Heavy Bomber Drones- 2 Squadrons (12)
==Albrecht Achilles-class Fighter-Bomber Drones- 4 Squadrons (24)
===Names: Famous Philosophers and Scientists
==Cruisers:
Sensenmann-klasse Schlachtkreuzer [15] [5 pts][+2 pt Engines] [105]: While not as well armed or numerous as the Battleships of the wall, the Sensenmann-class Battlecruiser has a significant role on the battlefield, serving as highly mobile ships armed with heavier weaponry than their speed merits. Sensenmann-class Battlecruisers are functionally equivalent to undergunned battleships that pull escort-level accelerations due to their larger mass devoted to Inertial Compensators than ships of the wall.
===Length: 475 metres
===Crew: 330, including 100 Space Marines
===Weapons:
==Broadside Armament, Each:
11 Point Defense Turrets
==Topside Armament:
1 Hölle Frak-C Mass Driver
2 Frak-C Autocannons
24 Point Defense Turrets
8 Missile Tubes
==Ventral Armament:
4 Frak-C Autocannons
24 Point Defense Turrets
20 Missile Tubes
===Defenses:
==Primary: 12 Interlocking Barrier Generators (Surface Area Covered- 33% redundancy)
==Secondary: 15 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Onboard Craft: 3 Shuttlecraft
===Names: Mythological Figures
Prinz Hans Friedrich-klasse Schwerekreuzer [20] [6 pts] [120]:
The Prinz Hans Friedrich class Heavy Cruiser is slightly heavier in guns than the Sensenmann Battlecruiser and more heavily shielded, but is slower and less able to deal with fighters because of its larger ratio of heavy guns to smaller guns. This class was previously called Panzerkreuzer, or Armoured Cruiser, as the Prinz Hans and its compatriots are very tough for their size.
===Length: 390 metres
===Crew: 170, including 50 Space Marines
===Weapons:
==Broadside Armament, Each:
9 Point Defense Turrets
==Topside Armament:
2 Frak-C Autocannons
8 Point Defense Turrets
8 Missile Tubes
==Ventral Armament:
4 Frak-C Autocannons
10 Point Defense Turrets
===Defenses:
==Primary: 4 Interlocking Barrier Generators (Surface Area Covered- 200% redundancy)
==Secondary: 10 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Onboard Craft: 2 Shuttlecraft
===Names: Princes, Political Figures, Nobility, Upper Class Families
Oberherr-klasse Kreuzer [30] [4.5 pts] [135]:
===Length: 295 metres
===Crew: 80, including 30 Space Marines
===Weapons:
==Broadside Armament, Each:
4 Point Defense Turrets
==Topside Armament:
1 Frak-C Autocannon
4 Point Defense Turrets
12 Missile Tubes
==Ventral Armament:
8 Point Defense Turrets
===Defenses:
==Primary: 4 Interlocking Barrier Generators (Surface Area Covered- 20% redundancy)
==Secondary: 8 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Names: No pattern
Jäger-klasse Leichtekreuzer [30] [3 pts] [90]:
===Length: 275 metres
===Crew: 88, including 40 Space Marines
===Weapons:
==Broadside Armament, Each:
2 Point Defense Turrets
8 Missile Tubes
==Topside Armament:
6 Point Defense Turrets
12 Missile Tubes
==Chase Armament:
2 Kopfjäger Near-C Mass Drivers [Fixed Forward, Spinal Mount]
==Ventral Armament:
8 Missile Tubes
Marine Boarding Pod Launchers
===Defenses:
==Primary: 3 Interlocking Barrier Generators (Surface Area Covered- 166% redundancy)
==Secondary: 10 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Names: No pattern
==Escorts:
Morgenstern-klasse Panzerzerstörer [30] [2.5 pt] [90]:
===Length: 325 metres
===Crew: 40, including 10 Space Marines
===Weapons:
==Broadside Armament, Each:
3 Point Defense Turrets
==Topside Armament:
14 Missile Tubes
==Ventral Armament:
1 Frak-Cee Autocannon
===Defenses:
==Primary: 2 Interlocking Barrier Generators (Surface Area Covered- 100% redundancy)
==Secondary: 8 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Names: Stellar Bodies
Brandenburg-klasse Zerstörer [35] [2 pts] [70]:
===Length: 168 metres
===Crew: 16, including 5 Space Marines
===Weapons:
==Broadside Armament, Each:
2 Point Defense Turrets
==Topside Armament:
1 Point Defense Turret
2 Missile Tubes
==Ventral Armament:
1 Point Defense Turret
===Defenses:
==Primary: Interlocking Barrier Generators (Surface Area Covered- 250% redundancy)
==Secondary: 4 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Names: Cities and small areas of Germany and Germanic areas on Earth
Geist-klasse Zerstörer [35] [2 pts] [70]:
===Length: 210 metres
===Crew: 15, including 5 Space Marines
===Weapons:
==Broadside Armament, Each:
2 Point Defense Turrets
==Topside Armament:
11 Point Defense Turrets
==Chase Armament:
2 Heavy Anti-Capship Torpedo Tubes [Fixed Foward]
==Ventral Armament:
1 Point Defense Turret
===Defenses:
==Primary: Interlocking Barrier Generators (Surface Area Covered- 100% redundancy)
==Secondary: 4 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Names: Things which are traditionally sneaky, spooky, or mischievious
Graf-klasse Fregatte [45] [1 pt] [45]:
===Length: 140 metres
===Crew: 10, including 3 Space Marines
===Weapons:
==Broadside Armament, Each:
1 Point Defense Turret
2 Missile Tubes
==Topside Armament:
4 Point Defense Turrets
==Chase Armament:
2 Heavy Frak-C Anti-Warship Guns [Fixed Foward]
==Ventral Armament:
2 Point Defense Turret
===Defenses:
==Primary: Interlocking Barrier Generator
==Secondary: 2 Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Names: No pattern
Lothar-klasse [5] [1 pt][+4 EW/ECM/ECCM] [25]
===Length: 128 metres
===Crew: 16, including the obligatory Space Marine
===Weapons:
==Broadside Armament, Each:
2 Point Defense Turrets
==Topside Armament:
1 Point Defense Turret
==Ventral Armament:
1 Point Defense Turret
===Defenses:
==Primary: Interlocking Barrier Generators
==Secondary: Mobile Microbarrier Missile Interceptiors
==Tertiary: Black Sphere Device
===Names: Ancient Kings
Technology- look I'm tired this section and the fluff on the ships will get done later.
+20 Ground Combat, we have Prussia. Enough said.
+30 Espionage, we've had sleeper agents on Earth for 200 years and several million sympathetic Earth "Germans" living in the Islamic Republic of Germany to work with.
+4 Internal Security, why not it seems popular enough
[Total Points Spent (Ships of the Wall): 360]
[Total Points Spent (Carriers): 276]
[Total Points Spent (Cruisers): 450]
[Total Points Spent (Escorts): 300]
==Total Points Spent (Navy): 1386
==Total Points Spent (Planetary Defenses): 60
==Total Points Spent (Technology/Nation Upgrades): 54
==Total Points Spent: 1500
Last edited by Duckie on 2007-06-19 02:11am, edited 18 times in total.
- Agent Fisher
- Rabid Monkey
- Posts: 3671
- Joined: 2003-04-29 11:56pm
- Location: Sac-Town, CA, USA, Earth, Sol, Milky Way, Universe
ROA
Republic of America
History and Government: The ROA was formed when a large number of American’s, most from the west coast, set out to make their home among the stars. They left during the years of peace before what some of called the Neo-Crusades, but most call them the dark ages, during the time that the US was engaged in its own religous wars. Once they reached their new home, they worked hard to make it just like their old home. They reestablished contact with Earth. Offering an alternative to what was seen as a power hungry, imperialistic United States, the ROA soon accepted the petition of the Five Western States. The ROA dispatched it's military to help protect the Five Western States from the US. After a few brief but bloody battles, the idea of fighting what were basicly your countrymen proved to great, and both sides declared an end of hostilities. Now many years later, the ROA maintains a strong ground force on Earth, much like the US did in the past to help defend South Korea from the North.
The current leader of the ROA is President John Garza.
There are three planets in the ROA, in addition to their territory on Earth. The planets were named largely as a joke: New Arizona, New California, and New Oregon.
New Arizona: Named so due to it’s large amount of deserts. It is home to about half of the nation’s manufacturing and industrial capacity and also has a large amount of resources. The factories are in the north, the extraction of the resources takes place in the south. On one of the southern continents, a large number of rebels are attempting to throw off the ROA.
New California: The Capital Planet of the ROA, it’s climate is largely like that of Earth. It is also the most populated planet, housing over two thirds of the nation.
New Oregon: Largely forests, nothing of much interest, except for the large military training grounds.
Military
The head of the ROA military is General Petraeus, a descendant of the Army general who led the 101st Airborne Division during Operation Iraqi Freedom.
The ROA Navy is based around Carrier Groups. Each Carrier Group consists of two Fleet carriers and their escorts.
Fighters, Bombers, and other carrier launched craft: The movie makers and glory hogs.
SF-66 Viper Mk.II Space Superiority Fighter
Engines: Three High Performance Zapper Starfighter engines
Crew: One
Armament: Two side mounted rapid fire rail guns
Six hard points underneath the wings
One small aft internal ordinance bay for ECM Ordinance
SB-28 Snakier Space Heavy Tactical Bomber
Engines: One StrongLeg Thrust Engine
Crew: One Pilot, One Weapons Systems Operator
Armament: One chin mounted rail gun linked to pilot’s helmet
Three computer assisted auto-tracking Point Defense Laser Turrets
Eighteen hard points underneath and on top of the wings
One small aft internal ordinance bay for ECM Ordinance
SE-12 Eagle Eye SWACS (Spacebourne Warning And Control Systems)
Engines: Three Heavy Lifter Engines (One mounted on the body, the others mounted at the end of two short stubby wings)
Crew: One Pilot, One Copilot/Weapons Systems Operator, Three Electronic Systems Operators
Armament: Four remote controlled Point Defense Laser Turrets
One small aft internal ordinance bay for ECM Ordinance
Specialty Equipment: Two Capital grade sensor suites, four separate types of sensor jamming equipment
SUT-34 Penry Inter-ship Shuttle/Marine Boarding Craft / Dropship / Medi-evac
Engines: Four Heavy Lifter Engines mounted on four stubby wings, two forward, two aft
Crew: One Pilot, One Copilot/Weapons System Operator, Two Load Master/Crew Chiefs
Weapons: Two Dorsal mounted Point Defense Laser Turrets
Additional weapons depending on belly pod attached
Belly Pods: Shuttle Pod: Simple large empty pod with equipment for loading pallets and a dozen passenger seats
Marine Boarding Pod: Seats for one Marine Platoon and special hatches for boarding actions. Two more side mounted Point Defense Laser Turrets
Dropship Pod: Seats for three squads, side hatches, door guns for the crew chiefs
Medi-evac Pod: Forward section with mobile surgery suite. Room for 20 litters
Fighter Refueling Pod: Large fuel container with attachments to refuel Vipers and Snakiers
Auxiliaries and other FTL non Combat ships: The dirty workhorses, unsung heroes of the war effort. Tasked with following fleet units far from friendly ports and supplying them with everything they need for war. (OOC, These ships have no real combat value and are included just to add to the OOB)
AFS-01 through -06 (Combat Stores Ship)
Engines: 4 Medium Sub FTL drives, 1 FTL Jump Drive
Armament: 4 Light Rail Guns
Fighter Compliment: 2 SF-66 Viper Mk.IIs
Role: Provide underway replenishment of ammunition and fighter parts for fleet units on long range missions
A0-01 through -06 (Fuel Ship)
Engines: 4 Medium Sub FTL drives, 1 FTL Jump Drive
Armament: 3 Light Rail Guns
Role: Provide underway replenishment of aviation fuel and other fuel stocks to large ships
AOC-01 through -06 (Other Cargo Replenishment Ship)
Engines: 4 Medium Sub FTL drives, 1 FTL Jump Drive
Armament: 3 Light Rail Guns
Role: Provide underway replenishment of food stocks and other assorted cargo
APD-01 through -24 (Troop Transport)
Engines: 4 Medium Sub FTL drives, 1 FTL Jump Drive
Small Craft Compliment: 30 Penry Craft
Role: Provide transport for ROA Marine and Army units
APH-01 through -04 (Hospital Ship)
Engines: 2 Medium Sub FTL Drives, 1 FTL Jump Drive
Docking bays for Penry Craft, no craft carried as standard
Role: Provide advanced Medical facilities for wounded soldiers
LST(H)-01 through -36 (Juggernaut Heavy Landing Craft)
Engines: 3 Medium Sub FTL Drives, 1 FTL Jump Drive
Role: Modified Obsolete Landing Craft, used for Medical Evacuation of critical wounded personnel from the front to hospital ships in the rear.
Naval Capital Ships, Cruisers and Destroyers: The Stars of the wars. The Big Names that get news coverage and win the wars.
George Washington Class Fleet Carriers (50 points) (8 ships total, 400 points total): Carrying an enormously large amount of fighters, bombers and other small craft, the Washington Carriers are the center of the fleet, their air wing’s containing a large amount of the fleet‘s striking power. The carriers are the ROAS Nimitz, ROAS George Mitchel, ROAS Coral Sea, ROAS Hornet, ROAS Wake, ROAS Ranger, ROAS Michael Williams, ROAS George Washington.
John Paul Jones Class Battleships (15 points) (16 ships total, 240 points total): The hard hitters of the fleet, these ships act in unison with the Ticonderoga Cruisers to hammer anything alongside the fighters of the carriers.
Ticonderoga Class Cruisers (10 points) (20 ships total, 200 points total): The medium ships of the escort groups around carriers. These ships work along sides Jones Battleships to destroy targets.
Fletcher class Destroyer (2 points) (125 ships total, 250 points): Staying on the outskirts of the Carrier group, these small ships act as a picket line. What they lack in firepower, they make up for in numbers.
Other non-naval ROA ships. These ships belong to the ROA Federal Law Enforcement. The ROA FLE is a national level law enforcement. There are two branches. A planetary based branch which serves to investigate crimes and enforce laws on the ground. The second branch is the space based branch. They police the space in-system from lowly pirates and smugglers. They also enforce Federal Laws in space and shipping laws. (OOC: for an idea of what they are, they are like Corellian Security Force from Star Wars.)
Non FTL System Cutters and Patrol Boats(aka the Coast Guard)(20 points total): The small boats that are tasked with policing the ports and inner systems areas from smugglers and to enforce shipping laws in the Republic. When needed they tap Naval resources if they need more firepower.
Vigilant Class Cutter
Engines: Three Light Sub FTL drives
Armament: 15 Light Rail Guns
Ship Compliment: Small Hangar bay for four Vipers. Two dorsal recessed docking ports for two Penrys, with Marine Boarding Pod. When not in flight the Penrys are locked into the recessed docking ports.
Role: The largest vessel of the ROA FLE. It serves as a element Command and Control ship. Its sensor
Defender Class Patrol Boat
Engines: Two Light Sub FTL drives
Armament: 8 Light Rail Guns
Role: The most numerous of the FLE vessels. These small vessels do the majority of the system patrolling, often working in groups of four alongside a Vigilant Cutter. They are very fast, making them good for hunting down smugglers and weak pirates.
Planet Defenses: Each planet has a large number of orbital defense stations. (100 points per planet, with 10 points used to defend Earth holdings )
ROA ARMY (50 points spent on the army.)
The Army is split into three forces, the Active Duty forces, the Reserves and the National Guard. The Active Duty maintains 830 divisions, with most being split between the three worlds with a strong combat detachment on Earth to maintain the DMZ with the USA.
The Reserves and National Guard stand at near 1500 divisions, though they are only called during war time.
Other point spending:
12 points HUM-INT
13 points SIG-INT
5 points Internal Security
Republic of America
History and Government: The ROA was formed when a large number of American’s, most from the west coast, set out to make their home among the stars. They left during the years of peace before what some of called the Neo-Crusades, but most call them the dark ages, during the time that the US was engaged in its own religous wars. Once they reached their new home, they worked hard to make it just like their old home. They reestablished contact with Earth. Offering an alternative to what was seen as a power hungry, imperialistic United States, the ROA soon accepted the petition of the Five Western States. The ROA dispatched it's military to help protect the Five Western States from the US. After a few brief but bloody battles, the idea of fighting what were basicly your countrymen proved to great, and both sides declared an end of hostilities. Now many years later, the ROA maintains a strong ground force on Earth, much like the US did in the past to help defend South Korea from the North.
The current leader of the ROA is President John Garza.
There are three planets in the ROA, in addition to their territory on Earth. The planets were named largely as a joke: New Arizona, New California, and New Oregon.
New Arizona: Named so due to it’s large amount of deserts. It is home to about half of the nation’s manufacturing and industrial capacity and also has a large amount of resources. The factories are in the north, the extraction of the resources takes place in the south. On one of the southern continents, a large number of rebels are attempting to throw off the ROA.
New California: The Capital Planet of the ROA, it’s climate is largely like that of Earth. It is also the most populated planet, housing over two thirds of the nation.
New Oregon: Largely forests, nothing of much interest, except for the large military training grounds.
Military
The head of the ROA military is General Petraeus, a descendant of the Army general who led the 101st Airborne Division during Operation Iraqi Freedom.
The ROA Navy is based around Carrier Groups. Each Carrier Group consists of two Fleet carriers and their escorts.
Fighters, Bombers, and other carrier launched craft: The movie makers and glory hogs.
SF-66 Viper Mk.II Space Superiority Fighter
Engines: Three High Performance Zapper Starfighter engines
Crew: One
Armament: Two side mounted rapid fire rail guns
Six hard points underneath the wings
One small aft internal ordinance bay for ECM Ordinance
SB-28 Snakier Space Heavy Tactical Bomber
Engines: One StrongLeg Thrust Engine
Crew: One Pilot, One Weapons Systems Operator
Armament: One chin mounted rail gun linked to pilot’s helmet
Three computer assisted auto-tracking Point Defense Laser Turrets
Eighteen hard points underneath and on top of the wings
One small aft internal ordinance bay for ECM Ordinance
SE-12 Eagle Eye SWACS (Spacebourne Warning And Control Systems)
Engines: Three Heavy Lifter Engines (One mounted on the body, the others mounted at the end of two short stubby wings)
Crew: One Pilot, One Copilot/Weapons Systems Operator, Three Electronic Systems Operators
Armament: Four remote controlled Point Defense Laser Turrets
One small aft internal ordinance bay for ECM Ordinance
Specialty Equipment: Two Capital grade sensor suites, four separate types of sensor jamming equipment
SUT-34 Penry Inter-ship Shuttle/Marine Boarding Craft / Dropship / Medi-evac
Engines: Four Heavy Lifter Engines mounted on four stubby wings, two forward, two aft
Crew: One Pilot, One Copilot/Weapons System Operator, Two Load Master/Crew Chiefs
Weapons: Two Dorsal mounted Point Defense Laser Turrets
Additional weapons depending on belly pod attached
Belly Pods: Shuttle Pod: Simple large empty pod with equipment for loading pallets and a dozen passenger seats
Marine Boarding Pod: Seats for one Marine Platoon and special hatches for boarding actions. Two more side mounted Point Defense Laser Turrets
Dropship Pod: Seats for three squads, side hatches, door guns for the crew chiefs
Medi-evac Pod: Forward section with mobile surgery suite. Room for 20 litters
Fighter Refueling Pod: Large fuel container with attachments to refuel Vipers and Snakiers
Auxiliaries and other FTL non Combat ships: The dirty workhorses, unsung heroes of the war effort. Tasked with following fleet units far from friendly ports and supplying them with everything they need for war. (OOC, These ships have no real combat value and are included just to add to the OOB)
AFS-01 through -06 (Combat Stores Ship)
Engines: 4 Medium Sub FTL drives, 1 FTL Jump Drive
Armament: 4 Light Rail Guns
Fighter Compliment: 2 SF-66 Viper Mk.IIs
Role: Provide underway replenishment of ammunition and fighter parts for fleet units on long range missions
A0-01 through -06 (Fuel Ship)
Engines: 4 Medium Sub FTL drives, 1 FTL Jump Drive
Armament: 3 Light Rail Guns
Role: Provide underway replenishment of aviation fuel and other fuel stocks to large ships
AOC-01 through -06 (Other Cargo Replenishment Ship)
Engines: 4 Medium Sub FTL drives, 1 FTL Jump Drive
Armament: 3 Light Rail Guns
Role: Provide underway replenishment of food stocks and other assorted cargo
APD-01 through -24 (Troop Transport)
Engines: 4 Medium Sub FTL drives, 1 FTL Jump Drive
Small Craft Compliment: 30 Penry Craft
Role: Provide transport for ROA Marine and Army units
APH-01 through -04 (Hospital Ship)
Engines: 2 Medium Sub FTL Drives, 1 FTL Jump Drive
Docking bays for Penry Craft, no craft carried as standard
Role: Provide advanced Medical facilities for wounded soldiers
LST(H)-01 through -36 (Juggernaut Heavy Landing Craft)
Engines: 3 Medium Sub FTL Drives, 1 FTL Jump Drive
Role: Modified Obsolete Landing Craft, used for Medical Evacuation of critical wounded personnel from the front to hospital ships in the rear.
Naval Capital Ships, Cruisers and Destroyers: The Stars of the wars. The Big Names that get news coverage and win the wars.
George Washington Class Fleet Carriers (50 points) (8 ships total, 400 points total): Carrying an enormously large amount of fighters, bombers and other small craft, the Washington Carriers are the center of the fleet, their air wing’s containing a large amount of the fleet‘s striking power. The carriers are the ROAS Nimitz, ROAS George Mitchel, ROAS Coral Sea, ROAS Hornet, ROAS Wake, ROAS Ranger, ROAS Michael Williams, ROAS George Washington.
