The Art of Zor (56k DIE)

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Re: The Art of Zor (56k DIE)

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Men at Arms are a level of infantry superior to mere peasant levies. Men at Arms are layfolk permanently kept under arms to serve as soldiers, either by kings, the local nobility and occasionally by some guilds, and are generally identifiable by wearing their employer's heraldry on their clothing. Men at Arms are typically recruited by muster in terms of training. Calls for volunteers are made every now and again for young men, those that seem the best suited after inspection are accepted. Others are peasant levies that preform well in battle. Others are violent criminals force to serve as punishment. Men at Arms train regularly, generally practicing amongst themselves while giving the newcomers pointers. In peace times will do various odd jobs requiring a surplus of muscle, in war times they will often help out peasants. Because of this, they are better at combat than mere levies. Where levies would attack in loose mobs, men at arms would hold formation. Men at Arms would hold the line while levies would have long since broken and fled. While peasants generally have poor morale when being away from home for more than a few days, men at arms will stand resolute. Men at Arms are armed with a variety of weapons. At the bare minimum they will receive a helmet, a dagger and a main weapon, and generally a suit of chainmail or a breastplate is common enough. Swordsmen are used to engage infantry, pikemen against cavalry, halberdiers against both and crossbowmen and archers to fight from a distance. A few are given horses and serve as light cavalry. Most men at arms are employed for brief periods (generally during wars) of a few years while a few others remain in service all their lives. Men at arms are generally loosely organized, every ten to thirty men at arms is commanded by a Sergeant, while every eighty to two hundred that is not commanded by a nobleman is commanded by a captain. Men at Arms are well paid and also pillage for loot, but have to buy their own food. Inn keepers typically like it when a force of friendly men at arms comes through town.

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The flow of Drow into Zhong society is slow, but more or less constant. Clashes between the Imperial Army and the Dark Elves are common and the camps are constantly receiving prisoners of war, despite the longstanding disdain for surrender among the Drow, are collected. Those that are are sent to the camps to be reformed. In regards to the hard cases, this usually involves breaking them down a bit before introducing them to the general work details. Upon arrival, they have a tattoo inscribed on their back, with the Imperial Seal, a serial number as well as some medical information as a way of keeping them from returning, as the traditional Dark Elf punishment for surrendering to the enemy is a long drawn out death, if they managed to get to Dark Elf territory. This tattoo is inscribed with a spell to make sure that removing it is impossible without the aid of a high end wizard who knows what s/he is doing or having their back completely skinned, as well as making it faintly glow in the dark. This means that Drow that go through the system have now had their lots thrown in with the Zhong Empire.

Here we have a newly released Drow on her way to her new job. She had just been let out and had received a job via agent. She is on her way, but has a tracking anklet to keep an eye on her en route. Having arrived late at night, she takes out her note to see when the next Subway train will arrive. She is wearing casual wear that she was issued on her release.
HAIL ZOR! WE'LL BLOW UP THE OCEAN!
Heros of Cybertron-HAB-Keeper of the Vicious pit of Allosauruses-King Leighton-I, United Kingdom of Zoria: SD.net World/Tsar Mikhail-I of the Red Tsardom: SD.net Kingdoms
WHEN ALL HELL BREAKS LOOSE ON EARTH, ALL EARTH BREAKS LOOSE ON HELL
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Re: The Art of Zor (56k DIE)

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Jack Yaeger: famed civil liberties lawyer and enemy of Intolerance and Bigotry. One night after busting a sexual discrimination case, he was brutalized by a bunch of vindictive racist religious fundamentalists. He survived, but just barely and to keep him alive, they had to transfer his brain into an experimental Cybenetic life support machine. Now he's back and taking a stand, putting down bigotry, racism and homophobia one case at a time.

Coming soon to a TV near you

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A Tank, its design is based largely off the Sherman. It is armed with a 90mm main gun and three machine guns. It can have a bulldozer blade or a mine clearing flail installed.

