STGOD OOB Thread

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Stormbringer
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STGOD OOB Thread

Post by Stormbringer »

Post the civilization details and OOB here. I'll have mine up soon.


The Milky Way


Added crayz9000's map.

Updated map URL - Phong
Last edited by Stormbringer on 2004-02-10 02:28am, edited 5 times in total.
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Chardok
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Post by Chardok »

We all know what Xenomorphs are. Bane of mankind. potential sterilizers of planets. Cunning and strong, they bash through blast doors, walls, and each other as easily as paper, which is to say nothing of human flesh.

I will start off with a random peppering of "Infected planets" with undiscovered hives and perhaps a few Space Hulks. I'll try as much as I can to stick to observed behavior, but don't be surprised if I get a bit off kilter. If you know more about xeno canon than I, feel free to mention and I will retract my move. Or say that it's a new type of xeno. I don't expect to play a huge role here, just have a bit of fun screwing things up now and then. Keep an eye out, people, the universe is a wild and untamed place. You never really know what you'll run into. Or what will run into you. :wink:
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SirNitram
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Post by SirNitram »

The Black Alliance.

A culture only in the loosest sense of the word, the Alliance was the brainchild of Dreamer Trask, a dissastisfied member of the Lost who felt that the selfless morality of the Beast Mind and Nitram suffocated his personal rise to power. Escaping back into the Milky Way as the Great Zerg War raged onwards, he found a group of petty warlords and snivelling criminals near where New Corellia once stood. Using starmaps he had stolen from his once-comrades, he uncovered the wreckage of a ruined 'Gee-Ess-Vee', and set to work cannabalizing the reamining technology to unite the small planet-states into a pirate empire.

Unrest is the natural for the Alliance. Made up of disparate parts, untrustworthy allies, and troublemakers, a day without some sort of firefight is virtually unheard of. The uniting of these states into one empire has merely changed the focus of the anger, occasionally outwards, occasionally just against whoever seems to represent the 'Man'.

Their technology is understood but not fully comprehended. They can reproduce and repair it, but the underlying principles are largely unknown, left for 'eggheads' to ponder while everyone else puts them to good use. Displacer units provide an excellent means for grabbing cargo and goodies once your opponent's shields have dropped, fields mean you can cart off disabled starships, and super-tensile solids make for huge warships to support the massive reactors needed for all this fun stuff. Their ships are immense affairs, the majority of their hull going towards reactors, their hyperdrives, and cargo bays, some large enough to abduct entire cruisers from other nations.

When on duty, an Alliance member is surly. When off, he's drunk, getting laid, or sleeping. Possibly multiple ones at once.

Heavy Vessels:

Command Ship Unrelenting Scourge Of A Really Bad Name, colloquially known as the Mixmaster.
Partially reconstructed General Systems Vehicle.
Communications/Sensor range: 200 LY.
Field Distance: 40 Km from surface.
Hull length: 70 Km, not counting 'Mixmaster' attachment on front.
Field Strength: 70 TT/Sec
Weaponry:
Heavy CREWS Mounts: 12
Energy output: 2TT/shot maximum.
Effective Targetting Range: 2 LS
Light CREWS Mounts: 70
Energy Output: 6MT/shot maximum.
Effective Targetting Range: 200,000 Km.
6 Functioning MilSpec Displacers.
Displacer-launched plasma charge yield: 100GT max.
Effector(The 'Mixmaster' attachment on the front of the ship): Currently non-functioning.

The 'Mixmaster' is Trask's personal flagship, the muscle he flexs when his underlings get too demanding, or if a threat is closing in on the capital. Despite it's half-destroyed appearance and derisive name, this vessel retains just enough of it's previous firepower to be a threat, but is ultimately irreplacable.

Psychopath-Class Battleships.(ISD-Equivalent)
3 in service.(Psychopath, Big Stick, Backbreaker)
Field Distance: 5 Km beyond hull.
Hull Length: 64 Km
Field Strength: 48 TT/Sec
Weaponry:
70 Heavy Ion Cannons
Effective Targetting Range: 2 LS
120 Light Ion Cannons
Effective Targetting Range: 200,000 Km
4 CargoSpec Displacers for cargo seizure and hostage-taking.

Housing a full wing of Privateer-class fighters, the Psychopath is the newest addition to the fleet. With it, the Alliance hopes to finally graduate from 'Petty Pirate Threat' to genuine robber kingdom. With closer-in Fields, it lacks the ability to carry off hulks it has disabled without help, but maximizes it's defenses.

Gangster-class cruiser.
30 in service.
Field Distance: 20 Km from hull
Hull Length: 28 Km
Field Strength: 12 TT/Sec
Weaponry:
1 Heavy CREWS Mount
12 Heavy Ion Cannons
50 Light Ion Cannons
2 MilSpec Displacers
1 CargoSpec Displacer

The backbone of the fleet, a Gangster carries three squadrons and can make life hectic and unpleasant for even an escorted convoy. Entering it's one hundredth year in service as a class, they have proven to be a tried-and-tested design, and are a familiar sight to most experienced spacers. It's largest weakness in it's large Field size, reducing the effectiveness of it's energy absorbtion.

Unrelenting-class Frigate
Field Distance: 10 Km from hull.
Hull length: 9 Km
Field Strength: 4 TT/Sec
Weaponry:
1 Heavy Ion Cannon
12 'Hailstorm' point defense chainguns.
Effective Range: 100,000 Km
4 'Firestorm' missile launchers.
Effective Range: 4 LS
Maximum Yield: 20 GT
1 CargoSpec Displacer.

Carrying two squadrons, the Unrelenting was the premiere pirate vessel before Trask's rise to power. Today, they serve as missile screens for heavier vessels, and for picking off smaller convoys.

Long Haul-class Fleet Mover
Field Distance: 150 Km from Hull
Hull Length: 300 Km
Field Strength: 10 TT/Sec
20 CargoSpec Displacers

A behemoth by any measure, the Long Haul carries no weapons or squadrons. It serves one purpose: To wrap it's immense Field around smaller vessels and speed them across the Galaxy at incredible velocities. Often seen augmenting fleets strategic speed or abducting stricken vessels while the attack fleet returns home at their own(Slower) speed, the Long Haul is never alone.
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Enigma
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Post by Enigma »

Here's my empire:

MAFIOSI

History

They descended from the I.R.S. (Inter-Galactic Revenue Syndicate) who in turn descended from the Psychonian Empire. After the collapse of the Psychonian Empire and the departure of the I.R.S.(they found a suitable universe to conquer and left the mainstream universe), those that remained formed the Mafiosi, using much of what the original mafia were and added a few twists into it. Because of the departure of the I.R.S., all of the battlestars and any other heavy-weight ships left with them. Leaving a small number of frigates (about five of them), for the use of the Mafiosi. The Mafiosi has 45 systems in its control in the Andromeda galaxy.

Biology

30% of the Mafiosi population is human, while the rest are hybrids and androids of various types. The hybrids that populate the Mafiosi empire are generally human and animal or dinosaur mix. While the androids vary fom the R2 units to the 'tranformers'.

Military

The command ships (MWS Cosa Nostra, MWS Sicilia, MWS Capo di tutti Capi, MWS Formidonis and MWS Patronus) are frigates from the I.R.S. but redesignated as Heavy Battleships. Each of these command ships are stationed in the most important systems in the Mafiosi Empire (the Scorscesi, Bonano, Corleone, Gotti and Soprano systems). These ships are usually found with ten carriers (and their compliment of fighters), fifteen super dreadnaughts, twenty dreadnaughts, thirty battleships, thirty five battlecruisers, fourty missile destroyers, fifty destroyers, and various frigate, corvettes and so forth. Each system has its own defence fleet and a standing fleet.

Ground troops are usually consisted of raptor\human hybrids and T-rex\human hybrids. Genetically engineered brontosauruses (sp?) are outfitted with three huge artillery cannons and hence these huge beasts are used as artillery.

But the Mafiosi armed forces also have other hybrid types. Lycan\vampires are used as special elite forces. They have all of the strengths usually attributed to vampires and werewolves but with none of the weakness attributed to them. Vampires are used as spies\recon\commandos. Lycans are used as heavy infantry\elite forces. Transforming androids (or 'bots) are also used in various levels, ranging from armoured hovervehicles to infantry to tanks to starfighters.

Society

Same as any but with a mafia flair. Their is very little in the way of laws, yet no-one causes any trouble, lest they want to "sleep with the piranha-sharks".
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phongn
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Post by phongn »

SKS RN OOB (Preliminary)

Fleet HQ: HMS Warlock; converted Titan-type ship. Extensive C4I capability onboard along with large docking spaces. It is parked nearby the Nemesis Gate Complex and is very bad news for anyone who may wish to attack it.

Fleet Flagship: HMS Confederation, pre-war medium superdreadnought of the wall. This was the "general-purpose" superdreadnought design and is well-balanced in all aspects. She was the first of her class; later improvements to the class were included in her SLEP. Numerous improvements made throughout her operational lifetime.

Division Leaders: HMS Repulse, HMS Renown, HMS Revenge. Battleships under the current nomenclature; would have been considered 'oversized' light-cruisers pre-war. Two twin light reflex cannon (fore/aft) comprise the primary armament.

Large Cruisers: Imperator derivatives, would have been considered destroyers pre-war. Primary armament is an axial reflex cannon and sixteen twin etheric cannon.

Fleet Division Enigma
Battleship HMS Revenge
08 Large Cruiser
12 Heavy Cruiser
08 Guided Missile Fleet Cruiser
26 Light Cruiser/Destroyer Leader
340 Destroyer
25 Frigates (1:1 replacement by Destroyers in progress)
18 Fleet Carriers
18 Light Carriers
36 Escort Carriers

Fleet Division Nemesis
Battleship HMS Repulse
03 Large Cruiser
08 Heavy Cruiser
16 Guided Missile Fleet Cruiser
40 Destroyer Leader
400 Destroyer
60 Frigates (1:1 replacement by Destroyers in progress)
06 Fleet Carriers
36 Light Carriers
70 Escort Carriers

Fleet Division Tranquility
Battleship HMS Renown
06 Large Cruiser
12 Heavy Cruiser
06 Guided Missile Fleet Cruiser
36 Light Cruiser/Destroyer Leader
364 Destroyer
40 Frigates (1:1 replacement by Destroyers in progress)
10 Fleet Carriers
34 Light Carriers
50 Escort Carriers

Fleet Division Aegis (Space Guard)
Light Command Cruisers Apollo, Selene, Artemis (WCLC 1:3 rotation schedule)
200 Patrol Ship Tenders (WAOE)
300 High Endurance Patrol Ships (WHEP) (light frigate)
825 WMEP (corvette)
490 WREL (light escort carriers)

Fast Fleet Squadron West
Battlecruiser Trident
04 Heavy Cruiser
04 Guided Missile Fleet Cruiser
16 Light Cruiser
80 Destroyers
04 Fleet Carriers
12 Escort Carriers

* FFS North and East will be identical to FFS West; they will be lead by Battlecruiser Tempest and Battlecruiser Typhon, respectively. FFS South may be procured in the future.