John Paul Jones Class Battleships (15 points) (16 ships total, 240 points total): The hard hitters of the fleet, these ships act in unison with the Ticonderoga Cruisers to hammer anything alongside the fighters of the carriers.
Ticonderoga Class Cruisers (10 points) (20 ships total, 200 points total): The medium ships of the escort groups around carriers. These ships work along sides Jones Battleships to destroy targets.
Fletcher class Destroyer (2 points) (125 ships total, 250 points): Staying on the outskirts of the Carrier group, these small ships act as a picket line. What they lack in firepower, they make up for in numbers.
Other non-naval ROA ships. These ships belong to the ROA Federal Law Enforcement. The ROA FLE is a national level law enforcement. There are two branches. A planetary based branch which serves to investigate crimes and enforce laws on the ground. The second branch is the space based branch. They police the space in-system from lowly pirates and smugglers. They also enforce Federal Laws in space and shipping laws. (OOC: for an idea of what they are, they are like Corellian Security Force from Star Wars.)
Non FTL System Cutters and Patrol Boats(aka the Coast Guard)(20 points total): The small boats that are tasked with policing the ports and inner systems areas from smugglers and to enforce shipping laws in the Republic. When needed they tap Naval resources if they need more firepower.
Vigilant Class Cutter
Engines: Three Light Sub FTL drives
Armament: 15 Light Rail Guns
Ship Compliment: Small Hangar bay for four Vipers. Two dorsal recessed docking ports for two Penrys, with Marine Boarding Pod. When not in flight the Penrys are locked into the recessed docking ports.
Role: The largest vessel of the ROA FLE. It serves as a element Command and Control ship. Its sensor
Defender Class Patrol Boat
Engines: Two Light Sub FTL drives
Armament: 8 Light Rail Guns
Role: The most numerous of the FLE vessels. These small vessels do the majority of the system patrolling, often working in groups of four alongside a Vigilant Cutter. They are very fast, making them good for hunting down smugglers and weak pirates.
Planet Defenses: Each planet has a large number of orbital defense stations. (100 points per planet, with 10 points used to defend Earth holdings )
ROA ARMY (50 points spent on the army.)
The Army is split into three forces, the Active Duty forces, the Reserves and the National Guard. The Active Duty maintains 830 divisions, with most being split between the three worlds with a strong combat detachment on Earth to maintain the DMZ with the USA.
The Reserves and National Guard stand at near 1500 divisions, though they are only called during war time.
Other point spending:
12 points HUM-INT
13 points SIG-INT
5 points Internal Security
Last edited by Agent Fisher on 2007-06-25 01:51pm, edited 8 times in total.
United States of America
('cause we're too good to change our name - ever.)
Leader: President Tiffany Clarke
[Insert fluff here]
The US weathered the Oil Wars, but emerged badly weakened. It continued to fade in power and prominence until the Religious wars, when the Old South bible-thumpers started another Civil War. In this commotion, many Americans left on colony ships to seek their fortunes elsewhere. Also, other countries, wanting a piece of the US, joined forces with Canada or Mexico to invade. The US Civil War was put on a hold as the foreign invaders were repelled, and the US forces kept pushing, through Canada and Mexico, eventually conquering all of Canada and all the way to the Panama Canal.
After about a century, the American colonists made contact again, prompting several western states that were experiencing a renewed protest against American Imperialism, to secede and join the Colonists, known as the Republic of America.
After some limited but fierce land and space battles, both sides agreed to a cease-fire, and there is an unspoken agreement to not fight on or around Earth, though there are large ground forces on both sides.
Tech:
Gravity generation, manipulation. This means artificial gravity, inertial compensators, gravity weapons, plasma weapons. Ships can fly in atmosphere, generate gravity fields. Gravity fields can form a sort of shield around the ship, deflect unguided projectiles, and implode stuff like missiles or ships.
Weapons:
Missiles: nukes, rad-heavy nukes, grav-missiles, C&C missiles
Gravity fields: Splattering because your weight has suddenly been increased by a factor of 100 isn't fun. Being in a fighter squadron when you're suddenly pulled towards each other isn't fun. Your reactor suddenly imploding isn't fun. Your ship being pulled in half by two gravity sources on each side is DEFINITELY not fun.
Lasers: Phased array laser, or PHASERS, are short-range weapons. Not very strong, but very fast (lightspeed).
Plasma projectors: comes in both bolt and beam form. Bolts are weaponized reactor plasma held together by a grav-field. Beams are a whole lot more plasma guided to its target by grav-beams.
Defense:
Gravity fields AKA Active defense: deflects unguided projectiles and particle beams or spins around missiles. Against axial weapons, knocks ships out of alignment. Collapses small ships or just overwhelms their inertial dampeners, turning pilots into paste and machinery into dust. Heavy grav fields can "smooth out" distortions in the fabric of space-time.
Laser CIWS: phasers, set to kill missiles and fighters close in. Can split fire into multiple weaker laser beams.
Shielding: technobabble shielding good against lasers, radiation, and EM effects, but almost useless against physical impactors.
Drones: multipurpose utility drones, can be used to conduct field repairs or do creative things with their grav-projectors.
Ships are lightly armored, which means that they are faster, but they always need to keep their grav-fields up. Reinforced and redundant reactors standard on all ships, to prevent any disabling hits.
Fleet:
Battleship: 40 pts
The Franklin Roosevelt - class battleships are the most powerful ships in the fleet, boasting huge gravitic projectors, bristling with weapons, and infused with the indomitable fighting spirit of Americans. These are equally capable of spearheading an assault or taking the brunt of fire in a defense.
Weapons: Grav array, 20 phaser arrays, 20 Light Plasma Batteries, 12 Medium Plasma Batteries, 4 Heavy Plasma Batteries, 2 Heavy Plasma Beams, 4 Light Plasma Beams, 12 Missile Launchers.
Battlecruiser: 30 pts: 20 pts + 10 pts anti-capital (heavy on the offense, gets bonuses for fighting destroyers and above, but vulnerable to bombers)
The Vermont-class battlecruisers are a lethal mix of speed and heavy offensive weaponry. They are often paired with the Florida-class battleships to present a coordinated offensive and defensive package.
Weapons: Grav array, 16 phaser arrays, 16 Light Plasma Batteries, 8 Medium Plasma Batteries, 4 Heavy Plasma Batteries, 2 Heavy Plasma Beams, 2 Light Plasma Beams, 12 Missile launchers.
Grav-battlecruiser: 5 pts + 15 pts point defense
The Florida-class battlecruisers are specialized defensive and grav-manipulation ships. Although they are not designed for offense, it is not wise to get close to Florida-class ships, who have been known to tear apart enemy ships with their gravity generators.
Weapons: Grav array, 20 phaser arrays, 10 light plasma batteries, 4 medium plasma batteries, 2 heavy plasma batteries, 4 light plasma beams, 8 missile launchers
Cruiser: 10 pts
The Appalachian-class cruiser is a well-balanced package of firepower, speed, and defense.
Weapons: Grav array, 8 phaser arrays, 7 light plasma batteries, 4 medium plasma batteries, 1 heavy plasma battery, 1 light plasma beam, 4 missile launchers
Heavy Cruiser: 15 pts
The McKinley-class heavy cruiser is just a scaled up Appalachian-class.
Weapons: Grav array, 10 phaser arrays, 10 light plasma batteries, 6 medium plasma batteries, 2 heavy plasma batteries, 1 light plasma beam, 6 missile launchers.
Cannon Cruiser: 10 pts: 2 pts + 8 pts anti-capital
The Little Boy-class cruiser is a flying gun, capable of gutting comparable-sized ships in a single hit.
Weapons: Grav array, 6 phaser arrays, 4 light plasma batteries, 1 heavy plasma beam, 2 missiles launchers.
EW-Cruiser: 2 pts + 8 pts EW
The Raven-class EW cruiser is a decidated ECM and ECCM platform, and can serve as an effective command ship for small task forces.
Weapons: Grav array, 6 phaser arrays, 4 light plasma batteries, 2 missile launchers, EW suite.
Destroyer: 2 pts
The Ontario-class destroyer is a small multipurpose vessel, commonly seen in United States territory. It is often the first to respond to any threats to US citizens.
Weapons: Grav array, 2 phaser arrays, 2 light plasma batteries, 1 medium plasma battery, 2 missile launchers
Assault ship: 2 pts
The Baja-class assault ship is a specialized landing/boarding ship, designed to safety and quickly transport Marines and their equipment to the field of battle and clear the ground and skies of any nearby resistance
Weapons: Grav array, 2 phaser arrays, 4 light plasma batteries, 2 missile launchers
Fleet Count:
5 battleships
10 battlecruisers
5 grav-battlecruisers
12 heavy cruisers
18 cruisers
8 cannon cruisers
8 EW cruisers
80 destroyers
10 assault ships
Fleet Total: 1360 pts
Earth/Luna Defenses: 30 pts
4 major colonies: 10 pts each
Eden: A world colonized early on by the US, Eden is a "paradise planet", with an ecosystem capable of supporting human life very easily. It is notable for its mineral-rich ring system and shepherd moons. There are considerable shipyard and mining complexes in the ring, while the surface of the planet has become a residential and commercial complex. Many important US figures have resort homes here, and it is a popular tourist destination. Space elevators link up to trade stations in orbit, and merchant ships from all over stop by to trade their wares.
Dask: A comparatively young world, this planet is prized for its rare metals and unique flora, which have extraordinary properties. Because of these, the planet is home to legions of scientists and their support staff. The planet's six small moons provide manufacturing, house the local fleet, and are the centerpieces of the planet's defense scheme.
Fields: Fields is a relatively unassuming world. Its only claims to fame are the particularly vicious local wildlife and the very enthusiastic local hunters. Otherwise, it is just an average planet, and a major world by virtue of having been colonized for a long time. Large asteroids have been towed into orbit to serve as fleet bases and defense platforms.
Haven: A world turned military, Haven is colder than is comfortable, but not hostile to life. The temperate belt around the equator is home to most of its residents, while the military operates training facilities all over the planet. Haven is also home to psi-sensitive minerals and plants, and houses military researchers dedicated to their study. The ring system of Haven closely resembles that of Eden, complete with production, mining, and defense.
12 minor colonies: 2 pts each
These colonies provide the bulk of the USA's food, mundane materials, and manpower. They operate tidy, efficient defenses and often have several destroyers in system at any time.
Minor holdings: 0 pts
Hundreds of US installations in places ranging from the Sol asteroid belt, to listening posts in the Kuiper belt, to hovering stations in Neptune's atmosphere, to deep space platforms and secret fleet rendezvous stations. This list also includes frontier colonies on new worlds, with no more than a few hundred thousand residents.
Planets Total: 94 pts
Aurora: 16 pts
The very best of the United States armed forces, Aurora is a special forces group that seems capable of anything. Outfitted with state of the art gear, augmented bodies, and genetic enhancements, they carry out the most crucial and dangerous missions the United States has to offer.
2 mobile spacedocks: 10 pts each
Designed as last-ditch safe havens, the Glory and the Grace are fully self-sufficient stations capable of building ships up to cruiser class. Their main defense is being very hard to track, and constantly having FTL drives ready to jump. Crewed by rugged frontier-types, their current mission is to construct more spacedocks.
(Think mini-world devastators)
Enhanced morale: 10 pts
The citizens of the USA recognize their own faults, troubles, and shortcomings, but in spite of it all, they believe that they live in one of the best places in the universe. Ever. This counts as resistance to enemy propaganda and enhanced loyalty to the US.
Special Total: 46 pts
Grand Total: 1500 pts
('cause we're too good to change our name - ever.)
Leader: President Tiffany Clarke
[Insert fluff here]
The US weathered the Oil Wars, but emerged badly weakened. It continued to fade in power and prominence until the Religious wars, when the Old South bible-thumpers started another Civil War. In this commotion, many Americans left on colony ships to seek their fortunes elsewhere. Also, other countries, wanting a piece of the US, joined forces with Canada or Mexico to invade. The US Civil War was put on a hold as the foreign invaders were repelled, and the US forces kept pushing, through Canada and Mexico, eventually conquering all of Canada and all the way to the Panama Canal.
After about a century, the American colonists made contact again, prompting several western states that were experiencing a renewed protest against American Imperialism, to secede and join the Colonists, known as the Republic of America.
After some limited but fierce land and space battles, both sides agreed to a cease-fire, and there is an unspoken agreement to not fight on or around Earth, though there are large ground forces on both sides.
Tech:
Gravity generation, manipulation. This means artificial gravity, inertial compensators, gravity weapons, plasma weapons. Ships can fly in atmosphere, generate gravity fields. Gravity fields can form a sort of shield around the ship, deflect unguided projectiles, and implode stuff like missiles or ships.
Weapons:
Missiles: nukes, rad-heavy nukes, grav-missiles, C&C missiles
Gravity fields: Splattering because your weight has suddenly been increased by a factor of 100 isn't fun. Being in a fighter squadron when you're suddenly pulled towards each other isn't fun. Your reactor suddenly imploding isn't fun. Your ship being pulled in half by two gravity sources on each side is DEFINITELY not fun.
Lasers: Phased array laser, or PHASERS, are short-range weapons. Not very strong, but very fast (lightspeed).
Plasma projectors: comes in both bolt and beam form. Bolts are weaponized reactor plasma held together by a grav-field. Beams are a whole lot more plasma guided to its target by grav-beams.
Defense:
Gravity fields AKA Active defense: deflects unguided projectiles and particle beams or spins around missiles. Against axial weapons, knocks ships out of alignment. Collapses small ships or just overwhelms their inertial dampeners, turning pilots into paste and machinery into dust. Heavy grav fields can "smooth out" distortions in the fabric of space-time.
Laser CIWS: phasers, set to kill missiles and fighters close in. Can split fire into multiple weaker laser beams.
Shielding: technobabble shielding good against lasers, radiation, and EM effects, but almost useless against physical impactors.
Drones: multipurpose utility drones, can be used to conduct field repairs or do creative things with their grav-projectors.
Ships are lightly armored, which means that they are faster, but they always need to keep their grav-fields up. Reinforced and redundant reactors standard on all ships, to prevent any disabling hits.
Fleet:
Battleship: 40 pts
The Franklin Roosevelt - class battleships are the most powerful ships in the fleet, boasting huge gravitic projectors, bristling with weapons, and infused with the indomitable fighting spirit of Americans. These are equally capable of spearheading an assault or taking the brunt of fire in a defense.
Weapons: Grav array, 20 phaser arrays, 20 Light Plasma Batteries, 12 Medium Plasma Batteries, 4 Heavy Plasma Batteries, 2 Heavy Plasma Beams, 4 Light Plasma Beams, 12 Missile Launchers.
Battlecruiser: 30 pts: 20 pts + 10 pts anti-capital (heavy on the offense, gets bonuses for fighting destroyers and above, but vulnerable to bombers)
The Vermont-class battlecruisers are a lethal mix of speed and heavy offensive weaponry. They are often paired with the Florida-class battleships to present a coordinated offensive and defensive package.
Weapons: Grav array, 16 phaser arrays, 16 Light Plasma Batteries, 8 Medium Plasma Batteries, 4 Heavy Plasma Batteries, 2 Heavy Plasma Beams, 2 Light Plasma Beams, 12 Missile launchers.
Grav-battlecruiser: 5 pts + 15 pts point defense
The Florida-class battlecruisers are specialized defensive and grav-manipulation ships. Although they are not designed for offense, it is not wise to get close to Florida-class ships, who have been known to tear apart enemy ships with their gravity generators.
Weapons: Grav array, 20 phaser arrays, 10 light plasma batteries, 4 medium plasma batteries, 2 heavy plasma batteries, 4 light plasma beams, 8 missile launchers
Cruiser: 10 pts
The Appalachian-class cruiser is a well-balanced package of firepower, speed, and defense.
Weapons: Grav array, 8 phaser arrays, 7 light plasma batteries, 4 medium plasma batteries, 1 heavy plasma battery, 1 light plasma beam, 4 missile launchers
Heavy Cruiser: 15 pts
The McKinley-class heavy cruiser is just a scaled up Appalachian-class.
Weapons: Grav array, 10 phaser arrays, 10 light plasma batteries, 6 medium plasma batteries, 2 heavy plasma batteries, 1 light plasma beam, 6 missile launchers.
Cannon Cruiser: 10 pts: 2 pts + 8 pts anti-capital
The Little Boy-class cruiser is a flying gun, capable of gutting comparable-sized ships in a single hit.
Weapons: Grav array, 6 phaser arrays, 4 light plasma batteries, 1 heavy plasma beam, 2 missiles launchers.
EW-Cruiser: 2 pts + 8 pts EW
The Raven-class EW cruiser is a decidated ECM and ECCM platform, and can serve as an effective command ship for small task forces.
Weapons: Grav array, 6 phaser arrays, 4 light plasma batteries, 2 missile launchers, EW suite.
Destroyer: 2 pts
The Ontario-class destroyer is a small multipurpose vessel, commonly seen in United States territory. It is often the first to respond to any threats to US citizens.
Weapons: Grav array, 2 phaser arrays, 2 light plasma batteries, 1 medium plasma battery, 2 missile launchers
Assault ship: 2 pts
The Baja-class assault ship is a specialized landing/boarding ship, designed to safety and quickly transport Marines and their equipment to the field of battle and clear the ground and skies of any nearby resistance
Weapons: Grav array, 2 phaser arrays, 4 light plasma batteries, 2 missile launchers
Fleet Count:
5 battleships
10 battlecruisers
5 grav-battlecruisers
12 heavy cruisers
18 cruisers
8 cannon cruisers
8 EW cruisers
80 destroyers
10 assault ships
Fleet Total: 1360 pts
Earth/Luna Defenses: 30 pts
4 major colonies: 10 pts each
Eden: A world colonized early on by the US, Eden is a "paradise planet", with an ecosystem capable of supporting human life very easily. It is notable for its mineral-rich ring system and shepherd moons. There are considerable shipyard and mining complexes in the ring, while the surface of the planet has become a residential and commercial complex. Many important US figures have resort homes here, and it is a popular tourist destination. Space elevators link up to trade stations in orbit, and merchant ships from all over stop by to trade their wares.
Dask: A comparatively young world, this planet is prized for its rare metals and unique flora, which have extraordinary properties. Because of these, the planet is home to legions of scientists and their support staff. The planet's six small moons provide manufacturing, house the local fleet, and are the centerpieces of the planet's defense scheme.
Fields: Fields is a relatively unassuming world. Its only claims to fame are the particularly vicious local wildlife and the very enthusiastic local hunters. Otherwise, it is just an average planet, and a major world by virtue of having been colonized for a long time. Large asteroids have been towed into orbit to serve as fleet bases and defense platforms.
Haven: A world turned military, Haven is colder than is comfortable, but not hostile to life. The temperate belt around the equator is home to most of its residents, while the military operates training facilities all over the planet. Haven is also home to psi-sensitive minerals and plants, and houses military researchers dedicated to their study. The ring system of Haven closely resembles that of Eden, complete with production, mining, and defense.
12 minor colonies: 2 pts each
These colonies provide the bulk of the USA's food, mundane materials, and manpower. They operate tidy, efficient defenses and often have several destroyers in system at any time.
Minor holdings: 0 pts
Hundreds of US installations in places ranging from the Sol asteroid belt, to listening posts in the Kuiper belt, to hovering stations in Neptune's atmosphere, to deep space platforms and secret fleet rendezvous stations. This list also includes frontier colonies on new worlds, with no more than a few hundred thousand residents.
Planets Total: 94 pts
Aurora: 16 pts
The very best of the United States armed forces, Aurora is a special forces group that seems capable of anything. Outfitted with state of the art gear, augmented bodies, and genetic enhancements, they carry out the most crucial and dangerous missions the United States has to offer.
2 mobile spacedocks: 10 pts each
Designed as last-ditch safe havens, the Glory and the Grace are fully self-sufficient stations capable of building ships up to cruiser class. Their main defense is being very hard to track, and constantly having FTL drives ready to jump. Crewed by rugged frontier-types, their current mission is to construct more spacedocks.
(Think mini-world devastators)
Enhanced morale: 10 pts
The citizens of the USA recognize their own faults, troubles, and shortcomings, but in spite of it all, they believe that they live in one of the best places in the universe. Ever. This counts as resistance to enemy propaganda and enhanced loyalty to the US.
Special Total: 46 pts
Grand Total: 1500 pts
Last edited by Hawkwings on 2007-06-23 04:17pm, edited 7 times in total.
Brimafel Preeminence
First Expansionary Armada
After nine thousand long years of conquest and conflict, the home galaxy of the Brimafel lies firmly in their stern grasp. By the sword, nuke, and energy beam, the hermaphroditic species has drawn hundreds of other races into their fold, and united them under a doctrine of prosperity through conflict. More than that, their expansion has been a holy war; from the unification of the Brimafel homeworld, they have been dominated by dogma that declares that the gods are very real, and that their intent is evil beyond compare. Only by systematically subjugating and educating the disparate sapients of the void on the true malevolence behind their pagan deities can these great evils be deprived of willing worshipers and their spiritual essence. And when no living beings fall under the yoke of the dark pantheon, their power will be broken, and the very gates of heaven can be stormed by the noble ancestors of Brimafel and their multitude of loyal subjects. Only then can the universe see peace and purity.
As the might of the Preeminence grew unopposed, this higher purpose waned in popularity, and when their dominion over the galaxy was complete, the Brimafel hierarchy found itself with a massive war machine, bereft of purpose and eager for further conflict. Perceiving a threat to their unparalleled authority, the leaders of the galaxy decided to elegantly dispose of their more ambitious and charismatic commanders and occupy their titanic fleets at the same time. The old texts were consulted for inspiration, and a grand stratagem was put into motion. The hold of the gods on one galaxy was broken, but there was still an entire cosmos under their sway, and it was the duty of the Brimafel to liberate it. The first step of this infinite campaign would be the conquest of the seven galaxies nearest to their own, and seven mighty fleets were prepared for just such a purpose.