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Of all the Barbarians of the west, the most experienced with machinery are the dwarves. Dwarvish enclaves can be found across the west, but are most common in the northern and mountainous regions, with the Northern peninsula being deemed Dwarf lands. Typically dwarves live in heavily fortified communities or underground in the maze of caverns and tunners which criss cross the west. Though some dwarves live among humans and a few dwarvish settlements have sworn themselves to human lords, most dwarvish settlements are independant of human rule. Dwarvish government is based around trade guilds, masters in these guilds elect guildmasters and the guildmaster elects a King (the title is used by both genders). These small states are linked together into nations, which are headed a Low King who is elected by the local kings. Dwarves have little involvement in agriculture (though they do raise fish, mushrooms, pigs and the black leafed plants that grow in the depts of caves in areas with high background magic) and are mostly involved in mining, metalurgy and artisanry. Dwarves like to experiment, but on the same note typically keep their secrets to themselves or within their families as long as possible, which is prolonged by the fact that Dwarves can live for up to 300 years. This stoggyness, combined with a slow reproduction rate (it takes 30-35 years for a Dwarf to fully mature) and their limited abilities with magic have kept their power limited.

Dwarvish warriors are compartively few, but are formidable fighters. Dwarves have had the most experience with gunpowder weapons before the Zhong arrived. Dwarvish warriors normally have Runic armor which can resist at least some degree of gunfire. They also typically have the best firearms among the Barbarians of the west and normally match Imperial Soldiers. Dwarves are praticularly feirce in hand to hand using axe bayonets and revolvers. They also can make cannons that are as capable as Zhong artillery peices in the same class and even devices such as repeaters. The biggest disadvantage of the Dwarves (outside of low numbers and a low replacement rate) is that of their lack of standardization. Their are dozens of designs of firearms used by different dwarf clans, many of them with their own special caliber of ammunition. This makes logistics for dwarves a nightmre. The prefered tactic of Dwarvish infantry are sudden, intense and concentrated strikes. The Presence of Dwarves has increased the number of magnumiers and incinerators.
HAIL ZOR! WE'LL BLOW UP THE OCEAN!
Heros of Cybertron-HAB-Keeper of the Vicious pit of Allosauruses-King Leighton-I, United Kingdom of Zoria: SD.net World/Tsar Mikhail-I of the Red Tsardom: SD.net Kingdoms
WHEN ALL HELL BREAKS LOOSE ON EARTH, ALL EARTH BREAKS LOOSE ON HELL
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Re: The Art of Zor (56k DIE)

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A Novan Imperial Army heavy powersuit. Weighing in at about a quarter of a tonne, it lacks the tactical flexibility of lighter powersuits and is more vunerable to pitfalls. That said, they can take considerably more punishment and can carry heavy weapons such as this belt fed gauss machine gun. Heavy Power Armor is used by specialists and is sometimes up armored for use by bomb disposal teams.

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A Zero Graver holds onto a handbar with one of her upper arms as she goes about her daily routines.

And no, she is not upside down. She knows of the concept but does not apply it to herself. The ideas of "up" and "down" are purely academic when you spend your entire life in freefall.

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(Terran Sphere) A Novaya Leningrad class Destroyer of the People's Unified Space Navy. The Novaya Leningrad class is extensively produced, with more than ten thousand vessels in service, with more exported to smaller states. This has made it the PUSN's workhorse, doing many of the jobs done by frigates in other navies. Two variants exist, one firing capital ship level missiles and one firing smaller destroyer level missiles. It bears the frontal shield design of Union Warships, this allows it to mount and use panel radiators in addition to steam radiators during combat so long as it faces its enemy as well as making its frontal section harder to damage, though its side armor is weaker. For this reason Novaya Leningrad class ships are vulnerable to flanking maneuvers.

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A Chinese astronaut assigned to Interstellar exploration. She in a mechanical pressure armed with a guass pistol and a combat knife in case of some alien attacking. That lump in the bottom of her crotch area is a waste collection system. She ready to explore strange new worlds.

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(Terran Sphere) Along the boarders of the Novan Empire, Rebellions are quite common, both in worlds under Novan control and those under the rule of the Commonwealth, Protectorate, Union and the Domain. These planets have suffered the worst of eighty years of constant wars, being taken and retaken numerous times. The degree to which these groups are active varies. On some planets they are belligerents with little mainstream appeal and are mostly contained in a few problematic areas. On other worlds they are an omnipresent threat to public safety. That said, the actual threat they pose to the presence of their occupiers is minimal. While they may destroy valuable property and equipment, kill a few soldiers on patrol or assassinate a Noble or some other high ranking figure, they are always outclassed by interstellar powers with tens of billions of subjects from which to draw support while most resistance groups are little more than street gangs. That said, despite their belligerence the powers still find uses for them.

