STGOD 4 New Nation and OOB thread

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Stormbringer
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STGOD 4 New Nation and OOB thread

Post by Stormbringer »

Because the old thread has been clogged with discussion and old, nonexistant nations I'd like to start a new one. Please be so kind as to repost your information here.




Asgard Stellar Empire

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History:

Recruited primarly from the Scadanavian area of Earth (though with a major British contingent) the Asgard Stellar Empire. However, prior to the Floater Wars the vast majority of the Earthbound citizenry of the Empire began a mass exodus. The Asgard and Kokand citizens alike abandoned the homeworld in favor of the more peaceful and stable colonies.

The largest event, short of the genocidal Floater War was the Act of Annexation. The Kokand Empire, which had suffered in the turmoil leading up to the Great Conflict, was admitted into the Asgard Empire as a full member. Despite a great deal of friction, in no small part due to the Kokand Seperatists that hijacked the Black Forest Taskforce, the two nations were melding into one.

That process was abruptly forced on the newly joined Empires. Due to the aggression of the Floaters and their lackies a war was brewing. After several indecisive actions all out war was declared between the forces of the New Beijing Alliance and the Floaters. The NBA launched a preemptive strike on the Durandalians. The massive Battlefleet Empress Jessica conducted a quick strike on the system, effectively scorching it out of existence. Suffice to say this radical action combined with the prior Floater aggression touched off the genocidal war. So with out boring the reader with too much detail, the war went fairly well for the large and well trained Asgard Military. Things did not go well with the NB Alliance though, the draw at the Battle of Krytos fragmented the Alliance after the heavy losses taken by the PIR Fleet. Despite treachery and deceit of supposed allies, the Asgard remained relatively intact having lost no major worlds to the scourge of orbital bombardment.


Territory:


Valhalla Sytem (Direct Fiefdom of the Imperial Family):

Trondheim is the Capital World and is considered the heart of the Asgard Empire. While the founders were careful to preserve a great deal of the unspoiled beauty of the world, the urban areas are enormous, densely packed centers. Hundred story towers are not an uncommon sight in it's mega-cities.

Hugin and Munin are the twin planets of the gas giant Odin. It is these worlds that house much of the military bureaucracy as well as the major (note that) military academies. They also have fairly large population in and of themselves. They support a good deal of the naval infrastructure from their heavily defended surfaces.

Kokand System (Fiefdom of the Grand Duke of Kokand):

Kokand is, some say, a secondary capital. It is the most densely populated world in the entire Empire. The continents are buried under the bulk of great cities and vast industrial and commercial workings.

Saris the airless moon of Kokand also supports a major colonial outwork. It serves as one of the major hubs of military and commercial activity through out the Kokand provinces.


Epsilon System (Fiefdom of the Grand Duke of Passchendale):

The primary planet, Epsilon Prime, is a relatively highly developed world. Like most of the Kokand Empire it is urbanized to a level beyond that of the rest the Empire. It is considered a hub of advanced technology and the attendant industrial complexes.


Asahiem System (Fiefdom of the Duchess of Greystone):

Asahiem is one of the Core Worlds of the Empire which is reflected in the high level of development of the world.

Two colonies have been founded on the planetoid moons of the local gas giant. At present they serve as massive industrial worlds and bases of operation for some of the most massive shipyards in the Empire.


Osalon System (Fiefdom of the Grand Duchess of Osalon):

Osalon Minor, the system’s main planet is nearing an ice age yet it has been developed any way. A major Core World.


New Bejing (Fiefdom of Duke Von Bek)

Industrial Center and location of the NORINCO shipyards. A major world on a par with the Core worlds.


Thor System (Fiefdom of the Duke Thorian):

A highly developed Core system with four of the sytems planetoid developed into major colonies in their own right.


Ragnar System (Fiefdom of the Earl of Stonewind):
Another Core System. It’s notable for it’s massive agricultural output; the main planet having a local year of just over two and half T-years.


Mao-Tse-Tong

A heavily industrialized world of the former PIR.


Fenris System (Fiefdom of the Lords of Fenris):

Core System. A major hub for trade into the remnants of the PIR.


Loki System (Fiefdom of the Grand Duke’s Oakenshield and Ironhelm):

This system actually contains two colonized worlds of major status.


LK-242 System (Fiefdom of the Lord Stonebow):

This is a large colonial system on the fringes of Asgard space. It’s home to some of the most important military bases on the frontier. With three colonized celestial bodies, it’s unusually populace and developed for a colony.

Ho-Chi-Minh

A PIR world captured in the recent war.


FG-145 (Lord Morngrave):

A binary system settled approximately three decades ago. It is near some of the missing colonies and hence has received a great deal of attention as well becoming the result of a major defensive build up.



RE- 15 (Baron Grey Wolf):

A colony world on the edge of former PIR space, it has received a great deal of immigrants from the PIR. This has helped develop the relatively young colony at a stupendous rate.


New Shanghai (D-3) ex-mining colony

One of the few planets to prosper after the Floater War, it sits aside a major trade lane into PIR space.


D-4 mining colony

F-6 mining colony

G-4 mining and agricultural colony

H-5 Agricultural Penal Colony


Colony worlds captured from the PIR


Politics:

The Empire is ruled by an Emperor whose power is limited only by the Senate which is popularly elected. It has a House Common and a House Noble. Prior to the recent Crisis the House Common had managed to get an upper hand relative to the House Noble, despite their theoretical equality. However, with an apparent re-appearance of the Floaters the Populist Party was broken. The Emperor, in an unprecedented move, rejected the Prime Minister and his appointed ministers. This unprecedented, but greatly popular, move has provoked something of a constitutional crisis in addition to the growing military crisis. The Nobles and the Imperial Family have both moved to grab the power of the weakened House Common.

Where and how it will end is not known yet.

The Emperor: Andreas Gustav III

Second Generation prolong recipient. He's still getting up there in years though and consequently his outlook is some what dated compared to that of many of the younger members of the government. Still considered a popular and good ruler.

Princess-Heir: Kristanna Gustav

The oldest of the Imperial Family, she currently oversees much of the Imperial administration of the home system. More contemperary than her father in out look but no less determined with regards to rebuilding Asgard influence and power.

Prime Minister: Jeanette Moncrief, Duchess Ravenwood

The long time leader of the Conservative Party. She's a formindable stateswoman appointed to the Prime Minister's seat recently.

Imperial Asgard Navy

Lord of the Admiralty Bjorn Karlson:

The recently promoted civilian head of the Navy. An old school offficer, he's made it a point to push for a stronger military, and especially the Navy. A career officer, he's also a formidable tactician and strategist.


Admiral Alastair Von Bek:

An up and coming career officer. Von Bek is widely regarded as one of the most talented Battle Fleet officers out there and also as one of the most ambitious. His outlook is shaped both by his military service and his ambitions for himself. After he devised and executed the conquest of the PIR he has been appointed the formal military Governor until a formal peerage is established.


Vice Admiral Sven Stryborn:

In the world of military politics Stryborn is a rare neutral. His career has, some say, been nurtured by Admiral Karlson. But if it his it's been because Stryborn has shown a remarkable dedication to the Navy. A tough, agressive leader his recent combat against the Machines has put him into the naval limelight.


Ships of the Asgard Imperial Navy


A note: all vessels are given the prefix AINS (Asgard Imperial Naval Ship)

Capital Units

0 Roterwulf-class Superdreadnaught [4 rush]

21 Wulfen-class Superdreadnaught [8]

14 Fenris-class Supercarriers [8]
  • 70 Interceptors
    90 Strike Fighters
    30 Gunboats
    15 Support craft (5 Fuelers, 8 AWACS, 2 SAR)

Roterwulf-class Superdreadnaughts are the fourth generation design of pod layers. Their details are being kept a closely guarded secret for the time being.

Wulfen-class Superdreadnaughts are the third generation incarnation of the pod-laying classes begun with the pre-war Invictuses. All of them have been brought up to the standard with a second generation Mercury-type compensator roughly tripling the effective acclerations the ship can undergo. These are the largest, faster capital ships yet built by the Asgard.

Armament consists of a dozen EEC-grasers per broadside (2 in each hammerhead) as well as the usual array of grasers and lasers.

Fenris-class Supercarriers are the latest design of strike fighter carrier. They sacrifice some acceleration in favor of more carrying capacity, accomodating the larger spacewings and craft. They have a modest self defense capacity of the form of hammerhead EEC-batteries and the capability of handling modest amounts of pod-missles.
  • F-14 Valkyrie Interceptors are the first operationally deployed Copperhead fighters. They are the premeir carrier based interceptor and dog fighter. Compared to war models of fighter, they're larger but far more heavily armed. In additional to a very flexible extrenal armament loadout out they carry a pair of twinned pulse lasers and a single het-laser.

    F/A-8 Reaper (A & B models) is the replacement strike fighter for the aging post war models. Only the B model, which accounts for roughly half the active strength at present, has the Copperhead linkage system. The Reapers of both models feature a massive extrenal ordinance capacity as well as no less than three internal het-lasers.

    A-6 Sabre Gunboat is the heaviest hitter of the carrier spacewing. It has four heavy het-lasers as well as the capacity for multiple salvos of anti-shipping ordinance. They are strictly a strike craft. The commander of the boat is a copperhead, the other two are not.

    EC-2 Mosquitos are one of the most sophisticated sensor birds ever deployed. They are capable of supplying the full range of sensor and targetting data (though their own range is much reduced compared to a full warship's) needed by both fighter and warships, making these stealth birds extremely valuable.

Heavy Combatants

39 Broadsword-class Battlecruisers [12]

80 Berserker-class Heavy Cruisers [24]


Broadsword-class Battlecruisers are the favored raider vessel of the Asgard Navy. They're fast, heavily armed with four EEC-lasers per broadside as well as a large store of pods to back up it's energy weapons.

Berseker-class Heavy cruisers are a standard cruiser design. Rumor has it that there's a new design in the works to feature an EEC-battery but those are strictly classified.

Escorts

54 Hound-class Light Cruisers* [6,12]

280 Werewolf-class Patrol Destroyers [50]

230 Fang-class Destroyer Escorts [40]


All of these are relatively standard designs for the type. The Destroyer Escorts are not substantially smaller (despite the name applied) than a Destroyer, they're simply optimized for an escort role rather than the jack of all trades of the patrol destroyers.


Captured PIR prizes

6 Type-95 protected cruiser

12+24 Type-69A and B cruiser

70 Type-62 destroyer


Type-95 protected cruiser - A relatively dated but powerful cruiser design; the most powerful PIR vessel to survive the wat. They were phased out in favor of the Type-69 in production.

Type-69A and B cruiser - The heaviest warship in production before the Annexation, the Type B has an increased missle load combined with a faster cycling rate. Efforts to back fit these improved launchers into the Type A have been delayed.

Type-62 destroyer - The workhorse of the PIR fleet. A standard destroyer.


Fleet Auxiliaries


40 Endurance-class Fleet Replenishment Ships

30 Ares-class Ammunition Stores Ships

20 Vulcan-class Repair Tenders/Store Ships

60 Roughneck II-class Troop Transports



Endurance-class Fleet Replenishment Ships are large, purpose built fast stores ships for the fleet. They carry bulk stores of food, fuel, and other general supplies.

Ares-class Ammunition Stores Ships are purpose built to transport the large supplies of missle pods demanded by a large battle fleet. In addition to carrying capital missle supplies they can also carry smaller missles as well as fighter stores.

Vulcan-class Repair Tenders/Store Ships are slower tender ships that are outfitted for duty as forward feild tender. They are capable of handling light damage with out a foward base and carry the equipment and machinery for the job.

Roughneck II-class Troop Transports are the largest ships in navy grey. Massive ships designed to transport an entire Grand Legion to the battle front and rapidly debark them from orbit.



Weapons Tech

EEC-Laser,Graser: These are the latest in weapons technology among the Asgard. Developed under the strictest secrecy (aka no stealing it!) it is essentially a standard energy weapon's beam enclosed in a hyperfield. This creates an FTL beam weapon and prevents the degredation of the shot along the hyperguide. At the moment they are relatively power intensive and so only the largest warships mount them at all and even then their cycle rate is some what less than a convention graser.

Graser & Laser: Standard energy weapons. Just what the names say they are.

Missles: essentially the same as the familiar MDM with the exeception that the newst generation of anti-ship missles now have a terminal stage drive of the near inertialess type previously used by the fighters. This makes evasive manuvers far harder for a targetted vessel.


Copperheads/Neuro-AI Interface Technology: The essentials of it are that is that it's cybernetic mind-link technology taken to the extreme. The Copperhead, be they warship commander or fighter pilot, has their mind hooked up to and augmented by specially adapted AI units. This enables unparralelled reaction times, situational awareness, and tactical planning.
Last edited by Stormbringer on 2004-09-22 05:13pm, edited 14 times in total.
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admiral_danielsben
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Post by admiral_danielsben »

(combining a couple of posts - further merged and updated 6/24)

The Union:

History:

Many centuries ago, an early Mars-bound colony ship from Earth got caught
in a freak wormhole and got deposited in the star system of Avea, home to
no fewer than four peaceful alien species, two humanoid, one avian, and
one amphibious. The contact proved pivotal; the already cosmopolitan an
cooperative nature of the peaceful Avean species' began to expand to
accept all intelligent life in a unity of peoples. The humans were
generally a friendly lot; however, they also brought knowledge of
hostility with them, of the tyrants that haunted their world from time to
time. The Aveans and the human refugees thus decided to create a haven
for all sentient species, yet protected from any hostile powers. The
Avean natives were gradually overwhelmed by immigrants from all over the
galaxy; at present, the Union has over 700 sentient species among its 190
billion members. The humanoids are most plentiful, although there are
large avian and aquatic populations and a sizable insectoid contingent.

Society:

Not only is the society cosmpolitan and multicultural, it encourages
mixed-species relationships at a rate almost unheard of elsewhere. Of the
190 billion members, fully 80 billion are descendents of 2 or more races,
some as many as 30 or 40. You might, for example, find an individual who
is part human, Vulcan, Betazoid, Tellarite, ocampa, DaaV'it, both Avean
humanoid species, and Elven. In general, people are rather tolerant of
most religious or cultural differences, except those perceived as harmful
of fellow sentients (no human sacrifice, no slaves, no blood-drinking,
etc).

Government:
Loosely based on the traditional Avean government, mixed liberally with
the ideas of the more civilized states of Earth. The Grand Council is the
main legislative body, with at present 3,800 members elected by district.
Due to the unwieldy nature of such a large body, their only function is
to pass or reject laws, and meets for about 3 consecutive days twice each
Avean month, except for special sessions. More complex politicking occurs
in one of two sub-councils. The lower House of Delegates is elected by
the adult citizens of the Union from sitting Grand Council members, and
is responsible for drafting laws and setting most domestic policy, with
380 members headed by a Speaker. The upper house is the Senate, drawn
from the Grand Council by the Grand Council (76 members, headed by a
Chancellor), and declares war, approves treaties, and approves cabinet
appointees by the President, who is elected to up to three 4-year terms.
Except for Supreme Court appointments (done by the President on Senate
approval), all magistrates enter their positions based on examinations
and merit promotions (sort-of civil service). The succession of power
goes as follows: President, Chancellor, Speaker, Minister of Diplomacy,
Minister of the Armed Services, various other cabinet ministers.

Political Parties: There are over twenty thousand political organizations in the Union, of which 37 are represented in the Grand Council at present. There are way to many to count. Here are a small sample of the more important ones:

Conservative and Libertarian Parties: Conservative, Republican, Objectivist, Libertarian, Revivalist, Falan'chian, Fundamentalist, Constitution, Avea First, Commerce, T'kyr, Hai'un'dale, Eldar Traditionalists, Free Trade, Prohibition, Sassanian, Akir, Likud, Tien-Altor, Reform, and Free Spirit.

Moderate Parties: Center (of which the current President is a Member), Moderate-Liberty, Averite, Aquatic Front, Progressive-Conservative, Progressive Republican, A'nt'chee, Logical Governance, Teluriz, and Union Preserved.

Liberal and Socialist Parties: Liberal, Labor, Democrat, Progressive, People's, Radical, Socialist, Green, Tien-Vao, National Liberalists, Equality, Ull'tzor, Alkarite, Hyir, Starrantists, The Way, Interstellar League, Alzor, Skorrian, Faral'tzor, and Mekong.

Wacko organizations:
Fascistic: Praetorian, Supremacist, One Way (different from The Way), Tzor'tzen, and National Socialists.
Communistic: People's Party, Avean Communist Party, National People's Liberation Front, Tyaaritar, Sontagist, and Kooros.
Just Plain Wacky: Flatworlder, Libertarian National Socialist Anarcho-Syndicalist Green, Urr'rr, Bw'uh, Only Party, and Every Party.

Systems controlled:

10 major systems:

Avea - orange main-sequence, 7 planets, 2 habitable, Avea III capital
Seria - yellow subgiant, 9 planets, 1 habitable
Urania - white main-sequence, 5 planets, 2 habitable
Sarnos - binary yellow and orange dwarf, 11 planets, 3 habitable
Terence - white dwarf, 3 planets, 1 habitable
Veritos - yellow main-sequence, 10 planets, 2 habitable
Orthalte - orange subgiant, 12 planets, 1 habitable
Sola Vos - red dwarf, 5 planets, 1 habitable
Qant - binary orange main-sequence and yellow dwarf, 9 planets, 2

habitable
Orania - trinary 2 yellow main-sequence and red dwarf, 17 planets, 4

habitable

8 colony worlds

Psi and magic abilities
although none of the native Avean species are telepathic or magical in
any special way, many of the immigrants have been. They are generally
tolerated, even encouraged in exploration of their abilities. Some are
quite formidable, especially with the (sadly, limited in scope) psi-tech
additions. Many of the more proficient end up working for intelligence,
where they are very effective at espionage and for breaking spells. Many
of the most powerful are mixed 1/4 betazoid, 1/4 vulcan, 1/4 ocampa, and
1/4 elven.

Military:
The Union has embraced a variety of technologies in its military, often

in the same ship. This variety of firepower and shielding is their chief

advantage. The primary disadvantage: ships tend to have poor

maneuverability and modest sublight acceleration.

Military Ships:

20 Capital Ships (battleship type)

Battleship (8x)
32x light weapons
12x medium weapons
4x heavy weapons
1x superweapon
up to 32x fighters

Battlecruiser (12x)
28x light weapons
10x medium weapons
4x heavy weapons
1x superweapon
up to 26x fighters

55 Warships (cruiser type)

Cruiser (14x)
22x light weapons
9x medium weapons
2x heavy weapons
up to 19x fighters

Frigate (16x)
16x light weapons
7x medium weapons
2x heavy weapons
up to 14x fighters

Destroyer (25x)
12x light weapons
6x medium weapons
2x heavy weapons
up to 10x fighters

400 Small ships (escort type)

Corvette (50x)
9x light weapons
4x medium weapons
1x heavy weapon
up to 6x fighters

Escort (70x)
8x light weapons
4x medium weapons
up to 4x fighters

Gunboat (100x)
5x light weapons
3x medium weapons
1x heavy weapon

Cutter (low ftl) (100x)
10x light weapons
4x medium weapons

Monitor (sublight) (80x)
10x light weapons
6x medium weapons
1x heavy weapon

Weapons definition:

Light - railguns, low-power laser and plasma beams
Medium - higher power laser and plasma beams, disruptors, small
antimatter torpedoes
Heavy - large antimatter, plasma, and hellbore torpedoes
Superweapon - plasmatic pulse cannon (heavy bombardment, firing rate once per minute)

Recent developments:

Special Ships:

Presidential Cruiser (1x)
22x light weapons
6x medium weapons
up to 8x fighters, plus extra space for shuttles

The Presidential Cruiser is a Cruiser with heavy armaments and science labs removed, and with extra diplomatic facilities, superior shielding, and faster engines (on par with a destroyer in terms of FTL speed - not acceleration, sublight speed, or maneuverability). It is the equivalent of 'Air Force One' and is used primarily by the President. Unlike Air Force One, it is armed, albeit weakly for a cruiser.

Diplomatic Frigate (6x)
16x light weapons
4x medium weapons
up to 6x fighters, plus extra space for shuttles

A lighter design, similar in concept to the Presidential Cruiser. The Chancellor and the Speaker each have their own Diplomatic Frigate, as the President has a Presidential Cruiser. The other four are used by the Diplomatic Corps to ferry ambassadors and to conduct negotiations.

The Presidential Cruiser and the Diplomatic Frigates never leave Union terrirory without escort.

Another note:

the Cutter class of small ships (all 100 of them) are about to be removed from service; their slow FTL has largely proven to be a disadvantage - sublight Monitors are more heavily armed and are present in all major Union systems anyway, while Gunboats, Escorts, and Corvettes are all much faster. Note that 'removed from service' is not the same thing as 'scrapped'; they are more likely to be mothballed or sold.

New small ship numbers will be (soon; at the time the Cutter is still in to cover a shortfall as new ships are built):

65x Corvettes (up from 50x)
100x Escorts (up from 70x)
125x Gunboats (up from 100x)
110x Monitors (up from 80x)

Most of the cutters are to be sold, scrapped, or converted into Monitors (by removing FTL drive and adding additional weapons). 20 are being kept to be used for experimentation purposes.

Additional info about the Union:

Covert intelligence - Union Intelligence (UI) is among the more effective intelligence agencies - not because of excessive cruelty or huge size, but because of the sheer strength of the telepaths and magic-wielders who make up UI agents. There are 190 billion residents of the Union, about a quarter of which are in some way, shape, or form telepathic, magic-wielding, or both. Only about 10,000 are active UI agents - for the most part, the best of the bunch. They have honed their skills to a fine edge, making the agents, most of whom are of mixed descent, among the best in the galaxy. Note that most have trained over a course of decades to a century or more; the prevalence of Vulcan and Elven bloodlines in these top individuals result in individuals with long life expectancies; training to become an agent (let alone a very good one) takes about a decade.
The best agents (about the top 50 or so; if i use them, they'll be named characters) can communicate over interstellar distances (just those fifty, and for truly interstellar distances, only with similarly strong telepaths) , read minds (just surface thoughts) as much as a half of a kilometer away, knock unconsious a small group (about a half-dozen) guards) influence the minds of individuals, and face up against a majority of vampires one-on-one. (A question: is this more reasonable?)

Other bits and pieces:

Defenses of Avea (the home planet):

150x Orbital batteries
6x Orbital defense bases
1x Armed Spacedock
A contingent of 25 cutters and monitors (some of each) remain at all time in system for defense, as well as about 7,500 fighters based at various installations.

The Union: Armed Merchant Vessels and other non-primary combat ships

The Union possesses a large merchant fleet of several thousand ships, both privately and publically owned. This deals solely with the vessels under public ownership.

The Union 's Armed Forces Supply and Shipping Division (AFSSD) consists of 120 lightly armed freighters of verious sizes and functions. None possesses heavy or super-heavy weapons; freighters generally also lack maneuverability in comparison to other vessels (at least when loaded with cargo). Some are 'combat freighters'- based off the cruiser hull, they are designed to supply ships during battle and thus have shields as strong as a similarly sized combat ship, and generally have better re-inforced hulls. They generally haul less cargo than similarly sized standar freighters.

Freighter armament varies widely with size and function. It may range from as few as 4x light weapons to as many as 12x light and 5x medium weapons, as in the Combat Freighter.

Declared ship:

25x Combat Freighters (cruiser size)
Armament:
12x light weapons
5x medium weapons

Also: The Union operates 50 tenders based off the corvette hull and 15 medical ships based off the frigate hull.

50x Tenders
5x light weapons
1x medium weapon
(addition: Tenders may attempt to use the robotic repair arm, sealant gun, or welding laser as weapons - which might work on occasion, especially if the sealant is fired into the sublight engine nozzles of the opposing ship).

15x medical ships
7x light weapons
(medical ships carry light armaments only - they are armed only for pure defense)
Last edited by admiral_danielsben on 2004-06-24 09:17pm, edited 1 time in total.
-DanielSBen
----------------
"Certain death, small chance of sucess, what are we waiting for?" Gimli, son of Gloin
----------------
"Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close resemblance to the first." - Ronald Reagan (1911-2004)
---------------
"If your lies are going to be this transparent, this is going to be a very short interrogation" -- Kira

"Then I'll try to make my lies more opaque..." -- Gul Darhe'el (DS9: Duet)
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Alyrium Denryle
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Post by Alyrium Denryle »

Draconis Republic

Biology
Common Names:Fel' Theth, Lizard men, Varathraxians
Scientific Name: Dracovaranus Erectus

The Fel' Theth are a race of highly intelligent, warm blooded reptilians

They stand about 4 feet tall ( they can rear up to around 5 feet, they are) and weigh between 55-65 lbs(hollow bones and a light body frame)

Their bodies are covered in hard but fine scales, and they have sharp claws on all fingers and toes. They also have set of fangs that are capable of injecting a weak neurotoxin that will cause sleep in humanoids, and a VERY powerful neuro/cytotoxin similar to, but more powerful than, that of the mojave rattlesnake. The Fel’Theth also have a long prehensile tail, and gripping pads on their fingers and toes, as their species is cliff dwelling on their homeworld.

The Fel' Theth also possess a large flap of skin that runs between their arms and legs, and from their legs to midway down the tail, and is supported by 4 bony supports, that are jointed(ball and socket) to the ribcage(think a combination between Draco Volans, a bat, and a flying gecko). This flap of skin normally remains flat against the sides, but when certain muscles are flexed it extends allowing the Fel Theth to glide from tree to tree.

They also have a very advanced ability to change their skin color to match their surroundings this ability surpasses that of earth cephalopods.

The Fel' Theth are carnivorous and are capable of unhinging their jaw to accommodate large prey.


Society.

The Fel' Theth society is a very open one. Different individuals are accepted with open arms. The Fel Theth culture values intelligence and critical thought.
Crime does happen but it is low,, and to deal with criminals the Fel Theth have developed a justice system similar to that of 21st century earth. The Fel' Theth society, is an atheistic one however. They have no problem with religion, so long as it harms no one mentally or physically, they simply do not believe in them.

The school system is much like that of Germany in the 21st century. With students going through a normal school until the age of 13, then they either go to a trade school for more hands on professions. A "standard" school for more white collar professions(think US high school) Or a Hyper-accelerated school that trains them for more academic or governmental professions(this they must test into). They can go to a university directly from the Hyper accelerated school provided they do well enough. Or from the Standard school provided they pass the exam. Schools are of course privately run.

Economy
While self-interested, and following Objectivist ethics, the culture is a close knit one, and people do not generally harm others or allow harm to befall them. Basically they use Randian libertarianism with an altruistic population.

Governmentt
The government is a Federal Republic.

Sciences.

The Fel' Theth are highly skilled at the biosciences and at particle acceleration.

They have managed to isolate the genes for regeneration, and to apply them in medicine to regrow lost limbs. They have also found this very useful in the treatment of cancers.

Exports

The Republic exports the best of genetically modified gfoods, and their ability to alter the genetic code is highly competitive. One of their methods of storing information is on a strand of DNA. They also export the usual weapons etc etc



Military Order of Battle

Varanus Class Dreadnought
Length: 2 km
numbers 15
weapons: 30 heavy particle beams, 45 medium particle beams, 30 heavy lasers, 45 medium lasers, 30 missile launchers, 200 point defense guns
fighters: 60

These ships are the largest and most heavily armed and armored in our fleet.(if you object to the number of weapons please let me know) More of these are in production. They are designed to be able to take sustained combat from similarly armed vessels one on one, and from groups of small ships.

Draco class Cruisers
Length: 1.5 km
numbers: 42
Weapons: 20 heavy particle beams, 20 heavy laser turrets, 30 med lasers and 30 med particle beams, 15 missile launchers 150 Defense grid
fighters: 30

these ships make up the backbone of our capitalship fleet. and can carry fighters in a small hanger bay

Elapid class Carrier
1.5 km
numbers: 19
weapons: 20 medium particle beams, 40 medium lasers, 300 Defense grid
Fighters: 300


Crotalus class Fighter/bomber
length: 20 meters
weapons: 2 missile lauchers, 3 forward firing guns(like point defense guns) 1 computer controled turreted point defense gun

Viper class Missile destroyer
Length: 500 meters
numbers: 157
weapons:30 missile launchers, 20 light particle beam/laser 100 defense grid

Monitor class Fast Destroyer
length: 200 meters
numbers: 235
Weapons: 2, heavy particle beams/laser,5 medium particle beams/laser, 200 Defense grid energy projectors
fighters: 5

These ships escort the fleet and give a small boost to fighter screens, and point defense, while working in groups they can do damage to capital ships.


Weapons

Heavy particle Beam/laser
Firepower: 125 mt with a recharge time of 2 sec
Accuracy: High against capships, against fighters...horribly low
Turret speed: Slow

Medium particle beam/laser
Firepower:89 megatons 30 times per min
Accuracy: High against capships med against fighters
Turret speed: med

Missiles
Firepower: 15 megatons 30 per volley per launcher max. Reload time: 30 seconds
Accuracy: High Against caps, med against fighters
Turret speed: fast

Defense grid
firepower: 2 kilotons/sec cont beam OR 5 kiloton flak/interception burst every 1/10th sec
Accuracy: High all around
Turret speed: Hyper
Can intercept fire from plasma and missile weapons

Light particle beams/lasers
Firepower: .5 megatons/sec cont beam
accuracy: High against capships, Med-high against fighters
Turret speed: High.

Defenses

Shields: roughly galactic standard, shields work by absorbing and radiating anemy weapons back into space and away from the hull.

Fighter armor: special silicon based cells that create an artificial exoskeleton that is high in metals allowing it to regenerate quickly.

Capship armor: Regenerating crystaline latticework that uses the curviture of the hull to refract beam weapons into harmless light, absorb heat, and spread the impact of KE weapons over the ships surface, limiting their effect.


Ship layouts and a few operational details

Fel' Theth ships do not use artificial gravity. Travel is facilitated by a series of bars and rings. The small, nimble Fel' Theth literally climb through their ships. This prevents their ships from being easily overrun by boarders, and allows them to use their most efficient form of movement to get around their ships.

The crew sleeps in small cubbies that mimic rock hollows, and also serve as cover from which to attack boarders.

The interior of the ship is defended by an elaborate and yet simple system of automated defense guns, vibro-spike traps, and lightly armored, and mobile lizard people.

Ships are powered by fusion reactors, and use ion engines.

Ground combat and armor

Due to their small size, the Fel' Theth do not usually engage in open ground combat. Their armor is light allowing them to be more mobile than the opposition. And their armor has thermoptic camouflage(see ghost in the shell) allowing their color-change ability to be used on the battlefield. As such, they are very skilled at guerilla warfare ad at taking advantage of their environment, the only difference is, they have the modern equipment to win wars doing it.

Infantry make use of a combination Plasma gun/particle beam, missile launchers, ke weapons and others depending on the mission profile. They also make use of vibro-weapons in the unlikely(and horrible) event that they are forced into melee combat. They use either polearms or blades for this purpose.

These are just the grunts however.

Armor(tanks) consist of well..tanks, that and mechas

Tanks are heavily armored and armed to the teeth with lasers, missiles and particle beams..

Also to compensate for their small stature, the Fel' Theth also emply walker type mechas on the battlefield. The are roughly the size of ATST(granted they have 4 legs instead of two and walk like...you guessed, lizards/high walking crocodiles, very stable platform) and sport heavy armor, and weapons ranging from plasma pulse guns to KE weapons and missiles. Capable of traveling in almost any terrain, these mechas serve very well in the Fel' Theth military

Air Support

Air support is provided by Crotalus Fighters, and the Dropships

Special Ops

Due to the Fel' Theth ability to change color to match their environment, their climbing ability, and poison bite, the Fel' Theth are very skilled at special ops, infiltration, and assassination.

They can be inserted, hide very easily, eat very little, and can *execute* their objectives with pinpoint precision. Though they deplore such ploys, they are not above using them when pressed, and have a portion of their military specially trained in such tactics.

Military Structure and numbers:

The Fel’Theth love their constitutional right to keep and bear arms. Their prowess with a weapon is taken as a point of pride. This comes from a cultural need to defend their homes from predators. They were not always the highest animal on the foodchain…


9 major worlds

Varathrax(capital)

Ergoth

Nexiral

BRedith

Lex

Xinth

Kressil

Grentith

Lorsac

All colony worlds(of which 16 exist) have a CX19385 designatoir, followed by a number 1-16
Last edited by Alyrium Denryle on 2004-09-14 01:21am, edited 4 times in total.
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Post by consequences »

The Shi Combine:
The Shi Combine is a human populated association, with a number of societal parralels with Feudal Japan. Rather than focus on technology, the Shi focussed on attaining inner displine and mastery of self before moving on to mastering their environment and surroundings. As a result, they are capable of signifigant feats with living energy, but lag behind most of the other factions technologically. Until recently, the Combine was almost exclusively Isolationist in its policies and conduct, but recent disturbances near their space have caused them to recognise that they can not simply ignore the outside galaxy.

Honor and benefit of the family, clan, and nation is the paramount concern driving the behavior of most Combine subjects. From what many would consider an appallingly young age, all children are rigorously trained and tested, to determine the path their life should take that would yield the best results. There are alternatives to a life of carefully determined service, it is possible for any individual that can not abide by their determined path to sever their clan ties, an action that carries no stigma as it is seen as promoting harmony, and preventing wasted effort on everyone's part.

Every planet and construct of the Shi is very carefully sculpted, so as to allow the flow and focus of chi to be as beneficial as possible. This, when added to the understanding and control over their internal energies that everyone has, increases the lifespan of all Combine subjects signifigantly. Masters of the disciplines have been known to extend their lifespans for centuries, or it is rumored, indefinitely.

The Combine is effectively a constitutional monarchy. The Emperor is chosen from the highest noble bloodlines, and is usually the candidate who put forth the worst case for why they shouldn't be stuck with the job. There are two houses, a hereditary House of Lords, and an elected lower House. It is possible for an entire noble family to be removed from the House of lords however, if the entire line is guilty of gross misconduct, or malignant stupidity. In addition to these conventional segments of government, there exists a little known 'Cadre' whose word carries great weight at the highest levels.
Ye old uberwanking(well, not really):
Because of the training that every subject of the Combine undergoes, practically every member of the society is as physically capable as the highest baseline of unaltered humans. Those who would have been above the normal curve to begin with are subjected to years, sometimes decades of even more intensive training, especially if they have any aptitude for the active manipulation of chi. The underlying principles behind all of this can be summed up as "Do not waste potential", and "If you survive the training, it wasn't too hard".

These factors vastly increase the effectiveness of the Shi in combat, but make any excessively fast expansion of the military impossible to manage if the current standards are to be maintained, as it literally takes years or more to craft one of the elite. While a certain reserve of personnel exists, it could be used up all to rapidly in the event of full-scale war.


The Tetra Grammaton
The question, when dealing with a society where every member is exhaustively trained from the time they can walk, is how do you guarantee the enforcement of order? When every student is tutored to deliberately maximise their strengths, how do you deal with those who evade the psychological screenings, when they are capable of feats that would normally be classified as superhuman? The Shi Combine's answer to this is the Tetra Grammaton, whose individual members are referred to as Grammaton Clerics, for obscure reasons. The members of this body range from the merely supremely competent, to the downright scary, and are drawn from those that have shown an uncompromising solid core of principle that can not be swayed by any reasonable force brought to bear. This does not mean that any given Cleric is particularly nice however, as the Combine recognises that unsavory tasks have to be performed, but that the Cleric will hold true to his principles and values to the death(and as popular mythology and not a ferw campy movies would have it, beyond).
(Yes, I liked Equilibrium way too much)

For active individual chi use, I am thinking of Ranma 1/2 level as being the upper high end, with maybe a few hundred who reach the peak levels of that, and no more than half a dozen(who it would be very difficult to learn anything of) who exceed that. Those few hundred would mostly either be in the Tetra Grammaton, the Dragons, or teaching positions(for the six fabled figures who are almost certainly the Cadre, convince me you should know who they are and you will be informed, the identity of one of them should be pretty obvious).
One ability that I want that it should take some serious espionage to learn of is basically a means of concealing items upon oneself by way of a subspace pocket. This would be practically unnoticeable without a very detailed scan as long as nothing is being carried that can't easily be concealed. If you try to carry to much, it rapidly atarts to be detectable as a subspace anomaly, on a geometric scale. A data chip might twitch the most sensitive of detectors, a handgun would cause top of the line equipment to pick up ghost readings, a rifle would set off nearby standard detectors, and trying to carry too much will set off planetary detectors while you still aren't even in the system. This ability would be rare, with very few being able to carry anything more than they might on their person.

Technology and military:
The Shi Combine has heard of the concept of lowest bidder, and they want no part of it. This philosophy is most embodied by their elite fighter force, known as 'The Dragons'. Each fighter of this force is custom built, with only the intended pilot in mind, from their reflexes, to their physical structure, to their chi. While anyone can use one of these craft, it is nearly impossible to find someone who will be able to effectively bond with a fighter designed for another, and it practically considered sacreligious to do so if anything less than an inhabited world is on the line. As a result, the Imperial Fighter Museum has literally hundreds of the most expensive fighters in space on display, that can never be flown except in the direst emergency.

The Shi Combine relies heavily on railguns for its main ship-board weapons. The most noteworthy permutation of this is affectionately reffered to as the Bucky Ball O' Doom(officially the Buckminsterfullerene Antimatter Delivery Device). These specially constructed railgun projectiles are loaded with what appears to be simple carbon. In reality, each carbon molecule is carefully formed around a miniscule amount of antimatter, that is held out of direct contact with the molecule by the evenly distributed forces acting upon the antimatter. Upon impact, the BADD load detonates, adding to the already considerably force of the railgun strike, as well as heavily irradiating the target. Atlernate versions exist as an area effect anti-fighter weapon.

In addition, the Shi navy seems to follow a 'You can never have enough missiles' philosophy. All ships are (copiously) outfitted with External Ordnance racks, to maximise throw weight. These racks carry a mix of offensive and defensive birds. Two basic configurations exist, the standard patrol mode, and the overkill mode, where the additional racks jettison upon firing to clear fire arcs for the ships other weapons.

In general, the Shi Combine believes in quality over quantity for the regular units of its forces. They believe that there will be time enough to produce hordes of mass-produced crap when it becomes necessary.

Weakness: Currently no assault transports exist, as the Combine was uninterested in adding unwilling, uncultured ungrateful planets to their responsibilities.
Ships:
1 Mauler, the "Love and Peace" 5km long, the lead ship of the newest class.
Carries 50 fighters, drawn from the elite of the Dragons. Main heavy armament is a trio of Spinal mount railguns, that extend more than half the length of the ship

4 Combine class Superdreadnoughts, 3km long. 1 extremely heavy spinal mount railgun. Carries a dozen fighters, usually drawn from the Dragons.