The First Expansionary Armada, or FEA, was placed under the command of Archon Grante, a talented and experienced fleet master who firmly believed in her ordained quest. Ten standard years after embarking, her massive fleet entered the fringes of its targeted galactic disk, and Grante set about establishing a beachhead for her invasion fleet. Over two more years, three star systems were assimilated for use in coordinating, supporting, supplying, and drilling her force, and dozens of other planets were seeded with small bases observation posts. Grante dispatched probes and covert survey teams into local space to assess their first targets, and found something that disturbed her: the influence of the dark gods had granted some of the galaxy’s many civilizations and species with supernatural capabilities, insults to all sapient beings and the very fabric of the physical world. Her resolved hardened and her first targets chosen, the Archon is at last ready to make her opening move.
“By our resolve, this realm will be freed! May the gods fall, and heaven be set aflame!”
Holdings
- Berylost, System A-0002
The nexus of the First Expansionary Armada, Berylost is a watery world second from its star. Its few rocky surface islands house several heavily reinforce command bunkers and power generation facilities, but most of the local activity is localized in its orbit. In addition to a partial planetary deflector array over the populated areas of the world, and independent shipyard, and several layers of automated beam weapon satellites and missile platforms, Berylost hosts Expansionary Command, the primary shipyard and command and control nexus of Archon Grante’s entire armada. The planet’s three large, asteroidal moons are also heavily armed with surface emplacements, and each houses massive coffers of munitions and inactive drone starfighters. (45 point defense, supercarrier capable; Expansionary Command present)
All other worlds claimed by the FEA are classified as Redoubt, Stratum, or Rampart. Redoubt worlds host fixed planetary defenses and shipyards capable of constructing support vessels. Stratum worlds are dominated by massive mines and processing plants, alongside expansive agricultural facilities necessary for supplying the armada. Rampart worlds typically only feature one or two small, lightly armed surface bases, supplemented by observation posts and small orbital repair yards. A full third of the worlds are within a light-year of hidden supply dumps.
- Redoubt I, A-0002 (15 point defense, medium cruiser capable)
- Redoubt II, A-0020 (15 points defense, medium cruiser capable)
- Stratum I, A-0020 (0 point defense)
- Stratum II, A-0012(0 point defense)
- Redoubt III, A-0012 (15 point defense, medium cruiser capable)
- Stratum III, A-0012 (0 point defense)
- Ten Ramparts (0 point defense each)
Armada
Preeminence vessels generally focus on survivability, and are both heavily shielded and armored. They are typically slow, relying on pinpoint VID jumps rather than conventional drives to carry them into battle. Their heavier weapons are best-suited for close-range combat, although their heavier warships and cruisers do typically house extensive batteries of high-yield, long range missiles and suicide fightercraft.
Ship Classes:
- Leukophil-class Corvette: 1 point
The smallest and fastest warships in the Preeminence Armada, these ships are used for deep-range patrols and to coordinate drone starfighters and missile swarms released at range by larger vessels.
- Basophil-class Destroyer: 3 points
These destroyers sport powerful drives and atypically powerful beam weaponry, and are generally deployed against unprotected space platforms and solitary warships. Basophil-class vessels are often grouped with Leukophil-class corvettes to form patrol squadrons.
- Esinophil-class Frigate: 10 points (+10 anti-starfighter/missile)
Grouped with heavier cruisers and carriers, these frigates sport extensive close-range pulse weapons and flak torpedoes designed to eliminate enemy missile and fighter attacks.
- Lymphocyte-class Medium Cruiser: 18 points
Capable line warships in their own right, these capital ships are faster than their larger companions in the armada, and typically used to support carriers or drive enemy vessels into the range of Neutrophil-class warships.
- Neutrophil-class Heavy Cruiser: 30 points
The heavy-hitters of the Preeminence Armada, these warships are fully capable of combating even the most-well defend foe craft, and typically use their VIDs to move engage them at point-blank range with missile broadsides, particle beams, and their axial realspace drives, which are quite perilous to those foolish enough to approach them.
- Ossea-class Carrier: 22 points
Slow and heavily armored, these vessels eschew heavy particle beam weaponry in favor of added starfighter and missile capacity.
- Marrow-class Supercarrier: 40 points (+10 points anti-Interdiction)
The backbone of the Brimafel military, these titanic, heavily automated vessels are composed of six cylindrical pylons arranged a central drive core. Each pylon has independent power, defensive, and realspace drive systems, and can be detached during combat, allowing the rest of the ship to retreat via its VID. Each ship generally carries a complement of several hundred thousand drone starfighters and dedicated missiles. (Note: Each pylon has a point value of 6, and the core has a point value of 8. Each carrier can detach any number of its pylons and reattach them if they survive combat, but if they are lost, the deduction of points persists until the Marrow is refitted by the Berylost shipyard or Expansionary Command).
- Phage-class Planetary Assault Cruiser: 16 points (+10 point Occupation/Infantry bonus)
Designed for the subjugation and occupation of worlds that have been stripped of guardian fleets and heavy defenses, these vessels carry large numbers of infantry, armor, and several prefabricated bases, all of which can be deployed on specially-engineered drop pods. Their weapons are formidable, but oriented largely for the pinpoint destruction of surface targets. Each can carry up to 50,000 infantry and support equiptment.
- Expansionary Command Space Platform: 66 points (+10 points anti-Interdiction, +10 anti starfighter/missile, -2 points for realspace immobility)
The heart of Archon Grante’s armada, this unique station serves as personal command center, battlestation, and mobile shipyard. It is capable of effectively tending and even producing warship up to and including Marrow-class supercarriers, and is more than well armed and armored enough to hold off an invading task force, although it is typically tended by several squadrons of capital ships. It is fixed in high orbit around Berylost, and it lacks any realspace drives more powerful than small positioning jets, but it is equipped with a VID drive; due to the size of the station, however, its cool-down times after jumping are far greater, as long as half a standard day.
- Dendrite-class Heavy Transport Ship: 2 points (+5 point Occupation/Infantry bonus)
Unlike the dozens of unarmed cargo/troop carriers employed by the FEA, these vessels are well-equipped enough to hold of small enemy raiders unaided, and stay in orbit while involved in planetary occupation operations, providing coordination, pinpoint reinforcement insertions, and supporting fire for its forces on the ground. Each can carry up to 40,000 infantry and support equiptment.
1st Fleet Core (Offensive) (465 points)
7x Destroyers
6x Medium Cruisers
3x Carriers
4x Heavy Cruisers
3x Supercarriers
2nd Fleet Core (Offensive) (468 points)
10x Corvettes
5x Frigates
4x Carriers
4x Heavy Cruisers
3x Supercarriers
3rd Fleet Core (Reserve) (270 points)
1x Medium Cruiser
1x Carriers
1x Heavy Cruiser
5x Planetary Assault Cruisers
10x Transport ships
4th Fleet Core (Defensive) (115 points)
1x Corvettes
1x Destroyer
(Assigned to System A-0012)
1x Corvettes
1x Destroyer
(Assigned to System A-0012)
2x Corvettes
1x Destroyers
1x Medium Cruiser
1x Expansionary Command
(Assigned to System A-0002)
Technology
Weaponry: Preeminence warships generally rely upon a combination of pulse/beam charge particle weaponry, “clean” nuclear warheads, and neutron weapons. Their fightercraft are generally compact and automated, and can function as missiles. All are constructed with core-mounted warheads of variable yields; some types are armed and serve as anti-fighter hunter killers while others are basically smart torpedoes.
Speed: On average, propelled by its Ion Pulse drives, warships of the Preeminence have optimum velocities within the same range of most other galactic powers.
FTL: Preeminence warships employ Void Immersion Drives. The devices use the ship’s skin-tight deflector field that pushes it into a parallel dimension. Distances within this dimension are greatly reduced, so a ship must only move a fraction of the distance necessary in realspace and “emerge” to traverse light-years. This dimension does not interact at all with realspace, so interdiction is often difficult; however, communication in and out of the Void is also impossible, and if a vessel loses its field containment while in transit, it is lost forever. Compared to other FTL systems, VIDs are fractionally slower than average, but if used to transport a vessel to a point within its light-minutes sensor range, it is extremely precise. Longer voyages require extended cool-down times, especially for smaller vessels, and even larger vessels emerge for cool-down during longer journeys. Due to the fact that their deflector fields are part of the FTL system, warships too small to have layered shielding are vulnerable to attack in the moments before and after FTL transit.
Communications: Preeminence vessels are incapable of superluminal communications, although they can transmit signals at 99.8% the speed of light. They use compact, unmanned communications probes for interstellar communication when a starship is unavailable or infeasible to be used as a relay vessel.
Ground Forces: As planetary occupation and subjugation is one of Archon Grante's directives, her armada hosts a significant, well-armed ground force. Concentrated mainly within the 3rd Fleet Core and in drill yards on Redoubt colonies, the FEA possesses four million trained infantry, fully supported by light armor and aircraft optimized for maximum mobility; this corps relies heavily on orbiting assault craft during campaigns against entrenched defenders and heavier armor.
Special
Redeemers:
(Special thanks to Havokeff for illustration)
Archon Grante has commissioned the formation of two dozen units of combat specialists intended specifically to seek out and eliminate those touched by the supernatural (magic, telepathy, etc.) Made up of the best of the best of the Expeditionary Armada’s combat corps, each squad of forty individuals is outfitted with the best weaponry and equipment available, depending on their circumstances of their deployment. They are trained in all varieties of personal, ranged, and mechanical warfare, and more importantly, are cybernetically enhanced to increase their resistance to illusionary and telepathic intrusions. (2 points)
Telemetric Mass Inhibitor: This device, when deployed on a planet’s surface, completely disrupts all remote communications attempted below high orbit, and severely distorts any scans of the targeted world’s surface. Primarily used as a defensive weapon, the device, a cylinder six stories tall that can be launched from orbit and is generally buried save for its extensive transmitter array, can be used to severely hamper the efforts of an invading force. It can also be used as a terror weapon against hostile worlds, and can be programmed to transmit an audio message on every remote wavelength. (10 points each; reduces effectiveness of invading force/reduces infastructural capabilites of targeted enemy world)
Communications Lock: As the First Expeditionary Armada uses small, coded signal probes to transmit long-range communiqués, tapping into its communications lines is exceedingly difficult. (20 point Internal Security bonus)
Spy Probes: Preeminence remotes are also capable of long-range observation of enemy systems and fleet formations, and their small size and FTL drives make them very difficult to repel. (25 point Intelligence bonus)
Fast and Fit: Although it lacks much heavy armor, the Brimafel army extensively and effectively employs highly-mobile infantry, light vehicles, and strike aircraft to outmaneuver more cumbersome foes. (15 point Ground Combat bonus)
Point Totals:
Planetary Defenses: 90 points
Fleets: 1318 points
Special Enhancements
- Infantry Bonuses: 17 points
- Special Weapons (3): 30 points
- Intelligence Bonus: 25 points
- Counter-Intelligence Bonus: 20 points
Total: 1500 points
First Expansionary Armada
After nine thousand long years of conquest and conflict, the home galaxy of the Brimafel lies firmly in their stern grasp. By the sword, nuke, and energy beam, the hermaphroditic species has drawn hundreds of other races into their fold, and united them under a doctrine of prosperity through conflict. More than that, their expansion has been a holy war; from the unification of the Brimafel homeworld, they have been dominated by dogma that declares that the gods are very real, and that their intent is evil beyond compare. Only by systematically subjugating and educating the disparate sapients of the void on the true malevolence behind their pagan deities can these great evils be deprived of willing worshipers and their spiritual essence. And when no living beings fall under the yoke of the dark pantheon, their power will be broken, and the very gates of heaven can be stormed by the noble ancestors of Brimafel and their multitude of loyal subjects. Only then can the universe see peace and purity.
As the might of the Preeminence grew unopposed, this higher purpose waned in popularity, and when their dominion over the galaxy was complete, the Brimafel hierarchy found itself with a massive war machine, bereft of purpose and eager for further conflict. Perceiving a threat to their unparalleled authority, the leaders of the galaxy decided to elegantly dispose of their more ambitious and charismatic commanders and occupy their titanic fleets at the same time. The old texts were consulted for inspiration, and a grand stratagem was put into motion. The hold of the gods on one galaxy was broken, but there was still an entire cosmos under their sway, and it was the duty of the Brimafel to liberate it. The first step of this infinite campaign would be the conquest of the seven galaxies nearest to their own, and seven mighty fleets were prepared for just such a purpose.
The First Expansionary Armada, or FEA, was placed under the command of Archon Grante, a talented and experienced fleet master who firmly believed in her ordained quest. Ten standard years after embarking, her massive fleet entered the fringes of its targeted galactic disk, and Grante set about establishing a beachhead for her invasion fleet. Over two more years, three star systems were assimilated for use in coordinating, supporting, supplying, and drilling her force, and dozens of other planets were seeded with small bases observation posts. Grante dispatched probes and covert survey teams into local space to assess their first targets, and found something that disturbed her: the influence of the dark gods had granted some of the galaxy’s many civilizations and species with supernatural capabilities, insults to all sapient beings and the very fabric of the physical world. Her resolved hardened and her first targets chosen, the Archon is at last ready to make her opening move.
“By our resolve, this realm will be freed! May the gods fall, and heaven be set aflame!”
Holdings
- Berylost, System A-0002
The nexus of the First Expansionary Armada, Berylost is a watery world second from its star. Its few rocky surface islands house several heavily reinforce command bunkers and power generation facilities, but most of the local activity is localized in its orbit. In addition to a partial planetary deflector array over the populated areas of the world, and independent shipyard, and several layers of automated beam weapon satellites and missile platforms, Berylost hosts Expansionary Command, the primary shipyard and command and control nexus of Archon Grante’s entire armada. The planet’s three large, asteroidal moons are also heavily armed with surface emplacements, and each houses massive coffers of munitions and inactive drone starfighters. (45 point defense, supercarrier capable; Expansionary Command present)
All other worlds claimed by the FEA are classified as Redoubt, Stratum, or Rampart. Redoubt worlds host fixed planetary defenses and shipyards capable of constructing support vessels. Stratum worlds are dominated by massive mines and processing plants, alongside expansive agricultural facilities necessary for supplying the armada. Rampart worlds typically only feature one or two small, lightly armed surface bases, supplemented by observation posts and small orbital repair yards. A full third of the worlds are within a light-year of hidden supply dumps.
- Redoubt I, A-0002 (15 point defense, medium cruiser capable)
- Redoubt II, A-0020 (15 points defense, medium cruiser capable)
- Stratum I, A-0020 (0 point defense)
- Stratum II, A-0012(0 point defense)
- Redoubt III, A-0012 (15 point defense, medium cruiser capable)
- Stratum III, A-0012 (0 point defense)
- Ten Ramparts (0 point defense each)
Armada
Preeminence vessels generally focus on survivability, and are both heavily shielded and armored. They are typically slow, relying on pinpoint VID jumps rather than conventional drives to carry them into battle. Their heavier weapons are best-suited for close-range combat, although their heavier warships and cruisers do typically house extensive batteries of high-yield, long range missiles and suicide fightercraft.
Ship Classes:
- Leukophil-class Corvette: 1 point
The smallest and fastest warships in the Preeminence Armada, these ships are used for deep-range patrols and to coordinate drone starfighters and missile swarms released at range by larger vessels.
- Basophil-class Destroyer: 3 points
These destroyers sport powerful drives and atypically powerful beam weaponry, and are generally deployed against unprotected space platforms and solitary warships. Basophil-class vessels are often grouped with Leukophil-class corvettes to form patrol squadrons.
- Esinophil-class Frigate: 10 points (+10 anti-starfighter/missile)
Grouped with heavier cruisers and carriers, these frigates sport extensive close-range pulse weapons and flak torpedoes designed to eliminate enemy missile and fighter attacks.
- Lymphocyte-class Medium Cruiser: 18 points
Capable line warships in their own right, these capital ships are faster than their larger companions in the armada, and typically used to support carriers or drive enemy vessels into the range of Neutrophil-class warships.
- Neutrophil-class Heavy Cruiser: 30 points
The heavy-hitters of the Preeminence Armada, these warships are fully capable of combating even the most-well defend foe craft, and typically use their VIDs to move engage them at point-blank range with missile broadsides, particle beams, and their axial realspace drives, which are quite perilous to those foolish enough to approach them.
- Ossea-class Carrier: 22 points
Slow and heavily armored, these vessels eschew heavy particle beam weaponry in favor of added starfighter and missile capacity.
- Marrow-class Supercarrier: 40 points (+10 points anti-Interdiction)
The backbone of the Brimafel military, these titanic, heavily automated vessels are composed of six cylindrical pylons arranged a central drive core. Each pylon has independent power, defensive, and realspace drive systems, and can be detached during combat, allowing the rest of the ship to retreat via its VID. Each ship generally carries a complement of several hundred thousand drone starfighters and dedicated missiles. (Note: Each pylon has a point value of 6, and the core has a point value of 8. Each carrier can detach any number of its pylons and reattach them if they survive combat, but if they are lost, the deduction of points persists until the Marrow is refitted by the Berylost shipyard or Expansionary Command).
- Phage-class Planetary Assault Cruiser: 16 points (+10 point Occupation/Infantry bonus)
Designed for the subjugation and occupation of worlds that have been stripped of guardian fleets and heavy defenses, these vessels carry large numbers of infantry, armor, and several prefabricated bases, all of which can be deployed on specially-engineered drop pods. Their weapons are formidable, but oriented largely for the pinpoint destruction of surface targets. Each can carry up to 50,000 infantry and support equiptment.
- Expansionary Command Space Platform: 66 points (+10 points anti-Interdiction, +10 anti starfighter/missile, -2 points for realspace immobility)
The heart of Archon Grante’s armada, this unique station serves as personal command center, battlestation, and mobile shipyard. It is capable of effectively tending and even producing warship up to and including Marrow-class supercarriers, and is more than well armed and armored enough to hold off an invading task force, although it is typically tended by several squadrons of capital ships. It is fixed in high orbit around Berylost, and it lacks any realspace drives more powerful than small positioning jets, but it is equipped with a VID drive; due to the size of the station, however, its cool-down times after jumping are far greater, as long as half a standard day.
- Dendrite-class Heavy Transport Ship: 2 points (+5 point Occupation/Infantry bonus)
Unlike the dozens of unarmed cargo/troop carriers employed by the FEA, these vessels are well-equipped enough to hold of small enemy raiders unaided, and stay in orbit while involved in planetary occupation operations, providing coordination, pinpoint reinforcement insertions, and supporting fire for its forces on the ground. Each can carry up to 40,000 infantry and support equiptment.
1st Fleet Core (Offensive) (465 points)
7x Destroyers
6x Medium Cruisers
3x Carriers
4x Heavy Cruisers
3x Supercarriers
2nd Fleet Core (Offensive) (468 points)
10x Corvettes
5x Frigates
4x Carriers
4x Heavy Cruisers
3x Supercarriers
3rd Fleet Core (Reserve) (270 points)
1x Medium Cruiser
1x Carriers
1x Heavy Cruiser
5x Planetary Assault Cruisers
10x Transport ships
4th Fleet Core (Defensive) (115 points)
1x Corvettes
1x Destroyer
(Assigned to System A-0012)
1x Corvettes
1x Destroyer
(Assigned to System A-0012)
2x Corvettes
1x Destroyers
1x Medium Cruiser
1x Expansionary Command
(Assigned to System A-0002)
Technology
Weaponry: Preeminence warships generally rely upon a combination of pulse/beam charge particle weaponry, “clean” nuclear warheads, and neutron weapons. Their fightercraft are generally compact and automated, and can function as missiles. All are constructed with core-mounted warheads of variable yields; some types are armed and serve as anti-fighter hunter killers while others are basically smart torpedoes.
Speed: On average, propelled by its Ion Pulse drives, warships of the Preeminence have optimum velocities within the same range of most other galactic powers.
FTL: Preeminence warships employ Void Immersion Drives. The devices use the ship’s skin-tight deflector field that pushes it into a parallel dimension. Distances within this dimension are greatly reduced, so a ship must only move a fraction of the distance necessary in realspace and “emerge” to traverse light-years. This dimension does not interact at all with realspace, so interdiction is often difficult; however, communication in and out of the Void is also impossible, and if a vessel loses its field containment while in transit, it is lost forever. Compared to other FTL systems, VIDs are fractionally slower than average, but if used to transport a vessel to a point within its light-minutes sensor range, it is extremely precise. Longer voyages require extended cool-down times, especially for smaller vessels, and even larger vessels emerge for cool-down during longer journeys. Due to the fact that their deflector fields are part of the FTL system, warships too small to have layered shielding are vulnerable to attack in the moments before and after FTL transit.
Communications: Preeminence vessels are incapable of superluminal communications, although they can transmit signals at 99.8% the speed of light. They use compact, unmanned communications probes for interstellar communication when a starship is unavailable or infeasible to be used as a relay vessel.
Ground Forces: As planetary occupation and subjugation is one of Archon Grante's directives, her armada hosts a significant, well-armed ground force. Concentrated mainly within the 3rd Fleet Core and in drill yards on Redoubt colonies, the FEA possesses four million trained infantry, fully supported by light armor and aircraft optimized for maximum mobility; this corps relies heavily on orbiting assault craft during campaigns against entrenched defenders and heavier armor.