Resistance groups are useful for draining the finances, manpower and strategic reserves of occupational forces and can be used as cannon fodder and scouts during invasions. As such, encouraging resistance forces in enemy held territory is often a good move. Their are various ways of doing this. These include

*Providing them with weapons and supplies
*Giving them equipment and training to manufacture their own weapons (typically simple ancient combustion firearms such as Kalashnikovs, Bolt Action weapons, Garands, revolvers and Stens and basic grenades)
*Having agents train resistance forces to be more effective fighting forces
*Funding and organizing resistance movements
*Releasing violent criminals en mass when abandoning a planet (a tactic preferred by the Protectorate)
*Propaganda campaigns
*Having agents start resistance groups or shift existing local criminal organizations to resistance groups or resistance sympathetic stances

While some resistance fighters are capable fighters and guerrilla soldiers, most are like this fellow. Gangs of violent local thugs that have contacts with resistance cells. In return for weapons, cash and drugs, they tag buildings, rob Imperial targets, act as hitmen and rise up during riots. Many of these figures like to look tough and wear gang cloths and a selection of items such as home made armor and pins to show their strength. The general nickname used by Imperial forces about these fighters is "Peacock" for their overt displays, when contrasted with the professional resistance forces which blend into the background. In combat they are limited to spraying and praying, knife fighting and throwing grenades. The attrition rates of these rebels are high, especially against soldiers or tactical units. To professional resistance, they are best used as distractions. As an odd means of fighting these rebels, ISIS has created and distributed various bits of underground media to try to steer the looser rebels towards said tenancies or to keep them.
HAIL ZOR! WE'LL BLOW UP THE OCEAN!
Heros of Cybertron-HAB-Keeper of the Vicious pit of Allosauruses-King Leighton-I, United Kingdom of Zoria: SD.net World/Tsar Mikhail-I of the Red Tsardom: SD.net Kingdoms
WHEN ALL HELL BREAKS LOOSE ON EARTH, ALL EARTH BREAKS LOOSE ON HELL
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Re: The Art of Zor (56k DIE)

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Created long ago by a great and long dead civilization, Marsupial men were somehow made from wombats and koalas to serve as workers. Standing 1.3 to 1.5 meters tall, Marsupial men are optimized for work. They have four to five times the upper body strength of a man, they have excellent fine motor control and vision optimized for seeing fine details. Physiologically they have an intense desire to be useful and helpful to humans, are generally good natured, have little creativity and are for the most parts absolute cowards when it comes to violence. When marsupial men were first discovered, they lived in an abandoned agricultural settlement in a volcanic crater. Now they can be found in numerous cities, working in a variety of jobs both agricultural and industrial. As they are willing to accept low wages and long workdays, they are much loved by buisinessmen and generally disliked by the working classes. Marsupial men in general very rarely commit violence: they are capable of defending themselves and some can be hardened to have some resolve in a fight, but for the most part their responce to any form of violent threat is to run and hide. Their is one exception to that, the matter of what is known as "The Trigger". If a Marsupial Man sees a human child in danger he/she will be strongly compelled to save them. If someone commits violence against children, this sets off the trigger. This will send them into a killing rage against those who would dare harm a child against them, clawing, chewing and if they have appropriate tools on hand, stabbing, clubbing and spearing the perpetrator until it dies. They can be trained to control this and this will subside after a few minutes if they have nothing to let it out on, but caution is still advisable.

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A set of soldiers for a Dieselpunk fantasy setting i am working on. Not Terran sphere related in any way.

Imperial General: Imperial generals are (naturally) the leaders of the Empire's armies, graduates from the Military Academies and hardened veterans who have worked their way up the command ladder. Imperial Generals typically stay at the rear, commanding and giving commands by radio from inside the armored hulls of battleships or landcrawlers, dug in command posts or fortresses. Because of this, they rarely engage in combat. High ranking officers get staff to make sure that their uniforms are in proper shape. Their armor is for show more than combat, but is still capable in a fight.