I should note that Fleet Division Aegis cannot be effectively used in wartime; it is a fleet of obsolete vessels suited for patrolling the spacelanes and fending off pirates and such. Send in "real" ships and the Space Guard will get reamed. If it is still unacceptable, tell me and give me some reasonable numbers.

EDIT: After approval, I boosted my force numbers to account for my largish territory. It shouldn't cause any problems since I won't have the ability to move forces around easily without leaving my three sectors exposed.
Last edited by phongn on 2003-12-24 03:42pm, edited 8 times in total.
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Alyrium Denryle
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Post by Alyrium Denryle »

Aquarian Union.

Biology: Three species, two evolved, and one engineered on the same planet. The Tritarin, are a race of humanoid amphibians. Standing around 2 meters tall and weighing around 170 lbs. They have rough, but moist skin(like a rough skined newt) They extract some oxygen from this, and it is very permeable. They also have a nifty ability to regenerate just about anything(including neve cells) provided that the initial loss does not kill them.


They have a 4 foot flattened tail(like any newt) and are equally at home on land and in water

They have an omnivorous diet and eat fish and land fruits

Fertilization is internal but gestation is not, and the female lays 1-3 large eggs in the water that hatch in 2-3 weeks. The larva metmorphose into mini-adults about 8 months later and are mature by age 16.

Iktharan... Well for the physical description, a picture says a thousand words

Image

They spend about 70% of their time under the waves....

Cephepod

These are essentially large(human sized) octopus that were "uplifted" to sentience(and amazing intelect at that) by Iktharan engineers about 400 years ago...


Recent History:(the ttwo species have essentialy lived in relative harmony no real social differences between the two... and have had their share of wars when they were in that stage of development, so I will simply concentrate on what we have since they became space-faring)

The Union became a space-faring nation, at roughly the same time as the humans did, but didnt make first contact with another sentient race untl about 200 years ago. This is when they came across the Myrthell, a race of xenophobic expansionists who were also aquatic. Naturally the relations didnt go well and the two have been at war on and off for the last 200 years. Around 10 years ago, the Union finally won. Through force of arms they drove the Myrthell out of known space entirely. Then they colonized their enemies worlds, which leaves them with a sizable power base, and puts them on the starcharts of the other races in the area. It was not at all long before they made contact with the other races, and have been tryng to avoid the same kind of xenophobic killing spree that has plagued them for the last 200 years...

Government and Society:

durng the war, the three races had to solidify more than ever to conquer their enemies. Tis has lead to a tightly bound web of interdependance and a cosmopolitain and accepting attitude, totally opposite of their former enemies. ALL are equal. From FLoaters to deep sea dwellers. And he extensive civil liberties that they enjoyed even in war time are staggering. Civil libertarians to the core, and attack on one sentient beings rights, is an attack on the freedoms of all sentient life.

The highest crime in union society is the taking of freedom, and the greatest gift, is that of choice(sentience) and they will on occasion give this gift to a species that shws promise.

This is not to say they ar anarchists, their democratic government does put basic limits on freedom to ensure security, but a bill of rights specifies exactly what they can do.

Economy

The Union s a bit eft leaning when it comes to economic policy. A web of safety nets protects those that are harmed by the capitalistic nature of the economic model.

Military:

Infantry mostly consists of Tritanians. They are strong, and can survive reasonably well in more environments than the other two species.

Light infantry usually wear flak jackets, and carry a rifle of some kind(blaster rifle0
Heavy infantry wear black armor(similar to storm trooper armor) and carry a heavy blaster rifle/RPG
Power Armor infantry are essentially in small mechs. They are armed with shoulder mounted missile launchers, and on the arms, two chain guns armed with DPU rounds.

Against aquatic opponents, they use a rifle that fires a small explosive torpedoe... Even if they dont get hit by the blast, the concussion will turn organs to soup

Armor: Armor is in the form of large amphibious tanks

Navy:

Most of the men and women in the navy are either Cephapods, or Ichthyoids. Mostly because they are the only ones that breate water, and the ships have no air for the Tritarians to breathe. Most ships alwo are modeled after sea creatures, by some bazzar twist of probability, many of the same aquatic creatures evolved on the Union homeworld, and the planet known as Earth.

Tuethis class Cruiser(57 )
Length: 1 km
Weapons: 18 Heavy Particle beam cannons mounted on the tentacles(4 each on the two whips)
40 anti capship torpedo tubes mounted along the sides of the mantel.(about as powerful as an HTL)
40 plasma guns on the mantels dorsal and ventral surfaces
350 pulse guns mounted on the “fins” of the ship
Special deense: They an eject forth a cloud of chaff
40 fighters

arowana class carrier(40)
2 km long
Can carry 400 fighters and bombers, or 800 drones/mines
Weapons: 600 pulse guns 30 Plasma guns

Mako class attack/patrol ship(550)
300 meters
Weapons: 2 turret mounted heavy particle beam cannons. 9 anti capship torp launchers 120 pulse guns

Orca class attack fighter
Resembling a modern attack chopper of the same name IIRC
Length: 15 meters
Weapons: 2 pulse guns 1 chin-turreted laser. 2 missile launchers

Angel class attack bomber
These look like angel sharks
Length: 25 meters
Weapons 4 pulse cannons 1 torpedoe tube and 4 missile launchers

Man O' War class battle stations. (30)
8km across
Weapons 70 heavy particle beam cannons
150 anti-capship torps
120 plasma guns
900 pulse guns

Jellydrones(countless)
5 meters across
weapons: 1 pulse gun and an explosive reactor core(explodes like a mine)

Armed Shuttles...

Manta Class Atmospheric Assault Craft
20 meters accross
Weapons: Thermal detonators, boms depth charges torps... Anything that can be hurled out of a bombers hatch...
8 ball turreted pulse guns
5 missile launchers

Mantis Class Assault Shuttle
25 meters long
Weapons: 10 pulse guns 3 plasma guns 4 torp tubes.

u]PENDING CONSTRUCTION[/u](these were designed during the occupation... and are under constuction.)

Zerstorer Class Light Cruisers(24 in construction 8 completed)
Type: Light cruiser
Scale: Capital
Length: 350 meters
Passengers: 142 (troops)
Cargo Capacity: 3,500 metric tons
Weapons:
10 Heavy Turbolasers(cont fire... write my name on planets)
20 Laser Cannons
5 Tractor Beam Projectors


Emancipator Class Cruiser(10 in construction 6 completed)
Scale: Capital
Length: 900 meters
Passengers: 2,040 (troops)
Cargo Capacity: 8,100 metric tons
Consumables: 4 years
Weapons:
10 Quad Turbolaser Batteries(Cont fire)
40 Double Turbolaser Batteries(Cont Fire)
80 Concussion Missile Tube Launchers
10 Tractor Beam Projectors

Eviscerator Class Battleship(5 in construction 3 completed)
Scale: Capital
Length: 1,600 meters
Passengers: 9,700 (troops)
Cargo Capacity: 36,000 metric tons
Consumables: 6 years
Weapons
64 heavy Turbolasers(cont fire)
128 Turbolasers(cont fire)
64 Quad-lasers
20 Ion Cannons
10 Tractor Beam Projectors




Holdings: 15 heavily populated ocean worlds throughout Union territory.

Aquarius Homeworld population 30 billion

Omega 1 and 2 population total 18 billion

Akitaris population 15 billion

Nikitos population 20 billion

Antaris population 19 billion

Aquaticus population 25 billion

Cigni alpha 1 2 and 3 population total 45 billion

Kiratals population 10 billion

Gerysetel population 12 billion

Maralsartel population 20 billion

Myrthallis population 14 billion

Major worlds are protected by a bilayerd planetary shield, the only "gates" through which are behind the geosyncronous(sp) Man O' War space stations Not to mention a swarm of Jellydrones that can be deployed in a few hours in the anticipation of attack.


Also in the posession of the Union are around 60 small colony worlds(mostly landmass rather than ocean or coast, we they cant utilize much of them), and about 400 tiny military outposts, listening stations, space stations, and frontier colonies. These are patroleld by fighter groups and are within easy range of fleets if attacked. The larger colonies are also protevted by swarms of jelly drones(cheap to mass produce, a thin hull, and a pusle gun powered by a shoddy reactor that will explode like a mine)
Last edited by Alyrium Denryle on 2004-01-17 07:22pm, edited 19 times in total.
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Rye
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Post by Rye »

The Aegis Exordium

History

The Aegis are an immortal race that got sick of the incessant bitching of younger races in their own galaxy, and left for a different one. On their way out, they detonated any planets holding any of their technology to make sure none of those whiny punk-ass minor races never got an upper hand on the others.

Upon making contact in the current galaxy, a small group of alien governments war on them, and were swiftly destroyed and the Aegis took over the home planets and set up the Aegean Exordium, an empire of decadence and wariness of outsiders.

Shortly after landing, they set up some of their legendary defense mechanisms such as planetary shields/cloaks/tesla coils to protect themselves, from the local religious fanatics who quickly declared Jihad on the pleasure loving humanoids, but were also quickly able to reinterpret their holy texts as proof to not attack the Exordium.

Other than occasional aquiring of new systems and setting up of new ever more powerful defense mechanisms, their society hasn't aged one bit, and has pretty much relaxed into their new home.

Biology

The Aegis look human upon first glance, but on second glance they look like they're all women. On third glance it's difficult to tell.