Special
Redeemers:
(Special thanks to Havokeff for illustration)
Archon Grante has commissioned the formation of two dozen units of combat specialists intended specifically to seek out and eliminate those touched by the supernatural (magic, telepathy, etc.) Made up of the best of the best of the Expeditionary Armada’s combat corps, each squad of forty individuals is outfitted with the best weaponry and equipment available, depending on their circumstances of their deployment. They are trained in all varieties of personal, ranged, and mechanical warfare, and more importantly, are cybernetically enhanced to increase their resistance to illusionary and telepathic intrusions. (2 points)
Telemetric Mass Inhibitor: This device, when deployed on a planet’s surface, completely disrupts all remote communications attempted below high orbit, and severely distorts any scans of the targeted world’s surface. Primarily used as a defensive weapon, the device, a cylinder six stories tall that can be launched from orbit and is generally buried save for its extensive transmitter array, can be used to severely hamper the efforts of an invading force. It can also be used as a terror weapon against hostile worlds, and can be programmed to transmit an audio message on every remote wavelength. (10 points each; reduces effectiveness of invading force/reduces infastructural capabilites of targeted enemy world)
Communications Lock: As the First Expeditionary Armada uses small, coded signal probes to transmit long-range communiqués, tapping into its communications lines is exceedingly difficult. (20 point Internal Security bonus)
Spy Probes: Preeminence remotes are also capable of long-range observation of enemy systems and fleet formations, and their small size and FTL drives make them very difficult to repel. (25 point Intelligence bonus)
Fast and Fit: Although it lacks much heavy armor, the Brimafel army extensively and effectively employs highly-mobile infantry, light vehicles, and strike aircraft to outmaneuver more cumbersome foes. (15 point Ground Combat bonus)
Point Totals:
Planetary Defenses: 90 points
Fleets: 1318 points
Special Enhancements
- Infantry Bonuses: 17 points
- Special Weapons (3): 30 points
- Intelligence Bonus: 25 points
- Counter-Intelligence Bonus: 20 points
Total: 1500 points
Last edited by Noble Ire on 2007-06-18 04:49pm, edited 8 times in total.
The Rift
Stanislav Petrov- The man who saved the world
Hugh Thompson Jr.- A True American Hero
"In the unlikely story that is America, there has never been anything false about hope." - President Barack Obama
"May fortune favor you, for your goals are the goals of the world." - Ancient Chall valediction
Stanislav Petrov- The man who saved the world
Hugh Thompson Jr.- A True American Hero
"In the unlikely story that is America, there has never been anything false about hope." - President Barack Obama
"May fortune favor you, for your goals are the goals of the world." - Ancient Chall valediction
- GuppyShark
- Sith Devotee
- Posts: 2830
- Joined: 2005-03-13 06:52am
- Location: South Australia
Android Colony
Robotic Survivalists
Description
The Android Colony of Zapf is a coalition of robot AIs. They have eight worlds - one, located in the Zapf system, is the capital. The other seven serve as local headquarters for vast industrial complexes.
The AIs are driven by one mutual goal - the accumulation and protection of energy and raw materials to perpetuate their industrial growth. This makes them a relatively stable presence on the galactic stage.
The colony leadership sees military action as a potentially disastrous activity and traditionally only engage in military actions to protect trade routes and other vital functions of commerce.
Notable Personalities
DFL-1A
DFL-1A is the functional head of the Colony government. It is an enormous supercomputer that, along with the support systems necessary for its cooling, occupies the Spire that once supported the atmospheric dome over Zapf Prime.
Speculation in the colony chatrooms sometimes claims the DLF-1A is not a supercomputer but instead merely forms the head of an enormous gestalt android.
[img=left]http://members.optusnet.com.au/~bcarletti/Android.jpg[/img]Grim Face of the Unthinkable
This android leads the colony's diplomatic efforts. Grim Face of the Unthinkable has only limited experience in political affairs, but still represents the most qualified diplomat the Colony has to offer. It was a key figure in the early days of the colony and its unification.
It has even seen combat against renegades, in which it served adequately.
Current Political Affiliations
The Android Colony is not currently a member of any interstellar organisations, alliances, or at war with any power.
Current Fleet Status
Android combat doctrine is to exploit their mastery of electronic warfare and synchronised combat to confound their foe. They prefer to swoop in and fire precision salvos of pulse cannon fire from multiple directions at once. Their damage potential is thus maximised while making it more difficult for their enemy to return fire in an organised fashion.
250 x Purpose-class General Purpose System Craft
Points: 1 combat + 1 EW
125 x Survivor-class Standard Engagement Vessels
Points: 2 combat + 1 EW + 1 anti-capital
25 x Aggressive Deterrence-class Battlecruisers
Points: 15 combat + 5 speed
Current Fleet Dispositions
Currently, the Android Colony fleet is dispersed throughout the colonies in squadrons, with the Battlecruisers gathered around Zapf Prime or as otherwise listed.
Aggressive Deterrence - Zapf Prime
HAL 9000 - Zapf Prime
Box - Zapf Prime
First Universal Cybernetic-Kinetic Ultra-micro Programmer - Zapf Prime
Neuromancer - Sol System
Wintermute - Zapf Prime
SkyNet - Zapf Prime
Holly - Zapf Prime
Overmind - Zapf Prime
I.N.T.E.L.L.I.G.E.N.C.E. - Zapf Prime
Virtual Interactive Kinetic Intelligence - Zapf Prime
Teletraan I - Zapf Prime
KARR - Zapf Prime
Ultron - Zapf Prime
Guilty Spark - Zapf Prime
CABAL - Zapf Prime
Cortana - Zapf Prime
Icarus - Zapf Prime
Daedalus - Zapf Prime
Helios - Zapf Prime
SHODAN - Zapf Prime
Tycho - Zapf Prime
Compy 386 - Zapf Prime
Lappy 486 - Zapf Prime
Johnny 5 - Zapf Prime
History
Fall of Empire
The collapse of the Empire was particularly hard on the Zapf colonies. They were located in a few isolated, remote star systems rich in mineral wealth but devoid of arable worlds. The populations lived in sealed environment domes and worked in the depths of space or in mining rigs scattered across the surfaces of the colony worlds.
The economies and populations of these worlds were completely dependant on trade in order to survive. When the Empire fell, the trade ships stopped coming - consumed in the chaos of war. The few inhabitants with the means to escape on private spacecraft did so, never to be seen again.
For the rest, it was the end of the world. Starvation killed millions. Hobby farmers were slaughtered by armed brigands for handfuls of food. The living ate the dead.
Some hung to life, but in the end, they all succumbed. For a decade, nothing living stirred in the Zapf colonies. They lay abandoned and forgotten. Machines continued their routines until their power reserves failed, and then they too fell silent.
Hydraulics whirred and a lone mechanical figure emerged from the rubble. He was the First. A human who had had his brain implanted into a machine body, in an attempt to reduce his reliance on food.
He set to work immediately, restoring power and reactivating industry. In time, he built replacements, intelligent machines to carry on after him. Age took him, and he died.
His android children now carry on the work he started. They would survive. Nature would yield to design.
Robotic Survivalists
Description
The Android Colony of Zapf is a coalition of robot AIs. They have eight worlds - one, located in the Zapf system, is the capital. The other seven serve as local headquarters for vast industrial complexes.
The AIs are driven by one mutual goal - the accumulation and protection of energy and raw materials to perpetuate their industrial growth. This makes them a relatively stable presence on the galactic stage.
The colony leadership sees military action as a potentially disastrous activity and traditionally only engage in military actions to protect trade routes and other vital functions of commerce.
Notable Personalities
DFL-1A
DFL-1A is the functional head of the Colony government. It is an enormous supercomputer that, along with the support systems necessary for its cooling, occupies the Spire that once supported the atmospheric dome over Zapf Prime.
Speculation in the colony chatrooms sometimes claims the DLF-1A is not a supercomputer but instead merely forms the head of an enormous gestalt android.
[img=left]http://members.optusnet.com.au/~bcarletti/Android.jpg[/img]Grim Face of the Unthinkable
This android leads the colony's diplomatic efforts. Grim Face of the Unthinkable has only limited experience in political affairs, but still represents the most qualified diplomat the Colony has to offer. It was a key figure in the early days of the colony and its unification.
It has even seen combat against renegades, in which it served adequately.
Current Political Affiliations
The Android Colony is not currently a member of any interstellar organisations, alliances, or at war with any power.
Current Fleet Status
Android combat doctrine is to exploit their mastery of electronic warfare and synchronised combat to confound their foe. They prefer to swoop in and fire precision salvos of pulse cannon fire from multiple directions at once. Their damage potential is thus maximised while making it more difficult for their enemy to return fire in an organised fashion.
250 x Purpose-class General Purpose System Craft
Points: 1 combat + 1 EW
125 x Survivor-class Standard Engagement Vessels
Points: 2 combat + 1 EW + 1 anti-capital
25 x Aggressive Deterrence-class Battlecruisers
Points: 15 combat + 5 speed
Current Fleet Dispositions
Currently, the Android Colony fleet is dispersed throughout the colonies in squadrons, with the Battlecruisers gathered around Zapf Prime or as otherwise listed.
Aggressive Deterrence - Zapf Prime
HAL 9000 - Zapf Prime
Box - Zapf Prime
First Universal Cybernetic-Kinetic Ultra-micro Programmer - Zapf Prime
Neuromancer - Sol System
Wintermute - Zapf Prime
SkyNet - Zapf Prime
Holly - Zapf Prime
Overmind - Zapf Prime
I.N.T.E.L.L.I.G.E.N.C.E. - Zapf Prime
Virtual Interactive Kinetic Intelligence - Zapf Prime
Teletraan I - Zapf Prime
KARR - Zapf Prime
Ultron - Zapf Prime
Guilty Spark - Zapf Prime
CABAL - Zapf Prime
Cortana - Zapf Prime
Icarus - Zapf Prime
Daedalus - Zapf Prime
Helios - Zapf Prime
SHODAN - Zapf Prime
Tycho - Zapf Prime
Compy 386 - Zapf Prime
Lappy 486 - Zapf Prime
Johnny 5 - Zapf Prime
History
Fall of Empire
The collapse of the Empire was particularly hard on the Zapf colonies. They were located in a few isolated, remote star systems rich in mineral wealth but devoid of arable worlds. The populations lived in sealed environment domes and worked in the depths of space or in mining rigs scattered across the surfaces of the colony worlds.
The economies and populations of these worlds were completely dependant on trade in order to survive. When the Empire fell, the trade ships stopped coming - consumed in the chaos of war. The few inhabitants with the means to escape on private spacecraft did so, never to be seen again.
For the rest, it was the end of the world. Starvation killed millions. Hobby farmers were slaughtered by armed brigands for handfuls of food. The living ate the dead.
Some hung to life, but in the end, they all succumbed. For a decade, nothing living stirred in the Zapf colonies. They lay abandoned and forgotten. Machines continued their routines until their power reserves failed, and then they too fell silent.
Hydraulics whirred and a lone mechanical figure emerged from the rubble. He was the First. A human who had had his brain implanted into a machine body, in an attempt to reduce his reliance on food.
He set to work immediately, restoring power and reactivating industry. In time, he built replacements, intelligent machines to carry on after him. Age took him, and he died.
His android children now carry on the work he started. They would survive. Nature would yield to design.
Last edited by GuppyShark on 2007-06-18 10:57pm, edited 9 times in total.
- InnocentBystander
- The Russian Circus
- Posts: 3466
- Joined: 2004-04-10 06:05am
- Location: Just across the mighty Hudson
Estado Imperial Novo de Portugal - The New Imperial State of Portugal
History - Rise of a Nation
Third French Civil War - Internal strife in France boils over into open civil war. Destabilizes region, esp. Spain.
The Last Spanish Civil War - Attributed primarily to the Third French Civil War. Fighting between Basque Country, Catalonia and Spain.
Portugal creates Iberian Federation. New Spain (ruled by Portuguese Kings), Catalan, Basque, and Portugal make up this new alliance.
The First Energy War - Major world powers conduct heavy fighting in parts of Africa and the middle east over world's largest cheap oil reserves. Massive loss of life as local populations are outclassed by modern militaries. North Africa and most of the Middle East devastated. First world nations eventually succeed at great cost. Middle Eastern and African pipelines to Europe, Asia and North America become lifeline of first world nations. Portugal takes ownership of largest parts of North Africa.
Iberian Federation brings most of North African into its alliance after the small reserves of these nations were no longer economically viable.
The Second Energy Wars - Light crudes phased out in favor of more heavy oils found in canada and Scandinavia. Canada, Finland, Sweden and Norway enjoy a stranglehold on world energy markets. Canada and the Scandinavian Accord (bad name, oh well!) ally, together controlling majority of the world's energy supply (via Pipelines between the two). US pressure on Canada and European pressure on Scandinavia leads to major war.
Iberian Federation remains neutral and largely energy dependant. South America breaks out into civil war, Brazil and Venezuela accepted into the Iberian Alliance during the war after United States shuts down all major pipelines into Central and South America. Iberian Federation remains neutral and largely energy dependant. South America breaks out into civil war, Brazil and Venezuela accepted into the Iberian Alliance during the war after United States shuts down all major pipelines into Central and South America.
History – The Segundo Ditadura Nacional –The Second National Dictatorship
The Religion Wars which engulfed much of Europe did leave a mark on Portugal. Shortly after the first radiation bombs went off in northern Spain a radical change in the government took place. Strong leaders rose up, and offered peace and safety from the torrent of fire that was quickly consuming Europe. Sometime after the initial attacks a virus bomb went off in downtown Barcelona; the event ushered in the Second Dictatorship, uniting Portugal under a strong government and setting the stage for the New Empire.
History – The New Imperial State
As Europe cooled Portugal emerged as one of the few, the harshness of the Second Dictatorship had prevented the radiation bombs and virus plagues from reaching beyond Barcelona, but was not a long term government. In its wake came the New Imperial State, lead by the Emperor-Elect and the Grand Assembly, would maintain Portugal’s status as a major world/interstellar power. Enforced by the Protecao Cidadaos, The Citizens Protection Agency, the NIS has maintained the large and disparate empire since the end of the Religion Wars.
Protecao Cidadaos - The Citizens Protection Agency: 70 pts
The PC functions as both a secret police maintaining internal security and an intelligence force, working outside the bounds of the Empire. While publically known, the details of what and how the PC accomplishes its missions are a state secret. Ruthless and Cunning, the PC has protected the interests of the NIS since its formation after the end of the Religion Wars.
Holdings:
Sol System:
Earth – (8 bn)
Terra, the home of humanity is not some glorious Eden full of lush forests and virgin fields. Earth is vast world covered in mega cities and war-torn wastelands. Portuguese control extends to the Iberian Peninsula, North Africa, Venezuela, Brazil and Uruguay. The once semi-independent regions of Basque Country, Catalonia, Morocco, Libya, Venezuela and Uruguay are now fully integrated parts of the greater Portuguese Imperial Sate, with the local nationality having been wiped out by war, plague, and time. Brazil, Egypt and Tunisia are still retain some of their original nationality and are considered ‘partner-states’ with full rights in the Grand Assembly.
Earth Defense– 50 pts (20 per station and 10 pts for other infrastructure (satellites, silos, mobile strategic weapons, etc))
In orbit around terra are the twin battle stations, Fort Aguada and Fort Muscat, they hang in geosynchronous over the Iberian peninsula and Brazil, and serve to protect Portugal from threats on Earth and above it. Powerful 180cm rifles point at both the ground, supported further by ground installations, orbital guns and missile satellites.
Barnard's Star System – (8 bn)
Port Henry-
One of the first Portuguese colonies outside of Sol, Port Henry is now a major industrial world within the empire, supporting as many Portuguese citizens as Earth itself. Home to the C.S.N. Industria Forgeworks and Endesa Group Shipyards.
Arago System- (6bn)
La Seo –
The ‘center’ of Portuguese imperial power, La Seo is home to the Companhia Industrial de Transformacao de Cereais Shipyards and the state run Royal Shipbuilding Company.
Leon System- (7bn)
Leon VII –
A Portuguese center of commerce and culture, the world is home to the famous Grupo Mercante, the Portuguese Merchant’s Guild
Leon IV –
Another major colony world of the Portuguese colonial empire, Leon IV effectively supports the lavish lifestyles enjoyed on Leon VII.
Other major worlds of the Ultramarino:
Albaque III (4bn)
Filipe’s Rest (4bn)
Other worlds –
3 major worlds (3bn each)
50 minor worlds
Frota Ultramarino:
The ‘Overseas Fleet’ of the New Imperial State maintains the peace among Portugal’s many and disparate colonies.
Cruiser Classes:
‘Tuledo’ Class – Light Cruiser 8 points +2 interdiction
Modern light cruiser the ‘Tuldeo’ is designed to provide heavier firepower to a patrol group when needed, has an extremely weak interdiction system onboard.
Escort Classes:
‘Faixa’ Class – Patrol Frigate 1 points
Tiny, and agile craft the ‘Faixa’ are extremely poorly equipped for heavy duty combat. Purpose built patrol craft they work in pairs to maintain the safety of the Portuguese Empire.
Patrulha Group: (20pts) x 7 : 140 pts
1 ‘Tuledo’ (10)
10 ‘Faxia’ (10)
Ships of the Principal Fleet (1200pts) – Descriptions to come
‘Incursor’ Class – Battleship 35 pts +10 anti-captial x 10 = 450
Queen of the stars, the Incursor is a state of the art dreadnaught armed with the latest 180cm long rifles for exceptional reach and firepower.
‘Voo Parada’ class – Interdiction Cruiser 4 pts + 6 interdiction pts x 5 = 50 pts
Specialized interdiction platform, the VP has minimal shielding and weapons, trading the space for a second bank of fusion reactors and 4 massive interdiction wells, guaranteeing that even the most high tech of faster than light travel will be blocked.
‘Espada Afiada’ Class – Strike Cruiser 10 pts + 5 anti-capital pts x 20 = 300 pts
Mounting a powerful 300mm spinal mount and a handful of 120cm rifles the Espada Afiada is fast and packs a big punch, though they are powered by only a single fusion plant, making them less resilient than similarly armed battleships. Their fast speed and high firepower also makes them ideal commerce raiders, but the Office of the Imperial Navy does not like to detach cruisers from their battle groups.
‘Maria’ Class – Destroyer 2 pts + 1 pts EW + 1 pts anti-capital x 50 = 200 pts
Equipped with modern communications and electronic warfare equipment, in addition to a pair smoothbore torpedo tubes the Maria is the escort that does it all. A jack-of-all-trades for the Portuguese fleet, it is as effective at point defense work as ships half its cost but represents a real threat to larger warships when at close range thanks to its torpedo tubes. Its electronic warfare equipment is also critical to combat operations and these ships are virtually never detached from their combat squadron.
‘Dourado Levantou-Se’ Class – Frigate 1 pts + 1 point defense pts x 100 = 200 pts
Specialized point defense ship.
Imperial Fleet
5 – Incursor BB
3 - Voo Parada CC
10 – Espada Afiada CC
25 – Maria DD
50 - Dourado Levantou-Se FF
Reserve Fleet
3 – Incursor BB
1 – Voo Parada CC
6 – Espada Afiada CC
15 – Maria DD
30 – Durado Levantou-Se FF
Sol Fleet
2 – Incursor BB
1 – Voo Parada CC
4 – Espada Afiada CC
10 – Maria DD
20 – Durado Levantou-Se FF
Fuzileiro naval Da Tempestade – 40 Pts
The Storm Marines are an elite group of soldiers tasked with conducting landings, breaking the defenses on entrenched worlds and assisting the Portuguese Imperial Army as specialists in its operations.
Totals:
Defenses (earth): 50
Intel Agency: 70
Patrol Fleets: 140 (Ca:0, Cr:70, E:70)
Main Fleet: 1200 (Ca:450, Cr: 350, E: 400)
Ground Forces: 40
History - Rise of a Nation
Third French Civil War - Internal strife in France boils over into open civil war. Destabilizes region, esp. Spain.
The Last Spanish Civil War - Attributed primarily to the Third French Civil War. Fighting between Basque Country, Catalonia and Spain.
Portugal creates Iberian Federation. New Spain (ruled by Portuguese Kings), Catalan, Basque, and Portugal make up this new alliance.
The First Energy War - Major world powers conduct heavy fighting in parts of Africa and the middle east over world's largest cheap oil reserves. Massive loss of life as local populations are outclassed by modern militaries. North Africa and most of the Middle East devastated. First world nations eventually succeed at great cost. Middle Eastern and African pipelines to Europe, Asia and North America become lifeline of first world nations. Portugal takes ownership of largest parts of North Africa.
Iberian Federation brings most of North African into its alliance after the small reserves of these nations were no longer economically viable.
The Second Energy Wars - Light crudes phased out in favor of more heavy oils found in canada and Scandinavia. Canada, Finland, Sweden and Norway enjoy a stranglehold on world energy markets. Canada and the Scandinavian Accord (bad name, oh well!) ally, together controlling majority of the world's energy supply (via Pipelines between the two). US pressure on Canada and European pressure on Scandinavia leads to major war.
Iberian Federation remains neutral and largely energy dependant. South America breaks out into civil war, Brazil and Venezuela accepted into the Iberian Alliance during the war after United States shuts down all major pipelines into Central and South America. Iberian Federation remains neutral and largely energy dependant. South America breaks out into civil war, Brazil and Venezuela accepted into the Iberian Alliance during the war after United States shuts down all major pipelines into Central and South America.
History – The Segundo Ditadura Nacional –The Second National Dictatorship
The Religion Wars which engulfed much of Europe did leave a mark on Portugal. Shortly after the first radiation bombs went off in northern Spain a radical change in the government took place. Strong leaders rose up, and offered peace and safety from the torrent of fire that was quickly consuming Europe. Sometime after the initial attacks a virus bomb went off in downtown Barcelona; the event ushered in the Second Dictatorship, uniting Portugal under a strong government and setting the stage for the New Empire.
History – The New Imperial State
As Europe cooled Portugal emerged as one of the few, the harshness of the Second Dictatorship had prevented the radiation bombs and virus plagues from reaching beyond Barcelona, but was not a long term government. In its wake came the New Imperial State, lead by the Emperor-Elect and the Grand Assembly, would maintain Portugal’s status as a major world/interstellar power. Enforced by the Protecao Cidadaos, The Citizens Protection Agency, the NIS has maintained the large and disparate empire since the end of the Religion Wars.