8 Black Tide class Supercarriers, heavy defenses and defensive weaponry, but no anti-capship offensive armament other than the fighters and bombers on board. Carries 200-300 craft, depending on classes carried

12 Metal Siren class missile cruisers(duh, lots of missiles)

15 Sword of Light class Heavy cruisers(Ye old heavy cruiser)

20 Ryuken class light cruisers

30 Katana class heavy destroyers

40 Wakizashi class light destroyers

60 Tanto class frigates

150 Shuriken class escort craft

12 Spider's Web class Interdiction frigates(Interdictors, shields, and PD, oh yeah, and generic necessities too)

1738 current members of The Dragons, all with scarily overpriced planes

417 hideously overpriced and dusty craft belonging to previous Dragons, only usable in the direst emergency, or if an appropriate pilot can be found

About three hundred or so overpowered menaces that may qualify as escorts, although the effort would likely kill some of them, and the use of them in combat would derail to many things for it to be practical for less than a major outside invasion

Six shadowy figures, possibly capable of light cruiser level destruction, if it was worth revealing the truth of their existence to anyone

Construction:
4 mauler hulls are being worked on much to the consternation of the Resource Allocation personnel.

50 Assault transports are being built from scratch to try to fill the gap that has become a noticeable handicap. 6 months minimum to get them built, as the design work is still going on.
12 bare bones light carriers, designed to each drop off fifty drone fighters and then run for cover.

60 sites are being established for industrial expansion on various moons and large asteroids, both in Shi and uninhabited systems.
Several thousand automated fighters, in an effort to extend the service life of the Dragons by giving the enemy more targets to shoot at.
Revised Edit Championship Edition, with turbo-charged graphics and new construction, still have lots to do. Taking my cue from various arguments with Alyrium, and posting those individuals who would be noticeable on an OrBat. Have upgraded six-pack of destruction because I was thinking that destroyers>escorts, and it is still well within the fleet limitations originally set forth. added interdictors, and nothing else, so there.
Last edited by consequences on 2004-09-08 02:51am, edited 1 time in total.
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Post by SirNitram »

Collective of Etern.

Beyond 'Known Space' lurk many strange things. The Etern are among those. The society is disturbingly primitive, little more than tribal/feudal. Those who seek out this nation are always left with the question of how they ascended to spaceflight without a more advanced society. Mystic and spiritual rites are common, but actual willworking is unknown within their borders. Magic itself has forsaken these beings.

The reason is apparent to those who meet them. When a child is old enough to walk, they are implanted with their first cybernetic upgrade: A neural uplink at the base of the skull. This uplink is the first step down a path most of the Etern never stray from, the continual enhancement of their forms. It grants access to all the Etern's knowledge, and realtime communication within a star system, without any sound or even gesture.

Ruled by clans, the current House is one devoted to War, propelled there by the Etern's long conflict with the Overseer. With the collapse of the robotic menace that constantly threatened to subvert the Etern into slavery, House Felldane is now searching for a means to remain in power. Their warriors are the bodyguards of officials: Hulking brutes who pump themselves full of artificial glands, subdermal armour, and intimidating limbs.

It should come as little surprise that the Etern's industry is almost entirely automated. Entire factories work constantly, overseen only occasionally by Clan elders.

Their ground force is powerful but over-optimized. After so long fighting the Overseer's constructs, their weapons are focused towards smashing robots, and their warriors give no quarter and take none either. Surrender has always meant enslavement and being turned against your fellow Etern. The concept of humans who would take prisoners is strange..

A typical Warrior is trained in the use of heavy energy cannons(Which, thanks to enhanced strength, can be wielded by a single man), and the operation of high-speed ground vehicles. Repulsorlift technology is unknown. Other Etern's are trained in the use of rifles and huge melee weapons. Claymores, Great Axes, and other collosal weapons are on every adult's wall, and some carry their family's weapon openly most of the time.

Their star navy uses reactionless drives to take flight, and are relatively low-tech compared to most powers. Railguns and heavy missiles make up their means of damage dealing, and while shuttles are common, fighters are not yet a possibility.

Capital Units:

10 Freedom-class Battleships.

The muscle arm of the Etern's navy. These huge ships are deceptively quick for their bulk, but otherwise are unremarkable compared to other huge capital warships. Their armanant is entire railgun and heavy missile based; their shields are powerful enough to ignore fighters smaller than heavy bomber.

6 Dominus-class Bombardment Platforms.

The idea of sacrificing hull strength for firepower made the Battlecruiser; the Dominus applies this to a Battleship hull. As big as a Freedom but mounting nearly twice the weaponry, they are primarily engines of bombardment against fortified worlds. Their hull and shield strength is that of a cruiser, but few vessels can go one on one with one and survive the onslaught long enough to find this out.

Heavy Combatants:

20 Reaper-class Heavy Cruisers.

The Heavy Cruisers of the Etern are optimized for space combat: Their sensors and weapons are meant to be used at extreme range, using local planetoids for cover in extended exchanges. The Overseer's suicidal tendencies have taught the need for redundant systems, and this ship is the paramour of this philosophy: Nothing short of vaporization of the hull can ensure that there won't be a few survivors hiding in a bulkhead or emergency pod.

30 Tenebrus-class Cruisers.

Smaller and quicker than the Reaper, the Tenebrus mounts two heavy missile tubes forward, capable of ripple-firing swarms of torpedos into a fray. Their railguns, large and small, provide defense for the bigger craft, as cruiser hulls don't enjoy the Freedom's near-immunity to fighters.

Escorts:

40 Guardian-class Pocket Destroyers.

Guardians are seen as the cornerstone of the Etern Navy. These quick ships leap back to their homeworlds to report incursions, and constantly scour nearby areas for trouble.

200 Dirk-class Fast Escorts.

A Dirk is little more than an oversized gunboat, the nearest the Etern has to a fighter. Fuel-hungry and maintenence-heavy, these ships can't exceed lightspeed at all, and generally only launch when expecting trouble.
Last edited by SirNitram on 2004-06-14 06:05pm, edited 1 time in total.
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Post by Dahak »

I'll give you the... Grand Star Empire of Gladsheim (the Stuart Corporation re-visited )

Commonly known as the Grand Empire.

Major Systems:
Gladsheim (3 gas giants settled), 227 billions
Alfheim (2 gas giant settled), 120 billions
Minor systems:
Al-Quadim system, settled with Veithan
Several mining outposts
Newly settled:
Vanaheim, 1 planet, 1 billion pop.
Niflheim, 1 planet, 1 billion pop.
Svartalfheim, 1 planet, 1 billion pop

Population:
350 billion human beings.
Government:
The Grand Empire is a strict absolute autocarcy, ruled by the Grand Emperor.

Society/Economy:
They are the children of a failed colonisation attempt several thousand years ago. Knowledge about the "mother" planet has since been lost.
They live in gargantuan "floating cities" in the atmosphere of gas giants, and those cities are heavily defended and protected, equipped with near-planetary shield strength shields.
The Imperial citizens are all genetically and cybernetically enhanced (super reflexes, implants, damage resistant bodies...) and are all connected and, together with a plethora of AIs, form a great Consensus. The Consensus knows, hears, and sees everything which happens to/with its participants. It also controls everything physical, down to single door openers. In essence, there is no deviating thought or person, it's the ultimate in thought-control, as every thought is controlled, and deviation, rebellious thoughts (should they arrise), or treachery is instantly registered and corrected.
They also have Datanet, the ultimate internet.

They are also very arrogant.

Communication is carried over data channels mostly, and most thoughts are carried out seperated from the body. The body is just a tool most people are fond of using, like a puppet. Each person has more than one mind currently active, as a norm. Teleptathy would not reveal any useful thoughts as they are not carried out in the biological brain anymore.

In essence, each one is immortal. Should a body fail, it will get regrown. They have no fear of death, pain, dying, or all the other mortal fears. Most people will leave the "normal" world though after several centuries and move themselves onto secluded plains of Datanet.

With the introduction of replication technology, there was no longer a need for physical labour, and almost all Gladsheim people live inside the virtual world, and do not interact anymore with the phyical world. Thus the society is becoming very uncaring, arrogant, and only a minority is concerned with the physical world surrounding them.
Living in what amounts to the "unknown Regions", they are an unknown factor to the rest of the universe.

Technology:
They have a incredibly refined gravity control.
There's computer technology is second to none (they know of).
Communication is done via instantanous quantum inseparability channels, uninterceptable, or by any other means detectable. Every citizen has a receiver/sender implanted. (~Ansible)
Gates, providing instant personal travel inside the territory (Farcaster equiv.)
Artificial Intelligence is widespread, and the AIs range from basic controllers to self-aware digital citizens.
Navy:
The underlying thought is that of a missile heavy battle line, protected by massive fighter screens. Living in the atmosphere of gas giants, they have ample experience in flying, thus producing very gifted pilots.

Army:
They don't really have an army, as there is no possible way of a "ground attack". What they have amounts to Marines.

STL:
Gravity controlled propulsion

FTL:
They use their gravity control to open small wormholes and "swallow" through (Think Edenist Voidhawks).

Weaponry:
Long ranged missiles, equipped with fusion, antimatter, or gravitonic warheads.
Two types of missiles: Long-ranged SBM missiles, carrying heavy warheads (sprint-mode possible), range 20 LM, Hauptmann-coil missiles, smaller, but way faster, short-ranged, 5 LM
FTL missile available, capital missile only, utilizing a small version of patterning nodes to open a short-lived wormhole.
Orbital Fortresses and City-based missiles are heavier and equipped with more powerful drives than ship-based missiles, thus longer ranged and carrying heavier warheads.
Energy weaponry are Primaries, intensly focused gravity waves (Starfire Primaries), and grasers and lasers as back-up. Additionally used are Probability weapons.
Primary range: 3LS
Force Beam: 9LS
Graser: 4LS (effective)
Laser: 3 LS (effective)
Probability weapons: 6 LS


Defenses:
Gravity fields around the ship (~HH sidewalls), energy shields.

The Navy. It consists of the Battle Line, favouring ships heavier than average, and the Screen, consisting mostly of carriers, and fast destroyers, cruisers.
Growing up in floating cities without ground, flying is taught from early stages on and comes natural to them, thus the fighter pilots are one of the galaxies very best. The fighters are controlled via neural interfacing (as is all of Gladsheim tech) and utilizing grav tech are very fast and nimble. Second to none in coordination and deadliness.

Gladsheim Navy ships:
*newly designed ship*
1 Ragnarok-class Super Battle Carrier
To respond to the rampant fleet build-up in their neighbours, this new ship was designed. Fighting power equiv. to a Superdreadnought, it also is a fleet carrier on its own. Extremely deadly in combat.
5.4km length, elongated ellipsoid shape
18 heavy Capital Force Beams
35 Capital Force Beams
10 capital grasers
40 capital missile launchers
7 Probability Tweakers
2000 fighters (multiple classes)
equipped with OKM shield

13 Odin-class Superdreadnoughts
The prime of the Gladsheim fleet.
3.4 km in diameter, elongated ellipsoid shape
20 heavy capital Force Beams
30 capital Force beams
20 capital Grasers
10 capital lasers
50 capital missile launchers
10 Probability tweakers
PD
equipped with OKM shield

5 Odin-class Interdictor

Heavy Interdictor, very long range
10 heavy capital Force Beams
5 capital Force beams
5 capital Grasers
10 capital missile launchers

8 Yggdrasil-class Battle Carrier
The newest addition to the fleet. Fighting power equiv. to a Battleship, it also is a fleet carrier on its own. Deadly in combat.
3.6km diameter, elongated ellipsoid shape
10 heavy Capital Force Beams
20 Capital Force Beams
5 capital grasers
20 capital missile launchers
5 Probability Tweakers
1000 fighters (multiple classes)
equipped with OKM shield

5 Supremacy-class Dreadnoughts
The old prime force of the Navy, now replaced by the Odin-class
12 heavy capital Force Beams
20 capital Force beams
25 capital Grasers
30 capital missile launchers
5 Probability tweakers
equipped with OKM shield

Cruisers:
40 Demonstration of Will-class Battlecruisers
1.5km diameter
The most powerful cruiser in the fleet, a force to be reckoned with.
10 heavy capital Force Beams
10 capital Force beams
20 capital Grasers
25 capital missile launchers
2 Probability tweakers

10 Demonstration of Will-class Interdictor

Cruiser-sized Interdictor, medium-large ranges
5 capital Force beams
5 capital Grasers
10 capital missile launchers

25 Svadilfari-class Attack carriers
1.7km diameter
Powerful carriers, slightly more powerful than a CA.
10 heavy capital Force Beams
10 capital Force beams
20 Grasers
10 capital missile launchers
600 fighters (multiple classes)

25 Tormentor-class heavy cruiser
1km diameter
Fast and deadly, the main mobile force in exploration and patroling.
5 heavy capital Force Beams
8 capital Force beams
10 capital Grasers
10 capital missile launchers
1 Probability tweakers

10 Thiazi-class light cruisers
0.9km diameter
Craft responsible for the protection of the newer ship classes, but still powerful on her own.
20 capital Force beams
20 capital Grasers
10 capital lasers
10 capital missile launchers

Escorts:
250 Oenone-class Fast Destroyers
Diameter 0.9km, sleek, elegant craft
The fastest craft in the fleet, used for fast force projection into hostile territory
10 capital Force beams
20 Grasers
10 capital lasers
30 Lasers
30 missile launchers
5 Probability tweakers

50 Oenone-class Interdictor

light Interdictor, short-medium range, reduced speed compared to normal Oenone
10 capital Force beams
5 capital lasers
10 missile launchers

155 Oblivion-class light carriers
Diameter 0.8km
The backbone of the fighter force. Lightly armed, heavily armoured, they are not made for heavy combat.
20 Grasers
30 Lasers
10 missile launchers
400 fighters

80 Hunt-class escort frigates
Diameter 0.5km
5 capital Force beams
10 Grasers
5 capital lasers
20 Lasers
10 missile launchers

70 Swift-class destroyer
diameter 0.3km
10 capital Force beams
5 Grasers
10 capital lasers
30 missile launchers

Finished building
1 Ragnarok
2 Odin
1 Ygdrassil
15 Demonstration of Will
5 Svadilfari
5 Tormentor
50 Oenone
5 light carrier
Under construction:
1 Ragnarok-class.
5 Battlecruisers
10 attack carriers
10 light
5 heavy cruisers
20 Fast Destroyers

Fleet locations:

Gladsheim system:
1 Superbattle Carrier
8 Superdreadnoughts
5 Battle Carriers
20 Battle Cruisers
15 Attack cruisers
8 Heavy cruisers
125 Fast Destroyers
100 light carriers
40 escort frigates
30 destroyers

Alfheim System:
5 Superdreadnoughts
3 Battle Carriers
5 Dreadnoughts
15 Battle Cruisers
8 Attack cruisers
8 Heavy cruisers
5 light cruisers
100 Fast Destroyers
40 light carriers
40 escort frigates
30 destroyers

Al-Quadim System:
5 Battle Cruisers
5 Attack cruisers
7 Heavy cruisers
5 light cruisers
25 Fast Destroyers
15 light carriers
10 destroyers

The Army. Amounts to glorified naval marines. Using mostly heavy power armour. As there is no need for ground warfare (without ground to fight on), they excel at ship-to-ship and boarding operations. As they have not fought anything remotely like a ground war in quite a looong time, they "suck ass" at that kind of operation.

The Planetary Defenses. Maintaining the orbital mine fields, Orbital Defense Centers they are responsible for the defense of the home systems. They also are responsible for the Atmospheric Navy, guarding and protecting the atmospheres of the gas giants.
Last-ditch defense of Floating cities. Equipped with OKM shields, energy shields on planetary shield level, battleship equivalent-energy armament. (Secret information: cities equipped with incredibly powerful Patterning nodes for long-range transits in emergency cases, Operation Tranquility)
Last edited by Dahak on 2004-09-23 10:37am, edited 5 times in total.
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Post by Rogue 9 »

Republic of Nashtar

History

The Republic, as it is commonly known, began with colonists departing old Earth almost two centuries in the past. They settled the planet Nashtar in the star cluster of the same name, building their colonial system. Before long they left the rule of Earth peacefully, more as a matter of the impracticality of rule over such a distance than any particular animosity. Over the years, the Republic has fought many smaller wars, mostly with raiders or for humanitarian reasons. They maintain a military force that is somewhat smaller than other powers in the galaxy, but one that is highly professional. At the present day, they hold ten main inhabited worlds and seven outlying colonies.

Holdings

Population: 100,000,000,000

The Republic holds ten main worlds and seven colonies. All the main settled planets are within the Nashtar star cluster, while the colonies lie outside it. Each of the core worlds has planetary shielding that the Republic bought from others; they have never managed to create truly good shields on their own. The names and purposes of the planets follow.

Core Worlds

Nashtar: Capital planet and cultural center for the Republic, this planet’s concerns besides government mainly revolve around commerce. It is the second planet in its system. A good portion of the Republic’s ordinary citizens make their homes here. First Fleet is based here, holding its main operations from the primary moon. Magnetic accelerator cannon emplacements are scattered in orbit for point defense should an unexpected attack occur. They are not expected to last forever, but just long enough for the fleet to scramble. Three Torrent defense platforms are also in orbit. The planet has two moons, one large primary and a second, far smaller one.

Orodan: This planet is highly industrialized and oriented towards heavy manufacturing. It is the third planet in its system. The government maintains one continent for military manufacturing, and the main shipyards, both military and civilian, are in orbit. (The governmental continent, as its called, is not even close to fully in use; most of the land is untouched, not built upon, and reserved for when it is needed, if ever. No one expects it to ever be fully built over.) The remaining landmasses are open for private use, with clusters of factories mostly along the coasts; factory workers live in towns nearby. The Republic has made great strides in clean manufacturing, so this planet is not as heavily polluted as some suppose when they hear of an industrial world. Elements of Second Fleet are based here, and the shipyard structures are armed. Three Torrent class defense platforms orbit the planet. The planet has no moons.

Oromos: This world is almost entirely given over to mining. It is in the same system as Orodan, and is the fourth planet. It is a very old planet, so old that its mantle is mostly solidified. This in combination with its three rather large moons makes it prone to violent earthquakes upon occasion. Advanced seismographic analysis equipment provides plenty of early warning for the miners, who have shuttles ready for quick liftoff when necessary. The remainder of Second Fleet is stationed here. Ore haulers move back and forth between Oromos and Orodan in a steady stream, taking raw materials to the factories. The planet’s atmosphere is very thin, and breath masks are necessary for humans and other creatures not used to thin air. Orbital defense is not so heavy here, since the population is small and nothing of vital importance exists here other than the planet itself.

Mintar: This planet is one of the agrarian planets responsible for ensuring that the others are well stocked with consumables. It is the third planet in its system, and is almost entirely given over to farmland. While the other planets all have some measure of agriculture, agriculture is almost all this planet does. Gigantic farming machines roam slowly over the fields, planting or harvesting as the crop and season dictates. Fourth Fleet has a squadron of frigates led by a cruiser stationed here. There is also a fighter base on the single moon. Two Torrent space defense platforms orbit the planet.

Maeglos: Maeglos is unique among the core worlds of the Republic in that it is not a planet. Maeglos is an inhabitable moon orbiting the gas giant Maer IV. While it was a commercial center originally and still holds that function to some degree, it has also become a popular vacation spot in the Republic, known for its beautiful view of the gas giant. The sight of the system’s sun rising over the gas giant soon after the gas giant has risen over the planet is widely proclaimed a spectacular sight. The moon has no secondary moons orbiting it, although there are two space stations. One is a civilian-owned retreat, catering to wealthy vacationers with various entertainments, many of them involving null-gravity environments. The other is military, and houses three fighter wings as well as servicing the destroyer task force from Fourth Fleet that is tasked with the planet’s defense.

Pinnacle: Pinnacle is one of the Republic’s main military worlds. It is positioned on the sixth planet of a system sitting on one of the few safe routes into the relatively tight-packed star cluster. The whole of Fifth Fleet is housed there, along with many, many fighters attached to the planet itself rather than the fleet. Unlike its counterpart, Praetor, it does not house large amounts of ground troops or regular army. It is the base of the Republican Marines, however. Pinnacle has no large moons, but it does have a relatively stable and sparse planetary ring. The larger asteroids of this ring have weapons emplacements on them. Three Cascade type defense platforms orbit the planet. Pinnacle is meant as a fortress world first and foremost, and it performs this function admirably.

Marince: This is the Republic’s other main agrarian world. Marince is the second planet in its system, and it holds fields much like Mintar’s. But what it is known for is the more exotic foods it produces. The large oceans are home to many forms of edible sea life, and its tropical regions produce fruits both native and brought from Earth. The remainder of Fourth Fleet is garrisoned here. No moons orbit the planet.

Praetor: Praetor garrisons the bulk of the Republic’s ground forces. It is the fifth planet in its system. Fast transports, drop ships, and shock troops to fill them are on 15 minute alert at all times, ready to scramble and deploy anywhere in the Republic. Praetor is in the cluster’s interior, and while its navigation lanes are not perfect, it was selected because it has the fastest routes to most of the other planets. Most of Third Fleet is also stationed here, though some elements are deployed elsewhere. Praetor has one medium sized moon, which houses fighters and strike spacecraft. Four Torrent platforms orbit the planet in regularly spaced intervals.

Zambar: Considered backwater compared to the other core worlds, Zambar is home to both humans and a native race, who call themselves the Zambarim. The Zambarim and humans are ruled as equals and most humans native to the planet consider the Zambarim just ordinary people, though they may encounter some racism on a few of the other worlds. Zambarim are bipedal, covered in short, fine black fur, and possess four arms, two where a human’s are located and a second, somewhat smaller pair right below. Their heads are vaguely triangular, and their mouths point downwards when they stand in a natural posture. Their eyes are large and black. Zambar is the fourth planet in its system and has a mostly agrarian economy, though it doesn’t export to nearly the degree of Mintar and Marince. Only three destroyers and a cruiser from Third Fleet are stationed here, but it is within easy reinforcement distance from Praetor.

Korrigal: Korrigal is a large planet, with gravity about 1.8 times that of Earth. The planet is used in part for training purposes by the military. Three Torrent defense platforms orbit the planet. Almost no civilians live here, although they are perfectly free to do so, because very few people want to live in the elevated gravity. The planet has two moons, both bases for large fighter complements. A battle group from Third Fleet is based here, and Korrigal can be easily reinforced from Pinnacle if necessary.

Ronogho: The most recent member world of the Republic, Ronogho was recently an independent nation before voting by referendum to join the Republic after the Nashtari military forces liberated them from a military dictator's coup against the government. Ronogho has shipyards that produce their own designs of warships, though they can service most Republic warships in their repair facilities. A Torrent class battlestation and two Cascade class battlestations orbit the planet.

Colonies:

Krentos IV: Krentos IV is a world located in a system outside the Nashtar Cluster, but has line of travel to Pinnacle. It houses a small colony and military outpost. A small battle group from Sixth Fleet is housed here. There is an army outpost at the colony, housing one armored division. Besides the army personnel, the colony is home to approximately 2,000 colonists.

Joyous Gard: Named for the castle of Sir Launcelot of the Arthurian legends, this is a forward military base. One Cascade defense platform orbits the planet, along with independent MAC emplacements. Sixth Fleet, the frontier force (made up of lighter ships than the five main battle fleets) is based here along with army and Marine forces. While Joyous Gard is officially registered as the base of operations of Sixth and its accompanying forces, in actuality these units are spread among the colonies. A medium sized moon orbits the planet, and as with most moons in the Republic, it houses a fighter base.

Krynlo Colony: Krynlo is a dome colony located on a large moon without an atmosphere. About 800 colonists live here. Two destroyers and a light carrier from Sixth Fleet orbit the moon at most times; apart from its fighters it has very little in the way of other defenses.

Parlan: Parlan is a mining colony on the second planet of a small yellow star. Rather than mining for industrial metals like Oromos, Parlan’s miners search for, and find, gems and some amounts of precious metals. There are about 600 miners and other personnel here, minus anyone crewing vessels with shipments back to the core worlds. Sixth Fleet garrisons the colony with the same force composition as Krynlo.

Barrier: Named for the three separate asteroid belts that make navigation of the system along the planetary plane hazardous, Barrier is home to about 1,000 colonists, most employed in light manufacturing or asteroid mining. Three destroyers and a light carrier from Sixth Fleet defend the colony.

Verling Station: Situated on the fourth planet of a system in line to Pinnacle’s navigation route into the star cluster, Verling Station is a trading post. Merchants come to Verling to sell their goods and save the precious shipment time required to make the multiple jumps required within the cluster to get between some of the planets without plowing through a star, leaving that to the shippers at the station. A light cruiser, light carrier, three destroyers, and several picket ships run by Customs are usually at Verling Station. The post has about 1500 inhabitants.

Farpoint: A small military listening post on the ninth planet of a red star’s system, this small outpost is manned by military personnel and armed with highly sensitive electronic monitoring arrays. The system is situated slightly “above” the galactic plane. A single destroyer orbits the planet, under strict radio silence unless an imminent threat is reported by the post or detected by the destroyer, at which point the planned course of action is to load the post’s 53 crew members on and leave as quickly as possible. This hasn’t happened yet, and to the Republic Space Command’s knowledge the post’s security is uncompromised.

Culture

The Republic of Nashtar enjoys a very free and open society. It is not a welfare state, but rapid advances in health care coupled with the sheer scale of the economy of a seventeen world nation conspire to make healthcare (and health insurance as a direct consequence) very cheap for the citizens. Citizens are free to live where they choose for the most part (with reasonable restrictions for military bases and the like) and possess whatever is in their means to buy other than military grade weapons and the like. There is no official state religion, although the majority of the citizens are moderate Christians, a leftover from the original colonists. Extreme fundamentalism like that of the Covenant of God is not very well appreciated here, though it is not illegal.

Politics and Government

Nashtar is a federal republic, set up much like the United States. Each core planet receives ten representatives in the Senate and representatives in the House according to population. Each colony gets one senator and one representative, except Farpoint and Joyous Gard. A President is elected once every six years and each President has a two term limit. The court system is very much like that of the U.S. All citizens of the Republic of 18 years of age or older may vote in the general elections.

Military

The Republic’s military is focused mainly on naval tactics. In the star cluster the Republic Space Command (RSC) can use the restrictions on most FTL navigation to its advantage. The RSC is highly focused on fighters. Half of its heavy warships are dedicated carriers and it supports many light carriers as well.

Energy weapons are not in common use in the Republic. Military development still hasn’t managed to crack the secret of beam containment. In addition, energy shields have only recently been developed and they are not as strong as those of most other galactic powers. Only a very few lighter ships have been built with a shield system; the rest of the fleet received shield generators in intensive refits over the past few years. As a result of this, RSC warships tend to have very heavy armor since they were built under the assumption that the armor was all the protection they had. Also, in place of beam weapons the RSC uses magnetic accelerator cannons (MACs). These are essentially gigantic railguns.

Infantry is mostly mechanized, and the Republic Army is generous with the armor. Tanks and APCs are the order of the day in most units. Their infantry corps is not large, however, and a sustained ground war is not something the Republic would relish, despite how well trained their troops are. The Republic’s tactics revolve around getting as many troops back as possible in addition to destroying the enemy.

Naval Forces

The Republic Space Command is composed of five Main Battle Fleets (First through Fifth Fleets) and one smaller raiding fleet (Sixth Fleet). The Main Battle Fleets are each divided into three carrier battle groups centered around one Venture class carrier and one Claymore class battleship, with several smaller ships left over for raiding, garrison, or other use.

Combat Starships

Venture class heavy carrier (13 in service)
Dimensions: 3.5 km long, box shaped, 600x300 meters cross section
Power plant: 4 heavy fusion reactors driving 6 Prattch & Lantner heavy thrust engines
Armament:
16 turreted heavy magnetic accelerator cannons (railguns)
8 torpedo tubes, mainly useful only against capital ships
Comprehensive anti-starfighter/anti-missile CIWS
Shielding:
4 Rayon shield generators; refitted onto the carrier fleet recently, soon after their development
Fighter complement:
48 F-235 Hornet space superiority fighters
48 A-127 strike fighters
24 B-95 long range heavy bombers
24 F-230 interceptors
18 F/A-210 long range fighter/bombers
6 E-50 sensor surveillance craft
12 E-45 jamming craft
24 C-420 drop ships, 50 troops or one tank or APC with crew each
Description:
The Venture class is designed as a mobile fighter base. It performs this task very well, although its armament is subpar for ship to ship fighting. There are two main hangar bays on either side of the ship, and the front has a cavernous bay, capable of holding a small destroyer if necessary, though it usually houses the heavy bombers and electronics warfare craft. The carrier's armor belt is 3.5 meters thick.

Claymore class battleship (12 in service)
Dimensions: 2.8 km long, flattened torpedo shaped, avg. 500x250 meter cross section
Power Plant: 4 heavy fusion reactors driving 6 Prattch & Lantner heavy thrust engines
Armament:
50 turreted heavy magnetic accelerator cannons (railguns)
20 anti-capital torpedo tubes
Comprehensive anti-starfighter/anti-missile CIWS
50 tube-launched long range missiles (analogous to modern Tomahawks)
Shielding:
6 Rayon shield generators; refitted onto the battle fleet recently, soon after their development
Description:
The Claymore class is a heavy ship of the line. Designed to dish out punishment as well as take it, their heavy MACs can accelerate a projectile to nearly a tenth the speed of light. Like all ship shielding in the Republic, the shields on these warships are a recent development and were added in a refit. They are inferior to the shielding systems of most other galactic powers. But the other side of the coin is that the ship kept all of the armor it needed to survive before the refit. The armor belt is four meters thick across most of the ship, and the design is made to take punishment. The battleships are wired with redundant systems, massive hydraulic internal bracing, and are designed so that they can run on four of their six engines if need be.

Carnegie class medium cruiser (41 in service)
Dimensions: 1.2 km long, flattened torpedo shape, average cross section 300x200 meters
Power Plant: 3 heavy fusion reactors driving 4 Prattch & Lantner heavy thrust engines
Armament:
30 turreted medium magnetic accelerator cannons
10 anti-ship torpedo tubes
Comprehensive anti-starfighter/anti-missile CIWS
20 tube-launched long range missiles (analogous to modern Tomahawks)
Shielding:
4 Rayon shield generators; refit addition
Description:
The Carnegie class cruisers are designed as medium escort and combat ships. Their power plant is highly overpowered for the ship’s size; these cruisers are extremely fast, making them effective heavy raiders when necessary. They sport 3 meter armor plating over most of the ship.

Merovingian class fast attack carrier (26 in service)
Dimensions: 1.6 km long, box shape, cross section 350x200 meters
Power plant: 3 heavy fusion reactors driving 4 Prattch & Lantner heavy thrust engines
Armament:
8 medium weight MACs
4 torpedo tubes
Comprehensive anti-starfighter/anti-missile CIWS
Shielding:
4 Rayon shield generators; refit addition
Fighter complement:
24 F-235 Hornet space superiority fighters
18 A-127 strike fighters
12 F-230 interceptors
12 F/A-210 long range fighter/bombers
3 E-50 sensor surveillance craft
2 E-45 jamming craft
Description:
The Merovingian class was designed for participation in raids and quick strikes. It carries exclusively light, fast fighters and attack craft, no heavy bombers. It is meant to go in, launch fighters, hit the target, and leave as quickly as possible. It carries a squadron of the FTL capable F/A-210s to cover its escapes after a completed mission; unlike on a Venture class carrier the strike fighters on a Merovingian are rarely used for independent strikes, instead getting suppression loadouts and extra fuel. The Merovingian has 3 meter armor plate and sports a hangar bay on each side as well as one in the nose.

Warhammer class missile cruiser (15 in service)
Dimensions: 1 km long, flattened box shape, cross section 200x50 meters
Power plant: 2 heavy fusion reactors driving 3 Prattch & Lantner heavy thrust engines
Armament:
6 medium weight MACs
2 torpedo tubes
Array of 400 vertically launched long range missile tubes, missiles may be nuclear or possibly antimatter tipped or carry large conventional warheads
Limited CIWS
Shielding:
4 Rayon shield generators; refit addition
Description:
Warhammer cruisers are long range assets, roughly analogous to a modern MLRS rocket launcher or the defunct arsenal ships only more so and with nuclear capability. They’re practically helpless in a close-in battle, though. A carrier could beat one in a broadside duel. The armor on these cruisers is only 1.5 meters; its gun battery is so poor that the designers decided that the acceleration afforded by less mass was worth the reduced armor, because it was more important for those cruisers to stay out of heavy gunfire than to try and take it.

Starlight class fast destroyer (117 in service)
Dimensions: 500 meters long, flattened cylindrical shape, 75 meter diameter
Power plant: 2 medium fusion reactors driving 2 Prattch & Lantner medium thrust engines
Armament:
4 medium weight MACs
6 lightweight MACs
2 torpedo launchers
12 long range missiles
Limited CIWS
Shielding:
2 Rayon shield generators, refit addition
Description:
Starlight class destroyers are multirole ships. They can act as interdiction, patrol, garrison duty, Customs, pursuit of any kind, you name it and this workhorse of the fleet will take it so long as it doesn’t involve too much battering by enemy heavy guns, as they have a bare meter of armor.

Dawn Raider class frigate (170 in service)
Dimensions: 550 meters long, flattened cylindrical shape, 80 meter diameter
Power plant: 2 medium fusion reactors driving 3 Prattch & Lantner medium thrust engines
Armament:
4 medium weight MACs
6 lightweight MACs
6 torpedo tubes
2 rear mounted mine layers
Limited CIWS
Shielding:
2 Rayon shield generators, refit addition
Description:
The Dawn Raider and her sisters are designed to take down larger capital ships through running on enemy lines and leaving torpedoes and mines in their wakes. 1.5 meters of armor cover the frigate underneath its shield. Its three engines and low total mass make the ship extremely fast.

Sun Striker class light escort carrier (110 in service)
Dimensions: 800 meters long, rectangular shape, 100x50 meters
Power plant: 3 medium reactors driving 3 Prattch & Lantner medium thrust engines
Armament:
4 lightweight MACs
2 torpedo tubes
Comprehensive CIWS
Shielding:
3 Rayon shield generators, refit addition
Fighter complement:
12 F-235 Hornet space superiority fighters
6 A-127 strike fighters
12 F-230 interceptors
12 F/A-210 long range fighter/bombers
2 E-50 sensor surveillance craft
1 E-45 jamming craft
Description:
The Sun Striker carriers are designed for quick raids and frontier quick-response defense. Their duties are similar to that of the Merovingian class, only on a smaller scale. Many are assigned to Sixth Fleet to make up for its lack of heavy carriers.

Nova class guided missile destroyer (75 in service)
Dimensions: 500 meters long, flattened box shape, cross section 100x30 meters
Power plant: 2 medium fusion reactors driving 2 Prattch & Lantner medium thrust engines
2 medium weight MACs
4 lightweight MACs
2 torpedo tubes
Array of 100 vertically launched long range missile tubes, missiles may be nuclear or possibly antimatter tipped or carry large conventional warhead
Limited CIWS
Shielding:
2 Rayon shield generators, refit addition
Description:
Basically a scaled down version of the Warhammer cruiser class, these ships are designed as standoff missile platforms and are exceedingly subpar in close combat. A bare 1 meter of armor affords higher acceleration albeit at decreased protection.

Solar Flare class minelayer destroyers (75 in service)
Dimensions: 500 meters long, flattened cylindrical shape, 75 meter diameter
Power plant: 2 medium fusion reactors driving 2 Prattch & Lantner medium thrust engines
Armament:
4 medium weight MACs
6 lightweight MACs
2 torpedo launchers
4 rear mounted mine layers, carries 5,000 mines per layer
Limited CIWS
Shielding:
2 Rayon shield generators, refit addition
Description:
The Solar Flare class ships are basically Starlight class destroyers that replaced the missile bays with mine layers. Used to rapidly lay defensive mines or to lay mines in hostile areas where standard minelayers would be in too much danger. Occasionally the RSC will order a squadron of these ships to make a fast run through an enemy’s vital space lanes, leaving mines behind while evading pursuit. Since they deal in mines and have the occasional accident with their own fields, these ships have increased armor, 1.5 meters total.

Liberty class battlecruisers (3 in service)
Dimensions: 2.1 km long, flattened torpedo shaped, avg. 400x200 meter cross section
Power Plant: 4 heavy fusion reactors driving 6 Prattch & Lantner heavy thrust engines
Armament:
40 turreted heavy magnetic accelerator cannons (railguns)
10 turreted medium MACs
10 anti-capital torpedo tubes
Comprehensive anti-starfighter/anti-missile CIWS
40 tube-launched long range missiles (analogous to modern Tomahawks)
Shielding:
4 Rayon shield generators; refitted onto the battle fleet recently, soon after their development
Description:
The Liberty class was decommissioned in the Republic fifteen years before the start of the STGOD. Several were sold to smaller fiefdoms (the majority of those sold went to the two independent fiefdoms in the star cluster itself) and the remainder were either broken up and the parts used to produce more Claymore class battleships. Three have recently been reacquired with the joining of Ronogho to the Republic. The class was decommissioned because of the flawed design philosophy behind it; the engineer at Nashtari Defense Systems who came up with the design failed to take the lesson of early 20th century battlecruisers to heart; that is, the battlecruiser design doesn't work for its intended purpose. The design philosophy is that of a lightly armored but very fast ship with large guns that can strike at a battleship quickly and escape out of range without exposing itself to too much fire. It doesn't work, however, the high speed and nearly battleship-grade armament makes the battlecruiser an excellent heavy raider. This wasn't good enough for the Nashtari Congress at the time, and the class was decommissioned, however, although no new ones will be built, the ones now acquired will remain in service in the role of exceedingly heavy cruiser rather than seeing the use as a light battleship that proved so disastrous originally. 2.5 meters of armor cover the ship, and the Ronoghans bought shield generators from the Republic to refit their own navy a few years back.

Ronoshi class carrier/cruiser hybrids (3 in service)
Dimensions: 1.4 km long, flattened torpedo shape, average cross section 350x250 meters
Power plant: 3 heavy fusion reactors driving 4 Rynishigo heavy thrust engines
20 turreted medium magnetic accelerator cannons
8 anti-ship torpedo tubes
Comprehensive anti-starfighter/anti-missile CIWS
14 tube-launched long range missiles (analogous to modern Tomahawks)
Shielding:
4 Rayon shield generators; refit addition
Fighter complement:
18 F-235 Hornet space superiority fighters
12 A-127 strike fighters
8 F-230 interceptors
12 F/A-210 long range fighter/bombers
3 E-50 sensor surveillance craft
2 E-45 jamming craft
The Ronoshi class is an indigenous Ronoghan design, though most of its weapons systems and all of its fighters were bought from the Republic or licensed from Republic companies for local manufacture. It reflects the Ronoghan philosophy of having every ship able to hold its own in a fleet engagement, though it sacrifices the carrier's larger fighter complement and the cruiser's larger weapons loadout. The ship's role is usually that of escort carrier. 3 meters of armor plating cover the ship.

Hangrabi class medium cruiser (6 in service)
Dimensions: 1 km long, flattened torpedo shape, average cross section 250x150 meters
Power Plant: 3 heavy fusion reactors driving 4 Rynishigo heavy thrust engines
Armament:
20 turreted medium magnetic accelerator cannons
10 anti-ship torpedo tubes
Comprehensive anti-starfighter/anti-missile CIWS
20 tube-launched long range missiles (analogous to modern Tomahawks)
Shielding:
4 Rayon shield generators; refit addition
Description:
The Hangrabi class cruisers are designed as medium escort and combat ships. Their power plant is highly overpowered for the ship’s size; these cruisers are extremely fast, making them effective heavy raiders when necessary. They sport 2.5 meter armor plating over most of the ship.