Imperial Conscripts: Conscripts are the lowest level in the Empire's Army and are drawn from the non citizen classes (citizens are immune from conscription). Conscripts serve as both soldiers and sailors, as well as other technical. Conscripts are given the short end of the stick in terms of what is invested in each individual soldier. They receive at most a third of the pay of a citizen soldier, citizen soldiers get priority in terms of rations and medical treatment and their equipment is of lower quality. Conscript infantry are armed with a Bayonet, a couple of grenades and either a lever action shotgun or a bolt action rifle, both of which are often hand-me-down weapons. They are given a steel helmet and a cuirass made of steel plates, cotton padding and warsilk (a special variety of silk with a higher amount of tensile strength compared to normal silk) that protects them against shrapnel and some bullet fire. Conscripts are often used in human wave tactics and typically engage enemy positions to hold them down so they can be destroyed by more mobile citizen soldiers. To keep conscripts loyal, they are stationed away from where they are recruited from and are given the opportunity to be promoted to citizen status. From every hundred conscript recruits, at least one who preforms well is promoted to Legionary with full citizenship at the end of training while further promotion is done. For the rest, it comes at the end of twelve years of service with an honorable discharge.

Imperial Legionaries: Imperial Legionaries are citizen soldiers, either volunteers or promoted conscripts. They are employed in a variety of roles that conscripts are not, Legionaries man machine guns and artillery, fly aircraft and drive ground vehicles. Legionary infantry are better equipped than their conscript counterparts, they have superior (and more expensive) body armor and also carry light machine guns and sub machine guns, as well as swords for hand to hand combat. Legionary units generally have a strong esprit de corps and are feared and are respected on the battlefield. Legionary officers lead conscripts into battle.

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Of all the races of the west, the Goblins are considered the lowest. Humans, Elves and Dwarves look down on Orcs and Orcs look down on Goblins. Goblins are established throughout the western continent, though they have yet to cross the frozen steeps, hard mountains and burning deserts that separate the western and eastern halves of the great continent. Some Goblins are established in the southern continent, but only in the north. They stand about three to four chi tall, long armed and short legged. Gobblins possess a suprising amount of upper body strength, twice as much as a human being but less dexterity. Goblins breed quite fast, normally giving birth in liters of two to five once every one or two years but this is kept in check by a high attrition rate and a short life span (generally 15-25 years, some examples kept by Dark elves have reached 32, but this is rare).

Goblins were the predecessors of Orcs, a race created by the dark elves during the reign of the Dark Emperor by somehow combining traits of various other creatures together and like the Orcs they were created for war. They were capable of wielding weapons, bred fast and reached adulthood quickly, making indoctrinating them to serve as slave soldiers quick and efficient. However, as the first steam engines were prone to failure and required constant attention, Goblins had many flaws from the haphazard assembly. Their bones were prone to displacement after injury, wounds would heel poorly, occasionally their bodies would produce too much of a certain chemical and they would become sick or die while cancer. In areas of high background magic they would occasionally explode. At the same time, their minds were also sensitive, ticks were common among goblins, as a tenancies towards manias and other such qualities, while breakdowns into madness would also happen. On top of that they have below average learning skills and intelligence. In of itself their cruel masters did not care about the well being of their Goblin slaves and for the most part killed those who suffered from severe damage or psychological damage that rendered them unable to fight. In combat, Goblin forces were ill disciplined and un-cordinated, generally charging their foes in mobs armed with basic weapons (maces, small axes, clubs, cloth on frame shields and short spears) and tended to break easily, especially when fire was used against them. Outside of their expendability, they were of limited use and cavalry and chariots were highly effective against them. At the same time, to be deployed in large numbers required an extensive supply train. Eventually they were supplanted by the orcs, which were more refined and hearty, as well as superior fighters. Most of the remaining goblins were expended afterwards, with only a handful kept around for training purposes and execution.