Protecao Cidadaos - The Citizens Protection Agency: 70 pts
The PC functions as both a secret police maintaining internal security and an intelligence force, working outside the bounds of the Empire. While publically known, the details of what and how the PC accomplishes its missions are a state secret. Ruthless and Cunning, the PC has protected the interests of the NIS since its formation after the end of the Religion Wars.
Holdings:
Sol System:
Earth – (8 bn)
Terra, the home of humanity is not some glorious Eden full of lush forests and virgin fields. Earth is vast world covered in mega cities and war-torn wastelands. Portuguese control extends to the Iberian Peninsula, North Africa, Venezuela, Brazil and Uruguay. The once semi-independent regions of Basque Country, Catalonia, Morocco, Libya, Venezuela and Uruguay are now fully integrated parts of the greater Portuguese Imperial Sate, with the local nationality having been wiped out by war, plague, and time. Brazil, Egypt and Tunisia are still retain some of their original nationality and are considered ‘partner-states’ with full rights in the Grand Assembly.
Earth Defense– 50 pts (20 per station and 10 pts for other infrastructure (satellites, silos, mobile strategic weapons, etc))
In orbit around terra are the twin battle stations, Fort Aguada and Fort Muscat, they hang in geosynchronous over the Iberian peninsula and Brazil, and serve to protect Portugal from threats on Earth and above it. Powerful 180cm rifles point at both the ground, supported further by ground installations, orbital guns and missile satellites.
Barnard's Star System – (8 bn)
Port Henry-
One of the first Portuguese colonies outside of Sol, Port Henry is now a major industrial world within the empire, supporting as many Portuguese citizens as Earth itself. Home to the C.S.N. Industria Forgeworks and Endesa Group Shipyards.
Arago System- (6bn)
La Seo –
The ‘center’ of Portuguese imperial power, La Seo is home to the Companhia Industrial de Transformacao de Cereais Shipyards and the state run Royal Shipbuilding Company.
Leon System- (7bn)
Leon VII –
A Portuguese center of commerce and culture, the world is home to the famous Grupo Mercante, the Portuguese Merchant’s Guild
Leon IV –
Another major colony world of the Portuguese colonial empire, Leon IV effectively supports the lavish lifestyles enjoyed on Leon VII.
Other major worlds of the Ultramarino:
Albaque III (4bn)
Filipe’s Rest (4bn)
Other worlds –
3 major worlds (3bn each)
50 minor worlds
Frota Ultramarino:
The ‘Overseas Fleet’ of the New Imperial State maintains the peace among Portugal’s many and disparate colonies.
Cruiser Classes:
‘Tuledo’ Class – Light Cruiser 8 points +2 interdiction
Modern light cruiser the ‘Tuldeo’ is designed to provide heavier firepower to a patrol group when needed, has an extremely weak interdiction system onboard.
Escort Classes:
‘Faixa’ Class – Patrol Frigate 1 points
Tiny, and agile craft the ‘Faixa’ are extremely poorly equipped for heavy duty combat. Purpose built patrol craft they work in pairs to maintain the safety of the Portuguese Empire.
Patrulha Group: (20pts) x 7 : 140 pts
1 ‘Tuledo’ (10)
10 ‘Faxia’ (10)
Ships of the Principal Fleet (1200pts) – Descriptions to come
‘Incursor’ Class – Battleship 35 pts +10 anti-captial x 10 = 450
Queen of the stars, the Incursor is a state of the art dreadnaught armed with the latest 180cm long rifles for exceptional reach and firepower.
‘Voo Parada’ class – Interdiction Cruiser 4 pts + 6 interdiction pts x 5 = 50 pts
Specialized interdiction platform, the VP has minimal shielding and weapons, trading the space for a second bank of fusion reactors and 4 massive interdiction wells, guaranteeing that even the most high tech of faster than light travel will be blocked.
‘Espada Afiada’ Class – Strike Cruiser 10 pts + 5 anti-capital pts x 20 = 300 pts
Mounting a powerful 300mm spinal mount and a handful of 120cm rifles the Espada Afiada is fast and packs a big punch, though they are powered by only a single fusion plant, making them less resilient than similarly armed battleships. Their fast speed and high firepower also makes them ideal commerce raiders, but the Office of the Imperial Navy does not like to detach cruisers from their battle groups.
‘Maria’ Class – Destroyer 2 pts + 1 pts EW + 1 pts anti-capital x 50 = 200 pts
Equipped with modern communications and electronic warfare equipment, in addition to a pair smoothbore torpedo tubes the Maria is the escort that does it all. A jack-of-all-trades for the Portuguese fleet, it is as effective at point defense work as ships half its cost but represents a real threat to larger warships when at close range thanks to its torpedo tubes. Its electronic warfare equipment is also critical to combat operations and these ships are virtually never detached from their combat squadron.
‘Dourado Levantou-Se’ Class – Frigate 1 pts + 1 point defense pts x 100 = 200 pts
Specialized point defense ship.
Imperial Fleet
5 – Incursor BB
3 - Voo Parada CC
10 – Espada Afiada CC
25 – Maria DD
50 - Dourado Levantou-Se FF
Reserve Fleet
3 – Incursor BB
1 – Voo Parada CC
6 – Espada Afiada CC
15 – Maria DD
30 – Durado Levantou-Se FF
Sol Fleet
2 – Incursor BB
1 – Voo Parada CC
4 – Espada Afiada CC
10 – Maria DD
20 – Durado Levantou-Se FF
Fuzileiro naval Da Tempestade – 40 Pts
The Storm Marines are an elite group of soldiers tasked with conducting landings, breaking the defenses on entrenched worlds and assisting the Portuguese Imperial Army as specialists in its operations.
Totals:
Defenses (earth): 50
Intel Agency: 70
Patrol Fleets: 140 (Ca:0, Cr:70, E:70)
Main Fleet: 1200 (Ca:450, Cr: 350, E: 400)
Ground Forces: 40
Last edited by InnocentBystander on 2007-06-21 10:46pm, edited 2 times in total.
Ahn'Qiraj, the Empire of the Sun
”We shall span the universe, as countless as the stars!” – one of the great Qiraji philosophers
Tyrants. Watchers in the Dark. Slavers. These are all names they have been called, all names they have earned through their actions. However, in truth there is only one name they will accept from another being for their race. Qiraji. Their government is frequently called the Empire, but there is only one true name for their nation. Ahn’Qiraj, the Empire of the Sun.
Existing on the borders of the grand government that had once shook the very heavens, the Qiraji had known conflict was inevitable with the old rulers of the stars. So, they had steeled themselves for a long night ending in extinction. Thankfully, all of their preparations were never needed.
Now they turn their eyes outwards, emerging from their long vigil with plans towards those plying the stars...
Qiraji
Standing approximately 2.5 meters tall, the Qiraji are a race of insectoids. Eight sturdy legs keep them firmly planted to the ground, while they use two double-jointed arms ending in six-fingered hands to manipulate the world around them. The natural coloration of their carapaces is unimportant as it quickly discarded in favor dye marking the individual's allegiance to a particular sect. They keep their bodies swathed in robes, shoulder pads, turbans, and scarves, also dyed in accordance with their sect.
The Qiraji are natural psychics, with a racial tendency towards telepathy. This is only enhanced by psychically attuned crystals created in their foundries. The combination of these two has only led to the Qiraji psychically dominating a species that had only begun to colonize the area when the dark turbulent times following the downfall of the old rulers of the stars. A species called humans.
The Grand Concord
The ruling body of the Qiraji, the Concord is formed from every member of their species. With the majority of the Qiraji living under the watchful gaze of the Twin Emperors, and holographic communications with those serving in the dark void, the democratic functions continue to suffice for the Qiraji’s needs.
The Sects
The Qiraji prefer to gather into sects, allying themselves with others who have similar goals and interests. Each sect will then use its power to try and control the various positions, industries and ventures within Qiraji society. Each has its own dye pattern and color that the sect members proudly display upon their carapaces. The leaders of the sects have adopted a variety of titles, each to their own whim and taste.
The Slaves
After generations of eugenics programs combined with extensive use of their psychic abilities, the Qiraji have created a perfectly obedient slave population. The humans now form the entirety of the ground forces, with small contingents used as marines for space warfare, as well as providing the bulk of the labor for the Empire. They also serve other more sinister and perverse uses for the Qiraji…
Planets of Importance
Vek’lor – Home to the Grand Concord, as well as the center of Qiraji science, Vek’lor is known as one of the Twin Emperors. These planets are the homeworlds of the Qiraji and are the most precocious things to them in the universe. Vek’lor is calm, tranquil world of great natural beauty, which the Qiraji have been careful to preserve. No humans, barring the handful of personal servants each Qiraji are allowed, live on the planet. Qiraji from this planet tend to be intellectuals, ranging from devious to patriotic.
Vek’nilash – Home to the vast military academies, barracks, foundries and armories of the Qiraji military. Known as one of the Twin Emperors, Vek’nilash is a harsh world of rock, sand, and water. The skies and oceans are polluted, with the teeming human masses constantly forced to wear protective gear barring the deep warrens carved into the earth where they live. Great shipyards capable of producing the mightiest vessels of the Qiraji Empire ring the planet. This planet has produced some of the greatest and fiercest generals of the Qiraji race.
Sartura – One of the first none Twin planets to be touched by Qiraji, Sartura has vast mineral wealth. It is home to a well-off community of Qiraji, who have been remarked to be incredibly stout, both in body and mind. Lady Tiamat hails from this world.
Skeram – A great rock in space, this world would otherwise be unremarkable if it where not for the immense shipyards ringing it. It has served as a waypoint out into the greater universe for generations of Qiraji, with a small but growing population of Qiraji living out of choice instead of duty in the shipyards. They have been found to be both technically minded and inquisitive explorers.
Skyriss – A fertile world, Skyriss is home to the vast majority of the human slave population of the Qiraji Empire. The green planet has served well to produce many foodstuffs. It is also home to the Intelligence Academy of the Qiraji, where they perfect their art on unsuspecting humans through social experiments. Rather benign, many liken these experiments to a series of games played by younger Qiraji wherein they control simulacrums of humans in a virtual environment, guiding the simulation in an imitation of life. Only, for the Intelligence Academy, this is real.
Sentinel Worlds – A group of minor, numbering seven in total, planets who serve as refueling depots, along with rudimentary repair stations, for the ships of the Qiraji. No Qiraji are known to permanently live on these worlds, leaving them in care to the humans who adequately sustain themselves and replenish the supplies of passing ships.
Technology
The main weapons used by the Empire of the Sun are known as pulse lasers, even though they do not follow the characteristics of a laser. Essentially a direct energy weapon, the Qiraji have managed to scale this technology from the rifles used by their human infantry to having rapid-fire batteries installed on their ships.
Another weapon used by the Qiraji is known as the particle thread projector, otherwise called particle cannons. Longer ranged than the pulse lasers, the particle cannon fires a devastating stream of particles at the target. This carves into the target, for lack of a better term. This technology has also been scaled, from the sniper weaponry and tank-mounted cannons of the ground forces to being the long-ranged weapon of the Empire’s ships.
Missiles are also in abundant use, particularly anti-matter missiles.
Defensive technology consists of both energy shielding and heavy armor plating, with only the regular infantryman being devoid of any shields whatsoever.
For travel they use a technology called a hyperdrive, which shunts their ships into another dimension which allows them to travel faster than light. The use of a hyperdrive is easily detectable by sensors and gravity wells generated by large bodies such as planets and suns will pull a ship out of hyperspace. In real space, they use highly efficient ion engines to travel. They also use this same concept for faster than light communication, calling it hyperspace radio.
Ships
Hydra Beetle-class Dreadnought
12x Particle thread projectors
24x Pulse-laser batteries
6x Missile batteries
50 points – 40 standard, +10 anti-capital ship
Designed by Lady Tiamat, leader of the Skyfire Sect, the Hydra Beetle Dreadnought is built in mind for extended combat. Therefore additional shield generators and armor plating have been liberally distributed on the ship. It is an untested design, but Lady Tiamat hopes it will excel in the coming campaigns.
King Beetle-class Dreadnought
8x Particle thread projectors
20x Pulse-laser batteries
8x Missile batteries
45 points – 45 standard
The standard Dreadnought, the King Beetle is well-rounded and able to fight the enemy at any range.
Rhino Beetle-class Heavy Cruiser
4x Particle thread projectors
12x Pulse-laser batteries
2x Missile batteries
35 points – 35 standard
The standard cruiser, the Rhino Beetle is able to easily throw down with some of the larger ships found amongst the other nations fleets.
Gossamer Beetle-class Heavy Cruiser
8x Pulse-laser batteries
8x Missile batteries
35 points – 10 standard, +25 Electronic Warfare
Built to provide Electronic Warfare and missile support for the Qiraji fleets, the Gossamer Beetle is fragile alone but serves an important purpose for the designs of the Qiraji.
Beetle-class Destroyer
2x Particle thread projectors
6x Pulse-laser batteries
15 points – 15 standard
The standard destroyer, the Beetle is versatile ship found in the bulk of the Qiraji fleets.
Thorned Beetle-class Destroyer Escort
10x Pulse-laser batteries
4x Missile batteries
15 points – 5 standard, +10 point defense
Built to serve as protection against massed fighter and missile attacks, the Thorned Beetle stands ready to protect the ships of their fleets.
Scarab-class Frigate
2x Pulse-laser batteries
2x Missile batteries
5 points – 5 standard
The standard frigate, the Scarab has been produced in mass quantities to protect the convoys and colonies of the Empire.
Lady Tiamat’s Fleet:
1x Hydra Beetle-class Dreadnought – 50 points total
2x Rhino Beetle-class Heavy Cruiser – 70 points total
1x Gossamer Beetle-class Heavy Cruiser – 35 points total
8x Beetle-class Destroyer – 120 points total
4x Thorned Beetle-class Destroyer Escort – 60 points total
10x Scarab-class Frigate – 50 points total
385 points total
General Fleet of the Empire of the Sun
2x King Beetle-class Dreadnought – 90 points total
4x Rhino Beetle-class Heavy Cruiser – 140 points total
2x Gossamer Beetle-class Heavy Cruiser – 70 points total
10x Beetle-class Destroyer – 150 points total
6x Thorned Beetle-class Destroyer Escort – 90 points total
25x Scarab-class Frigate – 125 points total
665 points total
Defenses
Vek’lor, one of the Twin Emperors, this planet is only matched by Vek’nilash in importance to the Empire. The center of Qiraji science as well as home to the Grand Concord, laying siege will be nearly impossible. – 100 points
Vek’nilash, one of the Twin Emperors, this planet is only matched by Vek’nilash in importance to the Empire. Laying siege to it will be difficult, as the planet is ringed by defense emplacements and shipyards. – 100 points, has shipyards capable of producing dreadnoughts
200 points total
Other
Faster Then Light Communications – 50 points
Self explanatory, the hyperspace radio allows faster then light communication.
Internal Security – 100 points
The Empire has no outsiders currently within their borders. All humans are genetically tagged, psychically marked and if they show the slightest hint of deviance they are fully investigated. The only Qiraji in existence are those composing the Empire. No other sentient species are present within their worlds.
Intelligence Service – 100 points
The Qiraji are insidious in their methods, and have long perfected the art of manipulation, whether psychic or more mundane. Beware the reach of their six-fingered hands…
250 points total
Total 1500 points
”We shall span the universe, as countless as the stars!” – one of the great Qiraji philosophers
Tyrants. Watchers in the Dark. Slavers. These are all names they have been called, all names they have earned through their actions. However, in truth there is only one name they will accept from another being for their race. Qiraji. Their government is frequently called the Empire, but there is only one true name for their nation. Ahn’Qiraj, the Empire of the Sun.
Existing on the borders of the grand government that had once shook the very heavens, the Qiraji had known conflict was inevitable with the old rulers of the stars. So, they had steeled themselves for a long night ending in extinction. Thankfully, all of their preparations were never needed.
Now they turn their eyes outwards, emerging from their long vigil with plans towards those plying the stars...
Qiraji
Standing approximately 2.5 meters tall, the Qiraji are a race of insectoids. Eight sturdy legs keep them firmly planted to the ground, while they use two double-jointed arms ending in six-fingered hands to manipulate the world around them. The natural coloration of their carapaces is unimportant as it quickly discarded in favor dye marking the individual's allegiance to a particular sect. They keep their bodies swathed in robes, shoulder pads, turbans, and scarves, also dyed in accordance with their sect.
The Qiraji are natural psychics, with a racial tendency towards telepathy. This is only enhanced by psychically attuned crystals created in their foundries. The combination of these two has only led to the Qiraji psychically dominating a species that had only begun to colonize the area when the dark turbulent times following the downfall of the old rulers of the stars. A species called humans.
The Grand Concord
The ruling body of the Qiraji, the Concord is formed from every member of their species. With the majority of the Qiraji living under the watchful gaze of the Twin Emperors, and holographic communications with those serving in the dark void, the democratic functions continue to suffice for the Qiraji’s needs.
The Sects
The Qiraji prefer to gather into sects, allying themselves with others who have similar goals and interests. Each sect will then use its power to try and control the various positions, industries and ventures within Qiraji society. Each has its own dye pattern and color that the sect members proudly display upon their carapaces. The leaders of the sects have adopted a variety of titles, each to their own whim and taste.
The Slaves
After generations of eugenics programs combined with extensive use of their psychic abilities, the Qiraji have created a perfectly obedient slave population. The humans now form the entirety of the ground forces, with small contingents used as marines for space warfare, as well as providing the bulk of the labor for the Empire. They also serve other more sinister and perverse uses for the Qiraji…
Planets of Importance
Vek’lor – Home to the Grand Concord, as well as the center of Qiraji science, Vek’lor is known as one of the Twin Emperors. These planets are the homeworlds of the Qiraji and are the most precocious things to them in the universe. Vek’lor is calm, tranquil world of great natural beauty, which the Qiraji have been careful to preserve. No humans, barring the handful of personal servants each Qiraji are allowed, live on the planet. Qiraji from this planet tend to be intellectuals, ranging from devious to patriotic.
Vek’nilash – Home to the vast military academies, barracks, foundries and armories of the Qiraji military. Known as one of the Twin Emperors, Vek’nilash is a harsh world of rock, sand, and water. The skies and oceans are polluted, with the teeming human masses constantly forced to wear protective gear barring the deep warrens carved into the earth where they live. Great shipyards capable of producing the mightiest vessels of the Qiraji Empire ring the planet. This planet has produced some of the greatest and fiercest generals of the Qiraji race.
Sartura – One of the first none Twin planets to be touched by Qiraji, Sartura has vast mineral wealth. It is home to a well-off community of Qiraji, who have been remarked to be incredibly stout, both in body and mind. Lady Tiamat hails from this world.
Skeram – A great rock in space, this world would otherwise be unremarkable if it where not for the immense shipyards ringing it. It has served as a waypoint out into the greater universe for generations of Qiraji, with a small but growing population of Qiraji living out of choice instead of duty in the shipyards. They have been found to be both technically minded and inquisitive explorers.
Skyriss – A fertile world, Skyriss is home to the vast majority of the human slave population of the Qiraji Empire. The green planet has served well to produce many foodstuffs. It is also home to the Intelligence Academy of the Qiraji, where they perfect their art on unsuspecting humans through social experiments. Rather benign, many liken these experiments to a series of games played by younger Qiraji wherein they control simulacrums of humans in a virtual environment, guiding the simulation in an imitation of life. Only, for the Intelligence Academy, this is real.
Sentinel Worlds – A group of minor, numbering seven in total, planets who serve as refueling depots, along with rudimentary repair stations, for the ships of the Qiraji. No Qiraji are known to permanently live on these worlds, leaving them in care to the humans who adequately sustain themselves and replenish the supplies of passing ships.
Technology
The main weapons used by the Empire of the Sun are known as pulse lasers, even though they do not follow the characteristics of a laser. Essentially a direct energy weapon, the Qiraji have managed to scale this technology from the rifles used by their human infantry to having rapid-fire batteries installed on their ships.
Another weapon used by the Qiraji is known as the particle thread projector, otherwise called particle cannons. Longer ranged than the pulse lasers, the particle cannon fires a devastating stream of particles at the target. This carves into the target, for lack of a better term. This technology has also been scaled, from the sniper weaponry and tank-mounted cannons of the ground forces to being the long-ranged weapon of the Empire’s ships.
Missiles are also in abundant use, particularly anti-matter missiles.
Defensive technology consists of both energy shielding and heavy armor plating, with only the regular infantryman being devoid of any shields whatsoever.
For travel they use a technology called a hyperdrive, which shunts their ships into another dimension which allows them to travel faster than light. The use of a hyperdrive is easily detectable by sensors and gravity wells generated by large bodies such as planets and suns will pull a ship out of hyperspace. In real space, they use highly efficient ion engines to travel. They also use this same concept for faster than light communication, calling it hyperspace radio.
Ships
Hydra Beetle-class Dreadnought
12x Particle thread projectors
24x Pulse-laser batteries
6x Missile batteries
50 points – 40 standard, +10 anti-capital ship
Designed by Lady Tiamat, leader of the Skyfire Sect, the Hydra Beetle Dreadnought is built in mind for extended combat. Therefore additional shield generators and armor plating have been liberally distributed on the ship. It is an untested design, but Lady Tiamat hopes it will excel in the coming campaigns.
King Beetle-class Dreadnought
8x Particle thread projectors
20x Pulse-laser batteries
8x Missile batteries
45 points – 45 standard
The standard Dreadnought, the King Beetle is well-rounded and able to fight the enemy at any range.
Rhino Beetle-class Heavy Cruiser
4x Particle thread projectors
12x Pulse-laser batteries
2x Missile batteries
35 points – 35 standard
The standard cruiser, the Rhino Beetle is able to easily throw down with some of the larger ships found amongst the other nations fleets.