Biologically, they are androgynous, but can switch to whichever gender their feelings and breeding urges dictate. Due to their immortal physiology, however, breeding is not a common thing, marriages (of any number of members) are strictly for breeding and biodiversity purposes.

They have a natural resistance to magic and telepathy, but this also prevents them from using it in any meaningful way.

They are much stronger than they appear, and can bend steel doors with their bare arms.

They are also known to exhibit tiger-like vestigal vaco-dilation skin stripes when they're horny.

Society
Their society is dedicated to protection, preservation and hedonism.

Their government is the oldest Aegis. He is part of the main Aegis computer, and his clones tend to him and serve as backups.

He makes all the governmental decisions, there really isn't anyone else to go to above him.


Military

Contrary to what many may think, the Aegis military is actually surprisingly strong. Aegeans come with the genetic disposition to defend their nests, or homes or people or ships tooth and nail. They cannot bear the thought of their own destruction or the destruction of those they know. They do however, have mental discipline, high pain tolerance and a coldness towards species they don't like.

Spacecraft:

New Aegis Homeworld Protectorate

3 - World defense grids (1 around the planet, 1 around each of the inhabitable moons)

1 - Gaia class station - roughly the size of a small planet, holds the Emperor.

1 - atlas class titan-cruiser

1 - Cronus class titan-cruiser

8 - Defender class strategic battle platforms

10 - Zeus class heavy cruisers

40 - Hera-class destroyers


Scout Fleet

1 - Zeus class heavy cruiser

12 - Hera-class destroyers

20 - Hermes-class cruisers

100 - Heracles-class destroyes

45 - Hephaestus-class frigates

20 stealth carriers


(3)Planet taker Fleet(Fleet easily gets divided up into 3 seperate fleets to hold 3 different planets, until defender stations and defense grid is constructed)
1 Cronus class

1 Atlas class

3 - Zeus-class heavy destroyer

9 - Quick assembly Defender stations

12 - Hermes-class cruisers

50 stealth carriers

120 - Heracles-class destroyers

12 - Hephaestus-class frigates


Cavalry Fleet

1 - Cronus titan-class cruiser

2 - Zeus class heavy destroyer

20 - Hera-class cruisers

100 - heracles-class destroyers

120 - stealth carriers

10 Heaphestus frigates


Patrol/all purpose fleet

1 - Cronus class

1- atlas class

3 - Zeus class

10 - Hera-class cruisers

100 - Heracles-class destroyers

20 - Hepaestus-class frigates

50 stealth carriers



Ship Classes

(missiles = launchers)

Atlas titan-class

Hull length: 20 km
Sensor range: 350 LY (10 LS targetting)
Engines:large Aegis Ghost-type engines
Sheilds: 70 TT/sec / 700 TW Tesla coil function /cloak

Armament: 50 orb launcher turrets
200 Energy beam weapons (turretted)(90 heavy, 110 medium)
200 short range missile launchers
300 fighters

10 satellites



Cronus titan-class

Hull length: 18 km
Sensor range: 350 LY (10 LS targetting)
Engines:large Aegis Ghost-type engines
Sheilds: 62 TT/sec / 600 TW Tesla coil function /cloak

Armament: 38 orb launcher turrets
180 Energy beam weapons (turretted)(90 heavy, 90 medium)
200 short range missile launchers
150 fighters

10 orbital satellites

Hephaestus-class frigate

Hull length: 5 km
Sensor range: 320 LY (4 LS targetting)
Engines: Aegis Ghost-type engines
Sheilds: 38 TT/sec 380 tw tesla coil/cloak

Armament:15 orb launchers
50 Energy beam weapons (turretted)
50 short range missiles

100 fighters

Zeus class

Sensor range: 320 LY (4 LS targetting)
Engines: Aegis Ghost-type engines
Sheilds: 45 TT/sec 450 tw tesla coil/cloak

Armament:30 orb launchers
50 Energy beam weapons (turretted)
50 short range missiles

2 orbital satellites

50 fighters

Hera-class

Hull size: 2 km
Sensor range: 320 LY (4 LS targetting)
Engines: Aegis Ghost-type engines
Sheilds: 40 TT/sec / 400 tw tesla coil/cloak

Armament: 10 Orb-launchers
30 Energy beam weapons (turretted)

40 fighters

2 satellites

Heracles class
Sensor range: 320 LY (4 LS targetting)
Engines: Aegis Ghost-type engines
Sheilds: 25 TT/sec 250 tw tesla coil/cloak

Armament:5 orb launchers
20 Energy beam weapons (turretted)
20 short range missiles

2 satellites

Hermes class

Sensor range: 320 LY (4 LS targetting)
Engines: Aegis Ghost-type engines
Sheilds: 32 TT/sec 320 tw tesla coil/cloak

Armament:15 orb launchers
50 Energy beam weapons (turretted)
50 short range missiles

Carrier class

Sensor range: 200 LY (4 LS targetting)
Engines: Aegis Ghost-type engines
Sheilds: 10 TT/sec 100 tw tesla coil/cloak

Armament:
4 light Energy beam weapons (turretted)
4 short range missiles

10 fighters/boarding capsules

Fighter

shield = 50 MT/sec /500 mw tesla coil/cloak

Armament = 1 turreted "rapid fire" beam weapon
4 short range missiles

Boarding capsule

shield = cloak

Armament=none
5 Aegis commandos

Structures:

World defense Grid (16 sections)
Hull size: skeletal structure around planets
Sensor range: 320 LY (4 LS targetting)
Sheilds: 90 TT/sec / 900 tw tesla coil/cloak per section

Armament: 45 orb launchers per section
80 Energy beam weapons (turretted) per section
80 rapid fire beam weapons per section
80 missile launchers per section
30 satellites

Defender class strategic battle platform
Hull size: 5km
Sensor range: 320 LY (4 LS targetting)
Sheilds: 80 TT/sec / 800 tw tesla coil/cloak

Armament: 30 orb launchers
40 Energy beam weapons (turretted)
80 rapid fire beam weapons
40 missile launchers
8 satellites

Gaia class station
Hull size: small planetoid (8 sections)
Sensor range: 320 LY (4 LS targetting)
Sheilds: 110 TT/sec / 1100 tw tesla coil/cloak per section

Armament: 45 orb launchers per section
80 Energy beam weapons (turretted) per section
80 rapid fire beam weapons per section
80 missile launchers per section

Weaponry

Not much to say here. light/medium/heavy energy beam weapons mounted on turrets. light version comes in rapid fire mode on fighters. Primarily shield drainers and energy systems disruption, medium and heavy have a large effect on matter though.

Big orange destructo-orbs™ are homing glowing orbs, excellent at reacting with matter, energy shields less so.

Short range missiles do exactly what they say on the tin. To shoot down fighters and other missiles, emitted by space craft and some specialised ground forces to take down shields and tanks.

EDIT: copied stormbringer's list and adapted it to my forces, if they seem unreasonable, tell me :P), now updated stats with structures
Last edited by Rye on 2003-11-05 05:05pm, edited 2 times in total.
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Post by Pablo Sanchez »

Kzin Patriarchy OOB
(note: All Kzin ships use gravity planers, making them very nimble and speedy in maneuvers. Shields are also stronger than average. FTL is by hyperdrive)

Navy
Naval Headquarters: The Five Fangs
What was formerly the Hephaestus system. The greatest part of the complex was smashed in the seizure of the facilities, as were the defenses. A handful of Grand Cannons are functional, and the industrial sectors have been repaired and refitted to some extent.

6 "Ripping Claw" Battleships
Heavily refitted SRDC prewar design, originally the "Antietam" class cruiser. No fighter space, depends on turbolaser firepower and shielding.

14 "Journeying Hunter" battlecruisers
Heavily refitted Imperator, derived primarily from old "Belisarius" destroyers. Carries 36 singleships.

26 "One Eye" cruisers
Native Kzin design. Ovoid, with many guns and missile ports.

75 "Blooded Claws" heavy destroyers
830 "Whipping Tail" destroyers

32 Heavy Carriers
90 Fast Carriers
120 Escort Carriers

Misc.
1600+ light ships and carriers
(patrol and raiding forces, not suited to actual combat but sometimes employed as such)

Kzin Singleships:
The equivalent to fighters. Singleships are larger than fighters but generally have more firepower and resilience. They do not lose much maneuverability, thanks to Kzin drive technology.

Black Prides
The standard Kzin fleet unit is the "Black Pride," which typically consists of:
1 Battleship
3 Battlecruisers
5 Cruisers
12 Heavy Destroyers
110 Destroyers
7 Heavy Carriers
15 Fast Carriers
20 Escort Carriers

This can change depending on mission and availability of forces. There are six Black Prides, headed by each of six battleships.

Ground Forces

The Kzin are very well equipped for ground combat, particularly as infantry. With their physical and psychological attributes literally tailored to fighting aeons ago and the intervening millenia spent almost entirely in finetuning these abilities, they make fearsome warriors. In combat, a Hero is fearless, cunning, expert in his use of terrain, and able to kill without hesitation; surrender is considered totally unacceptable.

A basic Kzin infantry division can be considered equivalent to a power-armored human infantry division, or several "dry" divisions. Power armored Kzin are very fearsome. Basic equipment includes superconducting impact armor, which renders the user highly resistent to kinetic energy and heat-based weapons. Laser and particle rifles are standard issue, as are the usual trappings such as anti-tank rockets, entrenching tools, NBC gear, etc. Front line assault troops are often equipped with power armor. Heroes going to into exceptionally close combat are usually equipped with flashlasers, variable swords, and neural scramblers.

AFVs and air support are superior to the average but otherwise nondescript.

The Patriarchy boasts the premier ground fighting force in the galaxy, potentially equalled by only a select few others.

Kzin Possessions and Territories

40 Major Kzin Worlds (Not very heavily populated, Kzin require a lot of living space. At the same time, they are more mobilized than humans in warlike activities--virtually all Kzin males serve in some area of the military-industrial complex. Other vital activities are left to subject peoples)

20 Major subject race worlds, populations 3-30 billion. (primarily centers of production)

Many more outposts, colonies, agro-worlds, and other possessions.

