STGOD 4 New Nation and OOB thread
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The sovereign confederacy of Itsil.
some changes have been made but I think this makes more sense.
History: After the nuclear fires of the fourth world war had devastated the planet formerly known as Tresinta, a new power arose among the atomic-age fiefdoms which were replacing the old nations. The war had been fought between two political philosophies, the rabid theocracy of the northern burning archipelago, and the ridiculous ‘democratic’ system of the equatorial alliance.
This new system was one where the people would all work together to better themselves, the selfish ideals of the old philosophies long forgotten, though, of course, a number of wise individuals would have to ‘guide’ the progress of civilisation. The new system was initially known as Itsilism, in honour of its founder, Itsil black-hair, but later came to be known as ‘communisation’.
Within a few bloody decades, the new system had spread across the world, ruled from the capital of Itsilarr (formerly Unistice), now with war done with, the people of Tresinta turned to more scientific endeavours. A century later the people of Itsil (the planet had been renamed by the cabinet) had colonised their own solar system and was heading outward rapidly. In the first system outside their own that they reached they encountered a small colony of Floaters, a short lived war broke out (short lived because, after seeing the Floaters technology the government was quick to make an exception to its xenophobic policies.). The Itsil government, after long negotiations, procured much advanced technology from them (including FTL travel, bypassing several hundred years research in the process), the floaters, in return, were to be left alone by the confederacy, and offered assistance in times of war.
This same treatment was not given to the renaissance-era humans of the planet Montezuma (the only other planet encountered by the confederacy to hold intelligent life), they were enslaved, and to this day lead a lower standard of life than most of the populace.
Biology: The ‘Itsilians’ are known to themselves as the Jekin. They are a small, rodent-like species, standing some twenty two inches tall. They have long legs and relatively short arms, meaning that they walk upright, they are warm-blooded, covered in fur which varies in colour from bright yellow to dark grey, each Jekin has a system of black stripes and spots on its back and stomach which is unique to that individual. A Jekins head is larger than that of a human in proportion with its body. Their heads are adorned with large rectangular ears, and their elongated faces seem to be fixed in a (somewhat unsettling) permanent smile. Their hands are large (in proportion to their bodies) and have six long, dexterous digits (five fingers, one thumb). Jekin have poorer colour vision than humans (though they do have colour vision), but they have significantly better senses of smell and hearing. Jekin can move extremely quickly, have a semi-prehensile tale which gives them good balance, and have sharp teeth at the front of their mouths, if they do ever find themselves in a fight they will try to use these few advantages for all they are worth (if it is with a human they’ll try to bite them through the wrist or jugular if they can get at them). With modern medicine and cybernetics Jekin can live for up to one hundred and ten years, though those that do are often more machine than biological being, and also more than a little insane. The natural lifespan is only about sixty years at best. Jekin can eat practically anything, though they prefer vegetable and insect matter to red meat as a rule.
Government system: The government system of the confederacy is similar to the one adopted by Russia after the Revolution. Everything is managed by the state, with no private businesses or corporations. Food is produced and distributed by the department of nutrition, new weapons are developed and produced by the military research and production division, even holidays are state organised. The standards of living for a citizen of the confederacy are not that far behind the norm as far as the physical things go, food, water, electricity, but the difference with the other empires of known space is in the civil liberties they do not enjoy. Everything in the confederacy is monitored, from military barracks’ to the homes of the populace, and as can be expected, criticism of the government is taken very seriously. Jobs are determined by high ranking officials, and changing a job is very difficult, as it involves convincing them that the ministry of careers was wrong in their assessment. The highest level of government is the cabinet, which is made up of senators who select others to replace them when they die, which is the length of their reign, and are headed by the supreme minister, a post which seems to change a little more often than the others, on account of the ministers suffering ‘unfortunate accidents’.
Religion: The confederacy is surprisingly lenient on the matter of religion, though mostly the populace is atheist and looks down on religion as a little primitive. There are various small religions throughout the confederacy, including Christianity and Islam, which were the principle religions on Montezuma. The most widespread religion among the Jekin majority is star-worship, an ancient religion dating back over three thousand years, which reveres the star gods. Needelss to say, modern star worshippers have had to come up with all kinds of new theories in the face of greater scientific understanding, and thus there are many sub-sects of this faith.
Military: The military is greatly revered, and a great deal of resources is lavished upon it, even though there has been little use for it in recent decades.
The primary unit of the confederate army is a power armoured Jekin marine, who mostly carry rifles which fire small (slightly bigger than modern day bullets), self propelled rockets, along with a number of grenades. There are also heavy weapons squads who use small ‘drone wagons’ (thanks Hotfoot) to carry these weapons (they are too heavy for the marines to carry themselves and still be combat effective).
The army also makes use of Tersinin fighting machines (mini war of the worlds fighting machine with four legs, only about seven foot), these are armed with two anti personnel lasers and a light rocket-machinegun. Truth be told the Tersinin are not terribly effective on the battlefield, and are more for show.
The role of armoured support is taken up by the great hexapedal battle tanks (think the clone armies tanks but with six legs), unusually for something of Jekin production they are larger than most tanks, armed with a number of armaments (there are several different classes of tank), often including anti personnel lasers, grenade launchers, a single cannon, rocket-machineguns and flamethrowers. The feet are designed to provide good grip on unstable circumstances (so they can climb out of trenches and such).
When landing on a planet the confederacy makes use of a kind of short range fighter, it is only eight foot from wingtip to wingtip, and can be launched from a dropship (each of which has a specialised hangar in which they are contained), and uses a heavy rocket-machinegun slung under the nose. Longer range, and more heavily armed atmospheric fighters are constructed on planets and launched from ground bases, though they can be carried in ships and be launched from low orbit, as they can survive short trips through space. Space superiority fighters are not effective an atmosphere, as they are not particularly streamlined, confederate bombers, on the other hand, are designed to operate in both vacuum and atmosphere.
The Jekin units are supported by human auxiliaries from Montezuma, they are armed with the same machineguns carried by the Jekin troops but wear no armour (though this may soon change on account of contact with the U.P).
The confederate army is divided into cohorts (I’ll say the same size as everyone else’s companies).
The Navy:
7 Itsils Dream class dreadnoughts. 2km long, armament, 15 railguns, 30 heavy anti-ship lasers, 40 long range missile launchers (relatively light missiles, but great against populated ground areas), 5 anti-ship torpedo launchers, 5 heavy railguns, 500 PDL’s. Carries three squadrons (twelve ships to a squadron) of space superiority fighters, and one of space/atmospheric bombers, can carry up to 4 dropships.
12 Governors Wrath class battleships. 1.6km long, armament, 10 heavy anti-ship lasers, 20 medium anti-ship lasers, 10 railguns, 4 heavy railguns, 30 long range missile launchers and 200 PDL’s. Carries one squadron of fighters and one of bombers, can carry two dropships.
13 Light bringer class fleet carriers. 1.3km long, Armament, 4 railguns, 5 medium anti-ship lasers 50 PDL’s. Twenty four squadrons of space superiority fighters, ten squadrons of space/atmospheric bombers, up to twelve dropships.
30 Dispeller of rebellion class cruisers. 800 Metres long, armament, 2 anti-ship torpedo launchers, 10 medium anti-ship lasers, 8 railguns, 50 PDL’s. One squadron of space superiority fighters.
100 Removal of Dissidence class missile destroyers. 600 metres long, Armament, 5 medium anti-ship lasers, 100 long range missile launchers, 30 PDL’s.
150 Enforcer class destroyers. 400 metres long. Armament, 5 medium anti-ship lasers, 5 railguns, 30 PDL’s.
300 Obedience class fast destroyers. 200 metres long. Armament, 5 medium anti-ship lasers, 2 railguns, 10 PDL’s.
Confederate fleets are fragmented into squadrons, each of which acts independently of the main fleet, when it is needed, the fleet can be called together. Most systems are patrolled by a few squadrons, the home system is protected at all times by 90% of the first fleet.
1st fleet.
4 Dreadnoughts.
5 Battleships.
5 Carriers.
15 Cruisers.
40 Missile Destroyers.
50 Destroyers.
110 Fast Destroyers.
2nd fleet.
1 Dreadnought.
3 Battleships.
4 Carriers.
10 Cruisers.
35 missile Destroyers.
40 Destroyers.
70 Fast Destroyers.
3rd fleet.
2 Dreadnoughts.
4 Battleships.
4 Carriers.
5 cruisers.
25 Missile destroyers.
60 Destroyers.
120 Fast Destroyers.
Holdings: Itsil, capital system. The planet Itsil (Itsil prime, Itsil 5, or Tresinta) has a warmer temperature than Earth, having no Ice caps at the poles, many native animal species have been wiped out either as a result of pollution, war, or deliberate projects by the agricultural sector, some have been genetically recreated to be used in holiday areas. The radioactive fallout from the fourth world war has been mostly cleared up, though there are still wasteland areas. The planet is heavily populated, large amounts of land have been given over to habitation or agriculture, as have areas beneath land and on the sea floor, bringing the total population to over 100,000,000,000. The rest of the solar system is also heavily populated, two other planets in the system having been terraformed, and biodome habitats set up on three of the others (the last is a gas giant), add to this a number of orbital centres and asteroid colonies an the population of the rest of the system comes to a total of 76,000,000,000. As befits its status as the most heavily populated confederate system it is also the most well defended, the larger part of the first fleet remains in the system at all times, Itsil itself is protected by a planetary shield, while it and the other planets are protected by defence platforms and planetside guns.
Helit: Second system, major industrial centre. Also the home of the floater colony of Nifleheim (tell me if that’s already been used), the asteroid belt is strictly off limits to the confederacy except when on diplomatic business. The systems capital planet of Yestil is protected by a planetary shield and two defence platforms, along with some ground based defences. Two other planets in this system have permanent inhabitation, while one has a mining complex. Total system population, 92,000,000,000.
Montezuma: Source of human slaves/auxiliaries. Montezuma is a subject planet, the human inhabitants originally inhabited an equatorial archipelago, but are now distributed across the cold planet, it is protected by a planetary shield and three defence stations. The rest of the system is sparsely used, there are a few mines and lookout posts on scattered asteroids, but nothing more. Total system population 17,000,000,000.
Retik: Industrial centre. Two inhabited planets, Reistin and Ferslil. Neither are naturally inhabitable, but both have large populations. Reistin is the site of a large mining complex and shipyard, Ferslil is merely a population center. There are several orbital habitation centres as well. Both planets have ground based guns and armies, neither has a shield. Total system population 22,000,000,000.
Teskit: Industrial centre. One naturally inhabitable planet, Iririn which has largely been given over to holiday resorts for administrators and officials. The other two planets are populated by biodome cities and contain mining complexes. Total system population, 12,000,000,000.
The confederacy holds seven other systems, the most heavily populated of which has a population of 20,000,000 while the least populated is a listening outpost with a crew of 1,500. Due to their tactical insignificance these systems have not been mentioned.
some changes have been made but I think this makes more sense.
History: After the nuclear fires of the fourth world war had devastated the planet formerly known as Tresinta, a new power arose among the atomic-age fiefdoms which were replacing the old nations. The war had been fought between two political philosophies, the rabid theocracy of the northern burning archipelago, and the ridiculous ‘democratic’ system of the equatorial alliance.
This new system was one where the people would all work together to better themselves, the selfish ideals of the old philosophies long forgotten, though, of course, a number of wise individuals would have to ‘guide’ the progress of civilisation. The new system was initially known as Itsilism, in honour of its founder, Itsil black-hair, but later came to be known as ‘communisation’.
Within a few bloody decades, the new system had spread across the world, ruled from the capital of Itsilarr (formerly Unistice), now with war done with, the people of Tresinta turned to more scientific endeavours. A century later the people of Itsil (the planet had been renamed by the cabinet) had colonised their own solar system and was heading outward rapidly. In the first system outside their own that they reached they encountered a small colony of Floaters, a short lived war broke out (short lived because, after seeing the Floaters technology the government was quick to make an exception to its xenophobic policies.). The Itsil government, after long negotiations, procured much advanced technology from them (including FTL travel, bypassing several hundred years research in the process), the floaters, in return, were to be left alone by the confederacy, and offered assistance in times of war.
This same treatment was not given to the renaissance-era humans of the planet Montezuma (the only other planet encountered by the confederacy to hold intelligent life), they were enslaved, and to this day lead a lower standard of life than most of the populace.
Biology: The ‘Itsilians’ are known to themselves as the Jekin. They are a small, rodent-like species, standing some twenty two inches tall. They have long legs and relatively short arms, meaning that they walk upright, they are warm-blooded, covered in fur which varies in colour from bright yellow to dark grey, each Jekin has a system of black stripes and spots on its back and stomach which is unique to that individual. A Jekins head is larger than that of a human in proportion with its body. Their heads are adorned with large rectangular ears, and their elongated faces seem to be fixed in a (somewhat unsettling) permanent smile. Their hands are large (in proportion to their bodies) and have six long, dexterous digits (five fingers, one thumb). Jekin have poorer colour vision than humans (though they do have colour vision), but they have significantly better senses of smell and hearing. Jekin can move extremely quickly, have a semi-prehensile tale which gives them good balance, and have sharp teeth at the front of their mouths, if they do ever find themselves in a fight they will try to use these few advantages for all they are worth (if it is with a human they’ll try to bite them through the wrist or jugular if they can get at them). With modern medicine and cybernetics Jekin can live for up to one hundred and ten years, though those that do are often more machine than biological being, and also more than a little insane. The natural lifespan is only about sixty years at best. Jekin can eat practically anything, though they prefer vegetable and insect matter to red meat as a rule.
Government system: The government system of the confederacy is similar to the one adopted by Russia after the Revolution. Everything is managed by the state, with no private businesses or corporations. Food is produced and distributed by the department of nutrition, new weapons are developed and produced by the military research and production division, even holidays are state organised. The standards of living for a citizen of the confederacy are not that far behind the norm as far as the physical things go, food, water, electricity, but the difference with the other empires of known space is in the civil liberties they do not enjoy. Everything in the confederacy is monitored, from military barracks’ to the homes of the populace, and as can be expected, criticism of the government is taken very seriously. Jobs are determined by high ranking officials, and changing a job is very difficult, as it involves convincing them that the ministry of careers was wrong in their assessment. The highest level of government is the cabinet, which is made up of senators who select others to replace them when they die, which is the length of their reign, and are headed by the supreme minister, a post which seems to change a little more often than the others, on account of the ministers suffering ‘unfortunate accidents’.
Religion: The confederacy is surprisingly lenient on the matter of religion, though mostly the populace is atheist and looks down on religion as a little primitive. There are various small religions throughout the confederacy, including Christianity and Islam, which were the principle religions on Montezuma. The most widespread religion among the Jekin majority is star-worship, an ancient religion dating back over three thousand years, which reveres the star gods. Needelss to say, modern star worshippers have had to come up with all kinds of new theories in the face of greater scientific understanding, and thus there are many sub-sects of this faith.
Military: The military is greatly revered, and a great deal of resources is lavished upon it, even though there has been little use for it in recent decades.
The primary unit of the confederate army is a power armoured Jekin marine, who mostly carry rifles which fire small (slightly bigger than modern day bullets), self propelled rockets, along with a number of grenades. There are also heavy weapons squads who use small ‘drone wagons’ (thanks Hotfoot) to carry these weapons (they are too heavy for the marines to carry themselves and still be combat effective).
The army also makes use of Tersinin fighting machines (mini war of the worlds fighting machine with four legs, only about seven foot), these are armed with two anti personnel lasers and a light rocket-machinegun. Truth be told the Tersinin are not terribly effective on the battlefield, and are more for show.
The role of armoured support is taken up by the great hexapedal battle tanks (think the clone armies tanks but with six legs), unusually for something of Jekin production they are larger than most tanks, armed with a number of armaments (there are several different classes of tank), often including anti personnel lasers, grenade launchers, a single cannon, rocket-machineguns and flamethrowers. The feet are designed to provide good grip on unstable circumstances (so they can climb out of trenches and such).
When landing on a planet the confederacy makes use of a kind of short range fighter, it is only eight foot from wingtip to wingtip, and can be launched from a dropship (each of which has a specialised hangar in which they are contained), and uses a heavy rocket-machinegun slung under the nose. Longer range, and more heavily armed atmospheric fighters are constructed on planets and launched from ground bases, though they can be carried in ships and be launched from low orbit, as they can survive short trips through space. Space superiority fighters are not effective an atmosphere, as they are not particularly streamlined, confederate bombers, on the other hand, are designed to operate in both vacuum and atmosphere.
The Jekin units are supported by human auxiliaries from Montezuma, they are armed with the same machineguns carried by the Jekin troops but wear no armour (though this may soon change on account of contact with the U.P).
The confederate army is divided into cohorts (I’ll say the same size as everyone else’s companies).
The Navy:
7 Itsils Dream class dreadnoughts. 2km long, armament, 15 railguns, 30 heavy anti-ship lasers, 40 long range missile launchers (relatively light missiles, but great against populated ground areas), 5 anti-ship torpedo launchers, 5 heavy railguns, 500 PDL’s. Carries three squadrons (twelve ships to a squadron) of space superiority fighters, and one of space/atmospheric bombers, can carry up to 4 dropships.
12 Governors Wrath class battleships. 1.6km long, armament, 10 heavy anti-ship lasers, 20 medium anti-ship lasers, 10 railguns, 4 heavy railguns, 30 long range missile launchers and 200 PDL’s. Carries one squadron of fighters and one of bombers, can carry two dropships.
13 Light bringer class fleet carriers. 1.3km long, Armament, 4 railguns, 5 medium anti-ship lasers 50 PDL’s. Twenty four squadrons of space superiority fighters, ten squadrons of space/atmospheric bombers, up to twelve dropships.
30 Dispeller of rebellion class cruisers. 800 Metres long, armament, 2 anti-ship torpedo launchers, 10 medium anti-ship lasers, 8 railguns, 50 PDL’s. One squadron of space superiority fighters.
100 Removal of Dissidence class missile destroyers. 600 metres long, Armament, 5 medium anti-ship lasers, 100 long range missile launchers, 30 PDL’s.
150 Enforcer class destroyers. 400 metres long. Armament, 5 medium anti-ship lasers, 5 railguns, 30 PDL’s.
300 Obedience class fast destroyers. 200 metres long. Armament, 5 medium anti-ship lasers, 2 railguns, 10 PDL’s.
Confederate fleets are fragmented into squadrons, each of which acts independently of the main fleet, when it is needed, the fleet can be called together. Most systems are patrolled by a few squadrons, the home system is protected at all times by 90% of the first fleet.
1st fleet.
4 Dreadnoughts.
5 Battleships.
5 Carriers.
15 Cruisers.
40 Missile Destroyers.
50 Destroyers.
110 Fast Destroyers.
2nd fleet.
1 Dreadnought.
3 Battleships.
4 Carriers.
10 Cruisers.
35 missile Destroyers.
40 Destroyers.
70 Fast Destroyers.
3rd fleet.
2 Dreadnoughts.
4 Battleships.
4 Carriers.
5 cruisers.
25 Missile destroyers.
60 Destroyers.
120 Fast Destroyers.
Holdings: Itsil, capital system. The planet Itsil (Itsil prime, Itsil 5, or Tresinta) has a warmer temperature than Earth, having no Ice caps at the poles, many native animal species have been wiped out either as a result of pollution, war, or deliberate projects by the agricultural sector, some have been genetically recreated to be used in holiday areas. The radioactive fallout from the fourth world war has been mostly cleared up, though there are still wasteland areas. The planet is heavily populated, large amounts of land have been given over to habitation or agriculture, as have areas beneath land and on the sea floor, bringing the total population to over 100,000,000,000. The rest of the solar system is also heavily populated, two other planets in the system having been terraformed, and biodome habitats set up on three of the others (the last is a gas giant), add to this a number of orbital centres and asteroid colonies an the population of the rest of the system comes to a total of 76,000,000,000. As befits its status as the most heavily populated confederate system it is also the most well defended, the larger part of the first fleet remains in the system at all times, Itsil itself is protected by a planetary shield, while it and the other planets are protected by defence platforms and planetside guns.
Helit: Second system, major industrial centre. Also the home of the floater colony of Nifleheim (tell me if that’s already been used), the asteroid belt is strictly off limits to the confederacy except when on diplomatic business. The systems capital planet of Yestil is protected by a planetary shield and two defence platforms, along with some ground based defences. Two other planets in this system have permanent inhabitation, while one has a mining complex. Total system population, 92,000,000,000.
Montezuma: Source of human slaves/auxiliaries. Montezuma is a subject planet, the human inhabitants originally inhabited an equatorial archipelago, but are now distributed across the cold planet, it is protected by a planetary shield and three defence stations. The rest of the system is sparsely used, there are a few mines and lookout posts on scattered asteroids, but nothing more. Total system population 17,000,000,000.
Retik: Industrial centre. Two inhabited planets, Reistin and Ferslil. Neither are naturally inhabitable, but both have large populations. Reistin is the site of a large mining complex and shipyard, Ferslil is merely a population center. There are several orbital habitation centres as well. Both planets have ground based guns and armies, neither has a shield. Total system population 22,000,000,000.
Teskit: Industrial centre. One naturally inhabitable planet, Iririn which has largely been given over to holiday resorts for administrators and officials. The other two planets are populated by biodome cities and contain mining complexes. Total system population, 12,000,000,000.
The confederacy holds seven other systems, the most heavily populated of which has a population of 20,000,000 while the least populated is a listening outpost with a crew of 1,500. Due to their tactical insignificance these systems have not been mentioned.
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Baeloaren Commonwealth
Physiology
The Baeloaren's are broken up into two distinct species, the Patricians and the Plebeians.
Patricians are short bipeds standing just over 5' tall, on average, aside from their face, hands, and feet, they are covered in hair, usually black, brown, blonde, or white. Their heads are oblong, and their facial features, similar to those of a human, protrude slightly from their face. For their size, they have exceptionally long arms, with slender, agile fingers. On the outside they bear a resemblance to apes of Earth, but the similarities end there, internally they are significantly different. They tend to be very competitive, but always courteous and congenial, which is reflected on their open market economy. They make up roughly 30% of the population within the Commonwealth.
Plebeians act as the workers for the Baeloaren Commonwealth, engineered over time from a primitive mammal found on the Baeloaren homeworld of Baeloaren into a wholly different creature completely subservient to the pure, patrician, population. Thanks to centuries of genetic engineering and early conditioning, all plebeians are totally loyal to their masters, reveling in any work given to them. They were engineered to enjoy their otherwise difficult lifestyle. The result, a biological robot of sorts, loyal, committed, almost zealous, they desire nothing more from life than to serve their masters. They are much taller than their masters, averaging just over 6' in height, are completely hairless with somewhat circular heads. They retain the long slender fingers of their forbearers, but are somewhat more resilient and far sturdier than their hairy cousins.
Society
Baeloaren society is highly stratified, the Patrician’s live above ground in towering, self-contained structures called Archologies, while the worker Plebeian happily trudge away at the base of these massive structures, or just below the surface if the world is uninhabitable. While an archology can (size dependant) comfortably house between 10,000 and 10,000,000; of course the patrician lifestyle greatly decreases that number.
Thanks to proper breeding techniques the large plebeian population is very content to life out their lives as dedicated workers requiring only food and minimal sleeping accommodations; there has not been a single report of discontent in over half a century.
Order Police:
ALL Female plebeians are part of the Order Police, none outside the order have ever seen the face of a Female plebian, as they always wear at least a light, extremely agile, combat armor. Depending on their rank (which is to say, occupation) they may wear light police armor, medium infantry armor, or special stealth armor. The stealth armor has never actually been seen, and its existence would be highly debated, but those who have debated have quickly dropped the subject "of their own accord". Specially bred and conditioned the Order Police is virtually immune to the effects and probes of telepaths and magicians. They are always working to maintain peace and order within the Baeloaren Republic, and are totally above the law, though their objectives rarely go against the law. The order police gene pool and education/training regiment have diverged from the conventional worker pool for several centuries, and have a number of special differences. Most notably, the female workers are virtually undetectable by telepaths, only to the more powerful telepaths will their presence be noticed, and even then only slightly. Mind scans are worthless; however a surgeon might have the ability to remove the female’s suicide gland, allowing conventional interrogation.
Technology
Baeloaren technology is not particularly special, their ships use a non-tactical warp drive called the Casimir Drive for FTL travel, and their ships have distinctively uninspired designs. The technology industry within the Commonwealth is mainly geared towards the civilian consumer, but all the mega corporations have military research departments of their own, after all, the Commonwealth allows them to use any military hardware they want, though private fleet sizes are regulated.
All Baeloaren ships have weaker torpedoes, but make up for this with enhanced point defense weapons and war computers.