A few goblins were separated from their units and managed to get free and breed. The end result was the establishment of small goblin bands across the western world. Unlike Orcs, they never managed to gain power and survive on the margins. This mainly has to do with their inability to form large groups, as well as their general weaknesses and the fact that they are generally seen as vermin. Goblins can speak, but generally have very limited gutteral vocabularies. Goblins live as nomadic to semi nomadic groups of up to a couple hundred individuals. Mostly they live in forests with low to medium background magic and underground in the west's vast network of caves. Culture (if it can be called that) varies immensely from region to region. That said, some trends are common. Position in Goblin society is based on a combination of age, gender and achievements. After a few months, they become scroungers, searching for firewood and whatever food or otherwise useful scraps they can find. After two to four years they become hunters, trapping and hunting down animals for food in addition to general harvesting. After eight to ten years, they become bosses, leaders and fighters until they die. Underground ones are more sedintary and also have among their ranks campers, who raise pigs, rats and mushrooms and work as basic craftsmen. These occasional exist on surface dwelling goblins, but these are mostly on the move. Status in Goblin society is generally discernible by clothing. Low ranking goblins wear loincloths or blankets in winter while higher ranking ones wear progressively more clothing as well as home made armor. Cannibalism happens among goblins as part of necessity, generally eating their dead and weak in times of famine, as well as occasionally hunting down goblins of other tribes for meat.

As said before, the other races of the west see goblins as vermin. Occasionally some peasant or woodsmen will trade goblins for minor things such as mushrooms, scrap metal or gold coins (which goblins will have little use for) but most relations between other species and goblins involve theft and the hunting down of goblin thieves. Goblin bands do sometimes attack caravans, usually during the winter. Dwarves in particular hold goblins in contempt and often engage in campaigns of extermination to clear out caves. Orcs will sometimes capture and breed goblins as disposable slaves while the Dark Elves breed goblins for purposes of training (releasing armed goblins on trainees for them to cut down and as moving targets) and releasing mobs of them on troublesome slaves for purposes of execution and gambling. Among the Bureaucrats assigned to run the western provinces and the Imperial court their is no praticular idea on what is to be done with the Goblins, though the idea of setting aside reserves for them is under consideration.

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A Novan Imperial Army sniper turret. Equipped with an modified SR53 5.5mm sniper rifle. Low cost and low maintenance, these systems can be set up in a wide variety of locations to pick off enemy soldiers at ranges up to 2km. It has a 500 round drum and a rate of fire of 30 rounds per minute. In addition, it can also spot and range targets that pass by via radio
HAIL ZOR! WE'LL BLOW UP THE OCEAN!
Heros of Cybertron-HAB-Keeper of the Vicious pit of Allosauruses-King Leighton-I, United Kingdom of Zoria: SD.net World/Tsar Mikhail-I of the Red Tsardom: SD.net Kingdoms
WHEN ALL HELL BREAKS LOOSE ON EARTH, ALL EARTH BREAKS LOOSE ON HELL
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Re: The Art of Zor (56k DIE)

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This is a Ascended Hnronkoban. He is native to a place known as the Dark Archipelago, an area divided into several kingdoms and a few principalities. All of them are cold. All of them are scary. This one hails from the Theocracy of Liktgszeb, ruled over by the priesthood of Gszeb, who 5,000 years ago made the world as a breeding ground for his divine legions. Those warriors who die in battle are taken into his army. Gszeb rules through the priests who rule out of cities built around pyramids, but they delegate the administration of the land to a warrior nobility who have fiefs. Beneath them are artisans and common preachers and at the very bottom are the noble's serfs. Serfs are barred from the use of money, they till the fields for their masters and give him 30% of their harvest and work for the government on various projects for a two months a year on various projects for the Priestly Caste. To escape the drudgery of this, there is only two ways out. For young women being bought from nobles to serve as "servents" and for men military service, and for invasions and defensive actions, there is always need for war.

Poorly equipped these peasant conscripts often die in large numbers. Lead by overseers and nobles fighting on the back of large flightless predatory birds, discipline is brutal. Retreating without order or disobeying orders can be punished by slow death on the call of the commander. Most of the survivors return to their lives of toil but those who prove themselves by gaining kills however are selected by the priests. These Ascend out of serfdom and become Ascended. An elite infantry force fighting with crossbows, axes and halberds, clad in heavy Brigandine Armor. There are divided into companies of 144 (Base twelve numbers are common in the dark archipelago) and those are organized into forces of twenty four. In exchange for their service, they are allowed access to specialized recreational facilities and women. However, they never retire. Any individual who makes it past sixty and is not an officer joins suicide brigades to avoid a straw death. This force is useful by the priesthood to counterbalance the Nobility, who occasionally try to rebel. They are well known across the Dark Archipelago and the sight of their tall helmets often instills fear.
HAIL ZOR! WE'LL BLOW UP THE OCEAN!
Heros of Cybertron-HAB-Keeper of the Vicious pit of Allosauruses-King Leighton-I, United Kingdom of Zoria: SD.net World/Tsar Mikhail-I of the Red Tsardom: SD.net Kingdoms
WHEN ALL HELL BREAKS LOOSE ON EARTH, ALL EARTH BREAKS LOOSE ON HELL
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Re: The Art of Zor (56k DIE)