Gonohan class frigate (15 in service)
Dimensions: 500 meters long, flattened cylindrical shape, 80 meter diameter
Power plant: 2 medium fusion reactors driving 3 Rynishigo medium thrust engines
Armament:
4 medium weight MACs
6 lightweight MACs
6 torpedo tubes
2 rear mounted mine layers
Limited CIWS
Shielding:
2 Rayon shield generators, refit addition
Cloaking device
Description:
The Gonohan and her sisters are designed as commerce raiders and scouts. The ships' engines can be dampened to increase stealth, much like on the modified Starlight class destroyer Black Dwarf, stationed at Farpoint. As on the Black Dwarf, this decreases available thrust and severely limits the ship's acceleration, but the dampeners can be disengaged at will. 1.5 meters of armor cover the frigate underneath its shield. Its three engines and low total mass make the ship extremely fast when not dampened.

Yonohan class fast destroyer (20 in service)
Dimensions: 500 meters long, flattened cylindrical shape, 75 meter diameter
Power plant: 2 medium fusion reactors driving 3 Rynishigo medium thrust engines
Armament:
4 medium weight MACs
6 lightweight MACs
2 torpedo launchers
12 long range missiles
Limited CIWS
Shielding:
2 Rayon shield generators, refit addition
Description:
Yonohan class destroyers are multirole ships. They can act as interdiction, patrol, garrison duty, Customs, pursuit of any kind, you name it and this workhorse of the fleet will take it. The Ronoghans took a keener eye towards the survival of their limited fleet, and so this class of ship is outfitted with 2 meters of armor plating.

Binder class interdictor cruiser (40 in service)
Dimensions: 1.2 km long, flattened torpedo shape, average cross section 300x200 meters
Power Plant: 3 heavy fusion reactors driving 4 Prattch & Lantner heavy thrust engines
Armament:
10 medium weight MACs
16 lightweight MACs
6 torpedo launchers
Comprehensive anti-starfighter/anti-missile CIWS
Shielding:
4 Rayon shield generators; refit addition
Description:
The Binder class interdictors are built around the Carnegie class's general frame, but has most of its internal space devoted to interdiction field generators. Like the Carnegie, their power plant is highly overpowered for the ship’s size; unlike the Carnegie, this does not generate such greater speed while the interdiction fields are operating. They sport 3 meter armor plating over most of the ship.

Orbital Defenses

Torrent Orbital Defense Platform (13 in service)
Dimensions: 750x600 meter rectangle, 200 meters “tall”
Power plant: 2 heavy fusion reactors, station-keeping thrusters only
Armament:
10 SMACs (super magnetic accelerator cannon; large mass drivers)
50 heavy MACs
Comprehensive CIWS
Shielding:
6 Rayon shield generators receiving almost all reactor output
Description:
The Torrent platform design is the Republic’s heavy space defense platform. It is able to trade blows with a heavy capital ship, but a determined concerted attack will destroy it. Since mobility is not an issue, its armor is a full 5 meters thick.

Cascade Orbital Defense Platform (1 in service; more exported)
Dimensions: 300x200 meter rectangle, 50 meters “tall”
Power plant: 2 heavy fusion reactors, station keeping thrusters only
Armament:
4 SMACs
25 heavy MACs
Comprehensive CIWS
Shielding:
4 Rayon shield generators receiving almost all reactor output
Description:
An older design, mostly retired in favor of the Torrent platform. One is still in service at Joyous Gard. The design is occasionally exported to nations that the Republic does not anticipate hostilities with. [OOC note: You may NOT assume that I’ve sold these things to you. If we haven’t worked out a trade deal that specifically mentions battle stations, you don’t have ‘em.] 4.5 meters of armor cover the immobile station.

Current Orbital Gun Platform (Many in service)
Dimensions: Variable, standard 50x50x10 meters
Power Plant: 1 small fission reactor, station keeping thrusters only
Armament:
1 SMAC
CIWS
Shielding:
1 Rayon generator receiving all reactor output
Description:
Current is just a fancy name for a floating gun. Some are mounted on asteroids and planetary ring members, the rest use the dimensions given above. When they have their own platform they sport 3 meter armor. Asteroid guns rely on the mass of the asteroid, making them less noticeable and more likely to achieve surprise.

Fighters

F-235 Hornet space superiority fighter
Dimensions: Wingspan 13 meters, length 20 meters
Power plant: 1 compact fission plant driving 2 Pratt & Whitney space fighter engines
Armament, Standard Loadout:
1 20 mm chain gun, 2,000 AP rounds
6 medium range anti-fighter radar guided missiles
4 short range anti-fighter IR guided missiles
Armament, Optional:
May replace missiles with anti-ship light torpedoes or heavy rockets (not often done)
Shielding:
Navigational field only, no combat rated shields
Description:
This highly maneuverable fighter is designed to give the RSC space superiority, and it performs that task admirably. It carries up to ten missiles or bombs/bomb clusters on external hardpoints. Barely shielded and unarmored, the old pilot’s axiom, “speed is life,” holds true for these fighters. They are equipped with an advanced ejection system. The pilot wears a vacuum suit and has enough air to survive for an hour. The seat has limited maneuvering thrusters.

A-127 strike fighter
Dimensions: Wingspan 13.5 meters, length 21 meters
Power Plant: 1 compact fission plant driving 2 Republic Systems heavy-duty small craft engines
Armament, standard loadout:
1 30 mm chain gun, 2,500 AP explosive rounds
2 short range anti-fighter IR guided missiles
12 medium range TV guided anti-ship/air-to-ground missiles
4 large gravity bombs
Shielding:
Navigational field only, no combat rated shields
Description:
This ungainly strike fighter is designed for anti-ship and air-to-ground operations in atmosphere. It is armored and can take several lighter hits (though a heavy cannon or railgun hit will still kill it). It shares the same ejection system as the F-235.

B-95 long range heavy bomber
Dimensions: Wingspan 30 meters, length 45 meters
Power Plant: I compact fission plant driving 2 Pratt & Whitney heavy thrust small craft engines; hyperdrive
Armament:
6 wing mounted anti-ship heavy rockets
Bomb bay with 40 heavy gravity bombs or 20 more rockets or torpedoes
Shielding
Light combat shields
Description:
These bombers fill the RSC’s heavy strike role. They are designed to bomb ground targets or punch holes in capital ships. They are equipped with hyperdrive motivators to assist in long-range striking without the need for a carrier. When in this role, they are usually escorted by F/A-210s. Each of the 4 crew members has an ejection seat.

F-250 interceptor
Dimensions: Wingspan 10 meters, length 18 meters
Power Plant: 1 compact fission plant driving 2 Pratt & Whitney space fighter engines
Armament, standard loadout:
1 20 mm chain gun, 1500 AP rounds
4 medium range anti-fighter radar guided missiles
4 short range anti-fighter IR guided missiles
Shielding:
Navigational field only
Description:
This sleek interceptor is blazingly fast at the expense of size and armament. They are designed to get out and engage a threat quickly, allowing time for heavier fighters to arrive. The interceptor's single pilot has the standard ejection system.

F/A-210 long range fighter/bomber
Dimensions: Wingspan 13 meters, length 20 meters
Power Plant: 1 compact fission plant driving 2 Pratt & Whitney space fighter engines, hyperdrive
Armament, standard loadout:
1 20 mm chain gun, 1500 AP rounds
2 medium range anti-fighter radar guided missiles
2 short range anti-fighter IR guided missiles
6 medium range TV guided anti-ship/air-to-ground missiles
3 large gravity bombs
2 heavy anti-ship rockets
Armament, anti-fighter loadout
1 20 mm chain gun, 1500 AP rounds
6 medium range anti-fighter radar guided missiles
4 short range anti-fighter IR guided missiles
Armament, other:
Modular hardpoints; may replace with other fighter ordinance as needed
Shielding:
Navigational field only
Description:
This large two seat fighter/bomber is designed as both a fast strike fighter and long-range escort as needed. Its role is much like today’s F-15E. Its hyperdrive allows it to be much more versatile in its use than the F-235. It often escorts B-95 raids and also forms the fighter screen for withdrawing carrier groups since it can jump out after the carriers do. It has the standard ejection system.

E-50 sensor surveillance craft
Dimensions: Wingspan 30 meters, length 45 meters
Power Plant: 1 compact fission plant driving 4 Pratt & Whitney medium thrust small craft engines
Armament:
None
Shielding:
Light combat shields
Description:
This small craft is basically a flying sensor platform. It sports a large sensor dish on its dorsal surface. It also carries excellent communications equipment and datalinking capabilities. It can transmit its sensor information to fighters it is in contact with and also acts as flight coordinator.

E-45 jamming craft Dimensions: Wingspan 20 meters, length 30 meters
Power Plant: 1 compact fission plant driving 4 Pratt & Whitney medium thrust small craft engines
Armament:
None
Shielding:
Light combat shields
Description:
These craft are dedicated jammers. They have a variety of transmitters across all frequencies dedicated to making enemy sensor screens show white snow. They are frequency-agile and if it appears that the enemy is getting his sensor capabilities back they immediately begin searching for a new way to block.

C-420 drop ships
Dimensions: Wingspan 15 meters, length 25 meters
Power Plant: 1 compact fission plant driving multiple variable direction thrust engines
Armament:
30 mm cannon
Optional twin light rocket pods, not always fitted
Shielding:
Light combat shields
Description:
Think the Pelican transports from Halo. These ships are designed to drop troops into hot landing zones quickly and get out. They predate the advent of compact shield generators in the Republic, and as such are heavily armored. This is fortunate for their role, since they have to turn off their shields while at their most vulnerable to drop off troops. They carry 50 ground troops and one LRV or one APC or tank.

Fleet Composition:

First and Fifth Fleets:
2 Venture class carriers
3 Claymore class battleships
6 Carnegie class cruisers
4 Merovingian class carriers
3 Warhammer class cruisers
16 Starlight class destroyers
20 Dawn Raider class frigates
16 Sun Striker class carriers
14 Nova class destroyers
10 Solar Flare class destroyers

Second, Third, and Fourth Fleets:
3 Venture class carriers
2 Claymore class battleships
6 Carnegie class cruisers
4 Merovingian class carriers
3 Warhammer class cruisers
16 Starlight class destroyers
20 Dawn Raider class frigates
16 Sun Striker class carriers
14 Nova class destroyers
10 Solar Flare class destroyers

Sixth Fleet:
5 Carnegie class cruisers
5 Merovingian class carriers
20 Starlight class destroyers
50 Dawn Raider class frigates
20 Sun Striker class carriers
5 Nova class destroyers
25 Solar Flare class destroyers

Ground Forces

Marines

The Republican Marines are a (relatively) small and elite force, dedicated to spearheading planetary assault landings, fighting shipboard actions on ships of the RSC, boarding enemy craft, and more rarely to commando missions. Marines also guard Nashtari embassies in other nations. The Republican Marine Corps is primarily made up of light infantry, though mechanized infantry and some armored units are also in the roster.

A standard Marine division is made up of roughly 15,000 men, divided into three brigades of 5,000 soldiers each. The brigades are further divided into five 1,000 man battalions. Eight 125 man companies comprise each battalion, further broken down into platoons of roughly forty men each. Four ten-man squads round out the organization, and are the smallest Marine units. A typical combat infantry squad is composed of two grenadiers, two heavy machine gunners, a communications specialist, and five riflemen.

Each Marine infantry platoon is assigned to a C-420 drop ship during combat operations. The drop ship will land the platoon during an assault, move the troops around the combat area as necessary, bring supplies from orbit or land-based supply depots, and if necessary will support combat operations with its weapons, though combat attack craft such as the A-127 normally handle this duty.

The Republican Marine Corps is composed of 650 combat divisions, 90 of them light/airborne assault infantry, 15 mechanized infantry, 6 artillery, 7 combat airlift divisions, 6 armored divisions, and 6 fighter/bomber divisions. All the infantry divisions are airborne and/or air mobile. The air wings of the Marines consist mainly of A-127s and F/A-210s. The total personnel count in the Corps is approximately 10 million, including command staff and other non-combat personnel.

Army

The main fighting arm of the Nashtari military, the Nashtari Army is highly trained and well equipped, though not so large as the ground militaries of some other nations. Comprising nearly 44 million personnel all told, the Army has more manpower than any other military branch in the Republic. The Army of the Republic is heavy on armored divisions, and the majority of its infantry divisions are mechanized.

The Army is similar to the Marine Corps in its command structure, with the addition of larger command units at the top, since the Army is generally deployed in far greater numbers at one location than the Marines. A corps consists of three divisions, and an army is composed of three or more corps. Beyond that, unit breakdowns are as given in the Marine entry.

While the Army makes use of C-420s in a similar fashion to the Marines, they are not so dependent upon them in all stages of combat. Most Army divisions use large, freighter-like landing craft for their primary landings once a landing zone has been secured; initial assaults are usually carried out by C-420 drops with heavy air support.

The combat ORBAT of the Army of the Republic is composed of 1100 armored divisions equipped with M808 main battle tanks, 1660 mechanized infantry divisions equipped with M805 armored personnel carriers, 110 light infantry divisions, 40 airborne divisions, 6 air mobile divisions, 12 air assault divisions, 10 engineering divisions, 8 specialist divisional groups (communications, demolitions, etc.), and 5 divisions of special forces units, officially Army units but actually permanently detached to Special Forces Command. This force is meant to both defend the worlds of the Republic from invasion and to mount invasions of enemy planets if necessary. There are also multiple non-combat personnel in the Army.

Ground Equipment & Weapons

M808 Main Battle Tank
Dimensions: 5 meters long, 3 meters wide, large top-mounted turret
Power Plant: Two redundant engines running four track wheels (treads)
Armament:
One 130 mm main cannon, capable of firing several ammunition types
One coaxial 20 mm chain gun
Four heavy machine guns
Description: The M808 is the Republic’s primary battle tank. It requires a crew of four to operate. The tank is covered in 50 cm of composite armor. The M808 has a top speed of 90 km/hr, though they do not usually move that quickly. A multitude of IR and other sensor systems give the vehicle excellent sensor coverage, and a cross linking information system allows the transmission of an individual tank’s information to the rest of the battalion and to other Nashtari combat vehicles working with the tank unit.

M805 Armored Personnel Carrier
Dimensions: 6 meters long, 3 meters wide, top-mounted turret
Power Plant: Two redundant engines running four track wheels (treads)
Armament:
One 30 mm chain gun
Twin anti-armor missile launchers
Three heavy machine guns
Description: The M805 is the primary APC of the Army. The transport has a crew of three and carries a ten man infantry squad. 40 cm of armor protect the vehicle and its occupants. The M805 can make a top speed of 100 km/hr. It shares the same sensor and data link capabilities as the M808.

M12 Light Reconnaissance Vehicle
Dimensions: 2.5 meters long, 1 meter wide, rear mounted machine gun turret
Power plant: One large vehicle engine running 4 drive wheels, 4 wheel steering
Armament:
One 20 mm turreted chain gun
Description: The Warthog from Halo. 12 cm armor plating cover the engine block and sides of the vehicle. The LRV has a crew of three; one driver, one gunner, and one spotter/sensor operator. The spotter is typically armed with an AR-57 assault rifle as well as high-powered binoculars, and also operates the sensors and data link. The LRV is not meant for main combat, and the typical response of an M12 to meeting an enemy armored column is to drive away at top sustainable speed (140-150 km/hr over flat ground) while sending data to the units it is supporting. The LRV is death on light infantry, however, and its rapid-firing Gatling type gun can mow down unprotected ground troops.

AR-57 assault rifle
7.62 mm rapid-firing assault rifle, 60 round clip. Standard infantry weapon.

CAR-43 carbine
7.62 mm rapid-firing carbine, 60 round clip. Smaller version of the AR-57. Commonly used by Marines and Special Forces.

S&W 9 mm automatic pistol
9 mm automatic pistol, 12 round clip. Standard military sidearm.

MG-98 squad automatic weapon
7.62 mm belt fed heavy machine gun. Standard squad heavy weapon.

Aerospace Force

The Nashtari Aerospace Force (NAF) uses most of the same combat aerospace fighters and bombers as RSC naval aviation. With hundreds of planet and moon based fighter wings fielding well over a hundred squadrons at every core world, the NAF provides quite an effective backup for the RSC in defending Nashtari space. Additionally, the NAF fields many wings of hyperspace-capable F/A-210s and B-95s, as well as the hyperdrive-equipped A-127H, which is not in general use by the Republic Space Command. (As the A-127, only hyperspace capable; see the A-127 entry under Naval Forces.)

The NAF’s combat squadrons include 700 squadrons of F-235s, 400 squadrons of A-127 standards (A through G models), 400 squadrons of A-127Hs, 500 squadrons of B-95s, 600 squadrons of F-250s, 600 squadrons of F/A-210s, 200 squadrons of E-50s, and 150 squadrons of E-45s. In addition, the Aerospace Lift Command, the cargo hauling division, consists of many groups of C-420s, C-340s (non-combat airlift haulers), and other cargo aerospace craft.

Special Operations Command

SOCOM handles special, usually secret, missions for Nashtar. The troopers under the command of SOCOM are drawn from the best in the Marines and Army. All are trained on Korrigal and all are twice volunteers, once for joining the military and a second time to opt into Special Ops. For most missions they become three time volunteers, as it is standard practice to only take those willing on the most dangerous and/or secret combat missions, and extremely hazardous and secret missions are all that SOCOM does.

SOCOM units operate mostly on the squad level. Some ops require as much as a platoon. Company deployments are rare, and battalion or larger formations composed entirely of special operations troops are nearly unheard of. SOCOM units are armed with standard infantry weapons, with additional mission-specific gear added in accordance with the unit’s mission. SOCOM troopers each have a specialty, whether it be urban warfare, demolitions, wilderness fighting, or almost any other conceivable combat situation that a SOCOM squad may find itself in. All troopers are also cross-trained in general combat techniques outside their specialty.

Silencers are common on covert missions, both for the carbines and pistols. Combat gear also commonly includes stealthsuits, underwater approach gear for SEAL style insertions, plastic explosives, tracking devices, sensor target designators, and a wide variety of other goodies.

The SPARTAN program is the pride of Nashtari SOCOM. The program involves gene enhancement, intensive training, and the best power armor that Nashtar can produce, though the SPARTAN armor is too prohibitively expensive to mass-produce for the Army and Marines. A SPARTAN is at least on par with an Ouster Blackeye. The SPARTANs are not often deployed in large numbers, moving in large groups only to meet the most dangerous of missions.
Last edited by Rogue 9 on 2004-09-25 10:12pm, edited 10 times in total.
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Bugsby
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Post by Bugsby »

THE KRELL COMBINE
During the genocide war, many different empires were destroyed and the political infrastructure decayed. As a result, many of the freedoms and protections that these empires had fostered died. It was this decay that led to the creation of the Krell Combine, a strange new human alliance.

A group of scientists lived and worked in a remote research facility, protected by their government. They had little contact with the outside world, and were kept isolated through the vigils of the Republic Fleet. There research efforts were invaluable in supplying the repulic with advanced weapons technologies. But at the start of the Genocide Wars, this Republic was one of the first to fall, leaving the scientists alone and unprotected in their installation.

The leader of the scientists, a man named Adar Krell, took it upon himself to ensure the safety of the research installation. He summoned a group of mercenaries working nearby and offered them a simple proposal: In exchange for the protection of the mercenaries, the scientists would work to provide the mercenaries with competitive weapons technology, all to important in the wartime era. The mercenaries readily agreed, and during the early years of the war, the scientists and mercenaries grew into a self-sufficient entity, each relying on the other for support in the tumultuous times. Krell was their de facto leader.

As the devastating final years of the war came, no world was unharmed by the destruction. Many weaker, unallied systems sought protection from the terror sweeping through their worlds. Some contacted the mercenaries and asked for help. Krell, seeing an opportunity to capitalize on the struggles of the times, sold out the protection of the mercenaries to any world that needed it. Armed with their superior technology and driven by greed, the mercenaries were highly efficient in protecting the border worlds from the threats of the war. After the war ended, the mercenaries continued to protect their clients. Just as the mercenaries and scientists had come together before to form a distinct entity, the mercenariesnow formed a mutually beneficial relationship with the planets they protected. These worlds would offer up resources and ship construstion yards in return for continued protection, in essence putting entire control of thier military into the hands of the mercenaries. It was at around this point that the scientists and mercenaries began to refer to themselves as the Krell Combine, named for their leader. No one is really sure whether combine refers to the melding of the scientists of the mercenaries or the relationship of the mercenaries to their protected worlds, and in the end it doesnt really matter.

To this day, the Combine is still led by Adar Krell. Although over a hundred years have passed, Krell has not aged a day. Many suspect this is due to his scientific research from the old days: his area of study was classified, and no one but Krell knows what he worked on. Still, he continues on, known as Krell the deathless. He is remarkably intelligent, yet still posessing the shrewd practical sense that led him to ally with the mercenaries in the first place.

The Combine has since acquired a reputation throughout the Terran Sphere as a group up unscrupulous rascals, who will sell anything to the highest bidder. While this makes them somewhat unpopular, they are universally recognized as the best in the business and have sold their services to most of the new empires at some point over the last hundred years.

Worlds:
The Combine has 10 worlds that it is in charge of protecting full-time. Most are average, human worlds that were split off of larger empires during the chaos of the war. The 3 most important are:
SIRIUS: World of military. Ironically, this world is populated by a pacifist society. However, they are pragmatic and know that pacifism will not act as a shield against the agression of others. As such, they have constructed extensive shipyards for the benefit of the combine: to build the navy, but not to use. Although you will never find a Sirian in any Combine taskforce, their resources make up the bulk of the Combine fleet.
CADMUS: The most populated world under Combine protection, a world of almost 50 billion souls. While the provide the same amount of resources to the combine as a percentage of their total potential, their massive population makes them the largest contributor in terms of personnel and non-military resources.
THEBES: A largely undeveloped world, yet rich in natural resources. Mining is the primary industry, and many of the resources needed to fuel the Combine's military complex come from here.
All three of these worlds have planetary shields. The rest do not.
The Combine also retains its original base of operations in its deep space research facility called "Nexus". The facility keeps his secrecy both for its safety and the privacy of its scientific secrets.
Other worlds: Minos, Hermes, Vespa, Cronos, Echo, Gorgon, Dis
New acquistions: Minerva and Aries (Krynor space, Sparta system)

Army: Virtually non-existant. The Combine specializes in naval combat, not ground combat. It has sufficient militia to protect its science base and the protected worlds, but the strength is its navy.

NAVY:
Captial ships:
1 Aegis-class capital ship. SD. 5 km long. Constructed on Sirius, this is the flagship of the Krell fleet. Used primarily for defense of core systems, this ship can only be bought for the highest price. It does not contain any "super" weapons, but is loaded with many standard weapons. State of the art point defense and shields make it very difficult to harm. Think Executor.
10 (3 offline) Titan-class capital ships. DN. One from each of the protected worlds other than Sirius. Named for the worlds they come from, e.g. Cadmus Defender. 3 km long. Again, usually used for defense, but the lower pricetag will allow them to be sent out on other missions. Equipped with a complimet of heavy lasers, fission missiles, and light rail guns. 3 Lance rail guns each. Lance rail guns are heavy rail-guns, firing fusion missiles at close-to-c speeds. Capable of dealing immense damage, tehy can only be fired once per battle. A direct his will destroy an escort or cruiser and significantly damage a battlecruiser.

Cruisers:
22 (6 offline) Lance-class destroyers. CA. 500 m in length, these are basically platforms for Lance rail guns. They only contain one gun each and are minimally armored.
17 (1 offline) Wall-class tenders. HC. 800 m in length, 350x350 cross-section. The opposite of Lances, these are minimally armed but heavily armored. Their large cross-section makes them unmaneuverable, but very good at creating a shield for smaller vessels. Good shields, great point-defense.
45 carriers. 700 m in length. Each of these contains 1000 combat drones, automated fighters. While these are very weak in and of themselves, a swarm of these from several carriers can overwhelm most escorts and harm some cruisers. Useless against capital ships. They are also highly effective agaisnt other drones and fighters, but the drone AI is still being perfected, making them not as useful in that arena as the description might suggest.

Escorts:
110 missile frigates. DD. 100 m in length. Each has 10 fission missile launchers. They are lightly armored and are used solely for long-range bombardment.
130 (32 offline) Harley-class strikers. CT. 50 m in length. 14 medium lasers, 2 light rail guns. Lightly armored, very fast and maneuverable.
182 (23 offline) Blue Collar-class frigates. FE. 70 m in length. Jack of all-trades, master of none. Moderate defense, moderate armament. Arms consist of rail guns and medium lasers.
40 (15 offline) Bombardment cruisers. DD. Planetary siege for hire. Incinerants and nuclear warheads make for a powerful though indiscriminitely damaging bombardment system. They have been accused of being inhumane, but, true to form, the Krells don't care. In thier opinion, their clients are the ones killing civilians... they just fly the ships.

Drones:
The Krell Combine posesses defensive drones that can be deployed either on ground or in orbit as stationary defense. Heavily armored, with 2 heavy lasers as armament. The Combine posesses massive supplies of these, and the sale of these are its main source of income.


EDIT: I put this in to expand on the character of the people that make up the Combine.

The Scientists: They still mostly remain in the primary installation: Nexus. However, all ships larger than escorts have at least one scientist on board. The goal of these scientists is to monitor any enemy technology used in the battle and hopefully be able to reverse-engineer. It is difficult, and usually futile, but they are sometimes able to glean important information from battle read-outs.
On Nexus, the scientists work hard to develop the latest in weapons technology. Although they are engaged in many side-projects, the primary goal is to improve the weapons used by the fleet. The research is rarely directed towards entirely new fields of study. Instead, the scientists work to break down the barriers that restrict the current weapons technology, and are largely successful. As a result, all weapons technology of the combine is second to none. Their weapons are small and potent, and their defenses powerful and efficient. Their ships, particularly the smaller ones, are fast and maneuverable. The superiority of Combine technology is balanced only by the fact that their ships are rarely deployed in large numbers, except in defense of the permanent client planets.

The Mercenaries: The mercenaries that make up the bulk of the combine are an eclectic group. Most are recruited from the protected worlds. The lower classes of these worlds see working for the Combine as a very glamorous and desirable life-style. Most of the mercenaries recruited from the client planets go to work as support crew on board one of the larger vessels. The smaller escorts, on the other hand, are mostly operated by private mercenaries or pilots who joined up with the Combine to increase their profits and gain the right to be a part of the elite mercenary group in known space. As a result, although the escort ships are fairly standardized, there is a good amount of deviation as ship captains tinker with various bits of their ship. It is not uncommon to see a Blue-Collar with an extra laser cannon or two, or a Harley with an extra-powerful engine installed. The pilots of these ships tend to be glory hunters. They will make reckless maneuvers in battle in the hopes of additional bragging rights and a bigger paycheck. Thus, these privately operated ships tend to do a bit more damage but take many more casualties.

The Protected Worlds/"The Permanent Clients"
These are a group of 10 planets spread out among 6 systems, all of which are relatively close to one aonther. The Krell fleet is spread out among these worlds, although most of it is centered around Sirius. The systems are close enough that the rest of the fleet can jump to engage any attacking force against a protected world. As a result, any attacking force would be up against most of the Krell fleet. This gives the Permanent Clients the reputation of being nigh untouchable, a reputation that the Clients enjoy. This is the reason they pay the high costs of permanent protection to the Combine. The money paid by the permanent clients goes towards the day-to-day running of the Combine. Contracts with other worlds tend to be used to repair damaged ships and build new ones.

The Politics:
The Protected Worlds have no international ambitions. In terms of extra-planetary affairs, they defer to their protectors, the Combine. The mercenaries of the Combine in turn defer to Adar Krell, placing Krell among the most powerful men in the galaxy. Little is known about Krell. He is somewhat of a recluse with few friends. Nothing is known about his personal agenda, or even if he does have one. Odds are he does not, however, since he has been running a purely mercenary operation over the last hundred years with little incenitve to change his goals.

Krell has instituted a policy of honor among the mercenaries. His obligation is of course to the highest bidder, but once a contract is signed he will never go back on his word. The Combine is more than willing to lease ships to forces on both sides of a conflict. However, in such a conflict, Combine ships will never attack other Combine ships.

People to know:
Adar Krell- scientist turned businessman. Rumored immortal. Head of the Combine. Ever since the Rape, with the death of Emir, he has been acting strangely.
Faran Tor- head negotiatior. Very good at his job, but is really more of a blue-collar persona. Hates dealing with dignitaries, although he does so with a smile. No respect for authority sometimes gets him in trouble.
Emir al-Shad- mercenary chief, leader of Combine military. In direct control of navy, indirect control of special ops. Old friend of Adar Krell. Killed in the Rape.
Trilla Nor- no nonsense head of scientific research in the Nexus. Injured in the Rape, saved by Faran. Suspicious of Adar.
Yrt Ztal- featured assassin, one of the best in Combine pay. Infinitely resourceful. Psionic implants given to him before the infamous Manasa mission have given him massive psychic power that he is as yet unable to control. Seeking the help of the Veithans.
Leego Diama- Former captain of the Aegis, now head of Krell fleet command, Emir's old post. Highly ambitious. Hates politics. Man of action. Adar now seeks him as a friend, like Emir was before. A somewhat subservient attitude keeps this from really working out.

SHIPS UNDER CONSTRUCTION
2 Titans
10 Lances
13 Walls
10 Carriers
100 Blue Collars
80 Harleys
40 Missile Frigates
Last edited by Bugsby on 2004-09-13 07:19pm, edited 3 times in total.
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Post by Thirdfain »

Order of Battle:

The Diaspora of the Unbound
(a.k.a, the Unbound, Elysians, White Floaters, most commonly- Ousters)

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-ph33r my l33t s3xy fl4g!


From the edge of Known Space came a flood of black ships- sleek, armed with weapons never before seen by the native powers surrounding Old Earth. Their masters were inscrutable, their goals unkown. Without any forewarning, they conquered four entire systems at the region’s edge, including the industrialized independent port of Hudson.

Over half a year has passed since then, and the invaders have conquered a broad swath through known space, unopposed. Now, they seem to have stopped- They are waiting, gatehring their strength, preparing, perhaps, for their next move.

Physiology:

The average Ouster stands tall- A woman of 5’6 is thought short. Her bones regenerate rapidly, an effect designed to make up for the degenerative effects of 0-g life. Her metabolism is faster than an unmodified human’s by a considerable degree, giving her greater strength and agility at the expense of an uncommonly voracious appetite. She moves in the complicated warren-tunnels of an Ouster Cluster with grace and ease, her prehensile toes and skillful hands allowing her great versatility in the realm without up nor down in which she has grown up. Her skin is palest white, if she lives on a ship, or nut brown tan, if she lives on a Cluster. The hard radiation of space finds itself spent on her cells, which regenerate internal damage at such a pace that only extreme radiation presents a danger.
If wounded, her bones and flesh knit with wondrous rapidity. Wounds which would incapacitate a human for weeks are made whole in days. Her high heartrate would make small wounds bleed uncontrollably, if her blood didn’t clot faster and harder than an unmodified human’s. Disease, if it strikes, will find itself hindered by her incredibly adapt immune system. Sex with an Ouster is said to be incredibly satisfying.

She is far from a superwoman. If she lives to see 50 years, she will be counted an old woman. She will reach puberty at eight, and will complete physical growth at 11. She will be spry and active until near the end, capable of bearing children into the last 5 years of her life- but when the end comes, it will be catastrophic- not for her a leisurely old age, but rather, a year or two of collapse, followed by a haggered death.

Such is the life of an Ouster- like that of a human compressed down to half-size, accelerated and focused. Some would liken her to a cockroach, and, after explaining to her what a cockroach was, she would laugh with delight- the comparison would please her.

Culture:

The Ousters are not the Floaters, despite their similar habitats. The Floaters took the Freedom of the Void to mean freedom from conflict- they imagined a world in which everyone shared equally of the bounties of the galaxy.

The Ousters take the Freedom of the Void to mean freedom from boundaries. They spread from system to system like a flood, turning comet-clouds into CHON foodstuffs and asteroids into habitats and ships, and then turning CHON foodstuffs and habitats and ships into more Ousters- and then spreading again. It is like the reproduction of rabbits- fast, furious, and with disdain for consequences.

The rampant spread of Ouster life is called the Diaspora.

They have a government, of sorts- the largest Clusters exercise some form of democracy, in which leaders are appointed by the public to handle certain problems. An organization called Giudice, established during the early days of the Elysian colonies, acts to run courts and provide judges across the Elysian sector. It is the only thing the Ousters have which approaches a long-term national government.

The commencation of the project which ended with the invasion of known space involved members of every one of the Ouster’s largest clusters appointing an entire bevy of administrators and organizations to mounting the endeavor. This organization, dedicated to returning the Ousters to Known Space, is called The Hajr. The Ouster warships entering Known Space are run by the Hajr, their crews and soldiers trained by the Hajr, and their accompanying military clusters and mobile shipyards operated by the Hajr.

Holdings

The Unbound territory is now divided into two regions- the Elysium sector, a week's hard FTL drive from Known Space, is the cradle of modern Unbound civilization. It's eleven densely populated core systems are all teeming with many billions of the Unbound. Each system has 2-3 large Clusters and countless smaller mining colonies, food factories, shipyards, and asteroid habitats. Major Clusters include Jhalar, Elysium, and
Madrighala. Surrounding these systems are a corona of thirteen more recently colonized systems, with considerably less developement. Dozens of systems more have embryonic Unbound habitation- small survey sites, fledgeling clusters, and mining outposts.

This region is almost completely unknown to Known Space at large. Only by sending scouts or spies will the details of the Elysium sector become known to the Known Space powers. Humans can not pass for Ousters, and neither can Floaters- the physiological differences are too great. A Known Space power would have to capture a dead Ouster, and then would have to possess the genetic manipulation tech to give a human Ouster physiology. Even then, with no knowledge of Ouster customs, the spy would be hard-pressed to fit in, and would likely be discovered. Of course, a captured Ouster could be tortured for information.

The other section is in Known Space, conquered a little more than a month ago. Centered on industrialized world called Hudson, it is a beachhead into Known Space. The Unbound here are almost all Hajr members. Only recently has the colonization begun.

The Hajr:

The Hajr is the most organized force ever created by the Elysian unbound. It has offices and representatives in every major cluster. It is not a government- Besides the Giudice’s duties of providing fair courts, the Ousters have always been quite anarchistic. The Hajr is, on the other hand, an incredibly powerful force in Ouster politics- the manifestation of the ideals of manifest destiny which permeat Ouster culture. They are, in some respects, the organized force necessary to ensure the disorganized propogation of Ouster life.

Hajr Military technology:

The Ouster military philosophy emphasizes speed and the attack. Ouster vessels are shielded, but their shield technology is derived from century-old Durandelian equipment, and is 15-20% less effective than the standard in Known Space. Making up for this is the extreme skill at which Ousters can pilot their vessels and the incredible manufacturing abilities of Ouster society. It takes only a couple of months for an uninhabited system to become a major Ouster construction site, producing dozens of Strike Cruisers, Cataphracts, and Attack Carriers.

Military Technology

Wave Motion Cannon Wave Motion Cannon are instantaneous-propagation beam weapons. They can't reach missile range, but are still quite effective at middle distances. Wave Motion Cannon are huge weapons, usually mounted in spinal mounts. They do excellent damage.

HEL Lance High-energy laser lances are still popular as secondary weapons, providing broadside armament. They are easy to aim and can scale from massive spinal mount weapons to fighter-mounted devices.

M/AM Cannon M/AM cannon are powerful short-range bolt weapons which use controlled realspace/hyperspace pockets to hurl bolts of seething antimatter at targets. Propogation is sublight, and the containment fields break down rapidly, but at short ranges the weapon is devastating against armor; though almost useless against shields.

Kincaid Torpedoes Essentially a miniature Kincaid device with attached warheads and engines, the Hajr Kincaid Torpedo is a FTL realspace weapon, both maneuverable and powerful. Kincaid torpedos are large, and the field generated by their engine activation limit vessels to firing small volleys.

Kincaid Drive Hajr vessels travel through FTL via Kincaid Device- a realspace FTL engine which provides excellent acceleration and versatility in dropping in and out of FTL, at the expense of top FTL speed- Top Ouster FTL is 10% slower than galactic standard, though they can reach maximum FTL speed very rapidly.

Shields Derived from ancient Durandalian designs, the shielding used on Ouster craft is 15-20% less effective than the Galactic standard.

ECM, Sensors Ouster ECM, sensors, and point defense are all better than standard by a small margin.

Interdictors Ousters use standard, two-state interdictor devices mounted on modified freighters, with a total of four interdictors being assigned to each War Cluster.

Hajr warships:


Non-Combat Support:


4 “Mother Void” –class Fleet Tenders
(Mother Void, Glorious Return, Bounty of the Stars, Divinity of Purpose)
Dimenstions: 15 km long, 4x3.5 km in cross-section
Powerplant:
12 Capital Fusion plants
Armament:
15 Capital HEL Lances
8 Torpedo Tubes
600 PD clusters
Description:
The "Mother Void" class is a noncombat vessel. It is a mobile resupply base, military command center, and cargo ship. It mounts enough armament to defend itself from a raiding squadron, but little more. A Mother Void rapidly becomes the center of a Military Cluster, with dozens of machine shops, docking bays, and shipyards strapped on.



Capital:

9 “Destiny of Man”-class Cataphracts
(Destiny of Man, The Dominance of Primates, Mankind Ascendant, Heart of Iron, Unbreakable Resolve, Pinnacle of Evolution, Manifest Destiny, Diaspora's Harbinger, Heroic Sacrifice)
Dimensions: 4 km long, 800x1000 meters in cross-section.
Powerplant:
3 Capital Fusion plants
2 Medium Fusion plants
Armament:
2x2 Capital Wave Motion Cannon (Turreted, each turret supplied by a small fusion plant)
32x1 Capital HEL Lances (broadside weapons, half can be brought to bear on any single target)
6x1 Capital M/AM cannon (3 can be brought to any broadside, with 4 capable fo firing dead aft and 6 capable of firing dead forewards.)
8 Kincaid Torpedo tubes (2 rpm per tube, highly maneuverable torpedoes can all be aimed at a single target.
4 Supercapital Spinal Lasers (Forewards fire only, very high power)
120 PD pods
Description: The “Destiny of Man” class of warships is the largest in the Hajr fleet. It is very heavily armed, and is the only vessel in the fleet to carry Wave Motion Cannon in turrets. It has truly devastating forwards arc weaponry- with it’s WMC turrets fixed forwards and it’s four super-capital spinal mount lasers, it can match and defeat the broadside of any modern Dreadnought. Its broadsides of capital lasers are potent enough to rapidly shatter cruisers, but are somewhat lighter than the broadsides of enemy Dreadnoughts. The “Destiny of Man” is very fast for a ship of her size, and is designed to charge an enemy formation, smashing it to pieces and opening up holes that lighter craft and fighter strikes can exploit. She can survive for a while in a broadside duel with an enemy capital ship, but will eventually lose due to her Ouster shields and weaker broadside armament- but few vessels can withstand her forwards firepower for long.