The Archology
A fantastic piece of Baeloaren engineering and architecture, going miles into the sky, these buildings are totally self sufficient and provide their own means of planetary defense. While large industrial worlds, such as the homeworld, which have many such structures, can create a network that resembles a full scale planetary shield, this is rarely the case on less populated worlds and colonies. The advantage, militarily, is that a single archology represents a significant target, but is small enough to require precision weapons for direct hits on the archology shields. Designed to survive all but the harshest earthquake (not to mention most of the earth in the vicinity of the archology falls under its shielding) these structures are not easily leveled. Originally designed long ago when the atmosphere of the homeworld began reaching unhealthy levels, they are the culmination of centuries of designing. It should be noted that most archologies will have a number of surface to orbit weapons, and there are very few instances where patirican populations will live outside of an archology; though on habitable it is very common for a majority of the plebeian population to live above ground, at the foot of an archology. Aside from housing entire populations, they are home to factories; only large scale ship production is handled outside.
Economy
The Baeloaren Commonwealth has a very “hands off” policy when it comes to the open market economy. While there are countless small businesses, the economy is dominated by ten mega corporations:
Megaron Industries – Greatly weakened after illegal first contact, sued by the government successfully.
Standard Construction Corporation
Joint Interstellar Banking
Homeworld Industries
Magnis Minning Corporation
Regal Cola Incorporated
Journey Drive Corporation
Fargus & Sons
Tasty World Food Consortium
Ignatius Shipping Incorporated
All originally founded on Baelohrn before or shortly after the invention of interstellar travel, they hold considerable sway in Baeloaren politics, and together have a substantial number of warships at their disposal.
Government
The Baeloaren Commonwealth has two ruling branches, the Homeworld Senate, composed of 20 elected officials from the city of Capital, the largest archology in the whole commonwealth, on the homeworld. The senate has direct control of the Commonwealth, its polices, and the court and regulatory agencies. The second branch, called the Patrician High Council is composed of elected members from every archology within the commonwealth. While they have no direct power, they oversee all actions of the Homeworld Senate and have the capacity to overrule any law or judgement with a 60% majority vote, can vote a Senator out of power with a 70% majority vote and can pass emergency laws with a 100% vote. Many mega corporations own archologies and therefore have significant influence over the government.
Military
Standing army: Marines and female plebeian Special Forces agents only. There is always a large surplus of male plebeian’s in the event armies are required. The next generation of Workers is undergoing full military training.
Ships now updated
Capital
Hive – Fleet Carrier: 2.5km long. Holds interceptors, Space Superiority Fighters, light bombers, heavy bombers, and gunship point defense platforms. Having one central launch bay with a small fighter exit on the broadsides and a larger entry in the front, with 4 small tractor-beams. Each bay has 4 small tractor-beams to help guide ships in. Also carriers repair vehicles to facilitate repairs or construction. The Hive is the center of local fleet operations, and houses all the facilities needed to command an entire fleet. It’s tactical craft allow it to maintain a significant presence over a good distance, and it’s capacity for supplies is great. The closest thing the Baeloarens have to a fleet tender.
Broadside: 5 anti-fighter beams, 30 IFIC guns, 12 light repeating lasers, 2 light railguns, 5 Medium lasers
Fore: 2 anti-fighter beams, 10 IFIC guns, 4 medium Lasers, 6 repeating lasers.
Aft: 2 IFIC guns, 4 light repeating lasers, one large tractor-beam emitter, 2 medium lasers.
5 In service of the Commonwealth, 1 owned by Fargus & Sons and Magnis Mining Corporation.
Ship of the Line – Dreadnaught: 2.5km long. Pride of the Commonwealth fleet, these ships have both effective forward weapons, but are best used in a wall of battle.
Broadside: 4 anti-fighter beams, 10 IFIC guns, 10 repeating lasers, 8 heavy lasers,
10 torpedo tubes, 15 medium railguns, 12 medium lasers.
Fore: 8 Heavy railguns, 6 IFIC guns, 8 medium lasers, 2 anti-fighter beam, 6 repeating lasers, 8 torpedo tubes.
Aft: 5 IFIC guns, 10 repeating lasers, 5 medium lasers.
14 In service of the Commonwealth, 1 owned by Ignatius Shipping Incorporated and Regal Cola.
Homeworld - Battlecruiser: 2km long.
Recently built to replace the Classic class.
Broadside: 5 anti-fighter beams, 12 IFIC guns, 8 repeating lasers, 5 heavy lasers, 8 torpedo tubes, 12 medium railguns, 15 medium lasers.
Fore: 6 IFIC guns, 2 medium lasers, 2 anti-fighter beams, 6 repeating lasers, 6 heavy railguns, 6 torpedo tubes.
Aft: 3 IFIC guns, 1 anti-fighter beam, 4 repeating lasers, 2 medium lasers, 2 medium railguns.
8 in service
Cruiser
Classic – Super Heavy Cruiser 1.5 km long, these used to be the ships of the line, but most have been decommissioned. Recently a number have been brought out of mothball and have been refit.
Broadside: 2 anti-fighter beams, 6 IFIC guns, 10 repeating lasers, 4 heavy lasers,
6 torpedo tubes, 10 medium railguns, 10 medium lasers.
Fore: 4 Heavy railguns, 5 IFIC guns, 6 medium lasers, 2 anti-fighter beam, 6 repeating lasers, 2 Torpedo tubes.
Aft: 5 IFIC guns, 10 repeating lasers, 5 medium lasers.
8 In service of the Commonwealth, 2 owned by Standard Construction Corporation and Joint Interstellar Banking.
Patrician – Strike Cruiser 1km long, fast, sturdy cruiser, quite manuverable.
Broadside: 1 anti-fighter beam, 4 IFIC guns, 5 repeating lasers, 2 medium railguns, 5 medium lasers, 1 heavy laser, 3 Torpedo tubes.
Fore: 1 anti-fighter beam, 3 heavy railguns, 8 IFIC guns, 2 Torpedo tubes, 1 heavy laser.
Aft: 5 repeating lasers, 1 medium laser.
26 in service of the Commonwealth, two owned by each mega corporation.
Megaron – Heavy Destroyer 850m long, fairly fast, designed to be small mobile bases for border patrol and deploy tactical support for taskforces that don’t include a fleet Carrier. Broadside: 1 anti-fighter laser, 2 IFIC guns, 8 repeating lasers, 1 medium railgun, 2 medium lasers.
Fore: 10 repeating lasers, 2 IFIC guns, 1 heavy laser, 1 heavy Railgun, 1 Torpedo tube.
Aft: 1 IFIC gun, 4 repeating lasers, 1 medium laser.
35 in service of the Commonwealth, two owned by each corporation, 6 others are kicking around between the corporations.
Escorts
Republic – Class Frigate 350m long, built in a wedge shape to allow as many guns to fire on a target at once as possible, the ship is built around a single heavy laser cannon in the nose.
Broadside: 1 anti-fighter beam, 1 medium laser, 2 IFIC guns, 6 repeating lasers
Fore: 1 heavy laser, 1 IFIC gun.
Aft: 2 repeating lasers, 1 IFIC gun
200 in service of the Commonwealth, 250 in corporation service.
Escort – Class Corvette 200m, small, fast and compact, these ships are primarily anti-fighter and bomber platforms.
Broadside: 4 repeating lasers, 1 medium laser, 2 IFICs
Fore: 1 anti-fighter beam, 2 IFIC
Aft: 2 repeating lasers
300 in service of the Commonwealth 275 in corporate service.
There are more Corvettes and firgates within the commonwealth that, even in times are war; remain on patrol duty. At this point in time; the majority are out patrolling the known space shipping lanes.
All capital and cruiser level ships have multiple tractor beam emitters, also, the Republic class mounts one. They can be used to toss around smaller ships, or to prevent their escape, or to keep them still long enough to get a good hit off. The tractor beams are similar to those in star wars, you can't see the beam; however the tractored ship does gain a distinct blue aura. Can be used while shields are up, and often difficult to tell where the tractor is coming from, often because multiple ships may tractor a single vessel.
There are many other ships used by the Baeloaren’s, transports, currier vessels, cargo transports, and so on.
While the Commonwealth does not exercise direct control over private warships, commonwealth secret police do serve on board all vessels, and when ordered to by the Senate, will commandeer for official use. Commandos and secret police are always specially trained plebeian females.
The Baeloaren navy makes little use of fighter craft, aside from garrisons or major fleet formations, the Megaron, being a new ship class is an exception to this, wielding a modest compliment for a destroyer.
However, most Baeloaren ship's make use of the very potent anti-figther beam cannon. Thanks to precision computer targeting technology these weapons can slice through a fighter quickly and easily, and are most effective at breaking up tight formations at medium range.
Ordinance:
Offensive Torpedoes -
Fusion Torpedoes: Uninspired torpedoes, basically average.
Swarm Torpedoes: Torpedo filled with lots of small guided missiles. Launches the swarm when nearing it's target, can also be used against fighter groups.
Emp Torpedo: Run of the mill torpedo which releases an emp blast; directional or omni.
Defensive Torpedoes -
Countermeasure Torpedo: Filled with ECM equipment, designed to interfere with incoming ordinance.
EMP Torpedo (Detonation): Fired into torpedo swarms and detonated to disable a good number of enemy ordinances before they reach their targets. Can also be used offensively.
Orbit to Surface Torpedoes -
EMP Det: Same as above.
Fusion OTS Torpedoes: Specially hardened to penetrate heavy point defense and planetary atmospheres.
Precision OTS Torpedoes: Vary in size, usually targeted from a forward observer on the ground.
Earthquake Bomb: Extremely hardened bomb dropped from high orbit on a "region". Causes massive damage to underground structures, developed during the Second Worker Rebellion to empty out entire Warrens full of workers. Also has the effect of destroying subteranian infrastructures (sewers,water/electrical/communication,subways, etc.).
Tactical Craft: (Note that all weapons are not on the same scale as capital ship weapons, even if they hold the same name)
Interceptor: Small fast craft, designed to augment point defense and take down enemy bombers and ordinance.
Weapons: It has a point defense turret, along with a pair of laser guns, one is a regular medium laser, good damage good fire rate, the other is a repeating laser, very fast firing, low damage, best used against ordinance.
Space Superiority Fighter: Basic anti-fighter craft, not armed to combat capital ships.
Fighter/Bombers: Not as effective anti-fighter ships, especially effective against smaller escorts and gunships.
Medium Bomber: Not as fast or maneuverable as the F/B's but carry far stronger ordinance, in number can be very deadly.
Heavy Bomber: Slow, as far as tactical craft are concerned, carry lots of ordinance and a single large rail gun, useful for planetary bombardment, small enough to evade planetary defense weapons, but able to unload plenty of hurt on ground targets. Equipped with especially large sensors do help calculate bombardments.
Gunship: Basically a point defense platform.
Marine Transport Craft -
Assault Transport: Ferries a single squad of 13 marines. Hardened and armed, capable of ground or ship assaults.
Boarding Transport: Carries one squad, designed to cut through hulls of ships quickly. Unarmed, lightly armored.
Medium Transport: 2 Squads, 1 light vehicle. Lightly armed, armored.
Large Transport: 2 Platoons, 4 light vehicles. Lightly armed, armored.
Invasion Transport: Massive transport using the same design as certain mega freighters. Armed with some point defense weapons, and emp bombs, effective at clearing landing zones. Carries numerous vehicles and hundreds of troops.
Holdings:
Baleus Major System – 6 planets, the homeworld, one habitable, one uninhabitable, three gas giants. The gas giants have several, mine able moons. In addition, there is also a mined out asteroid field between the out worlds (gas giants) and the inner worlds.
:Homeworld - Bael. Once a lush blue/green world the planet's atmosphere is now toxic and great dust storms cover the planet. What's left of the planet's oceans has been reduced to a single raging sea of acid. All habitations are eithor above ground in archologies or hundreds of feet below the planet's surface. Most underground cities are connected by a series of high speed subways and no ships can safely fly within 5 miles of the surface. Each of bael's many archologies house plenty of industry, mostly devoted to the manufacture of luxuries.
:1 Industrial world - Mirdana: Terraformed long ago shortly after the discovery of interplanetary travel, industry includes the refining and processing of all ores mined from the moons obriting the system's gas giants. All industry is housed within the planet's numerous archologies. Leaving most of the planet's surface for other industries, such as land for animal grazing. Mostly vast plains, one interconnecting ocean covers about 30% of the planet's surface.
Ignatius System – Binary system, 8 planets, one almost habitable, one gas giant, six uninhabitable.
:1 Industrial world – Ignate: Ignate is home to the Ignatius Shipping Shipyard Facility, comprising of large consturction facilties both on the surface and in orbit, it has the largest ship construction capacity in the region. The planet's archologies many support the various minning operations occuring on the system's uninhabitable planets. Beyond the archologies, the planet is a very inviting place, perfect for growing the high quality food stuffs the Baeloaren people desire.
Belramus System – 2 planets, both undergoing terraforming.
:2 Industrial Worlds - Though colonized over a century ago, both planets are undergoing the final years of terraformation.
Beta Aquiline System – 12 planets, 9 gas giants, one habitable, one partially terraformed, one undergoing terraformation.
:2 Industrial Worlds - Aquiline: It is a warm and inviting planet, with lush plains, deep blue oceans and vast swamplands. The ysalamiri dwell in large numbers in Aquiline's many swamplands. They are very similar to cats, and are common pets which have a tendency to imprint on their "favorite" master. Very clean, easily trained, they make ideal pets and companions. Also, while it is unknown to the Baeloarens, ysalamiri have the unique ability to "push" all magic, psionic, telepathic, extra sensory abilities and the like in a small radius around it, the effect is cumulative, because of this most parts of Aquiline are under this "affect". Similarly, most archologies on industrial worlds would have pockets of this affect throughout. note: this has been okayed by Pablo.
Mandara: Another planet in the Baeloaren Commonwealth that is undergoing the slow process of terraformation. All life exists within either archologies, underground plebeian cities, or on the surface in the form of a few sturdy, pre-engineered planets. It is completely safe to travel on the surface of Mandara, so long as you have an environmental suit on. The planet's archologies support plenty of industry, but nothing specific.
:1 Colony - A small colony which mainly works to support the neighboring industrial worlds, there are three archologies, two are devoted primarily to ore manufacturing, the third is entirely residential.
Regal Cola System – Six planets, 2 gas giants, one being terraformed, one colonized, two uninhabitable.
:1 Industrial World –Regale: Home to the Regal Cola shipyards, Regale is almost fully terraformed, it's atmosphere is at 90%, has considerable planet and animal life, though it's ocean is still undergoing construction. The planet's weather system is still irregular and is controlled locally by each archology. Regions where the weather is not regulated are subject to torrential rainfall and lighting storms. It is extremely dangerous to fly ships in these weather zones!
:1 Colony - 4 archologies, supports some of the systems minning, some minning is done on the planet itself. It housing ALL the system's refineries.
Baelus Minor System - Two planets, one colonized, one gas giant.
:1 Military Base - Edge of the Commonwealth's region of space.
Signus System – Trinary System at the edge of a large nebula, four planets, all uninhabitable.
-All worlds in the Signus System are dead, three house large mining colonies, with 1, 3 and 5 archologies. The military base is a stop-over for escorts. Dozens of transports go to and from worlds in the Signus System each week carries many tons of supplies or raw ore.
:1 Industrial World
:3 Colonized
Megaron System – Four planets, two gas giants, one colonized, one unterraformed.
:1 Colony - 2 Archologies
1: Military Base - Small shipyard
Fargus System – Three planets, uninhabitable.
:3 Colonized - Outer world, furthest system from the rest of the known galaxy, these worlds each have 6 archologies. Togather the colonies have the industry to equal a single small industrial world. Few transports run between this system and the homeworld. It is the official "backwater" of the Baeloaren Commonwealth.
Magnis System – One planet, one large asteroid belt.
:1 Colony - Supports mining, 3 archologies.
Pleasant System – Four planets, two gas giants, two habitable
:2 Colonized - Both planets are ideal for agriculture.
:1 Military Base - Home of the Order Secret Police Training Facility, medium ship production capabilities.
Physiology
The Baeloaren's are broken up into two distinct species, the Patricians and the Plebeians.
Patricians are short bipeds standing just over 5' tall, on average, aside from their face, hands, and feet, they are covered in hair, usually black, brown, blonde, or white. Their heads are oblong, and their facial features, similar to those of a human, protrude slightly from their face. For their size, they have exceptionally long arms, with slender, agile fingers. On the outside they bear a resemblance to apes of Earth, but the similarities end there, internally they are significantly different. They tend to be very competitive, but always courteous and congenial, which is reflected on their open market economy. They make up roughly 30% of the population within the Commonwealth.
Plebeians act as the workers for the Baeloaren Commonwealth, engineered over time from a primitive mammal found on the Baeloaren homeworld of Baeloaren into a wholly different creature completely subservient to the pure, patrician, population. Thanks to centuries of genetic engineering and early conditioning, all plebeians are totally loyal to their masters, reveling in any work given to them. They were engineered to enjoy their otherwise difficult lifestyle. The result, a biological robot of sorts, loyal, committed, almost zealous, they desire nothing more from life than to serve their masters. They are much taller than their masters, averaging just over 6' in height, are completely hairless with somewhat circular heads. They retain the long slender fingers of their forbearers, but are somewhat more resilient and far sturdier than their hairy cousins.
Society
Baeloaren society is highly stratified, the Patrician’s live above ground in towering, self-contained structures called Archologies, while the worker Plebeian happily trudge away at the base of these massive structures, or just below the surface if the world is uninhabitable. While an archology can (size dependant) comfortably house between 10,000 and 10,000,000; of course the patrician lifestyle greatly decreases that number.
Thanks to proper breeding techniques the large plebeian population is very content to life out their lives as dedicated workers requiring only food and minimal sleeping accommodations; there has not been a single report of discontent in over half a century.
Order Police:
ALL Female plebeians are part of the Order Police, none outside the order have ever seen the face of a Female plebian, as they always wear at least a light, extremely agile, combat armor. Depending on their rank (which is to say, occupation) they may wear light police armor, medium infantry armor, or special stealth armor. The stealth armor has never actually been seen, and its existence would be highly debated, but those who have debated have quickly dropped the subject "of their own accord". Specially bred and conditioned the Order Police is virtually immune to the effects and probes of telepaths and magicians. They are always working to maintain peace and order within the Baeloaren Republic, and are totally above the law, though their objectives rarely go against the law. The order police gene pool and education/training regiment have diverged from the conventional worker pool for several centuries, and have a number of special differences. Most notably, the female workers are virtually undetectable by telepaths, only to the more powerful telepaths will their presence be noticed, and even then only slightly. Mind scans are worthless; however a surgeon might have the ability to remove the female’s suicide gland, allowing conventional interrogation.
Technology
Baeloaren technology is not particularly special, their ships use a non-tactical warp drive called the Casimir Drive for FTL travel, and their ships have distinctively uninspired designs. The technology industry within the Commonwealth is mainly geared towards the civilian consumer, but all the mega corporations have military research departments of their own, after all, the Commonwealth allows them to use any military hardware they want, though private fleet sizes are regulated.
All Baeloaren ships have weaker torpedoes, but make up for this with enhanced point defense weapons and war computers.
The Archology
A fantastic piece of Baeloaren engineering and architecture, going miles into the sky, these buildings are totally self sufficient and provide their own means of planetary defense. While large industrial worlds, such as the homeworld, which have many such structures, can create a network that resembles a full scale planetary shield, this is rarely the case on less populated worlds and colonies. The advantage, militarily, is that a single archology represents a significant target, but is small enough to require precision weapons for direct hits on the archology shields. Designed to survive all but the harshest earthquake (not to mention most of the earth in the vicinity of the archology falls under its shielding) these structures are not easily leveled. Originally designed long ago when the atmosphere of the homeworld began reaching unhealthy levels, they are the culmination of centuries of designing. It should be noted that most archologies will have a number of surface to orbit weapons, and there are very few instances where patirican populations will live outside of an archology; though on habitable it is very common for a majority of the plebeian population to live above ground, at the foot of an archology. Aside from housing entire populations, they are home to factories; only large scale ship production is handled outside.
Economy
The Baeloaren Commonwealth has a very “hands off” policy when it comes to the open market economy. While there are countless small businesses, the economy is dominated by ten mega corporations:
Megaron Industries – Greatly weakened after illegal first contact, sued by the government successfully.
Standard Construction Corporation
Joint Interstellar Banking
Homeworld Industries
Magnis Minning Corporation
Regal Cola Incorporated
Journey Drive Corporation
Fargus & Sons
Tasty World Food Consortium
Ignatius Shipping Incorporated
All originally founded on Baelohrn before or shortly after the invention of interstellar travel, they hold considerable sway in Baeloaren politics, and together have a substantial number of warships at their disposal.
Government
The Baeloaren Commonwealth has two ruling branches, the Homeworld Senate, composed of 20 elected officials from the city of Capital, the largest archology in the whole commonwealth, on the homeworld. The senate has direct control of the Commonwealth, its polices, and the court and regulatory agencies. The second branch, called the Patrician High Council is composed of elected members from every archology within the commonwealth. While they have no direct power, they oversee all actions of the Homeworld Senate and have the capacity to overrule any law or judgement with a 60% majority vote, can vote a Senator out of power with a 70% majority vote and can pass emergency laws with a 100% vote. Many mega corporations own archologies and therefore have significant influence over the government.
Military
Standing army: Marines and female plebeian Special Forces agents only. There is always a large surplus of male plebeian’s in the event armies are required. The next generation of Workers is undergoing full military training.
Ships now updated
Capital
Hive – Fleet Carrier: 2.5km long. Holds interceptors, Space Superiority Fighters, light bombers, heavy bombers, and gunship point defense platforms. Having one central launch bay with a small fighter exit on the broadsides and a larger entry in the front, with 4 small tractor-beams. Each bay has 4 small tractor-beams to help guide ships in. Also carriers repair vehicles to facilitate repairs or construction. The Hive is the center of local fleet operations, and houses all the facilities needed to command an entire fleet. It’s tactical craft allow it to maintain a significant presence over a good distance, and it’s capacity for supplies is great. The closest thing the Baeloarens have to a fleet tender.
Broadside: 5 anti-fighter beams, 30 IFIC guns, 12 light repeating lasers, 2 light railguns, 5 Medium lasers
Fore: 2 anti-fighter beams, 10 IFIC guns, 4 medium Lasers, 6 repeating lasers.
Aft: 2 IFIC guns, 4 light repeating lasers, one large tractor-beam emitter, 2 medium lasers.
5 In service of the Commonwealth, 1 owned by Fargus & Sons and Magnis Mining Corporation.
Ship of the Line – Dreadnaught: 2.5km long. Pride of the Commonwealth fleet, these ships have both effective forward weapons, but are best used in a wall of battle.
Broadside: 4 anti-fighter beams, 10 IFIC guns, 10 repeating lasers, 8 heavy lasers,
10 torpedo tubes, 15 medium railguns, 12 medium lasers.
Fore: 8 Heavy railguns, 6 IFIC guns, 8 medium lasers, 2 anti-fighter beam, 6 repeating lasers, 8 torpedo tubes.
Aft: 5 IFIC guns, 10 repeating lasers, 5 medium lasers.
14 In service of the Commonwealth, 1 owned by Ignatius Shipping Incorporated and Regal Cola.
Homeworld - Battlecruiser: 2km long.
Recently built to replace the Classic class.
Broadside: 5 anti-fighter beams, 12 IFIC guns, 8 repeating lasers, 5 heavy lasers, 8 torpedo tubes, 12 medium railguns, 15 medium lasers.
Fore: 6 IFIC guns, 2 medium lasers, 2 anti-fighter beams, 6 repeating lasers, 6 heavy railguns, 6 torpedo tubes.
Aft: 3 IFIC guns, 1 anti-fighter beam, 4 repeating lasers, 2 medium lasers, 2 medium railguns.
8 in service
Cruiser
Classic – Super Heavy Cruiser 1.5 km long, these used to be the ships of the line, but most have been decommissioned. Recently a number have been brought out of mothball and have been refit.
Broadside: 2 anti-fighter beams, 6 IFIC guns, 10 repeating lasers, 4 heavy lasers,
6 torpedo tubes, 10 medium railguns, 10 medium lasers.
Fore: 4 Heavy railguns, 5 IFIC guns, 6 medium lasers, 2 anti-fighter beam, 6 repeating lasers, 2 Torpedo tubes.
Aft: 5 IFIC guns, 10 repeating lasers, 5 medium lasers.
8 In service of the Commonwealth, 2 owned by Standard Construction Corporation and Joint Interstellar Banking.
Patrician – Strike Cruiser 1km long, fast, sturdy cruiser, quite manuverable.
Broadside: 1 anti-fighter beam, 4 IFIC guns, 5 repeating lasers, 2 medium railguns, 5 medium lasers, 1 heavy laser, 3 Torpedo tubes.
Fore: 1 anti-fighter beam, 3 heavy railguns, 8 IFIC guns, 2 Torpedo tubes, 1 heavy laser.