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HAIL ZOR! WE'LL BLOW UP THE OCEAN!
Heros of Cybertron-HAB-Keeper of the Vicious pit of Allosauruses-King Leighton-I, United Kingdom of Zoria: SD.net World/Tsar Mikhail-I of the Red Tsardom: SD.net Kingdoms
WHEN ALL HELL BREAKS LOOSE ON EARTH, ALL EARTH BREAKS LOOSE ON HELL
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Re: The Art of Zor (56k DIE)

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A monocot, this plant provides two forms of valuable foodstuffs. The most substantial of these are the yellowish tubers that it grows underground. The second are grain which grows in it's tuft after flowering. Harvesting this plant involves cutting off the tuft, then digging the remainder of the plant up to extract the tubers before replanting it along with any immature tubers. Each plant can be harvested up to five times, but are usually harvested thrice as they are generally decline in productivity or die after that. The stems of these plants can be retted afterwards for fibers, but these are course and are generally used for cheap twine. These plants evolved in an area with a distinct cycle of a rainy and dry season and do well in fairly dry soil so long as they are well watered annually. These plants can yield two productive harvests a year with proper management, but are fairly labor intensive to fully exploit.
HAIL ZOR! WE'LL BLOW UP THE OCEAN!
Heros of Cybertron-HAB-Keeper of the Vicious pit of Allosauruses-King Leighton-I, United Kingdom of Zoria: SD.net World/Tsar Mikhail-I of the Red Tsardom: SD.net Kingdoms
WHEN ALL HELL BREAKS LOOSE ON EARTH, ALL EARTH BREAKS LOOSE ON HELL
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Re: The Art of Zor (56k DIE)

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Extra-galactic Advanced Recon Expedition Mission Log
Lieutenant SDN-1323 (Head of Security)
Entry-5
Mission Day 8
2nd day, 3rd month, 28th year of the New Order

Today we have made first contact with space-faring native of this galaxy. Our expedition made it's way to the nearest inhabitable planet from the Gate System where, to everyone's surprise, we detected a downed starship. From what we latter assessed the 110 meter long broad winged craft in question had suffered damage in an engagement with the forces of another faction known as "The Dominion" and had been force to make an emergency landing in an area of hilly scrubland approximately three weeks prior and were attempting to effect repairs with minimal supplies. A team of engineers plus security escort were sent down to investigate and offer aid if required.

Apparently communications had broken down during our transit as the crew of the ship (belonging to a species of near humans known as "Klingons") proceeded to fire on the landing craft as it set down. Afterwards many of them charged our position with murderous intent. If nothing else these Klingons do not lack for bravery, which they possess in suicidal abundance. What they do lack for, however is tactical sense. While they were armed with energy weapons most of their personnel elected to charge our engineers and troopers with bladed weapons (which examination reveled to be simple metal edged weapons) screaming. Two technicians and a Trooper were killed in this attack and one trooper and technician were injured in the exchange. In response to their unprovoked attack their ship was taken. Some 36 Klingon spacers were killed with another 4 taken alive for COMPNOR interrogation. Tech crews are going over the downed ship to evaluate it's capacities and examples of their technology have been collected for more in depth examination.

The captain believes that even though native resistance could complicate matters, he believes that the best option is to begin colonization efforts through the wormhole as quickly as possible and has dispatched a messenger drone reporting as much. I am inclined to agree. The establishment of a Beachhead on this end could provide loyalist forces with the edge needed to overcome the so called "New Republic". If nothing else, any ground instillation we establish can easily be secured with a few E-Webs from enemy ground assault.
HAIL ZOR! WE'LL BLOW UP THE OCEAN!
Heros of Cybertron-HAB-Keeper of the Vicious pit of Allosauruses-King Leighton-I, United Kingdom of Zoria: SD.net World/Tsar Mikhail-I of the Red Tsardom: SD.net Kingdoms
WHEN ALL HELL BREAKS LOOSE ON EARTH, ALL EARTH BREAKS LOOSE ON HELL
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