18 “Elysium Ascendant”-class Attack Carriers
(Elysium Ascendant, Hornet’s Nest, Bringer of Progress, Darwin’s Truth, Sublime Victory, Inevitable Ascendance, Soldier's Duty, Red Queen, Swift Predator, Slayer of Weaklings, Crimson Fang, Progress Through Conflict, Child of Chaos, Heroic Conflict, Force of Nature, Mankind Empancipated, Pride of Candaris, Undisputable Truth)
Dimensions: 3.0 km long, 875x800 meters in cross-section
Powerplant:
3 Capital fusion plants
Armament:
2 Capital Wave Motion Cannon (spinal mount)
20x1 Capital HEL Lances
5x1 M/AM cannon
2 Torpedo Tubes
100 PD pods
Strike Wing:
10 gunships
50 heavy bombers
50 fast bombers
100 interceptors
Description:
The Elysium Ascendant model is a hybrid vessel, a battleship-sized craft with moderate armament and decent fighter capacity. Attack Carriers are capable of surviving, and dealing damage, in a line of battle, while sending precision fighter strikes at the enemy.

Cruisers

2 "Unwavering Loyalty"-class Raiding Carriers
Dimensions: 1.4 km long, 400x300 meters in cross-section
Powerplant:
1 Capital Fusion Plant
Armament:
1 Spinal Laser Lance
2 Torpedo Tubes
6 Heavy HEL Lances (broadside)
2 M/AM Cannon
30 PD clusters
Strike Wing:
20 interceptors
10 fast bombers
5 heavy bombers
2 gunships
Description:
The Unwavering Loyalty-class Raiding Carrier is a cruiser-sized warship designed to provide a mobile fighter base to independent Cruiser raiding squadrons. Her shielding is far from excellent, but her armament is decent, her strike wing is solid, and her maneuverability and speed is almost unmatched. Like the Killfrenzy line, her sensor suites were purpose-built to include arcane components.

30 "Brief Life Burns Brightly"-class Strike Cruisers
Dimensions: 1.5 km long, 375x250 meters in cross-section
Powerplant:
1 Capital Fusion Plant
Armament:
1 Capital Wave motion cannon (spinal)
2 Spinal Laser Lances
3 M/AM cannon
12 Heavy HEL Lances (broadside)
2 Torpedo Tubes
30 PD clusters
Description:
The Brief Life Burns Brightly class is fast and very well armed, it's forewards arc weapons capable of inflicting incredible damage even at medium range. It is a major threat to capital ships in short range combat. It is also the largest cruiser employed by the Ousters.

50 "Expansion of Civilization"-class Strike Cruisers
Dimensions: 1250 meters long, 255x250 meters in cross-section
Powerplant:
1 Capital Fusion Plant
Armament:
1 Capital Wave motion cannon (spinal)
1 Spinal laser lance
2 M/AM cannon
18 Heavy HEL Lances (broadside)
2 Torpedo Tubes
25 PD clusters
Description: More heavily shielded than the Brief Life Burns Brightly, the "Expansion of Civilization" class is also more lightly armed than it's larger brother. It is easy to mass produce, and mounts a fearsome forward battery.

Escorts

Standard frigate frame is about 500 meters in length, 125/100 meters cross-section.

250 "Vampire"-class Torpedo Frigates (1 capital torpedo tube, light conventional armament)
200 "Knife"-class Raiding Frigate (moderate conventional armament, fast.)
200 "Tarsis"-class Escort Frigates (heavy point defenses)
4 "Killfrenzy"-class Escort Frigate (Pattern Beta, advanced escort design, emphasis on heavier guns optimized for heavier PD targets. )

Hajr Fighters and Small Craft

The Hajr has a large corps of trained space pilots, and this is made evident by their experienced and fanatical corps of starfighter pilots and crew. Using a combination of deep conditioning and intrusive cybernetic linkage, Ouster pilots are able to fly with pinpoint accuracy and skill. All craft names are those given to them by the Jormungandrese navy in the brief conflict preceding the Ouster conquest.

Interceptor Pattern Gamma “Nachtjager”
Engines: 4 maneuvering clusters, 1 fusion ramjet
Defenses: 2 light PD guns, Pattern Uppsilon Arcane/Mundane EW/Sensor suite, 1 light shield generator
Armament: 8 “Klinge” anti-fighter missiles
1 HEL Lance (3cm gattling mount)
Dimensions: 6x10 meters

The Hajr’s standard issue interceptor, christened the Nachtjager (Night Hunter) by the Jormungandrese navy pilots who first flew against them, are agile and dangerous craft. It’s single gatling HEL lance is oversized and overpowered, and the “Klinge” fast missiles are agile enough to chase down even enemy torpedoes and capship missiles. The Nachtjager’s shielding is sub-par, and it’s defensive PD guns are stripped-down models with little chance of stopping more than one or two missiles.

Heavy Gunship Pattern Omicron “Kreigshund”
Engines: 8 maneuvering clusters, 2 fusion ramjets
Defenses: 2 full-scale PD pods, Pattern Uppsilon Arcane/Mundane EW/Sensor Suite, 6 light shield generators
Armament: 32 “Klinge” anti-fighter missiles (VLS pods)
2 HEL Lance turrets (1 cm gatling mount)
4 Coilgun turrets
Dimensions: 60x20 meters

The “Kreigshund” (War Hound) is an uncommon sight in the days after the fall of the Floater republics; she is essentially a lancer, the class of large point-defense platform small-craft fielded by the Floaters. Mounting an array of antifighter and missile guns, along with an extensive self-defense platform, the Kreigshund is poison to enemy fighter strikes and missile barrages. Her computer systems and sensors are extensive, and her shielding is excellent. The Kreigshund is, however, improperly armed to face capital ships, and is too slow and much too large to act as an effective attack craft.

Fast Bomber Pattern Xi “Morderwulf”
Engines: 3 maneuvering clusters, 2 fusion ramjets
Defenses: 4 light PD guns, Pattern Phi Arcane/Mundane EW/Sensor suite, 1 light shield generator
Armament: 4 “Stange” Antiship torpedoes
2 HEL lances (1cm gattling mount)
Dimensions: 7x8 meters

“Morderwulf” (Killer Wolf) fast bombers are fearful opponents, with the maneuverability and speed of a fighter combined with a formidable payload of antiship munitions. The Morderwulf’s ECM suite is larger than usual, making the vessel a very hard target for point defense guns.

Heavy Bomber Pattern Lambda “Aesirfaust”
Engines: 4 maneuvering clusters, 2 fusion ramjets
Defenses: 8 light PD guns, Pattern Uppsilon Arcane/Mundane EW/Sensor suite, 3 light shield generators
Armament:
2 HEL Lance turrets (2 cm gattling mounts)
8 “Zweihander” Heavy Antiship torpedoes
Dimensions: 12x12 meters

A flight of “Aesirfaust” (God Fist) heavy bombers were responsible for the deaths of the two largest Jormundangrese fleet vessels. Of middling speed and poor maneuverability, the Aesirfaust mounts excellent shielding and point defense, and carries two volleys of absolutely devastating “Zweihander” shipkiller torpedoes. The Aesirfaust is designed to damage and destroy even enemy dreadnoughts; and their powerful laser lance turrets allow them to be credible threats even to enemy interceptors.

Aerospace Strikecraft Pattern Rho “Heulenfalke”
Engines: 2 maneuvering clusters, 2 fusion ramjets
Defenses: 2 light PD guns, Pattern Xi Arcane/Mundane EW/Sensor suite, 1 light shield generator
Armament:
3 Coilguns
8 munitions hardpoints (Can fit anything from gun pods to anti-bunker tacnukes)
Dimensions: 7x4 meters (7x8 meters with wings extended)

The “Heulenfalke” (Screaming Falcon) aerospace strikecraft are rarely seen in casual contact with the Hajr. Only deployed in planetary assaults, the Heulenfalke is capable of space and atmosphere flight. Designed to provide CAS to Hajr units on the ground, and to engage and destroy enemy aircraft, the Pattern Rho is fast, well armed, and carries decent point defense. She is smaller and less well shielded than Hajr space fighter craft..


Hajr Groundforce

The Hajr relies heavily on starships in combat, but by it’s very nature, the Hajr must have a functioning and effective army. This being the case, the Hajr has a large professional army. Formed around a base corps of Ousters from the few habited planets in the Elysium sector, it has been expanded with large units of Ousters from such high-population Clusters as Candaris and Madrighala. Training is intense, requiring months of basic training on Diaspora planets. Ouster units tend to be smaller than their equivalents in other armies, and rely heavily on orbit-to-surface re-supply.

Stratiotoi
(Pronounced "Strah Teeyo Toy")

The Stratiotoi are the backbone of the groundforce. Essentially medium infantry, the Stratiotoi are equipped with a variety of weapons. Emphasis is placed on invasion tactics and planetary garrisoning, as maneuver warfare is not generally part Hajr doctorine. Stratiotoi divisions include organic air support (in the form of VTOL gunships,) embedded orbit-to-surface spotters, a variety of light and medium armored vehicles, specialized recon units using drones, mobile anti-orbit ECM, PD, and defense gun units, and basic artillery. Stratiotoi are generally expected to strike targets already heavily bombed from orbit, inserting via dropship immediately following landings by Dragoon and Kavaliroi assault troops. Stratiotoi units include chemical and biological weapons as standard equipment.

Stratioti units are the ones that will be found in abundance garrisoning conquered worlds, and make up the bulk of the Hajr Groundforce.

Personal equipment for Stratiotoi includes a pattern-delta light power-suit. The Pattern Delta offers excellent protection against shrapnel and NBC, decent protection against light hand-weapons, but is generally penetratable by most modern service rifles at medium and short ranges. The Pattern Delta instead focuses on utility, providing the Ouster troops with excellent mobility and carrying capacity, as well as a mounting a variety of sensors and links to a combat datanet. A soldier in a Pattern Delta is much stronger than an unarmored human, and can be expected to have a nearly unbeatable advantage in close combat. Front-line Hajr units are largely now equipped with the Pattern Epsilon suits, which include basic arcane sensors and metaphysical EMP hardening.

Luftdragoons

The Luftdragoons are Hajr elite mobile assault troops. Trained extensively in small-unit combat, Dragoon units are responsible for initial landings on enemy hard targets, like cities. Often landing behind enemy lines, Dragoon units often operate in company strength, taking positions and then relying on heavy orbital firepower to take the place of heavy weapons, which their nature means they can not carry. Dragoons insert via dropships, and carry a variety of man-portable weapons like LMGs, mortars, and recoilless rifles.

Dragoons wield Hajr-pattern fletchers as basic weapons, and wear Pattern Psi armor suits, which are more heavily armored than Stratiotoi armor, and mount better combat electronics, but which suffer from far greater resupply needs. A Stratiotoi suit can go for months in the field, and can be easily repaired. Pattern Psi suits are more complex, especially the newer EMP hardened versions, and require re-supply and servicing after only a couple of days in the field. Stratiotoi troops often joke that the Dragoons leave for planet side after breakfast and are back shipboard in time for dinner.

Kavaliroi
(Pronounced "Caval Ear Oy")

Kavaliroi troops are the Hajr’s initial landing troops. Equipped with heavy power-armor and massive weapons, the Kavaliroi are essentially man-sized tanks. Their armor can essentially ignore anything short of heavy machineguns at all but the shortest ranges, and they are immune to biological and chemical attacks. Much like Luftdragoons, Kavaliroi are short-duration combatants, and are almost always attached to Stratiotoi units which provide facilities to service their power-armor between actions. Kavaliroi are excellent troops for city fighting, and are excellent for breaking the morale of already mauled enemy units.

Kavaliroi troops fight in small units, and make up the smallest percentage of the Groundforce. A full planetary invasion may include no more than a thousand Kavaliroi troops.

Kavaliroi are armed with a variety of heavy weapons that non-armored troops could never carry. The scorpion is their basic weapon, a large, high-powered directed plasma rifle that includes an integral under slung jazzer grenade launcher. Man-portable heavy weapons and ECM suites are common. Kavaliroi often have attached APC groups for on-planet deployment.
Summary:

Characteristics:
Rapid birth rate
Superior physique
Zero-G optimization
Expert starship crews readily available
Rapid industrialization and construction
Freedom loving, anarchistic
Short life span
Poor shielding technology
FTL slower than average
Last edited by Thirdfain on 2004-09-13 10:58am, edited 15 times in total.
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Veithan Empire OOB

Post by Marcao »

History

The Veitha Empire was born out of conflict and the belief of its citizens that the galaxy by and large could not be trusted to respect its wishes. The population within the empire is all telepaths of varying strengths, and what had once been a defensive minded star kingdom has now grown into a far more militaristic star nation. The Empire is highly advanced, retaining a great deal of technologically prowess both from its own mother nation and associations. Veithan science is highly advanced, and the nation claims parity with any other known power in the galaxy.

The Empire’s stance with its neighbors is simple. The Empire will deal with proactively with any threat it perceives to its territories and interests, an attitude that has unnerved a few of its neighbors but has solidified its place in its sphere of influence. The Empire does not go out of its way to antagonize lesser powers, and as a whole deals fairly with its neighbors. It is however capable of extreme brutality, and it is perhaps this fact that has kept the Empire’s sphere of influence intact as time has progressed.

The Empire’s technology is highly advanced specially among various fields of war such as high energy physics, anti-grav and drone technology. The Empire takes knowledge seriously, and its schools and universities are among the most capable in known space. Expansion through military means has generally not been necessary due to the amount of space readily available to be colonized. However, Veithan marines are feared sights in whatever battlefields they may participate in. At the moment, the Empire is in a state of flux aware that the galaxy promises a grand destiny. All that the Empire has to do is have the courage to claim it.

Society

The Empire is a meritocracy for the most part, although the extremely wealthy and connected have some hidden doors that are not available to do the general populace. The currency of choice is the muran, and is handled almost exclusively via electronic transactions. The Empire is concerned with the state of being of her citizens, and thus poverty is for all intensive purposes inexistent. The Empire is a human dominated affair, and is best known for its usage of telepathic speech as the language of choice. Since every member of the Empire is a capable telepath, walking through an Empire city or station can be unnerving to an outsider.

Religion

The Empire does not endorse any religion and the vast majority of the population is atheistic. It is believed that less than ten percent of the population believes in a higher power, and of that ten percent only half actively follow some sort of religious doctrine.

Worlds

The Empire controls twelve major systems, these being the core of the Empire and unsurprisingly the most heavily protected. The central world is Veitha III, which composes the very heart of the Empire’s administration and history. There are eight minor systems which act as supporting the core worlds, these systems are rich enough and developed enough to actively contribute to the Veithan cause. The final ten systems within the Empire are colony worlds, possessing relatively small amounts of infrastructure. These worlds hold the promise of one day becoming core worlds themselves.


STL types

A: Gravity Drives: The primary drive found in civilian and military ships, gravity drives are efficient and capable of reaching a high fraction of C. All Veithan vessels mount gravity drives as their primary drives. In the case of civilian ships, these are the only drives used.

B. Psy-Drives: P-Drives or Psy drives are found exclusively in military ships and harness power from the ships internal psychic grid to propel the ship forward telekinetically. These drives are not as efficient as gravity drives and offer restricted performance. The drives are however extremely stealthy, and as such are immensely useful for military operations. [note: recent advancements in technology, particularly in psychic amplification through magical means, have allowed improved psy-cores to be built. Due to this, psy-drives will soon function with performance rivaling gravity drives for most operations.]

FTL types

A: Primary FTL: Hyperspace Submersion (MultipleBands/Realm FTL. Primary means of military and civilian ships to travel at FTL speeds. This method is quick and accurate, however spatial distortions can be picked up by a wide array of sensors.)

B: Secondary FTL: Psy-Assisted Hyperspace Immersion (These drives are expensive and are usually found exclusively in military vessels. The drives create a psychic pocket around a vessel which is then used to immerse the vessel into a deeper realm of hyperspace. These drives by virtue of the "depth" employed, are far more stealthy than others available to the Veithan Empire.)

Communication:

A: Quantum Determinacy Communication (Ansibles) (FTL, long range, secure communications. Found in most military types of Drones that require constant updates with their home ships)

B: Thought Projectors (FTL, varied range communications through psychic bands. Internal ship comms are generally through Psy-Amps and most inter-fleet communications follow this method as well.)

Miscellaneous Technology

A: Gestalt Devices: The Gestalt device is a powered psychic booster that allows many of the Veithan technologies to function. Without the ability of Gestalt Devices many of the Indashani technologies such as the P-Drives and thought projectors would be far more limited. In essence, a gestalt is capable of boosting the power and range of a psychic mind hooked up to the device. The latest generation of these devices is efficient and smaller than their predecessors but still function on the same principle. The stronger the telepath that is hooked up to the gestalt device, the more he or she may get out of it. Nonetheless, Gestalt devices have their own risk as a mind if pushed too hard may break under the strain.

B: Displacers: Displacers are displacement based devices that are capable of for all intensive purposes teleporting matter over various distances. The primary uses of displacers are primarily civilian in application, and displacers are incorporated widely in cargo ships. Indashani displacers cannot transport living matter, and will kill any known creature that is transported in such a fashion. Indashani scientists believe that the technology incorporates an integral “sanitation” safety, which is the reason why living organic matter such as viruses, bacteria and all known life forms are killed by the displacement process. The military applications of displacers have been considered and are found primarily in ground combat or in attack drones since current Indashani technology limits the effective range of displacers to two dozen light seconds at most. Displacers due to their nature are far more effective than transporters in the battlefield, and miltiary displacers sacrifice range in order for an improved capability in the modern battlefield.

C: Psy-Grid: The heart and soul of Veithan naval ships and other large structures are Psy-grids. The grid incorporates gestalt technology to harness, amplify and contain psychic energy. Grids vary in size and power, as well as storage capacity. A larger ship will have a larger and more capable grid than a smaller vessel. [note: recent advancements in psy amplification have allowed for far more powerful and capable psy-grids to be created. The core of the technology required for these advancements, revolves around the utilization of arcane means to boost the grids, the secrets of which were unlocked due to the Veithan annexation of Al-Quadim]

D: Artificial Intelligence: The usage of Artificial Intelligence in the Empire is widespread and as such a considerable amount of resources have been channeled into its development. The A.I used by the Empire is highly advanced, capable of completely independent operations. Some would argue that it straddles the line between Artificial Intelligence and Artificial Sentience although the Empire denies any allegations of possessing AS technology. The truth is that AS is detrimental to the wishes of the Empire and they have instead settled on refining their AI technology. There are various classes of AI, starting with the basic Level 1 AI and moving all the way up to the state-of-the-art Level 6 AI. The former is widely found in civilian applications while the latter is found exclusively in military applications.

E: Genetic Engineering: The Empire uses genetic engineering extensively and due to this as well as generations of usage, all of her citizens possesses improved immune systems and enhanced life spans. Genetic engineering has been used to root out genetic diseases and subtly enhance the people. Military genetic engineering is extremely common and has proven to be enormously successful. It is hoped that eventually, genetic engineering will allow the ability to unlock the telepathic gene. This is considered by many to being the ultimate goal of genetic science.

F: Cybernetics: Although genetic engineering is quite advanced within the Empire allowing for a multitude of capabilities, cybernetics has not lost their popularity. Cybernetic enhancements are rare in the general populace, but the military embraces such enhancements. The two branches of the military that derive the most benefit from cybernetics are the naval forces and the Night Lords. Both of these branches utilize cybernetic modifications such as thought interfaces and artificially boosted reflexes.

G: Automation: The Empire incorporates a great deal of automated systems in civilian and military fields. It is the belief of the Empire that manual labor is not something her citizens should do; as such the majority of her factories are completely automated. Military vessels are also equipped with the best automated systems possible, reducing crews and thus allowing for longer patrol times. Military vessels compensate for smaller numbers of crew with an internal defense system in all their ships.

H: Replicators: There are two kinds of replication technology found in the Empire. The mass produced version can take individual elements and form them into more complex ones. The rarer and far more expensive versions can take energy and produce matter. These technologies are incorporated into capital ship design in order to allow Veithan ships a great deal of independence. A Veithan Battleship is capable of mining, refining and creating its own supplies given enough time. However, this measure is not designed to be the norm. Furthermore, some advanced systems and munitions cannot be easily replicated. In this manner, the Veithan Navy relies on its supply lines as much as any other navy.

I: Interdictors: It is in the interest of every stellar nation to have a means of trapping fleets in realspace. In the day and age of FTL travel, battles can become dynamics affairs and without specialized tools there is no way to force a decisive engagement. The Empire has for decades now employed these devices, capable of sealing the escape of hostile fleets. These devices are extremely modular, and are designed to be fitted instead of drone bays within ships. Present day advances in hyperspace and subspace field technology all but forces interdictors to be mounted in dedicated platforms.

J: Soul Stones: These devices are designed to capture the psychic essence of a psycher and protect it. In this manner, the personality, memories and "soul" of the owner of the stone is preserved. Soul Stones may be used on cloned bodies and other inorganic constructs to power them. In a pinch, a psychic essence may attempt to seek refuge in a psy-grid such as those found in naval vessels, stations and cities.

Armor, Shields and Weapons

A: Psy-Emitter: These are the primary ship-killer weapons of the Empire and are the most flexible design fielded by the Navy. A Psy-Emitter is capable of amplifying and channeling power from the ship’s grid and focuses it into beams of psychic energy. The weapon’s flexibility occurs when the emitter’s angle of attack comes into effect. The weapons can generally be fired in a singular burst, constant beam, or a wider aperture angle. The maximum angle that a Psy-Emitter may use corresponds directly to the strength of the ship’s grid and thus, the ship’s size. Furthermore, the wider the angle chosen the more damage bleeds off. A capital ship may fire a Psy-emitter in an angle up to 180 degrees. An escort ship up to a destroyer may fire up to 90 degrees while frigates have a maximum effective angle of 45 degrees.

B: Drones: The Empire does not use manned fighters or bombers in her navy, deeming them wasteful and obsolete. A manned fighter cannot match a state-of-the-art drone in many fields as the fighter is constrained by the endurance of her pilot and must sacrifice some of the fighter’s space for the life support systems to keep its pilot alive. This reliance on drones and the advances in AI has made Veithan drones among the best in the stars.

C: Force Screens: These are supplementary shields and form the first line of defense of naval vessels. Force Screens are designed to bleed off energy from incoming attacks rather than stopping them outright. In this manner, they weaken incoming energy weapons, kinetics and slow down missiles before they reach the main shields of the ship. Force Screens projectors can be quite small in size, and Empire armor and infantry armor currently incorporate them into their designs.

D: Pulsars: These weapons incorporate any weapon fired in bursts or constant streams that travel at the speed of lightf. These are the most common weapon found in Naval Ships. Point Defense Systems often incorporate beams due to their range and speed.

E: Particle Beam Cannons: These weapons are less common than their beam counterparts, due to their reduced range and speed. Nonetheless, Particle Cannons can be devastating weapons and as such assure their place in the Veithan arsenal.

F: Shields: Veithan shields deal with redirection of energy principles. The more energy that is encountered the more it is redirected around the ship. Shields are unidirectional and are broken down into four sectors. Shield energy may be drained from one facet and transferred to another if necessary. If the shields are breached in a facet, they will regenerate given time and assuming that the shield generators are still functional.

G: Armor: The armor of the Empire varies depending upon what is optimal for the specific task at hand. Battle-steel is a refinement of steel offering significant protection at a light weight. The external armor of Republican capital ships is generally composed of advanced alloys designed for toughness and energy dissipation qualities.

H: Anti-Ship Drone Types: The Empire uses three distinct types of ship killing drones to fulfill their missile requirements. The first and most common type is the standard type "A" ship-killer which is propelled through real space via a capable and efficient gravity drive. It is capable of reaching a high fraction of C. The type "B" ship-killer is also called the "baby hyper missile" and moves through real space and hyperspace through a series of short hyperspace hops. These missiles are not designed to bypass shields and explode within a vessel. It is simply designed to make interception as difficult as possible. These drones are usually called "flicker drones" due to their distinctive means of reaching their target. Type "C" ship killer are actual hyper missiles, designed to submerge into hyperspace and reach their targets.

I: Neural Scramblers/Howlers: These weapons are more a by-product of Veithan psychic weaponry and technology than proper military grade weapons. Neural scramblers utilize the intenral psy-grid of a vessel to amplify a psychic energy and channel to a target's hull. The psychic energy bleeds off over the vessel and is capable of disrupting organic neural pathways, stunning the crew of the targetted vessel and in more extreme examples causing death. These weapons are generally used before boarding actions, in order to hamper or nullify resistance. This technology can also be found in ground combat applications, typically in powered armor where they are called "howlers".

J: Psy-Cannon: A psy-cannon is a more powerful version of a psy-emitter, sacrificing the emitter's flexibility in order to channel as much energy as possible into the target area.

K*: Hyperspace Distortion Cannon: The Hyperspace Distortion Cannon or HDC is a relatively new weapon design slated to replace particle beams in future Veithan designs. The HDC is not a faster than light weapon. Instead, the weapon causes tremendous damage upon shields and hulls upon the point of impact. An HDC creates a tear in real-space in the target point, the tear pulling in anything it can into hyperspace. The tear lasts only a fraction of a second, but that is more than enough to cause significant damage to hulls and shields.

L*: Hyperspace Flux Cannon: A true faster than light weapon, the HFC is a massive weapon requiring signigicant power in order to be fired. The damage potential of an HFC is monstrous, but its fitting requirements all but guarantee that only capital ships and the largest cruisers will be able to utilize the weapon. It is interesting to note, that an HFC can be fired in a secondary mode at a velocity of C. The reason as to why this secondary fire mode exists, is a heavily debated topic by those that are aware of the weapons workings.

M: Proton Particle Launchers: PP Launchers fire unstable proton particle packets in high ballistic arcs towards their target. Upon impact, the weapons energy is released in a massive energy discharge rivaling a smal nuclear explosion. The release of energy is accompanied by a significant EMP effect, capable of disrupting electronic systems caught in its area of effect.

N: Mines: The Veithan Empire fields a wide array of space mines although two types are the most commonly utilized. The first mine type lies inert, orienting itself towards its target once its sensitive sensor system detects it and explodes, generating a shower of X-ray lasers towards the target. The second, is a short range capsulated torpedo.

Super Capital Ships

6. Majestic class – Dreadnoughts
Length: 4,000 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Psy-Assisted Hyperspace Immersion
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
20x Psy-Emitters
6x Massive Psy-Emitter
6x Massive Pulsar
20x Capital Pulsars
20x Capital Particle Beams
20x Light Pulsars
50x Multi Purpose Drone Launchers
120x PD Pulsar Clusters
Drone Complement
50. Utility Drones
50. Sensor Drones
250. Attack Drones
50. Defense Drones
Daughter craft Complement
16. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Majestic class ships serve as flagships for each of the six fleets of the Empire. Their armament is considerable and these ships earn the name of being called Dreadnoughts.
Notable Ships
VNS Majestic
VNS Song Dragon
VNS Harvester of Sorrow
VNS Blood and Fire
VNS Storm Queen

12. Dominion class – Battleships
Length: 3,000 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Psy-Assisted Hyperspace Immersion
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
16x Psy-Emitters
2x Massive Psy-Emitter
2x Massive Pulsars
15x Capital Pulsars
15x Capital Particle Beams
20x Light Pulsars
40x Multi Purpose Drone Launchers
100x PD Pulsar Clusters
Drone Complement
25. Utility Drones
25. Sensor Drones
200. Attack Drones
50. Defense Drones
Daughter craft Complement
12. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Dominion class battleships are the most feared ships in the Veithan arsenal that are commonly found in engagements. Each vessel is capable of tearing into an enemy formation and dealing with any conceivable threat.
Notable Ships
VNS Dominion
VNS Silent Hunter
VNS Shadow Stalker
VNS Glorious

12. Void class – Drone Carriers
Length: 2,750 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Psy-Assisted Hyperspace Immersion)
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
12x Psy-Emitters
1x Massive Psy-Emitter
1x Massive Pulsar
8x Capital Pulsars
8x Capital Particle Beams
20x Light Pulsars
30x Multi Purpose Drone Launchers
80x PD Pulsar Clusters
Drone Complement
25. Utility Drones
50. Sensor Drones
500. Attack Drones
100. Defense Drones
Daughter craft Complement
12. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Void class sacrifices a great deal of energy armament and multi-purpose drones in order to mount the largest drone complement bays in a ship of her size. The ship is usually found launching her swarms of attack drones behind the cover of friendly forces. While capable of putting up a considerable fight, the Void class is not designed to participate in a wall battle.
Notable Ships
VNS Void

Capital Ships

30. Black Wind class – Heavy Cruisers
Length: 2,250 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Psy-Assisted Hyperspace Immersion
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
10x Psy-Emitters
6x Capital Pulsars
6x Capital Particle Beams
10x Heavy Pulsars
10x Heavy Particle Beams
14x Light Pulsars
30x Multi Purpose Drone Launchers
40x PD Pulsar Clusters
Drone Complement
25. Utility Drones
25. Sensor Drones
100. Attack Drones
25. Defense Drones
Daughter craft Complement
8. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Black Winds serve as hammers for the fleet, strong enough to survive large engagements; their task is to support their larger brethren in various conflicts. Heavy Cruisers are prestigious assignments, and usually necessary in order to move up to any of the larger vessels.
Notable Ships
VNS Black Wind

32. Black Star class – Strike Cruisers
Length: 1,800 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Psy-Assisted Hyperspace Immersion
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
10x Psy-Emitters
4x Capital Pulsars
4x Capital Particle Beams
8x Heavy Pulsars
8x Heavy Particle Beams
12x Light Pulsars
25x Multi Purpose Drone Launchers
30x PD Pulsar Clusters
Drone Complement
25. Utility Drones
25. Sensor Drones
75. Attack Drones
25. Defense Drones
Daughter craft Complement
8. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Black Star class was designed to supplement Battleships and function as flankers in wall-battles as well as capable individual units. The Strike Cruiser has proven to be a reliable and sturdy design.
Notable Ships
VNS Black Star

35. Fortune class – Cruisers
Length: 1,400 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Psy-Assisted Hyperspace Immersion
Shields: Force Screens and Shields
Hyper Shields: Broad-Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
10x Psy-Emitters
2x Capital Pulsars
2x Capital Particle Beams
10x Heavy Pulsars
10x Heavy Particle Beams
10x Light Pulsars
25x Multi Purpose Drone Launchers
30x PD Pulsar Clusters
Drone Complement
10. Utility Drones
15. Sensor Drones
50. Attack Drones
25. Defense Drones
Daughter craft Complement
8. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Fortune class Cruisers is a new design intended to function as fast combatants packing enough firepower to deal with their opponents.
Notable Ships
VNS Fortune

Escorts/Light Ships

125. Glory class – Heavy Destroyer
Length: 1,000 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Psy-Assisted Hyperspace Immersion
Shields: Force Screens and Shields
Hyper Shields: Broad Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
10x Psy-Emitters
4x Heavy Pulsars
4x Heavy Particle Beams
10x Medium Pulsars
10x Medium Particle Beams
20x Multi Purpose Drone Launchers
30x PD Pulsar Clusters
Drone Complement
15. Utility Drones
15. Sensor Drones
50. Attack Drones
25. Defense Drones
Daughter craft Complement
6. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Glory class Heavy Destroyers are tasked with leading escort packs and are capable of serving a wide variety of functions. This is the ship of choice when dealing with pirates as well as raiding missions.
Notable Ships
VNS Glory

185. Hunter class – Destroyer
Length: 800 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Psy-Assisted Hyperspace Immersion
Shields: Force Screens and Shields
Hyper Shields: Broad Spectrum
Drives: Gravitic
Drives: Psy-Drives
Weapons
8x Psy-Emitters
2x Heavy Pulsars
2x Heavy Particle Beams
6x Medium Pulsars
6x Medium Particle Beams
15x Multi Purpose Drone Launchers
25x PD Pulsar Clusters
Drone Complement
15. Utility Drones
15. Sensor Drones
50. Attack Drones
15. Defense Drones
Daughter craft Complement
6. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Hunter class is a relatively balanced ship capable of a variety of tasks. This class of ships is an extremely flexible design and they are relatively common within the Empire Navy.
Notable Ships
VNS Hunter

190. Shadow class – Heavy Frigate
Length: 600 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Psy-Assisted Hyperspace Immersion
Shields: Force Screens and Shields
Hyper Shields: Frequency Agile
Drives: Gravitic
Drives: Psy-Drives
Weapons
6x Psy-Emitters
8x Medium Pulsars
8x Medium Particle Beams
12x Multi Purpose Drone Launchers
20x PD Pulsar Clusters
Drone Complement
10. Utility Drones
10. Sensor Drones
25. Attack Drones
10. Defense Drones
Daughter craft Complement
6. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Shadow class was designed to be a threat to capital ships, and perform as harassers in line battles. These ships are also found as escorts to merchant ships and raiders against shipping and other lightly defended targets when the situation called for it. With the widespread integration of displacement drives to civilian cargo ships, Shadows have found themselves spending all their time in active military matters.
Notable Ships
VNS Shadow

190. Seraph class – Frigate
Length: 400 meters
FTL Drives: Hyperspace Submersion
FTL Drives: Psy-Assisted Hyperspace Immersion
Shields: Force Screens and Shields
Hyper Shields: Frequency Agile
Drives: Gravitic
Drives: Psy-Drives
Weapons
6x Psy-Emitters
2x Medium Pulsars
2x Medium Particle Beams
15x Light Pulsars
15x Light Particle Beams
10x Multi Purpose Drone Launchers
20x PD Pulsar Clusters
Drone Complement
5. Utility Drones
15. Sensor Drones
10. Attack Drones
50. Defense Drones
Daughter craft Complement
6. Shuttles
Other
1. Displacer Array
4. Tractor Beams
Description: The Seraph class exists in order to support larger vessels with anti-missile and small craft fire. Its drone bays are loaded with defense drones capable of assisting other vessels by incorporating themselves into a net of coordinated point defense fire. The Seraph class is capable of wounding larger vessels, but that is not her primary task. Her energy batteries are considerably weaker than those of the Shadow class, and her missile salvos are also thinner.
Notable Ships
VNS Seraph

Veithan Empire Army Overview

The Empire’s ground army is well trained, potently armed and highly motivated. They are however well aware of the fact that the Navy is considered the most prestigious branch of military service. The ground army is broken down into two distinct branches. The ground forces which are manned and the quick reaction forces which are autonamous.

Human Forces

It is in the Empire’s best interest to field the most capable men and women that it can and Veithan soldiers are genetically and physically modified to that end. Republican soldiers are augmented depending upon their role in the battlefield and all are far more capable than any “normal” human. Augmentations tend to revolve around genetic enhancements where possible, although cybernetic enhancements are also common.

Organization

There is a disposition towards heavier elements in the Veithan ground forces. Scout forces and light infantry are somewhat less common than medium infantry and heavy infantry. The reason for this is that the ground forces are geared more for attack than defense, and expect a fair amount of orbital support from their Navy counterparts.

The most common and typically the largest formation fielded by the Indashani ground forces is the Legion which is typically composed of four corps which in turn are composed of five divisions.

Scouts and light infantry utilize armor that is unpowered but mounts a plethora of passive sensors such as motion sensors, tele optics, and various forms of EM sensors. Light infantry armor is capable of providing protection against most forms of biological and chemical threats. Medium and heavy infantry armor is powered and expensive, although their tactical advantages justify the cost.

Infantry and Armored Infantry are both designed to work in conjunction with artillery and cavalry aspects of the army and do so well. The Empire is a firm believer of mixed arms engagements and the C4I capabilities of all the pieces of the Veithan ground forces are excellent.

Armor and Support

The Empire employs a wide variety of artillery and main battle tanks, all capable platforms in their own right although ideally suited for various tasks. The majority of these vehicles incorporate energy weapons into their designs even if there are performance issues with the use of such weapons in atmospheric conditions. The reasoning behind the use of energy weapons is that the Empire exploits heavily its mastery of anti-gravity and as such kinetic weapons provide certain problems that must be dealt with, chief among them being recoil. It is possible for Veithan science to deal with these problems, but the latest generation of particle beam cannons has proven to be very effective at dealing with hostile armor. Until there is a need for kinetic weapons to be actively employed, the Empire’s ground forces will continue using their tried and true designs. Instead of large bore kinetic howitzers, the Veithan artillery weapon of choice are proton particle cannons, which are quite capable of turning enemy infantry to slag and damaging enemy armor without fear of active interdiction by point defense fire.

Special Forces

Black Lance: The Black Lance are infiltration and asymmetric warfare experts. They are equipped with state of the art equipment and have proven to be very successful in the engagements in which they have participated.

Night Lords: The Night Lords function as assassins, spies and occasionally hunter killer groups. The Night Lords are among the most potent psychics in the Republic, as every single member is at least a P2 in strength.

There are other branches of special forces found in the Empire, although the aforementioned two are the most known and arguably the most feared.

note: (the psychic scale used by the Empire places strength as a lower number. As such, a P10 is far weaker than a P9. Furthermore, the scale is not linear but exponential. The majority of the Republic’s population falls around a P5 in strength. Due to the fact that a P1 or Prime is the absolute limit to the scale in terms of strength, Primes are further arranged in a letter based scale. In this manner, P1A is weaker than a P1B.)

Autonomous Forces

The need for automated forces became apparent when Veithan scientists were unable to crack the code that would allow displacer technology to safely transport organic matter. Due to this failure, it was deemed that automated forces could be used to exploit the advantage that displacers offered the Empire. To that end, a series of so called “assault units” was begun. These units would incorporate some of the most advanced Veithan technology and would eventually form a core of units that became extremely capable. The forces vary from relatively small sized constructs to large constructs that are sometimes called “land ships” by the ground forces of the Empire.

Due to the expense of fielding some of the larger units, there are a relatively small amount of them in service within the Empire. However, these larger units are kept up to date with SLEP programs similar to those found in the Navy. The usual tactical doctrine for Veithan forces is to use its drones to secure landing zones for her ground forces. Nonetheless, “assault units” are very capable and two heavy assault units managed to force a cessation of hostilities in one of a handful of border skirmishes between the Veithan and some of her more aggressive neighbors.

Veithan Empire Army List (Drone forces)

X. VLAU – Very Light Assault Unit
Length: 12.5 meters
Crew Complement: Level 4 AI and optional commander
Drive System: Agrav network
Combat Speed: 250 kph
Top Speed: 345 kph
Defenses: Shields
Weapons
1. 15cm Particle Cannon
1. Point Defense Network
1. VLMS (12 missiles)
2. 3cm Pulsar clusters
Drone Complement
2. Sensor Drones
Other
1. ECM/ECCM Suite
Description: The VLAU is the drone analog to a medium battle tank. It is fast, maneuverable and capable of dealing favorably with units of its size or smaller and presents a threat to units larger than itself. Their very light particle cannon are capable of defeating most armor types and have proven to be an extremely sturdy and reliable design. Its single point defense network is capable of protecting it from various types of ordnance and its VLS missile system grants the VLAU increased flexibility when dealing against armor or powered infantry.

X. LAU – Light Assault Unit
Length: 25 meters
Crew Complement: Level 4.5 AI and optional commander
Drive System: Agrav network
Combat Speed: 200 kph
Top Speed: 365 kph
Defenses: Shields
Weapons
1. 30cm Particle Cannon
2. Point Defense Networks
1. VLS Missile System (30 missiles)
4. 3cm Pulsar clusters
4. 15cm PP Launchers
Other
1. ECM/ECCM Suite
Drone Complement
4. Sensor Drones
2. Attack Drones
Description: The LAU is the drone analog to a main battle tank. It is maneuverable, fast and capable of dealing favorably with most units found in the battlefield. Their light particle cannon are capable of dealing substantial damage while its twin point defense networks are capable of protecting it from various types of ordnance. The LAU is the most common of all combat drones deployed by the Empire.