Aft: 5 repeating lasers, 1 medium laser.
26 in service of the Commonwealth, two owned by each mega corporation.
Megaron – Heavy Destroyer 850m long, fairly fast, designed to be small mobile bases for border patrol and deploy tactical support for taskforces that don’t include a fleet Carrier. Broadside: 1 anti-fighter laser, 2 IFIC guns, 8 repeating lasers, 1 medium railgun, 2 medium lasers.
Fore: 10 repeating lasers, 2 IFIC guns, 1 heavy laser, 1 heavy Railgun, 1 Torpedo tube.
Aft: 1 IFIC gun, 4 repeating lasers, 1 medium laser.
35 in service of the Commonwealth, two owned by each corporation, 6 others are kicking around between the corporations.
Escorts
Republic – Class Frigate 350m long, built in a wedge shape to allow as many guns to fire on a target at once as possible, the ship is built around a single heavy laser cannon in the nose.
Broadside: 1 anti-fighter beam, 1 medium laser, 2 IFIC guns, 6 repeating lasers
Fore: 1 heavy laser, 1 IFIC gun.
Aft: 2 repeating lasers, 1 IFIC gun
200 in service of the Commonwealth, 250 in corporation service.
Escort – Class Corvette 200m, small, fast and compact, these ships are primarily anti-fighter and bomber platforms.
Broadside: 4 repeating lasers, 1 medium laser, 2 IFICs
Fore: 1 anti-fighter beam, 2 IFIC
Aft: 2 repeating lasers
300 in service of the Commonwealth 275 in corporate service.
There are more Corvettes and firgates within the commonwealth that, even in times are war; remain on patrol duty. At this point in time; the majority are out patrolling the known space shipping lanes.
All capital and cruiser level ships have multiple tractor beam emitters, also, the Republic class mounts one. They can be used to toss around smaller ships, or to prevent their escape, or to keep them still long enough to get a good hit off. The tractor beams are similar to those in star wars, you can't see the beam; however the tractored ship does gain a distinct blue aura. Can be used while shields are up, and often difficult to tell where the tractor is coming from, often because multiple ships may tractor a single vessel.
There are many other ships used by the Baeloaren’s, transports, currier vessels, cargo transports, and so on.
While the Commonwealth does not exercise direct control over private warships, commonwealth secret police do serve on board all vessels, and when ordered to by the Senate, will commandeer for official use. Commandos and secret police are always specially trained plebeian females.
The Baeloaren navy makes little use of fighter craft, aside from garrisons or major fleet formations, the Megaron, being a new ship class is an exception to this, wielding a modest compliment for a destroyer.
However, most Baeloaren ship's make use of the very potent anti-figther beam cannon. Thanks to precision computer targeting technology these weapons can slice through a fighter quickly and easily, and are most effective at breaking up tight formations at medium range.
Ordinance:
Offensive Torpedoes -
Fusion Torpedoes: Uninspired torpedoes, basically average.
Swarm Torpedoes: Torpedo filled with lots of small guided missiles. Launches the swarm when nearing it's target, can also be used against fighter groups.
Emp Torpedo: Run of the mill torpedo which releases an emp blast; directional or omni.
Defensive Torpedoes -
Countermeasure Torpedo: Filled with ECM equipment, designed to interfere with incoming ordinance.
EMP Torpedo (Detonation): Fired into torpedo swarms and detonated to disable a good number of enemy ordinances before they reach their targets. Can also be used offensively.
Orbit to Surface Torpedoes -
EMP Det: Same as above.
Fusion OTS Torpedoes: Specially hardened to penetrate heavy point defense and planetary atmospheres.
Precision OTS Torpedoes: Vary in size, usually targeted from a forward observer on the ground.
Earthquake Bomb: Extremely hardened bomb dropped from high orbit on a "region". Causes massive damage to underground structures, developed during the Second Worker Rebellion to empty out entire Warrens full of workers. Also has the effect of destroying subteranian infrastructures (sewers,water/electrical/communication,subways, etc.).
Tactical Craft: (Note that all weapons are not on the same scale as capital ship weapons, even if they hold the same name)
Interceptor: Small fast craft, designed to augment point defense and take down enemy bombers and ordinance.
Weapons: It has a point defense turret, along with a pair of laser guns, one is a regular medium laser, good damage good fire rate, the other is a repeating laser, very fast firing, low damage, best used against ordinance.
Space Superiority Fighter: Basic anti-fighter craft, not armed to combat capital ships.
Fighter/Bombers: Not as effective anti-fighter ships, especially effective against smaller escorts and gunships.
Medium Bomber: Not as fast or maneuverable as the F/B's but carry far stronger ordinance, in number can be very deadly.
Heavy Bomber: Slow, as far as tactical craft are concerned, carry lots of ordinance and a single large rail gun, useful for planetary bombardment, small enough to evade planetary defense weapons, but able to unload plenty of hurt on ground targets. Equipped with especially large sensors do help calculate bombardments.
Gunship: Basically a point defense platform.
Marine Transport Craft -
Assault Transport: Ferries a single squad of 13 marines. Hardened and armed, capable of ground or ship assaults.
Boarding Transport: Carries one squad, designed to cut through hulls of ships quickly. Unarmed, lightly armored.
Medium Transport: 2 Squads, 1 light vehicle. Lightly armed, armored.
Large Transport: 2 Platoons, 4 light vehicles. Lightly armed, armored.
Invasion Transport: Massive transport using the same design as certain mega freighters. Armed with some point defense weapons, and emp bombs, effective at clearing landing zones. Carries numerous vehicles and hundreds of troops.
Holdings:
Baleus Major System – 6 planets, the homeworld, one habitable, one uninhabitable, three gas giants. The gas giants have several, mine able moons. In addition, there is also a mined out asteroid field between the out worlds (gas giants) and the inner worlds.
:Homeworld - Bael. Once a lush blue/green world the planet's atmosphere is now toxic and great dust storms cover the planet. What's left of the planet's oceans has been reduced to a single raging sea of acid. All habitations are eithor above ground in archologies or hundreds of feet below the planet's surface. Most underground cities are connected by a series of high speed subways and no ships can safely fly within 5 miles of the surface. Each of bael's many archologies house plenty of industry, mostly devoted to the manufacture of luxuries.
:1 Industrial world - Mirdana: Terraformed long ago shortly after the discovery of interplanetary travel, industry includes the refining and processing of all ores mined from the moons obriting the system's gas giants. All industry is housed within the planet's numerous archologies. Leaving most of the planet's surface for other industries, such as land for animal grazing. Mostly vast plains, one interconnecting ocean covers about 30% of the planet's surface.
Ignatius System – Binary system, 8 planets, one almost habitable, one gas giant, six uninhabitable.
:1 Industrial world – Ignate: Ignate is home to the Ignatius Shipping Shipyard Facility, comprising of large consturction facilties both on the surface and in orbit, it has the largest ship construction capacity in the region. The planet's archologies many support the various minning operations occuring on the system's uninhabitable planets. Beyond the archologies, the planet is a very inviting place, perfect for growing the high quality food stuffs the Baeloaren people desire.
Belramus System – 2 planets, both undergoing terraforming.
:2 Industrial Worlds - Though colonized over a century ago, both planets are undergoing the final years of terraformation.
Beta Aquiline System – 12 planets, 9 gas giants, one habitable, one partially terraformed, one undergoing terraformation.
:2 Industrial Worlds - Aquiline: It is a warm and inviting planet, with lush plains, deep blue oceans and vast swamplands. The ysalamiri dwell in large numbers in Aquiline's many swamplands. They are very similar to cats, and are common pets which have a tendency to imprint on their "favorite" master. Very clean, easily trained, they make ideal pets and companions. Also, while it is unknown to the Baeloarens, ysalamiri have the unique ability to "push" all magic, psionic, telepathic, extra sensory abilities and the like in a small radius around it, the effect is cumulative, because of this most parts of Aquiline are under this "affect". Similarly, most archologies on industrial worlds would have pockets of this affect throughout. note: this has been okayed by Pablo.
Mandara: Another planet in the Baeloaren Commonwealth that is undergoing the slow process of terraformation. All life exists within either archologies, underground plebeian cities, or on the surface in the form of a few sturdy, pre-engineered planets. It is completely safe to travel on the surface of Mandara, so long as you have an environmental suit on. The planet's archologies support plenty of industry, but nothing specific.
:1 Colony - A small colony which mainly works to support the neighboring industrial worlds, there are three archologies, two are devoted primarily to ore manufacturing, the third is entirely residential.
Regal Cola System – Six planets, 2 gas giants, one being terraformed, one colonized, two uninhabitable.
:1 Industrial World –Regale: Home to the Regal Cola shipyards, Regale is almost fully terraformed, it's atmosphere is at 90%, has considerable planet and animal life, though it's ocean is still undergoing construction. The planet's weather system is still irregular and is controlled locally by each archology. Regions where the weather is not regulated are subject to torrential rainfall and lighting storms. It is extremely dangerous to fly ships in these weather zones!
:1 Colony - 4 archologies, supports some of the systems minning, some minning is done on the planet itself. It housing ALL the system's refineries.
Baelus Minor System - Two planets, one colonized, one gas giant.
:1 Military Base - Edge of the Commonwealth's region of space.
Signus System – Trinary System at the edge of a large nebula, four planets, all uninhabitable.
-All worlds in the Signus System are dead, three house large mining colonies, with 1, 3 and 5 archologies. The military base is a stop-over for escorts. Dozens of transports go to and from worlds in the Signus System each week carries many tons of supplies or raw ore.
:1 Industrial World
:3 Colonized
Megaron System – Four planets, two gas giants, one colonized, one unterraformed.
:1 Colony - 2 Archologies
1: Military Base - Small shipyard
Fargus System – Three planets, uninhabitable.
:3 Colonized - Outer world, furthest system from the rest of the known galaxy, these worlds each have 6 archologies. Togather the colonies have the industry to equal a single small industrial world. Few transports run between this system and the homeworld. It is the official "backwater" of the Baeloaren Commonwealth.
Magnis System – One planet, one large asteroid belt.
:1 Colony - Supports mining, 3 archologies.
Pleasant System – Four planets, two gas giants, two habitable
:2 Colonized - Both planets are ideal for agriculture.
:1 Military Base - Home of the Order Secret Police Training Facility, medium ship production capabilities.
Last edited by InnocentBystander on 2004-09-24 01:32pm, edited 5 times in total.
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Veithan OOB 2 (Ground Forces and Misc)
(OOC: Meh, My OOB grew to a point where SDNET no longer wanted to fit it all in one place. As such, I am putting the ground elements in this part of the OOB.
)
Veithan Empire Army List (Human Forces)
Designation: General Purpose Armor “Sentinel”
Type: Exoskeleton with under-suit mesh
Armor: fused amalgam of hardened alloys, ceramics and battle plastics
Sensors: Infrared, Thermal, Low Light, Motion, Tele Optics, Image Enhancement, Boosted Hearing Range (Standard Package)
Stealth Capability: Adaptive Camouflage
Smart gun Capability: 1 [right shoulder mount]
Active Defenses: None
ECM/ECCM: No/No
EMP Hardening: Some
Internal Combat Drug Delivery System: Yes
Standard Load Out: 1x “Devastator” Hybrid Assault Rifle [Iridium rounds]
Description: The “Sentinel” general purpose armor is commonly worn by SWAT and police forces within the Empire as well as a small number of military units. The armor is unpowered but offers substantial protection and mobility. Its integral sensor system is compact and powerful, allowing the trooper a good view of the battlefield. Its adaptive camouflage exterior allows it to blend with its environment and thus affords it a certain amount of stealth. Its smart gun slot mounted on the right shoulder allows extra flexibility by the ability to mount from a plasma cannon to a repeating blaster. Less capable versions of the Sentinel are commonly exported to any nation that can afford them.
Designation: Light Powered Armor “Hobgoblin”
Type: Powered Armor
Armor: hardened alloys, ceramics, crystal matrixes and battle-plastics
Sensors: Advanced Package including integral laser range finders and designators
Stealth Capability: Chameleon Field
Smart gun capability: 1 [right shoulders]
Active Defenses: Force Screen [front arc only]
ECM/ECCM: Yes/Yes
EMP Hardening: Full
Internal Combat Drug Delivery System: Yes
Standard Load Out: 1x “Cobra” Hybrid Sniper Rifle
Description: The “Hobgoblin” is the lightest powered armor fielded by the Veithan Empire and is not designed to deal directly in front line combat. The sensor suite in the Hobgoblin is impressive, allowing the trooper to survey the battlefield and convey those images anywhere in the battlefield. Its stealth capabilities are potent, its chameleon field allowing it to blend into its background and scatter sensor signals. Its single smart gun slot allows it to mount extra firepower, although most troopers use the slot to mount extra electronic and sensor equipment. The Hobgoblin is also the smallest unit capable of actively generating a force screen, granting even more endurance to the design although the force screen is only effective from the front of the armor and only when active.
Designation: Medium Powered Armor “Hammerhead”
Type: Powered Armor
Armor: hardened alloys, ceramics, crystal matrixes and battle-plastics
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Smart gun capability: 2 [both shoulders]
Active Defenses: Force Screen
ECM/ECCM: No/Yes
EMP Hardening: Full
Internal Combat Drug Delivery System: Yes
Standard Load Out: 1x “Annihilator” Hybrid Cannon [Iridium/AM], 1x Plasma Cannon [smartgun], 1x Scatter Auto-gun[smartgun]
Description: The Hammerhead is the smallest powered armor design intended to deal with heavy combat. Its sensor system is more than adequate for its role and its combination of armor, firepower and mobility has earned it a good reputation on the battlefield. The two smartgun slots in the shoulders are usually found mounting a plasma cannon for light armor, and a scatter auto-gun for softer targets as it fills the air with thousands of ceramic shards. Its primary weapon is the “Annihilator” Hybrid Cannon a weapon capable of accelerating iridium and anti-matter particles to near light speed. The force screen of the Hammerhead and all larger designs unlike that of the Hobgoblin offers full protection from the front and the back.
Designation: Heavy Powered Armor “Ogre”
Type: Powered Armor
Armor: hardened alloys, ceramics, crystal matrixes and battle-plastics
Sensors: Extended Package Mk 2
Stealth Capability: Adaptive Camouflage
Smart gun capability: 2 [both shoulders]
Force Blades: Yes
Active Defenses: Force Screen
ECM/ECCM: No/Yes
EMP Hardening: Full
Internal Combat Drug Delivery System: Yes
Standard Load Out: 1x “Armageddon” Cannon [2x Plasma/Iridium], 1x Improved Plasma Launcher [smartgun], 1x 40mm High-Velocity Grenade Launcher [smartgun]
Description: The most commonly seen powered armor in the ranks of the Veithan Army, the Ogre is a feared sight in the infantry battlefield. Its improved sensor systems grant it a clear view of the battlefield while its weapon systems are more than capable of devastating most opposition. Its twin smartgun slots are usually found mounting an improved plasma launcher which can deal fatal blows to heavy armor including tanks and a 40mm grenade launcher capable of accurately placing a grenade on target up to 300 meters away with only inches of deviation. The weapon of choice for the “Ogre” Is the Armageddon Cannon, which is composed of twin-linked plasma cannon with an under-barrel hybrid component.
Designation: Assault Powered Armor “Berzerker”
Type: Powered Armor
Armor: hardened alloys, ceramics, crystal matrixes and battle-plastics
Sensors: Extended Package Mk 3
Stealth Capability: Adaptive Camouflage and Chameleon Field
Smart gun capability: 3 [both shoulders and one forearm]
Force Blades: Yes
Active Defenses: Force Screen and Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Internal Combat Drug Delivery System: Yes
Standard Load Out: 1x “Apocalypse” Hybrid Gatling Cannon [Iridium/AM/Thorium], 2x Improved Plasma Launcher [smartgun], 1x Scatter Auto-Gun [smartgun], 1x Pulser Gun [smartgun]
Description: The large “Berzerker” has been called by some a powered suit that thinks it’s a powered armor. Its sensor systems match its bulk in both capacity and reliability allowing the berserker to find the enemy wherever it may hide. In order to allow the large Berzerker to make it to combat, it incorporates both adaptive camouflage and chameleon field technology. Its four smartgun slots give it unheard of flexibility in ways of dealing with the enemy, and its internal AI is more capable than most in other to deal with the four slaved weapon systems. The Berzerker is also equipped with full ECCM capabilities. The amount of information that a Berzerker user must manage is considerable, enough so that the HUD and mental interface network had to be reworked giving the AI more flexibility in handling various mundane tasks. A similar version of the Berzerker called the “Shiva” is found in Naval Vessels for boarding actions and defensive measures. The “Shiva” is large enough that even should the trooper be killed, the fall of the suit would block out the hall and offer yet another obstacle for boarders to overcome.
Designation: Main Battle Tank “Conqueror”
Type: A-Grav MBT
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 150 kph
Top Speed: 300 kph
Crew: 3
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 30cm Particle Cannon, 1x Psy-Cannon, 1x Point Defense Network, 4x 3cm gatling pulsar, 1x VLMS [20 missiles],
Description: The Conqueror is the standard main battle tank fielded by the Veithan Empire. It is a capable design, fielding a potent mix of weaponry and suitably protected from hostile fire. Its greatest advantage however is a redundant and impressive sensor suite, which allows it to see most enemies before they see it. It is however, believed to be in the process of being replaced as the premiere ground unit in the Empire within the next few years. Nonetheless, the Conqueror is currently to be able to hold its own against any known similar combatant and give a good showing of itself.
Designation: Armored Personnel Carrier “Zephyr”
Type: A-Grav APC
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 200 kph
Top Speed: 350 kph
Crew: 2
Cargo: 12 PA troops/24 non-PA troops
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 10cm Particle Cannon, 1x Psy-Cannon, 1x Point Defense Network, 2x 3cm gatling pulsar, 2x high velocity-grenade launchers
Description: The Zephyr is the stereotypical Veithan APC. It is fast, maneuverable and relatively well armed for its size. Its protection is substantial but the Zephyr is not expected to deal in heavy combat. Its purpose is to safely transport personnel to wherever they are needed. Like all Veithan designs, the sensor suite is superlative and allows it a great deal of flexibility in bypassing or circumventing possible hot spots.
Designation: Infantry Fighting Vehicle “Cougar”
Type: A-Grav IFV
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 175 kph
Top Speed: 325 kph
Crew: 3
Cargo: 6 PA troops/12 non-PA troops
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 15cm Particle Cannon, 1x Psy-Cannon, 1x Point Defense Network, 2x 3cm gatling pulsar, VLMS [10 missiles]
Description: The Cougar is a capable design somewhere between an APC and a main battle tank. Its armament is adequate, capable of dealing with light to medium armor with its 15cm particle cannon while using its 3cm pulsars and vertical launch missile system to deal with powered infantry. With the proper load-out and skillfully handled, the Cougar can be a threat to vehicles larger than itself.
Designation: Anti-Air Defense System “Hydra”
Type: A-Grav AADS
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 175 kph
Top Speed: 325 kph
Crew: 2
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 8x 3cm gatling pulsar, 2x point defense networks
Description: The Hydra is so called due to its eight 3cm gatling pulsars which resting on the top of the vehicles look like “heads”. The Hydra is a specialized design capable of making short work of aircraft as well as providing an anti-artillery umbrella. It is capable a tracking a host of sub-munitions and attempt to engage them. The 3cm pulsars are also capable of making short work of even the toughest infantry, as well as engaging lightly armored vehicles. The Hydra has very little chance of actively penetrating heavy armor, and thus is generally found in the back lines offering anti-infantry and anti-air fire.
Designation: Mobile Artillery “Storm Hammer”
Type: A-Grav MA
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 125 kph
Top Speed: 300 kph
Crew: 2
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 30cm PP Launcher, 1x point defense network, 2x 3cm gatling pulsars, VLMS [area denial 10 missiles]
Description: The Storm Hammer is the most common type of Mobile Artillery in the Veithan Army. Its 30cm particle proton launcher is capable of devastating its target area, turning infantry to slag and capable of destroying most armored vehicles. The Storm Hammer is well armored and mobile, although it is expected to stay lurking in the back of the front lines while it showers its target with its lethal payload.
Designation: Mobile Drone Carrier “Hive”
Type: A-Grav MDC
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 150 kph
Top Speed: 338 kph
Crew: 6
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 12cm Particle Cannon, 2x point defense network, 4x 3cm gatling pulsars
Standard Drone Load Out: 14 “Hummingbird” Sensor Drones, 6 “Shrike” Attack Drones
Description: The “Hive” is tasked with deploying its drones from the back lines, scouting ahead of Veithan forces. The “hummingbird” sensor drones are marvels of engineering and miniaturization. Their sensor load out is substantial if relatively short ranged. The most feared capability of the hummingbirds is their capability to carry a target designator, allowing for pinpoint strikes with artillery and other methods available to veithan forces. The “shrike” class attack drones are capable against infantry of all types, although its light weaponry is generally unable to threaten anything but the most lightly armored of vehicles.
Designation: Mobile Electronic Warfare Vehicle “Janus”
Type: A-Grav EWV
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 150 kph
Top Speed: 325 kph
Crew: 4
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: Yes/Yes
EMP Hardening: Full
Standard Load Out: 2x point defense network, 2x 3cm gatling pulsars
Description: The Janus is not designed to participate in combat, instead it is meant to utilize its impressive electronic warfare suit to gain control of the flow of information in a battle, denying it to the enemy while sharing it with other friendly units.
Designation: Mobile Armored Scout “Lancer”
Type: A-Grav MAS
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 250 kph
Top Speed: 375 kph
Crew: 4
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 5cm gatling pulsar, 1x point defense network, 1x Quad-Missile Launcher
Description: The Lancer is designed to exploit its speed and low profile to scout enemy formations. Its sensor system is more than adequate to fulfill its task, and integrates various forms of target designators. Its primary firepower is a single 5cm gatling pulsar capable of engaging infantry and armored targets. The weapon is not designed to deal with enemy heavy armor. It also utilizes a quad-missile launcher system, capable of firing a variety of anti-armor or anti-infantry missiles. The most common missiles used are hypervelocity and wire-guided variants, although anti-radiation missiles are also popular.
~~~~~~~~~~~~~~~
Ships built by the Veithan Empire
Rapid Reaction Force
5. Cruisers
10. Heavy Destroyers
10. Destroyers
15. Heavy Frigates
15. Frigates
Sixth Fleet
1. Dreadnought
2. Battleships
2. Drone Carriers
5. Battle Cruisers
5. Heavy Cruisers
5. Cruisers
20. Heavy Destroyers
30. Destroyers
25. Heavy Frigates
25. Frigates
Rapid Reaction Force Addition
3. Strike Cruisers
5. Heavy Destroyers
5. Destroyers
5. Heavy Frigates
5. Frigates
~~~
Veithan Empire Expansions
3. Systems in the Myheri Region
3. Systems in the Manasa Region
2. Systems in the Kalderi Region
2. Systems in the Anazasi Region
3. Systems in the "Ark Sector" Region
- Al-Quadim
- Yvela
- Sharia
3. Systems in "Unknown Space"
- Capricorn
- Virgo
- Sagittarius
3. Systems in "Far Space"
-New Veitha
-Calis
-Maliss
~~~
Veithan Fleet Auxilliaries
15. Fleet Tenders
25. Interdictors
20. Minelayers
30. FAS
30. Planetary Siege Ships
15. Repair Ships
15. Munitions Ships
Ships lost by the Empire
2. Light Frigates from the Sixth fleet [darkness incident]

Veithan Empire Army List (Human Forces)
Designation: General Purpose Armor “Sentinel”
Type: Exoskeleton with under-suit mesh
Armor: fused amalgam of hardened alloys, ceramics and battle plastics
Sensors: Infrared, Thermal, Low Light, Motion, Tele Optics, Image Enhancement, Boosted Hearing Range (Standard Package)
Stealth Capability: Adaptive Camouflage
Smart gun Capability: 1 [right shoulder mount]
Active Defenses: None
ECM/ECCM: No/No
EMP Hardening: Some
Internal Combat Drug Delivery System: Yes
Standard Load Out: 1x “Devastator” Hybrid Assault Rifle [Iridium rounds]
Description: The “Sentinel” general purpose armor is commonly worn by SWAT and police forces within the Empire as well as a small number of military units. The armor is unpowered but offers substantial protection and mobility. Its integral sensor system is compact and powerful, allowing the trooper a good view of the battlefield. Its adaptive camouflage exterior allows it to blend with its environment and thus affords it a certain amount of stealth. Its smart gun slot mounted on the right shoulder allows extra flexibility by the ability to mount from a plasma cannon to a repeating blaster. Less capable versions of the Sentinel are commonly exported to any nation that can afford them.