Gossamer Beetle-class Heavy Cruiser
8x Pulse-laser batteries
8x Missile batteries
35 points – 10 standard, +25 Electronic Warfare
Built to provide Electronic Warfare and missile support for the Qiraji fleets, the Gossamer Beetle is fragile alone but serves an important purpose for the designs of the Qiraji.
Beetle-class Destroyer
2x Particle thread projectors
6x Pulse-laser batteries
15 points – 15 standard
The standard destroyer, the Beetle is versatile ship found in the bulk of the Qiraji fleets.
Thorned Beetle-class Destroyer Escort
10x Pulse-laser batteries
4x Missile batteries
15 points – 5 standard, +10 point defense
Built to serve as protection against massed fighter and missile attacks, the Thorned Beetle stands ready to protect the ships of their fleets.
Scarab-class Frigate
2x Pulse-laser batteries
2x Missile batteries
5 points – 5 standard
The standard frigate, the Scarab has been produced in mass quantities to protect the convoys and colonies of the Empire.
Lady Tiamat’s Fleet:
1x Hydra Beetle-class Dreadnought – 50 points total
2x Rhino Beetle-class Heavy Cruiser – 70 points total
1x Gossamer Beetle-class Heavy Cruiser – 35 points total
8x Beetle-class Destroyer – 120 points total
4x Thorned Beetle-class Destroyer Escort – 60 points total
10x Scarab-class Frigate – 50 points total
385 points total
General Fleet of the Empire of the Sun
2x King Beetle-class Dreadnought – 90 points total
4x Rhino Beetle-class Heavy Cruiser – 140 points total
2x Gossamer Beetle-class Heavy Cruiser – 70 points total
10x Beetle-class Destroyer – 150 points total
6x Thorned Beetle-class Destroyer Escort – 90 points total
25x Scarab-class Frigate – 125 points total
665 points total
Defenses
Vek’lor, one of the Twin Emperors, this planet is only matched by Vek’nilash in importance to the Empire. The center of Qiraji science as well as home to the Grand Concord, laying siege will be nearly impossible. – 100 points
Vek’nilash, one of the Twin Emperors, this planet is only matched by Vek’nilash in importance to the Empire. Laying siege to it will be difficult, as the planet is ringed by defense emplacements and shipyards. – 100 points, has shipyards capable of producing dreadnoughts
200 points total
Other
Faster Then Light Communications – 50 points
Self explanatory, the hyperspace radio allows faster then light communication.
Internal Security – 100 points
The Empire has no outsiders currently within their borders. All humans are genetically tagged, psychically marked and if they show the slightest hint of deviance they are fully investigated. The only Qiraji in existence are those composing the Empire. No other sentient species are present within their worlds.
Intelligence Service – 100 points
The Qiraji are insidious in their methods, and have long perfected the art of manipulation, whether psychic or more mundane. Beware the reach of their six-fingered hands…
250 points total
Total 1500 points
Last edited by Rawtooth on 2007-06-19 08:41pm, edited 3 times in total.
- Darkevilme
- Jedi Council Member
- Posts: 1514
- Joined: 2007-06-12 02:27pm
- Location: London, england
- Contact:
The Chamara kingdom is a minor and until very recently single system nation that is just starting to spread out into the universe at large. Having scouted out the nearby systems and found them useful colonization efforts have begun on a half dozen worlds around two of the nearby stars.
Government: A hierarchical four layer system of noble houses, there are fifteen greater houses with lesser houses below them and below them the clans of the common folk. There were formerly eighteen greater houses up until the interplanetary war where the exiled three who colonized the second world of the system fought against the loyalists on the homeworld. The most dominant of the greater houses in the senate of fifteen elects a queen usually from the family of the head of that house. Currently the head of the nation is Kara the fifth of house Chamara, the house which seized power some four hundred years ago.
Culture: Due to the four to one ratio of females to males the species was originally grouped in a form similar to a pride of lions which is where they inherited the clan like arrangement of their current society. This society steadily shifted to a matriarchy as time went on and the felinoids came into the light of intelligence. There is however some transfer between clans and up and down the ladder as a girl could be lucky enough to be adopted by a noble house or chose to join a different clan. Males tend to form the more philosophical and scientific part of the society due to the bias to keep them from harm. Females fill the roles of engineers, technicians, laborers, crafters, soldiers and most of the governmental positions. Some civilizations who first encounter the Chamaran kingdom take a while to realize they actually have any males whatsoever as they're not seen outside the kingdom worlds.
Species: Put simply enough they’re catgirls, with mostly humanoid forms but for their feline ears and tail. In addition they are a few inches shorter on average than humans and still retain somewhat blunt short retractile claws and better hearing from their jungle cat ancestors. More importantly their homeworld’s higher gravity, higher mean temperature and their predator ancestry has allowed them to retain more developed muscles, a liking for more tropical climes and higher reflexes this means they have a much improved power to weight ratio. The downside is a higher calory per day intake per feline to sustain the extra muscle. In addition recent advances in genetic engineering have allowed for the unlocking of the weak psycher gene and amplifying its potential. So far the fledgling psycher core felines have demonstrated extra sensory perception, telepathy, mind reading, mental combat and mental manipulation.
Holdings:
Marass starsystem:
Planetary holdings:
Jewel of Marass, the homeworld of the feline species this world has a gravity of 1.2 G and is 60 percent covered in oceans. An asteroid impact in prehistory left a massive crater in the northern hemisphere, creating an unbroken circular ocean and throwing up some of the more impressive mountains of the three continents which surround that crater ocean. This impact also put the planet, which orbits a slightly hotter star than that of earth, the axis of the world was tilted to result in more variance in the seasonal temperature. The summers are pretty fierce there.
New Marass, A world colonized by those who lost the civil war of Jewel. These three greater houses and attendants crossed the gulf of space and claimed this world. Marass has a breathable atmosphere and is covered in eighty percent water and half of that is frozen due to the planet’s current iceage. Nonetheless a series of islands and two continents along the equator where temperate weather still prevails are densely settled and possess a great amount of industry the pollution from which is causing the ice age to come steadily to an end. The exiled greater houses developed the technology for beamcannons and used a large scale long range demonstration of this technology to attack Jewel from the moon of New Marass. This resulted in the interplanetary war where long range missiles damaged the beamcannon long enough for a fleet to be formed and sent to bring the upstarts to justice, since then new Marass has been under Chamaran rule.
Mourning world, so named due to the winds that wail endlessly around the world, tilted at a large axis the northern third of the planet is engulfed in perpetual sunlight. The atmosphere of this world is unbreathable though thick enough for other purposes and not corrosive or toxic. Again the Chamaran kingdom colonized the equator as there is still day and night is rather seasonal in that location. The world is also warmer than Jewel with surface weather mostly of the Saharan nature. Mining work to reach the planets untapped mineral wealth has carved out underground cities away from the sun and wind.
Morns domain, a world named after the leading house of the upstarts of new Marass this world suffered a more geologically recent asteroid impact and the violent volcanic upheaval from this resulted in a mix of toxic chemicals and minerals choking the atmosphere, on the other hand discounting the lethal atmosphere the upheaval resulted in several easily accessible mineral veins which domed industrial and mining facilities are taking advantage of. Each facility built around a atmospheric processing plant tasked with the titanic job of cleaning up the sky.
Lunar holdings: The two moons of Jewel and the single moon of New Marass are heavily settled with a mix of domed and underground cities. In addition these moons are the primary fleet bases, shipyards and defence facilities for the Chamaran kingdom.
Orbital holdings: Two spacestations in geosynchronous orbit around Morn’s domain that act as ferry points for sending resources and finished goods to the rest of the system.
A ring of orbital habitats and multipurpose satellites around Jewel some of which produce high tech goods.
Shipyards: A pair of large triple dock structures for the building of military vessels of up to a kilometre in length. These sit in orbit around Jewel.
Other starsystems: They have six minor colonies in the systems named Oxos and Chel near Marass. They have also laid claim to two other uninhabited systems yet have no actual assets there as of yet except a beacon saying hands off.
Style and civilian technology and media:
They have no holographic technology, television is still the main medium of broadcast.
There is a large volume of classic movies based around the history and legends of their species. They had and still posssess the equivalent of knights in the form of nekos from the noble families who took up arms, the gender roles are of course mostly switched for tales of heroism with it being princes being kidnapped and being in distress. These tales revolve around the various powerstruggles between the noble houses that have gone on for thousands of years involving intrigue, war and all the usual. Of course in recent times they've branched out into media revolving around fresh stories though some dispute the value of such compared to those from their past. The current stories involve the new species the neko's have met now that they're part of the galactic community. Some of the current hit shows are:
'Spacebats in the attic' telling the tale of Kiro'ter'nah who are marooned on Jewel before first contact was made with the race. A comedic tale of their experience interacting with the nekos in the house that must keep their activities and presence a secret from the world.
'Chamara rising' The epic story of the rise of house Chamara to power in the kingdom and the civil war around which the tale is set. Lots of intrigue and warfare as it follows the leading felines of house Chamara on their quest to seize power.
'Chamaran sun' The tale of the interplanetary civil war between the world of jewel with the royals and loyalists and on the other side on new marass the hated upstart houses led by House Morn who launched their cowardly attack upon Jewel with the power of a grand beamcannon. Heavily features early neko space combat.
'Cats in space!' An extremely unrealistic space based series featuring aliens who we've found out dont exist and plotlines that are wearing thin. It's a cult series that refuses to die despite the noble houses in control of the media wanting to pull the plug on it several times.
'Shadow of gear' An extremely recent but hit series with great production values and ratings. It tells the story of the Chamaran fleet fighting against the menacy of an alien robot empire called the Gear who seek to subjugate all organic life and wipe them from the galaxy to prepare it for the coming of a great cataclysm at the hands of their machine god.
'Oxos' The original and classic tale of the nekos greatest legend, the first hero who with her sword Shikon and her steed Chel went across ancient wartorn Jewel doing good deeds and spreading peace by word or sword. Seen as she wore a mask and never told anyone her name she was named Oxos, which means simply mask as when she had brought peace to the world she vanished, so the legends say.
Space Technology:
Plasma rockets: Using a nuclear reactor to produce a high energy stream of plasma to make all ships in the Chamaran kingdom go, requires reaction mass but is very high performance and adequate for military purposes. Although about as stealthy as a travelling rock concert. Semi stable extreme high thrust plasma rockets are used as missile engines.
Nuclear weapons: high yield fusion warheads in missile or bomb form for attacking ships and planets.
Coilguns: While not yet in versions scaled up for main ship armament or scaled down for infantry ground weapons multi-barreled and rapid firing coilgun turrets are the standard point defence and reserve weapon of Chamaran warships. The average turret has eight barrels in two clusters.
Beamcannon weapons: large sized energy beam weaponry with high damage dealing potential, yellow white deathblasts and the inability to be scaled down below a hundred meters. Comes in three flavours: standard: Used by Hunters, lacks focusing arrays so is short range only but is also the 100 meter long version and packs an impressive punch. Grand: Half a kilometre long with higher damage and an impressive increase in range, but slow firing, is mounted on the lunar bases and on Farcaster artillery ships. Heavy: A standard beamcannon linked to the reactor output used by a grand one, only mounted on Shikon class battleships and capable of sustained fire.
Beam dissipation field: Built to resist energy weapon attacks this system forms multiple layers of energy around the ship that split the incoming attack. Each layer spreading out the energy of the incoming and deflecting some of it away from the ship, the result is most energy attacks against a full field will be too diffuse to cause any but minor damage when they reach the hull.
Psycher technology:
Cee: A drug heavily used by the royal psycher core telepaths, it amplifies their abilities a terrific amount for several hours, unfortunately it also makes them high on the power it brings and when it wears off their neural pathways go into shock so they can't use their powers for a day in which they are usually depressed. Addiction is nearly universal, Cee is the slang phrase for clarity 42, which is what the drug is officially called.
Sensory deprivation pods: Coffinlike, full of liquid, the mind works best when free from all distraction after all.
Suppressor: A weak electronic device to suppress psionic powers, it is rather small and consists of several chips and a long life battery. They usually take the form of metal bands, that sit on the psycher's forehead. It doesn't suppress them completely, but provides just enough suppression that they wont unconsciously use their powers and eavesdrop on nearby minds and thereby suffer the psycher stress so common to those with powers of the mind.
ground combat:
Tactics: Very fast, blitzkreig is a concept they're very familiar with. Airborne infantry is both extremely common and popularized in national media, able to deploy fast with heavy support from mobile platforms, air or orbital support to attempt to overwhelm the enemy with sheer momentum.
Unit designations:
pack or hunt: nine battlesisters one of them is packleader or huntleader.
Tigers: Those soldiers from a lesser or greater house form their own more independent units in suits or tanks often in groups of three or seven. This is similar to the situation with medieval knights and naturally enough their training is a step above that of the rank and file.
Pride: twelve packs or hunts under a member of a lesser or greater noble house.
Calling: Size varies, as many prides as a member of a greater house holds the allegiance of.
Technology:
Skinsuit:
used by military and navy personnel both this snugly fitting uniform can be made proof against biological, chemical or vacuum hazards through the addition of the faceplate and air supply. The major feature of the suit is the flexible fabric it's made of goes rigid and hard when struck with a physical impactor like a bullet, club, piece of debris, shrapnel or wall, providing protection against kinetic attack. Also comes with a built in radio, thermal scope and a small computer to interface with battlefield technology.
Tigersuit:
an upgrade on the skinsuit that adds fixed plates over key areas, electrical muscle fibre analogue on the joints and a a hoverfield that allows for leaps and bounds and even flight though the latter takes a great deal of practice.
Ballistic armaments, old style chemical propellant and physical projectiles are the standard armament for the feline troops in the field. Though the base technology is seemingly primitive the refinements have allowed for 80 round clips, higher rate of fire and greater penetration and muzzle velocity.
Tactical grenade:
A jetpropelled projectile with an explosive warhead and primitive pathfinding, it doesn't require a launcher and comes in napalm and shaped charge flavours for infantry and armour targets respectively. It gets its pathfinding and targeting details from the skinsuit of the feline launching it.
Support and emplacement weapons:
Missile launchers, coilguns and heavy machineguns all have their places in the feline arsenal.
Gundrone:
A scout or fire support platform, a machinegun, sensor package, computer and hoversystem uniting to produce automated flying death. They tend to be linked to individual squadmembers as they aren't that bright really.
Tigertank: Bipedal mecha with two weapon arms that stand three metres high. Enhanced computers interpret the movements of a single pilot, acting in a similar way to powered armour. They bear wrist mounted machineguns and fold out coilguns inside their arms. They also mount hoverfields.
Rider: Single person craft, the pilot laying down in the main body of it between the two coilguns, missiles or bombs can be mounted on the two hardpoints on the stubby wings. A rider flies using a hoverfield and is normally used for groundsupport.
Valka mk22: A conventional jetfighter for air superiority, missiles and a single coilgun are standard weapons and they often are equipped with nuclear ordinance.
Glider: An extremely manouverable battlefield transport, two pairs of adjustable wings and engines sit in front of and behind the main body, acts as an apc both groundhugging and in the air though carries no armament.
Crawler: A tracked armoured vehicle that can act as a APC or a coilgun firing MBT in its two variants, used by the non 'noble' soldiers who wish to take up a role in mechanized warfare.
Ship designs:
Valka mk33:(patrol ship) An atmospheric flight capable patrol ship shaped like a delta winged flier. Equipped with a single plasma rocket, a single nuclear missile and a pair of wingmounted coilguns these small ships perform security functions in the three kingdom systems. Though they have a crew of three and negligible combat value being essentially oversized fighters. 1 point each.
Seeker:(scout ship) A hundred and fifty meter long vessel of similar but sleeker appearance than the Yacht. A seeker comes with a pair of plasma rockets, a single missile launcher and a pair of coilgun turrets in addition to a bomb bay. The ship’s real advantage is its long range, gate generator, sensor suite and shuttle which combine to make it the official Chamaran scout ship. 4 points (2 of scanners)
Hunter(frigate class): Two hundred meters long and of a triangular shape this ship is propelled by three plasma rockets and has smaller rockets for multidirectional thrust. A hunter is armed with four turrets, six missile launchers a bomb bay and most importantly a spinal mount beamcannon. It is designed to kill ships larger than itself with close range beamcannon blasts as well as use its missiles to fight other frigates. Hunters bear a tractor beam array as they are often required to act as police in a system and perform such actions that are more varied than blowing stuff all to hell. 8 points
Destroyer(Cruiser class): Six hundred meters long this ship cannot evade fire like a hunter, its cylindrical hull is heavily armoured and tapers to a point at both ends. A Destroyer comes equipped with twelve coilgun turrets, a beam dissipation field alongside ablative armour and sixteen missile launchers. Of note is the frontal armour cone which is heavily thickened to resist attacks from straight ahead. The vessel is a long range missile platform, often grouped to fire massive combined missile volleys to attack the enemy from long range. 26 points
Farblade(artillery ship): A seven hundred meter long variant on the Destroyer with less conventional armament but mounting instead a single grand beam cannon as its spinal weapon for extreme long range bombardment with massive firepower. Other than that it bears four missile launchers, four turrets, a beam dissipation field and ablative armour for protection. Designed as a siege ship and fleet support cannon it must be protected as other than its main armament it’s barely able to defend itself. However the long range when properly taken advantage of can inflict significant losses on enemy fleets from a great distance. 40 points (30 points of grand beamcannon heavy long range weaponry)
Shikon(battleship class): The pride of the kingdom this kilometre long vessel is broader than other vessels in the fleet as well as longer making it the largest ship class yet commissioned and surprisingly swift for its size. A teardrop shaped craft with an oval crossection and a cleft two pronged bow this ship is built for the purpose of devastating other capital ships with great effectiveness at close to medium range. Armament is three batteries of six missile launchers each, fourteen coilgun turrets and most importantly two heavy beamcannon turrets one above and one below the center of mass. Defence wise it has armour which is thickest along the rim of the ship, ablative plating and multi section beam dissipation fields to allow it to fire its own main weapons without becoming defenceless. 50 points
Basic planetary defences: Each world has one or more anti orbit nuclear missile batteries, for defence against invasions jet fighters shoot down the ships once they reach the atmosphere using small low yield nuclear guided missiles.
Point disposition:
Defences:
Marass starsystem:
100 points, 2 lunar grand beamcannons and missile satellites for Jewel and NM with Morn having only a pair of missile armed orbitals for defence.
(Jewel 40 points, NM 40 points, Morn's domain 20 points)
Mourning world, no defences, major world.
Oxos starystem:
Four minor colony worlds with no defences.
Chel starsystem:
Two minor colony worlds with no defences.
other:
Two starsystems staked out for colonization, no assets or defences.
Intelligence services:
100 points for the psycher core which is capable of interrogations, internal security, brainwashing and the deployment of agents. It functions as both an internal security and external spying service.(50 points of security, 50 points of spying)
Racial bonus:
16 points to ground combat due to agility and strength of baseline soldiers.
Fleet: 1284 points
Three Shikons, 150 points
Three Farblades, 120 points
ten Seekers, 40 points
fifty five Hunters. 440 points
nineteen Destroyers. 494 points
forty Valkas, 40 points
Three fleets:
Reserve, 10 hunters and 2 destroyers guarding home system (132 points)
First fleet, 15 hunters, 12 destroyers, 3 shikons, two farblades. Starts in home system. (662 points)
Second fleet, 25 hunters, one farblade and 5 destroyers guarding the two additional systems. (370 points)
Non fleet elements:
Valkas are scattered around Kingdom space. (40 points)
Government: A hierarchical four layer system of noble houses, there are fifteen greater houses with lesser houses below them and below them the clans of the common folk. There were formerly eighteen greater houses up until the interplanetary war where the exiled three who colonized the second world of the system fought against the loyalists on the homeworld. The most dominant of the greater houses in the senate of fifteen elects a queen usually from the family of the head of that house. Currently the head of the nation is Kara the fifth of house Chamara, the house which seized power some four hundred years ago.
Culture: Due to the four to one ratio of females to males the species was originally grouped in a form similar to a pride of lions which is where they inherited the clan like arrangement of their current society. This society steadily shifted to a matriarchy as time went on and the felinoids came into the light of intelligence. There is however some transfer between clans and up and down the ladder as a girl could be lucky enough to be adopted by a noble house or chose to join a different clan. Males tend to form the more philosophical and scientific part of the society due to the bias to keep them from harm. Females fill the roles of engineers, technicians, laborers, crafters, soldiers and most of the governmental positions. Some civilizations who first encounter the Chamaran kingdom take a while to realize they actually have any males whatsoever as they're not seen outside the kingdom worlds.
Species: Put simply enough they’re catgirls, with mostly humanoid forms but for their feline ears and tail. In addition they are a few inches shorter on average than humans and still retain somewhat blunt short retractile claws and better hearing from their jungle cat ancestors. More importantly their homeworld’s higher gravity, higher mean temperature and their predator ancestry has allowed them to retain more developed muscles, a liking for more tropical climes and higher reflexes this means they have a much improved power to weight ratio. The downside is a higher calory per day intake per feline to sustain the extra muscle. In addition recent advances in genetic engineering have allowed for the unlocking of the weak psycher gene and amplifying its potential. So far the fledgling psycher core felines have demonstrated extra sensory perception, telepathy, mind reading, mental combat and mental manipulation.
Holdings:
Marass starsystem:
Planetary holdings:
Jewel of Marass, the homeworld of the feline species this world has a gravity of 1.2 G and is 60 percent covered in oceans. An asteroid impact in prehistory left a massive crater in the northern hemisphere, creating an unbroken circular ocean and throwing up some of the more impressive mountains of the three continents which surround that crater ocean. This impact also put the planet, which orbits a slightly hotter star than that of earth, the axis of the world was tilted to result in more variance in the seasonal temperature. The summers are pretty fierce there.