X. MAU – Medium Assault Unit
Length: 50 meters
Crew Complement: Level 5 AI and optional commander
Drive System: Agrav network
Combat Speed: 175 kph
Top Speed: 400 kph
Defenses: Force Screens and Shields
Weapons
1. 60cm Particle Cannon
4. Point Defense Networks
1. VLMS (50 missiles)
1. Tactical Bombs (10 bombs)
1. Strategic Bombs (5 bombs)
6. 3cm Pulsar clusters
4. 30cm PP Launchers
Other
1. ECM/ECCM Suite
1. Displacer Array
Drone Complement
8. Sensor Drones
4. Attack Drones
Description: a MAU are feared sights on the battlefield, capable of using their mobility and firepower to wreak havoc on enemy lines. The MAU incorporate force screens into their design, the smallest ground “drone” that equips them into their design as well as a displacer array in order to provide added flexibility. The MAU is also the first offensive unit which carries with it strategic weapons, these weapons are generally displaced into their target in order to minimize the chances of interception.

X. HAU – Heavy Assault Unit
Length: 100 meters
Crew Complement: Level 5.5 AI and optional commander
Drive System: Agrav network
Combat Speed: 150 kph
Top Speed: 400 kph
Defenses: Force Screens and Shields
Weapons
1. 110cm Particle Cannon
2. 45cm Particle Cannon
4. 15cm Pulsars
6. Point Defense Networks
1. Tactical Bombs (250 bombs)
1. Strategic Bombs (20 bombs)
1. Orbital Denial Bombs (10 Bombs)
12. 3cm Pulsar clusters
8. 30cm PP Launchers
Other
1. ECM/ECCM Suite
1. Displacer Array
Drone Complement
15. Sensor Drones
5. Attack Drones
10. Defense Drones
Description: a HAU is for all intensive purposes a land ship and is currently the most powerful ground unit fielded by the Empire in large numbers. The design revolves around a heavy turreted particle cannon as its primary armor killer, with four light pulsars acting as secondary anti-armor systems. Protected from enemy ordnance by its array of point defense networks, the HAU is very similar to the MAU. However, the most radical departure from her lighter siblings is that the HAU relies completely on displaced ordnance. The numbers of HAU within the Empire are significant although low in comparison to other offensive units, and their high cost makes mass production difficult at best. However, the Heavy Assault Unit has earned its place in the modern Veithan arsenal.
Notable units:
Sad State of Affairs
Peace of the Gun
Diplomacy is dead
Death Sentence
Appeal to Ignorance

X. VHAU – Very Heavy Assault Unit
Length: 150 meters
Crew Complement: Level 5.5 AI and optional commander
Drive System: Agrav network
Combat Speed: 125 kph
Top Speed: 400 kph
Defenses: Force Screens and Shields
Weapons
1. 150cm Particle Cannon
4. 60cm Particle Cannon
6. 15cm Pulsars
12. Point Defense Networks
1. Tactical Bombs (325 bombs)
1. Strategic Bombs (30 bombs)
1. Orbital Denial Bombs (50 bombs)
24. 3cm Pulsar clusters
10. 45cm PP Launchers
Other
1. ECM/ECCM Suite
1. Displacer Array
Drone Complement
10. Sensor Drones
5. Defense Drones
Daughter craft Complement
4. LAU
Description: The VHAU is the latest design and is currently being built in limited numbers. It is expected to become the premiere offensive unit in the Empire A VHAU is expected to deal with anything an opposing military may throw at it. Rumors of larger assault units exist, although the VHAU is the largest design actively fielded.
Notable units:
Don’t fear the reaper
Give suicide a chance
Aggressive Negotiations
Motion to Adjourn
Hopeless Situation

X. PSU – Planetary Siege Unit*
Length: 225 meters
Crew Complement: Level 6 AI and optional commander
Drive System: Agrav network
Combat Speed: 100 kph(?)
Top Speed: 300 kph(?)
Defenses: Force Screens and Shields
Weapons
1. 200cm Particle Cannon
4. 75cm HDC
8. 45cm Orbital Denial Pulsars
4. 15cm Pulsars
20. Point Defense Networks
1. Tactical VLMS (450 bombs)
1. Strategic Bombs (30 bombs)
24. 3cm Pulsar clusters
10. 75cm PP Launchers
Other
1. ECM/ECCM Suite
1. Displacer Array
Drone Complement
10. Sensor Drones
5. Defense Drones
Daughter craft Complement
6. LAU
Description: The latest design implemented by the Empire, powered by a M/AM reactor and utilizing a potent array of weapons, A PSU is designed to function independently and deal with any threats it may face. Its array of firepower, mobility and toughness makes them dreaded sights in the battlefield.

Support Units

X. SSU - Sensor Specialist Unit
Length: 9 meters
Crew Complement: Level 4 AI and optional commander
Drive System: Agrav network
Combat Speed: 250 kph
Top Speed: 400 kph
Defenses: Shields
Weapons
1. 15cm Particle Cannon
1. Point Defense Network
1. VLMS (8 missiles)
2. 3cm Pulsar clusters
Drone Complement
8. Sensor Drones
Other
1. ECM/ECCM Suite
1. Visual Cloak System
Description: The SSU is designed for speed and stealth over brute force. It loses a great deal of its defensive armor in order to incorporate a visual holography system which allows it to blend into its background much like a chameleon. Its cloaking system and its standard noise cancellation systems allow the SSU to be a shadow in the front lines. Of course, in order to truly be invisible it must deactivate its agrav network, whose gravitational disturbance can be detected by powerful or sensitive enough scanners. Its eight sensor drones incorporate a great deal of stealth features, allowing them to greatly extend the range of the SSU sensor net. While most Veithan units generally carry some sort of sensor drones, the ones fielded by the SSU are the most accomplished and expensive drones in the Empire's arsenal.

X. ASU - Artillery Support Unit
Length: 100 meters
Crew Complement: Level 5.5 AI and optional commander
Drive System: Agrav network
Combat Speed: 125 kph
Top Speed: 400 kph
Defenses: Force Screens and Shields
Weapons
1. 200cm Particle Cannon
1. VLMS (200 area denial missiles)
4. 30cm Howitzers (80 rounds each)
6. Point Defense Networks
4. 15cm Pulsars
12. 60cm PP Launchers
Other
1. ECM/ECCM Suite
1. Displacer Array
Drone Complement
5. Sensor Drones
5. Defense Drones
Description: the ASU is designed to deal with concentrations of enemy forces and smash to oblivion fortifications. Its massive proton particle cannon is capable of direct and indirect fire, and is powerful enough to annihilate anything it is expected to face. The rate of fire of the weapon is slow however, as a charge must be built between shots. As a result, the ASU is designed to lurk dozens of kilometers behind the front lines and support offensives. Its secondary armament consists of twelve heavy proton particle launchers that function as howitzers and four 30cm howitzers. These weapons are the largest kinetic weapons that could be mounted on the design, and are usually tucked away within the vessel in order to offer extra protection to the weapons. The 30cm howitzers may not be fired on the move, although all the energy weapons may do so. The final piece of the armament revolves a heavy missile system which allows the ASU to shower an area with various sub-munitions. These missiles come in conventional, tactical and strategic “flavors” depending on the ASU objectives. Although the ASU is not designed to be highly mobile, it does manage to maintain a performance suitable for its task. Its sprint speed is the same as a HAU, although its actual combat speed is considerable lower.
Notable Units:
Is it dead yet?
Tag, you are it.
Death and taxes
Here comes the pain

X. USU - Underwater Support Unit*
Length: 200 meters
Crew Complement: Level 5.5 AI and optional commander
Drive System: Agrav network
Combat Speed: 60 knots
Top Speed: 200 knots
Defenses: Shields
Weapons
4. 60cm Blue-Green Lasers
10. Drone Tubes
1. VLMS (40 ICM)
1. VLMS (400 MM)
4. B-GL Point Defense Networks
10. 45cm PP Howitzers
Other
1. Displacer Array
Drone Complement
10. Sensor Drones
10. Attack Drones
Description: the USU is designed to prowl the depths of the oceans and seas of a target area, ready to deploy its payload of inter-continental and medium missiles upon any target point. The USU is well armed for its size, relying on four 60cm blue-green lasers for underwater attack and defense, in conjunction with its ten drone tubes which are capable of launching various forms of supercavitating underwater drones as well as multi-purpose drones. In order to attack land based targets, the USU relies primarily on an impressive array of missiles, although it is capable of engaging targets up to 116km away from shore with its array of ten 45cm proton-particle launchers. In order for these weapons to be employed however, the USU must surface.
Notable Units:


~~~~~~~

Veithan Empire Fleet Composition

First Fleet [Inner Core/Home Guard]
Admiral: Arnaud D. Belancan
1. Dreadnought (VNS Majestic)
2. Battleships (VNS Dominion, INS Glorious)
2. Drone Carrier (VNS Milari)
5. Heavy Cruisers (VNS Acheron, VNS Forge, VNS Valiant)
5. Strike Cruisers
5. Cruisers
20. Heavy Destroyers
30. Destroyers
25. Heavy Frigates
25. Frigates

Second Fleet [Outer Core]
Admiral: Helena Von Dasser
1. Dreadnought (VNS Storm Queen)
2. Battleships (VNS Silent Hunter, VNS Shadow Stalker)
2. Drone Carrier (VNS Void)
5. Heavy Cruisers (VNS Valor, VNS Blackstone, VNS Imperial)
5. Strike Cruisers (VNS Ypres, VNS Jericho, VNS Verdun)
5. Cruisers
20. Heavy Destroyers
30. Destroyers
25. Heavy Frigates
25. Frigates

Third Fleet [Minor Systems]
Admiral: Jaer Rillis
1. Dreadnought (VNS Song Dragon)
2. Battleships (VNS Huntress, VNS Vengeance)
2. Drone Carrier (VNS Dauntless)
5. Heavy Cruisers (VNS Gallant, VNS Fearless, VNS Formidable)
5. Strike Cruisers (VNS Hermes, VNS Argus, VNS Lexington)
5. Cruisers
20. Heavy Destroyers
30. Destroyers
25. Heavy Frigates
25. Frigates

Fourth Fleet [Colonies]
Admiral: Avyzia Yla
1. Dreadnought (VNS Harvester of Sorrow)
2. Battleships (VNS Balance of Judgment, VNS Wicked King)
2. Drone Carrier (VNS Samael)
5. Heavy Cruisers (VNS Victory, VNS Lightning, VNS Tornado)
5. Strike Cruisers (VNS Stalker, VNS Milagro, VNS Storm Caller)
5. Cruisers
20. Heavy Destroyers
30. Destroyers
25. Heavy Frigates
25. Frigates

Fifth Fleet [Ark Sector]
Admiral: Luthair Stone
1. Dreadnought (VNS Blood and Fire)
2. Battleships (VNS Persephone, VNS Hades)
2. Drone Carrier (VNS Cerberus)
5. Heavy Cruisers (VNS Malice, VNS Ares, VNS Hecate)
5. Strike Cruisers (VNS Throne, VNS Apollo, VNS Shar)
5. Cruisers
20. Heavy Destroyers
30. Destroyers
25. Heavy Frigates
25. Frigates

Sixth Fleet [Unattached]
Admiral: Zia Valar
1. Dreadnought (VNS Crucible of Fire)
2. Battleships (VNS Cataclysm, VNS Black Gate)
2. Drone Carrier (VNS Valkyrie, VNS Abaddon)
5. Heavy Cruisers
5. Strike Cruisers
5. Cruisers
20. Heavy Destroyers
30. Destroyers
25. Heavy Frigates
25. Frigates

Fast Reaction Force [Unattached]
Commodore: Ernesto Vega
3. Strike Cruisers
5. Cruisers
15. Heavy Destroyers
15. Destroyers
20. Heavy Frigates
20. Frigates

~~~~~~~

Armada: Composed of two or more fleets.
Fleet: Composed of five battle groups, usually consisting of 120 vessels.
Battle Group: Each Veithan battle group is composed of 24 vessels, typically led by one super capital ship.
Squadron: A Veithan squadron is composed of 8 vessels, three squadrons form a battle group.
Task force: Term usually given to any collection of ships tasked with an objective.
~~~~~~~

Veithan Empire Planetary Defense Ideology

A. Stronghold
- Four space forts
- Ten Orbital Weapon Platforms
- Constellations of Defense Satellites
- Very Heavy Trans-Orbital Emplacements
- Planetary Shielding
- Multiple Theater Shields
- Very Heavy Automated Drone Facilities
- Example worlds: Veitha 3
B. Vital
- Two Space Fort
- Eight Orbital Weapon Platforms
- Large groups of Defense Satellites
- Heavy Trans-Orbital Emplacements
- Planetary shielding
- Several Theater Shields
- Heavy Automated Drone Facilities
- Example worlds: Ashana 3, Capricorn (VPX-11)
C. Core
- Six Orbital Weapons Platforms
- Groups of defense satellites
- Medium Trans-Orbital emplacements
- Planetary shielding
- Theater shields
- Moderate Automated Drone Facilities
- Example worlds: Ten core worlds
D. Minor
- Four Orbital Weapons Platforms
- Group of defense satellites depending on planet importance
- Light Trans-Orbital Emplacements if any at all
- Theater Shields
- Minor Automated Drone Facilities
- Example worlds: every minor system
F. Colony
- Two Orbital Weapons Platforms depending on planetary importance
- Defense Satellite groups depending on planetary importance
- Theater shields if deemed necessary
- Example worlds: every colony world

Space Fort
10. Massive Psy-Emitters
10. Massive Pulsars
10. Massive Particle Beams
40. Capital Pulsars
50. Light Pulsars
100. Multi Purpose Drone Launchers
240. PD Pulsar Clusters
Drone Complement
100. Utility Drones
100. Sensor Drones
750. Attack Drones
250. Defense Drones

OWP- Type 1
4. Massive Pulsar
20. Capital Pulsars
20. Heavy Pulsars
20. Heavy Particle Beams
80. Multi Purpose Drone Launchers
150 PD Pulsar Clusters
Drone Complement
50. Sensor Drones
500. Attack Drones
50. Defense Drones

OWP – Type 2
2. Massive Pulsars
25. Capital Pulsars
25. Capital Particle Beams
35. Heavy Pulsars
35. Heavy Particle Beams
250 PD Pulsar Clusters
Drone Complement
None

OWP -Type 3
10. Capital Pulsars
10. Capital Particle Beams
10. Heavy Pulsars
10. Heavy Particle Beams
200 PD Pulsar Clusters
Drone Complement
50. Utility Drones
25. Sensor Drones
500. Attack Drones
100. Defense Drones

OWP -Type 4
15. Capital Pulsars
15. Capital Particle Beams
150. Multi Purpose Drone Launchers
150 PD Pulsar Clusters
Drone Complement
None

OWP – Type 5
200 PD pulsar Clusters
Drone Complement
100. Sensor Drones
1500. Attack Drones
200. Defense Drones

Defense Satellite Type A
1. Heavy Pulsar
24. Ship Killer Drones
6. Anti-Fighter Drones

Defense Satellite Type B
1. Medium Pulsar
14. Ship Killer Drones
6. Anti-Fighter Drones

Defense Satellite Type C
5. PD Pulsar Clusters
Drone Complement
5. Defense Drones

~~~~~~

[
Last edited by Marcao on 2004-09-24 02:06pm, edited 19 times in total.
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Post by Thirdfain »

-ph33r my l33t sexy flag


Invader’s Guide to The Diaspora

The Diaspora has burned a path across Known Space. System after system has fallen, and many worlds now bend knee to the Clusters in high orbit. Hajr soldiers in grey power-armor march across a dozen planets, unhindered, while the Diaspora devours asteroids and comets whole to feed the Hajr’s war machine. New colonies are sprouting, unhindered, over systems which only months before stood as parts of mighty empires or as proud fiefdoms. The Diaspora has, in the eyes of some, succeeded- and now, the chance stands that Known Space may turn a baleful eye against the Hajr.

This not-so-brief guide is intended to outline all Ouster holdings in Known Space, their importance, and the indigenous populations facing client-world status.

Hudson March
The first region conquered by the Hajr, the Hudson Sphere is the center of their Known Space holdings, and contains the Cluster of Eketrina, the largest Hajr fortress and site of many shipyards.

Hudson System
-Hudson: A major trade hub for the rim wards edge of Known Space, the free port of Hudson was the first world conquered by the Ousters. Now, it acts as a front for the cluster of Eketrina. It’s orbiting trade-stations ferry flatlander trade goods to the Cluster itself.
-Eketrina: A massive Cluster with a population in the billions, Eketrina is the premiere Hajr naval base in Known Space. The Hajr Council operates from a fortress set just apart from Eketrina, and the Wombs for the capital ships of the 4th War Cluster are in Eketrina.
- Multiple smaller civilian clusters, mostly newly emigrated from the Elysium Sector. These often act as stopover points for Elysians heading into Known Space. They also provide raw materials to Eketrina.

Bane, New Kenya, Hammerfall Systems
-These lesser systems have all been under Hajr control for as long as Hudson. Each system contains at least one conquered world. These worlds are small, lightly populated border worlds of little concern to the Hajr. They have little contact with the Ousters in orbit, and simply have no means of making them leave. Each system contains a half dozen medium or small civilian clusters, and at least one Hajr patrol base.

Jormungandr March

Jormungandr System
-Jormungandr: Formerly a major fiefdom, Jormungandr was a splinter power from the Asgard Empire, and as such had a fairly powerful navy and a series of client colony worlds. It’s fleet was ambushed and destroyed by the Black Ships in a bloody engagement, and now the world itself enjoys a degree of self-rule, as ordained by the Catalonia Treaty signed between the Hajr and the Asgard Empire.
- Gabriel: A newly-built industrial Cluster, Gabriel is to be Eketrina’s brother. While the Treaty of Catalonia forbids the usage of Gabriel from conducting military industry, it is a major raw materials hub and refining facility.
- Numerous minor civilian Clusters, spread throughout the system

Asatru, Nibelungen, Fjallkonnen, Forn Sior, Svienbjorn, New Jutland systems
-Old colony-systems off of Jormungandr, these systems are largely inhabited only by Ousters, with some containing the remains of small Jormunganrdan colonies and mining bases destroyed in the fighting. Svienbjorn is the site of a massive Hajr naval construction base recently relocated from Gabriel.

Edean March

Edean System
- Edean - This massive ringworld, once the industrial heart of the CoG, has been bombed into the stone age. No Ousters set foot on it, and it's populace has degenerated into chaos. Breaking the Ouster blockade, in either direction, is punishable by death by the Ouster war fleets in the region.
- Samhain - The first major Cluster being built in the system, it is to be one of a half-dozen. It currently is little more than a large mining station concerned with reaping the mineral wealth of the system and the massive, demolished Covenant war fleets for raw materials for shipping to the shipyards.

G-123, H-981, G-510
- Three systems given to the Hajr in the Treaty of Eketrina by the Krytos as payment for Ouster support in the war against the CoG. These are all empty Covenant border systems, and are now being exploited by large fleets of Ouster prospectors. Eventually, they too will be inhabited heavily, but for now they are merely sources of resources.

Camaro March

Camaro System
- Camaro- Formerly a Krynori world, Camaro was taken relatively intact from the Krynor after a brutal and expensive ground action. Her industries are largely civilian, with her munitions factories destroyed in the fighting, but she is no far from being a major contributing Hajr client world. Her populace views the Ousters as saviors from the Krynor parasites, or at least many of them do- but her recent conquest means that some dissent may be incited by foreign powers. The Hajr may return Camaro to self-rule after reconstruction is largely complete.
- No major clusters have formed in the Camaro system, though numerous Ouster trading bases and mining colonies are sprouting at the system's edge.

Ja'Del System
- Ja'Del Recently conquered by the Krynor, Ja'Del has been "liberated" by Ouster troops, and Ouster vessels stood against incoming Arcane ships intending on slaying all Goa'ould on planet. The Hajr is maintaining a tight leash on the world, following the surviving Goa'ould with Blackeyes and slaying those who seem ready to incite revolt. The planet was taken after bloody battles, and many of it's factories are being retooled to make Ouster weapons.
-Sur'Nith Ja'Del's sister planet, it's small shipyards were taken partly intact. They are being used to make civilian craft for trade, rather than military vessels.
- Ja'Del has a particularly rich asteroid field, and efforts to exploit it have begun.

Arcane March

Ravenloft System
- Ravenloft As per the Treaty of Temesvar, Ravenloft and all stellar bodies in and closer to the sun that it's orbit belong to the Realm of the Blood King.
- Inisha One of the three richest Floater clusters, Inisha owes a lot to the Hajr, and maintains tight ties. It has settled in the outer system, which belongs to the Hajr as per the Treaty of Temesvar.
- Numerous fledgeling Floater and Ouster mining colonies and clusters

Esgaroth, Seiben, and Chul'suroth
- A series of Arcanist border systems. Their abandoned worlds are being scraped over by the Hajr, and will eventually be strip mined. Floater clusters from across Known Space are settling in their outer reaches, as per the Ravenloft Declaration.
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Beowulf
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Post by Beowulf »

ORBAT and Force Declaration

The Lying Darkness
AKA the Ghost Fleet

History:
Originally one of the groups of OU warships that escaped the collapse of their nation 100 years ago. At one of the plantary stops that they made to replenish their provisions while fleeing Known Space, some of them became corrupted by the entity known as the Lying Darkness. This corruption has made significant effects on those affected, which at this point is everyone in the fleet. Before the corruption could finish, however, the planetary area nearby where the corruption began was sterilized.

Ever since they were sent fleeing, they have sworn revenge on those that wronged them. Only relatively recently have they returned. They currently have agents in hiding among most of the declared powers. The vast majority of the member of the Lying Darkness live onboard the various ships.


Physiology:
Height and mass vary within the normal human spectrum. They as a general rule have died at least once. They have a rather careless attitude towards death, as a result.
Important characteristics:
Can assume the guise of virtually any humanoid. ( They can make themselves physically indistinguishable from a given humanoid. They do not have the ability to read minds however.)
Can cause someone to become a member of the Lying Darkness, unwillingly, given enough time.
Can return from the dead relatively easily. (Even turning the body into glowing clouds of gas isn't gareunteed to result in them not coming back.)

Culture:
The entire culture is under martial law. It is run by a commitee known as the Joint Chiefs. It could be fairly accurately described as a military-industrial complex. The current population is only a few million, and although the female members try their best, this situation is unlikely to improve in anything other than the long term.

Territory:

A pair of systems approximately three weeks away from Known Space. The Home Fleet is divided roughly equally between them.

Technology:
Ansible - known to most already.

Direct conversion energy cores: These basically turn matter directly into energy. Larger scale ones( escort ship level and larger) are monitored via ansible, to insure a lack of problems...

Impeller wedge: The primary engine used in battle, due to it's unique damage reducing features. Taken from the Asgard Empire.

Grid Traction: This engine is the used when not in battle, for it high stealthiness, among other things.

Shields are similar to that of other nations.

Weapons:
Missiles: Utilize a mass reducer, in order to allow the missile to have a much greater velocity than could be accounted for. A side of effect of the mass reducer being deactivated is the instantenous drop in velocity of the missile, and simultaneous creation of an rapidly expanding clound of plasma where the missile used to be, in accordance with CoM and CoE. A new type of missile is able to harness the energy released, so that instead of a expanding cloud of plasma, there is graser beam, directed somewhere close to the bore.

The launchers are what amount to VLS, non-reloadable boxes. This has the advantage of allowing a large first strike, but has no sustainability. The first strike is limited by the number of missiles that the battle computer can keep track of.

Beam: Utilizes a gravity lens to massively blue shift a laser into the gamma-ray region.

Note that the above technology applies only to ships that are not trying to mimic somebody else's... :)

Fleet Totals:
2 Temple Class Constructor Ships (Temple, Shrine) // non combatants, but still noteworthy
10 Ryoshun Class Battleships (Ryoshun, Akodo, Hantei, Bayushi, Shinjo, Hida, Doji, Fu Leng, Shiba, Togashi)
4 Air Class Fleet Carriers (Air, Earth, Fire, Water)
50 Scrutiny's Sweet Sting Class Crusiers
10 Slaughter Class Fast Carriers
200 Yoer'trr Class Destroyers

1 Wrathful Class Dreadnaught
2 Krytos class cruiser
2 Defender class Frigate
20 Guardian class Patrol Destroyer
Note: the above ships merely look and act like their name sakes. Internally they are much different. They can be distinguished from their namesakes, but, it's difficult.

Home Fleet Alpha:
1 Temple Class Constructor Ship (Temple)
2 Ryoshun Class Battleships (Ryoshun, Akodo)
1 Air Class Fleet Carrier (Air)
10 Scrutiny's Sweet Sting Class Crusiers
2 Slaughter Class Fast Carriers
40 Yoer'trr Class Destroyers

Home Fleet Bravo:
1 Temple Class Constructor Ship (Shrine)
2 Ryoshun Class Battleships (Hantei, Bayushi)
1 Air Class Fleet Carrier (Earth)
10 Scrutiny's Sweet Sting Class Crusiers
2 Slaughter Class Fast Carriers
40 Yoer'trr Class Destroyers

Strike Fleet:
6 Ryoshun Class Battleships (Shinjo, Hida, Doji, Fu Leng, Shiba, Togashi)
2 Air Class Fleet Carriers (Fire, Water)
30 Scrutiny's Sweet Sting Class Crusiers
6 Slaughter Class Fast Carriers
120 Yoer'trr Class Destroyers

Maskirovka Fleet:
1 Wrathful Class Dreadnaught
2 Krytos class cruiser
2 Defender class Frigate
20 Guardian class Patrol Destroyer

Edit:
Added in Holdings

EDIT: kept for historical purposes.
Last edited by Beowulf on 2004-08-09 10:47am, edited 1 time in total.
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Post by Captain tycho »

Fleet Breakdowns:

1st Expeditionary Battle Squadron (1st ExBatRon)
Ships of the Line:
HMS Daedalus-Minotaur class Dreadnought LAC Carrier (DNV)
HMS Unstoppable-Gryphon class Superdreadnought (SD)
HMS Reliant-Redoubtable class Battlecruiser (BC)
HMS Onslaught-Reliant class Battlecruiser (BC)
HMS Orion-Homer class Battlecruiser (BC)
HMS Implacable-Reliant class Battlecruiser (BC)
HMS Cassandra-Reliant class Battlecruiser (BC)
HMS Intolerance-Reliant class Battlecruiser (BC)
HMS Hamburg-Edward Saganami class Heavy Cruiser (CA)
HMS Charelston-Edward Saganami class Heavy Cruiser (CA)
HMS Warlord-Star Knight class Heavy Cruiser (CA)
HMS Bombadier-Star Knight class Heavy Cruiser (CA)
HMS Montgomery-PrinceConsort class Heavy Cruiser (CA)
HMS Aurora-Broadsword class Heavy Cruiser (CA)
HMS Breakthrough-Broadsword class Heavy Cruiser (CA)
HMS Eviscerator-Star Knight class Heavy Cruiser (CA)
Escorts (ID'd via serial numbers)
50 Arrowhead class Destroyers (DD)
18 Apollo class Light Cruisers (CL)
8 Leutzen class Large Armed Assault Transports (APLA)
12 Argonaut class Armed Supply Freighters (AMS-AKL)
4 Candice class Long Range Repair Ships (ARLR)


2nd Expeditionary Battle Squadron (2nd ExBatRon)
Ships of the Line:
HMS Casablanca-Minotaur class Dreadnought LAC Carrier (DNV)
HMS Longsword-Gryphon class Superdreadnought (SD)
HMS Majestic-Majestic class Dreadnought (DN)
HMS Webster-Reliant class Battlecruiser (BC)
HMS Cannoneer-Reliant class Battlecruiser (BC)
HMS Trebuchet-Reliant class Battlecruiser (BC)
HMS Dark Horse-Reliant class Battlecruiser (BC)
HMS Corageous-Reliant class Battlecruiser (BC)
HMS Fearless-Reliant class Battlecruiser (BC)
HMS Guardian-Star Knight class Heavy Cruiser (CA)
HMS Sharlin-Star Knight class Heavy Cruiser (CA)
HMS Atlantic-Edward Saganami class Heavy Cruiser (CA)
HMS Pacific-Edward Saganami class Heavy Cruiser (CA)
HMS Scimitar-Broadsword class Heavy Cruiser (CA)
HMS Blockade-Broadsword class Heavy Cruiser (CA)
HMS Dresden-Broadsword class Heavy Cruiser (CA)
HMS Belfast-PrinceConsort class Heavy Cruiser (CA)
Escorts (ID'd via serial numbers)
50 Arrowhead class Destroyers (DD)
8 Leutzen class Large Armed Assault Transports (APLA)
12 Argonaut class Armed Supply Freighters (AMS-AKL)
4 Candice class Long Range Repair Ships (ARLR)
18 Apollo class Light Cruisers (CL)

3rd Expeditionary Battle Squadron (3rd ExBatRon)
Ships of the Line:(ID'd by serial number)
1 DNV
1 SD
1 DN
6 BCs
8 CAs
Escorts:(ID'd by serial number)
50 DDs
8 APLAs
12 AMS-AKLs
4 ARLRs
18 CLs

FLEET TOTALS (Combat Vessels Only)
48 Ships of the Line (2 SDs, 2DNVs, 2 DNs, 18BCs, 24 CAs)
204 Escorts (CLs, DDs)

Weaponry and Defenses:

Missiles: RMN capital missiles are mounted with two types of warheads: Bomb-pumped X-Ray laser warheads and the standard fusion warhead. Laser warheads, when detonated, spray a dozen or more ultra-high powered X-ray laser beams across a 20,000-50,000 km kilometer sphere, making them easily the more deadly of the two, and excellent stand-off weapons. Fusion warheads, however, require a (relatively) close hit to deal damage. Capital missiles are sub-light, but still exceptionally fast. The impeller bands that are a side-effect of the impeller drive grant the missile some very light protection. Capital missile seeking systems are highly evolved, able to independently seek out targets of opportunity, locate weak-spots in a point-defense grid, etc, within moments of launch (Note: All this controlled from the ship the missile originates from, not mounted on the missile itself.) Some missiles, instead of being loaded with warheads, carry ECM equipment to fool enemy point defenses when launched in a salvo.

Lasers: With a range significantly shorter than a missile, (around 600,000 km) lasers are used only in medium-close range combat and in PD.

Grasers: Twice the range and twice the power of lasers, grasers are the heaviest energy weapons in the fleet besides energy torpedoes. Standard range is roughly 1.2-1.6 million km.
Energy torpedoes: Uncommon on small ships, energy torpedoes are
nothing more than hyper-charged bursts of plasma used in laser range combat. They deal incredibly heavy damage, and cannot be intercepted, but have a so-so range of only 800,000 kilometers.

Grav lances: Rare on most ships, grav lances fire a blast of focused gravity at a target, causing shields to simply distort and fail, opening a gaping whole in which to pour fire through. Grav lances have a massive power-output, but tend to disperse very quickly, making actual effective range a mere 300,000 km. Grav lances are reserved for planetary shields and hardened orbital installations, or heavily shielded and slow moving targets.

Railguns: While not standard issue on RMN ships, Manticore does have a large capital stockpile ready for distribution and fitting should a situation call for it. Most are commercial, pre-fabricated models allowing for quick mounting or swapping out of existing weapons.

Defenses:
Impeller bands: Impellers generate a pair of 'bands' above and below a ship, giving protection roughly equal to a force-field.

Side-walls: Much weaker than an impeller-band, side-walls are force-fields used to defend, obviously, the sides of the ship.

Front-walls: Due to the exotic nature of the impeller-drive, side-walls couldn't be erected over the front of a ship without severly hamping speed, but a recent development in shielding technology allowed 'front-walls' to be placed on every ship, offering frontal protection.

Armour: Despite massive and recent leaps in force-field technology, armour is still the primary defense of most RMN ships. It is usually made of a complex polymer/metal mix called Tyndine, which refracts/reflects EM based weaponry somewhat and deadens kinetic impacts.

Ship Specifications:


Ship/Smallcraft Code/Type BC Battlecruiser
Service/Source Royal Manticoran Navy
Class Name Redoubtable

Mass/Displacement (Tons) 797,000
Length Overall (Meters) 1,550
Maximum Beam (Meters) 206.25
Maximum Height (Meters) 185

Complement 1,900 (151 Officers + 1,749 Warrant/Enlisted) Plus Flag/Flag Staff
Core Crew 1,400 (130 + 1,270)
Marine Complement 500 (21 + 479)
Flag/Flag Staff 100 (19 +81) When Serving as Squadron Flag

Armament Mounted Weapon Mount Placement
Type/Number Broadside Mounts P/S Chase Mounts F/A
Launcher Mod 19 x52 22/22 4/4
Laser 100cm x12 6/6 0/0
Laser 150cm x4 0/0 2/2
Graser 145cm x16 8/8 0/0
Graser 175cm x2 0/0 1/1
Energy Torpedo 200cm x4 2/2 0/0
Launcher Mod 3CM x32 12/12 4/4
PD Laser Cluster x70 27/27 8/8
Missile(s) Used RMN Mk38 CA/BC-grade series; RMN Mk5 Countermissile Cannisters; RMN-std Countermissiles

Parasite Complement LCMA x6 (Mk30A Intruder); LCMC x1 (Mk30C Prowler); LCS x1 (C3 Dakota); Other Smallcraft


Ship/Smallcraft Code/Type BC Battlecruiser
Service/Source Royal Manticoran Navy
Class Name Homer

Mass/Displacement (Tons) 837,000
Length Overall (Meters) 1,590
Maximum Beam (Meters) 206.25
Maximum Height (Meters) 185
Complement 2,000 (166 Officers + 1,834 Warrant/Enlisted) Plus Flag/Flag Staff
Core Crew 1,500 (145 + 1,355)
Marine Complement 500 (21 + 479)
Flag/Flag Staff 100 (19 + 81) When Serving as Squadron/Task Group Flag

Armament Mounted Weapon Mount Placement
Type/Number Broadside Mounts P/S Chase Mounts F/A
Launcher Mod 19 x56 24/24 4/4
Laser 100cm x14 7/7 0/0
Laser 150cm x4 0/0 2/2
Graser 150cm x18 9/9 0/0
Graser 175cm x2 0/0 1/1
Energy Torpedo 200cm x4 2/2 0/0
Launcher Mod 3CM x36 12/12 6/6
PD Laser Cluster x78 29/29 10/10
Missile(s) Used RMN Mk38 CA/BC-grade series; RMN Mk5 Countermissile Cannister; RMN-std Countermissile

Parasite Complement LCMA x6 (Mk30A Intruder); LCMC x1 (Mk30C Prowler); LCS x1 (C3 Dakota); Other Smallcraft



Ship/Smallcraft Code/Type BC Battlecruiser
Service/Source Royal Manticoran Navy
Class Name Reliant

Mass/Displacement (Tons) 879,000
Length Overall (Meters) 1,605
Maximum Beam (Meters) 206.25
Maximum Height (Meters) 185
Complement 2,105 (186 Officers + 1,919 Warrant/Enlisted) Plus Flag/Flag Staff
Core Crew 1,605 (165 + 1,440)
Marine Complement 500 (21 + 479)
Flag/Flag Staff 100 (19 + 81) When Serving as Squadron/Task Force Flag

Armament Mounted Weapon Mount Placement
Type/Number Broadside Mounts P/S Chase Mounts F/A
Launcher Mod 19 x60 26/26 4/4
Laser 100cm x16 8/8 0/0
Laser 150cm x4 0/0 2/2
Graser 155cm x20 10/10 0/0
Graser 175cm x2 0/0 1/1
Energy Torpedo 200cm x4 2/2 0/0
Launcher Mod 3CM x36 12/12 6/6
PD Laser Cluster x86 31/31 12/12
Missile(s) Used RMN Mk38 CA/BC-grade series; RMN Mk5 Countermissile Cannister; RMN-std Countermissile
Parasite Complement LCMA x6 (Mk30A Intruder); LCMC x1 (Mk30C Prowler); LCS x1 (C3 Dakota); Other Smallcraft



Ship/Smallcraft Code/Type CA Heavy Cruiser
Service/Source Royal Manticoran Navy
Class Name Crusader/Prince Consort

Mass/Displacement (Tons) 270,000 (Crusader) / 240,000 (Prince Consort)
Length Overall (Meters) 1,150
Maximum Beam (Meters) 200
Maximum Height (Meters) 175

Complement 1,275 (95 Officers + 1,190 Warrant/Enlisted) Plus Flag/Flag Staff in Crusader
Core Crew 800 (75 + 725)
Marine Complement 475 (20 + 455)
Flag/Flag Staff 50 (11 + 39) in Crusader only

Armament Mounted Weapon Mount Placement
Type/Number Broadside Mounts P/S Chase Mounts F/A
Launcher Mod 7 x36 16/16 2/2
Laser 75cm x10 5/5 0/0
Laser 100cm x2 0/0 1/1
Graser 125cm x6 3/3 0/0
Energy Torpedo 150cm x4 2/2 0/0
Launcher Mod 3CM x24 8/8 4/4
PD Laser Cluster x42 17/17 4/4
Missile(s) Used RMN Mk38 CA/BC-grade series; RMN Mk4 Countermissile Cannister; RMN-std Countermissile

Parasite Complement LCMA x6 (Mk30A Intruder); LCS x2 (C3 Dakota); Other Smallcraft



Ship/Smallcraft Code/Type CA Heavy Cruiser
Service/Source Royal Manticoran Navy
Class Name Broadsword

Mass/Displacement (Tons) 285,000
Length Overall (Meters) 1,175
Maximum Beam (Meters) 200
Maximum Height (Meters) 175
Complement 1,325 (110 Officers + 1,215 Warrant/Enlisted) Plus Marine Command Staff
Core Crew 800 (75+725)
Flag/Flag Staff 50 (15 + 35)
Marine Complement 475 (20 + 455)
Marine Headquarters Unit 50 (15 + 35)

Armament Mounted Weapon Mount Placement
Type/Number Broadside Mounts P/S Chase Mounts F/A
Launcher Mod 7 x38 16/16 2/2
Laser 75cm x10 5/5 0/0
Laser 100cm x2 0/0 1/1
Graser 125cm x6 3/3 0/0
Energy Torpedo 150cm x4 2/2 0/0
Launcher Mod 3CM x24 8/8 4/4
PD Laser Cluster x42 17/17 4/4
Missile(s) Used RMN Mk38 CA/BC-grade series; RMN Mk4 Countermissile Cannister; RMN-std Countermissiles

Parasite Complement LCMA x6 (Mk26 Skyhawk); LCS x2 (C3 Dakota); Other Smallcraft; LCMC x2 (Mk27 Skywarrior) when carrying Flag/Marine Command Staff


Ship/Smallcraft Code/Type CA Heavy Cruiser
Service/Source Royal Manticoran Navy
Class Name Star Knight