Designation: Light Powered Armor “Hobgoblin”
Type: Powered Armor
Armor: hardened alloys, ceramics, crystal matrixes and battle-plastics
Sensors: Advanced Package including integral laser range finders and designators
Stealth Capability: Chameleon Field
Smart gun capability: 1 [right shoulders]
Active Defenses: Force Screen [front arc only]
ECM/ECCM: Yes/Yes
EMP Hardening: Full
Internal Combat Drug Delivery System: Yes
Standard Load Out: 1x “Cobra” Hybrid Sniper Rifle
Description: The “Hobgoblin” is the lightest powered armor fielded by the Veithan Empire and is not designed to deal directly in front line combat. The sensor suite in the Hobgoblin is impressive, allowing the trooper to survey the battlefield and convey those images anywhere in the battlefield. Its stealth capabilities are potent, its chameleon field allowing it to blend into its background and scatter sensor signals. Its single smart gun slot allows it to mount extra firepower, although most troopers use the slot to mount extra electronic and sensor equipment. The Hobgoblin is also the smallest unit capable of actively generating a force screen, granting even more endurance to the design although the force screen is only effective from the front of the armor and only when active.
Designation: Medium Powered Armor “Hammerhead”
Type: Powered Armor
Armor: hardened alloys, ceramics, crystal matrixes and battle-plastics
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Smart gun capability: 2 [both shoulders]
Active Defenses: Force Screen
ECM/ECCM: No/Yes
EMP Hardening: Full
Internal Combat Drug Delivery System: Yes
Standard Load Out: 1x “Annihilator” Hybrid Cannon [Iridium/AM], 1x Plasma Cannon [smartgun], 1x Scatter Auto-gun[smartgun]
Description: The Hammerhead is the smallest powered armor design intended to deal with heavy combat. Its sensor system is more than adequate for its role and its combination of armor, firepower and mobility has earned it a good reputation on the battlefield. The two smartgun slots in the shoulders are usually found mounting a plasma cannon for light armor, and a scatter auto-gun for softer targets as it fills the air with thousands of ceramic shards. Its primary weapon is the “Annihilator” Hybrid Cannon a weapon capable of accelerating iridium and anti-matter particles to near light speed. The force screen of the Hammerhead and all larger designs unlike that of the Hobgoblin offers full protection from the front and the back.
Designation: Heavy Powered Armor “Ogre”
Type: Powered Armor
Armor: hardened alloys, ceramics, crystal matrixes and battle-plastics
Sensors: Extended Package Mk 2
Stealth Capability: Adaptive Camouflage
Smart gun capability: 2 [both shoulders]
Force Blades: Yes
Active Defenses: Force Screen
ECM/ECCM: No/Yes
EMP Hardening: Full
Internal Combat Drug Delivery System: Yes
Standard Load Out: 1x “Armageddon” Cannon [2x Plasma/Iridium], 1x Improved Plasma Launcher [smartgun], 1x 40mm High-Velocity Grenade Launcher [smartgun]
Description: The most commonly seen powered armor in the ranks of the Veithan Army, the Ogre is a feared sight in the infantry battlefield. Its improved sensor systems grant it a clear view of the battlefield while its weapon systems are more than capable of devastating most opposition. Its twin smartgun slots are usually found mounting an improved plasma launcher which can deal fatal blows to heavy armor including tanks and a 40mm grenade launcher capable of accurately placing a grenade on target up to 300 meters away with only inches of deviation. The weapon of choice for the “Ogre” Is the Armageddon Cannon, which is composed of twin-linked plasma cannon with an under-barrel hybrid component.
Designation: Assault Powered Armor “Berzerker”
Type: Powered Armor
Armor: hardened alloys, ceramics, crystal matrixes and battle-plastics
Sensors: Extended Package Mk 3
Stealth Capability: Adaptive Camouflage and Chameleon Field
Smart gun capability: 3 [both shoulders and one forearm]
Force Blades: Yes
Active Defenses: Force Screen and Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Internal Combat Drug Delivery System: Yes
Standard Load Out: 1x “Apocalypse” Hybrid Gatling Cannon [Iridium/AM/Thorium], 2x Improved Plasma Launcher [smartgun], 1x Scatter Auto-Gun [smartgun], 1x Pulser Gun [smartgun]
Description: The large “Berzerker” has been called by some a powered suit that thinks it’s a powered armor. Its sensor systems match its bulk in both capacity and reliability allowing the berserker to find the enemy wherever it may hide. In order to allow the large Berzerker to make it to combat, it incorporates both adaptive camouflage and chameleon field technology. Its four smartgun slots give it unheard of flexibility in ways of dealing with the enemy, and its internal AI is more capable than most in other to deal with the four slaved weapon systems. The Berzerker is also equipped with full ECCM capabilities. The amount of information that a Berzerker user must manage is considerable, enough so that the HUD and mental interface network had to be reworked giving the AI more flexibility in handling various mundane tasks. A similar version of the Berzerker called the “Shiva” is found in Naval Vessels for boarding actions and defensive measures. The “Shiva” is large enough that even should the trooper be killed, the fall of the suit would block out the hall and offer yet another obstacle for boarders to overcome.
Designation: Main Battle Tank “Conqueror”
Type: A-Grav MBT
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 150 kph
Top Speed: 300 kph
Crew: 3
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 30cm Particle Cannon, 1x Psy-Cannon, 1x Point Defense Network, 4x 3cm gatling pulsar, 1x VLMS [20 missiles],
Description: The Conqueror is the standard main battle tank fielded by the Veithan Empire. It is a capable design, fielding a potent mix of weaponry and suitably protected from hostile fire. Its greatest advantage however is a redundant and impressive sensor suite, which allows it to see most enemies before they see it. It is however, believed to be in the process of being replaced as the premiere ground unit in the Empire within the next few years. Nonetheless, the Conqueror is currently to be able to hold its own against any known similar combatant and give a good showing of itself.
Designation: Armored Personnel Carrier “Zephyr”
Type: A-Grav APC
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 200 kph
Top Speed: 350 kph
Crew: 2
Cargo: 12 PA troops/24 non-PA troops
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 10cm Particle Cannon, 1x Psy-Cannon, 1x Point Defense Network, 2x 3cm gatling pulsar, 2x high velocity-grenade launchers
Description: The Zephyr is the stereotypical Veithan APC. It is fast, maneuverable and relatively well armed for its size. Its protection is substantial but the Zephyr is not expected to deal in heavy combat. Its purpose is to safely transport personnel to wherever they are needed. Like all Veithan designs, the sensor suite is superlative and allows it a great deal of flexibility in bypassing or circumventing possible hot spots.
Designation: Infantry Fighting Vehicle “Cougar”
Type: A-Grav IFV
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 175 kph
Top Speed: 325 kph
Crew: 3
Cargo: 6 PA troops/12 non-PA troops
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 15cm Particle Cannon, 1x Psy-Cannon, 1x Point Defense Network, 2x 3cm gatling pulsar, VLMS [10 missiles]
Description: The Cougar is a capable design somewhere between an APC and a main battle tank. Its armament is adequate, capable of dealing with light to medium armor with its 15cm particle cannon while using its 3cm pulsars and vertical launch missile system to deal with powered infantry. With the proper load-out and skillfully handled, the Cougar can be a threat to vehicles larger than itself.
Designation: Anti-Air Defense System “Hydra”
Type: A-Grav AADS
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 175 kph
Top Speed: 325 kph
Crew: 2
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 8x 3cm gatling pulsar, 2x point defense networks
Description: The Hydra is so called due to its eight 3cm gatling pulsars which resting on the top of the vehicles look like “heads”. The Hydra is a specialized design capable of making short work of aircraft as well as providing an anti-artillery umbrella. It is capable a tracking a host of sub-munitions and attempt to engage them. The 3cm pulsars are also capable of making short work of even the toughest infantry, as well as engaging lightly armored vehicles. The Hydra has very little chance of actively penetrating heavy armor, and thus is generally found in the back lines offering anti-infantry and anti-air fire.
Designation: Mobile Artillery “Storm Hammer”
Type: A-Grav MA
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 125 kph
Top Speed: 300 kph
Crew: 2
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 30cm PP Launcher, 1x point defense network, 2x 3cm gatling pulsars, VLMS [area denial 10 missiles]
Description: The Storm Hammer is the most common type of Mobile Artillery in the Veithan Army. Its 30cm particle proton launcher is capable of devastating its target area, turning infantry to slag and capable of destroying most armored vehicles. The Storm Hammer is well armored and mobile, although it is expected to stay lurking in the back of the front lines while it showers its target with its lethal payload.
Designation: Mobile Drone Carrier “Hive”
Type: A-Grav MDC
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 150 kph
Top Speed: 338 kph
Crew: 6
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 12cm Particle Cannon, 2x point defense network, 4x 3cm gatling pulsars
Standard Drone Load Out: 14 “Hummingbird” Sensor Drones, 6 “Shrike” Attack Drones
Description: The “Hive” is tasked with deploying its drones from the back lines, scouting ahead of Veithan forces. The “hummingbird” sensor drones are marvels of engineering and miniaturization. Their sensor load out is substantial if relatively short ranged. The most feared capability of the hummingbirds is their capability to carry a target designator, allowing for pinpoint strikes with artillery and other methods available to veithan forces. The “shrike” class attack drones are capable against infantry of all types, although its light weaponry is generally unable to threaten anything but the most lightly armored of vehicles.
Designation: Mobile Electronic Warfare Vehicle “Janus”
Type: A-Grav EWV
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 150 kph
Top Speed: 325 kph
Crew: 4
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: Yes/Yes
EMP Hardening: Full
Standard Load Out: 2x point defense network, 2x 3cm gatling pulsars
Description: The Janus is not designed to participate in combat, instead it is meant to utilize its impressive electronic warfare suit to gain control of the flow of information in a battle, denying it to the enemy while sharing it with other friendly units.
Designation: Mobile Armored Scout “Lancer”
Type: A-Grav MAS
Armor: hardened alloys, ceramics, poly-crystal layers and other materials
Combat Speed: 250 kph
Top Speed: 375 kph
Crew: 4
Sensors: Extended Package
Stealth Capability: Adaptive Camouflage
Active Defenses: Shields
ECM/ECCM: No/Yes
EMP Hardening: Full
Standard Load Out: 1x 5cm gatling pulsar, 1x point defense network, 1x Quad-Missile Launcher
Description: The Lancer is designed to exploit its speed and low profile to scout enemy formations. Its sensor system is more than adequate to fulfill its task, and integrates various forms of target designators. Its primary firepower is a single 5cm gatling pulsar capable of engaging infantry and armored targets. The weapon is not designed to deal with enemy heavy armor. It also utilizes a quad-missile launcher system, capable of firing a variety of anti-armor or anti-infantry missiles. The most common missiles used are hypervelocity and wire-guided variants, although anti-radiation missiles are also popular.
~~~~~~~~~~~~~~~
Ships built by the Veithan Empire
Rapid Reaction Force
5. Cruisers
10. Heavy Destroyers
10. Destroyers
15. Heavy Frigates
15. Frigates
Sixth Fleet
1. Dreadnought
2. Battleships
2. Drone Carriers
5. Battle Cruisers
5. Heavy Cruisers
5. Cruisers
20. Heavy Destroyers
30. Destroyers
25. Heavy Frigates
25. Frigates
Rapid Reaction Force Addition
3. Strike Cruisers
5. Heavy Destroyers
5. Destroyers
5. Heavy Frigates
5. Frigates
~~~
Veithan Empire Expansions
3. Systems in the Myheri Region
3. Systems in the Manasa Region
2. Systems in the Kalderi Region
2. Systems in the Anazasi Region
3. Systems in the "Ark Sector" Region
- Al-Quadim
- Yvela
- Sharia
3. Systems in "Unknown Space"
- Capricorn
- Virgo
- Sagittarius
3. Systems in "Far Space"
-New Veitha
-Calis
-Maliss
~~~
Veithan Fleet Auxilliaries
15. Fleet Tenders
25. Interdictors
20. Minelayers
30. FAS
30. Planetary Siege Ships
15. Repair Ships
15. Munitions Ships
Ships lost by the Empire
2. Light Frigates from the Sixth fleet [darkness incident]
Last edited by Marcao on 2004-09-26 02:10pm, edited 5 times in total.
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Dramatis Personae
Government
President Charles Major – President and Head of State of the Republic of Nashtar, and Commander-In-Chief of its armed forces, Charles Major is a popular President two years into his first six-year term. He was elected by a comfortable 64% of the vote, and his approval ratings have only gone up since his personal part in the ground fighting during the Rape of Terra, the subsequent successful destruction of the Overseer, the defeat of the Covenant of God after their attack upon Pinnacle, and the formation of the Quintuple Alliance. The only major black spot upon his administration is the ongoing occupation of Ix’ador, and that stain is lessened somewhat by his timely decision to enlist the help of the United Protectorates in quelling the fundamentalist uprisings. With the insurrection largely smothered and inroads to peace and independence for the former Covenant world well underway, President Major’s popularity looks to become higher than ever.
Minister of State Victor Godunov – The Minister of State is a skilled negotiator and deft architect of words and speeches. His colonial ancestors hailed from Russia on Earth, and his family speaks the Russian language and carries a light Russian accent even still, after 200 years of colonization.
Ambassador Shelton – The Republic’s senior Ambassador-At-Large, Shelton is widely considered the State Department’s best negotiator and is sent to the most important summits and to handle the most delicate negotiations. A fighter pilot in his youth, the ambassador still goes up when he can, allowed to do so by the Embassy District Aerospace Base commander, who owes him a favor from long ago. Shelton’s only major slip in negotiations was when he misunderstood the intentions of the Ousters, failing to realize that the worlds they wanted for their Diaspora were inhabited independent states. He still kicks himself for agreeing to the territorial demands without checking a star chart first. Shelton has a genial and friendly demeanor while negotiating, unless he wants to convey the Republic’s official displeasure, in which case he drops the disarming congeniality and becomes coldly businesslike.
Military
RSC
Command Staff
Fleet Admiral Martin Blessinger – The only five star admiral in the Navy, Adm. Blessinger is a level headed strategic thinker and an astute judge of men. His position as supreme wartime commander was awarded through sheer merit by President Major, passing several senior fleet commanders. Prior to being made Admiral of the Fleet, he commanded the Second Main Battle Fleet based in the Oro system.
Captain Thomas Corven – Captain Corven is a frigate commander on his “command tour,” that is, his duty tour at Central Command as an aide to the general staff rather than on his ship. At first assigned to Fleet Intelligence, where he was relegated to running secret dispatches not trusted to the transmitters to various admirals, he was spotted by Admiral Blessinger as too intelligent for such duty, and transferred to the Office of the Fleet Admiral as a direct adjunct to Blessinger. Ostensibly there to organize and present intelligence reports, he is really used as a sounding board by the Fleet Admiral, sometimes seeming to play Watson to Blessinger’s Holmes. While good at analysis, he is too rigidly conventional, a trait that Admiral Blessinger is trying to break him of.
First Fleet
Admiral Pierce – A cautious commander, Admiral Pierce is a genius for defensive deployments. While also highly skilled in offensive operations like all fleet commanders, he epitomizes the Republic’s military philosophy of never throwing away the lives of its men. He is not afraid to order ships into risky situations, but he has never ordered a plainly suicidal mission and tends to keep his ships in positions where they can mutually support each other. (He is rumored to be a top-class chess player.) The Venture is his flagship.
Captain Moriarty – Captain of the battleship Sabre, Moriarty was the first commander in the RSC to engage the Overseer in combat, firing on the attacking fleet of machines while withdrawing from Earth during the opening stages of the Rape of Terra. While unable to extract President Major from the planet, she did get word out and rallied the fleet to come to the rescue of humanity’s homeworld. During the battle, she drilled her ship straight in at the spearhead of the RSC’s battleship and cruiser gun line, breaking the Machine formation at great personal risk. She received the Medal of Honor for her actions during the battle.
Commodore Parck – Commander of First Fleet’s battle line of battleships and cruisers, Parck raises his flag on the NRS Claymore. Like his superior, Admiral Pierce, he is a cautious player. He takes his line’s primary job, defense of the fleet’s heavy carriers, very seriously.
Captain Philip Horton – Captain Horton is commander of the Sun Striker, and led the investigative expedition to determine the source of anomalous radio traffic that led to first contact with the Baeloarens.
Second Fleet
Admiral Barclay – Former commander of Sixth Fleet, Barclay was promoted and transferred to command Second after Admiral Blessinger was made overall naval commander. Most of his command experience has been in medium weight ships, and he’s still getting used to the concept of having so much firepower at his disposal. To counterbalance this, he is tasked with the defense of the Oro system and its vital industrial base, and defense is something he learned through hard experience out on the frontier. In exercises, he tends to order his battleship commanders into hit-and-run tactics. While this mildly frustrated some of the more aggressive captains, it has paid off surprisingly well in deep-space combat scenarios. (He does stand and fight when he has a fixed objective to defend, however.) Admiral Barclay’s current flagship is the NRS Discovery, quite the improvement from the Launcelot, his old command.
Third Fleet
Admiral Lansing – Commander of Third Fleet, Lansing is a smart, if conventional, commander. He prefers to operate his fleet in its carrier battle groups for operational maneuvering rather than engaging in massive fleet actions if the scenario allows for such tactics. When operating this way, he most often moves his battle groups to try and flank the enemy, if destruction of the enemy force is the objective. In operations where there is another objective with a defending fleet, he uses two of his battle groups to spoof the defenders and draw them out, giving the third a chance to strike the objective rather than trying to fight his way through the enemy defense through main force, a trick left over from his days commanding raiders in Sixth Fleet.
Commodore Harris – Commander of the cruisers and battleships of Third Fleet, Commodore Harris raises his flag on the NRS Broadsword. A history buff, he engaged the information-hungry Draconian ambassador in conversation about World War 2 during the first contact with that race, and turned over copies of his impressive collection of historical records to the representatives from Draconis, an act that was possibly instrumental in securing the present good relations and Alliance membership held by the Draconians.
Captain Remington – Commander of the newly commissioned battleship Black Prince, Remington is a cruiser commander by trade who commanded Liberty class battlecruisers before that class was retired from service in the RSC. He called in a few favors to ensure that his old command, the Independence, was sold to Rhonogo as a military vessel rather than broken up for scrap or made into a museum. He appreciates having the firepower of the old battlecruisers back under his command with his new ship, and appreciates the heavy armor even more.
Captain Wright – Commander of the cruiser Kensington, Wright is second in command of the blockade of Ix’ador that is the last naval part of Operation Broken Covenant. In addition to supporting the troops on the ground, Wright’s ship and the flotilla of destroyers and frigates he commands work to prevent arms smugglers and gunrunners from reaching the planet to arm what remains of the insurgency.
Fourth Fleet
Admiral Kimmel – Commander of Fourth Fleet, Kimmel runs a tight operation. Fourth is tasked to defend that part of the Republic least likely to suffer attack; the agricultural worlds and the commercial/vacation spot gas giant moon of Maeglos, all far to the interior and all less vital than the fortress worlds, capital, or industrial complex. This makes Kimmel drill his men all the harder, for he fears that the post will encourage complacency if he does not.
Captain Gerard – Captain of the battleship Constitution, Gerard is a conventional thinker who tends to be a little too confident in his own tactical analyses and predictions of enemy behavior. He is learning his lesson, and with his post he probably has time to learn it, but Kimmel is sometimes frustrated with him.
Fifth Fleet
Admiral Fisher – Fisher is the aggressive, confident, and tactically brilliant commander of the Fifth Main Battle Fleet. While brilliant at combat, especially large scale offensive operations, he is not the best at peacetime duties, as his brash demeanor towards the hostile commanders of the fleets menacing the Arcane Empire demonstrated during his failed peacekeeping mission there. Though the rapidity of events during the Arcanist fiasco sealed the failure of his mission regardless of anything he did, he didn’t ingratiate himself to anyone. He redeemed himself almost instantly, however, with his subsequent successful assault upon the Overseer’s base at Gamma-3658 and the capture of much technology and enemy ships from that base upon its fall. The stubbornness displayed in the space around Aber-Toril showed itself again after his return to Nashtar, when he wanted to reprimand Captain Benz for endangering his ship and abandoning his station defending Fisher’s flagship, the Enterprise, to rescue the stricken Dauntless during the battle, though Commodore Kensington, the battleship captain’s immediate superior, put Benz up for a medal for that same action.
Rear Admiral Simmons – Second in command of Fifth Fleet and commander of that fleet’s Second Battle Group, Simmons raises his flag on the Intrepid. Simmons is devoted to duty, so much so that he used his own carrier to screen the Enterprise when the flagship fell under fire from a Machine dreadnought during the Battle of Gamma-3658 in the absence of the Gladius.
Rear Admiral Green – Admiral Green was recently promoted from Commodore and given command of the newly completed NRS Journeyman and its battle group. He commanded the NRS Paladin before his promotion, and distinguished himself greatly at Gamma 3658.
Captain Rraskinar – A Zambaran, Rraskinar commands the Journeyman under Admiral Green. One of the few Zambarim to command a heavy warship (most prefer smaller raiders, in keeping with their hunting mindset), he is a cautious commander. He takes no risks with his carrier, staying well inside his escort screen and preferring to use hyperspace capable bombers and strike fighters whenever possible so as to not expose his carrier to enemy fire at all.
Commodore William Kensington – A brilliant heavy warship commander, Kensington is the longtime commander of Fifth Fleet’s battle line. With Kensington, battle line is only used in the loosest of senses; Kensington favors maneuver warfare and enveloping maneuvers. His most famous tactic, the Kensington Maneuver, involves setting heavy warships out away from the main body of the fleet, and then using a short hyperspace hop to put those ships directly into the enemy rear. This maneuver succeeded brilliantly at Pinnacle, cutting off the escape of the Covenant naval forces and throwing their retreat into disarray as he trapped their ships between Pinnacle’s orbital guns and his detachment of battleships and cruisers. That particular exploit earned him the Navy Cross for a fifth time. He commands from the NRS Warrior, named for the old HMS Warrior, Britain's first armored warship.
Captain Emil Corcoran – Captain of the Dauntless, Corcoran is a longtime friend of Commodore Kensington. Each man knows the other’s tactics and command styles intimately after so long commanding their ships side by side, and as a result, they make a very effective team when paired together in a firing line, each seeming to know just what the other will do. Together, they have often split their formation at just the right moment to flank, catch in crossfire, and destroy an opposing force. They favor a high-low bracket maneuver, modified to put the one battleship thirty degrees off of the direct line from the other battleship to the target, so as to avoid friendly fire accidents in the crossfire. When the Gladius is freed to join them, the three ships will space 120 degrees around and rain on the fire, but Admiral Fisher likes to keep one of the battleships close aboard the carrier group, so this is a rare occurrence. Captain Corcoran is on administrative duty until the Dauntless has her sensors replaced and is released from Orodan.
Captain Benz – Captain of the Gladius, Benz is a younger captain and prone to heroics. He tends to place others above himself, and will go to great lengths and great personal risk to help others. These two traits led him to abandon his post to relieve the Dauntless when its sensors were shot out, and ended in his ship being rammed by a destroyer and laid up in drydock for seven months. Until the Gladius is back online, he is assigned to administrative duty on Pinnacle.
Captain Borodin – Captain Borodin commands the cruiser Oppenheimer. He spearheaded the Warrior’s battle line in the opening moves of the battle of Gamma 3658 on the flanking of the first Machine dreadnought. He covered the escape of the battleships along with the Curie, though his ship fared much better than her companion cruiser.
Commander Coleman – Commanding officer of the destroyer Antares, Coleman distinguished himself greatly at Gamma 3658 before disaster struck, defeating four enemy destroyers and getting a piece of a cruiser before having the bow of his ship shot clean off by a return broadside from the cruiser he’d just raked and torpedoed. He had the presence of mind to order all engine power cut and allow his ship to coast out as a trio of frigates finished off the cruiser behind him, rather than attempt to maneuver and risk shaking his ship apart. His destroyer was carried back to Orodan in the forward landing bay of the Enterprise, and is now in drydock for seven months at least while half of her systems are rebuilt. He was awarded the White Crescent for saving his ship and the Navy Cross for valor in battle.
Sixth Fleet
Admiral Ossilege – Commander of Sixth Fleet, Admiral Ossilege is a domineering man who brooks little in the way of dissent. He made first contact with the representatives from the United Protectorates, and his businesslike manner, friendly offers of local star charts, and the way he ran roughshod over the junior diplomat who attempted to win concessions from the UP destroyer’s captain in exchange for information that the admiral freely gave as a courtesy all contributed to an instant good first impression of the Republic for the Protectorates captain. The job of Admiral of Sixth Fleet is more of a desk job than that of the other commanding admirals, due to Sixth’s lack of heavy warships to carry an admiral’s flag. When Ossilege does go out to command his fleet personally, he raises his flag on the Launcelot, a Merovingian class carrier named for the legendary master of Joyous Gard, to match the name of the military planet of the outer colonies.