Foreign Affairs

The Kzin maintain diplomatic relations with only two other powers: The Star Kingdom of Serenity and the United Terran Republic. Other governments are considered to be de facto nations but are not officially recognized as existing. Relations with such powers are somewhat Byzantine and overcomplicated in order to avoid giving any impression of respect for the other; the Kzin respect only strength. They recognize the SKS and UTR because they mounted a successful defense against Kzin aggression and forced them to the bargaining table--no mean feat against such a warlike species.

Currently, relations between the two recognized powers and the Patriarchy are cautious but positive, because the Kzin are uniquely trustworthy among nation-states. They will not lie or violate an agreement in any but the most extreme circumstances, and though their respect is difficult to earn, their sense of it is very deep and important.
Last edited by Pablo Sanchez on 2003-11-14 06:39pm, edited 3 times in total.
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Post by Stormbringer »

The Divine Empire of Azegart


After the genocidal Floater War was finally over the Asgard Empire emerged victorious but shattered. Only a handful of outposts remained intact and a scattered remenant of it's war harded people remained. The most important of those worlds was Valeth III, there remained the survivors of the former Imperial house and the remaing vessels of the the Imperial Navy.

In the dark centuries that followed the collapse of the Empire House Gustav maintained it's rule with an iron fist and the people fumed at the destruction wrought by the hated alien-devils, the Floaters, the Lizards, and others. Ancient treachery brought about bitter hatred which harded into dogmatic zeal.

Valeth was never the less a harsh world and the people genetically adapted themselves to the high gravity and extremely harsh climates. Little did they know, their modifications would create an even more extreme.... result. That result was the beginnings of a powerful and long lived race of psychics, none more powerful than Alexander Gustav XI. So powerful was he that eventually he was literally worshipped as a god. As the centuries went on though he withdrew to leave rule to his descendants and their chosen lackies.

The Empire conquered and began exploiting the nearby planets. They enslaved the aliens they encountered and ground them into dust beneath them. Their grip tightened and expanded. Now they control thirty one major systems and have a number of other outpost worlds.
_____________________________________________________________


Their military tech is roughly similar to Star Wars, with a little bit of a difference. The doctrine calls for extremely long ranged and heavy missle fire backed up by a heavy energy armament for capital ships. Lighter warships emphasize a longer ranged (for mount size) energy battery and limited missle loading.


His Divine Majesty's Interstellar Navy



Capital Fleet

1 - HMDS Executioner dreadnaught

2 - Malleus-class battleships (HDMS Slaughter and Ravisher)

3 - Death's Hand-class battlecruisers

17 - Ravage-class cruiser

114 - Eagle-class destroyers


Scourage Fleet

1 - Mallues-class Battleship (HDMS Warlord)

4 - Titan-class battlcruisers

16 - Ravage-class cruisers

128 - Eagle-class destroyes

47 - Gladius-class frigates


Tyrant Fleet

1 - Malleus-class battleship (HDMS Tyrant)

4 - Death's Hand-class battlecruisers

2 - Titan-class Battlecruiser

26 - Ravage-class cruiser

131 - Eagle-class destroyers

8 - Gladius-class frigates


Maul Fleet

1 - Mallues-class Battleship (HDMS Wraith)

2 - Titan-class battlcruisers

17 - Ravage-class cruisers

136 - Eagle-class destroyers

51 - Gladius-class frigates


Bloodletter Fleet

1 - Life Taker-class Battleship (HDMS Bloodletter)

3 - Titan-class battlcruisers

15 - Ravage-class cruisers

119 - Eagle-class destroyers

26 - Gladius-class frigates



Ship Classes

Executioner-class (ESSD-equivalent)

Hull size: 16.8 km
Sensor range: 350 LY (4 LS targetting)
Engines: Plasma thrust engines
Sheilds: 58 TT/sec

Armament: 28 heavy missles per broadside
129 Energy Lances (turretted)
2000 + PD lances

The massive Executioner is the flagship of the Emperor himself. It's crew is culled from the best personel in the fleet and it is considered a mark of distinction to serve aboard her. With her massive armament she's a virtual fortress amongst the stars. Her magazines are enormous and her guns backed by some of the most powerful reactors yet produced. Executioner is clearly the toughest ship in the fleet and is capable of giving pause to any enemy. Thanks to the recently developed plasma thrust engines she's also a remarkably fast and agile ship for her massive size.


Malleus-class

Hull size: 2.8 km
Sensor range: 320 LY (4 LS targetting)
Engines: Plasma thrust engines
Sheilds: 38 TT/sec

Armament: 6 heavy missles per broadside
82 Energy Lances (turretted)
1000 + PD lances

The Mallues class is the premier battleship of the fleet. The plasma thrust engines offer a superior performance per mass. This makes the massive battleship nearly equal to a Titan battlecruiser for speed. She has four less missle tubes but in return has far deeper magazines.


Life taker-class

Hull size: 3.1 km
Sensor range: 320 LY (4 LS targetting)
Engines: Magentically directed Ion thrust engines
Sheilds: 39 TT/sec

Armament: 8 heavy missles per broadside
82 Energy Lances (turretted)
1000 + PD lances

The Life-takers are an older class of battleship that has been all but retired. In fact only one remains in active service and few other exist among the fleet's boneyards. Her ion engines while offering superior performance are never the less very mass intensive meaning the ship is very slow compared to the newer capitol ships. But despite growing a little long in the tooth the Life taker-class is still a formidable opponent.


Titan-class

Hull size: 2.7 km
Sensor range: 320 LY (4 LS targetting)
Engines: Magentically directed Ion thrust engines
Sheilds: 34 TT/sec

Armament: 8 heavy missles per broadside
78 Energy Lances (turretted)
1000 + PD lances

The Titan is a new battlecruiser debutting only in the last few years. She is faster and more powerful than the older Death's Hand-class. The class has yet to be blooded in combat but they show great promise.

Death's Hand-class

Hull size: 2.8 km
Sensor range: 300 LY (4 LS targetting)
Engines: Magentically directed Ion thrust engines
Sheilds: 28 TT/sec

Armament: 6 heavy missles per broadside
70 Energy Lances (turretted)
1000 + PD lances

The old faithful warhorse of the capital fleet, the Death's Hand-class are the longest serving warships in the fleet. They have shown a suprising resistance to damage and are a feared opponent.


Ravage-class

Hull size: 1.9 km
Sensor range: 300 LY (4 LS targetting)
Engines: Magentically directed Ion thrust engines
Sheilds: 22 TT/sec

Armament: 2 heavy missles per broadside
76 Energy Lances (turretted)
900 + PD lances

The Ravage is the culmination of the so called R-line of cruisers. She is capable, reliable, and deadly vessel. Commonly used as a squadron flag or deep space patrol ship, they are a true workhorse ship.

Eagle-class

Hull size: 1.1 km
Sensor range: 300 LY (4 LS targetting)
Engines: Plasma thrust engines
Sheilds: 14 TT/sec

Armament: 54 Energy Lances (turretted)
900 + PD lances

The ever present Eagle-class is a familiar sight to any Imperial spacer. Used for all the dirty work, crap jobs, and monotonous duty stations the Eagle is the ever reliable staple of the Imperial Navy.

Gladius-class

Hull size: 1.1 km
Sensor range: 300 LY (4 LS targetting)
Engines: Plasma thrust engines
Sheilds: 10 TT/sec

Armament: 42 Energy Lances (turretted)
900 + PD lances

The Gladius is a fast raider, designed to strike deep and fast they are impressively armed for vessels of their size. The most common tactic is to sweep in, let loose on their hapless target and then disengage with all possible speed.
Last edited by Stormbringer on 2003-11-04 05:27pm, edited 1 time in total.
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Post by PROMETHEUS »

I'll have to make two force decs; one for my character and one for Quaynar Industries. I'll do the latter when I get home and gain access to my STGOD-1 documents... so in the meantime, here's my character's force declaration.

Johan Ragle

History
It had all begun on an alternate reality of Earth in 1998, far below a bleak
patch of New Mexico desert called Black Mesa. Cloning was new to mankind, at least publicly: the sheep Dolly was barely a year old. Secretly, however, the technology had been in development since the late 1960s. Many tens of thousands of failed attempts had been made before a viable human clone was produced in 1979. Once this clone had successfully been created, however, the operation took off.

The Genetic Development division at Black Mesa Research Facility was promptly given the task of developing a viable army from several test subjects in the various branches of the US Armed Forces. Subjects were selected in groups of four after passing certain criteria and having full genetic tests performed. There was one for each branch of the armed forces, and the first group of subjects were:
Sgt. Martin Owens, US Army
Cpl. Johan Ragle, USMC
Lt. Brenda Hess, USN
Cpt. Stan Lang, USAF

While this program was a far cry from the various "ubersoldat" research that took place in Germany during the second World War, it nonetheless involved minor genetic enhancements to the resulting clones. A large number of genetic combinations were tried, with varying success.

Eventually, JR#192 was produced, and emerged from his artificial womb in the beginning of 1984, four years after the first successful clone. As soon as he was certified to leave the GD division, he was entered into an experimental training program along with the surviving portions of the first clone batch.

When Johan Ragle #192 turned 14 years old, however, chaos struck the Black Mesa Research Facility. An major failure in the teleportation lab in Lambda Sector resulted in a massive interdimensional breach between Earth and a bizarre world called Xen, the "border world". While the Lambda Sector researchers were initially able to prevent the breach from becoming a problem, a resonance cascade failure in the Sector C test labs several days later destabilized space-time enough that objects began to go back and forth between dimensions at random.

Johan Ragle #192 and the rest of the clones had their training cut short as Xen shock troops overran the facilities. Many of the trainers and over half of the clones were killed in the initial fighting; Johan Ragle #192 managed to escape with a small group of five other clones, and the six teenagers began fighting their way to the surface as best they could. #192 was nicknamed "9000" by one of the group, due to his often computer-like thought. Still others in the group started calling him crazy after he made pulled several physically impossible stunts--such as managing to jump a wide ravine without any assistance after the bridge had been destroyed. Slightly amused, he combined the two to form "Crayz9000", and the name stuck.

On their way to Lambda Complex, the six teenagers picked up whatever hardware they could. Crayz9000 and one other found a couple of abandoned MK.IV Hazardous Environment Suits, while the rest took the powered combat vests of dead US Marines.