Mass/Displacement (Tons) 300,000
Length Overall (Meters) 1,200
Maximum Beam (Meters) 200
Maximum Height (Meters) 175
Complement 1,475 (110 Officers + 1,365 Warrant/Enlisted)
Core Crew 1,000 (90 + 910)
Marine Complement 475 (20 + 455)

Armament Mounted Weapon Mount Placement
Type/Number Broadside Mounts P/S Chase Mounts F/A
Launcher Mod 7 x38 17/17 2/2
Laser 75cm x12 6/6 0/0
Laser 100cm x2 0/0 0/0
Graser 125cm x6 3/3 0/0
Energy Torpedo 150cm x4 2/2 0/0
Launcher Mod 3CM x24 8/8 4/4
PD Laser Cluster x50 19/19 6/6
Missile(s) Used RMN Mk38 CA/BC-grade series; RMN Mk4 Countermissile Cannister; RMN-std Countermissile

Parasite Complement LCMA x6 (Mk30A Intruder); LCS x2 (C3 Dakota); Other Smallcraft



Ship/Smallcraft Code/Type CA Heavy Cruiser
Service/Source Royal Manticoran Navy
Class Name Edward Saganami

Mass/Displacement (Tons) 330,000
Length Overall (Meters) 1,250
Maximum Beam (Meters) 200
Maximum Height (Meters) 175
Complement 1,525 (125 + 1,400)
Core Crew 1,000 (90 + 910)
Marine Complement 475 (20 + 455)
Flag/Flag Staff 50 (15 + 35)

Armament Mounted Weapon Mount Placement
Type/Number Broadside Mounts P/S Chase Mounts F/A
Launcher Mod 7 x44 19/19 3/3
Laser 90cm x12 6/6 0/0
Laser 125cm x2 0/0 1/1
Graser 125cm x4 2/2 0/0
Graser 150cm x2 0/0 1/1
Energy Torpedo 150cm x4 2/2 0/0
Launcher Mod 3CM x26 8/8 5/5
PD Laser Cluster x52 21/21 5/5
Missile(s) Used RMN Mk38 CA/BC-grade series; RMN Mk4 CountermissileCannister; RMN-std Countermissile

Parasite Complement LCMA x6 (Mk30A Intruder); LCS x2 (C3 Dakota); Other Smallcraft





Ship/Smallcraft Code/Type CL Light Cruiser
Service/Source Royal Manticoran Navy
Class Name Apollo

Mass/Displacement (Tons) 135,000
Length Overall (Meters) 900
Maximum Beam (Meters) 175
Maximum Height (Meters) 100
Complement 525 (41 Officer + 484 Warrant/Enlisted)
Core Crew 375 (35 + 340)
Marine Complement 150 (6 + 144)

Armament Mounted Weapon Mount Placement
Type/Number Broadside Mounts P/S Chase Mounts F/A
Launcher Mod 7 x16 6/6 2/2
Laser 40cm x6 3/3 0/0
Laser 75cm x2 0/0 1/1
Graser 60cm x4 2/2 0/0
Graser 75cm x2 0/0 1/1
Energy Torpedo 100cm x4 2/2 0/0
Launcher Mod 3CM x14 5/5 2/2
PD Laser Cluster x32 12/12 4/4
Missile(s) Used RMN Mk50 DD/CL-grade series, magazine capacity 50/tube (800 total); RMN Mk4 Countermissile Cannister; RMN-std Countermissile

Parasite Complement LCMA x2 (Mk30A Intruder); LCS x1 (C3 Dakota); Other Smallcraft



Ship/Smallcraft Code/Type DD Destroyer
Service/Source Royal Manticoran Navy
Class Name Arrowhead

Mass/Displacement (Tons) 88,000
Length Overall (Meters) 700
Maximum Beam (Meters) 150
Maximum Height (Meters) 100
Complement 325 (26 Officers + 299 Warrant/Enlisted)
Core Crew 290 (25 + 265)
Marine Complement 35 (1 + 34)

Armament Mounted Weapon Mount Placement
Type/Number Broadside Mounts P/S Chase Mounts F/A
Launcher Mod 7 x14 5/5 2/2
Laser 25cm x6 3/3 0/0
Laser 50cm x2 0/0 1/1
PD Laser Cluster x22 8/8 2/2
Missile(s) Used RMN Mk50 DD/CL-grade series; RMN Mk3 Countermissile Cannister

Parasite Complement LCMA x2 (Mk28 Mentor); LCS x1 (C3 Dakota); Other Smallcraft



Ship/Smallcraft Code/Type DNV Dreadnought LAC Carrier
Service/Source Royal Manticoran Navy
Class Name Minotaur

Mass/Displacement (Tons) 5,900,000
Length Overall (Meters) 2,200
Maximum Beam (Meters) 367
Maximum Height (Meters) 340
Complement 2,100 (286 Officers + 1,414 Warrant/Enlisted)
Core Crew 600 (50 + 550)
Marine Complement 150 (6 + 144)
LAC Complement Crew 1,000 (200 + 800)
LAC Support/Staff 300 (30 + 270)

Armament Mounted Weapon Mount Placement
Type/Number Broadside Mounts P/S Chase Mounts F/A
Launcher Mod 73VLR x18 9/9 0/0
Graser 500cm x6 0/0 3/3
PCL Launch Bay x100 50/50 0/0
Launcher Mod 3CM x80 30/30 10/10
PD Laser Cluster x80 30/30 10/10
Missile(s) Used RMN Mk42VLR; RMN Mk27 DN/SD-grade series; RMN Mk7 Countermissile Cannister; RMN-std Countermissile

Parasite Complement PCL-3 x100 (Type 3 Shrike series); LCMA x2 (Mk30A Intruder); LCS x1 (C3 Dakota); Other Smallcraft


Ship/Smallcraft Code/Type SD Superdreadnought

Service/Source Royal Manticoran Navy
Class Name Gryphon

Mass/Displacement (Tons) 8,500,000
Length Overall (Meters) 4,500
Maximum Beam (Meters) 650
Maximum Height (Meters) 600

Complement 6,500 (472 Officers + 6,028 Warrant/Enlisted)
Core Crew 4,427 (413 + 4,014)
Marine Complement 973 (40 + 933)
Flag/Flag Staff 100 (19 + 81)

Armament Mounted Weapon Mount Placement
Type/Number Broadside Mounts P/S Chase Mounts F/A
Launcher Mod 73 x100 45/45 10/10
Laser 400cm x40 20/20 0/0
Laser 500cm x8 0/0 4/4
Graser 475cm x40 20/20 0/0
Graser 575cm x10 0/0 5/5
Energy Torpedo 500cm x10 5/5 0/0
Launcher Mod 3CM x120 40/40 20/20
PD Laser Cluster x160 60/60 20/20
Grav Lance Yes No
Missile(s) Used RMN Mk27 DN/SD-grade series; RMN Mk6 Countermissile Cannister; RMN-std Countermissile

Parasite Complement LCLA x4 (Mk130A Herakles); LCMA x5 (Mk30A Intruder); LCS x1 (C3 Dakota); Other Smallcraft


Ship/Smallcraft Code/Type DN Dreadnought
Service/Source Royal Manticoran Navy
Class Name Majestic

Mass/Displacement (Tons) 6,500,00
Length Overall (Meters) 2,500
Maximum Beam (Meters) 375
Maximum Height (Meters) 350
Complement 4,500 (362 Officers + 4,138 Warrant/Enlisted)
Core Crew 3,427 (303 + 3,124)
Marine Complement 973 (40 + 933)
Flag/Flag Staff 100 (19 + 81)

Armament Mounted Weapon Mount Placement
Type/Number Broadside Mounts P/S Chase Mounts F/A
Launcher Mod 43 x78 31/31 8/8
Laser 400cm x30 15/15 0/0
Laser 500cm x8 0/0 4/4
Graser 475cm x40 20/20 0/0
Graser 575cm x8 0/0 4/4
Energy Torpedo 350cm x10 5/5 0/0
Launcher Mod 3CM x100 40/40 10/10
PD Laser Cluster x80 30/30 10/10
Grav Lance Yes No
Missile(s) Used RMN Mk27 DN/SD-grade series; RMN Mk6 Countermissile Cannister; RMN-std Countermissile

Parasite Complement LCLA x4 (Mk130A Herakles [probable]); LCMA x6 (Mk30A Intruder); LCS x2 [min] (C3 Dakota); Other Smallcraft

Holdings:
Manticore (Industrial/Agricultural, planetary shield)
Sphinx (Industrial/Agricultural, planetary shield)
Gryphon (Industrial, planetary shield)
18 Model JF-275 Large Orbital Fortresses (OFL) in-system
Planetary Forces: 40 million Royal soldiers spread across Sphinx, Gryphon, and Manticore, along with some 10 million armored vehicles, thousands of atmospheric fighters, etc. Ground forces use pulsers, plasma weapons, and various other weaponry.

History: An old, space-faring, and remote nation too wrapped up in it's own affairs to care much about the rest of the galaxy, Manticore has just emerged from a bloody civil war with the UBT, who had come as conqueror's a mere fifty years before, and ruthlessly exterminated the royal family and emplaced its own puppet goverment. However, they missed a distant cousin in their murders, and after 35 years of oppression, this royal cousin found a large group of hard-core royal supporters and lead an uprising which drove the UBT out of Manticore for good. During this uprising, the old Royal Manticoran Navy was re-founded, and Manticore was revitalized. Now an economically and militarily stable power, Manticore turns its eyes outwards for the first time in centuries..and towards it's former oppressors.
Goverment: Manticore is run soley by the Royal Family, which is currently limited to King Alvarez and his wife, Queen Constance. While the Manticoran royal family of old was large enough to overseer most functions of the goverment, this is not true in post-UBT Manticore. King Alvarez appointed a parlimentary goverment to run domestic and economic affairs, while the King has almost total control of the military. While this setup occasionally leads to bickering between the King and the House of Commons, it is so far proving to be quite stable.

ExBatRon's are formed as such:
6 Battlecruisers
8 Heavy Cruisers
1 Dreadnaught/Carrier
1 Super-dreadnaught
1 Dreadnaught (Not present in ExBatRon 1)
18 Light Cruisers
50 Destroyers
8 Assault Transports (capital size)
4 Repair Ships
12 Armed Supply Freighters

Planetary assault/landing group:
16 Assault transports, 4 supporting capital ships and a variable number of escorts.

Total Numbers:
18 Battlecruisers
24 Heavy-Cruisers
3 Dreadnaught-Carriers
2 Dreadnaughts
3 Super-Dreadnaughts
24 Assault Transports (capital size)
12 Repair ships
36 Armed Supply Freighters
150 Destroyers
54 Light Cruisers
300 LACs (gunboat-sized craft, carried on the Dreadnaught-carriers, 100 apiece)
1,200 planetary based LACs.
Edit: Added a small railgun blurb.



Ground Forces
Royal Manticoran Army: The Royal Manticoran Army forms the backbone of planetary defensive and offensive operations. RMA training is some of the harshest, but most effective, in known space. RMA troops can operate, literally, anywhere, anyhow, anytime. Trained in zero-g, planetary, subterranean, and dozens of more esoteric combat situations, RMA troops are incredibly versatile, giving a general or commander a wide variety of options without having to resort to specialist troops. Added along with their devastating personal firepower and defense, it becomes clear why the RMA is so feared around Manticoran space. There are roughly 10 million RMA troops stationed in the Manticore system, but this number is being downsized in order to turn the RMA into a more mobile force.

Royal Manticoran Marine Corps: Marines are the first ones in and the first ones out of any military campaign. During planetary assaults, they literally freefall from orbiting ships in tiny 6 man pods armed with shield penetration aids and jamming suites. They act as the primary shipboard security forces for the RMN, and are trained heavily in zero-g combat. There are just about 2 million Marines stationed in Manticore and in the fleet.

Updated 9/02/04, with revised troop/ship numbers to reflect recent developments and training. Also modified missiles.
Last edited by Captain tycho on 2004-09-02 09:23pm, edited 5 times in total.
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Ravenlock Consortium OOB

History
Born long ago from an abandoned human colony controlled by a collection of corporations, the Ravenlock Consortium grew from virtually nothing to being an interstellar power. Their homeworld, Corvus, is a rich, Earth-type planet, one of very few in neighboring systems. For whatever reason, habitable Earth-type worlds in the nearby space around Corvus are relatively sparse. However, there are numerous systems with rich asteroid belts. It is theorized that, long before the Genocide War, various planets and stars where annihilated by weapons of tremendous power, resulting in the vast resources, and lack of habitable planets, which currently surround Ravenlock territory.

When the Genocide War broke out, the Ravenlock, up until that point content in being more or less isolated in their corner of the galaxy, outside of what was normally considered Known Space. Knowing that, at the time, it would have stood little chance in the fire of war that consumed the galaxy, the Ravenlock instead closed their borders and went silent, hoping to weather out the storm. In the end, they were only partially successful. While they survived the war itself, the aftermath caused the Consortium even more trouble. A fledgling power near Ravenlock space saw the Consortium as a potential victim, desiring the rich mining fields of the territory, and the technology of the people. This aggressor was, for a time, unknown to the Ravenlock as it inserted agents and operatives into nearly every level of the Ravenlock society. This unseen enemy’s name was the Dra’kol Empire, a race of shape-shifting telepaths, and one of the few sentient space-faring races which evolved from gas giant type planets.

Eventually, explorers cautiously taking their first steps in decades from Ravenlock space discovered new systems to colonize, and for the first time since the Genocide Wars, first contact with an alien life form. What could have been a joyous occasion, filled with learning and the exchange of information turned into the starting point of one of the most vicious and brutal wars in Ravenlock history. The Dra’kol were intent on utterly dominating the Ravenlock. Entire colonies were annihilated from orbit, the operatives inserted years before finally made their moves, throwing the entire Consortium into chaos. The Dra’kol fleets included ships and technology far beyond what the current Ravenlock fleet fielded. All seemed hopeless in the face of this overwhelming foe, attacking from without and within.

The Ravenlock, however, were not to give up, even in the face of such odds. Their industry was capable of churning out their smaller ships fast enough to keep the Dra’kol fleets occupied, while the Ravenlock Internal Security forces rooted out the Dra’kol operatives and cells. Perhaps the biggest turning point of the war was the first successful capture of a Dra’kol capital ship. Ravenlock scientists and engineers toiled for months to understand the secrets of the Dra’kol technology, and while the initial progress was minor, it helped to turn the tide against the Dra’kol invasion.

The Battles of Yliaum were the turning point of the war. The Yliaum system was not particularly resource-rich, but it was a hardened military position and staging point for the Ravenlock Fleet, with easy access to numerous points of Ravenlock space. It was also a major testing ground for new ships and technologies to be deployed by the Consortium. As such, it was a strategically vital system, and thus a major target for the Dra’kol, who realized that they needed to destroy the Ravenlock’s military backbone and their advancement of technology in order to win the war. However, the Dra’kol Intelligence Division was deceived by misinformation fed to them by the Ravenlock, and the Dra’kol battlegroups were met by the latest in Ravenlock technology, top of the line ships, specially designed and fitted to exploit the weaknesses of the Dra’kol fleet. After losing a full third of their space forces in the space of three months in the Yliaum system, the Dra’kol retreated to lick their wounds, leaving the Ravenlock Consortium time to prepare for their return.

Meanwhile, the Dra’kol were beginning to lose faith in their Emperor, and unrest soon followed. Numerous purges resulted, and martial law was soon declared. Political dissidents were loaded into “colony ships”, and were never heard from again. While advancements were made to the Dra’kol fleet to counter the advantages of the Ravenlock, ship production slowed to a crawl as workers protested and eventually began to riot. The Ravenlock External Intelligence agencies had learned much from the initial debacle with the Dra’kol, and began to use some of their own tricks against them, most notably due to the Dra’kol double-agent code-named “Noir”.

Years after the Battles of Yliaum, the Ravenlock ended the silence and invaded the Dra’kol, capturing each world as they went. It was a slow, deliberate process, but finally the Dra’kol Empire crumbled, the Emperor was captured and forced to stand trial for his crimes. The population was given the option of joining the Consortium or being recognized as a sovereign state. Several systems joined the Consortium, while others, filled with loyalists, chose to remain separate. The schism has been a source of irritation for years, as the loyalist Dra’kol slowly fade in power, while the Consortium and her allied worlds continue to grow ever stronger. Recently, the decision was made by the Director and the Board to continue explorations out into the Galaxy, though being careful not to create a repetition of war with the Dra’kol.


Society
The Consortium was created by the alliance of numerous corporations that controlled various aspects of the original colony on Corvus. Since Corvus was initially a “company town” of sorts, this was the easiest solution. No one corporation has control of the entire colony, and all the corporations have to answer to a central body, which is elected by the people.

Shares are directly tied to voting power. The more shares you own, the more you can dictate how things are done. However, in order to prevent it becoming a society purely for the benefit of the rich, the more shares you own, the more taxes you pay. There is no set limit on the number of share one can own, but after a certain point, having a huge amount of shares means that most, if not all of your income, is lost from taxes. Also, there is a limit on how quickly one can buy and sell shares, to avoid the rapid re-distribution of shares during elections. This, plus numerous other examples of checks and balances, help to ensure that the system does not become a grotesque distortion of the people which it serves.

Criminals who are convicted automatically lose all of their shares, which are then re-distributed to the victims of their crimes, and are forced to earn back their place in society, if they are capable of rehabilitation.

The recent addition of the Dra’kol has been an interesting change for the Consortium, and for a while, a large debate concerning how the Dra’kol were to be made citizens filled the halls of the Board. Ultimately, it was decided to treat the new worlds and industries as the target of a hostile takeover, and were merged with existing analogs in the Ravenlock political system, with a certain degree of independence. Gradually, the Dra’kol who decided to stay with the Consortium grew accustomed to the new system, and now it is not an uncommon sight to see a Dra’kol and a Ravenlock walking and laughing side by side.

Religion

There is no official religion of the Consortium, and the vast majority of the populace is atheistic. Formalized religions are looked down on for the most part, and those members of the society who are religious tend to be more spiritualistic than anything else. The relatively recent discoveries of Quantek and Psionics have caused some to consider spirituality, while most seem to easily acccept it as scientific fact and just an extension of the ever-increasing realm of knowledge.

Worlds
Ravenlock Sector
Corvus: Ravenlock Homeworld
Yliaum: Major Naval Base (Ravenlock)
Wetumpka: Minor Naval Base (Ravenlock)
Renaissance: Minor Naval Base (Ravenlock)
Aequitas: Secondary World (Ravenlock)
Da’Poap: Mining Colony (Ravenlock)
Orinda: Mining Colony (Ravenlock)
Phaedra: Mining Colony (Ravenlock)
Pi’Laob: Mining Colony (Ravenlock)

Dra’kol Sector
Ru’Gobiluu: Dra’kol Homeworld
Roten: Major Naval Base (Dra’kol)
Xot: Minor Naval Base (Dra’kol)
Pi’Lhuoh: Mining Colony (Dra’kol)
Kundera: Mining Colony (Dra’kol)
Cador: Mining Colony (Dra’kol

Ark Sector
Union: Major Colony
Wirmon: Mining Colony
Firi: Mining Colony


Dark Dra’kol Holdings (Not controlled by Ravenlock Consortium)
Kolos: Dark Dra’kol Homeworld
Aoife: Secondary World (Dark Dra’kol)
Sicka: Minor Colony (Dark Dra’kol)
Froberger: Mining Colony (Dark Dra’kol)


Propulsion
STL
Thrusters: Fine manuevering, primary propulsion used in combat. Ravenlock ships have average speeds.
FTL
Hyperspace: Fast, though roughly inaccurate FTL. Speed is roughly galactic limit. Accuracy is limited to roughly 2 light seconds.
Warp: Short-Range FTL, very precise, can drop a fleet within 200m of a target. Roughly one-quarter galactic standard speeds. Can be fitted even on smaller ships.

Technologies
Communications: Aside from the obvious STL standard communication systems, Ravenlock has hyperspace FTL broadcasts, with full encryption support.

Soulcatcher: The process by which backups of the human mind can be made. This technology has some limitations, backups cannot be reliably made during periods of high stress, and a constant, uninterrupted connection must be maintained during the process, or data will be incomplete, and the backup cannot be restored.

Cloning: In combination with the soulcatcher technology, this allows Ravenlock virtual immortality, under ideal circumstances. However, the process of cloning is relatively expensive, and the process tend to work best when the activated clone is as close to the original body as possible. Past a certain point, activating a new clone creates more problems than it solves, so quite often citizens with the ability to create clones opt to either stay in soulcatcher storage or to simply die. An interesting point is that now murder victims can testify against their attackers.

Command Pods: Ravenlock ships, in most things, are average in the grand scheme of things. However, it should be noted that the way Ravenlock ships are commanded and crewed are anything but average. Ship captains control their ships from pods, neurally linked to their various ship systems, controlling them by thought, increasing reaction times. Crew still exist, but exist as cybernetically enhanced clones implanted with a soulcatcher copy, with the original bodies kept in stasis back home. Fighter/Drones are controlled by soulcatcher chips, much like a mechanical analog to the biological control a captain has over his ship.

Quantek: Otherwise known as "Magic", Quantek is a new field only recently discovered by Ravenlock scientists. Development of Quantek is currently limited, and all research of Quantek is considered highly top secret, and no civilian Quantek currently exists.

Psionics: Only a small fraction of the Ravenlock Consortium are Psionically gifted. The psionic community came to the fore in removing the Dra'kol agents and cells in the Dra'kol War. After the war, the Dra'kol and the Ravenlock cooperated in developing their combined psionic potential. It was through Psionic research that Quantek was initially discovered.

Warp Missiles: FTL missiles designed to cover the distance to the target at FTL speeds, are stopped by all shields and armor. Only fielded in Missile Cruisers, Battleships, Dreadnoughts, and the Superdreadnought. (M4 and up)
Conventional Missiles: AC, AE, AO types. AC carried on Destroyers on up, all other types capable of being mounted on any missile-capable ship. AO are fastest, lowest yield, AE slower but stronger, and AC slowest but strongest.

Fleet Composition

C# - Cannon Class #
M# - Missile Tube Class #
L# - Launch Bay Class # (provided for consistency)

Please note that the numbers preceding the mounts do not specifically equate to numbers of cannons, but rather are presented to give a relative measure of the proportion of the larger mounts to the smaller ones. The smaller the mounts, the less powerful and more accurate. Thus, Class 1 Cannon mounts are ideal for point defense work, while the massive Class 8 cannon mounts are reserved solely for anti-supercapital ship fire, anti-defense station fire, and orbital bombardment. In the same fashion, Class 1 Missiles are more designed for point defense work, while Class 6 missiles are devastating weapons which stand little chance of hitting other missiles or ordnance.

The Reference guide below for escorts is provided to show that Escorts are specialized for certain tasks, and instead of having a balanced number of mounts, instead will sacrifice mounts in certain areas in order to mount more weapons in others.

Ship defenses, such as armor, shields, and so forth, are considered to be somewhat above-average, due to the fact that Ravenlock ships spend more time in development than most other nations.

Original Ship Count (start of STGOD)

Heavy Combatants (13)
1 Superdreadnought: Antaeus
Size: 3,500m
Weapon Mounts:
Missiles
10 M6
20 M5
30 M4
40 M3
50 M2
60 M1
Cannons
10 C8
20 C7
30 C6
40 C5
50 C4
60 C3
70 C2
80 C1

3 Dreadnoughts
Size: 2,500
Weapon Mounts:
Missiles
10 M5
20 M4
30 M3
40 M2
50 M1
Cannons
10 C7
20 C6
30 C5
40 C4
50 C3
60 C2
70 C1

3 Drone SuperCarriers (600 Drones, 200 bombers, 400 interceptors)
Size: 2,000m
Weapon Mounts:
Cannons
10 C5
20 C4
30 C3
40 C2
60 C1
Drone Launchers
60 L1

6 Battleships
Size: 1,500m
Weapon Mounts:
Missiles
10 M4
20 M3
30 M2
40 M1
Cannons
10 C6
20 C5
30 C4
40 C3
50 C2
60 C1

Capital Ships (60)

12 Heavy Cruisers
Size: 1,200m
Weapon Mounts:
Missiles
10 M2
20 M1
Cannons
20 C5
30 C4
40 C3
50 C2
60 C1

12 Drone Carriers (120 Drones 40 bombers, 80 interceptors)
Size: 1,000m
Weapon Mounts:
Cannons
10 C3
20 C2
40 C1
Drone Launchers
20 L1

12 Missile Cruisers
Size: 1,000m
Weapon Mounts:
10 M4
20 M3
30 M2
40 M1
Cannons
10 C3
20 C2
30 C1

24 Cruisers
Size: 1,000m
Weapon Mounts:
Missiles
10 M1
Cannons
20 C4
30 C3
40 C2
50 C1

Escorts (420)
60 Destroyers (20 AE, 40 AC)
Size: 600m
Weapon Mounts:
20 C3
30 C2
40 C1

120 Frigates (40 AO, 80 AE)
Size: 400m
Weapon Mounts:
20 C2
30 C1

240 Corvettes (180 AO, 60 AE)
Size: 200m
Weapon Mounts:
10 C2
20 C1


Escort Reference:
AC: Anti-Capital
PD-20%
EC-20%
CC-60%

AE: Anti-Escort
PD-30%
EC-70%

AO: Anti-Ordnance (Missiles, Drones, Fighters)
PD-70%
EC-30%

Fleet Divisions and Commanders

Current Ship Totals
Capital
1 SDN
4 DN
4 DSCa
7 BB

Cruiser
16 HCr
16 DCa
16 MCr
32 Cr

Escort
75 DD (25 AE, 50 AC)
145 FG (50 AO, 95 AE)
275 Cv (200 AO, 75 AE)

Alpha Fleet

First Battlegroup
Commander: Fleet Admiral A.J. Radim

Capital
1 SDN (Antaeus)
1 SDCa
1 BB

Cruiser
2 DCa
2 HCr
2 MCr
4 Cr

Escort
10 DD (3 AE, 7 AC)
20 FG (7 AO, 13 AE)
40 CV (30 AO, 10 AE)

Second Battlegroup
Commander: Commodore Reynolds

Capital
1 DN
1 BB

Crusier
2 DCa
2 HCr
2 MCr
4 Cr

Escort
10 DD (3 AE, 7 AC)
20 FG (6 AO, 14 AE)
40 CV (30 AO, 10 AE)

Beta Fleet
Commander: Admiral Jefferson Clay

Capital
1 DN
1 DSCa
2 BB

Cruiser
4 HCr
4 DCa
4 MCr
8 Cr

Escort

20 DD (7 AE, 13 AC)
40 FG (13 AO, 27 AE)
80 Cv (60 AO, 20 AE)


Gamma Fleet
Commander: Vice Admiral Morgana Tanos

Capital
1 DN
1 DSCa
2 BB

Cruiser
4 HCr
4 DCa
4 MCr
8 Cr

Escort

20 DD (7 AE, 13 AC)
40 FG (13 AO, 27 AE)
80 Cv (60 AO, 20 AE)


Delta Fleet
Commander: Rear Admiral Anna Korolev

Capital Scale (3 Total)
1 DN
1 SDCa
1 BB

Cruiser Scale (10 total)
2 HCr
2 MCr
2 DCa
4 Cr

Escort Scale (75 Total)
15 DD (5 AE, 10 AC)
25 Fr (10 AO, 15 AE)
35 Cv (20 AO, 15 AE)

Noncombat
6 Fleet Tenders
12 Troop Deployment Ships (planetary bombardment and troop deployment)

Personal Armed Forces:
Groundform Forces (Trained for Planetary Defense and Assault)
Skyform Forces (Trained for Gas Giant Defense and Assault)
Voidform Forces (Trained for boarding actions of ships and stations)
SENTINEL (Elite Anti-Terrorist Organization)

Armed Forces:
Due to the massive loss of life in ground combat, it was obvious that the Soulcatcher program was to be turned towards reducing the loss of life of Ravenlock citizens as much as possible. Upon reaching maturity, registry with the Consortium is common for all who wish to be citizens. As part of the contract by which one’s first shares are issued to them by the consortium, a soulcatcher copy is made for possible military enlistment. If more personalities are required, these copies are activated and issued to the front. Due to the specialized process of this unique soulcatcher system, the copies cannot ever be re-integrated to the original, even if the original is kept in stasis.

Soldiers in the Consortium consist of genetically enhanced clones with cybernetic enhancements, commonly equipped with powered armor. They are abnormally difficult to demoralize, given the nature of their existence.

Vehicular support is also controlled by Soulcatcher copies, though the copies controlling the tanks, bombers, and such consist largely of “Dead” Ravenlock who have submitted themselves to Soulcatcher storage. There is no clone body, instead, the Soulcatcher copy is plugged in directly to the vehicle itself, where the Soulcatcher copy essentially acts as an AI controlling program. Drone Fighters launched from starships are also controlled in a similar fashion.

The vehicles used by the Ravenlock Armed forces range the full gamut, from treaded armor, air support, anti-gravity effect hover vehicles, and so on.


(Updated to better represent Ravenlock ship armaments 18-5-04)
(Updated to list holdings in Ark (Arcanist) Space 23-5-04)
(Updated to show flag for new OOB thread and for clarity on fleet division and commands 14-6-04)
(Put the flag back in...d'oh! 18-6-04)
(Clarified Battlegroups of Alpha Fleet 25-6-04)
Last edited by Hotfoot on 2004-06-25 01:00am, edited 3 times in total.
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Post by Thirdfain »

The Hajr

Definitive Fleet Compositions and Assets


First War Cluster
Fleet Tender Bounty of the Stars
CO: Admiral Asmara su Meshif

Cataphract Battleswarm 1.1
CO: Subadmiral Phina su Hadriel

----Cataphract Swarm 1.1
3 Destiny of Man-class Cataphracts (Mankind Ascendant, Destiny of Man, Unbreakable Resolve)
10 Tarsis- class Escort Frigates
10 Knife- class Raiding Frigates
9 Vampire- class Torpedo Frigates

----Cruiser Swarm 1.3
4 Expansion of Civilization- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

Carrier Battleswarm 1.1
-Planetary Assault Group
CO: Subadmiral Allian su Elysium

----Carrier Swarm 1.1
2 Elysium Ascendent-class Attack Carriers (Bringer of Progress, Force of Nature)
10 Tarsis- class Escort Frigates
3 Knife- class Raiding Frigates
30 Vampire-class Torpedo Frigates

----Cruiser Swarm 1.1
4 Expansion of Civilization- Strike Cruisers
3 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

---- 3 million Gropos, 1 million Marines

Carrier Battleswarm 1.2
-Tactical Group
CO: Subadmiral Jaq su Phariseus

----Carrier Swarm 1.2
3 Elysium Ascendent-class Attack Carriers (Hornet’s Nest, Darwin’s Truth, Sublime Victory)
15 Tarsis- class Escort Frigates
30 Vampire-class Torpedo Frigates

----Cruiser Swarm 1.2
4 Expansion of Civilization- Strike Cruisers
3 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

4th Cruiser Swarm
-Independent Tactical Group
CO: Swarmleader Faen su Madrighala

4 Expansion of Civilization- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

5th Cruiser Swarm
-Independent Tactical Group
CO: Swarmleader Mhina su Elysium

4 Brief Life Burns Brightly- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

Second War Cluster
Fleet Tender Mother Void
CO: Admiral Atja su Miitgar

Cataphract Battleswarm 2.1
CO: Subadmiral Aranack su Fassar

----Cataphract Swarm 2.1
2 Destiny of Man-class Cataphracts (Heart of Iron, Manifest Destiny)
10 Tarsis- class Escort Frigates
10 Knife- class Raiding Frigates
9 Vampire- class Torpedo Frigates

----Cruiser Swarm 2.3
4 Expansion of Civilization- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

Carrier Battleswarm 2.1
-Planetary Assault Group
CO: Subadmiral Linna su Seibezehn

----Carrier Swarm 2.1
2 Elysium Ascendent-class Attack Carriers (Soldier's Duty, Inevitable Ascendence)
10 Tarsis- class Escort Frigates
3 Knife- class Raiding Frigates
30 Vampire-class Torpedo Frigates

----Cruiser Swarm 2.1
4 Expansion of Civilization- Strike Cruisers
3 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

---- 3 million Gropos, 1 million Marines

Carrier Battleswarm 2.2
-Tactical Group
CO: Subadmiral Bist su Kynisnet

----Carrier Swarm 2.2
3 Elysium Ascendent-class Attack Carriers (Mankind Emancipated, Pride of Candaris, Undisputable Truth)
15 Tarsis- class Escort Frigates
30 Vampire-class Torpedo Frigates

----Cruiser Swarm 2.2
4 Expansion of Civilization- Strike Cruisers
3 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

Cruiser Swarm 2.4
-Independent Tactical Group
CO: Swarmleader Syfus su Candaris

4 Expansion of Civilization- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

Cruiser Swarm 2.5
-Independent Tactical Group
CO: Swarmleader Kalla su Miitgar

4 Brief Life Burns Brightly- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

Third War Cluster
Fleet Tender Glorious Return
CO: Admiral Jerac su Fassar

Cataphract Battleswarm 3.1
CO: Subadmiral Giana su Meshif

----Cataphract Swarm 3.1
2 Destiny of Man-class Cataphracts (Dominance of Primates, Pinnacle of Evolution)
10 Tarsis- class Escort Frigates
10 Knife- class Raiding Frigates
10 Vampire- class Torpedo Frigates

----Cruiser Swarm 3.3
4 Expansion of Civilization- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

Carrier Battleswarm 3.1
-Planetary Assault Group
CO: Subadmiral Quissa su Jhalar

----Carrier Swarm 3.1
2 Elysium Ascendent-class Attack Carriers (Heroic Conflict, Elysium Ascendent)
10 Tarsis- class Escort Frigates
20 Vampire-class Torpedo Frigates

----Cruiser Swarm 3.1
4 Expansion of Civilization- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

---- 3 million Gropos, 1 million Marines

Carrier Battleswarm 3.2
-Tactical Group
CO: Subadmiral Fei su Ithaca

----Carrier Swarm 3.2
2 Elysium Ascendent-class Attack Carriers (Progress Through Conflict, Child of Chaos)
10 Tarsis- class Escort Frigates
20 Vampire-class Torpedo Frigates

----Cruiser Swarm 3.2
4 Expansion of Civilization- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

Cruiser Swarm 3.4
-Independent Tactical Group
CO: Swarmleader Achad su Elysium

4 Expansion of Civilization- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

Cruiser Swarm 3.5
-Independent Tactical Group
CO: Swarmleader Kysandrea su Attoq

4 Brief Life Burns Brightly- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

Fourth War Cluster
Fleet Tender Divinity of Purpose
CO: Admiral Miyako su Kynisnet

Cataphract Battleswarm 4.1
CO: Subadmiral Ghant su Kynisnet

----Cataphract Swarm 4.1
2 Destiny of Man-class Cataphracts (Diaspora's Harbinger, Heroic Sacrifice)
10 Tarsis- class Escort Frigates
10 Knife- class Raiding Frigates
10 Vampire- class Torpedo Frigates

----Cruiser Swarm 4.3
4 Brief Life Burns Brightly- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

Carrier Battleswarm 4.1
-Planetary Assault Group
CO: Subadmiral Thadis su Baenra

----Carrier Swarm 4.1
2 Elysium Ascendent-class Attack Carriers (Red Queen, Swift Predator)
10 Tarsis- class Escort Frigates
20 Vampire-class Torpedo Frigates

----Cruiser Swarm 4.1
4 Brief Life Burns Brightly- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

---- 3 million Gropos, 1 million Marines

Carrier Battleswarm 4.2
-Tactical Group
CO: Subadmiral Petra su Ithaca

----Carrier Swarm 4.2
2 Elysium Ascendent-class Attack Carriers (Slayer of Weaklings, Crimson Fang)
10 Tarsis- class Escort Frigates
20 Vampire-class Torpedo Frigates

----Cruiser Swarm 4.2
4 Brief Life Burns Brightly- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

Cruiser Swarm 4.4
-Independent Tactical Group
CO: Swarmleader Mhark su Hadriel

4 Brief Life Burns Brightly- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates

Cruiser Swarm 4.5
-Independent Tactical Group
CO: Swarmleader Riesse su Elysium

4 Brief Life Burns Brightly- Strike Cruisers
4 Tarsis-class Escort Frigates
8 Knife- class Raiding Frigates


Fifth War Cluster (Undeployed)
Fleet Tender (Undeployed)
CO: (Unassigned)

Cruiser Swarm 5.4
-Independent Tactical Group
CO: Swarmleader Uesi su Achtzehn

1 Unwavering Loyalty- Raiding Carriers
3 Brief Life Burns Brightly- Strike Cruisers
2 Killfrenzy- Escort Frigates
2 Tarsis- Escort Frigates
8 Knife- Raiding Frigates


Cruiser Swarm 5.5
-Independent Tactical Group
CO: Swarmleader Jamel su Elysium

1 Unwavering Loyalty- Raiding Carriers
3 Brief Life Burns Brightly- Strike Cruisers
2 Killfrenzy- Escort Frigates
2 Tarsis- Escort Frigates
8 Knife- Raiding Frigates

Total:

2 Unwavering Loyalty- Raiding Carriers
6 Brief Life Burns Brightly- Strike Cruisers

Total Fleet Assets:


4 Mother Void -class Fleet Tenders

Capitals:

9 Destiny of Man -class Cataphracts
18 Elysium Ascendent -class Attack Carriers

Cruisers:

36 Brief Life Burns Brightly -class Strike Cruisers
50 Expansion of Civilization -class Strike Cruisers
2 Unwavering Loyalty- Raiding Carriers


Escorts:

250 Vampire- class Torpedo Frigates
216 Knife- class Raiding Frigates
204 Tarsis- class Escort Frigates
4 Killfrenzy- Escort Frigates
Last edited by Thirdfain on 2004-09-11 02:04pm, edited 7 times in total.
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Post by HemlockGrey »

Could a new person get in on this?
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Post by Stormbringer »

HemlockGrey wrote:Could a new person get in on this?
Yes, but please take this to the OOC thread. I'll be splitting this later.
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Post by Murazor »

White Sun Confederation.

History.

The origins of this group are unknown for most powers in Known Space and even the very members of the Confederation remember few things. Three centuries ago, an alien race from the Gamma Quadrant arrived at the small cluster of stars that is the core of the White Sun Confederation and enslaved four solar systems populated by primitives.

For over a century, the Masters ruled with iron grip the four worlds. And during this time, the primitives became less primitive. They learned the secrets of the technology of their enslavers and a century before the war that destroyed most civilizations in Known Space, the four slave races became allies in a war against the Masters that ended with the complete destruction of the Invaders.

After the war, the four races kept their alliance in order to defend against any future invaders from Outside. A great deal had been learned during the war and slowly, three systems beyond the original homesystems of the alliance were colonized. This golden age came to an abrupt end about a hundred and fifty years before the Great War. An unexplained change in the solar radiation of its sun, cooled down the desertic homeworld of one of the species. Within six years, nine tenths of the world population had died and the only survivors were those who were in the colonies or managed to survive in underground cities. The construction of this habitats with the help of the Confederation almost bankrupted the whole nation.

And it was during this time of weakness when a new invasion from Outside arrived. For several years, neighbouring human colonies had been preparing for further expansion of mankind. After creating a couple of outposts within the cluster, they found a planet that was almost ready for settling: a planet that they called Borealis in the Pervatia system, a planet that was the homeworld of the Sixtra.