Commodore Nellis – Commander of the Sixth Fleet guard detachment to Verling Station, Nellis raises his flag on a cruiser rather than a carrier, commanding from the Faraday. A shrewd commander, he made a daring gambit while attempting to locate and engage the cloaked raiders attacking the Psilon convoy transiting his system, using EMP bursts to try and make their cloaks fail, or at least flicker. Though it failed to find the raiders, as did the fire patterns laid down at the originating point of the enemy minefield, the EMP bursts did disable some of the homing mines used, which were then traced back to the Jardanian Empire.
Captain Duramente – Commander of the cruiser Churchill, Duramente led one of the initial raids against the Covenant of God in the opening stages of Operation Broken Covenant. His ship is stationed at Parlan.
Commodore Drayson – Commander of the task force defending Parlan, Drayson raises his flag on the medium carrier Baron. A skilled convoy escort leader, he is tasked with the primary stage of Operation Justice of the Void.
Captain Zzrinka – One of the most skilled destroyer captains in the fleet, the Zambaran Zzrinka commands the Polaris. While his ship is stationed at Joyous Gard, it is rarely on garrison. Captain Zzrinka is a cunning commander, and he excels at taking advantage of an enemy’s weak points and picking out the most valuable targets for the attention of his guns and torpedoes. He went on raids on the Covenant of God, the Jardanian Empire, and the Krynor Imperium, scouted for and discovered the Machine base at Gamma 2197, and is currently escorting the convoy to the Ravenlock Trade Fair.
Captain Cranmer – Captain of the destroyer Starfire, Cranmer specializes in convoy escort and protection, and is therefore assigned to Verling Station to protect the merchants arriving at and leaving the trade hub. He initially engaged the cloaked raiders attacking the Psilons, and launched the EMP warheads that disabled the mines. Now he is taking part in Operation Justice of the Void as part of the increased escort doctrine, and is rarely simply on garrison in his assigned system, though he often passes through after passing off a convoy to the next sector’s escort group and waiting to be assigned to another.
Captain Joseph Horton – The younger brother of Captain Philip Horton of First Fleet, this Capt. Horton commands the light carrier Swiftsure. He is stationed at Joyous Gard, and led the RSC component of the joint Krytos/Republic raid in the opening stages of Operation Broken Covenant, before the formation of the Quintuple Alliance. The participation of the Krytosians in securing justice for the attack on Pinnacle even without a treaty obligation to do so meant a lot to the Republic, and most commanders in the RSC consider themselves under a debt of honor to the KSE, even after their unexplained withdrawal from the Alliance. Horton is no exception, and feels his bond more strongly than most, since a Krytosian cruiser covered his carrier during the first battle of the raid, saving it from the wrath of three Covenant destroyers. He is currently taking part in Operation Justice of the Void under Commodore Drayson.
Captain Ronald Morgan – Captain Morgan commands the NRS Black Dwarf, the modified Starlight class destroyer that guards the listening post at Farpoint. His destroyer is coated in sensor-absorbing stealth coating, and has dampened engine exhausts to limit emissions. (The dampeners limit the destroyer’s speed, but can be disengaged as needed.) He is an intensely patient man, and his hand-picked crew does not often waver from their assigned duties. The destroyer has the best passive sensor arrays that the Republic has managed to produce to date, since its duty station makes using active sensors a bad idea at best and potentially mission-busting at worst.
Marine Corps
Major General Chavez – Commander of the Marine detachment operating on Ix’ador, General Chavez is a commander with a military police background, making him well suited to leading the occupying Marines. When dealing with civilian rioters, he orders non-lethal methods whenever possible, though he is not averse to bringing the whole world crashing down on armed insurgents if necessary. He was chosen partly for his sensitivity to religious issues; as a result, the units most called upon to try and break up rioters peacefully are ones incorporating the cross or other Christian symbols into their unit patches and symbols. While he personally finds the fundamentalism rampant in the Covenant appalling, he realizes that he has to deal with it on its terms or he’ll just fan the flames higher.
Colonel Gerard – Commander of the Marine forces committed to Operation Justice of the Void, Gerard is a commander of shipboard Marines trained in boarding actions. His brother is captain of the NRS Constitution.
General Hamilton – General Hamilton is the overall commander of the Marine forces assigned to Operation Guarded Shield. One of the senior generals of the Corps, he has been rotating the units assigned to his operation to Korrigal periodically to get refresher and strength training.
Colonel [Placeholder] – Commander of the 405th Marine Armored Division on Ix’ador.
Army
Lieutenant General Burnside – This three star general commands the Army forces for the ongoing occupation stage of Operation Broken Covenant.
General Greene – General Greene commands the massive Army forces committed to Operation Guarded Shield. Like his Marine counterpart, General Hamilton, he has his command on a tough training schedule, and is requisitioning all conceivably useful equipment to have available for whatever the operation may bring.
Government
President Charles Major – President and Head of State of the Republic of Nashtar, and Commander-In-Chief of its armed forces, Charles Major is a popular President two years into his first six-year term. He was elected by a comfortable 64% of the vote, and his approval ratings have only gone up since his personal part in the ground fighting during the Rape of Terra, the subsequent successful destruction of the Overseer, the defeat of the Covenant of God after their attack upon Pinnacle, and the formation of the Quintuple Alliance. The only major black spot upon his administration is the ongoing occupation of Ix’ador, and that stain is lessened somewhat by his timely decision to enlist the help of the United Protectorates in quelling the fundamentalist uprisings. With the insurrection largely smothered and inroads to peace and independence for the former Covenant world well underway, President Major’s popularity looks to become higher than ever.
Minister of State Victor Godunov – The Minister of State is a skilled negotiator and deft architect of words and speeches. His colonial ancestors hailed from Russia on Earth, and his family speaks the Russian language and carries a light Russian accent even still, after 200 years of colonization.
Ambassador Shelton – The Republic’s senior Ambassador-At-Large, Shelton is widely considered the State Department’s best negotiator and is sent to the most important summits and to handle the most delicate negotiations. A fighter pilot in his youth, the ambassador still goes up when he can, allowed to do so by the Embassy District Aerospace Base commander, who owes him a favor from long ago. Shelton’s only major slip in negotiations was when he misunderstood the intentions of the Ousters, failing to realize that the worlds they wanted for their Diaspora were inhabited independent states. He still kicks himself for agreeing to the territorial demands without checking a star chart first. Shelton has a genial and friendly demeanor while negotiating, unless he wants to convey the Republic’s official displeasure, in which case he drops the disarming congeniality and becomes coldly businesslike.
Military
RSC
Command Staff
Fleet Admiral Martin Blessinger – The only five star admiral in the Navy, Adm. Blessinger is a level headed strategic thinker and an astute judge of men. His position as supreme wartime commander was awarded through sheer merit by President Major, passing several senior fleet commanders. Prior to being made Admiral of the Fleet, he commanded the Second Main Battle Fleet based in the Oro system.
Captain Thomas Corven – Captain Corven is a frigate commander on his “command tour,” that is, his duty tour at Central Command as an aide to the general staff rather than on his ship. At first assigned to Fleet Intelligence, where he was relegated to running secret dispatches not trusted to the transmitters to various admirals, he was spotted by Admiral Blessinger as too intelligent for such duty, and transferred to the Office of the Fleet Admiral as a direct adjunct to Blessinger. Ostensibly there to organize and present intelligence reports, he is really used as a sounding board by the Fleet Admiral, sometimes seeming to play Watson to Blessinger’s Holmes. While good at analysis, he is too rigidly conventional, a trait that Admiral Blessinger is trying to break him of.
First Fleet
Admiral Pierce – A cautious commander, Admiral Pierce is a genius for defensive deployments. While also highly skilled in offensive operations like all fleet commanders, he epitomizes the Republic’s military philosophy of never throwing away the lives of its men. He is not afraid to order ships into risky situations, but he has never ordered a plainly suicidal mission and tends to keep his ships in positions where they can mutually support each other. (He is rumored to be a top-class chess player.) The Venture is his flagship.
Captain Moriarty – Captain of the battleship Sabre, Moriarty was the first commander in the RSC to engage the Overseer in combat, firing on the attacking fleet of machines while withdrawing from Earth during the opening stages of the Rape of Terra. While unable to extract President Major from the planet, she did get word out and rallied the fleet to come to the rescue of humanity’s homeworld. During the battle, she drilled her ship straight in at the spearhead of the RSC’s battleship and cruiser gun line, breaking the Machine formation at great personal risk. She received the Medal of Honor for her actions during the battle.
Commodore Parck – Commander of First Fleet’s battle line of battleships and cruisers, Parck raises his flag on the NRS Claymore. Like his superior, Admiral Pierce, he is a cautious player. He takes his line’s primary job, defense of the fleet’s heavy carriers, very seriously.
Captain Philip Horton – Captain Horton is commander of the Sun Striker, and led the investigative expedition to determine the source of anomalous radio traffic that led to first contact with the Baeloarens.
Second Fleet
Admiral Barclay – Former commander of Sixth Fleet, Barclay was promoted and transferred to command Second after Admiral Blessinger was made overall naval commander. Most of his command experience has been in medium weight ships, and he’s still getting used to the concept of having so much firepower at his disposal. To counterbalance this, he is tasked with the defense of the Oro system and its vital industrial base, and defense is something he learned through hard experience out on the frontier. In exercises, he tends to order his battleship commanders into hit-and-run tactics. While this mildly frustrated some of the more aggressive captains, it has paid off surprisingly well in deep-space combat scenarios. (He does stand and fight when he has a fixed objective to defend, however.) Admiral Barclay’s current flagship is the NRS Discovery, quite the improvement from the Launcelot, his old command.
Third Fleet
Admiral Lansing – Commander of Third Fleet, Lansing is a smart, if conventional, commander. He prefers to operate his fleet in its carrier battle groups for operational maneuvering rather than engaging in massive fleet actions if the scenario allows for such tactics. When operating this way, he most often moves his battle groups to try and flank the enemy, if destruction of the enemy force is the objective. In operations where there is another objective with a defending fleet, he uses two of his battle groups to spoof the defenders and draw them out, giving the third a chance to strike the objective rather than trying to fight his way through the enemy defense through main force, a trick left over from his days commanding raiders in Sixth Fleet.
Commodore Harris – Commander of the cruisers and battleships of Third Fleet, Commodore Harris raises his flag on the NRS Broadsword. A history buff, he engaged the information-hungry Draconian ambassador in conversation about World War 2 during the first contact with that race, and turned over copies of his impressive collection of historical records to the representatives from Draconis, an act that was possibly instrumental in securing the present good relations and Alliance membership held by the Draconians.
Captain Remington – Commander of the newly commissioned battleship Black Prince, Remington is a cruiser commander by trade who commanded Liberty class battlecruisers before that class was retired from service in the RSC. He called in a few favors to ensure that his old command, the Independence, was sold to Rhonogo as a military vessel rather than broken up for scrap or made into a museum. He appreciates having the firepower of the old battlecruisers back under his command with his new ship, and appreciates the heavy armor even more.
Captain Wright – Commander of the cruiser Kensington, Wright is second in command of the blockade of Ix’ador that is the last naval part of Operation Broken Covenant. In addition to supporting the troops on the ground, Wright’s ship and the flotilla of destroyers and frigates he commands work to prevent arms smugglers and gunrunners from reaching the planet to arm what remains of the insurgency.
Fourth Fleet
Admiral Kimmel – Commander of Fourth Fleet, Kimmel runs a tight operation. Fourth is tasked to defend that part of the Republic least likely to suffer attack; the agricultural worlds and the commercial/vacation spot gas giant moon of Maeglos, all far to the interior and all less vital than the fortress worlds, capital, or industrial complex. This makes Kimmel drill his men all the harder, for he fears that the post will encourage complacency if he does not.
Captain Gerard – Captain of the battleship Constitution, Gerard is a conventional thinker who tends to be a little too confident in his own tactical analyses and predictions of enemy behavior. He is learning his lesson, and with his post he probably has time to learn it, but Kimmel is sometimes frustrated with him.
Fifth Fleet
Admiral Fisher – Fisher is the aggressive, confident, and tactically brilliant commander of the Fifth Main Battle Fleet. While brilliant at combat, especially large scale offensive operations, he is not the best at peacetime duties, as his brash demeanor towards the hostile commanders of the fleets menacing the Arcane Empire demonstrated during his failed peacekeeping mission there. Though the rapidity of events during the Arcanist fiasco sealed the failure of his mission regardless of anything he did, he didn’t ingratiate himself to anyone. He redeemed himself almost instantly, however, with his subsequent successful assault upon the Overseer’s base at Gamma-3658 and the capture of much technology and enemy ships from that base upon its fall. The stubbornness displayed in the space around Aber-Toril showed itself again after his return to Nashtar, when he wanted to reprimand Captain Benz for endangering his ship and abandoning his station defending Fisher’s flagship, the Enterprise, to rescue the stricken Dauntless during the battle, though Commodore Kensington, the battleship captain’s immediate superior, put Benz up for a medal for that same action.
Rear Admiral Simmons – Second in command of Fifth Fleet and commander of that fleet’s Second Battle Group, Simmons raises his flag on the Intrepid. Simmons is devoted to duty, so much so that he used his own carrier to screen the Enterprise when the flagship fell under fire from a Machine dreadnought during the Battle of Gamma-3658 in the absence of the Gladius.
Rear Admiral Green – Admiral Green was recently promoted from Commodore and given command of the newly completed NRS Journeyman and its battle group. He commanded the NRS Paladin before his promotion, and distinguished himself greatly at Gamma 3658.
Captain Rraskinar – A Zambaran, Rraskinar commands the Journeyman under Admiral Green. One of the few Zambarim to command a heavy warship (most prefer smaller raiders, in keeping with their hunting mindset), he is a cautious commander. He takes no risks with his carrier, staying well inside his escort screen and preferring to use hyperspace capable bombers and strike fighters whenever possible so as to not expose his carrier to enemy fire at all.
Commodore William Kensington – A brilliant heavy warship commander, Kensington is the longtime commander of Fifth Fleet’s battle line. With Kensington, battle line is only used in the loosest of senses; Kensington favors maneuver warfare and enveloping maneuvers. His most famous tactic, the Kensington Maneuver, involves setting heavy warships out away from the main body of the fleet, and then using a short hyperspace hop to put those ships directly into the enemy rear. This maneuver succeeded brilliantly at Pinnacle, cutting off the escape of the Covenant naval forces and throwing their retreat into disarray as he trapped their ships between Pinnacle’s orbital guns and his detachment of battleships and cruisers. That particular exploit earned him the Navy Cross for a fifth time. He commands from the NRS Warrior, named for the old HMS Warrior, Britain's first armored warship.
Captain Emil Corcoran – Captain of the Dauntless, Corcoran is a longtime friend of Commodore Kensington. Each man knows the other’s tactics and command styles intimately after so long commanding their ships side by side, and as a result, they make a very effective team when paired together in a firing line, each seeming to know just what the other will do. Together, they have often split their formation at just the right moment to flank, catch in crossfire, and destroy an opposing force. They favor a high-low bracket maneuver, modified to put the one battleship thirty degrees off of the direct line from the other battleship to the target, so as to avoid friendly fire accidents in the crossfire. When the Gladius is freed to join them, the three ships will space 120 degrees around and rain on the fire, but Admiral Fisher likes to keep one of the battleships close aboard the carrier group, so this is a rare occurrence. Captain Corcoran is on administrative duty until the Dauntless has her sensors replaced and is released from Orodan.
Captain Benz – Captain of the Gladius, Benz is a younger captain and prone to heroics. He tends to place others above himself, and will go to great lengths and great personal risk to help others. These two traits led him to abandon his post to relieve the Dauntless when its sensors were shot out, and ended in his ship being rammed by a destroyer and laid up in drydock for seven months. Until the Gladius is back online, he is assigned to administrative duty on Pinnacle.
Captain Borodin – Captain Borodin commands the cruiser Oppenheimer. He spearheaded the Warrior’s battle line in the opening moves of the battle of Gamma 3658 on the flanking of the first Machine dreadnought. He covered the escape of the battleships along with the Curie, though his ship fared much better than her companion cruiser.
Commander Coleman – Commanding officer of the destroyer Antares, Coleman distinguished himself greatly at Gamma 3658 before disaster struck, defeating four enemy destroyers and getting a piece of a cruiser before having the bow of his ship shot clean off by a return broadside from the cruiser he’d just raked and torpedoed. He had the presence of mind to order all engine power cut and allow his ship to coast out as a trio of frigates finished off the cruiser behind him, rather than attempt to maneuver and risk shaking his ship apart. His destroyer was carried back to Orodan in the forward landing bay of the Enterprise, and is now in drydock for seven months at least while half of her systems are rebuilt. He was awarded the White Crescent for saving his ship and the Navy Cross for valor in battle.
Sixth Fleet
Admiral Ossilege – Commander of Sixth Fleet, Admiral Ossilege is a domineering man who brooks little in the way of dissent. He made first contact with the representatives from the United Protectorates, and his businesslike manner, friendly offers of local star charts, and the way he ran roughshod over the junior diplomat who attempted to win concessions from the UP destroyer’s captain in exchange for information that the admiral freely gave as a courtesy all contributed to an instant good first impression of the Republic for the Protectorates captain. The job of Admiral of Sixth Fleet is more of a desk job than that of the other commanding admirals, due to Sixth’s lack of heavy warships to carry an admiral’s flag. When Ossilege does go out to command his fleet personally, he raises his flag on the Launcelot, a Merovingian class carrier named for the legendary master of Joyous Gard, to match the name of the military planet of the outer colonies.
Commodore Nellis – Commander of the Sixth Fleet guard detachment to Verling Station, Nellis raises his flag on a cruiser rather than a carrier, commanding from the Faraday. A shrewd commander, he made a daring gambit while attempting to locate and engage the cloaked raiders attacking the Psilon convoy transiting his system, using EMP bursts to try and make their cloaks fail, or at least flicker. Though it failed to find the raiders, as did the fire patterns laid down at the originating point of the enemy minefield, the EMP bursts did disable some of the homing mines used, which were then traced back to the Jardanian Empire.
Captain Duramente – Commander of the cruiser Churchill, Duramente led one of the initial raids against the Covenant of God in the opening stages of Operation Broken Covenant. His ship is stationed at Parlan.
Commodore Drayson – Commander of the task force defending Parlan, Drayson raises his flag on the medium carrier Baron. A skilled convoy escort leader, he is tasked with the primary stage of Operation Justice of the Void.
Captain Zzrinka – One of the most skilled destroyer captains in the fleet, the Zambaran Zzrinka commands the Polaris. While his ship is stationed at Joyous Gard, it is rarely on garrison. Captain Zzrinka is a cunning commander, and he excels at taking advantage of an enemy’s weak points and picking out the most valuable targets for the attention of his guns and torpedoes. He went on raids on the Covenant of God, the Jardanian Empire, and the Krynor Imperium, scouted for and discovered the Machine base at Gamma 2197, and is currently escorting the convoy to the Ravenlock Trade Fair.
Captain Cranmer – Captain of the destroyer Starfire, Cranmer specializes in convoy escort and protection, and is therefore assigned to Verling Station to protect the merchants arriving at and leaving the trade hub. He initially engaged the cloaked raiders attacking the Psilons, and launched the EMP warheads that disabled the mines. Now he is taking part in Operation Justice of the Void as part of the increased escort doctrine, and is rarely simply on garrison in his assigned system, though he often passes through after passing off a convoy to the next sector’s escort group and waiting to be assigned to another.
Captain Joseph Horton – The younger brother of Captain Philip Horton of First Fleet, this Capt. Horton commands the light carrier Swiftsure. He is stationed at Joyous Gard, and led the RSC component of the joint Krytos/Republic raid in the opening stages of Operation Broken Covenant, before the formation of the Quintuple Alliance. The participation of the Krytosians in securing justice for the attack on Pinnacle even without a treaty obligation to do so meant a lot to the Republic, and most commanders in the RSC consider themselves under a debt of honor to the KSE, even after their unexplained withdrawal from the Alliance. Horton is no exception, and feels his bond more strongly than most, since a Krytosian cruiser covered his carrier during the first battle of the raid, saving it from the wrath of three Covenant destroyers. He is currently taking part in Operation Justice of the Void under Commodore Drayson.
Captain Ronald Morgan – Captain Morgan commands the NRS Black Dwarf, the modified Starlight class destroyer that guards the listening post at Farpoint. His destroyer is coated in sensor-absorbing stealth coating, and has dampened engine exhausts to limit emissions. (The dampeners limit the destroyer’s speed, but can be disengaged as needed.) He is an intensely patient man, and his hand-picked crew does not often waver from their assigned duties. The destroyer has the best passive sensor arrays that the Republic has managed to produce to date, since its duty station makes using active sensors a bad idea at best and potentially mission-busting at worst.
Marine Corps
Major General Chavez – Commander of the Marine detachment operating on Ix’ador, General Chavez is a commander with a military police background, making him well suited to leading the occupying Marines. When dealing with civilian rioters, he orders non-lethal methods whenever possible, though he is not averse to bringing the whole world crashing down on armed insurgents if necessary. He was chosen partly for his sensitivity to religious issues; as a result, the units most called upon to try and break up rioters peacefully are ones incorporating the cross or other Christian symbols into their unit patches and symbols. While he personally finds the fundamentalism rampant in the Covenant appalling, he realizes that he has to deal with it on its terms or he’ll just fan the flames higher.
Colonel Gerard – Commander of the Marine forces committed to Operation Justice of the Void, Gerard is a commander of shipboard Marines trained in boarding actions. His brother is captain of the NRS Constitution.
General Hamilton – General Hamilton is the overall commander of the Marine forces assigned to Operation Guarded Shield. One of the senior generals of the Corps, he has been rotating the units assigned to his operation to Korrigal periodically to get refresher and strength training.
Colonel [Placeholder] – Commander of the 405th Marine Armored Division on Ix’ador.
Army
Lieutenant General Burnside – This three star general commands the Army forces for the ongoing occupation stage of Operation Broken Covenant.
General Greene – General Greene commands the massive Army forces committed to Operation Guarded Shield. Like his Marine counterpart, General Hamilton, he has his command on a tough training schedule, and is requisitioning all conceivably useful equipment to have available for whatever the operation may bring.
Last edited by Rogue 9 on 2004-08-28 03:02am, edited 2 times in total.
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
- Jaded Masses
- Jedi Knight
- Posts: 566
- Joined: 2003-01-27 09:13pm
- Location: Pasadena,CA
The Psilon Empire
The Psilons have been relatively absent from galactic affairs, due to some “political instabilities” at home, that had “minor disputes with the imperial government” that were resolved “with diplomacy and compromise”
The Psilons are nearly typical “gray” aliens, though not insanely thin, just thin and tall from a low gravity world. Tend to be quite cerebral and outwardly calm. They are ruled by an Emperor, who selects his successor, but can be deposed by a senate vote of incompetence. Psilons are a low gee species, quite confortable in space and on moonish gravities. They are tall, and rather frail. Scarce resources on the home planet has provoked massive ingenuity in reusing things and making things small. They are typically very inquisitive and the entire population is usually involved in research, even if only as test subjects. Military they have generally used their far more advanced technology, but is changing its structure now that they are facing equals.
The Military has 4 branches. The Navy, Marines, Army Reserve and Militia.
the Navy and Marine Corps due almost all the fighting and assault. The Army (currently at home and not mobilized) is for occupation and police work. The Militia is an organized group of most able-bodied Psilons, staffed mostly retired military in the event of invasion. The Militia is set up around fighting a guerrilla war against occupying invaders, and is dispersed for such an end. Of course shadier and smaller branches exist, those are the biggys.
Ships are extremely modular, being able to change weapon load outs and roles extremely quickly, as well as easing repairs.
The Empire is relatively distant from most other empires, and a large number of listening/active scanning stations liter the way to and from it.
Neural interface technology is very common. All soldiers can communicate and transmit visual information via implants, and specialists can “merge” their thoughts with computers. This makes face plates cheaper too, as targeting info, IR, night vision, sat relays, gun cam etc. are all piped directly into a soldiers brain. It also functions as a life monitor. The medium is a kind of mechanical telepathy, and it takes specialist gear or familiar telepaths to detect the transmissions as it functions in “bands” far below regular telepathy. Transmissions are encrypted as well (basically by copying the thought processes of some hydrogen life form + some innovations). Transmissions are very tight beams to prevent a HARM missile analog from being used against us, even so working with out your implant is still trained, analogous to being radio silent. The nature of thought allows implants to be surprisingly long ranged, but interstellar communication is still pretty traditional.
There are two types of FTL movement, warp and interphase. Warp is much like star treks, its not very power intensive but isn’t very fast, maybe, 20c. The vessel is still in real-space, so most scanners should still work and detect something. and of course STL and c scanners will report a rapidly out of date picture. Interphase is much faster, but only available to cap ships. Capital ships use warp for tactical maneuver though, as in interphase you can only see things in interphase space and in warp you can still see everything. There is no real preparation needed for warp, you just go; interphase takes a little charging and maneuvering. Warp is also STL capable and smaller craft (including atmosphere only hover craft) use it has the primary engine.