After almost a week spent running through Black Mesa, the teenagers finally reached Lambda Complex. Two of them had died on the way, and everyone else had been wounded in some way. The distraught scientists at Lambda Complex, who had just managed to send Gordon Freeman into Xen, tried to figure out what to do with the new arrivals, but after two days some different alien forces managed to force their way into the high-security complex. In a last-ditch survival effort, the remaining Lambda Complex staff as well as the clones set the complex's fission reactor to meltdown, and entered the dimensional portal.

This was the last contact that Crayz9000 would have with any of his friends, as the teleporter deposited him on a pristine, bleak and rugged alternate Black Mesa. After stumbling through the New Mexico desert for some time, going from one source of water to another, he happened upon an old Jedi Master. The aging Jedi had recognized the potential that the young clone had for using the Force, which is what had made him so anomalous to the Black Mesa researchers, and developed it.

However, the death of the old Jedi Master left Crayz9000 stranded once more. After making his way to civilization proper, he began wandering as a hitchhiker and doing odd jobs until he was able to book passage on an interstellar freighter. While on the freighter, he was introduced to the concept of bounty hunting by a passenger.

Eventually, Ragle left the space controlled by the United States of America and entered the SCEF. There, he sold his battered MK.IV to Hirsch Defense Systems, using the profits from that combined with his other odd jobs to buy a used H-wing starfighter. Now with transportation and weapons, he began bounty hunting in earnest. Later, investing his bounty, he found that Hirsch had improved upon the MK.IV HEV's design to produce the MK.VI HEV. More upgrades and purchases continued as he strove to stay ahead of other bounty hunters.

Some time later, he made an attempt to capture the renegade Mark Sheppard. Although he was successful in administering the antidote to Sheppard's Mad Cow infection, the weapons specialist managed to bite through his glove. After catching the disease himself, he had apparently thought it a good idea to single-handedly take on the Troll Empire.

The trolls managed to capture the now-insane bounty hunter, twisting him to their own evil purposes with their bozon fields. He delivered high-security information on the Confederation of Interstellar Nations to the Empire, eventually inspiring TOWNMNBS to use almost all of the Troll Empire's resources in building a massive battlestation in an effort to destroy the FAQ. In the end, the battlestation proved to be their own downfall when Crayz9000 managed to regain enough control over himself to revolt.

Now completely enraged at his forced enslavement, Crayz9000 stormed deep into the bowels of the ship in search of TOWNMNBS. He found his target, but the fleeing troll managed to trap the bounty hunter's arm, drawing him toward almost certain death. Rather than die, he sliced his own arm off with his lightsaber, losing the blade in the process. Then, shortly after he fled the battlestation, his still-ignited lightsaber burned through the wall of the ship's jury-rigged hypermatter reactor, causing the entire station to explode. TOWNMNBS's fate remains unknown to this day.

After the troll fiasco, Crayz9000 returned to what was serving as his home base, a small, abandoned, pre-spaceflight military outpost on a world outside SCEF space. He had a droid arm installed to replace his severed limb, and modified his HEV suit to fit.

Several months later, Ragle took a bounty that had been placed on a certain Taelon companion-protector by the name of Transcend. Not knowing that Transcend was simply human, Crayz9000 first 'liberated' a Taelon interdimensional drive from a shipyard that had been recently devestated by a Romulan attack. He then shifted into another dimension using it, and proceeded to take a proton pack from Ghostbusters HQ in 1994 New York before shifting back. Now armed with a proton pack, Johan hunted down a Taelon freighter and attempted to interrogate the captain. The captain didn't comply, however, preventing Crayz9000 from pursuing Transcend further.

After another delay, the bounty hunter was contacted by someone interested in taking the Romulans' RGV-II Romulus out of commission. After taking the job, Ragle cruised into the shipyard where the Romulus was berthed, ejected from his starfighter to avoid detection, and hitched a ride on a passing Romulan Star Destroyer. From there, he made his way inside the RGV-II's hangar and into its waste management system, slowly approaching one of the massive hypermatter warpcores. Ragle then managed to infiltrate the hypermatter warpcore control room and set it to overload before going after his secondary objective, which was capturing Lord Deimos. However, Lost forces attacked the Romulus before he could even get near the arrogant Sith, forcing him to flee for the nearest shuttle and escape the doomed ship.

The bounty hunter spent several days in transit aboard the Romulan shuttle, waiting for the chaos surrounding the collapse of the Vengeful Hegemony of Romulan Wrath to abate. One of his hyperjumps took him across the fringes of the Nemesis interdiction field in the Star Kingdom of Serenity, conveniently dropping him out just as the NRMD began their attack on the interdimensional jumpgates. Then, remembering the bounty on the heads of all NRMD admirals, he headed for their fleet as fast as his shuttle could make it, performing a makeshift paint job on the shuttle to disguise it as a Domino's Pizza delivery shuttle.

The disguise held long enough to allow Ragle to dock with a smaller Eclipse-class ship, the MCV Tyrannic. He was discovered and captured as soon as he'd delivered his replicated pizzas. While in the MCV's detention block, Ragle teamed up with another captured bounty hunter and managed to escape into the bowels of the Eclipse. For the space of several weeks, they went from one low-level assignment to another, impersonating random crew members until they were finally able to make their way toward the starfighter hangars. Once they had access to the hangars, they managed to commandeer a M-wing starfighter, although their subsequent disappearance with the starfighter did not go unnoticed by the NRMD. A bounty was placed for the capture and return of the starfighter, and soon Ragle met up with an alternate version of himself from another universe. Using a jury-rigged transporter, Ragle managed to switch places with his double. The M-wing was recaptured while Ragle fled in his double's H-wing. The fate of his double is unknown; he is presumed dead.

Equipment

1 Marauder-class Corvette - Lurker of the Shadows
Johan Ragle's base ship, purchased from Hephaestus Industrial Design & Engineering some time ago. It has been refitted with a hangar bay capable of holding three starfighters, has fully automated circuits, and is crewed by approximately 30 T-800 series droids "liberated" from the VHRW.

Specs
Manufacturer: Republic Sienar Systems
8 double light turbolaser turrets
1 VLS missile battery (in forward hanger)
4 NOFR Type VII phaser strips (CIWS)
8 gatling railguns (CIWS)
Ion dissipator
Standard shields


1 H-wing GP
Ragle's original starfighter, it became his backup when he purchased the now-lost H-wing II "Futility." Retains all original H-wing GP armament, plus some minor modifications that I can't find the stats on right now but probably won't matter anyway.

1 H-wing GP, enhanced
Stolen from Johan's mirror self, this starfighter was constructed by the CW-SCEF in another universe. As such, while it has the general form and styling of the standard Quaynar Industries H-wing GP, it has more differences "under the hood" than you could shake a handful of Imperium Planetoids at. The armaments are roughly standard.
Last edited by PROMETHEUS on 2003-11-08 11:18pm, edited 2 times in total.
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Post by Dahak »

The Stuart Corporation

History:
The colonists, intended for research colony on an earth like planet near their home planet, left Armaria nearly 3000 years ago. During their STL travel, they encountered a wormhole and were transported thousands of light years out of the known sphere of the universe. The system they were dropped into, Avalon, only contained gas giants and several gargantuan asteroid belts, ehich seemed to be the former "normal" planets. Forced to decide, the colonists opted to live in the atmosphere of one of the gas giants. With limited personnel, it was further decided to increase the populace by cloning, in-vitro fertilization, and other radical medical methods. Thus the population increased rapidly.
Over the centuries, the people settled other systems, now numbering 10, had several violent civil wars, forcing the people to develop a fierce military. After the end of the last major war, costing nearly 1 billion lives, the Stuart Corporation emerged victorious and has reigned unchallenged ever since.
In the last years, scout expeditions have discovered that the universe isn't so empty as they thought, and the people are carefully assessing the other nations.

Biology:
The Avalonese are basically human. But due to mass usage of genetics, they have altered themselves drastically. Their system is capable of surviving in the toxic atmospheres of most gas giants for some time without negative effects, and they can survive in the high-pressure, high-gravity environment of the deep layers of their home planets.

The military has also been genetically altered for enhanced reactions, and the use of cybernetic implants is common use, integrating the mind with the vast data sphere connecting everything.

Economy:
They have a strong economy, and thanks to Gate technology and Datasphere, all systems are tighlty integrated. The gas giants they populate produce vast amounts of highly advanced chemical compounds, medicine, and other products, while the massive asteroid foundries produce metals and other raw material.

Politics
Capital: Stuart Plaza, Avalon.
Ruler: Hereditary CEO Gladstone, and the board.
Votes are determined via shares. Each share, one vote. So the polity is mostly controlled by the huge corporations, but Stuart Coprporation holds 60% of the shares.

Sociology
Every Stuartian is fitted with neural implants while they're still in the wombs. Everything is controlled vis implants, from the door opener to huge warships. Without them, one is unable to even open a door.
Another part of it is Datasphere. It is everywhere. It sees everything, as it has access to every citizens senses, to every sensor...
Everyone is implanted with specific thought patterns in the biological brain, the neural implants, and Datasphere, which assures that every citizen will never harm the Corporation, or let harm befall it. As everyone is constantly observed and assessed, deviation is easily detected, and is dealt with the banning of the mind in a special part of Datasphere, apart from normal life.
Most people have 2 or more minds, complete "copies" of the person, which means they can easily multitask things.

Military Technology:
The main FTL drive is the Kornienko Drive. It is, for outside observers, an instantaneous drive system, connecting any point A to any Point B in the galaxy in zero time. But for the ships using it, it is not. Thus any ship using Kornienko drive, they experience time passing relative to the distance travelled. So bunker space and nourishment decides the maximum deploying range of the ships.

They also use a fold-space drive system, which is a really instantaneous travel system, but highly energy consumptive and short ranged.

STL drive system is the Grav Torch, projecting highly focused gravity against the skein of space, allowing for high accelerations.
Fighters employ a inertialess drive system, unfortunately impractical for anything larger than a fighter.

The fleet also has limited Gate ships, allowing to open Gates in other systems than home systems, and for fast and easy fleet deployment.

The fleet has adopted a missile heavy doctrine, using STL and FTL missiles equipped with warheads of varying size.
Energy weaponry consists of long-range Tachyonic disruptors, lasers, Force beams, and as of lately probability weaponry.