At that point, the only problem for the creation of a new human colony was the toxic atmosphere of Borealis that the humans transformed without knowing that they were killing millions of Sixtra. The Confederation tried to stop the mass murder, but their ships were primitive and in spite of the courage of the Confederates, the humans were much more powerful and advanced.

With its fleets destroyed and its armies defeated, the Confederation prepared for the human counterstrike. Although bigger conflicts prevented the full destruction of the Confederation, for fifty years human ships would appear yearly in the skies of the homeworlds of the Confederation and drop weapons of mass destruction in any population center "too advanced" from the human point of view.

During this years, the Confederates became the highly isolationist and xenophobic (and particularly homophobic) group that is known and feared up to the present day by their stellar neighbours.

The Great War brought peace for the injured Confederation, that after fifty years of rebuilding decided to strike back and retake the Pervatia system. The twin human colonies of Borealis and Australis were taken and to the present day the fate of their 3 billion human inhabitants at the hands of the vengeful Confederates is a mistery.

After their swift conquest of the Pervatia system, fifty years ago, the Confederation has devoted a great deal of its resources to the creation of a fleet powerful enough to challenge any future invader. In spite of their continued isolationism, some contact and trade with their neighbours has taken place, although those who dare to enter their territory unallowed are destroyed.

Recently, their dark hulled ships have been sighted in over a hundred nearby systems and fleets have been gathered in a section of their borders near the Ouster-controled Edean March. The fact is that the Hajr expansion scares the living hell out of the Confederation who is willing to fight to the last men if they feel that an invasion is coming. Also, the recent attack on the human homeworld by the Mechanoids has been a cause of both joy and worry. The machines of the Overseer are a menace looming in the horizon and the Confederation intends to deal with them if they feel threatened.

Biology.

Grabians. This four-armed furry humanoids evolved in the high-gravity enviroment with atmospheric cyanide of the planet Grabia. They were genetically modified by the Masters in order to turn them into supersoldiers, which turned to be a mistake when the grabians joined the Sixtra and the Ethereals in their revolt against the Masters.

Although this modifications weren't exceedingly successful, they are very strong and with enormous stamina for human standards. In spite of being warmblooded and mammalians, they can survive short exposure to the most extreme temperatures or even the vacuum of space without suffering lasting damage. They are of very solid built for humanoid standards, averaging 5 feet in height and over 250 pounds in weight. Their arms end in a hand with four digits (3 fingers, 1 thumb) and three retractable claws. Their sight is poorer than human in most aspects (they are short-sighted, can be blinded by moderately intense sunlight, can't see colours...), but their excellent hearing, smell and a form of natural sonar more than make for it. Their circulatory system needs cyanide compounds in order to work and as a result of this, when out of Grabia they must carry breathers that provide them the cyanide needed in order to survive. Without this breathers, they will die in a most painful way within an hour.

They are the ground fighters of the Alliance and they excel in this field, both in melee and ranged combat. They are highly disciplined and they almost never rout, even against overwhelming odds or in the most dire situations. Cybernetic upgrades (particularly upgrades of their poor sight) are frequent among them and the number of cybernetic implants denotes some kind of caste system that non even their partners in the Confederation fully understand. As a result of the clumsy manhandle of their genetic code, their lifespan is short (less than 40 years) creating a cronical shortage of battle-hardened warriors. As a result, the Ethereals usually fill the role of ground commanders to make up for the reduced experience of grabian soldiers.

Sixtra. A now severely dismished reptilian species whose homeworld (Sixtrasis) was rendered inhabitable for them after its terraforming by humans. They suffered the most during the Master domination, as the Masters liked a lot the Sixtra... particularly well roasted. The whole species was considered cattle by the Masters, in spite of the obvious intelligence of the Sixtra.

They are large (3,5 m and up to 300 kg) carnivorous quadrupeds that can use as manipulators their long prensile tails and their forward extremities that end in six slender clawed fingers and two thumbs. They are cool-blooded reptilians who need intense heat and light in order to keep their level of activity. They also get part of this energy from oxigen, which they need in a much higher concentration and atmospheric proportion than humans. Unlike many reptilians they aren't a very prolific species and the loss of over nine tenths of their population with their homeworld was a terrible impact from which they have not recovered yet. The survivors were the few in off-planet colonies who massively joined the Army looking for payback.

This had lasting consecuences. Currently, only about 30% of the existing Sixtra population is planet-bound with the rest crewing the ships of the Confederation, where they can use their extra manipulators to their best advantage, or living in space colonies with artificial enviroments better suited to their needs than planetary colonies. They are long-lived, some even being survivors of the destruction of their world, and as a result of this, their hate against humankind is much more intense and personal than that of the Grabians or the Prextazsak.

Prextazsak. This species is native to Prextazsa, an small (Mars-sized) and cold planet orbiting the smaller star of a binary system, but now they live in many other planets .

They can be considered an insectoid race because of their exoeskeletons and eight extremities, but they lack many of the features that are usual in insectoid species. They lack any kind of hive structure, all members of the species are fertile (they can lay eggs that can either share the genotype of the progenitor or produce offspring with a genetic mixture resulting from reproductive interaction by up to three individuals) and every individual strongly believes in self-preservation.

They are a highly prolific species that can through slight adaptation of their highly flexible DNA change their shapes to better adapt to almost any enviroment (high gravity enviroments excluded, of course) within three or four generations. They are the less warrior-like species of the Confederation and they provide this power the bulk of its industrial and agricultural resources.

Ethereals. There is very little data avalaible about this species. They were the first to revolt against the Masters this is for sure and with the initial help of the Sixtra and then of the Grabians, they defeated the aliens enslavers, but their homeworld is unknown and when asked, they say that "it is lost" and refuse to say any more.

It is believed that it might have been destroyed or damaged beyond repair in some gruesome experiment realized by the Masters. Their anatomy is also a great enigma as they always wear an centauroid shaped power armour that seemingly hides the horrible injuries suffered in that very experiment.

Their partners in the Confederation believe that the Ethereals might have lost the ability to produce offspring as a result of this experiment, while gaining considerable mental powers (both telephatic and telekinetic) and extremely lenghty lifespans (all currently alive Ethereals were alive during the rebellion against the Masters). This is a serious worry for the other three races, who fear that with the loss of the senior members of the Confederation, the alliance will break apart.

Their current population is difficult to ascertain, but it is believed that they might have been reduced to a population barely numbering in the tens of millions as a result of the wars with the humans. Whether this is true or not, the fact is that they are the most influential race of the Confederation by a long shot, being the equivalent of a scientific caste and the race who most usually deals with other races in the rare situations in which the Confederation decides to break its isolationism.

Government system.

A Council of the Races meets in the capital-planet of Home (former main population center of the Masters) to decide affairs concerning the full Confederation. This council has authority over Home, its solar system and the colonies created through the joint effort of the Confederation, although Grabia, Prextazsa and the Sixtra orbital colonies around Borealis have full autonomy in local government. This council is composed by three representatives from each race and in a situation of draw, the vote goes for the option voted by most Ethereal representatives.

Military.

The Sixtra crew the ships, the Prextazsak built and repair them and the Grabians defend them against boarders, while the Ethereals play the role of tactical advisers, devising the tactics followed by the fleets. This system works fairly well until a ship loses one of its contingents, suffering as a result a drastic fall in effectivity until the lost group can be replaced.

Their tactics and doctrine favour medium or short range engagements with limited usage of fighters or missiles. The above average durability of Confederate ships allows them to attack enemies with superior numbers and/or firepower with a decent chance of victory.

Culture.

The Confederates are, as a whole, isolationists and xenophobic towards all aliens from Outside (particularly humans and Masters), but as can be expected among so different races, there are wide cultural differences among them.

The Grabians value martial skills, courage and a strong sense of loyalty. Their limited lifespans made of their few elders a highly respected source of moral authority.

The Prextazsak consider that having a good geneline and good engineering skills are things deserving of respect. They don't like troublemakers a tiny bit and those who help the protection of peace and order are regarded as enlightened individuals.

The Sixtra were predators and they are still a very agressive species. They live for revenge against humans and their hatred hasn't cooled even after the destruction of Earth. They want to wipe every single human being within their reach but, at the same time, they greatly revere the Ethereals who attacked the powerful humans in an attempt to save their homeworld and while they loathe the very notion of dealing with humans, this reverence and their discipline will keep most of them in line for as long as the Ethereals believe that this is in the best interest of the Confederation. Nonetheless, it would be extremely foolish for any human to attempt to befriend a Sixtra.

The Ethereals are... very unotgoing. They seem to regard with some kind of paternal benevolence the junior partners of the Confederation, but they don't make a statement about this. They value scientific skill and a sharp mind, but they can as well enjoy a joke.

Religion.

Several different philosophies among Grabians and Preztazsak. Some Sixtra believe that the Ethereals are representatives of their gods sent from the heavens to save them from any bad.

TECHNOLOGY.

STL: Gravitic Impulse drive. Speed 10% above Known Space standard.

FTL:
-Primary: Transpace Portal Generator. Average speed of 8 ly/hour. Main FTL system used by the Confederation, that gained the technology from the Masters. This drives are cumbersome and extremely power-intensive devices that only the bigger ships of the fleet can power. They open Portals that the whole fleet can use to reach an alternative dimension where faster than light travel is possible. Fleet speed is limited by that of super-capital ships, those with enough power to open a Portal back to realspace. This technology is for all intents and purposes currently unknown to all Known Space powers, who lack sensors to detect ships while in Transpace transit. However, sensors designed to detect Hyperspace FTL will be able to detect the transit both in and out realspace.
-Secondary/tactical: Warp drive. Realspace FTL system with top speed of 5% of average Known Space speed. Used as a short cut in order to engage enemies at the short range that the Confederated fleet favour or as a back-up in the event of destruction of all Transpace capable ships.

Communication:
-Main: Subspace based communications. Within its borders, the Confederation has built a booster network that allows signals to travel at 300,000 c. Outside the network, signal speed is limited to 100,000 c with a 10 light year maximun range. Military communications are heavily encripted, with use of complex codes based on the long dead language of the Masters.
-Secondary: Mental projection. While the Sharing isn't a hive mind in the usual sense of the word, highly trained Ethereals can use it to communicate telepathically over interstellar distances. Even with use of psi-enhancers this form of communication can be extremely dangerous and is only used in the most dire situations or for direct communication with the Council of Races. This form of communication isn't possible while in FTL and STL-FTL transit will destroy the mind of anybody using mental projection.

Power source:
-Main: AM/M power plants. The Confederation uses compact AM/M power plants as main source of energy for its starships, using as "fuel" gold density antimatter produced in several military facilities orbiting stars within Confederate borders that turn solar energy into antimatter. This plants have a slightly smaller power output than average as containment technology limits prevent production of scaled-up plants.
-Experimental: Protomatter reactor. This technology has been under research for over ten years and the experimental power plants that have been produced still have many bugs to purge. Theoretically, the technology should allow any power plant to produce up to ten times the average power throughout Known Space. Unfortunately, the reality isn't that great. Protomatter reactors are prone to malfunction in the more inopportune situations or under stress and while they are considered rather safe when producing 150% power over average, when they produce 200% over average they are likely to outright explode. A bigger experimental model, safer than those mounted in the ships of the fleet, reached 332%... before blowing the whole research station. In conclusion, while the technology has some promise and deserves further research, the Fleet has decided to stick for the moment to the gud ol' AM.

Shielding:
-Primary: Gravitic shields. A side-effect of the Gravitic Impulse drive, useful against both energy and kinetic weapons. The gravitic nature of this kind of shield reduces the accuracy and efficiency of FTL weaponry that uses gravity-affected forms of FTL travel. They are 10% above Known Space shield average.
-Secondary: Deflector screens. This back-up shield system was created to solve the main defficiency of gravitic shields: the loss of STL impulse meaning the loss of shielding. They are standard energy shields that "deflect" incoming energy, redirecting it away from the hull. The Confederation lacks previous experience with this kind of technology and as a result, their shields are less energetically efficient and 30% below Known Space shield average.

Armour:
-Main: Depleted uranium armour. High density metallic armour reinforced by structural fields that give the armour high resistance against kinetic impacts. This armour is better than average by an small margin.
-Experimental: Meta-crystalline armour. High energy lasers as those used by the Ousters are only marginally hampered by gravitic shields. Some of the newest ships in the fleet have been refitted with a new kind of hyperconductive crystalline armour superior than old duranium armour in energy handling but weak against kinetic attacks. 30% better than average against EM weaponry (grasers/lasers/xasers/masers...), but 30% worse than average against kinetic weaponry.

Sensors: Their sensors are slightly better than average and have slightly bigger range. However, currently they don't know how to detect most forms of Hyperspace FTL travel.

Stealth: All ships are black hulled, making them hard to visually target at medium-long range, and use of ECCM is prevalent. Ships designed for stealth will sometimes carry a Master-created cloak. While the Confederation knows how to operate these devices, they don't know how to built them and there are only a few avalaible with many others having been lost over time. The intense gravitic distortion generated by G.I. drives make Confederate vessels easy to pick for those with appropiate sensors and the knowledge of what they are looking for. 10% below average.

Energy weapons:
-Grasers (Gamma ray lasers): Primary ship weapon. Jack of all trades, master of none with average power consumption, range, damage and size. Average beam weapon.
-Turbo-blasters: A plasma weapon that consumes power like crazy, but is excellent against heavy shielding and for planetary bombardment. It does some kinetic damage.
-Disruptors: Chain-reaction beam weapons. This chain-reaction property make them excellent against unshielded vessels and fighters, although their usefulness against shielded enemies is limited. This weapons are used to finish already damaged ships in close range combat.
-Lasers: Used mostly for PD against missiles and fighters.

Kinetic weapons:
-Hunter-killer FTL torpedoes: Big torpedoes that house a mini-warp. They will follow their target until impacting or being destructed. Their high density M/AM warhead provides a devastating yield.
-Strategical torpedoes: An offshot of the hunter-killer torpedoes, this devastating torpedoes are very rarely used against either fleet formations or planetary surfaces. They are really big and relatively easy to fire down, but when they hit... the annihilation of 1000 kg of antiuranium produces fearsome explosions with energy in the double digit gigatons.
-Mass drivers: Sometimes throwing big rocks against the enemy is useful. It is a clean way of dealing with ground targets unprotected by shields and you don't have to worry about fallout after the bombardment.

FLEET BREAKDOWN.

Support.

5 Freedom class motherships.
Dimensions: 10 km long, 1.5 km in cross-section radius.
Powerplant: 1 protomatter reactor. 9 M/AM power plants.
Hull: Duranium armour.
Shields: Gravitic field/deflector screen.
Armament:
10 Capital quadruple grasers (turreted).
3 Estrategic torpedo tubes.
10 Torpedo tubes.
500 PD lasers.
Fighter capacity:
25 gunships.
25 bombers.
100 strike fighters.
100 interceptors.
FTL: Transpace/Warp.
Description: The refit of the vast vessels came as a result of the realization by the military commanders of the Confederation that their vast powerplant was being woefully underused. While they are still underarmed for their size, their firepower has been greatly enhanced. A good portion of the vast areas formerly devoted to supply storage for long range campaigns have been turned into hangars at the cost of losing one of the three docking points that allow Sixtra space colonies to attach themselves to the motherships.

Capital.

7 Masterslayer class dreadnoughts.
Dimensions: 2.8 km long, 0.7x0.6 km in cross-section.
Powerplant: 6 M/AM power plants.
Hull: Duranium armour.
Shields: Gravitic field/deflector screen.
Armament:
2 Spinal mounted grasers.
4 Capital dual turbo-blasters (turreted).
12 Capital quadruple grasers (broadside).
10 Capital disruptors (4 at each side, 2 forward mounted).
10 Torpedo tubes.
150 PD lasers.
FTL: Transpace/Warp.
Description: This powerful warships were built following the same idea that the Ousters had in mind when they built their dreaded Cataphracts: extremely powerful forward firepower that can open holes in enemy formations, creating a window that allows smaller craft to engage the enemy. While the Ouster Destiny of Man class has slightly bigger firepower, an alpha strike from a Masterslayer class dreadnought is enough to cripple or destroy almost any Known Space ship.

7 Beehive class attack carriers (refit).
Dimensions: 2.5 km long, 0.5x0.5 km in cross-section.
Powerplant: 4 M/AM power plants.
Hull: Metacrystalline armour.
Shields: Gravitic field/deflector screen.
Armament:
2 Spinal mounted grasers.
4 Capital turbo-blasters.
25 Capital grasers.
65 PD disruptors.
Fighter capacity:
15 gunships.
15 bombers.
60 strike fighters.
60 interceptors.
FTL: Transpace/Warp.
Description: A heavily armed carrier that can open holes in the enemy lines with its forward weaponry, clearing a path for its small craft. While it can create Transpace portals, the limited power output of its M/AM power units make necessary several minutes of preparation and powering up the drive.

Cruisers.

60 Cluster class strike cruisers.
Dimensions: 1.4 km long, 150 m in cross-section radius.
Powerplant: 1 protomatter reactor. 1 auxiliar M/AM power plant.
Hull: Duranium armour.
Shields: Gravitic field.
Armament:
1 Spinal mounted turbo-blaster.
1 Spinal mounted graser.
9 Capital grasers.
8 Capital disruptors (broadside).
8 Capital grasers (broadside).
4 Torpedo tubes.
45 PD lasers.
FTL: Warp.
Description: Basic cruiser unit built by the Confederation, easy and cheap to produce. It has average defensive capabilities, but its firepower is 10% under Known Space average.

10 Constellation class attack cruisers (in project).
Dimensions: 1.3 km long.
Powerplant: 1 protomatter reactor. 2 M/AM power plants.
Hull: Metacrystalline armour.
Shields: Gravitic field/deflector screen.
Armament:
1 Spinal mounted turbo-blaster.
1 Spinal mounted mass driver.
2 Capital dual pulse grasers (turreted).
2 Capital dual turbo-blasters (turreted).
5 Capital grasers.
10 Capital disruptors (broadside).
8 Capital pulse grasers (broadside).
3 Torpedo tubes.
50 PD lasers.
FTL: Transpace/Warp.
Description: This new class of cruiser includes most of the advances in militar technology acquired by the Confederation over the last few months. Instead of the cigar like shape of the Cluster class, the Constellation has a sleek dagger like hull that provides a much wider range of fire for its turreted weapons. It has almost a 25% firepower advantage over the Cluster class, a deflector screen that provides back-up shielding in the event of failure of the gravitic field and improved speed and maneuverability. As a last addition, the Constellation class can create Transpace portals (after several minutes of preparation and powering up the drive). Obviously, the main disadvantage of this class is that it is a lot more expensive to produce than its predecesor.

Escorts.

All frigate models built by the Confederation have the same dimensions: 450 m in length, 100x100 m in cross-section.

125 Striker class strike frigate (powerful mid-range forward weaponry and high maneuverability).
125 Sixtra class torpedo frigate (2 torpedo tubes and 1 estrategic torpedo tube).
100 Grabia class escort frigate (good point defense and very powerful shields for a ship its size).
75 Revolt class pocket carrier (it carries 15 interceptors or strike fighters, but only has point defense weaponry).
50 Silent class scout frigate (poor offensive or defensive capabilities, but enhanced sensor gear, speed and stealth).
25 Home class troop transport (heavily shielded but without offensive capabilities. It can carry two infantry divisions or one armored division).

There are five fleets in the Confederate Navy, each one composed of:

Post-refit situation:

1 mothership.
1 dreadnought.
1 attack carrier.
10 strike cruisers
10 scout frigates
10 pocket carriers
5 troop transports
21 torpedo frigates
21 strike frigates
20 escort frigates

Current status:

1 mothership
1 dreadnought
1 attack carrier
10 strike cruisers
10 scout frigates
3 pocket carriers
2 strike frigates
25 torpedo frigates
35 escort frigates
5 troop transports

Attack squadron (2) post-refit.
1 dreadnought
1 attack carrier
5 strike cruisers
10 strike frigates
10 torpedo frigates

Current situation: As in post-refit but with only 5 strike frigates and 5 escort frigates.

GROUND COMBAT.

Grabians make really good marines in almost every field once properly trained. They excel in urban and spaceship combat, although their dependency on their cyanide breathers is a mayor vulnerability that some enemies might learn to exploit.

Conventional ground forces are also quite good. While not nearly as espectacular as those from other powers, Grabian soldiers strengthened by genetic manipulation and cybernetic implants are fierce enemies that will resist even when facing certain defeat.

Power armor, vehicles, artillery and air support are vital elements in any ground engagement organized by the Ethereals.

HOLDINGS.

Home. Former home of the Masters and currently capital of the Confederation, Home is a beautiful planet for the human mind in spite of its unbreathable atmosphere and the craters opened by Ethereal weapons during the last battle of their revolt that can still be seen from orbit. The planet isn't heavily industrialized and has extensive agricultural areas. Population of 13 billion. Planetary shield, theater shields protecting main population centers, 4 orbital battlestations and ground weapon emplacements, minefields protecting some routes into the system and an early warning sensor network. Base of the 1st fleet.

Grabia. Grabian homeworld with high gravity and an extremely toxic atmosphere. Most ground soldiers are recruited among the local grabians and there are training fields all over the planet. Population of 9 billion. Planetary shield, 2 orbital battlestations and ground weapon emplacements and early warning sensor network. Base of the 2nd fleet.

Prextazsa. Prextazsak homeworld with low gravity that orbits around the smaller star of a binary system and that enjoys great mineral wealth. Industrial heart of the Confederation and primary shipyard for the Fleet. Population of 24 billion. Planetary shield, theater shields protecting main population centers, 3 orbital battlestations and ground weapon emplacements and early warning sensor network. Three orbital shipyards with capital-grade shielding and point defense weaponry. Base of the 3rd fleet.

Borealis. The once desertic Sixtra homeworld was terraformed by human colonists over a century ago killing hundreds of millions of Sixtra in the process. Now, most remaining Sixtra live in colonies in the Lagrange points around their lost homeworld. Nowadays, the planet itself is only inhabited by a few humans that survived the avenging slaughter conducted by the Confederation fifty years ago and some Prextazsak that exploit the mineral resources of the planet.
-Orbital colonies. Population of 1.3 billion. The Sixtra colonies have shielding, weaponry and STL impulse. 2 orbital battlestations, early warning sensor network and minefields blocking some routes into the system. Two orbital shipyards with capital-grade shielding and point defense weaponry.

Six colony-worlds (Australis in the same system as Borealis, Fertiakas, T'vears, Bohica, Talathrant and Fervestria (Earth-like moon orbiting a gas giant)) are secondary industrial centers with populations averaging in the 3 billion. All of them have at least 1 orbital battlestation, theater shields that protect main population centers and early warning networks. Bohica and Talathrant have shipyards with capital-grade shielding and point defense weaponry. Bohica is the base of the 4th fleet which has the mission of protecting this six worlds against enemy attack until reinforcements can arrive.

Five colonies (New Home, White Sky, Riverblood, Feraster and Triasleds) are poorly developed agricultural worlds with very light defenses. Their average population is of 16 millions.

Ten neighbouring systems house small outposts that guard the frontiers of the Confederation and/or protect points of economic interest for future expansion. The protection of the outposts and the agricultural colonies is the mission of the 5th fleet, based in Riverblood.

EDIT 09/05: Changed a mistake in the STL speeds that Hotfoot made me aware of.

EDIT 09/08: Posted the current fleet status to avoid confusion about my fleets.
Last edited by Murazor on 2004-09-08 05:42am, edited 9 times in total.
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Post by Rogue 9 »

Nashtar Ship & Commander Registry (Incomplete)

Venture class: 1st- Venture (Adm. Pierce), Freedom 2nd- Discovery, Explorer, Horizon 3rd- Excelsior (Adm. Lansing), Indomitable, Defiance 4th- Unity, Protector, Traveler 5th- Enterprise (Adm. Fisher), Intrepid (Rear Adm. Simmons) 6th- none

Claymore class: 1st- Claymore (Com. Parck), Sabre (Capt. Moriarty), Fullblade 2nd- Defender, Glaive 3rd- Broadsword (Com. Harris), Katana, [Black Prince] 4th- Blade Bearer, Constitution 5th- Warrior (Com. Kensington), Dauntless (Capt. Emil Corcoran), Gladius (Capt. Benz) 6th- none

Carnegie class: 1st- Carnegie, Aristotle, Galilei, Aquinas, Justinian, Locke 2nd- Dalton, Einstein, Constantine, Roosevelt, Foucault, Halley 3rd- Pasteur, Da Vinci, Plato, Kensington (Capt. Wright), Socrates, Bernoulli 4th- Fermi, Kepler, Hobbes, Washington, Hubble, Gutenberg 5th- Oppenheimer (Capt. Borodin), Curie, Galileo, Copernicus, Newton, Mendel 6th- Churchill (Capt. Duramente), Faraday (Com. Nellis), Vanderbilt, Archimedes, Descartes

Merovingian class: 1st- Merovingian 2nd- 3rd- 4th- 5th- 6th-

Warhammer class: 1st- Warhammer, Cudgel, 2nd- Anvil, 3rd- Mace, Maul, Club 4th- Jackhammer 5th- Sledge, Truncheon 6th- none

Starlight class: 1st- Starlight 2nd- 3rd- Constellation, Chesapeake, 4th- 5th- Antares (Cmdr. Coleman) 6th- Polaris, Starfire (Capt. Cranmer), Connolly, Roren, Vega, Centauri, Ursa, Andromeda, Beta Centauri

Dawn Raider class: 1st- Dawn Raider, Noonday 2nd- 3rd- 4th- 5th- 6th- Dusk Bandit

Sun Striker class: 1st- Sun Striker 2nd- 3rd- 4th- 5th- 6th- Crimson Dawn, Swiftsure (Capt. Horton), Prominence

Nova class: 1st- Nova 2nd- 3rd- 4th- 5th- Corona 6th-

Solar Flare class: 1st- Solar Flare 2nd- 3rd- Sunspot, 4th- 5th- 6th- Corona, Helios, Eclipse, Fusion,
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Post by Rogue 9 »

Ship Duty Stations and Home Ports:

Core Worlds

Nashtar: First Fleet in its entirety.

Orodan: Second Fleet elements; 2 Venture class (Discovery, Explorer), 1 Claymore class (Defender), 4 Carnegie class (Dalton, Einstein, Constantine, Roosevelt), 2 Merovingian class, 2 Warhammer class (Anvil, <placeholder>), 10 Starlight class, 13 Dawn Raider class, 10 Sun Striker class, 9 Nova class, 6 Solar Flare class

Oromos: Second Fleet elements; 1 Venture class (Horizon), 1 Claymore class (Glaive), 2 Carnegie class (Foucault, Halley), 2 Merovingian class, 1 Warhammer class, 6 Starlight class, 7 Dawn Raider class, 6 Sun Striker class, 5 Nova class, 4 Solar Flare class

Mintar: Fourth Fleet elements; 1 Venture class (Protector), 1 Claymore class (Constitution), 2 Carnegie class (Fermi, Washington), 1 Merovingian class, 1 Warhammer class (Jackhammer), 5 Starlight class, 6 Dawn Raider class, 5 Sun Striker class, 5 Nova class, 3 Solar Flare class

Maeglos: Fourth Fleet elements; 1 Venture class (Unity), 0 Claymore class, 2 Carnegie class (Kepler, Gutenberg), 2 Merovingian class, 1 Warhammer class, 6 Starlight class, 7 Dawn Raider class, 6 Sun Striker class, 5 Nova class, 4 Solar Flare class

Pinnacle: Fifth Fleet in its entirety, 3 Torrent defense platforms, numerous Current orbital guns.

Marince: Fourth Fleet elements; 1 Venture class (Traveler), 1 Claymore class (Blade Bearer), 2 Carnegie class (Hobbes, Hubble), 1 Merovingian class, 1 Warhammer class, 5 Starlight class, 7 Dawn Raider class, 5 Sun Striker class, 4 Nova class, 3 Solar Flare class

Praetor: Third Fleet elements; 1 Venture class (Excelsior), 1 Claymore class (Broadsword), 2 Carnegie class (Pasteur, Kensington), 2 Merovingian class, 1 Warhammer class (Club), 6 Starlight class (Constellation, Chesapeake), 7 Dawn Raider class, 6 Sun Striker class, 5 Nova class, 4 Solar Flare class

Zambar: Third Fleet elements; 1 Venture class (Defiance), 0 Claymore class, 2 Carnegie class (Da Vinci, Socrates), 1 Merovingian class, 1 Warhammer class (Mace), 5 Starlight class, 6 Dawn Raider class, 5 Sun Striker class, 4 Nova class, 3 Solar Flare class

Korrigal: Third Fleet elements; 1 Venture class (Indomitable), 1 Claymore class (Katana), 2 Carnegie class (Plato, Bernoulli), 1 Merovingian class, 1 Warhammer class (Maul), 5 Starlight class, 7 Dawn Raider class, 5 Sun Striker class, 5 Nova class, 3 Solar Flare class

Colonies (All units from Sixth Fleet)

Krentos IV: 1 Carnegie class (Archimedes), 1 Merovingian class, 3 Starlight class (Ursa, Centauri, Andromeda), 8 Dawn Raider class, 3 Sun Striker class (Prominence, others), 1 Nova class, 4 Solar Flare class

Joyous Gard: 1 Carnegie class (Vanderbilt), 1 Merovingian class, 4 Starlight class (Polaris, Vega, Beta Centauri, Aldeberan), 9 Dawn Raider class (Dusk Bandit, others), 4 Sun Striker class (Swiftsure, others), 1 Nova class, 5 Solar Flare class, 1 Cascade defense platform

Krynlo Colony: 0 Carnegie class, 0 Merovingian class, 3 Starlight class, 9 Dawn Raider class, 4 Sun Striker class, 0 Nova class, 4 Solar Flare class

Parlan: 1 Carnegie class (Churchill), 1 Merovingian class, 3 Starlight class, 8 Dawn Raider class, 3 Sun Striker class, 1 Nova class, 4 Solar Flare class

Barrier: 1 Carnegie class (Descartes), 1 Merovingian class, 3 Starlight class, 8 Dawn Raider class, 3 Sun Striker class, 1 Nova class, 4 Solar Flare class, Floater forces in the 3rd asteroid belt

Verling Station: class (Faraday), 1 Merovingian class, 3 Starlight class (Starfire, Connolly, Roren), 8 Dawn Raider class, 3 Sun Striker class (Crimson Dawn, others), 1 Nova class, 4 Solar Flare class

Farpoint Outpost: 1 Starlight class (Black Dwarf)
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Post by HemlockGrey »

Nyllior History and Society

The Empire of Nyll is based on a remote grouping of planets in the farther reaches of space. The native inhabitants appear to be hairless humans (with skin in a very intriguing variety of colors) with extremely long, strong arms and slender, muscular legs which make them very tall indeed. However, they are not physically tough, and the short wings which sprout from their back are useless and purely decorative.

The Lyn, as they are called (Nyll being the home planet) developed almost parallel with humanity. As humanity spread throughout the galaxy, the Lyn, masters of genetics and breeding, would occasionally abduct small human populations and breed them in the homeworld. As time went on humans went from slaves and laborers to the bulk of the Lynian military (the Lyn at this time being disunited) and began to serve as mercenaries to various Lyn nations. They grew in numbers and a series of clever military leaders allowed them to unify the various Lyn worlds. The first Emperor of Nyll crowned was a human, and three of the five Emperors since have been human (the current one included).

Humans now make up most of the military, although numerous technical and naval positions are held by Lynian aristocrats. They also make up a small percentage of the aristocracy and a large portion of the merchant class. The "lower classes" are also almost all entirely human. The humans and the Lynians are almost equally divided in the middle class, but the immense imperial beaucracy, which is solely reponsible for the government of the Empire, is entirely in Lynian hands. This is counteracted by the fact that the military is human-dominated and that the Emperor has almost always been a human. There are little to no racial tensions, the two races having lived side by side for quite a long time.

The original religions of the humans and the Lyn have long since passed into obscurity; now in place is a monolithic religion known as Islorthyism. Islorthyric priests are typically either the traditional church-running priests present in 20th century Earth religions or wandering warrior-mystics (known as the ghazy) who serve to fire up zeal and enthusiam for Islorthyism. There are several small military detachements (numberings 100-200) made up almost entirely of these warrior-mystics.

The Church is extremely decentralized; there is no central authority but the Emperor is typically recognized as a symbol of the religion. The doctrine of the Church, as might be expected, varies wildly from place to place but some of the basic tenets include:

*belief in a Supreme Being who takes on many aspects and forms, and is typically known in Islorthyism as "Jalyn"
*belief in an afterlife in which believers ascend to paradise and unbelievers slumber in a Purgatory-like existance for all eternity. The Islorthyic version of Hell is reserved solely for apostates.
*belief in various semi-mystical traditions and teachings
*a very long and established tradition of poetry and art dedicated to praising the Jalyn and attempting to divine the meaning of existance

The Lyn economy is largely capitalist with numerous government regulations and one or two government-run monopolies. The government is controlled by the Emperor via the beaucracy and wields absolute power. While there is an aristocracy distinguished by titles of nobility most of the power is in the hands of the emperor and the civil servants. However local governments exist, elected by residents of whatever province, and handle day-to-day civic affairs. Of course these governments can be overruled or even disbanded by the Emperor as he sees fit.

nterestingly enough, the Lyn also abducted numerous Earth animals in secret, and, having bred them, Nyll is home to a very large population of Terran species which have essentially replaced the native fauna and flora. The imperial symbol is the leopard, the military symbol the peregrine falcon, and the Church has adopted the camel as the ideal sacrificial animal, for reasons generally unfathomable.

Another strange human addition to the Empire has been the imperial motto, a phrase who's origins are lost in the distant past:

IMPERIUM SINE FINE

The Empire has conquered several worlds inhabitated by various minor alien species who have either been eradicated in the fighting or integrated into the Empire. While not technically second-class citizens few of the conquered peoples have been able to rise into the upper classes. Still, there is not much resentment against the Empire, given that the conquered peoples have been conquered for several generations, and that due to Nyllior breeding programs which regulate the imperial population, humans and Lyn vastly exceed the other species in numbers.

For a long time the Empire has been isolated from the rest of the galaxy due to internal politics and a general lack of expanionist ambitions. However, recently contact has been made with the outside universe. A treaty of friendship, trade, and military alliance has been established with the Asgard and the Empire is regularizing diplomatic contact with other nations.

The Imperial population currently numbers some 155 billion. The beaucracy employs nearly 20% of the population - over 31,000,000,000 people, almost all of them Lyn, thus comprising almost 40% of the 77.5 billion Lyn in the Empire. Humans make up most of the rest of the population, with the remnants of some conquered peoples making up several millions.

Magic in the Empire
Particularly skilled ghazy are occasionally capable of feats which defy natural law, and it is rumored that several magic-capable special operatives exist in the imperial government, but as a whole magic is a relatively little known force in the Empire.

The feats the ghazy are capable of are not extremely impressive, but somewhat useful. They include an almost perpetual charming presence, the ability for incredible feats of strength, minor light and illusion tricks, and some of the more talented/devout have the ability to heal minor diseases and injuries, as well as inflict them (although the Nylliorian health care and military systems have somewhat monopolized those field).

The Department of Special Intelligence...
...is the counterespionage force in the Nyll Empire. Needless to say, due to the Empire's recent isolation, the Department has stagnated somewhat. Still, to combat internal division and corruption, it has developed a reasonably competetant counterintelligence force which could feasibly be applied to protect Nyllior interests against external threats. Obviously, however, a Nyllior information network outside Imperial Space is nonexistant. That may be remedied in the near future.

Imperial Military - Terrestrial Division
The military maintains well-armed, well-equipped divisions of combined-arms ground, sea, and air forces. Although largely untested, the military uses cutting-edge technology, recieves a good deal of funding and is well-trained. The Imperial Department of War keeps a large percentage of the population in the active and reserve duty rosters. Each of the Terrestrial Military Corps is commanded by a strategoi (the strategoi aero, strategoi terra, strategoi aqua) who reports to the Paralyn Terra, the commander of the Terrestrial Division, who of course reports to the Paralyn Basilius, aka the Emperor of Nyll (the title "Paralyn Basilius" is only used when referring to the Emperor in a military context). Most imperial military personnel are being trained by Asgard officers and crack troops.

Imperial Air Corp
Encompassing nearly 25,000 aircraft (and about 10,000 combat-capable craft), the Air Corp's duty is to protect and police the skies of Nylliorian worlds. The Air Corp is also responsible for the maintence of low-orbit rocket platforms, particle beam platforms and other defense structures which hang high in the atomsphere around Nylliorian worlds. The Air Corp has in the past been stuck with mere policing duties, such as the enforcement of docking and air tariffs for the various sky-stations which dot Nyllorian horizons. However, as Nyll continues to make contact with the outside world the Air Corp is rapidly updating itself and its combat craft in order to allow it to compete with rival powers.

Imperial Naval Corp
Maintaining over 2,500 warships and an even greater number of noncombat craft the Naval Corp, like its partner the Air Corp, finds itself relegated mostly to policing and antipirate duties. Most of its ships are smaller craft and it is largely rendered obsolete by the Air Corp, which can fullfill almost all the niches filled in the past by naval craft.

Imperial Ground Corp
The heart of the Imperial Terrestrial Division, the Ground Corp is absolutely state-of-the-art. Untested but brutally well trained, the Ground Corp is a combined arms force with all the trimmings. Fielding over two dozen legions of 100,000 combat troops each plus staff and officers, the Ground Corp is highly professional and recieves the bulk of Terrestrial Funds.

The Imperial Spacefleet
The Spacefleet represents not only the combat fleet of the Empire, but also the stationary planetary defenses, listening posts, scientific research stations, and government merchant and shipping fleets. Planetary defenses will be discussed in the "Territory" section.

Merchant and Shipping Fleets
Most imperial transports are only lightly armed, if at all, and usually escorted by similarily lightly armed craft. They are not meant for combat and this category does not include troop and supply transports used by the military, which are much more heavily armored. This ships are used almost exclusively for intersystem commerce and traffic, although they do posses hyperdrives allowing them to transport cargo between imperial systems.

The Imperial Warfleet
The pride of the Empire, the warfleet is, due to the raw material shortages faced by the Empire, made up mostly of ships smaller than most in the wider galaxy. However, the excellent Nyllior electronics provide ample opportunity to make up this shortcoming with supremely accurate targeting systems, energy-dissipation technology and particle beam weapons, as well as long-range sensors capable of sweeping large areas in a very short time.

The Warfleet is commanded by the Paralyn Ammiratus, who of course reports directly to the Paralyn Basilius. He has a host of lesser ammirates (admirals) and captains under him.

Through an interesting fluke, the founder of the Imperial Warfleet possessed a set of late 20th century Earth history textbooks passed down throughout his family and was somewhat of a history buff. Thus, warships in the Imperial Spacefleet has always possessed the names of famous figures from Earth history. However, the growing Lyn contingent in the Spacefleet is pushing for a reversal of this trend.

As a general rule, imperial warships will possess light armor, medium to light shields and superb electronics and jamming. Also, like their Terrestrial counterparts Warfleet personnel are undergoing wargames and joint training exercises with their Asgard counterparts.

Imperial fleets do not have, at the moment, any sort of set battlegroups, although this may change in the future.