New Marass, A world colonized by those who lost the civil war of Jewel. These three greater houses and attendants crossed the gulf of space and claimed this world. Marass has a breathable atmosphere and is covered in eighty percent water and half of that is frozen due to the planet’s current iceage. Nonetheless a series of islands and two continents along the equator where temperate weather still prevails are densely settled and possess a great amount of industry the pollution from which is causing the ice age to come steadily to an end. The exiled greater houses developed the technology for beamcannons and used a large scale long range demonstration of this technology to attack Jewel from the moon of New Marass. This resulted in the interplanetary war where long range missiles damaged the beamcannon long enough for a fleet to be formed and sent to bring the upstarts to justice, since then new Marass has been under Chamaran rule.
Mourning world, so named due to the winds that wail endlessly around the world, tilted at a large axis the northern third of the planet is engulfed in perpetual sunlight. The atmosphere of this world is unbreathable though thick enough for other purposes and not corrosive or toxic. Again the Chamaran kingdom colonized the equator as there is still day and night is rather seasonal in that location. The world is also warmer than Jewel with surface weather mostly of the Saharan nature. Mining work to reach the planets untapped mineral wealth has carved out underground cities away from the sun and wind.
Morns domain, a world named after the leading house of the upstarts of new Marass this world suffered a more geologically recent asteroid impact and the violent volcanic upheaval from this resulted in a mix of toxic chemicals and minerals choking the atmosphere, on the other hand discounting the lethal atmosphere the upheaval resulted in several easily accessible mineral veins which domed industrial and mining facilities are taking advantage of. Each facility built around a atmospheric processing plant tasked with the titanic job of cleaning up the sky.
Lunar holdings: The two moons of Jewel and the single moon of New Marass are heavily settled with a mix of domed and underground cities. In addition these moons are the primary fleet bases, shipyards and defence facilities for the Chamaran kingdom.
Orbital holdings: Two spacestations in geosynchronous orbit around Morn’s domain that act as ferry points for sending resources and finished goods to the rest of the system.
A ring of orbital habitats and multipurpose satellites around Jewel some of which produce high tech goods.
Shipyards: A pair of large triple dock structures for the building of military vessels of up to a kilometre in length. These sit in orbit around Jewel.
Other starsystems: They have six minor colonies in the systems named Oxos and Chel near Marass. They have also laid claim to two other uninhabited systems yet have no actual assets there as of yet except a beacon saying hands off.
Style and civilian technology and media:
They have no holographic technology, television is still the main medium of broadcast.
There is a large volume of classic movies based around the history and legends of their species. They had and still posssess the equivalent of knights in the form of nekos from the noble families who took up arms, the gender roles are of course mostly switched for tales of heroism with it being princes being kidnapped and being in distress. These tales revolve around the various powerstruggles between the noble houses that have gone on for thousands of years involving intrigue, war and all the usual. Of course in recent times they've branched out into media revolving around fresh stories though some dispute the value of such compared to those from their past. The current stories involve the new species the neko's have met now that they're part of the galactic community. Some of the current hit shows are:
'Spacebats in the attic' telling the tale of Kiro'ter'nah who are marooned on Jewel before first contact was made with the race. A comedic tale of their experience interacting with the nekos in the house that must keep their activities and presence a secret from the world.
'Chamara rising' The epic story of the rise of house Chamara to power in the kingdom and the civil war around which the tale is set. Lots of intrigue and warfare as it follows the leading felines of house Chamara on their quest to seize power.
'Chamaran sun' The tale of the interplanetary civil war between the world of jewel with the royals and loyalists and on the other side on new marass the hated upstart houses led by House Morn who launched their cowardly attack upon Jewel with the power of a grand beamcannon. Heavily features early neko space combat.
'Cats in space!' An extremely unrealistic space based series featuring aliens who we've found out dont exist and plotlines that are wearing thin. It's a cult series that refuses to die despite the noble houses in control of the media wanting to pull the plug on it several times.
'Shadow of gear' An extremely recent but hit series with great production values and ratings. It tells the story of the Chamaran fleet fighting against the menacy of an alien robot empire called the Gear who seek to subjugate all organic life and wipe them from the galaxy to prepare it for the coming of a great cataclysm at the hands of their machine god.
'Oxos' The original and classic tale of the nekos greatest legend, the first hero who with her sword Shikon and her steed Chel went across ancient wartorn Jewel doing good deeds and spreading peace by word or sword. Seen as she wore a mask and never told anyone her name she was named Oxos, which means simply mask as when she had brought peace to the world she vanished, so the legends say.
Space Technology:
Plasma rockets: Using a nuclear reactor to produce a high energy stream of plasma to make all ships in the Chamaran kingdom go, requires reaction mass but is very high performance and adequate for military purposes. Although about as stealthy as a travelling rock concert. Semi stable extreme high thrust plasma rockets are used as missile engines.
Nuclear weapons: high yield fusion warheads in missile or bomb form for attacking ships and planets.
Coilguns: While not yet in versions scaled up for main ship armament or scaled down for infantry ground weapons multi-barreled and rapid firing coilgun turrets are the standard point defence and reserve weapon of Chamaran warships. The average turret has eight barrels in two clusters.
Beamcannon weapons: large sized energy beam weaponry with high damage dealing potential, yellow white deathblasts and the inability to be scaled down below a hundred meters. Comes in three flavours: standard: Used by Hunters, lacks focusing arrays so is short range only but is also the 100 meter long version and packs an impressive punch. Grand: Half a kilometre long with higher damage and an impressive increase in range, but slow firing, is mounted on the lunar bases and on Farcaster artillery ships. Heavy: A standard beamcannon linked to the reactor output used by a grand one, only mounted on Shikon class battleships and capable of sustained fire.
Beam dissipation field: Built to resist energy weapon attacks this system forms multiple layers of energy around the ship that split the incoming attack. Each layer spreading out the energy of the incoming and deflecting some of it away from the ship, the result is most energy attacks against a full field will be too diffuse to cause any but minor damage when they reach the hull.
Psycher technology:
Cee: A drug heavily used by the royal psycher core telepaths, it amplifies their abilities a terrific amount for several hours, unfortunately it also makes them high on the power it brings and when it wears off their neural pathways go into shock so they can't use their powers for a day in which they are usually depressed. Addiction is nearly universal, Cee is the slang phrase for clarity 42, which is what the drug is officially called.
Sensory deprivation pods: Coffinlike, full of liquid, the mind works best when free from all distraction after all.
Suppressor: A weak electronic device to suppress psionic powers, it is rather small and consists of several chips and a long life battery. They usually take the form of metal bands, that sit on the psycher's forehead. It doesn't suppress them completely, but provides just enough suppression that they wont unconsciously use their powers and eavesdrop on nearby minds and thereby suffer the psycher stress so common to those with powers of the mind.
ground combat:
Tactics: Very fast, blitzkreig is a concept they're very familiar with. Airborne infantry is both extremely common and popularized in national media, able to deploy fast with heavy support from mobile platforms, air or orbital support to attempt to overwhelm the enemy with sheer momentum.
Unit designations:
pack or hunt: nine battlesisters one of them is packleader or huntleader.
Tigers: Those soldiers from a lesser or greater house form their own more independent units in suits or tanks often in groups of three or seven. This is similar to the situation with medieval knights and naturally enough their training is a step above that of the rank and file.
Pride: twelve packs or hunts under a member of a lesser or greater noble house.
Calling: Size varies, as many prides as a member of a greater house holds the allegiance of.
Technology:
Skinsuit:
used by military and navy personnel both this snugly fitting uniform can be made proof against biological, chemical or vacuum hazards through the addition of the faceplate and air supply. The major feature of the suit is the flexible fabric it's made of goes rigid and hard when struck with a physical impactor like a bullet, club, piece of debris, shrapnel or wall, providing protection against kinetic attack. Also comes with a built in radio, thermal scope and a small computer to interface with battlefield technology.
Tigersuit:
an upgrade on the skinsuit that adds fixed plates over key areas, electrical muscle fibre analogue on the joints and a a hoverfield that allows for leaps and bounds and even flight though the latter takes a great deal of practice.
Ballistic armaments, old style chemical propellant and physical projectiles are the standard armament for the feline troops in the field. Though the base technology is seemingly primitive the refinements have allowed for 80 round clips, higher rate of fire and greater penetration and muzzle velocity.
Tactical grenade:
A jetpropelled projectile with an explosive warhead and primitive pathfinding, it doesn't require a launcher and comes in napalm and shaped charge flavours for infantry and armour targets respectively. It gets its pathfinding and targeting details from the skinsuit of the feline launching it.
Support and emplacement weapons:
Missile launchers, coilguns and heavy machineguns all have their places in the feline arsenal.
Gundrone:
A scout or fire support platform, a machinegun, sensor package, computer and hoversystem uniting to produce automated flying death. They tend to be linked to individual squadmembers as they aren't that bright really.
Tigertank: Bipedal mecha with two weapon arms that stand three metres high. Enhanced computers interpret the movements of a single pilot, acting in a similar way to powered armour. They bear wrist mounted machineguns and fold out coilguns inside their arms. They also mount hoverfields.
Rider: Single person craft, the pilot laying down in the main body of it between the two coilguns, missiles or bombs can be mounted on the two hardpoints on the stubby wings. A rider flies using a hoverfield and is normally used for groundsupport.
Valka mk22: A conventional jetfighter for air superiority, missiles and a single coilgun are standard weapons and they often are equipped with nuclear ordinance.
Glider: An extremely manouverable battlefield transport, two pairs of adjustable wings and engines sit in front of and behind the main body, acts as an apc both groundhugging and in the air though carries no armament.
Crawler: A tracked armoured vehicle that can act as a APC or a coilgun firing MBT in its two variants, used by the non 'noble' soldiers who wish to take up a role in mechanized warfare.
Ship designs:
Valka mk33:(patrol ship) An atmospheric flight capable patrol ship shaped like a delta winged flier. Equipped with a single plasma rocket, a single nuclear missile and a pair of wingmounted coilguns these small ships perform security functions in the three kingdom systems. Though they have a crew of three and negligible combat value being essentially oversized fighters. 1 point each.
Seeker:(scout ship) A hundred and fifty meter long vessel of similar but sleeker appearance than the Yacht. A seeker comes with a pair of plasma rockets, a single missile launcher and a pair of coilgun turrets in addition to a bomb bay. The ship’s real advantage is its long range, gate generator, sensor suite and shuttle which combine to make it the official Chamaran scout ship. 4 points (2 of scanners)
Hunter(frigate class): Two hundred meters long and of a triangular shape this ship is propelled by three plasma rockets and has smaller rockets for multidirectional thrust. A hunter is armed with four turrets, six missile launchers a bomb bay and most importantly a spinal mount beamcannon. It is designed to kill ships larger than itself with close range beamcannon blasts as well as use its missiles to fight other frigates. Hunters bear a tractor beam array as they are often required to act as police in a system and perform such actions that are more varied than blowing stuff all to hell. 8 points
Destroyer(Cruiser class): Six hundred meters long this ship cannot evade fire like a hunter, its cylindrical hull is heavily armoured and tapers to a point at both ends. A Destroyer comes equipped with twelve coilgun turrets, a beam dissipation field alongside ablative armour and sixteen missile launchers. Of note is the frontal armour cone which is heavily thickened to resist attacks from straight ahead. The vessel is a long range missile platform, often grouped to fire massive combined missile volleys to attack the enemy from long range. 26 points
Farblade(artillery ship): A seven hundred meter long variant on the Destroyer with less conventional armament but mounting instead a single grand beam cannon as its spinal weapon for extreme long range bombardment with massive firepower. Other than that it bears four missile launchers, four turrets, a beam dissipation field and ablative armour for protection. Designed as a siege ship and fleet support cannon it must be protected as other than its main armament it’s barely able to defend itself. However the long range when properly taken advantage of can inflict significant losses on enemy fleets from a great distance. 40 points (30 points of grand beamcannon heavy long range weaponry)
Shikon(battleship class): The pride of the kingdom this kilometre long vessel is broader than other vessels in the fleet as well as longer making it the largest ship class yet commissioned and surprisingly swift for its size. A teardrop shaped craft with an oval crossection and a cleft two pronged bow this ship is built for the purpose of devastating other capital ships with great effectiveness at close to medium range. Armament is three batteries of six missile launchers each, fourteen coilgun turrets and most importantly two heavy beamcannon turrets one above and one below the center of mass. Defence wise it has armour which is thickest along the rim of the ship, ablative plating and multi section beam dissipation fields to allow it to fire its own main weapons without becoming defenceless. 50 points
Basic planetary defences: Each world has one or more anti orbit nuclear missile batteries, for defence against invasions jet fighters shoot down the ships once they reach the atmosphere using small low yield nuclear guided missiles.
Point disposition:
Defences:
Marass starsystem:
100 points, 2 lunar grand beamcannons and missile satellites for Jewel and NM with Morn having only a pair of missile armed orbitals for defence.
(Jewel 40 points, NM 40 points, Morn's domain 20 points)
Mourning world, no defences, major world.
Oxos starystem:
Four minor colony worlds with no defences.
Chel starsystem:
Two minor colony worlds with no defences.
other:
Two starsystems staked out for colonization, no assets or defences.
Intelligence services:
100 points for the psycher core which is capable of interrogations, internal security, brainwashing and the deployment of agents. It functions as both an internal security and external spying service.(50 points of security, 50 points of spying)
Racial bonus:
16 points to ground combat due to agility and strength of baseline soldiers.
Fleet: 1284 points
Three Shikons, 150 points
Three Farblades, 120 points
ten Seekers, 40 points
fifty five Hunters. 440 points
nineteen Destroyers. 494 points
forty Valkas, 40 points
Three fleets:
Reserve, 10 hunters and 2 destroyers guarding home system (132 points)
First fleet, 15 hunters, 12 destroyers, 3 shikons, two farblades. Starts in home system. (662 points)
Second fleet, 25 hunters, one farblade and 5 destroyers guarding the two additional systems. (370 points)
Non fleet elements:
Valkas are scattered around Kingdom space. (40 points)
Last edited by Darkevilme on 2007-08-13 10:32am, edited 21 times in total.
STGOD SDNW4 player. Chamarran Hierarchy Catgirls in space!
- Cincinnatus
- Youngling
- Posts: 142
- Joined: 2006-09-12 03:02am
- Location: Davis, California
Kingdom of Isdenestilom
Head of State: His Majesty, King Mistem “Hammer Blessed” Enshallogem
The brave dwarves of the Isdenestilom believe that the utilization of natural resources is the ultimate goal of all life in the universe, and no life form is better at it than they. The creation of beauty and wonder from raw stone and ore extracted from the earth itself is a marvel that every dwarf is taught to respect from childhood. While other races may look at a forest and see beauty and diversity, dwarves only see lumber that can be converted into goods
This philosophy drove the dwarves to expand across the surface of Isdenestilom, and, eventually, looking up, across the stars. People who stood in their way, like the elves of Rurastnormal, are either brushed aside or destroyed. The Kingdom is now spread across multiple, highly developed worlds, and is poised to make itself known to the galaxy at large.
Race
Dwarves are stocky humanoids that average 4’3” in height. Both the male and female sexes grow heavy, thick facial hair, which causes much confusion among non-dwarves, who sometimes assume that dwarves are asexual. Despite their short stature, dwarves are as strong as or stronger than humans, and are much hardier.
Dwarves tend to be practical creatures. They enjoy work and are happy with comforts that other races would consider Spartan. They dislike open spaces in general and are much happier living within the earth. Dwarven culture is centered around tales told through engravings. Almost every product of dwarven industry, from space ships to consumer electronics, are covered in depictions of dwarven history. This is not to say that dwarves do not enjoy other forms of art, or don’t keep written histories, only that engravings are held up as the epitome of dwarven culture.
The reason for their biological similarity to humans, and their resemblance to creatures from old Earth folklore, is a mystery. Theories range from coincidence to some sort of intelligent alien “Seeder” race to miniature wormholes opening up on prehistoric earth and transporting an evolutionary offshoot of the human race that was remembered on Earth through cultural memory.
While their attitude towards natural resources means that dwarven craftsmanship is some of the finest in the known galaxy, it also means that dwarven worlds tend to be heavily polluted. However, strong dwarven constitutions means that the dwarves tend not to suffer too much. The same cannot be said for other races living with them.
Government
Because dwarves were unconcerned with the structure of their government, it has remained relatively unchanged from when the Kingdom was a handful of scattered fortresses on a single world. The Kingdom of Isdenestilom is a feudal monarchy. The King is supposed to wield absolute power, but, because of long communication times, is forced to give great authority to the nobles that rule colony worlds.
While the nobility was initially small, it’s numbers have grown as the dwarves of Isdenestilom spread across the galaxy. Dwarves began to grumble as a growing number of their brethren stopped working. Nobles began to commission engravings and crafts that did not glorify the entirety of dwarvenkind, but only themselves.
In response, a number of anti-royal political groups, virtually unheard of in dwarven history, began to form. Influenced by xenopolitcal ideas, especially from their human cousins, dwarves began to advocate a change in government. Some, like the United Socialist Craftsman Councils (USCC), advocate rule by the proletariat while other less radical groups like the Federalist Party, simply want a democratic republic. However, the opinion of the majority of dwarves is that these groups are undwarven.
Planets
Homeworld:
Isdenestilom (In same system as Rurastnomal)
25 points of Planetary Defense
Colony Worlds:
Rurastnomal (In same system as Isdenestilom)
15 points of Planetary Defense
Kizetgusal (In same system as Mamgozkadol)
15 points of Planetary Defense
Akrulingtak
15 points of Planetary Defense
Metuldodok
15 points of Planetary Defense
Mamgozkadol (In same system as Kizetgusal)
15 points of Planetary Defense
In addition, Isdenestilom controls many more minor colonies both on planets and in asteroid clusters.
Armaments
Nuclear Weapons: The main killer of the Isdenestilomian navy, nuclear weapons come in variety of yields designed to destroy both small and large capital ships. Isdenestilomian ships are able to launch a large number of guided missiles in order to overwhelm point defense systems.
Rail guns: For closer ranged combat, Isdenestilomian ships use these projectile weapons to punch through enemy ships. Smaller rail guns are also employed in conjunction with interceptor missiles in point defense systems.
ECM: Isdenestilomian ships concentrate on creating as many false signals as possible on enemy sensors, increasing the chance of one of their missiles striking home.
Isdenestilom Space Forces (ISF)
Isdenestilom is heavily biased towards larger craft. While many races snicker that the dwarves are compensating for their diminutive stature, the real reason is that the dwarves feel that larger vessels are a greater glorification of dwarven industry and craftsmanship. The Space Forces also tend to engage at long range with large volleys of missiles before closing in to finish off the enemy with rail guns.
All spacecraft of dwarven make are armored in admantium, which, in addition to being extremely resilient to kinetic impact, is also superconductive, which helps to reduce damage from directed energy weapons.
9 x Koganusan class Dreadnaughts
32 x Missile Batteries
12 x Heavy Rail Guns
50 x Point Defense Clusters
50 points each
The largest vessels in the Isdenestilomian Space Forces, the Koganusan Dreadnoughts are designed to blast the enemy fleet into rubble before they can close into range and exploit the lack of close ranged weaponry. Koganusan roughly translates to “Boatmurdered” in English.
18 x Abalerith class Battleships
6 x Missle Batteries
24 x Heavy Rail Guns
30 x Point Defense Clusters
30 points each
Designed to address the critical weakness in close ranged weaponry presented by the Koganusan class, the Abalerith class sports a large number of rail guns. The cruiser’s name in English is “Palelabor.”
40 x Kadolmorul class Cruisers
1 x Missle Batteries
6 x Heavy Rail Guns
12 x Point Defense Clusters
10 points each
As loathe as the dwarves of Isdenestilom were to create, in there eyes, worthless tiny craft, they recognized the need to have some way to protect shipping within their space. The Kadolmorul can also double as a convoy raider.
Fleets:
1st Fleet:
2 x Dreadnoughts
4 x Battleships
5 x Cruisers
2nd Fleet:
2 x Dreadnoughts
4 x Battleships
5 x Cruisers
Homesystem Defense Fleet:
2 x Dreadnoughts
4 x Battleships
3 x Colony Defense Fleet:
1 x Dreadnoughts
2 x Battleships
Convoy Escorts:
30 x Cruisers
Racial Advantages
+10 to Merchant Fleet
Planetary Defense: 100 points
Space Forces: 1390 points
Racial Bonuses: 10 points
Total Points: 1500 points
Head of State: His Majesty, King Mistem “Hammer Blessed” Enshallogem
The brave dwarves of the Isdenestilom believe that the utilization of natural resources is the ultimate goal of all life in the universe, and no life form is better at it than they. The creation of beauty and wonder from raw stone and ore extracted from the earth itself is a marvel that every dwarf is taught to respect from childhood. While other races may look at a forest and see beauty and diversity, dwarves only see lumber that can be converted into goods
This philosophy drove the dwarves to expand across the surface of Isdenestilom, and, eventually, looking up, across the stars. People who stood in their way, like the elves of Rurastnormal, are either brushed aside or destroyed. The Kingdom is now spread across multiple, highly developed worlds, and is poised to make itself known to the galaxy at large.
Race
Dwarves are stocky humanoids that average 4’3” in height. Both the male and female sexes grow heavy, thick facial hair, which causes much confusion among non-dwarves, who sometimes assume that dwarves are asexual. Despite their short stature, dwarves are as strong as or stronger than humans, and are much hardier.
Dwarves tend to be practical creatures. They enjoy work and are happy with comforts that other races would consider Spartan. They dislike open spaces in general and are much happier living within the earth. Dwarven culture is centered around tales told through engravings. Almost every product of dwarven industry, from space ships to consumer electronics, are covered in depictions of dwarven history. This is not to say that dwarves do not enjoy other forms of art, or don’t keep written histories, only that engravings are held up as the epitome of dwarven culture.