Defense
Defense of systems is largely done by ground based energy weapons, the Masada battlestations and fighter bases, plus whatever fleets are nearby. Cities can be shielded (a more traditional bubble shield then the below one) as well.
Defense of vessels and installations is done by a combination armor/shield. The energy shield and armor exist in the same space and complement each other. Reasonably stealthy and keeping the shields on drains no power or inhibits the ship, power is only drawn when damage is absorbed. Shields do not weaken over time, as long as power runs shields are on, so only by overcoming the total strength in any local area is damage done, plus damaging the armor enough so that the shield can not come back on line. Ships are highly compartmentalized and decentralized. Cruisers and above do not have a central reactor even. Point defense is performed by rapid fire explosive projectiles and low power nukes. The fusion cannon can clear mines as well. All ships have some point defense.
Weapons are well armored, generally only the hole at the end is a week point. Small internally generated shields protect these, as well as any armor breeches, but they are somewhat less effective then the powered armor. The city shields make do my just having a whole lot more power. Smaller space craft also use bubble shields.
Offense
There are two main energy weapons. The particle beam and the fusion cannon. The particle beam fires super-heated particles at extremely high speed. it tends to penetrate very well, but not do so much area damage. The fusion cannon is like controlled nuclear explosion, shooting out lethal rays. The angle of fire can be adjusted to point where it can clear mines or be used against fighters in a pinch or cover just a few feet. A much better area effect then PBs. Both are primarily capital ship weapons.
Missiles are an important part in Psilon strategy, and are quite powerful. Missiles are ether nuclear or contain a one shot particle beam. Nukes can be shaped, directing energies in a cone or a sphere depending on the objective. Missile AI is extremely good, they talk to each other or follow a plan (in high ECM). Beam missiles try to target the same point at the same time, and nukes shape themselves and try to put all their energy in that same spot right after the beams go off. Missiles also go after sensitive spots. While missiles generally are STL on their own, reusable warp sleds ferry them greater distances. This is particularly important in system defense, as every unit in system can participate in a battle far from them. Missiles can also be configured for point defense, detonating in front of missiles and fighters; as mines, triggered to go after any un-friendlies; or even comm. relays. Some specialist missiles exist.
Ships
Masada Battlestation.
massive battle station existing purely for system defense. Extremely slow, it is meant to absorb vast deals of punishment and deal out just as much. Several guard a system. Ones near planets tend to have more energy weapons, further out ones use vast quantities of warp sleded missiles.
*note. I’m counting each has a minor holding rather then a ship. these things are huge!
Colossal Fleet carrier, acts has as CCC and mobile small craft base.
Carries 120ish fighter/interceptors
Carries 40ish bombers
Carries 40ish armed shuttles or gunboats
Not very well armed, but well armored and point defended.
6 in service
Thor Dreadnought, fast (for a big ship) and very well armed. moderate armor.
40 heavy weapons hardpoints (particle beams, fusion cannons, or extra missile tubes)
10 other hardpoints (increased ECM, ECCM, scanners, comm., shuttles etc...)
10 heavy missile tubes
2 armed shuttles
7 in service
Grizzly Battleship. Well armed/armored. Work horse jack of all trades.
30 heavy weapons hardpoints
5 other hardpoints
3 armed shuttles
12 in service
Hawk Marine carrier. Dedicated marine transport and support ship. atmospheric capable
70ish large shuttles
5000ish marines
500ish IFVs
100ish MBTs
100ish other support vehicles
25 in service
*notes: troops ether come down in orbital parachutes a la starship troopers or in their vehicles which also space drop. Shuttles used for supplies/coming home. Hawks are used for combat drops, more marines/army comedown later on less defended craft.
Falcon Marine carrier. dedicated marine support craft ship.
60 fighters
100 gunboats (helicopterish)
30 bombers
1000 marines (they ride the gunboats)
10 in service
Spear Heavy cruiser. Very fast, well armed, moderately armored. Atmospheric
22 heavy weapons hardpoints
5 other hardpoints
3 very heavy missile tubes (rapid fire)
40 in service
*note: often used as marine support
Bow Missile Destroyer. Extremely fast. lightly armored interceptor/harrier. Atmospheric
15 very heavy missile tubes
8 heavy weapons hardpoints
200 in service
Scutum Missile destroyer Destroyer :) dedicated recon and point defense craft. Atmospheric
large ECM, ECCM, and scanner suites
far more point defense cannons then normal
10 rapid small missile launchers
100 in service.
Lion Monitor/Patrol. Police inspection craft and interceptor. Atmospheric
god like point-blank scanners
10 heavy weapons hardpoints
2 other hardpoints
2 gunboats
more security personal then regular
200 in service, mostly assigned to systems then fleets.
craft
(space, all are warp capable)
Fighter flexible 2 man craft
1 rapid-fire cannon (bigger point defense cannon)
12 small missiles
equally good in space or air.
Interceptor 2 man craft, larger/faster then a fighter, one shot interphase
1 rapid-fire cannon
10 small missiles
1 ship missile w/o sled.
much better in space then air
Bomber, 3 man craft, one shot interphase
1 rapid fire cannon w/swivel
1 rear point defense cannon
5 small missiles
10 ship missiles or 20 large explosives
Space Gunboat, 5 crew, 10 marines. Police boarding craft.
3 rapid-fire cannons
2 missile launchers
grapples and boarding paraphernalia
Shuttle, 3 crew, + passengers or cargo, Slow STL, fast FTL, well shielded, long range
1 bow cannon
2 point defense cannons
10 small missles
(planet)
IFV 3 crew, 6-8 soldiers + equipment
1 rapid-fire or high power cannon (some can act has AAA)
1 rapid grenade launcher
4 sealed firing ports
claymores on sides
several fixed smoke grenade launchers
MBT 5 crew
1 BFG (can function as LOS or artillery)
1 light mortar
1 light machine gun
1 heavy machine gun
claymores
Dedicated artillery as you would expect.
Gunboat 5 crew, 10 troops (can fire)
2 mini side-turrets with heavy machine gun, rockets, flame throwers, and grenade launcher
bombs/missiles
1 heavy cannon (in the nose with some swivel)
Infantry like storm troopers with camouflage.
Powered armor exists, but only specialists have it (usually space boarding)
The Psilons have been relatively absent from galactic affairs, due to some “political instabilities” at home, that had “minor disputes with the imperial government” that were resolved “with diplomacy and compromise”
The Psilons are nearly typical “gray” aliens, though not insanely thin, just thin and tall from a low gravity world. Tend to be quite cerebral and outwardly calm. They are ruled by an Emperor, who selects his successor, but can be deposed by a senate vote of incompetence. Psilons are a low gee species, quite confortable in space and on moonish gravities. They are tall, and rather frail. Scarce resources on the home planet has provoked massive ingenuity in reusing things and making things small. They are typically very inquisitive and the entire population is usually involved in research, even if only as test subjects. Military they have generally used their far more advanced technology, but is changing its structure now that they are facing equals.
The Military has 4 branches. The Navy, Marines, Army Reserve and Militia.
the Navy and Marine Corps due almost all the fighting and assault. The Army (currently at home and not mobilized) is for occupation and police work. The Militia is an organized group of most able-bodied Psilons, staffed mostly retired military in the event of invasion. The Militia is set up around fighting a guerrilla war against occupying invaders, and is dispersed for such an end. Of course shadier and smaller branches exist, those are the biggys.
Ships are extremely modular, being able to change weapon load outs and roles extremely quickly, as well as easing repairs.
The Empire is relatively distant from most other empires, and a large number of listening/active scanning stations liter the way to and from it.
Neural interface technology is very common. All soldiers can communicate and transmit visual information via implants, and specialists can “merge” their thoughts with computers. This makes face plates cheaper too, as targeting info, IR, night vision, sat relays, gun cam etc. are all piped directly into a soldiers brain. It also functions as a life monitor. The medium is a kind of mechanical telepathy, and it takes specialist gear or familiar telepaths to detect the transmissions as it functions in “bands” far below regular telepathy. Transmissions are encrypted as well (basically by copying the thought processes of some hydrogen life form + some innovations). Transmissions are very tight beams to prevent a HARM missile analog from being used against us, even so working with out your implant is still trained, analogous to being radio silent. The nature of thought allows implants to be surprisingly long ranged, but interstellar communication is still pretty traditional.
There are two types of FTL movement, warp and interphase. Warp is much like star treks, its not very power intensive but isn’t very fast, maybe, 20c. The vessel is still in real-space, so most scanners should still work and detect something. and of course STL and c scanners will report a rapidly out of date picture. Interphase is much faster, but only available to cap ships. Capital ships use warp for tactical maneuver though, as in interphase you can only see things in interphase space and in warp you can still see everything. There is no real preparation needed for warp, you just go; interphase takes a little charging and maneuvering. Warp is also STL capable and smaller craft (including atmosphere only hover craft) use it has the primary engine.
Defense
Defense of systems is largely done by ground based energy weapons, the Masada battlestations and fighter bases, plus whatever fleets are nearby. Cities can be shielded (a more traditional bubble shield then the below one) as well.
Defense of vessels and installations is done by a combination armor/shield. The energy shield and armor exist in the same space and complement each other. Reasonably stealthy and keeping the shields on drains no power or inhibits the ship, power is only drawn when damage is absorbed. Shields do not weaken over time, as long as power runs shields are on, so only by overcoming the total strength in any local area is damage done, plus damaging the armor enough so that the shield can not come back on line. Ships are highly compartmentalized and decentralized. Cruisers and above do not have a central reactor even. Point defense is performed by rapid fire explosive projectiles and low power nukes. The fusion cannon can clear mines as well. All ships have some point defense.
Weapons are well armored, generally only the hole at the end is a week point. Small internally generated shields protect these, as well as any armor breeches, but they are somewhat less effective then the powered armor. The city shields make do my just having a whole lot more power. Smaller space craft also use bubble shields.
Offense
There are two main energy weapons. The particle beam and the fusion cannon. The particle beam fires super-heated particles at extremely high speed. it tends to penetrate very well, but not do so much area damage. The fusion cannon is like controlled nuclear explosion, shooting out lethal rays. The angle of fire can be adjusted to point where it can clear mines or be used against fighters in a pinch or cover just a few feet. A much better area effect then PBs. Both are primarily capital ship weapons.
Missiles are an important part in Psilon strategy, and are quite powerful. Missiles are ether nuclear or contain a one shot particle beam. Nukes can be shaped, directing energies in a cone or a sphere depending on the objective. Missile AI is extremely good, they talk to each other or follow a plan (in high ECM). Beam missiles try to target the same point at the same time, and nukes shape themselves and try to put all their energy in that same spot right after the beams go off. Missiles also go after sensitive spots. While missiles generally are STL on their own, reusable warp sleds ferry them greater distances. This is particularly important in system defense, as every unit in system can participate in a battle far from them. Missiles can also be configured for point defense, detonating in front of missiles and fighters; as mines, triggered to go after any un-friendlies; or even comm. relays. Some specialist missiles exist.
Ships
Masada Battlestation.
massive battle station existing purely for system defense. Extremely slow, it is meant to absorb vast deals of punishment and deal out just as much. Several guard a system. Ones near planets tend to have more energy weapons, further out ones use vast quantities of warp sleded missiles.
*note. I’m counting each has a minor holding rather then a ship. these things are huge!
Colossal Fleet carrier, acts has as CCC and mobile small craft base.
Carries 120ish fighter/interceptors
Carries 40ish bombers
Carries 40ish armed shuttles or gunboats
Not very well armed, but well armored and point defended.
6 in service
Thor Dreadnought, fast (for a big ship) and very well armed. moderate armor.
40 heavy weapons hardpoints (particle beams, fusion cannons, or extra missile tubes)
10 other hardpoints (increased ECM, ECCM, scanners, comm., shuttles etc...)
10 heavy missile tubes
2 armed shuttles
7 in service
Grizzly Battleship. Well armed/armored. Work horse jack of all trades.
30 heavy weapons hardpoints
5 other hardpoints
3 armed shuttles
12 in service
Hawk Marine carrier. Dedicated marine transport and support ship. atmospheric capable
70ish large shuttles
5000ish marines
500ish IFVs
100ish MBTs
100ish other support vehicles
25 in service
*notes: troops ether come down in orbital parachutes a la starship troopers or in their vehicles which also space drop. Shuttles used for supplies/coming home. Hawks are used for combat drops, more marines/army comedown later on less defended craft.
Falcon Marine carrier. dedicated marine support craft ship.
60 fighters
100 gunboats (helicopterish)
30 bombers
1000 marines (they ride the gunboats)
10 in service
Spear Heavy cruiser. Very fast, well armed, moderately armored. Atmospheric
22 heavy weapons hardpoints
5 other hardpoints
3 very heavy missile tubes (rapid fire)
40 in service
*note: often used as marine support
Bow Missile Destroyer. Extremely fast. lightly armored interceptor/harrier. Atmospheric
15 very heavy missile tubes
8 heavy weapons hardpoints
200 in service
Scutum Missile destroyer Destroyer :) dedicated recon and point defense craft. Atmospheric
large ECM, ECCM, and scanner suites
far more point defense cannons then normal
10 rapid small missile launchers
100 in service.
Lion Monitor/Patrol. Police inspection craft and interceptor. Atmospheric
god like point-blank scanners
10 heavy weapons hardpoints
2 other hardpoints
2 gunboats
more security personal then regular
200 in service, mostly assigned to systems then fleets.
craft
(space, all are warp capable)
Fighter flexible 2 man craft
1 rapid-fire cannon (bigger point defense cannon)
12 small missiles
equally good in space or air.
Interceptor 2 man craft, larger/faster then a fighter, one shot interphase
1 rapid-fire cannon
10 small missiles
1 ship missile w/o sled.
much better in space then air
Bomber, 3 man craft, one shot interphase
1 rapid fire cannon w/swivel
1 rear point defense cannon
5 small missiles
10 ship missiles or 20 large explosives
Space Gunboat, 5 crew, 10 marines. Police boarding craft.
3 rapid-fire cannons
2 missile launchers
grapples and boarding paraphernalia
Shuttle, 3 crew, + passengers or cargo, Slow STL, fast FTL, well shielded, long range
1 bow cannon
2 point defense cannons
10 small missles
(planet)
IFV 3 crew, 6-8 soldiers + equipment
1 rapid-fire or high power cannon (some can act has AAA)
1 rapid grenade launcher
4 sealed firing ports
claymores on sides
several fixed smoke grenade launchers
MBT 5 crew
1 BFG (can function as LOS or artillery)
1 light mortar
1 light machine gun
1 heavy machine gun
claymores
Dedicated artillery as you would expect.
Gunboat 5 crew, 10 troops (can fire)
2 mini side-turrets with heavy machine gun, rockets, flame throwers, and grenade launcher
bombs/missiles
1 heavy cannon (in the nose with some swivel)
Infantry like storm troopers with camouflage.
Powered armor exists, but only specialists have it (usually space boarding)
- Beowulf
- The Patrician
- Posts: 10621
- Joined: 2002-07-04 01:18am
- Location: 32ULV
Force Declaration:
"Oni"
History: Fell into the current reality, by purposefully driving himself into a dimensional rift. Was trained by a race known as the Vell-os earlier, on the techiques of utilizing his latent telepathic and telekinetic abilities. After he completed his training, he left. Since then he has bounced around various universes. He currently has the profession of freelance assassin, it being easier to turn them into rapidly expanding clouds of plasma, than to turn them in for a bounty.
Abilities:
Note: none of these involve the use of what has been termed magic, or Quantek, or anything of the sort. Sensors which detect magic will not pick up any of these.
Telekinetic Shield bubble: there are 4 different sizes, referred to as Personal, Dart, Arrow, and Javelin. These have increasing amounts of shielding ability, but also have different required sizes, which also increase. A Dart is the rough equivalent of a small fighter, in terms of shielding, while a Javelin would be the rough equivalent of a very small escort. Due to the fact that they are basically projections of his mind, sensors tend not to be able to pick these up in anyway other than visual.
TK attacks: Has attacks of various powers. In order of increasing power, they are Flower of Spring, Summer Bloom, Autumn Petal, and Winter Tempest. The Winter Tempest is well capable of damaging an unwary escort ship. The Flower of Spring is a quite potent way of taking out people who try to directly attack him.
Telepathy: Not as strong as his trainers had hoped, but well capable of fending off a Veithan Prime from doing any mind reading.
Telekinesis: Can move stuff around. This power itself maxes out at moving a starfighter around, but the attacks aren't bound to the same limit. Probably because they don't worry about keeping the affected object intact.
Possessions:
Psychotronic Enhancers: These allow Oni to create one or more of the above abilities from a location outside his physical body. Different sizes allow different strength effects. The max in transfered ability is the Arrow Shield, and the Autumn Petal Attack. They also allow him to utilize less psyhic energy in using his abilities. Direct inspection of the circuitry reveals pretty much nothing about how it works.
Hazardous Enviroment Suit: Basically an armored space suit. It includes a Psychotronic Enhancer.
2 Thunderhead Heavy Fighters: Because moving around in the middle of space in naught but a space suit tends to be conspicious. Standard manned heavy fighter. Has both an energy mount and a projectile mount, in addition to missiles. He really likes this fighter, but can live with it getting destroyed. Has slave control circuits. Names are Texan Lady and Marisol.
IDA Frigate: His own personal hideaway. Capable of docking a grand total of six fighters to itself, while still being able to move. Contains a Kirillian Trace Recorder, along with a cloning chamber. Also includes 1 universal Fabber. Highly Automated. Bad shields, good armor and brutal Impact Drive Assemblies (hence IDA) are all trademarks of this keel. Named Post Dated Check Loan, aka Petey.
Kirillian Trace Recorder(KTR): Captures the soul of the newly deceased person, allowing the reinplantation of said soul into a compatible body. Requires a fairly length acclimitization time. Acquired on his multidimensional travels.
Fabber: Think Replicator. Given the right materials, can construct almost anything.
New powers may appear, but significant advance warning will be given.
"Oni"
History: Fell into the current reality, by purposefully driving himself into a dimensional rift. Was trained by a race known as the Vell-os earlier, on the techiques of utilizing his latent telepathic and telekinetic abilities. After he completed his training, he left. Since then he has bounced around various universes. He currently has the profession of freelance assassin, it being easier to turn them into rapidly expanding clouds of plasma, than to turn them in for a bounty.
Abilities:
Note: none of these involve the use of what has been termed magic, or Quantek, or anything of the sort. Sensors which detect magic will not pick up any of these.
Telekinetic Shield bubble: there are 4 different sizes, referred to as Personal, Dart, Arrow, and Javelin. These have increasing amounts of shielding ability, but also have different required sizes, which also increase. A Dart is the rough equivalent of a small fighter, in terms of shielding, while a Javelin would be the rough equivalent of a very small escort. Due to the fact that they are basically projections of his mind, sensors tend not to be able to pick these up in anyway other than visual.
TK attacks: Has attacks of various powers. In order of increasing power, they are Flower of Spring, Summer Bloom, Autumn Petal, and Winter Tempest. The Winter Tempest is well capable of damaging an unwary escort ship. The Flower of Spring is a quite potent way of taking out people who try to directly attack him.
Telepathy: Not as strong as his trainers had hoped, but well capable of fending off a Veithan Prime from doing any mind reading.
Telekinesis: Can move stuff around. This power itself maxes out at moving a starfighter around, but the attacks aren't bound to the same limit. Probably because they don't worry about keeping the affected object intact.
Possessions:
Psychotronic Enhancers: These allow Oni to create one or more of the above abilities from a location outside his physical body. Different sizes allow different strength effects. The max in transfered ability is the Arrow Shield, and the Autumn Petal Attack. They also allow him to utilize less psyhic energy in using his abilities. Direct inspection of the circuitry reveals pretty much nothing about how it works.
Hazardous Enviroment Suit: Basically an armored space suit. It includes a Psychotronic Enhancer.
2 Thunderhead Heavy Fighters: Because moving around in the middle of space in naught but a space suit tends to be conspicious. Standard manned heavy fighter. Has both an energy mount and a projectile mount, in addition to missiles. He really likes this fighter, but can live with it getting destroyed. Has slave control circuits. Names are Texan Lady and Marisol.
IDA Frigate: His own personal hideaway. Capable of docking a grand total of six fighters to itself, while still being able to move. Contains a Kirillian Trace Recorder, along with a cloning chamber. Also includes 1 universal Fabber. Highly Automated. Bad shields, good armor and brutal Impact Drive Assemblies (hence IDA) are all trademarks of this keel. Named Post Dated Check Loan, aka Petey.
Kirillian Trace Recorder(KTR): Captures the soul of the newly deceased person, allowing the reinplantation of said soul into a compatible body. Requires a fairly length acclimitization time. Acquired on his multidimensional travels.
Fabber: Think Replicator. Given the right materials, can construct almost anything.
New powers may appear, but significant advance warning will be given.
Last edited by Beowulf on 2004-08-10 03:35pm, edited 2 times in total.
"preemptive killing of cops might not be such a bad idea from a personal saftey[sic] standpoint..." --Keevan Colton
"There's a word for bias you can't see: Yours." -- William Saletan
"There's a word for bias you can't see: Yours." -- William Saletan
- Spyder
- Sith Marauder
- Posts: 4466
- Joined: 2002-09-03 03:23am
- Location: Wellington, New Zealand
- Contact:

Much time has passed since the founding of Minmatar. A loose collection of worlds nestled in the midst of the other nations of the world. Minmatar was given a glorious start to its life as a sovereign nation. Shortly after its founding, it become the head of a powerful economic consortium and became one of the wealthiest nations in the sector. Times have unfortunately changed. Years of economic downturn have left Minmatar's once golden society to fall into a state of corruption. Trade with other nations hit an all time low and suddenly “every man for himself” became the national motto.
The leaders of Minmatar had done their best to ensure that they stay out of international affairs, while many ethical issues did arise, this did afford Minmatar some neutrality in various issues. Eventually Minmatar territory became known throughout the international community as neutral ground. Suddenly international affairs were brought right to the Minmatar's doorstep, although never to the Minmatar themselves.
Today, the Minmatar is a shadow of its former self. Corruption has reached the extent where, behind closed doors, military assets are being sold to the highest bidder. There is currently a growing civil discontent for the current inept government as Minmatar teeters on the brink of social collapse.
Updates:
1 Since the election of the new Chancellor, a man by the name of Spyder, Minmatar has begun a crackdown on corruption at its highest levels. Corrupt senators are being rooted out, some political figures are being arrested and others have suddenly started dissapearing. Something strange is going on, on Matar. There is more to the new Chancellor then it would seem.
2 After seemingly coming back from the dead the Chancellor is now in total control of the Minmatar. The insurgents are either fleeing for their lives or dead.
3 The Minmatar have now become active in their bid to become part of the galactic community by constructing Unity station, a place designed to act as an open forum for the galaxies diplomats. Unity's function is being extended with the introduction of the Unity Trade Organisation. The UTO provides nations with a secure means to free trade over routes that the Minmatar police. Spyder has moved to Unity Station, he still maintains contact with Matar while maintaining a close watch on the galactic political and economic climate.
4 Meanwhile back on Matar Spyder's approval rating continues to improve with the living conditions and renewed stability. Some fear the day that Spyder's terms will be up and another inept leader will take his place. There is a lot of general public dissatisfaction with the other future candidates.
Worlds
Matar - Capital World, highly industrialised.
Gemini - Large temperate zones make for good food production. High forestry level
Arsius - Varied landscape, large deposits of heavy metals.
Bex - The beverage capital of the known galaxy
Abydos - Equatorial desert, some temperate and jungle areas closer to poles. Heavy manufacturing base.
Colonies
Minmatar has seeded twelve colonies to function as trade outposts, and to extend Minmatar's borders outwards. The colonies also serve to provide Minmatar vessels with places to refuel and resupply.
Ortega
Serpentis Minor
Antiga - Antiga has so far shown the largest growth and economic development.
Prater
Tau Alpha Protoris
Tau Beta Protoris
H'ndhrasine
Delta Matori
Kovodonar
Sekhadiir
Toronus
Proxima Veto
Important Stations
Unity -
The Minmatar currently run Unity Station, the current centre for galactic diplomacy in the known galaxy and thanks to the neutrality pact one of the safest. The Minmatar chancellor himself currently resides there where he can keep is thumb on the pulse of galactic politics. Also designed to function as an economic centre with the creation of the Unity Trade Organisation. Unity is armed with a heavy missile defense system and is shielded.
Diomedes Skunkworks -
A research and construction station for Minmatar's special projects. Its position is kept off the charts.
Minmatar Starforce Academy, Angel Station-
There are many academy facilities throughout the Minmatar territory, the largest of which is the Angel station in the Matar system. Angel Station provides cadets with a hands on approach to space based warfare through a rigourous training and discipline regime.