Capital Ships
Selim-class Dreadnaught (5)
The Selim class ships are the premier warships of the Imperial Warfleet. Fast and powerful, the Selim-class carry a complement of 25 long-range particle beam cannon bank and dozens of antiprojectile emplacements. They also carry up to 250 long-range torpedoes which pack an enormous punch. Capable of extremely accurate precision strikes against enemy weak points the Selim class complements its shields with jamming technology capable of completely disorienting most projectiles the Nylliorian testers have been able to throw at it. Carry 4,000 marines.

Alexander-class Dreadnaught (15)
The iron fist of the Imperial Warfleet, the Alexander-class ships carry 15 particle beam cannon banks and a complement of antiprojecticle emplacements. They also carry 150 torpedoes. Like all Nyllorian ships the Alexanders feature excellent targeting, scanning, and jamming systems. Carry 3,000 marines.

Tamerlane-class Supercarrier (5)
The Tamerlanes carry only four short-range particle cannon banks, but they still pack a punch. Carrying immense sensor equipment capable of jamming even the superbly designed Nyllorian targetting systems. They are designed to hang back from a battle, jam the enemy and throw their complement of 300 torpedoes and 100 fighter-craft into the battle. Carry 1,000 marines.
-60 A-15's
-30 B-25's
-15 L-5's

Heavy Warships
Belisarius-class Warcruiser (50)
The Belisarius-class ships are the backbone of the fleet. Armed with 8 particle beam cannon banks and 50 torpedoes, the Belisarius ships have light armor and medium shielding but superbly accurate targeting systems. Very manueverable, the ships are strong and versatile. Carry 2,000 marines.

Guiscard-class Light cruiser (25)
Fast, lean, and tough, the Guiscard-class carry 6 beam cannon banks and 80 torpedoes. However, they're extremely fast, and have extremely long targeting-ranges, allowing them (in theory) to attack from beyond sensor range. They also carry the standard antiprojectile defenses. Carry 800-1000 marines.

Escorts
Drake-class Destroyer (100)
The raiders of the Imperial Fleet, the Drakes are armed with only 2 beam cannon banks, but over 100 torpedoes. They are lightly shielded and lightly armored, but incredibly fast and accurate, allowing them to disable key targets and either storm them or leave them for tougher warships. Carry 800 marines.

Maio-class Escort Destroyer (250)
The Maio are formidable light opponents, with 4 beam cannon banks and 25 torpedoes. They keep the peace in Nylliorian space and run routine inspection and enforcement duties, but they represent a considerable reserve force. Carry 400 marines.

Spartacus-class Torpedoboat (150)
The Spartacus ships are assigned to the main fleet as (not surprisingly) torpedo boats. Carrying only a few beam cannons (not even a full bank), they nevertheless can do quite a bit of destruction to the tune of 80 torpedoes.


The heavier ships are usually deployed near Nyll, but the escorts can be found throughout Nyllorian space.

Fightercraft
Fightercraft are not only carried in the Tamerlanes, with many also being stationed at orbital defense installations and planetside.

A-15, "Hornets"
Developed as light raiders and interference fighters, the A-15 is lightly armed but quick and splendidly manueverable, allowing large groups of them to batter enemy fighters and light ships and then withdraw, leaving their wounded prey to be finished off. A-15 pilots are trained to not allow themselves to become embroiled in dogfights or slugfests but to deliever a few shots and then scatter. Their speed and wide variety of countermeasures expediates this process. They can also be used for sweeping minefields or large groups of missiles.

B-25, "Hawks"
The space superiority fighter of the Nyllorian Empire, the B-25s carry only what weapons are necessary to destroy enemy spacefighters. Tough and agile, they are designed to cover L-5's ad A-15's by directly taking on large groups of enemy fighters and destroying them.

L-5, "Gorillas"
The heavy bomber of the Nyllorian Empire, L-5s typically accompany destroyers or cruisers into battle and assist in the destruction of enemy ships through delievery of their high-energy torpedo payload. Inadequately equipped to engage in dogfighting, the L-5's nonetheless pack weaponry capable of pulverizing most starfighters - it is their sloth and lack of manueverability (at least in comparison to a starfighter) that works against them. However, due to their excellent targeting systems and long range it is not impossible that a large group could defeat other snubfights simply by destroying them before manueverability became important. L-5's are usually escorted by B-25's.

Particle Cannon Bank: Cluster of four to six long-range energy weapons which can fire either as a group or individually in staggered, continual bursts.

Torpedo: Heavy antiship missile capable of advanced manuevering, targeting and antitorpedo evasion, as well as flak-type explosions capable of clearing out groups of fighters, mines, or missiles.

Territory Teryl, Vyn, Eryn, Nayl, and Vyr)

The Empire is comprised of 8 major worlds and 14 worlds that have been partially colonized. Each of these worlds boasts local civic governments that are integrated into the imperial beaucracy. All the worlds are loyal to the Empire.

Major Worlds in the Nyllorian Empire

Nyelle System
Nyll - The Imperial Capital, Nyll is home to not only the Emperor but the headquarters of the Nyllorian beaucracy. Although it is heavily populated and vast swaths of it have been transformed into city, large areas have been set aside as nature preserves. Nyll is the administrative and ceremonial center of the Empire as well as the home of the largest Islorthyic cathedral in existance. Nyll also houses a sprawling electronics industry.

Ayyn - Headquarters of the Terrestrial Divison, Ayyn also produces war materials and supplies for the Terrestrial Division as well as containing a host of other industry. It is, like Nyll, an administrative center, as the Paralyn Terra typically resides on Ayyn.

Asgyl System

Nya - The Nyan shipyards are the premier starship-building yards in the Empire, far surpassing the tiny, privately-owned ones and the smaller yard in orbit around Vyn and Tylster. The Nyan yards are geared towards producing the heavier warships that make up the Nyllorian Warfleet; they are the only yards capable of producing anything larger than a Belisarius. The planet itself provides some raw resources to the yard, while many others are shipped in from the colonies. Nya also serves as a secondary HQ for Warfleet command.

Tyr - Tyr is home to the Nyllorian War Academy, the massive complex of small-city proportions which trains Nyllorian officers (there are other academies on other worlds, most notably Nyll itself, but most of the premier officers train at Tyr). Tyr houses a secondary Terrestrial Division HQ and serves as one of the great commercial and industrial centers of the Empire.

Ryst
The breadbasket of the Empire, Ryst is sparsely populated but covered in entire continent's worth of sweeping agriculture. Of course, other worlds produce their own food suppy, but Ryst matches the output of all the core worlds combined. Ryst is also home to the secondary HQ of the Imperial Spacefleet merchant marine.

Fylia System

Tylster
Conquered (and renamed) by the Nyllorians nearly two generations back, Tylster is on the "edge" of the major worlds. It has a small shipyard which can (slowly) produce escort-class ships but generally serves as a repair station to ships of all sizes. Tylster is also a major industrial center.

Engyr System

Vyn
The shipyards around Vyn are capable of building Belisarius class ships and down, but Vyn itself is a major clearinghouse and commercial center in the Empire, as well as a wellspring of raw materials. It was conquered by the Nyllorians some generations ago and vestiges of the original population can be seen in the middle class, although they are a disappearing breed.

Jnnyl
Like Vyn, Jnnyl was conquered by the Nyllorian Empire and the original population is fast disappearing. Jnnyl itself is flourishing as the center of the expansive and sophisticated Nyllorian electronics industry.

Colony Worlds in the Nyllorian Empire

Nyelle System

Myr
A small, somewhat barren planet in the exterior of the system, Myr is sparsely populated and generally unproductive, but it is the home of the Imperial Spacefleet HQ and also serves to coordinate mining activies on some of the asteroids in Nyllele.

The rest of the colonies are scattered throughout the fringes of Nyllorian space. They supply the Empire with its raw ore and building materials, which it always has in short supply (although this has been alleviated somewhat by trade with the Asgard). Also, the Empire scours the asteroids in its possession for ore and raw resources.

Planetary Defenses (Will be updated soon)
2 Planetary Battlestations
4 particle beam cannon banks
200 torpedoes
100 fighters of various types

6 overlapping planetary theater shields

12 missile platforms
600 torpedoes

4 jamming platforms

Colony defenses are usually half or a quarter that, although due to an extensive sensor network at the edge of Nyllorian space will warn of any approaching invasion force and allow the bulk of the Nyllorian fleet to be in the colonies within a day.

People of Note

Aurelian Illyrian I - Emperor of Nyll/Paralyn Basilius
Current Emperor of Nyll, he became the youngest person ever to assume the throne when he was crowned, ten years ago, at the age of 34. When the former Emperor, a Lyn named Vyrin Mylliron, died, Aurelian, then the Paralyn Ammiratus, immediately arrived in orbit over Nyll with half the imperial warfleet. Deploying Marines to secure the planet, he quickly won over the Stratagoi Terra. When the Paralyn Terra and a handful of stratarchos (local generals) attempted to make a grab at the palace they were quickly surrounded and forced to surrender. The Strategoi Terra was elevated to Paralyn Terra and the rest of the Empire, presented witha fait accompli, accepted Aurelian as Emperor (needless to say, Aurelian is not his actual name, but rather the one he adopted upon his ascension to the throne). In order to please the Lyn beaucracy, he adopted the Lyn surname "Illyrian" and promoted a Lyn to the office of Grand Chancellor, the only post in the beaucracy traditionally held by humans.

Intelligent, decisive, and capable, Emperor Aurelian is determined to lead his people into a new age of glory. Confonted by the opening of an entire new galaxy, his razorsharp mind is even now developing ways to best improve the lot of his nation. Implacable to his foes and generous to his friends, Aurelian embodies the very image of the classic "perfect king". But even those who know him best cannot pry much out of his mind, as he tends to play his cards close to his chest and refuses to reveal any of this inner thoughts to anyone. How truly perfect he is remains something that only he knows.

Andrew Evans - Paralyn Terra
A key instrument of Aurelian's ascension, he was rewarded with promotion to supreme commander of all Nyllorian terrestrial forces. Andrew's own military skill is not particularly spectacular - he leaves most of the planning to the strategoi and the stratarchos. However, he is a logistical genius and a capable organizer, and he wields his own bombastic personality with tremendous force. Not a personal friend of the Emperor, he backed him only because he saw him as the only winning candidate.

David Cook - Paralyn Ammiratus
One of the Emperor's close personal friends, David served under Aurelian before the latter became Emperor and was rewarded for his loyalty with promotion. Brilliant and daring, David is a military genius of the first order. He is also rather witty and cunning but he harbors a streak of cruelty which rarely has a chance to express itself. He is also somewhat arrogant, which does not particularly endear him to the other members of the imperial circle

Hylyn Jellvil - Grand Chancelloress
The Lyn promoted to the office of Grand Chancellor, Hylyn is the second most powerful person in the Empire, after Aurelian himself. She is extremely conniving, clever, and well-suited to the intrigues that plagued the imperial beaucracy. Shortly after her promotion she began a massive campaign that crushed corruption within the beaucracy and streamlined it ino an efficient machine capable of carrying out orders swiftly and effectively.

Not particularly interested in the acquisition of power for herself, she is nonetheless motivated by a desire to "create order out of chaos", as it were, and is loyal to the Emperor, albeit being characterized by a rather Byzantine ability for intrigue and deception.
Last edited by HemlockGrey on 2004-06-22 10:26pm, edited 3 times in total.
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Post by Tasoth »

United Bellerephon Territories (Revised)

History: Displaced by the military coup that created the Star Kingdom of Chimaera, former government fail back to strongholds in its more industrialized systems. Here they were able to hold out until a truce was called and a treaty of peace was drafted. The treaty is respected to this day, but is tenuous at best. While having a large industrial base, the UBT seeks to become a fiscal giant and become responsible for the money of others. This is quite obviously a ploy to maintain their neutrality and gain a great deal of power.

Tech:
Ground:
Infantry: Lacking much of the man power of other stellar nations, UBT infantry is well armed and armoured, designed to carry their weight and survive. UBT infantry fears no one and their armour reflects this with its sweeping shoulder pads, crimson color and raptor faced helmets. Standard issue weapon is a 10mm assault rifle firing caseless ammunition. Oft times it can be seen being wielded with a drum magazine, although this is used when fighting is predicted to be long and bloody. There is also an underbarrel laser that comes standard. This weapon is rarely used on infantry as it carries only four shots before needing eight hours to recharge. This gives the infantry the ability to take on enemy armour, reducing medium and light vehicles to molten puddles or flaming wreaks with a single shot. When lightning strikes from orbit are needed, the troopers can be fired from a revolver like tube built into the ventral surface of the troop transports.

AI: To make up for their lack of man power, the UBT uses several forms of AI combatants. For garrison and policing duties, the UBT uses the Peacekeeper series robot. Capable of linking into a centipede like object, the large sphere on legs carry hidden machine guns and potent air tazers beneath an opening in their top. They are capable of surviving a nuclear explosion. For warzone resolutions, the UBT uses a the Cephalopod series assault drone. Looking like a chrome dart the size of a coffin, the cephalod gains its designation from the 6 short range masers and 2 long range heavy masers mounted on their body. They have a flight ceiling of 200 meters and a top speed of 140kph. For use against opposing armour when tanks can not reach the line, the UBT uses the Tick series close combat drone. Resembling a small, six legged sphere, the Tick rushes into range and unleashes torrents of Plasma streamer fire, closing with tanks to bore into the armour and dislodge a gout of plasma inside.

Support Vehicles: The standard infantry support vehicle is the DB-01 Hover Assault platform. Resembling a small chariot/helo hybrid, the DB relies on anti-grav cushions to allow it to strike fast and hard against enemy lines. It mounts a tribarreled .50cal machine gun beneath the front. THe DB-01a is capable of carrying six troopers on its wing turbines and has a dedicated gunner.

Armour: Relying on mobility less then armour, UBT armour tends to be fast and relient on avoiding hits then surviving them. The Hermes Class Light tank/Troop transport is an anti-grav vehicle, the only one of its kind in the UBT armoured divisions. Mounting a Medium Maser cannon in the turrent and a pair of close range plasma streamers for anti-infantry ops, the Hermes moves in, drops its infantry and gets out before it can be taken out. The Posiedon class Medium battle tank is fast for a tracked vehicle its size and fully amphibious. It's role is primarily that of tank hunter, engaging targets at long range with a combination Heavy Maser and coilgun launched anti-tank rounds. It mounts a similar firearm to the infantry rifle for handling enemy anti-tank infantry. Much like the Posiedon, the Ares class Juggernaught is fully amphibious. Unlike the Posiedon, the Ares carries a dedicated AI to help the meager crew run the machine. Truly massive, the Ares can often be seen plowing through enemy lines, its four plasma streamers shrouding it in a cloud of fire while its side mounted Heavy Masers engage enemy armour. To round out the Ares armament, its carries a pair of forward mounted machinegun turrents and a Railgun mounted in the main turrent.

Atmospheric/Space:

Fighters: The UBT maintains a number of fighter types that are functional in both air and space. The Stryx class light interceptor/recon craft is AI controlled. Mounted a pair of pivot jointed wings with several areas devoted to manuevering thrusters, the Stryx is a highly agile craft. What makes the Stryx even more fearsome is the advanced polymers used in their construction. THe craft returns a radar signature two thirds smaller then it actually is. Standard tactics for the Stirges is to fly in formations resembling triangles from the front, giving the impression to radar operators of a single squadron enroute when their numbers are actually three times as much. The Stryx is armed with a tribarreled Mass Cannon, a fusion lance and a pair of wing mounted Masers. The Wasp class fighter is the workhorse of the fighter wings, having several variatants. The only built in weapon is a rotary Mass Cannon around the nose of the craft designed to compensate for its slow rate of fire.

Frigates: Comprising the Majority of the UBT space force, the Frigate has become the multipurpose vessel. Being the only manned Frigate, the Goshawk Class Standoff Frigate forms the core of the UBT long distance warfare. Mounting few offensive beam batteries, the Goshawk focus on mounting dual Coil turrents, the UBT's means of delivering missles in combat. KNowing how to play the distance game, the Goshawk also has a dedicated AI ran Point Defense system. THe Moa Class lance frigate is one of two Machine Intelligence controlled Frigates. Bristling with AI control beam weaponry, the Moa is lead by the MI at its core, who works much as a Boss would at a factory. Having no need for the ammenities that a human crew needs, the Moa is a massive engine and power plant, having the speed to close to beam range and unleash a hellish wave of Maser death. THe Peregrine Assault Frigate is the sibling ship of the Moa. Ran by a MI and slaved AI's, the Peregrine mounts almost no offensive beam armaments, instead focusing on Coil Turrents and Grappler offense system. The Peregrine is the craft of choice in patrolling the UBT's borders, the sole purpose of the vessel being to close with an opposing vessel, cause several breaches in its hull and disgorge a mass of Tick series Close combat drones in through the holes.

Cruisers: The Phoenix class Cruiser focuses on Beam weaponry, being the fire that its name implies. Mounting the fewest Coil turrents of its family, the Phoenix is the only vessel to mount a spinal emplaced weapon. The weapon that occupies this slot is an overpowered Mass Convertor, a weapon horrifying in effect. Through use of gravitational waves, the Mass Convertor induces corrosion in the hull of its target, ignoring most forms of energy shielding in the process. The Thunderbird Class Heavy Cruiser is the primary choice for orbital bombardments. Mounting a large number of coil turrents, the Thunderbird has been said to bathe entire continents in a cacophonous hellstorm of fire and thunder. The Stymphalian Class Battlecruiser is more balanced armament wise and carries a heavy armour. The Stymphalian is either in formation around a fleet's battleship, working in unison with the bigger ships to engage and take down priority targets or in the front of a fleet, leading the charge and playing cover for the less sturdier vessels.

Battleships: Being the largest hull class in production by the UBT shipyards, Battleships form the flagships of every fleet. The Dragon class Battleship is a lumbering behemoth, mounting both coil and maser batteries. Dragons are designed to inflict the most damage at any range and come through on their role. The Lung class Battleship is light and fast, charged with acting as the UBT's carrier. While this designation might make the Lung sound like easy prey, the Battleship has often engaged and handled smaller vessels sent to take care of it.

Weapons Tech:
-Masers: The standard ship mounted weapon and terrestial vehicle primary armament, the Maser function much the same way as a typical laser only it focuses the Microwave band of the EM spectrum. Invisible to the naked eye, the Masers tell tales are the rolling thunder produced as the air in the beams path is rapidly superheated, forming a vaccuum which brings in cooler air to repeat. Optically, the trails of condensing water vapor left in its passing make the Maser very unsuited for silent attacks and the Maser causes excessive arcing when brought into contact with metal. Vehicularly, the Maser is broken into three rankings: Light, Medium and Heavy. Light Masers are more effective at decimating armoured infantry and light vehicles, having a reduced effect against medium and heavy armoured vehicles. The Medium Maser is the most mounted, offering extreme hitting power against light and medium armour while being able to damage heavy armour with enough time. Heavy Masers are the premier tank based weapon, capable of reducing all but the heaviest armoured units to bubbling hulks in seconds. In Space, the Maser is mounted in three types of setting: Point Defense, Lances and Batteries. Lacking the power of the offensive Masers, Point Defense Masers are used expressly in the purpose of shooting down incoming missles. Lances are the standard mount on vessels for offensive beam weapons. Being potent out to 20,000km, the Lance is capable of rendering an unshielded vessel into a cloud of its constituent particles in seconds. The most common tactic when lances are used is commonly refered to 'Drawing the Line', 'Knifing' or 'Slashing'. It simply consists of dragging the beam acrossed the mass of the target, creating a massive gash acrossed unshielded vessels. Another tactic employed by the Moa and Phoenix is the use of Lances as point defense emplacements, allowing the beam heavy vessels to close to killing range without being chewed apart by missles. Batteries are energy intesive armaments, capable of only being mounted on the larger vessels of the fleet. They consist of four Maser projectors mounted on a single turrent. Programmed to fire in succession as to create a 'never ending' maser beam.

-Mass Cannons: Focusing gravitic forces into a bolt, the Mass cannon impacts like a massive physical collision. Lacking the propagations speed of beam weaponry and the range of the maser, the Mass Cannon is relegated to fighter equipment, giving the strike craft a frigthening ability to be a danger to vessels of any size. The MC's maximum range of 15,000 KM is rarely used during combat except for against large, slow or immobile targets, the fighter pilots viewing closer battles as more 'proper'. Another downfall of the MC is its horrendous rate of fire, fighters mounting multiple barrels to compensate for this.

-Plasma Streamers: Used primarily for close range assaults and clearing large areas of corridors, plasma streamers disgorge a 10m gout of plasma at its intended victim. The end of the stream is roughly 5m wide. The plasma discharged runs hot enough to instantly render a man into ash and quickly bore through armour.

-Coil Turrents: Using a thick coil of conductive wire, the coil turrent discharges warheads at a high fraction of C. The types of warheads is variable, but the most common type is a high powered Nuclear warhead with a yield rated at 75mt. Issued in lesser numbers are what are reverently referred to as 'Big Berthas', Nukes that are twice the power of the standard nuke. To make room for the larger payload, the thrusters were weakened, giving the warhead a lesser accelleration once the boosters kick in. There are also two more common, non-destructive warheads used in the fleets. The first is an EMP warhead that is heavily stocked inside the Moa and Phoenix. In the current age, attempt to permanently shutdown a military vessel is an excepted impossibility for the time being so the EMP warhead is designed to temporarily short out an opposing vessels systems for a short time, time enough for allied ships to close to beam range. The second type is a chaff type warhead. When fired, the warhead detonates close to the fleet, ushering a rapidly expanding cloud of millions of energy reflecting flechettes. Designed to confuse warheads and targetting computers, the Chaff warhead is carried in limited numbers. Standard warheads carry a two stage booster. Being fired at a ludicrous velocity to begin with, the primary booster is activated once inside the beam envelope of a vessel, quickly adding 15% to the missles velocity. Once inside the point defense envelope, the secondary booster kicks in and adds an additional 30% to the missle. Fired from a coil turrent, the Grappler system lacks any booster system, instead having an electromagnet and chemical bonding system that remain intact until a preset amount of time passes, usually enough to bring the weapon into very close proximity to a vessel. Once they have made hull contact, the AIs wait for a set amount to attach before detonating a pair of shaped charge. The end result is a rapid venting of the target vessels atmosphere and entry points for boarding parties. Coil batteries only differ from coil turrents in that they mount four coilguns.


Fleet Vessels:
Standard Equipment
Engines:
SUblight: Induction Engine: Cruising speed: 166,220Km/S
FTL: Drivewave: 50ly radius, 11 hour transit
Hyperdrive: 10ly/hr
Reactor: Mass Reactor

---------
Goshawk Class Standoff Frigate
Length: 600m
Armament:
6 Dual Coil turrents(12 tubes)
350 tac nukes
45 Big Berthas
5 Chaff
2 Maser Lances
18 PD Masers
Crew: 25 naval, 10 technicians, 1 Machine Intelligence, 5 Support AI

---------
Moa Class Lance Frigate
Length: 400m
Armament:
8 Maser Lances
12 PD Masers
2 Coil Turrents(2 tubes)
Crew: 1 Machine Intelligence, 18 Support AI

---------
Peregrine Class Patrol Frigate
Length: 600m
Armament:
8 Dual Coil Turrents(16 tubes)
325 Tac Nukes
250 Grapplers
75 EMP warheads
18 PD Masers
Crew: 1 Machine Intelligence, 18 Support AI, 75 Tick Close Combat drones

---------
Phoenix Class Cruiser
Length: 800m
Armament:
1 Mass Convertor
12 Maser Lances
24 PD Masers
4 Dual Coil Turrents(8 tubes)
500 Tac Nukes
150 Big Berthas
50 Chaff Warheads
Crew: 45 Naval, 25 Technicians, 1 Machine Intelligence, 10 Support AI

---------
Thunderbird Class Heavy Cruiser
Length: 1Km
Armament:
16 Dual Coil Turrents(32 tubes)
500 Tac Nukes
200 Big Berthas
50 Chaff
50 EMP
24 PD Masers
Crew: 45 Naval, 25 Technicians, 1 Machine Intelligence, 10 Support AI

---------
Stymphalian Class Battlecruiser
Length: 1Km
Armament:
6 Maser Lances
10 Dual Coil Turrents(20 tubes)
500 Tac Nukes
150 Big Berthas
50 Chaff
Crew: 50 Naval, 30 Technicians, 1 Machine Intelligence, 12 Support AI

---------

Dragon Class Battleship
Length: 1.5km
Armament:
6 Maser Lances
4 Maser Batteries
24 PD Masers
2 Coil Batteries(8 tubes)
10 Dual Coil Turrents(20 tubes)
600 Tac Nukes
200 Big Berthas
50 Chaff
25 EMP
Crew: 75 Naval, 40 Technicians, 1 Machine Intelligence, 20 Support AI
--------

Lung Class Battleship
Length: 1.6km
Armament:
1 Maser Battery
6 Maser Lances
16 PD Masers
4 Dual Coil turrents(8 tubes)
200 Tac Nukes
100 Big Berthas
Fighter Complement: 3 Squadrons (36) Wasp or 6 Squadrons (72) Strigoi
Crew: 60 Naval, 50 Technicians, 1 Machine Intelligence, 20 Support AI and 36 Pilots or 72 Combat Pilot AI


---------
Fleets:
Minos Homeguard:
2 Lung Class Battleships, 1 Dragon Class Battleship, 8 Stymphalian Battlecruisers, 6 Thunderbird Heavy Cruisers, 12 Peregrin Patrol Frigates, 12 Goshawk Standoff Frigates.

Nero Homeguard:
2 Dragon Class Battleship, 6 Stymphalian Battlecruisers, 4 Thunderbird Heavy Cruisers, 8 Peregrin Patrol Frigates, 14 Goshawk Standoff Frigates.

Motherload Homeguard:
2 Dragon Class Battleship, 6 Stymphalian Battlecruisers, 5 Thunderbird Heavy Cruisers, 6 Peregrin Patrol Frigates, 16 Goshawk Standoff Frigates.

Arbor Homeguard:
2 Dragon Class Battleship, 9 Stymphalian Battlecruisers, 20 Goshawk Standoff Frigates.

Carbon Chain Homeguard:
1 Dragon Class Battleship, 4 Stymphalian Battlecruisers, 2 Thunderbird Heavy Cruisers, 10 Peregrin Patrol Frigates, 10 Goshawk Standoff Frigates.

Metropolis Homeguard:
2 Lung Class Battleships, 5 Stymphalian Battlecruisers, 4 Thunderbird Heavy Cruisers, 16 Peregrin Patrol Frigates, 8 Goshawk Class Standoff Frigates.

1st, 2nd, & 3rd Lancers:
3 Lung Class Battleships, 2 Dragon Class Battleships, 4 Thunderbird Class Heavy Cruisers, 8 Phoenix Class Cruisers, 4 Goshawk Class Standoff Frigates, 12 Moa Class Lance Frigates.

---------
Bellerophoni Ground forces:
2 million Infantry and Support Personnel.
1 million Peacekeeper Drones, three-forths in storage.
4 million Cephalopod Drones, ninety Percent in Storage.
4 Million Tick Drones, eighty five percent in storage.
50,000 Hermes Light tanks.
50,000 Posiedon Medium Tanks.
2,500 Ares Heavy Tanks.
---------

Bellerophoni Systems:
Total Controlled: 6
Estimated Pop.: 30 billion

General Planetary Info:

Minos: The capital planet of the UBT, Minos is one of the less industrialized planets in their care. Even then, Minos has a booming industry and currently the largest shipyard in UBT space. Almost every inch of its habitable surface has given way to a massive sprawl, housing thousands of automated facilities.

Nero: A desert world with an atmosphere choked with heavy metal, the inhabitants of Nero live inside large, domed cities. Nero has never been terraformed as the inhabitants have devised a way to filter the atmosphere for profit. Mining is of importance on this planet as is the hunting of the legendary Neroian Worm.

Motherload: A dark planet of basalt rock, Motherload is heavy in metals and has rapidly expanded to become a major manufacturing and refining planet. From space, the planet is black with a webway of phosperescent green cracks visible.

Arbor: A planet of verdant plains, meandering rivers and no seas, Arbor is the bread basket of the UBT. Should Arbor ever fall, the rest of the UBT would suffer a slow death through starvation. Because of this fact, the 2nd and 3rd Lancers are stationed here when not assaulting a system.

Carbon Chain: Rich in fossil fuels and mined heavily for industrial diamonds and other carbon based minerals, Carbon Chain's surface is mainly thick swamps.

Metropolis: A bigger Sprawl then Minos, Metropolis is almost totally automated. Home to the Majority of the Machine Intelligences in the UBT, Metropolis is also ground zero for cutting edge research.
--------

Notes: the UBT is inhabitated by Machine and Artificial Intelligences. There are several differences between the two. AI cannot replicate themselves and are often created by MI. New MI are created by two or more older MI working in conjunction. This process is not taken lightly as any errors could result in a homicidal Intelligence. Another difference is the mental patterns of the two. AI are sentient, but single minded. AI created to serve as the motivators in Cephalopod chasis work to fulfill their goal and nothing else: the eradication of opposition. Machine Intelligences on the other hand are creative, being on the same level as humans as far as personality and individuality goes. The high number of MI and AI living in UBT space was one of the major factors in the UBT surviving the civil war. As several fleets ready themselves over the worlds of the UBT, the Machine Intelligences attacked, hurling AI reworked to act as sentient viruses. Within seconds they have over run the ships system and delivered an ultimatum. The vessels were allowed to leave and a peace treaty was signed.
-----------------------

Revisions: Ship sizes doubled, PD upped and the number of missles capable of being fired by the turrents in one volley is added/ (I.E. Tubes next to turrets). Warheads tuned down to 75mt and 150mt.
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The Authority of Lossarnach

Post by Raptor 597 »

The Authority of Lossarnach

The Lord of Lossarnach was a valued title in the Eldar Days of colozination and exploration. Their nobility was devised by their own reasoning and they were little better than lowly serfs. After Lord Forlong fell in civil war no heir was left to rule this shattered realm.

The civil authorities were running out of troops to control the dissidents claiming lordship and had to react. So, they built grand starship transports and herded all volunteers onto the ships. They then promised any dissidents who left freely would be made noble leaders in the new colonies. Since so many left Lossarnach has always been depopulated.

After gaining the fixings of an second rate power they contacted other nations and acheived royal marriages to strength their own blood. Thus, the title Authority of Losssarnach was created. The council of nobles eventually ran in elections thus forming a pseudo democracy.

In these days a man from the Line of Allatar, a Wizard of the Blue Order is in charge of the Authority. His name is 'Lord' Eroundo. His age is estimated near 350 years old, but only he really knows. He rules from the city called Tirith-Upon-the-Hill (Guard Upon the Hill).

Inhabitated planets:

Lossarnach
Population: 12 Billion

Lebennin
Population: 21 Billion

Belfalas
Population: 23 Billion

Anfalas
Population: 14 Billion

Lamedon
Popoulation: 22 Billion

Mithlond
Population: 20 Billion

Dor-En-Ernil
Population: 16 Billion

Emyn Muil
Population: 19 Billion

Emyn Rauros
Population: 17 Billion

Ererch
Population: 78 Million

Military:

The Lossarnach Army

The Army of Lossarnach is an heavily mechanized fighting force. It's main purpose is to break the enemy after bombardment. The Lossarnach Occupation Command usually will take over after the Army has won the day.

The Lossarnach Navy

The Navy of Lossarnach was originally a transport service for the dissident colonials of the expansion period. After Belfalas was lost to the border nation Dor-En-Ernil, Lossarnach stepped space arms research and the planet was retaken some sixty-five years later. The space navy expanded until Emyn Muil and Emyn Rauros fell to them aswell. The Navy has supported colonization of the sparesly populated Ererch.

Umbar Battleship
The Umbar Battleship has been designed to the be peak of capital ship fighters in the Lossarnach Navy. It has some missle batteries with an assortment of laser cannons.

28 Devastator Ultra Torpedoes
45 Avenger Missle Launchers
150 Lance Cannons
250 Light Lance Cannons

Hithlum Fleet Carrier
The Hithlum Fleet Carrier is the other staple of the Lossarnach Navy. About half of the carriers use fighter drones while the other uses actual pilots.

64 Human-Piloted Corsairs
96 Automon Corsairs

25 Lance Cannons
100 Light Lance Cannons

Maglor Heavy Cruiser
The Maglor Class Heavy Cruiser was designed to be the heavy hitters of Carrier Taskforces. They are armed liked the Umbar Class but at a far lower density. The Maglors also support in Battleship Taskforces.

10 Devastator Ultra Torpedoes
25 Avenger Missle Launchers
55 Lance Cannons
85 Light Lance Cannons

Erenion Light Cruiser
The Erenion Light Cruiser is the main line ship of the Lossarnach Authority. They are more armed with laser cannons but contain a few heavy missle launchers.

3 Devastator Ultra Torpedoes
10 Avenger Missle Launchers
35 Lance Cannons
60 Light Lance Cannons

Pelagir Destroyer
The Pelagir destroyers are at the cutting edge of Lossarnach's Naval Research Department. Recently, the shipyards have been churning out ten ships every month and the old Dunharrow destroyers will be soon decommissioned.

5 Avenger Missle Launchers
15 Lance Cannons
30 Light Lance Cannons

Lossarnach Naval Numbers:

8 Umbar Battleships
15 Hithlum Fleet Carriers
25 Maglor Heavy Cruisers
50 Erenion Light Cruisers
350 Pelagir Destroyers
175 Dunharrow Destroyers
Numerous Frigates and Gunboats
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Post by admiral_danielsben »

The Union: Armed Merchant Vessels and other non-primary combat ships

The Union possesses a large merchant fleet of several thousand ships, both privately and publically owned. This deals solely with the vessels under public ownership.

The Union 's Armed Forces Supply and Shipping Division (AFSSD) consists of 120 lightly armed freighters of verious sizes and functions. None possesses heavy or super-heavy weapons; freighters generally also lack maneuverability in comparison to other vessels (at least when loaded with cargo). Some are 'combat freighters'- based off the cruiser hull, they are designed to supply ships during battle and thus have shields as strong as a similarly sized combat ship, and generally have better re-inforced hulls. They generally haul less cargo than similarly sized standar freighters.

Freighter armament varies widely with size and function. It may range from as few as 4x light weapons to as many as 12x light and 5x medium weapons, as in the Combat Freighter.

Declared ship:

25x Combat Freighters (cruiser size)
Armament:
12x light weapons
5x medium weapons

Also: The Union operates 50 tenders based off the corvette hull and 15 medical ships based off the frigate hull.

50x Tenders
5x light weapons
1x medium weapon
(addition: Tenders may attempt to use the robotic repair arm, sealant gun, or welding laser as weapons - which might work on occasion, especially if the sealant is fired into the sublight engine nozzles of the opposing ship).

15x medical ships
7x light weapons
(medical ships carry light armaments only - they are armed only for pure defense)
-DanielSBen
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"Certain death, small chance of sucess, what are we waiting for?" Gimli, son of Gloin
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"Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close resemblance to the first." - Ronald Reagan (1911-2004)
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Pablo Sanchez
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Post by Pablo Sanchez »

The Realm of the Blood King
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History

The Blood Kingdom is an Empire founded ages ago by Vampires which fled the expansion of the Arcane Empire, which had sought to exterminate. Though they initially depended almost entirely upon magic and were indistinguishable from D&D vampires, they came to rely more and more on technology and used dark magic to 'improve' themselves and make their state control more resilient.

Vampire Physiology

The actual physical structure of the Vampire has not changed greatly. They still fear the sun, silver, and garlic. In order to 'promote' a human to a vampire it is necessary for his blood to be drank, and then for him to willingly drink of the vampire's blood.

Older, more powerful vampires are far more powerful than the average. The current king, Ysevelod the Awesome, is all but invulnerable to magic and phsyical damage, can cast spells on the level of any mage yet known, and his presence is so overpowering that he need not concern himself as to the sun--for the sky grows dark at his very approach.

Social Structure
5% Vampire
15% Dhampir
30% Orc
10% Peon
40% Cattle

Vampires
Vampires form the ruling class and top level of society, though there is some interchange with the Dhampir at the middle and low levels. One of the keys to their rule is the overpowering mental presence of the vampire, which reduces all but the strongest humans to a state of docile obedience.

Vampires are personally inviolable and if they have an occupation it is always in a management role. They do not get their hands dirty unless it is necessary. Many vampires live in absolute decadence and do not work at all.

Dhampir
The children of Vampires and humans, Dhampir were modified by use of necromancy to no longer feel the hunger for blood and to become a full Vampire. Because they retain vampiric strength, agility, willpower, and intelligence without suffering from any of the greater weaknesses, dhampir are often created intentionally to act as majordomos and servants. They form the middle management level of society, being officers in the army and navy, factory managers, etc. Dhampir can become vampire by the same means as with ordinary humans. Dhampir are also highly resistant to magical spells.

Orcs
These are not the creatures of tradition. They have been twisted by technology and dark magic to become little more than servants. Fanatically loyal their vampire lords, they breed like rabbits and die willingly in battle. Cunning if not especially intelligent, they maintain order within the Empire and form the enlisted ranks of the army.

Peons
Humans with technical skills and a willingness to cooperate. These sometimes skip to the top level.

Cattle
Humans without technical skills. They work as farm laborers, miners, factory workers, etc. and are vulnerable to the random blood hungers of vampires. The possibility of revolt is kept almost nonexistent by Orc garrisons and will-sapping spells which encompass whole planets.

Holdings

Temesvar, the capital.
9 Other heavily industrialized planets.
6 Agrarian colony worlds.

Technology versus Magic

Vampires use both where their use is warranted. Technology is far more common in the space navy, and spell-jammers have been rejected as too expensive and minimal in their utility.

Naval Doctrine

Vampire warships are designed to close with the enemy as part of a battle line and engage at medium and close range with their heavy energy weapons. To defeat missiles and small attack ships on their way to the enemy, they mount heavy point defenses and can broadcast powerful full-spectrum jamming.

Vampire vessels are few in number but are often stronger and more capable than opposing vessels.

Navy

First Class

Casimir Class Dreadnought (7)
Abdul-Malik, Casimir, Ferenc, Mara, Suzdal, Szeged, Varick
2400 meters
16 greater graser turrets
32 graser turrets
200 laser cannons
400 PD railguns
40 missile tubes

Temesvar Class Battleship (15)
1800 meters
8 greater graser turrets
20 graser turrets
120 laser cannons
200 PD railguns
20 missile tubes

Second Class

Titan Class Cruiser (28 )
900 meters
16 graser turrets
76 laser cannons
120 PD railguns
10 missile tubes

Krauser Class Frigate (40)
600 meters
8 graser turrets
50 laser cannons
80 PD railguns
6 missile tubes

Escorts

130 Parasite Class Destroyer Leaders
380 Iskenderun Class Destroyers

Ground Forces

Modern in tone, with tanks, gun-equipped infantry, artillery, air support, etc. Orc enlisted men, Dhampir officers, and Vampire general staff. Very numerous, tenacious, and effective.

EDITED 8-31-04
Clarified fleet doctrine
Last edited by Pablo Sanchez on 2004-09-01 08:48pm, edited 5 times in total.
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"I am gravely disappointed. Again you have made me unleash my dogs of war."
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