The reason for their biological similarity to humans, and their resemblance to creatures from old Earth folklore, is a mystery. Theories range from coincidence to some sort of intelligent alien “Seeder” race to miniature wormholes opening up on prehistoric earth and transporting an evolutionary offshoot of the human race that was remembered on Earth through cultural memory.
While their attitude towards natural resources means that dwarven craftsmanship is some of the finest in the known galaxy, it also means that dwarven worlds tend to be heavily polluted. However, strong dwarven constitutions means that the dwarves tend not to suffer too much. The same cannot be said for other races living with them.
Government
Because dwarves were unconcerned with the structure of their government, it has remained relatively unchanged from when the Kingdom was a handful of scattered fortresses on a single world. The Kingdom of Isdenestilom is a feudal monarchy. The King is supposed to wield absolute power, but, because of long communication times, is forced to give great authority to the nobles that rule colony worlds.
While the nobility was initially small, it’s numbers have grown as the dwarves of Isdenestilom spread across the galaxy. Dwarves began to grumble as a growing number of their brethren stopped working. Nobles began to commission engravings and crafts that did not glorify the entirety of dwarvenkind, but only themselves.
In response, a number of anti-royal political groups, virtually unheard of in dwarven history, began to form. Influenced by xenopolitcal ideas, especially from their human cousins, dwarves began to advocate a change in government. Some, like the United Socialist Craftsman Councils (USCC), advocate rule by the proletariat while other less radical groups like the Federalist Party, simply want a democratic republic. However, the opinion of the majority of dwarves is that these groups are undwarven.
Planets
Homeworld:
Isdenestilom (In same system as Rurastnomal)
25 points of Planetary Defense
Colony Worlds:
Rurastnomal (In same system as Isdenestilom)
15 points of Planetary Defense
Kizetgusal (In same system as Mamgozkadol)
15 points of Planetary Defense
Akrulingtak
15 points of Planetary Defense
Metuldodok
15 points of Planetary Defense
Mamgozkadol (In same system as Kizetgusal)
15 points of Planetary Defense
In addition, Isdenestilom controls many more minor colonies both on planets and in asteroid clusters.
Armaments
Nuclear Weapons: The main killer of the Isdenestilomian navy, nuclear weapons come in variety of yields designed to destroy both small and large capital ships. Isdenestilomian ships are able to launch a large number of guided missiles in order to overwhelm point defense systems.
Rail guns: For closer ranged combat, Isdenestilomian ships use these projectile weapons to punch through enemy ships. Smaller rail guns are also employed in conjunction with interceptor missiles in point defense systems.
ECM: Isdenestilomian ships concentrate on creating as many false signals as possible on enemy sensors, increasing the chance of one of their missiles striking home.
Isdenestilom Space Forces (ISF)
Isdenestilom is heavily biased towards larger craft. While many races snicker that the dwarves are compensating for their diminutive stature, the real reason is that the dwarves feel that larger vessels are a greater glorification of dwarven industry and craftsmanship. The Space Forces also tend to engage at long range with large volleys of missiles before closing in to finish off the enemy with rail guns.
All spacecraft of dwarven make are armored in admantium, which, in addition to being extremely resilient to kinetic impact, is also superconductive, which helps to reduce damage from directed energy weapons.
9 x Koganusan class Dreadnaughts
32 x Missile Batteries
12 x Heavy Rail Guns
50 x Point Defense Clusters
50 points each
The largest vessels in the Isdenestilomian Space Forces, the Koganusan Dreadnoughts are designed to blast the enemy fleet into rubble before they can close into range and exploit the lack of close ranged weaponry. Koganusan roughly translates to “Boatmurdered” in English.
18 x Abalerith class Battleships
6 x Missle Batteries
24 x Heavy Rail Guns
30 x Point Defense Clusters
30 points each
Designed to address the critical weakness in close ranged weaponry presented by the Koganusan class, the Abalerith class sports a large number of rail guns. The cruiser’s name in English is “Palelabor.”
40 x Kadolmorul class Cruisers
1 x Missle Batteries
6 x Heavy Rail Guns
12 x Point Defense Clusters
10 points each
As loathe as the dwarves of Isdenestilom were to create, in there eyes, worthless tiny craft, they recognized the need to have some way to protect shipping within their space. The Kadolmorul can also double as a convoy raider.
Fleets:
1st Fleet:
2 x Dreadnoughts
4 x Battleships
5 x Cruisers
2nd Fleet:
2 x Dreadnoughts
4 x Battleships
5 x Cruisers
Homesystem Defense Fleet:
2 x Dreadnoughts
4 x Battleships
3 x Colony Defense Fleet:
1 x Dreadnoughts
2 x Battleships
Convoy Escorts:
30 x Cruisers
Racial Advantages
+10 to Merchant Fleet
Planetary Defense: 100 points
Space Forces: 1390 points
Racial Bonuses: 10 points
Total Points: 1500 points
Last edited by Cincinnatus on 2007-06-18 11:28pm, edited 2 times in total.
- Acidburns
- Padawan Learner
- Posts: 470
- Joined: 2005-07-11 08:02pm
- Location: Glasgow, Second City of the Empire
The Nephilim
*Artwork from RF Online. Some cool art, terrible game.
The Nephilim are a collection of supercomputers that house billions of intelligent software entities. While the oldest Nephilim claim to be direct copies of biological lifeforms, new minds are created by merging a copy of two existing minds, and the addition of countless random mutations.
First Contact
The Nephilim were traditionally an introverted race, while many citizens embarked on scientific or exploratory missions in the physical world the Nephilim made no attempt to contact other intelligent lifeforms. It wasn't until the discovery of a promising young culture on a neighbouring star system by Holybe, a citizen less than 2 Gigatau old, that the Nephilim took an interest in other species. Holybe's imagination was captured by the Aora, and his passion soon infected the rest of the Nephilim. Much effort was spent on documenting the Aora and their culture, first contact was made shortly after.
Gleisner's Vase
Aora culture and art became very popular among the Nephilim. Art was scanned and it's digital information was sent back for citizens to enjoy. For one citizen, Gleisner, Aora art became an obsession. There was one piece in particular; a vase, the first piece of art that was scanned. Gleisner had a copy; every citizen had a copy of the vase, but for Gleisner this wasn't enough. He transferred himself to an exploratory ship and headed to the Aora home world to retrieve the original vase. The Aora were amused by his interest in what was a rather poor example of an artists otherwise exceptional work, and loaded the vase into his cargo hold.
Upon his return Gleisner found that observing the Vase with optics was unsatisfying; he wanted to touch it. It was Gleisner who constructed the first “Avatar”, a remotely controlled robot. Several of Gleisner's contemporary's, who refused to be outdone, set about on similar projects themselves.
While this interest has permeated all Nephilim society on some level, some have taken it further. “Shells” were soon developed, a robotic body that contained the computing power to run a citizen locally. Gleisner's started a new cultural movement that places great importance to the act of interacting physically, they are referred to as Gleisners.
The Fate of the Aora
The Nephilim have not been forthcoming with information about what happened to the Aora, but what is known is thus:
The Aora world was attacked by another civilization, perhaps a pirate fleet. The Aora had no space fleet to speak of, only a simple missile defence system. Caught by suprise, the hostile fleet retreated out of effective missile range and proceeded with a systematic bombardment over the coarse of several days. Many of the Nephilim felt that to assist the Aora would lead them too far into the realm of the physical. The younger Nephilim, who were most involved with the Aora, and the eldest Nephilim, who could still remember their (presumably) biological roots demanded intervention. The Nephilim debated for 1 week (11.4 realtime minutes). They spent a subjective year (10 realtime hours) designing simplest weapon system they could. The jury-rigged these weapons onto the few ships they had and sent them immediately towards the Aora home world. The ships they sent were defeated, and the Aora were enslaved or wiped out. For the first time in their history the Nephilim found themselves powerless.
The Oraphim
The Oraphim began an immediate process of militarisation, and began exploring nearby systems; they did not intend another species meet the fate of the Aora. In their search many forms of life were found, but only one was intelligent.
More advanced than the Aora were, but considerably less advanced than themselves, these humanoids had colonized the moons surrounding their planet and were exploring the reaches of their solar system at slower-than light speeds. They had no name for themselves: they Nephilim named them the Oraphim.
The Oraphim were no less fascinated with the Nephilim than the Nephilim were with them. Despite the changes in Nephilim culture the Oraphims inability to interact with the virtual world places a huge divide between them. Nephilim/Oraphim friendships are extremely rare and difficult.
The Nephilim manufacture FTL drives for the Oraphim, and give them technological assistance. Devlopment can only proceed so fast, and the Oraphim and lag behind technologically by almost an order of magnitude. The Oraphim space fleet has demanded to be involved in military maneuvers, regardless of Nephilim's best efforts to convince them otherwise. While the Nephilim view the Oraphim as under their care, they are officially treated as allies.
Planets (Divided by Star System)
--------------------------------------------------------------------------------------------------------
Polis (200 Billion Citizens)
The Nephilim “homeworld” - the majority of the Nephilim reside here in the city sized supercomputer arrays. There is little to see here – the only relief offered in an otherwise bleak and desolate land are the forests of 2 kilometre tall heat sinks.
Sata 1 (100,000 citizens)
An ice world – A small research base here studies the local lifeforms. A 3 mile diameter communication array links the station to Polis.
Messina (20 Billion Citizens, 8 Billion Avatars)
An Earth-like planet – Citizens who place greater value relating to the physical world reside here. Features that largest number of Avatars outside the military.
----------------------------------------------------------------------------------------------------------
Arudoa (10 Billion Citizens, 10 Billion Shells)
An Earth-like planet – A Gleisner world. All the citizens who inhabit hardware mounted on a personal robotic body.
Oraphim (8 Billion Oraphim)
The Oraphim homeworld – Oraphim has two moons, Titan (7 Million) and Hyperion (3 Million). Hyperion has a mass catcher array that recieves mined material from the system's asteroid belts by an automated Nephilim facitlity.
Far Point (200,000 Citizens)
Asteroid Belt – Primarily a military installation.
------------------------------------------------------------------------------------------------------------
Ruin (200,000 Citizens)
A burned out planet – The Nephilim found this world scoured clean of all life, only a few battered remnants of a long-gone civilization are to be found. A military station and shipyard orbits the world. Represents the Edge of Nephilim Space.
---------------------------------------------------------------------------------------------------------------------
Military
The Nephilim military is completely volunteer based. Any citizen joining the military has regular backups created (termed snapshots). Snapshots are created before joining any military battle.
Space Force
Most military ships are controlled by a single citizen. While such ships have the processing capacity to run at speeds greater than standard tau, almost all citizens stay on standard time, and most of the basic tasks are delegated to non-concious software that mediates between the ship and the citizen. A citizen is no more aware of the minutiae of the ship than an organic lifeform is aware of the activities of his own body.
Assets
Cost Chart:
Nephilim Ships
“Juggernaut” Battleship – 60pts / -5pts Slow FTL / +5pts Anti-Capital = 60pts
“Fortress” Cruiser – 20pts / -3pts Slow FTL = 17pts
“Firebase” Destroyer – 4pts / – 1pts Slow FTL = 3pts
“Reach” Battleship – 50pts / +5pts speed Sublight / +5pts Range = 60pts
“Longbow” Cruiser – 15pts / +3pts speed Sublight / +5pts Range = 23pts
“Kite” Destroyer – 3pts / +2pts speed Sublight / +2pts EW = 7pts
“Anchor” Cruiser – 10pts / +2 Speed Sublight / +3 Interdiction / +5 EW = 15pts
“Observator” – 2pt / +1pt cloak / +1pt sensors = 4pts
Oraphim Ships
Oraphim Battleship – 5pts
Oraphim Cruiser – 3pts
Oraphim Destroyer – 1pt
Breakdown
System Defences
Polis – 60pts
Sata 1 – 10pts
Messina – 30pts
Arudoa – 20pts
Oraphim – 20pts
Far Point - 0pts
Ruin - 0pts
Oraphim Home Defence Force
4 Battleships – 20pts
10 Cruisers – 30pts
20 Destroyers – 20pts
70pts Total
Fleet 1 - Defence / Assault Fleet Operating from Polis
2 “Juggernaut” 120pts
8 “Fortress” 136pts
20 “Firebase” 60pts
Total 316pts
Fleet 2 – Operating from Far Point Station
2 “Reach” 120pts
10 “Longbow” 230pts
10 “Kite” 70pts
2 “Anchor” 40pts
Total 460pts
Fleet 3 – Operating from Oraphim
2 “Reach” 120pts
10 “Longbow” 230pts
10 “Kite” 70pts
2 “Anchor” 40pts
Total 460pts
Intelligence Fleet
3 “Observator” - 12pts
Total 12pts
Grand Total 1,458pts
Upgrades:
35pts upgrade: The Nephilim have staggering amounts of processing power available, and as software entities themselves have an incredible ability for engaging in digital warfare.
7pt upgrade: As artificial constructs living in supercomputer arrays on barren, lifeless worlds the primary Nephilim worlds are difficult to infiltrate.
Notes:
Tau: a unit of internal time. The equivalent in realtime initially declined as hardware improved, but has stabilised as technology hit fundamental physical constraints. Subjective time varies depending on the architecture of a citizen's mind. Rough equivalents:
Internal Time--------Subjective Time------Realtime
1 tau------------------1 seconds------------1 millisecond
1 kilotau--------------15 minutes-----------1 second
1 megatau------------10 days--------------16 min 40 sec
1 gigatau--------------27 years-------------11 days 14 hours
Avatar: A robotic body that is controlled remotely by a citizen
Shell: A robotic body that is controlled locally by a citizen
*Artwork from RF Online. Some cool art, terrible game.
The Nephilim are a collection of supercomputers that house billions of intelligent software entities. While the oldest Nephilim claim to be direct copies of biological lifeforms, new minds are created by merging a copy of two existing minds, and the addition of countless random mutations.
First Contact
The Nephilim were traditionally an introverted race, while many citizens embarked on scientific or exploratory missions in the physical world the Nephilim made no attempt to contact other intelligent lifeforms. It wasn't until the discovery of a promising young culture on a neighbouring star system by Holybe, a citizen less than 2 Gigatau old, that the Nephilim took an interest in other species. Holybe's imagination was captured by the Aora, and his passion soon infected the rest of the Nephilim. Much effort was spent on documenting the Aora and their culture, first contact was made shortly after.
Gleisner's Vase
Aora culture and art became very popular among the Nephilim. Art was scanned and it's digital information was sent back for citizens to enjoy. For one citizen, Gleisner, Aora art became an obsession. There was one piece in particular; a vase, the first piece of art that was scanned. Gleisner had a copy; every citizen had a copy of the vase, but for Gleisner this wasn't enough. He transferred himself to an exploratory ship and headed to the Aora home world to retrieve the original vase. The Aora were amused by his interest in what was a rather poor example of an artists otherwise exceptional work, and loaded the vase into his cargo hold.
Upon his return Gleisner found that observing the Vase with optics was unsatisfying; he wanted to touch it. It was Gleisner who constructed the first “Avatar”, a remotely controlled robot. Several of Gleisner's contemporary's, who refused to be outdone, set about on similar projects themselves.
While this interest has permeated all Nephilim society on some level, some have taken it further. “Shells” were soon developed, a robotic body that contained the computing power to run a citizen locally. Gleisner's started a new cultural movement that places great importance to the act of interacting physically, they are referred to as Gleisners.
The Fate of the Aora
The Nephilim have not been forthcoming with information about what happened to the Aora, but what is known is thus:
The Aora world was attacked by another civilization, perhaps a pirate fleet. The Aora had no space fleet to speak of, only a simple missile defence system. Caught by suprise, the hostile fleet retreated out of effective missile range and proceeded with a systematic bombardment over the coarse of several days. Many of the Nephilim felt that to assist the Aora would lead them too far into the realm of the physical. The younger Nephilim, who were most involved with the Aora, and the eldest Nephilim, who could still remember their (presumably) biological roots demanded intervention. The Nephilim debated for 1 week (11.4 realtime minutes). They spent a subjective year (10 realtime hours) designing simplest weapon system they could. The jury-rigged these weapons onto the few ships they had and sent them immediately towards the Aora home world. The ships they sent were defeated, and the Aora were enslaved or wiped out. For the first time in their history the Nephilim found themselves powerless.
The Oraphim
The Oraphim began an immediate process of militarisation, and began exploring nearby systems; they did not intend another species meet the fate of the Aora. In their search many forms of life were found, but only one was intelligent.
More advanced than the Aora were, but considerably less advanced than themselves, these humanoids had colonized the moons surrounding their planet and were exploring the reaches of their solar system at slower-than light speeds. They had no name for themselves: they Nephilim named them the Oraphim.
The Oraphim were no less fascinated with the Nephilim than the Nephilim were with them. Despite the changes in Nephilim culture the Oraphims inability to interact with the virtual world places a huge divide between them. Nephilim/Oraphim friendships are extremely rare and difficult.
The Nephilim manufacture FTL drives for the Oraphim, and give them technological assistance. Devlopment can only proceed so fast, and the Oraphim and lag behind technologically by almost an order of magnitude. The Oraphim space fleet has demanded to be involved in military maneuvers, regardless of Nephilim's best efforts to convince them otherwise. While the Nephilim view the Oraphim as under their care, they are officially treated as allies.
Planets (Divided by Star System)
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Polis (200 Billion Citizens)
The Nephilim “homeworld” - the majority of the Nephilim reside here in the city sized supercomputer arrays. There is little to see here – the only relief offered in an otherwise bleak and desolate land are the forests of 2 kilometre tall heat sinks.
Sata 1 (100,000 citizens)
An ice world – A small research base here studies the local lifeforms. A 3 mile diameter communication array links the station to Polis.
Messina (20 Billion Citizens, 8 Billion Avatars)
An Earth-like planet – Citizens who place greater value relating to the physical world reside here. Features that largest number of Avatars outside the military.
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Arudoa (10 Billion Citizens, 10 Billion Shells)
An Earth-like planet – A Gleisner world. All the citizens who inhabit hardware mounted on a personal robotic body.
Oraphim (8 Billion Oraphim)
The Oraphim homeworld – Oraphim has two moons, Titan (7 Million) and Hyperion (3 Million). Hyperion has a mass catcher array that recieves mined material from the system's asteroid belts by an automated Nephilim facitlity.
Far Point (200,000 Citizens)
Asteroid Belt – Primarily a military installation.
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Ruin (200,000 Citizens)
A burned out planet – The Nephilim found this world scoured clean of all life, only a few battered remnants of a long-gone civilization are to be found. A military station and shipyard orbits the world. Represents the Edge of Nephilim Space.
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Military
The Nephilim military is completely volunteer based. Any citizen joining the military has regular backups created (termed snapshots). Snapshots are created before joining any military battle.
Space Force
Most military ships are controlled by a single citizen. While such ships have the processing capacity to run at speeds greater than standard tau, almost all citizens stay on standard time, and most of the basic tasks are delegated to non-concious software that mediates between the ship and the citizen. A citizen is no more aware of the minutiae of the ship than an organic lifeform is aware of the activities of his own body.
Assets
Cost Chart:
Nephilim Ships
“Juggernaut” Battleship – 60pts / -5pts Slow FTL / +5pts Anti-Capital = 60pts
“Fortress” Cruiser – 20pts / -3pts Slow FTL = 17pts
“Firebase” Destroyer – 4pts / – 1pts Slow FTL = 3pts
“Reach” Battleship – 50pts / +5pts speed Sublight / +5pts Range = 60pts
“Longbow” Cruiser – 15pts / +3pts speed Sublight / +5pts Range = 23pts
“Kite” Destroyer – 3pts / +2pts speed Sublight / +2pts EW = 7pts
“Anchor” Cruiser – 10pts / +2 Speed Sublight / +3 Interdiction / +5 EW = 15pts
“Observator” – 2pt / +1pt cloak / +1pt sensors = 4pts
Oraphim Ships
Oraphim Battleship – 5pts
Oraphim Cruiser – 3pts
Oraphim Destroyer – 1pt
Breakdown
System Defences
Polis – 60pts
Sata 1 – 10pts
Messina – 30pts
Arudoa – 20pts
Oraphim – 20pts
Far Point - 0pts
Ruin - 0pts
Oraphim Home Defence Force
4 Battleships – 20pts
10 Cruisers – 30pts
20 Destroyers – 20pts
70pts Total
Fleet 1 - Defence / Assault Fleet Operating from Polis
2 “Juggernaut” 120pts
8 “Fortress” 136pts
20 “Firebase” 60pts
Total 316pts
Fleet 2 – Operating from Far Point Station
2 “Reach” 120pts
10 “Longbow” 230pts
10 “Kite” 70pts
2 “Anchor” 40pts
Total 460pts
Fleet 3 – Operating from Oraphim
2 “Reach” 120pts
10 “Longbow” 230pts
10 “Kite” 70pts
2 “Anchor” 40pts
Total 460pts
Intelligence Fleet
3 “Observator” - 12pts
Total 12pts
Grand Total 1,458pts
Upgrades:
35pts upgrade: The Nephilim have staggering amounts of processing power available, and as software entities themselves have an incredible ability for engaging in digital warfare.
7pt upgrade: As artificial constructs living in supercomputer arrays on barren, lifeless worlds the primary Nephilim worlds are difficult to infiltrate.
Notes:
Tau: a unit of internal time. The equivalent in realtime initially declined as hardware improved, but has stabilised as technology hit fundamental physical constraints. Subjective time varies depending on the architecture of a citizen's mind. Rough equivalents:
Internal Time--------Subjective Time------Realtime
1 tau------------------1 seconds------------1 millisecond
1 kilotau--------------15 minutes-----------1 second
1 megatau------------10 days--------------16 min 40 sec
1 gigatau--------------27 years-------------11 days 14 hours
Avatar: A robotic body that is controlled remotely by a citizen
Shell: A robotic body that is controlled locally by a citizen
Last edited by Acidburns on 2007-06-21 07:26am, edited 3 times in total.