Minmatar Fleet
Minmatar warships were never significantly more powerful then anyone else in the sector, what they did possess was a refinement in construction that ensured that they were well built, easy to maintain and reliable vessels. Perfect for the back-door auctions that were taking place outside the view of the Minmatar public. Corrupt politicians ensured that the military received a significant budget to ensure that missing vessels could be easily replaced, this was mainly to ensure that supply would keep up with demand. One thing some of the less corrupt politicians did manage to pass was increased security and oversite on management of military assets. This didn't solve the problem of warships going to auction but it did manage to slow it down, resulting in a significant stockpile of warships in a secure undisclosed location. Rumours spread around the naval academy that trained crews might actually be assigned to ships other then those in the Minmatar defence forces.
Things have changed...
UPDATE:
With the corruption effectively brought to a halt Minmatar's fleet is now its own. New ships are being constructed no longer for auctions but for the defense of Minmatar's land, tradelanes and allies. Cash injections from UTO corporations have gone towards increasing the output of the Minmatar shipyards to meet the growing demand for UTO trade lane protection.
[MFJ] Juggernaut (2)
Olympus Mons (2)
The Olympus Mons is the largest ship class in the Minmatar fleet, is well armed, carries fighters as well as thousands of soldiers if need be. Advertised as the ultimate weapon of war, the reality is that the Olympus Mons is simply a product of government bureaucracy, a runaway military budget and a political ego of biblical proportions. Its enormous mass makes it slow and cumbersome and an easy target for long range missile attacks. One thing in its favour however is that it does carry a lot of ordinance. There are currently only two ships in existence. The MFJ Olympus Mons itself and the MFJ Everest. Recent upgrades to both Olympus Mons class ships allow it to house the new improved Xeron class fighters. There have also been some improvements to the point defense systems to reduce damage taken from missile attacks.
[MFD] Dreadnought (8)
Akaton (5)
At only half the size of the Olympus Mons, the Akaton still retains three quarters the engine capacity giving it more speed and maneuverability at sublight speeds. Is reasonably well armed and fighter capable. Designed to work as part of a larger battle group.
Sakhmet (3)
The Sakmet isn't as fast as the Akaton and has a smaller fighter bay, the trade off is that its more heavily armed, posesses some limited stealth capabilities and has an improved FTL system allowing it to quickly engage FTL. The Sakhmet was designed with solo operations and hit and run attacks in mind.
[MFB] Battleship (16)
Vanguard (5)
General purpose battleship, well armed, similar speed to the Akaton. Usually found with a carrier escort.
Nemesis (4)
A battleship that appears to have merged itself with a carrier. The Nemesis isn't quite as well armed as the Vanguard but makes up for it with fighter bays.
Hyperion (2)
Another product of the Minmatar government's marketing department. Effectively a Vanguard with an Akaton power plant. They're faster then the Vanguard with better FTL drives but most of the power they produce is routed into systems necessary to prevent the reactor from going critical. Has limited CIWS and can carry a moderate amount of ordinance. Only two of these vessels were ever created.
Vendetta (5)
One of the Minmatar's more practical creations. Practical as far as genocide goes. The Vendetta battleship has one purpose; lauch strategic bombs at enemy planets and try not to get spotted on the way. They can also be fitted with strategic anti-fleet bombs that can be used against enemy fleet formations.
[MFC] Cruiser (65)
Ronin (15)
The Minmatar's fast attack cruiser. Moderately armed CIWS, posesses multiple front missile batteries. One of the fastest ships in the Minmatar fleet.
Argos (20)
Slower then the Ronin, the Argos is more of a general purpose escort.
Panther (30)
The Panther is a good cruiser with a decent amount of firepower for its size. Makes a good reconnaissance ship when acting on its own or as part of a larger taskforce. Also posesses some stealth capabilities.
[MFCR] Carrier (35)
Osiris (super carrier) (35)
Lightly armed with CIWS and usually escorted by other vessels. Carries a large number of various fighters and small craft.
[SF] Fighters (numerous)
[SF-X/a802] Xeron (Multi-purpose fighter)
A very fast and very capable fighter. The Xeron has a fully modular weapons interface allowing it to carry any kind of fighter class weapon in the Minmatar arsenal. Together with its incredible speed allow it to fulfill almost any role between bomber and interceptor. The TIC system (Total Inertia Control) allows the pilot to alter direction of travel while retaining consistant inertia throughout low angle turns offer unprecidented maneuverability while the three stage gravity acceleration system offers an unprecidented increase in speed. The Xeron is also atmosphere capable, provided that it is fitted with the appropriate module.
[SF-X/a609] Axar (Interceptor)
An older class interceptor. Reasonably fast but slowly being replaced by Xeron fighters with the interceptor weapons configuration. Many Axars are still in service and have been retrofitted with improved engines and the newer Xeron power plants.
[SF-X608] Griffon (Space Superiority fighter)
Another older fighter being phased out and replaced by the Xeron. Most Griffons are usually stationed at planets or stations as a defense force.
[SF-X/b703] Gemini (Bomber)
While the Xeron can act as a capable bomber, the Gemini still retain an advantage in that they can carry a lot more ordinance and have thicker armour.
Other (240)
Frigates (80)
Destroyers (60)
Escort Craft (100)
Last edited by Spyder on 2004-09-27 07:06am, edited 3 times in total.

- Stormbringer
- King of Democracy
- Posts: 22678
- Joined: 2002-07-15 11:22pm
- Rogue 9
- Scrapping TIEs since 1997
- Posts: 18711
- Joined: 2003-11-12 01:10pm
- Location: Classified
- Contact:
Updated my dramatis personae
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
- Darksider
- Sith Acolyte
- Posts: 5271
- Joined: 2002-12-13 02:56pm
- Location: America's decaying industrial armpit.
Krytos Star Empire: (Damn my lack of artistic talent. I want a flag too
)
Four thousand years ago, Krytos was a major slave trading world on the route of a now (believed to be) extinct race of slavers. They brought races from all over the galaxy, including primitive humans from earth, to be sold as slave labor. This practice continued for one thousand years, untill the great rebellion drove out the slavers, and established the first empire. The Empire was under the sole control of the first Emperor, until 2500 years ago, when a civil war overthrew him and established the Krytosian senate. The Empire is now an empire in name only, with the Emperor being elected for life, and having power similar to a U.S. president (With the exception of having a vote in the senate.).
One hundred years ago, Krytos itself was bombarded and destroyed near the end of the Genocide wars. The battle destroyed thousands of Asgard, Khokand, and PIR ships and broke the NBA's will to fight, leading to the cessation of hostilities between the empire (The only Ordino accord nation who still had any real ability to fight the war) and the New Bejjing Alliance.
Since then, the Imperial capital has been re-establishes in New Krytar on Carulan, the third planet in the Krytos system.
Major Holdings
Krytos system- 5 fully developed major industrial worlds, multipule deep space and orbital stations, and the allied floater cluster of Shiva
Gradon system- Major military production system with three deveoped worlds and two minor colonies. Heavily defended by KSN fleet units, orbital stations and planetary defenses. Attackers can expect very heavy casualties in ships and troops.
Lithos system-Two relativly undeveloped worlds with colonies just starting
Cration system (Hey! look at that, I remembered the name.)
Several asteroid mining colonies, two colonized moons, and three worlds magically terrafomed by Arcanist contractors.
Krynor colonies-group of three small worlds at the edge of Krynor space that were colonized after the destruction of the Krynor empire and the death of the Goa'uld Jarlath.
Outreach system-One developed world and two minor colonies at the edge of the former Covenant of God's territory. Annexed after the war.
The Empire also claims twelve uninhabited, un-colonized systems within it's borders, intending to colonize them at a later time. One of the systems was granted to the ousters in return for assistance against the Covenant of God.
Military forces-I'll put this up later, but since i've gone throug several major military build-ups (Two or three i think) expect it to be much larger than the numbers in the old OOB thread
Dramatis Personae-
Reinhasshu-Emperor of the KSE, over two hundred years old
Victor Davion-Leader of the Floater cluster of Shiva, also an agent for the Krytosian External security service, currently assisting intel teams get information on the Hudson march, disguised as trading convoys.
Admiral Joseph Conner- leader of the KSN third fleet, commanding roughly thirty-five warships
Navy OOB
OOB
1st fleet
C.O.-High admiral Thomas Crenshaw
2 dreadnaughts
3 battleships
10 cruisers
15 frigates
45 patrol destroyers
OOB
2nd Fleet
C.O.- Admiral Thomas Nakema
4 dreadnaughts
5 battleships
20 cruisers
30 frigates
50 patrol destroyers
OOB
3rd fleet
C.O.- Admiral Joseph Conner
2 Dreadnaughts
3 battleships
15 cruisers
20 frigates
45 patrol destroyers
OOB
4th Fleet
C.O.-Admiral Vishna Krasion
2 dreadnaughts
2 battleships
10 cruisers
15 frigates
40 patrol destroyers
OOB
5th fleet
C.O.-admiral Craig Thompson
1 dreadnaught
3 battleships
15 cruisers
20 frigates
50 patrol destroyers
OOB
6th fleet
C.O.-Admiral Kael Pershaw
1 dreadnaught
2 battleships
10 cruisers
10 frigates
35 patrol destroyers
(If there are any ships I left out, they are considered "loose" ships, and are used to patrol KSE space, and can be assigned to any fleet as the navy sees fit.)
Guardstar class orbital battle platforms-six around every major world, three around minor colonies
The Guardstar class serves as the primary static defense of the KSE. Armed with five fusion cannons, nintey neutron guns, one hundred laser cannons, one hundred and fifty plasma cannons, fifty particle beams and one thousand point defense lasers, and three full fighter wings, they can engage entire fleets.
I'll add more later (There are a few systems from my original OOB that I left out, this is just a rough outline)

Four thousand years ago, Krytos was a major slave trading world on the route of a now (believed to be) extinct race of slavers. They brought races from all over the galaxy, including primitive humans from earth, to be sold as slave labor. This practice continued for one thousand years, untill the great rebellion drove out the slavers, and established the first empire. The Empire was under the sole control of the first Emperor, until 2500 years ago, when a civil war overthrew him and established the Krytosian senate. The Empire is now an empire in name only, with the Emperor being elected for life, and having power similar to a U.S. president (With the exception of having a vote in the senate.).
One hundred years ago, Krytos itself was bombarded and destroyed near the end of the Genocide wars. The battle destroyed thousands of Asgard, Khokand, and PIR ships and broke the NBA's will to fight, leading to the cessation of hostilities between the empire (The only Ordino accord nation who still had any real ability to fight the war) and the New Bejjing Alliance.
Since then, the Imperial capital has been re-establishes in New Krytar on Carulan, the third planet in the Krytos system.
Major Holdings
Krytos system- 5 fully developed major industrial worlds, multipule deep space and orbital stations, and the allied floater cluster of Shiva
Gradon system- Major military production system with three deveoped worlds and two minor colonies. Heavily defended by KSN fleet units, orbital stations and planetary defenses. Attackers can expect very heavy casualties in ships and troops.
Lithos system-Two relativly undeveloped worlds with colonies just starting
Cration system (Hey! look at that, I remembered the name.)
Several asteroid mining colonies, two colonized moons, and three worlds magically terrafomed by Arcanist contractors.
Krynor colonies-group of three small worlds at the edge of Krynor space that were colonized after the destruction of the Krynor empire and the death of the Goa'uld Jarlath.
Outreach system-One developed world and two minor colonies at the edge of the former Covenant of God's territory. Annexed after the war.
The Empire also claims twelve uninhabited, un-colonized systems within it's borders, intending to colonize them at a later time. One of the systems was granted to the ousters in return for assistance against the Covenant of God.
Military forces-I'll put this up later, but since i've gone throug several major military build-ups (Two or three i think) expect it to be much larger than the numbers in the old OOB thread
Dramatis Personae-
Reinhasshu-Emperor of the KSE, over two hundred years old
Victor Davion-Leader of the Floater cluster of Shiva, also an agent for the Krytosian External security service, currently assisting intel teams get information on the Hudson march, disguised as trading convoys.
Admiral Joseph Conner- leader of the KSN third fleet, commanding roughly thirty-five warships
Navy OOB
OOB
1st fleet
C.O.-High admiral Thomas Crenshaw
2 dreadnaughts
3 battleships
10 cruisers
15 frigates
45 patrol destroyers
OOB
2nd Fleet
C.O.- Admiral Thomas Nakema
4 dreadnaughts
5 battleships
20 cruisers
30 frigates
50 patrol destroyers
OOB
3rd fleet
C.O.- Admiral Joseph Conner
2 Dreadnaughts
3 battleships
15 cruisers
20 frigates
45 patrol destroyers
OOB
4th Fleet
C.O.-Admiral Vishna Krasion
2 dreadnaughts
2 battleships
10 cruisers
15 frigates
40 patrol destroyers
OOB
5th fleet
C.O.-admiral Craig Thompson
1 dreadnaught
3 battleships
15 cruisers
20 frigates
50 patrol destroyers
OOB
6th fleet
C.O.-Admiral Kael Pershaw
1 dreadnaught
2 battleships
10 cruisers
10 frigates
35 patrol destroyers
(If there are any ships I left out, they are considered "loose" ships, and are used to patrol KSE space, and can be assigned to any fleet as the navy sees fit.)
Guardstar class orbital battle platforms-six around every major world, three around minor colonies
The Guardstar class serves as the primary static defense of the KSE. Armed with five fusion cannons, nintey neutron guns, one hundred laser cannons, one hundred and fifty plasma cannons, fifty particle beams and one thousand point defense lasers, and three full fighter wings, they can engage entire fleets.
I'll add more later (There are a few systems from my original OOB that I left out, this is just a rough outline)
Last edited by Darksider on 2004-09-16 05:26pm, edited 4 times in total.
And this is why you don't watch anything produced by Ronald D. Moore after he had his brain surgically removed and replaced with a bag of elephant semen.-Gramzamber, on why Caprica sucks
- Straha
- Lord of the Spam
- Posts: 8198
- Joined: 2002-07-21 11:59pm
- Location: NYC
Sorry about the delay, thought I had posted all this stuff in here already. Here it is, some updates were made though.
Monacora
History:
As commencement of the ultimate war (at the end of the last STGOD) seemed imminent Monacora was seemingly about to be a prime participant. Instead Monacora, in the last days before war began, first renounced ties with the Ordino alliance due to ever increasing demands for Monacoran troops to serve in the front lines. Instead Monacora sold the battle plans of the Alliance to the Asgard Alliance in return for Neutrality in the upcoming war, and for all Asgardian Earth holdings. As the war was fought around Monacora in a way more vicious than ever seen before Monacora built up its army, and started colonizing farther off worlds, and issued the Ochebe protocal for all neutral nations. It said that if any neutral nation tried to raise an army comparable to Monacora's war would ensue.
Five years after its issuence the Ochebe Doctrine was first put into use. When the (nation that had south-america, forgot its name...) started building up their army, to latter be used as a bargaining chip between the alliances to better itself, and get moer land. They thought that Monacora, even after sanctions, troop deployment, embargos, and the forbiding of any contractors that worked with Monacora to work with them. Monacora did go to war from its land in Brazil, and with the opposing army not trained or equipped to fight Monacora the war was swift, within a Month the entre continent was Monacoran.
At the same time the first major earth born offensive of the war was taking place. It was then that the Monacorans added the Soveriegn Earth collorary to the Ochebe Doctrine, this said that there were to be no battles fought on Terra, or else Monacora would punish the aggressor most harshley. Soon after this a treaty was ratified very quickly by all known nations promising as such.
The treaty, however, only instenisified the war. With war now removed from the homeland of almost all of the nations the governments now seemed to escalate beyond what it had been before. And by its end the horror was unimaginable to almost everyone.
Until shortly after the war ended the Monacoran Nation continued its aggressive colonization plan, and the army continued to expand and grow. Monacoran Political Policy also changed, now it embodies a purely neutral outlook, only interfering withothers if they have violated the Ochebe doctrine. The only time this has not been the case was when Monacora save the New Roman Empire, and later absorbed it to save it from destruction. After the war ended, however, the Colonization was stopped with 10 planets in Monacoran hands, each one as far away from known space as possible. Soon refugees (most notably from the DE) flooded to these new colonies, bringing them up to rather healthy sized planets.
Rather then spend more money on more colonies, however, the political and military princes decided to pick eight small non-aligned planetary nations, and formed a mutual defence pact between them, the pact allows Monacora to take complete military control of all nations in it during times of war, and to take monetary funding from the smaller nations during times of crisis.
Government-
The Government is small, with a 10-20% flat tax rate depending on where in the nation you live, the government still makes a somewhat decent surplus, which goes into a massive fund that the government has stockpiled for cases of emergency. The government makes most of its money through governmental funded and controlled companies that compete in the private sector, and make quite a hefty profit at times.
Monacoran Army-
The Monacoran Army is made up of 500 line regiments (A Monacoran regiment is a roughly division sized unit,) 100 garrison regiments, and 100 marine regiments. These units are highly trained at what they do, and are superior to any other nation's army or marine landing force. The two main advantages that Monacora has over other nations (besides better technology, training, application, and more combat experience) is the mobile invisible shield, which is a shield that covers a portion of a planet from orbital bombardment while, at the same time, remaining undetectable. The main disadvantage of the shields (which are deployed to front lines, and are otherwise very very very jealously guarded to keep the designs for the shield from being leaked) is that repulsor and hover technology do not work beneath the shielding, leaving only "convetnional" movement available for forces. The other main advantage is the troop transport used by Monacora. Able to take batallion (1/4th of a regiment) sized units through the stars and atmosphere, the transports are equipped with a cloaking device that, when in an atmosphere, make them nearly undetectable to all but the most active and focused sensors. On the flip side these cloaking devices do not work in space, and in fact act as sort of a homing beacon, and the transports cannot equip themselves with any sort of shielding to protect the transports.
Worlds:
Each one of these is fully developed, and controlled in totality. Each world is divided into provinces, each of which have membership in the Parliament.
Earth
Far Point
Estevan
Andover
Biscay
Haxour
Nidean
Bedamia
Nytopia
Suez
The Monacoran Astral Navy:
Of late has been going through reforms. Overall the navy is a decrepit wreck, though they have a top of the line fighter corps, ‘stolen’ from the Army and Marines.
1st Fleet:
Commanded by: Admiral Smirnoff
Used to be the cream of the crop, best of the ships and crew were deployed here. No longer such the case, as the best have been given over to 8th, 9th, and 10th fleets. (changed for the repost.)
2nd-5th Fleets:
Unimportant, and insignifigant as the number gets higher, the fleet gets worse. As of now the fifth and fourth fleets are assigned for ‘destruction’
6th Fleet
This is the Battle Station fleet. These are space stations built inside massive hollowed out asteroids and placed over planets with the point of killing unwanted enemies. There are two of them over every inhabited Monacoran world, with two extra being deployed over Far-Point.
8th Fleet:
Commanded by: Admiral Santiago
2 Dreadnaughts
1 Battle Carrier
5 Heavy Cruisers
2 Light Cruisers
50 Frigates
75 Destroyers
This is the new destination for the cream-of-the-crop and it is also the new mobile battle force. It is comprised of mixed Jardanian Monacoran crew, and is on constant alert.
9th Fleet
Commanded by: Admiral Nomura
1 superdreadnaughts
12 Drone Frigates
9 Drone cruisers
1 Heavy Dreadnaughts
3 Goddess pocket cruisers
1 Obsidian command ships
6 carriers (each holds 6 squadrons of bombers and 6 of interceptors, has 30
disruptor cannons and 50 missile bays, but only medium shielding and light armor)
Another mixed crew fleet. This, however, has Rh’lloran ships instead of Jardanian ships.
10th Fleet
Commanded by: Admiral Ksawery
1 superdreadnaughts
13 Drone Frigates
9 Drone cruisers
1 Heavy Dreadnaughts
2 Goddess pocket cruisers
1 Obsidian command ships
12 carriers (each holds 6 squadrons of bombers and 6 of interceptors, has 30 disruptor cannons and 50 missile bays, but only medium shielding and light armor)
Ditto of above.
Monacora
History:
As commencement of the ultimate war (at the end of the last STGOD) seemed imminent Monacora was seemingly about to be a prime participant. Instead Monacora, in the last days before war began, first renounced ties with the Ordino alliance due to ever increasing demands for Monacoran troops to serve in the front lines. Instead Monacora sold the battle plans of the Alliance to the Asgard Alliance in return for Neutrality in the upcoming war, and for all Asgardian Earth holdings. As the war was fought around Monacora in a way more vicious than ever seen before Monacora built up its army, and started colonizing farther off worlds, and issued the Ochebe protocal for all neutral nations. It said that if any neutral nation tried to raise an army comparable to Monacora's war would ensue.
Five years after its issuence the Ochebe Doctrine was first put into use. When the (nation that had south-america, forgot its name...) started building up their army, to latter be used as a bargaining chip between the alliances to better itself, and get moer land. They thought that Monacora, even after sanctions, troop deployment, embargos, and the forbiding of any contractors that worked with Monacora to work with them. Monacora did go to war from its land in Brazil, and with the opposing army not trained or equipped to fight Monacora the war was swift, within a Month the entre continent was Monacoran.
At the same time the first major earth born offensive of the war was taking place. It was then that the Monacorans added the Soveriegn Earth collorary to the Ochebe Doctrine, this said that there were to be no battles fought on Terra, or else Monacora would punish the aggressor most harshley. Soon after this a treaty was ratified very quickly by all known nations promising as such.
The treaty, however, only instenisified the war. With war now removed from the homeland of almost all of the nations the governments now seemed to escalate beyond what it had been before. And by its end the horror was unimaginable to almost everyone.
Until shortly after the war ended the Monacoran Nation continued its aggressive colonization plan, and the army continued to expand and grow. Monacoran Political Policy also changed, now it embodies a purely neutral outlook, only interfering withothers if they have violated the Ochebe doctrine. The only time this has not been the case was when Monacora save the New Roman Empire, and later absorbed it to save it from destruction. After the war ended, however, the Colonization was stopped with 10 planets in Monacoran hands, each one as far away from known space as possible. Soon refugees (most notably from the DE) flooded to these new colonies, bringing them up to rather healthy sized planets.
Rather then spend more money on more colonies, however, the political and military princes decided to pick eight small non-aligned planetary nations, and formed a mutual defence pact between them, the pact allows Monacora to take complete military control of all nations in it during times of war, and to take monetary funding from the smaller nations during times of crisis.
Government-
The Government is small, with a 10-20% flat tax rate depending on where in the nation you live, the government still makes a somewhat decent surplus, which goes into a massive fund that the government has stockpiled for cases of emergency. The government makes most of its money through governmental funded and controlled companies that compete in the private sector, and make quite a hefty profit at times.
Monacoran Army-
The Monacoran Army is made up of 500 line regiments (A Monacoran regiment is a roughly division sized unit,) 100 garrison regiments, and 100 marine regiments. These units are highly trained at what they do, and are superior to any other nation's army or marine landing force. The two main advantages that Monacora has over other nations (besides better technology, training, application, and more combat experience) is the mobile invisible shield, which is a shield that covers a portion of a planet from orbital bombardment while, at the same time, remaining undetectable. The main disadvantage of the shields (which are deployed to front lines, and are otherwise very very very jealously guarded to keep the designs for the shield from being leaked) is that repulsor and hover technology do not work beneath the shielding, leaving only "convetnional" movement available for forces. The other main advantage is the troop transport used by Monacora. Able to take batallion (1/4th of a regiment) sized units through the stars and atmosphere, the transports are equipped with a cloaking device that, when in an atmosphere, make them nearly undetectable to all but the most active and focused sensors. On the flip side these cloaking devices do not work in space, and in fact act as sort of a homing beacon, and the transports cannot equip themselves with any sort of shielding to protect the transports.
Worlds:
Each one of these is fully developed, and controlled in totality. Each world is divided into provinces, each of which have membership in the Parliament.
Earth
Far Point
Estevan
Andover
Biscay
Haxour
Nidean
Bedamia
Nytopia
Suez
The Monacoran Astral Navy:
Of late has been going through reforms. Overall the navy is a decrepit wreck, though they have a top of the line fighter corps, ‘stolen’ from the Army and Marines.
1st Fleet:
Commanded by: Admiral Smirnoff
Used to be the cream of the crop, best of the ships and crew were deployed here. No longer such the case, as the best have been given over to 8th, 9th, and 10th fleets. (changed for the repost.)
2nd-5th Fleets:
Unimportant, and insignifigant as the number gets higher, the fleet gets worse. As of now the fifth and fourth fleets are assigned for ‘destruction’
6th Fleet
This is the Battle Station fleet. These are space stations built inside massive hollowed out asteroids and placed over planets with the point of killing unwanted enemies. There are two of them over every inhabited Monacoran world, with two extra being deployed over Far-Point.