Military
The Shareholder Security Service has fought several brutal wars.

The navy arm favours large battleships, supported by fast and deadly fighters. Thanks to their home planet conditions, they have highly capable fighter pilots used to flying from their earliest times.
The carriers are a mi xbetween offensive military units and offensive ones. The Aviary Battle carrier is between a Battleship and a Battlecruiser in terms of pure offensive capabilites, without the massive load of fighters it bears. The attack carriers have the throwweight of a lighter Heavy cruiser, while the light carriers still have offensive capabilites of a destroyer.

The ground force arm favours battle aromoured units, with heavy weaponry. Due to the lack of settled "normal" planets, there warfare is centered around ship-to-ship or ship-toFloating City boarding, but they have some experience with fighting on small moons.

The atmospheric arm policies the atmospheres of the planets.

The Shareholder Naval Arm:

Home Fleet
1 SNAS Avalon Behemoth
3 Aviary Battle carriers
2 Uther Pendragon-class Battleships
2 Tormentor class Battleship
7 Punisher-class Battlecruiser
5 Punisher-II-class Battlecruiser
20 Cash Cow-class Heavy cruiser
12 Cash Cow II heavy cruiser
120 Hunter-class destroyers
30 Hawk-class attack carriers
10 Pirol Light carriers

Sector Fleet New Armaria (*replaced*)
1 Uther Pendragon Battleship
3 Aviary Battle carriers
7 Punisher-class Battlecruiser
15 Cash Cow Heavy cruiser
100 Hunter-class destroyers
15 Hawk-class attack carriers
35 Pirol-class light carrier

Sector Fleet Hope
1 Uther Pendragon Battleship
1 Tormentor class Battleship
1 Aviary Battle carrier
7 Punisher-class Battle cruiser
24 Cash Cow Heavy cruiser
80 Hunter-class destroyers
10 Hawk-class attack carriers
2 Pirol-class light carrier

Sector Fleet New Jove
1 Uther Pendragon Battleship
1 Tormentor class Battleship
13 Punisher-class Battlecruiser
33 Cash Cow Heavy cruiser
5 Cash Cow II heavy cruiser
150 Hunter-class destroyers
15 Hawk-class attack carriers
2 Pirol-class light carrier

Fast Response Fleet (*replaced*)
1 Tormentor class Battleship
2 Cash Cow heavy cruisers
18 Cash Cow II heavy cruiser
70 Hunter class destroyers
1 Aviary battle carriers
30 Hawk attack carriers
35 Pirol light attack cruisers

Sector Fleet Aregath
1 Tormentor class Battleship
20 Hawk Attack carrier
15 Pirol Light Carrier
80 Hunter destroyer
10 Cash Cow II Heavy Cruiser

Special units:
5 Gate ships

Total ships:
1 Behemoth
6 Tormentor class Battleship
5 Uther Pendragon-class Battleships
8 Aviary Battle carriers
30 Punisher-class Battlecruisers
84 Cash Cow-class Heavy cruiser
25 Cash Cow II Heavy Cruiser
600 Hunter-class destroyers
120 Hawk Attack carrier
99 Pirol Light Carrier

Behemoth:
40km length
60 broadside missile tubes (heavy capital grade)
20 laser emplacements (heavy capital grade)
15 Probability disruptors
5 Tachyonic disruptors
30 Heavy Force Beam projectors
10 light Force Beam projectors

Tormentor-class Battleship:
15 km length
45 broadside missile tubes (capital grade)
10 laser emplacements (capital grade)
2 Probability disruptors
5 Tachyonic disruptors
15 Heavy Force Beam projectors

Uther Pendragon-class Battleship:
17km length
35 broadside missile tubes (capital grade)
10 laser emplacements (capital grade)
10 Probability disruptors
5 Tachyonic disruptors
20 Heavy Force Beam projectors
5 light Force Beam projectors

Aviary Battle carrier:
20km length
25 broadside missile tubes (capital grade)
10 laser emplacements (capital grade)
10 Probability disruptors
2 Tachyonic disruptors
20 Heavy Force Beam projectors
7,000 fighters (various types)

Punisher-class Battlecruiser
10km length
18 broadside missile tubes (capital grade)
10 laser emplacements (capital grade)
5 Probability disruptors
17 Heavy Force Beam projectors
5 light Force Beam projectors

Cash Cow-class Heavy cruiser
5 km length
25 broadside missile tubes
15 laser emplacements
5 Probability disruptors
20 Medium Force Beam projectors
5 light Force Beam projectors

Cash Cow-II-class Heavy cruiser
5,5 km length
30 broadside missile tubes
10 laser emplacements
5 Probability disruptors
20 Medium Force Beam projectors

Hunter-class destroyers
2 km length
15 broadside missile tubes
10 laser emplacements
5 Medium Force Beam projectors
10 light Force Beam projectors

Hawk Attack carrier
5 km length
18 broadside missile tubes
15 laser emplacements
12 light Force Beam projectors
1800 fighters

Pirol Light Carrier
2 km length
5 laser emplacements
5 light Force Beam projectors
800 fighters

edit: after phongn's age update of the universe, so did I. We *are* old.
Last edited by Dahak on 2004-02-26 07:15pm, edited 14 times in total.
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Post by phongn »

@#$#%$*. I just hunted down a still-working map of the old STGOD. Alright, I've changed my mind as to the remaining extent of the Kingdom. The area to the Galactic East of Tranquility, Engima and Nemesis (and containing it) remains loyal to the Kingdom, the rest has splintered off. Is that fine?

Geographically I have a large area, but not much is actually left in it.

Major Worlds
Engima: seat of government for the Star Kingdom. The system doesn't have a star and is full of black holes in seemingly random orbits. The Force works strangely here, magic is somewhat screwy unless properly implemented and since there is no daylight, the nightlife is eternal in the deep streets of Engima. It's like Coruscant, but with nicer architecture. Ongoing construction in some sectors is still erasing the scars of the civil war. Fleet Division Enigma is home-ported here and remains the strongest of the peacetime fleets.

Tranquility: Formerly a major fleet base for operations towards the Galactic North, it is now houses the primary shipyards for the remaining portion of the Star Kingdom. Fleet Division Tranquility is based here and is a well-balanced fleet for numerous operations that may be neccessary on the fringes of the Kingdom.

Nemesis: Home of the great wormhole between the two major realities and is a critical chokepoint for trade. It was once defended by an enormous interdiction field light-months in radius, but the various wars over the past 300 years have finally laid rest to it. Much smaller localized interdiction fields now protect critical zones; as with the previous system it is 'selective' in nature so as not to hinder trade. The fleet here is primarily geared towards patrol and skirmishing operations; Fleet Group Engima is relatively close and can reinforce if needed. The Space Guard is co-headquarted along with Fleet Group Nemesis at HMS Warlock.

Some fourty other major worlds are present along with numerous smaller worlds.
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Post by Crayz9000 »

phongn wrote:@#$#%$*. I just hunted down a still-working map of the old STGOD.
Hang on, I forgot that I took the updated map off foobar...

image link

Aw crap, I've got to update it again. Yeah, the one you found was more current, but Marina had hacked it to fit Halite's invasion in.
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Post by Darksider »

Krytos Star Empire

During the last war, the KSE sided with their longtime allies, the floaters and durandillians. Most of their fleet was engaged defending Durandilain holdings against the Asgard. The KSE has grown considerably over the past hundred years, but hasn't changed much politically. It is still a democracy with and elected senate and emperor.


Krytos Star Navy

15 Invincible class dreadnaughts
30 class 3 mass drivers ( roughly equal to MTLs)
40 heavy laser cannons (So are these)
20 plasma cannons (these are about twice as powerful as MTLs)
20 neutron cannons (these are as powerful as HTLs)
3 heavy fusion cannons (These will kill you in one shot, but take a while to charge up)
600 anti-fighter lasers (These are like fighter lasers and shoot down incoming fighters and missiles)

28 Onslaught class battleships
10 class 3 mass drivers
30 heavy laser cannons
15 plasma cannons
15 neutron cannons
2 fusion cannons
500 anti-fighter lasers
carries 72 fighters
carries 60 fighters

150 Glory II class cruisers

20 Class 2 mass drivers
10 Heavy laser cannons
15 plasma cannons
10 Neutron cannons
1 heavy fusion cannon
200 anti-fighter laser turrets
carries 36 fighters

200 Defender class frigates
20 class 1 mass drivers
5 heavy laser cannons
5 plasma cannons
4 neutron cannons
150 anti fighter lasers
carries 12 fighters

500 Argos class patrol destroyers
2 heavy laser cannons
3 plasma cannons
1 neutron cannon
3 class 1 mass drivers
50 anti-fighter lasers
Orbital battle platform (At least 3 in orbit around every major world, 6 around border worlds and 15 around Krytos itself)
500 class 3 mass drivers
300 plasma cannons
250 neutron guns
600 heavy lasers
50 fusion cannons
6000 anti-fighter lasers
Carries 200 fighters

I'll add army later

[Edited fleet sizes]
Last edited by Darksider on 2003-11-05 04:03pm, edited 3 times in total.
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Post by Kyle »

United Terran Republic Navy

Home Fleet
Four Titan class Assault Carriers
Ten Armstrong class Fleet Carriers

Six Terrae class Dreadnoughts
Eight Stalwart class Battleships
Twenty Eight Carlson class Heavy Cruisers
Twelve Renegade class Light Cruisers
Twenty Savior class Destroyer

Outer Fleet xFour Outer Fleets
Two Armstrong class Fleet Carriers
Fourteen Sprite class Light Carriers

Four Victorious class BattleCruisers
Twenty Two Carlson class Heavy Cruisers
Twenty Renegade class Light Cruisers
Thirty Two Savior class Destroyers
Thirty Four Star Rider class Frigates

UTR space Consists of a rough circle around Earth, consisting mainly of former UTR worlds, with some planets taken during the dark years from the neighboring Klingon and Gorn empires, as well as some former Romulan territory.

Phong, looking at the map it looks like you're remaining SKS and the UTR remanant should share a border on the north of the UTR and south of the SKS. Does this seem right to you?

Darksider, I'm not a mod on this but your Fleet seems very heavy for what we're trying to do in this one. I'd receommend knocking down the KSN's size some what, unless you're planning on having a cannon fodder navy that is.
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Post by Stormbringer »

Darksider and others, beware that if you want to have a large numbers of ships initially they'll be considered weaker so as not to give any one player a huge advantage.
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Post by Rye »

Stormbringer wrote:Darksider and others, beware that if you want to have a large numbers of ships initially they'll be considered weaker so as not to give any one player a huge advantage.
Does that work inversely too? So have less ships and they be more powerful?
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Post by Stormbringer »

Rye wrote:
Stormbringer wrote:Darksider and others, beware that if you want to have a large numbers of ships initially they'll be considered weaker so as not to give any one player a huge advantage.
Does that work inversely too? So have less ships and they be more powerful?
To a certain point yes.
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Post by phongn »

IMHO, I think most people's fleets are too top-heavy, including the UTR's. We should be fielding a lot more destroyers and such than most people are.

Frankly, I would like ten times the number of ships in the Space Guard just to patrol all of space along with some heavier ships in it, but that probably would annoy some people so they'll have to make do.
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Post by Kyle »

phongn wrote:IMHO, I think most people's fleets are too top-heavy, including the UTR's. We should be fielding a lot more destroyers and such than most people are.

Frankly, I would like ten times the number of ships in the Space Guard just to patrol all of space along with some heavier ships in it, but that probably would annoy some people so they'll have to make do.

That's just the UTRN. I also need to set up the stats for the UTR Home Defense Force, which would be a much lighter Coast Guard slash National Guard. This force would be made up of Frigates at the higher end and go down through Corvettes, Gunships, Cutters and sublight Patrol Ships. The UTRHDF is also incharge of the planetary defenses that I mentioned in my earlier posts.

It also has alot to do with the nature of the UTR which has turned very insular in the last three hundred years. Since then they've been fighting off near constant attacks from Klingon, Gorn, Romulan, Kzinti and various exBoyd subjects, for this reason most planets in the UTR are heavily fortified with large planet based and space based fighter wings.

They trade little outside the UTR so they don't have a large merchant marine to protect, just one large enough to maintain internal trade. Since they take regular well established routes the number of hulls is low and isntead concentrated into a few MegaFreighters.

Most of these ships are owned by specially licensed government backed companies and so are both armored and armed, and also carry a couple squadrons of fighters assigned by the UTRHDF.

In the last three hundred years the UTR has become a much more centralized power and has taken on some fascist tones.
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Post by Sea Skimmer »

This information probably contradicts itself at a few points and is worded poorly, die proof reading die die!. I'll add specs to the ships when I can. They are unexceptional except for being very rugged and interestingly powered for no real advantage.

The HAB

The Foundation of the New Order of The HAB

It was ten years after Skaarjin when the unknown vessel finally tore free from the clutches of the hyperwarp. She was sleek and rounded in places, but overall angular death dealing power best summed up the ships 10-kilometer lines, its frigate escorts dwarfed. But not all was well, in fact not much worked at all, three years of uncontrolled transit through the multiverse being frowned upon in most books. But the captain of what he regarded as little more then a whaleboat to transport him to his formal Royal Yatch did not despair. He was The Great Leader. He had forged a mighty Empire from chaos before, the divided and ruined galaxy the sensors showed him would provide the stock for another. The ship lumbered into orbit of a nearby world, formally Boyd and now home to refuges and a recently reactivated industrial center. His powerful force presence at once brought them under his sway and his changes and resources won them over willingly soon after, but there was still much work to be done. The HAB grew as the map's where constantly redrawn.

The region The Great Leader had selected was divided among several kingdoms each proclaiming a different sort of new government, but all in the end being dominated by a few key militant individuals. The first to fall after two years of skirmishing, in which the fractionally functional flagship of The Great Leader provided decisive was the power of Novgorod, controlled by communists separatists from the USSSR. Then the Seventh Reich Nazi's joined willingly, their commerce having suffered too much from piracy. Several others followed in turn, either absorbed slowly by the influence of The Great Leader, overawed by HAB military deployments or where simply conquered and forcefully adjusted to the new order. After several decades of conflict it became time for the HAB to develop at a less militarized pace. Reluctantly The Great Leader saw demobilized many divisions while warships where laid up. But the development that followed would prove essential in the later times as the galaxy emerged from its dark times.

The Modern HAB

Government

The HAB is without question an authoritarian dictatorship, with its capital on the highly developed world of Passchendaele. The Great Leaders rules with absolute power, reinforced by unquestionable loyalty among the population and military. For those would not truly believe, his influence through the force ensures that it is never an issue. Still paranoid security remains though attempts have been made to limit its effect on efficiency. Few minions after all have the power to cause much harm. To back up the directives and decisions of The Great Leader there exists a legislative council, and the lesser executives who handle many day-to-day affairs. There is also the judicial system, three judges decide the fate of most criminals, and 89 crimes currently may bring the death penalty. A semi Imperial theme can be found through out the HAB government.

Society

The HAB society is slightly open then one might expect as its fully loyal population removes the need for the active application of some of the more draconian polices that have been a staple of past dictatorships. Adult life brings a controlled working environment once more and generally dull routine. The media and most entertainment is of course state controlled. A centrally run education system concentrates mainly on producing loyal soldiers and workers but also ones who will be well educated.

Economy

The HAB is fascist with all key industries all state owned. Shipping is also state owned. Capitalism exists but remains highly restricted. The primarily emphasis has been on heavy industry and HAB salvage craft can be found in countless systems bringing in scrap.

Species

The HAB is primarily human. However The Great Leader has seen to it that several useful sentient species that where present in his original force have flourished. One is the Giant Space Beavers, incredibly industrious and strong creatures which did much of the heavy lifting creating the new HAB economy. As a result of their slight resistance to the power of the force, the Beavers have been allowed to continue practicing there own hopelessly twisted religion. In action they are unrelentingly brutal and sadistic, though they are perfectly suited by wiping out enemies at long range. The second species is that of the Hobbits. Small folk found by The Great Leader on an undeveloped world, they made for excellent tank crewmen at a time when driod's where still quite expensive. They continue in this task and others. Several other species where also brought in by The Great Leader from beyond the galaxy or have been assimilated into the HAB however they are not individually significant in numbers.

Population Percentages

Human: 73%
Giant Beavers: 14%
Hobbits: 4%
Other: 9%

The Military

The Imperial Fleet of the HAB

1- Sovereign of the Sky-class Fleet Command ship, 10 kilometer
2-Devastation -class Heavy Battleship, 5.9 kilometer
7-Glorious First Of June-class Battleships-4.6 kilometer
21-Fisher[i/]-class Dreadnought Armored Cruisers-3.1 kilometer
14-Bunker Hill-class Fleet Carriers-2.5 kilometer
35-Blake-class Protected Cruisers-2.2 kilometer
22-Fearless-class Scout Cruisers-1.8 kilometer
425-Weapon-class Destroyers-1.6 kilometer
15-Eagle-class Light Carriers-1.1 kilometer
300-Novik-class Torpedo Boat Destroyers-.5 kilometer
Numerous- Patrol and light forces

Space Fightercraft:

Gant-Fighter
Hellfire X-Strike Fighter
Invader-Heavy Bomber
Skua-Medium Bomber
Gratch-Light Bomber

Technology:

The HAB uses standardized shielding systems and conventional Ion cannons, Turbolasers and Phased Plasma beam weaponry. Durasteel and Duraarmor are the stables of heavy warship construction as well. It is however in propulsion and power supply that things become, unique. The primary power system of recent HAB warships is the plasma gas turbine system, older vessels make do with steam. Propulsion is via the Hyperwarp Impeller. The Hyperwarp is yet another band of unknown reality, filled with a shifting substance both like and unlike water. In and case an Impeller may be propeller, paddle wheel or any similar device energized and immersed into the Hyperwarp. Vast masts and retractable sail system adorn the hulls of some merchant ships, the currents of the Hyperwarp providing a slow but extremely cheep means of propulsion. When it comes time to exceed the speed of light, HAB ships may use either Hyperdrive, or an enhanced Hyperwarp Field, allowing for rapid acceleration above the speed of light using any impeller system. HAB missile type weaponry also makes use of propeller based Hyperwarp Impeller technology.

The Imperial HAB Army

Coming whenever anyone else bothers with it.

Edit: Fixed italics
Edit: Added 1 DAC built during STGOD to OOB
Last edited by Sea Skimmer on 2003-11-15 07:19pm, edited 2 times in total.
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Post by phongn »

As you may have recalled, the Star Kingdom of Serenity was modelled similarly after the Star Kingdom of Manticore, which itself was based off the British Empire.

The SKS is now in a similar position to the Empire in the decades after World War 2, both having lost many of their posessions.
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Post by God Emperor »

I will post my OOB some time on wensday.
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Post by Raxmei »

Name: Nyfitsar Hegemony
Government: Theocracy (Church of Nyfitsa)
Dominant race:Skaven

At long last, here's the military stuff.

Engines:
Sublight- Plasma drive

Ship FTL- Warhammer Warp. Crossing the galaxy takes months, and if you don't have Gellar fields demons will eat the crew. Large gravity wells and interdictor fields can stop ships from entering or leaving Warp.

Gate FTL: Warp gate system. Gates can be built in nearly any size and provide near instantaneous gate-to-gate travel. Ships and even infantry can use them.

Weapons and such:
Lances - Really big lasers. Lance fire is higly concentrated, and has a higher chance of scoring penetrative hits.

Batteries: Big plasma guns. Plasma batteries can put out a huge amount of firepower, buffeting ships and melting shields away. Unfortunately, range is shorter than with lances and penetration is poor.

Teleporters: More of a transportation system than a weapon, but the military uses are obvious.

Ordinance:
Lance torpedoes-
Standard yield 10 teratons. The self-consuming lance warhead detonates remotely when it gets within range. Due to the disparity in target profile and maneuverability, the torpedo will generally go off before the target's point defence can effectively shoot them down.

Plasma torpedoes-
Effective yield 40 teratons. Used mainly against targets with poor point defense against which lance torpedoes are wasteful.

Drone torpedoes-
Yield 5 TT. Laser strength 100 terawatts, shield strength 2 megatons. These torpedoes are rare and expensive. They keep interceptors on their toes and escort torpedoes on the way in.

Submunition torpedoes-
Splits into 100 antifighter missiles, total yield 200 megatons. These fun little things keep interceptors on their toes.

Warp torpedoes-
Can travel at superluminal velocities. Most of the STL fuel is taken out to make room. Usually only carried by ships. Warhead varies.


Defenses:
Interdiction system-
Strengthens the barrier between the materium and the immaterium, preventing new rifts from forming. This prevents warp torpedoes from coming out right on top of the ship and also stops nearby ships from fleeing the engagement. Warp gates are not effected by interdictors because they are always partially open and no non-lethal interdiction field can shut existing connections.

Void shields- Do exactly what you think they do. Void shields can absorb a lot of fire, but require more time to discharge than normal.

Holofields- A very powerful ECM system. All ships have them unless stated otherwise. It screws up enemy targetting, so a significant fraction of shots miss.

Armor- Due to a deficiency in the void shield technology, Nyfitsar shipwrights build in more armor than is normal in modern ships. Nyfitsar ships are surprisingly sturdy and difficult to destroy, though they can be mission killed almost as easily as anything else.

Power field- The last line of defense against impacting objects, the power field is a scaled up version of an infantry hand weapon, enclosing the entire hull. Any foreign object that the power field comes in contact with is disintegrated, within limits of course.

Defense turrets: The third line of defense against incoming missiles, defense turrets are high accuracy, fast traverse laser guns,

SAMs- Surface to air (or space) missiles are the second line of defense against missiles. They are typically launched as soon as battle is joined, an hover at light second range from the ship. Seeker heads engage any missiles that come near, and the small, highly maneuverable missile is quite capable of catching larger anti-ship missiles and destroying them.

(names are translations)
You don't really need to pay attention to the numbers if you don't want to. Basically, my cruisers are deadly close in, but less so in moderate ranges. I consider torpedo bombers a credible threat to capital ships in sufficient quantities. In battle the cruisers and fighters support one another, covering both long and short ranges well.


50 'Mace' class Cruisers
30 TT/s Lances, all arcs except rear
50 TT/s weapons batteries, all arcs
16 torpedo tubes
15 50TT shield layers
1000 km/s/s straight line acceleration (5 minutes to reach full speed)
1 radian/sec turning (180 degree turn takes a bit under 30 seconds)


575 'Knife' class destroyers
10 TT/s Lances, exept in rearward arc
20 TT/s Batteries, all arcs
8 torpedo tubes
5 50TT shield layers
1500 km/s/s straight line acceleration (3 min 20s to reach full speed)
3 radian/sec turning (180 degree turn takes a bit under 10 seconds)


15 'Nave' class fleet carrier
20 TT/s Battery strength
4 torpedo tubes
1000 defense turrets
500 rapid-fire SAM launchers
400 fighter craft of various types (biased towards bombers)
Deck space for 60 launches/recoveries per minute
20 50TT shield layers
1000 km/s/s straight line acceleration (5 minutes to reach full speed)
1 radian/sec turning (180 degree turn takes a bit under 30 seconds)


425 'Apse' class escort carrier
5 TT/s battery strength
2 torpedo tubes
250 defense turrets
250 SAM launchers
75 fighter craft, greater proportion interceptors
Deck space 20 launches recoveries per minute
5 50TT shield layers
1500 km/s/s straight line acceleration (3 min 20s to reach full speed)
3 radian/sec turning (180 degree turn takes a bit under 10 seconds)

15 'Tubalcaine' class special transports
10 TT/s battery strength
1000 defense turrets
500 SAM launchers
50 fighter craft
4 50TT shield layers
1 really big warp gate



Main line fighters:

B-213 'Condor' torpedo bomber
2 torpedoes
2 Air-to-air missiles
1 defense turret
shields

F-192 'Raven' interceptor (Fighter)
2 defense turrets
4 AAMs
shields

A-56 'Gull' aerspace attack craft (Attack/Fighter)
2 defense turrets
2 ASMs
2 AAMs
shields
atmosphere-capable

Lesser craft have similar armament, but are less maneuverable or have inferior sensors and ECM.


Fleet disposition:
1st-5th fleets
2 fleet carriers
6 cruisers
50-60 destroyers
40-50 escort carriers
2 gate ships

6th fleet
3 fleet carriers
12 cruisers
50 destroyers
100 escort carriers
2 gate ships

total 650 escorts. 13 fleet carriers. 42 cruisers, 12 gate ships

On detached duty (sometimes called the null fleet):
8 cruisers
250 destroyers
100 escort carriers
3 gate ships



Planetary defenses:
Standard for a major world:

10 Orbital fighter bases
Some defensive weaponry to discourage attackers, very good point defense
512 fighter craft each, multiple flight decks and emergency teleport launch allow for deployment in reasonable amount of time. Pilots come from the space guard, not the fleet, so they are lesser in ability but still competent.

30+ Defense monitors (Good at knocking out fighters, can hold their own against lighter ships, otherwise just a speedbump. Generally deployed in tetrahedral formation around fighter bases)
Armed with weaponry of some sort, including energy and missile weapons
good point defense


100-500 system patrol ships (Think Coast Guard cutter. Not a serious combatant, but capable at some limited roles)
(armament varies, this is an estimate)
1 .5 TT/s forward firing lance
5 TT/s batteries
4 torpedo tubes
2 50 TT shield layers

variable[20-60 in total] Planetary lance stations (Think plantary defense turbolasrer. Emplaced to protect the more important sites)
50 TT/s
10 defense turrets
20 SAM launchers

Planetary shields:
Tiled, average thickness 5 layers
200 TT per layer

1000-5000 orbital mines
50 TT single-use lance

Planetary shields:
Tiled, average thickness 5 layers
200 TT per layer


For relatively minor worlds:
1 or 2 orbital fighter bases
3-9 defense monitos
50-100 systempatrol craft
no orbital mines preemplaced
1 shield layer over major cities
Lance batteries and fighter bases placed to take take advantage of those shields



Army:
The Nyfitsar's holy army is designed around urban combat and NBC environments. Most Skaven have an instinctual understanding of city fights due to an evolutionary lineage of burrow-dwellers and a lifetime of living in cities.

Infantry
Goggles- Filter light, enhance images. The Skaven sense of vision is inferior to that of humans, but this equipment reduces the disadvantage a bit.
NBC gear- Filter masks are standard issue. Chemical suits are available, but only used if chemical warfare is anticipated. When necessary, full armored envirnment suits are issued, though these are mostly employed by Templars.
Weaponry- Standard infantry arm is meltaguns, which are basically powerful armor-piercing heat rays. Range is limited, but the soldiers can't see very far anyway.
Close combat- Power blade: a big knife that when activated disintegrates things. Can be mounted as a bayonet if you really want to.
Grenades- Mostly frag grenades. Vortex grenades are not unknown.
Squad heavy weapons- RPGs, autocannon, lascannon

The bulk of the army consists of lay auxilia. These troops are primarily for garrison duty planetside. Their equipment and training is less than that of regulars militant, not that that says much. Lay soldiers man fortifications and fill out assault formations


The best troops are regulars of orders militant. These are monks of no religious qualifications who serve the faith militarily in addition to whatever peacetime duties they may have. Militant regulars are well trained and fanatically devoted to the cause, having devoted most of their duties soley to prayer and training. Monks have more armor than lay formations and are more likely to deploy in armored environment suits. Ship crews also consist of monks of different specialty.

Knights and Sergeants Templar are the elite of the militant orders. They often serve shipboard or on particularly dangerous assignments.


Atmospheric fighters, much like aerospace fighter, only cheaper.


To be added later:
Cultural details

Every non-soulless being has a presence in the Warp, known as a soul. This connection serves as an interface between the material realm and the immaterium, the realm of gods and demons. As an inherently psychic race, skaven have an unusually strong connection to the Warp. This gives them a 'seventh sense' for detecting other life forms and a resistance to basic psionic attacks. For most people that is the limit of psychic power. Greater levels of power are available only to those trained by the Church. The holy Church of Nyfitsa sees psykers as the agents of God in the material realm, so they take the exclusive right to teach psychic disciplines. The clergy is made principally of psykers, though gifted individuals without significant talents can also rise through the ranks. In general the parts of the Church most directly connected with religion will have the highest concentration of psykers.

Warpstone - The concentrated essence of chaos. Warpstone is used extensivle to augment Skaven psychic powers. It is toxic to other races. In ancient times warpstone was in short supply but currently it can be made synthetically with warp taps.


Nyfitzar Hegemony

Population is mainly Skaven, though pockets of alien refugees exist in some areas.

Unlike many other races in the region, the Skaven survive to this day. The Skaven were allied to the Asgard (as the Azegart were called at the time) and so survived the initial bloodbath with relatively few losses. The Skaven stood poised to become the dominant power in the region, which the would have become had civil war not intervened. The Emperor was lost when Scandinavia was overrun, and his successors died in the following military campaign. Various factions attempted to take over in the power vacuum that followed. When the dust settled the strongest surviving body were an offshoot of the official Imperial church known as the Nyfitzar cult.

The Nyfitzar gathered together the survivors of the war and directed the rebuilding. As a product of those chaotic days the government of the Hegemony is not as well organized as the old Empire. The Hegemony is a patchwork of local governments and secret societies, each loyal to the Nyfitzar Church but also to their own widely varying interests.
Last edited by Raxmei on 2004-03-13 06:25pm, edited 11 times in total.
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Post by SirNitram »

Cultural details on the Alliance.

A deceptively fluid society greets a newcomer. The lowest rank is slave.. A rank held by prisoners who are held onto, the children of existing slaves, and sentient machines. Yet slaves aren't slaves forever, necessarily. There are many ways(Yes, including outright theft) for someone to gain money in the Alliance, and one cannot refuse a slave's bid on their own life. Similarly, advancing from a mere subject to a full Citizen, and onward in the social tree is done by money. Everyone has a price, they say, and in the Alliance, it's literal truth.

Still, social class is surprisingly flexible. A slave who demonstrates themselves loyal and shipworthy may find themselves working on a ship in an officer's uniform(With, of course, the telltale metal bonds that mark their position). Many examples of the Unrelenting class are currently captained by slaves whose masters wish the income of a working frigate but not the need to hire a full captain.
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

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