8th Fleet:
Commanded by: Admiral Santiago
2 Dreadnaughts
1 Battle Carrier
5 Heavy Cruisers
2 Light Cruisers
50 Frigates
75 Destroyers
This is the new destination for the cream-of-the-crop and it is also the new mobile battle force. It is comprised of mixed Jardanian Monacoran crew, and is on constant alert.
9th Fleet
Commanded by: Admiral Nomura
1 superdreadnaughts
12 Drone Frigates
9 Drone cruisers
1 Heavy Dreadnaughts
3 Goddess pocket cruisers
1 Obsidian command ships
6 carriers (each holds 6 squadrons of bombers and 6 of interceptors, has 30
disruptor cannons and 50 missile bays, but only medium shielding and light armor)
Another mixed crew fleet. This, however, has Rh’lloran ships instead of Jardanian ships.
10th Fleet
Commanded by: Admiral Ksawery
1 superdreadnaughts
13 Drone Frigates
9 Drone cruisers
1 Heavy Dreadnaughts
2 Goddess pocket cruisers
1 Obsidian command ships
12 carriers (each holds 6 squadrons of bombers and 6 of interceptors, has 30 disruptor cannons and 50 missile bays, but only medium shielding and light armor)
Ditto of above.
'After 9/11, it was "You're with us or your with the terrorists." Now its "You're with Straha or you support racism."' ' - The Romulan Republic
'You're a bully putting on an air of civility while saying that everything western and/or capitalistic must be bad, and a lot of other posters (loomer, Stas Bush, Gandalf) are also going along with it for their own personal reasons (Stas in particular is looking through rose colored glasses)' - Darth Yan
'You're a bully putting on an air of civility while saying that everything western and/or capitalistic must be bad, and a lot of other posters (loomer, Stas Bush, Gandalf) are also going along with it for their own personal reasons (Stas in particular is looking through rose colored glasses)' - Darth Yan
- Rogue 9
- Scrapping TIEs since 1997
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- Joined: 2003-11-12 01:10pm
- Location: Classified
- Contact:
Actually bothered to update my OOB after my last construction run.
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
- Stormbringer
- King of Democracy
- Posts: 22678
- Joined: 2002-07-15 11:22pm
Posted this so there's no need to clarify fleet strengths
First - Seventh Battle Fleets
3- Wulfen Class
2- Fenriss Class (13th currently attached to Home (First) Fleet)
6- Hound Class (serving as DesRon Flags)
24- Fang Class
Each Destroyer Squadron (DesRon) is heading by a light cruiser, and composed of four Destroyer Escorts. They are each designated by the Fleet number followed by the DesRon number (ie the 2nd DesRon of 5th Fleet would be DesRon 52).
First Fleet
AINS Retribution [SD(p) 67]
AINS Wulfen [SD(p) 61]
AINS Warpsite [SD(p) 78]
AINS Vasa [CV 43]
AINS Trondheim [CV 54]
DesRon 11
AINS Mastiff
AINS Terrier
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 12
AINS Blackwing
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 13
AINS Pike
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 14
AINS Warrior
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRong 15
AINS Scorpius
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 16
AINS Rapier
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Second Fleet
AINS Emperor Alexander [SD(p) 62]
AINS Odin [SD(p) 70]
AINS Empress Jessica [SD(p) 63]
AINS Vigilant [CV 53]
AINS Fenris [CV 44]
DesRon 21
AINS Upholder
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 22
AINS Fearless
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 23
AINS Sabre
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 24
AINS Cutlass
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Desron 25
AINS Scimitar
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 26
AINS Knife
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Third Fleet
AINS Black Forest [SD(p) 64] [Flag- Admiral Karl Jurgen]
AINS Passchenadale [SD(p) 69]
AINS Invictus [SD(p) 75]
AINS Ark Imperial [CV 45]
AINS Valkyrie [CV 52]
DesRon 31
AINS Longbow
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 32
AINS Katana
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 33
AINS Osprey
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 34
AINS Hawk
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 35
AINS Falcon
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 36
AINS Valiant
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Fourth Fleet
AINS Loki [SD(p) 65]
AINS Ragnar [SD(p) 76]
AINS Iron Duke [SD(p) 66]
AINS Imperator [CV 51]
AINS Indefatigable [CV 49]
DesRon 41
AINS Courageous
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 42
AINS Shadow
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 43
AINS Black Angel
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 44
AINS Seraphim
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 45
AINS Uriel
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 46
AINS Grendel
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Fifth Fleet
AINS Agammenon [SD(p) 68]
AINS Thor [SD(p) 74]
AINS Wryven [SD(p) 73]
AINS Raven [CV 47]
AINS Eagle [CV 46]
DesRon 51
AINS Hound
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 52
AINS Wolf
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 53
AINS Dragon
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 54
AINS Gryphon
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 55
AINS Gargoyle
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 56
AINS Hydra
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Sixth Fleet
AINS Beowulf [SD(p) 71]
AINS Vanguard [SD(p) 77]
AINS Inexorable [SD(p) 72]
AINS Vampyre [CV 50]
AINS Condor [CV 48]
DesRon 61
AINS Space-Witch
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 62
AINS Moon Shadow
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 63
AINS Blackheart
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 64
AINS Serpent
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 65
AINS Claymore
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 66
AINS Intrepid
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Sixth Fleet
AINS Thunderwalker [SD 79] [Flag- Admiral Alistair Von Bek]
AINS Xavier Gustav[SD 80]
AINS Blackguard[SD 81]
AINS Griffon [CV 55]
AINS Basilisk [CV 56]
DesRon 71
AINS CL Hound-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 72
AINS CL Hound-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 73
AINS CL Hound-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 74
AINS CL Hound-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 75
AINS CL Hound-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 76
AINS CL Hound-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Battle Cruiser Squadrons (1-12)
2 Broadswords
4 Bersekers
At present BatCruRon 7 (1BC, 1 CA) and BatCruRon 9 (1 BC) are overstrength.
BatCruRon 1
AINS Battle Ax [Flag- Rear Admiral Stephen Von Zant]
AINS Brazen
AINS Exter
AINS Ajax
AINS Encounter
AINS Swift
BatCruRon 2
AINS Dragoon
AINS Lutzow
AINS Achilles
AINS Hector
AINS Warlock
AINS Necromancer
BatCruRon 3
AINS Renown
AINS Victory
AINS Sorceror
AINS Enchanter
AINS Nonsuch
AINS Tonant
BatCruRon 4
AINS Flame
AINS Nike
AINS Thunderer
AINS Pollux
AINS Hectate
AINS Hunter
BatCruRon 5
AINS Hercules
AINS Hotspur
AINS Ironheart
AINS Wrathful
AINS Rage
AINS Typhoon
BatCruRon 6
AINS Repulse
AINS Hood
AINS Vigilant
AINS Templar
AINS Lightening
AINS Leonidas
BatCruRon 7
AINS Star Knight
AINS Scharnhorst
AINS Gustav
AINS Blade Dancer
AINS Huntress
AINS Cossack
BatCruRon 8
AINS Seydlitz
AINS Blitz
AINS Kronprinz
AINS Temeraire
AINS Superb
AINS St. Vincent
BatCruRon 9
AINS Vengeance [Flag- Rear Admiral Karl Richter]
AINS Turbulence
AINS Spartan
AINS Goben
AINS Lutzow
AINS Blucher
AINS Hipper
BatCruRon 10
AINS Dauntless
AINS Lancer
AINS Orion
AINS Centurion
AINS Audacious
AINS Barham
BatCruRon 11
AINS Triton [Flag- Rear Admiral Percivil Beckett]
AINS Panther
AINS Royal Sovereign
AINS Resolution
AINS Royal Oak
AINS BLAKE
BatCruRon 12
AINS Banshee
AINS Viper [Flag- Rear Admiral Wilhem Rommel
AINS Renown
AINS Nelson
AINS Rodney
AINS AGINCOURT (Destroyed)
Cruiser Squadrons (1-22)
CruRon 1
AINS Majestic CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 2
AINS Ragnar CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 3
AINS Blackmane CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 4
AINS Storm CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 5
AINS Vanquish CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 6
AINS Viscount CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 7
AINS Phalanx CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 8
AINS Harpoon CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 9
AINS Kraken CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 10
AINS Leipzig CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 11
AINS Blucher CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 12
AINS Scheer CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 13
AINS Ravage CL
AINS Rampage CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 14
AINS Red Hand CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 15
AINS Reaver CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 16
AINS Archon CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 17
AINS Azrael CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 18
AINS Slayer CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 19
AINS Heracles CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 20
AINS Posidien CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 21
AINS Artemis CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 22
AINS Athena CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 23
AINS Steadfast CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
First - Seventh Battle Fleets
3- Wulfen Class
2- Fenriss Class (13th currently attached to Home (First) Fleet)
6- Hound Class (serving as DesRon Flags)
24- Fang Class
Each Destroyer Squadron (DesRon) is heading by a light cruiser, and composed of four Destroyer Escorts. They are each designated by the Fleet number followed by the DesRon number (ie the 2nd DesRon of 5th Fleet would be DesRon 52).
First Fleet
AINS Retribution [SD(p) 67]
AINS Wulfen [SD(p) 61]
AINS Warpsite [SD(p) 78]
AINS Vasa [CV 43]
AINS Trondheim [CV 54]
DesRon 11
AINS Mastiff
AINS Terrier
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 12
AINS Blackwing
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 13
AINS Pike
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 14
AINS Warrior
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRong 15
AINS Scorpius
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 16
AINS Rapier
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Second Fleet
AINS Emperor Alexander [SD(p) 62]
AINS Odin [SD(p) 70]
AINS Empress Jessica [SD(p) 63]
AINS Vigilant [CV 53]
AINS Fenris [CV 44]
DesRon 21
AINS Upholder
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 22
AINS Fearless
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 23
AINS Sabre
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 24
AINS Cutlass
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Desron 25
AINS Scimitar
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 26
AINS Knife
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Third Fleet
AINS Black Forest [SD(p) 64] [Flag- Admiral Karl Jurgen]
AINS Passchenadale [SD(p) 69]
AINS Invictus [SD(p) 75]
AINS Ark Imperial [CV 45]
AINS Valkyrie [CV 52]
DesRon 31
AINS Longbow
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 32
AINS Katana
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 33
AINS Osprey
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 34
AINS Hawk
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 35
AINS Falcon
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 36
AINS Valiant
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Fourth Fleet
AINS Loki [SD(p) 65]
AINS Ragnar [SD(p) 76]
AINS Iron Duke [SD(p) 66]
AINS Imperator [CV 51]
AINS Indefatigable [CV 49]
DesRon 41
AINS Courageous
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 42
AINS Shadow
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 43
AINS Black Angel
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 44
AINS Seraphim
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 45
AINS Uriel
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 46
AINS Grendel
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Fifth Fleet
AINS Agammenon [SD(p) 68]
AINS Thor [SD(p) 74]
AINS Wryven [SD(p) 73]
AINS Raven [CV 47]
AINS Eagle [CV 46]
DesRon 51
AINS Hound
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 52
AINS Wolf
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 53
AINS Dragon
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 54
AINS Gryphon
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 55
AINS Gargoyle
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 56
AINS Hydra
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Sixth Fleet
AINS Beowulf [SD(p) 71]
AINS Vanguard [SD(p) 77]
AINS Inexorable [SD(p) 72]
AINS Vampyre [CV 50]
AINS Condor [CV 48]
DesRon 61
AINS Space-Witch
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 62
AINS Moon Shadow
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 63
AINS Blackheart
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 64
AINS Serpent
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 65
AINS Claymore
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 66
AINS Intrepid
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Sixth Fleet
AINS Thunderwalker [SD 79] [Flag- Admiral Alistair Von Bek]
AINS Xavier Gustav[SD 80]
AINS Blackguard[SD 81]
AINS Griffon [CV 55]
AINS Basilisk [CV 56]
DesRon 71
AINS CL Hound-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 72
AINS CL Hound-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 73
AINS CL Hound-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 74
AINS CL Hound-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 75
AINS CL Hound-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
DesRon 76
AINS CL Hound-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
AINS DD Fang-class
Battle Cruiser Squadrons (1-12)
2 Broadswords
4 Bersekers
At present BatCruRon 7 (1BC, 1 CA) and BatCruRon 9 (1 BC) are overstrength.
BatCruRon 1
AINS Battle Ax [Flag- Rear Admiral Stephen Von Zant]
AINS Brazen
AINS Exter
AINS Ajax
AINS Encounter
AINS Swift
BatCruRon 2
AINS Dragoon
AINS Lutzow
AINS Achilles
AINS Hector
AINS Warlock
AINS Necromancer
BatCruRon 3
AINS Renown
AINS Victory
AINS Sorceror
AINS Enchanter
AINS Nonsuch
AINS Tonant
BatCruRon 4
AINS Flame
AINS Nike
AINS Thunderer
AINS Pollux
AINS Hectate
AINS Hunter
BatCruRon 5
AINS Hercules
AINS Hotspur
AINS Ironheart
AINS Wrathful
AINS Rage
AINS Typhoon
BatCruRon 6
AINS Repulse
AINS Hood
AINS Vigilant
AINS Templar
AINS Lightening
AINS Leonidas
BatCruRon 7
AINS Star Knight
AINS Scharnhorst
AINS Gustav
AINS Blade Dancer
AINS Huntress
AINS Cossack
BatCruRon 8
AINS Seydlitz
AINS Blitz
AINS Kronprinz
AINS Temeraire
AINS Superb
AINS St. Vincent
BatCruRon 9
AINS Vengeance [Flag- Rear Admiral Karl Richter]
AINS Turbulence
AINS Spartan
AINS Goben
AINS Lutzow
AINS Blucher
AINS Hipper
BatCruRon 10
AINS Dauntless
AINS Lancer
AINS Orion
AINS Centurion
AINS Audacious
AINS Barham
BatCruRon 11
AINS Triton [Flag- Rear Admiral Percivil Beckett]
AINS Panther
AINS Royal Sovereign
AINS Resolution
AINS Royal Oak
AINS BLAKE
BatCruRon 12
AINS Banshee
AINS Viper [Flag- Rear Admiral Wilhem Rommel
AINS Renown
AINS Nelson
AINS Rodney
AINS AGINCOURT (Destroyed)
Cruiser Squadrons (1-22)
CruRon 1
AINS Majestic CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 2
AINS Ragnar CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 3
AINS Blackmane CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 4
AINS Storm CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 5
AINS Vanquish CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 6
AINS Viscount CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 7
AINS Phalanx CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 8
AINS Harpoon CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 9
AINS Kraken CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 10
AINS Leipzig CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 11
AINS Blucher CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 12
AINS Scheer CA
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 13
AINS Ravage CL
AINS Rampage CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 14
AINS Red Hand CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 15
AINS Reaver CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 16
AINS Archon CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 17
AINS Azrael CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 18
AINS Slayer CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 19
AINS Heracles CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 20
AINS Posidien CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 21
AINS Artemis CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 22
AINS Athena CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
CruRon 23
AINS Steadfast CL
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
AINS DD WEREWOLF-CLASS
Last edited by Stormbringer on 2004-09-11 02:37pm, edited 1 time in total.

- Thirdfain
- The Player of Games
- Posts: 6924
- Joined: 2003-02-13 09:24pm
- Location: Never underestimate the staggering drawing power of the Garden State.
- Rogue 9
- Scrapping TIEs since 1997
- Posts: 18711
- Joined: 2003-11-12 01:10pm
- Location: Classified
- Contact:
Finally got around to fixing my army numbers. I thought I'd done it already. >_<
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
- Rogue 9
- Scrapping TIEs since 1997
- Posts: 18711
- Joined: 2003-11-12 01:10pm
- Location: Classified
- Contact:
Added in the ships gotten from Ronogho.
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
- Agent Fisher
- Rabid Monkey
- Posts: 3671
- Joined: 2003-04-29 11:56pm
- Location: Sac-Town, CA, USA, Earth, Sol, Milky Way, Universe
Confederation of Spartan Worlds
History
In the Mid-21st century, a group of colonists departed from Earth and settled on what would become know as New Sparta. After establishing a government, the people of New Sparta founded three other colonies. After centuries of work these worlds have formed the heart of the Confederation. New Sparta is used as Capitol world, Primary Ship yard, and military training. New Athens is used for agriculture and New Rome is used for industrial purposes. New Berlin is headquaters of Covert Operations and Research and Development. After the three worlds were settled, the Confederation had no more contact with the people of earth or anyone else, they have been totally alone.
Government
The Confederation has two ruling bodies. There is the Parliament which deals with non-military duties such as trade agreements and everyday decisions. And there is the Council of twelve. The council deals with all time-critical decisions and all military decisions. However the Council is monitored by the Parliament and vice versa. All officials are elected. Above the Council, in terms of military control is the Grand Admiral. The Admiral has the authority to order any military action he or she sees fit. The current admiral is Grand Admiral Jacob Stanforth.
Military
The Confederation military has two branches. The Navy and Marines. The Confederation military has always been geared toward lightning strikes and raids. However most heavy Confederation capitol ships pack a very heavy punch, to knock out enemy ships as fast as possible. Another aspect of the military is that most of the officers have been trained since birth. One in every ten children of the Confederacy is taken at birth and trained to become soldiers. However, most of the military comes from volunteers.
The Military operates a large station/fleet base on the edge of their territory. Most if not all military operations are conducted from this base.
Navy:
Ship weapons systems:
Much like the Nashtar, the Confederation uses a form of Magnetic Acceleration Cannons. These MACs can fire five successive shots with one single charge.
Missiles are still used heavily. Most missiles uses a high explosive warhead, but nuclear ordinance is not uncommon.
Nuclear: There are two types of nuclear ordinance. The first being missiles fitted with nuclear warheads. The second is the RFNL. The Rapid Fire Nuclear Launcher fires a nuclear device the size of a beach ball( Twenty megaton variable yield) at targets. The RFNL has a magazine of fifty warheads.
Note on Slipspace drive: If you have read the HALO series, that is what my form of FTL is.
WRAITH CLASS Dreadnaughts(10):
Length: 3 kilometers
Powerplant: 4 Prometheus fusion generators, 8 Strider engines, slipstream drive.
Crew: 800
Weapons: Ten Heavy Turreted MAC guns. 200 VAMPIRE missiles pods( each pod contains 20 missiles, giving a WRAITH a total of 4000 missiles). Five Turreted RFNL, Sixty 50mm AutoCannons( Point Defense)
Fighter Craft:
A-52G BROADSWORD(12):
Powerplant: 1 Icarus Fusion generator, 3 Fulton engines.
Crew: three, pilot, copilot, navigator/communications
Weapons: 1 SuperLight MAC, 20 SSM( Space to Space Missiles) stored in internal bays, 8 hard points for variable ordinance.
F/A-17M WARHOG(36)
Powerplant: 1 Icarus Fusion Generator, 3 SCP( Space Combat Propulsion) engines.
Crew: 2 Pilot Weapons Officer
Weapons: Four 30mm Mini Guns, 14 SSM stored in internal bays, four hard points.
F-36 Jackal(24)
Powerplant: 1 Icarus Fusion Generators, 3 SCP engines.
Crew: 1
Weapons: Six 30mm Mini guns, 12 SSM stored on hard points.
The WRAITHs are the pride of the Fleet. It is the heaviest ship the Confederation posses. It is equal to most dreadnaughts. It carries five meters of armor, heavy internal bracing, and a rudimentary energy shield. It also serves as a carrier to deliver fighters and bombers to a hot zone. The WRAITHs are used as Fleet Command Ships. Due to the wide use of Nuclear ordinance, all Confederation ships are protected against EMP bursts.
CARRACK CLASS HEAVY CRUISERS(23)
LENGTH:2km
Powerplant: 4 Prometheus Fusion Generators, 5 Strider engines, slipspace drive
Crew:500
Weapons:Four Heavy MACs, Three Med. MACs, 100 VAMPIRE Pods, three RFNLs, Fifty 60mm AutoCannons
Fighters:
20 dropships
12 Jackals
24 Warhogs
Troops:500
HUNTER CLASS MISSILE Cruiser(10)
Length: One kilometer
Powerplant: 3 Prometheus Fusion generators, 4 Strider engines, slipspace drive
Crew: 200
Weapons: 500 Vampire Missile Pods( eight pods equiped with nuclear ordiance, 4 RFNL
With 500 missile pods, the HUNTER stays outside of an engagement with an escort of two frigates and launches large salvos at enemy fleets. It also has been used to render entire planets uninhabitable, though only in tests.
COMMONWEALTH CLASS Frigate (150)
Length: 600 meters
Powerplant: 3 Prometheus, 6 Strider engines, slipspace drive
Crew:400
Weapons: 2 Heavy Turreted MACs, 4 Medium MACs, 100 VAMPIRE Missile pods., 2 RFNL. Thirty 60mm AutoCannons.
Fighters:
10 dropships
12 WARHOGS
12 JACKALS
Troops: 200
With five meters of armor and internal bracing these ships can take and give out a lot of hurt.
HALO CLASS CARRIER(6)
Length: Three kilometers
Powerplant: 4 Prometheus, 3 Strider engines, slipspace drive
Weapons: 20 Vampire Missile Pods, 1 RFNL, Seventy 60mm AutoCannons.
Crew:500
Fighters
36 BROADSWORDS
36 WARHOGS
72 JACKALS
The HALOs provide a long term base for large fight operations.
BLACK HAWK TROOP CARRIER(300)
Length: Two kilometers
Powerplant: 2 Prometheus, 2 Strider engines, slipspace drive
Weapons: twenty 60mm AutoCannons
Crew: 50
DROPSHIPS(100)
(((Crew:4, pilot, copilot, crew chief, door gunner
Weapons: 1 Turreted Minigun linked to pilots HUD, 4 Rocket Pods( 8 12mm rockets per pod), two Light Miniguns on pintle mounts
Capacity:28 men)))
Capacity: One Full Division( with Vehicles, and supplies for 3 months of combat)
STACKER CLASS DESTROYER ESCORTS(150)
Length: 800m
Powerplant: 3 Prometheus, 8 MEAD Engines, slipspace drive
Weapons: 1 Heavy MAC, 3 Medium MACs, 50 VAMPIRE pods, 2 RFNL, twenty 60mm AutoCannons
Crew: 100
Fighters
4 Broadswords or 8 Jackals
Three meters of armor, internal bracing.
LIBERTY CLASS TRANSPORT/FLEET REPLINSHMENT(5000)
Length:1.5km
Powerplant: 2 Prometheus, 2 Strider, Slipspace drive
Crew:140
Capacity: When used to transport troops: 1 Regiment( men, vehicles, and 3 months supplies)
When used to supply fleets: Supplies for 2 months of Combat Actions.
PROWLER CLASS SPY SHIP(200)
Length: 100 meters
Powerplant: 1 prometheus, 3 MEAD engines, Slipspace drive
Crew: 20
Weapons: none
Used as a scout ship
INVADER CLASS BOARDING CRAFT
Powerplant:1 Icarus Fusion Generators, 1 SCP engines
Crew:2
Troop Capacity:12
Orbital Defenses
TIGER CLASS Orbital Defense Platform (6, divided up between New Sparta and New Rome)
Power plant: 2 Prometheus generators, station-keeping thrusters only
Weapons: 10 Heavy,40 Med. MACs, 200 VAMPIRE Pods, 2 RFNL
Crew: 300
Fighters:
36 BROADSWORDS
36 JACKALS
Armor: 8 meters and heavy internal bracing
POWER CLASS Orbital Defense Platform (12, divided up between New Sparta and New Rome)
Power plant: 2 Promethues generators, station keeping thrusters only
Weapons: 5 Heavy MACs, 25 MED. MACs, 50 VAMPIRE Pods, 1 RFNL
Crew: 50
Armor: Five meters and heavy internal bracing
TOBIN CLASS Orbital Mines(millions, all in orbit of New Athens)
Output: 20 megatons
The TOBIN mines are used to defend the agricultral world of the Confederation. The mines home in on any ship not broadcasting the correct IFF codes.
HUEY CLASS Orbital Fighterbase(8)
Powerplant: 1 Prometheus
Capacity: 4 Wings of Fighters
The HUEY Fighterbases are used as a home base for fighters patrolling the systems.
JACKSON STATION(1, Deep Space Staging area ALPHA)
Powerplant: 6 Promethues generators
Weapons: 20 Heavy MACs, 30 Med macs, 200 Vampire Pods, 5 RFNL
Armor: 20 meters of armor
Crew:5000( 1000 to run the station, 4000 for maintence and upkeep of the fleet) with room for 10000 more
Fighters: 5 Wings of Fighters
The JACKSON is the main military staging area.
RSS( Remote Sensing Stations)
Powerplant: one Icarus generator
Uses sensor to detect inbound ships. Early warning.
MARINES:
UNIT BREAKDOWN:
DIVISION>4 REGIMENTS>3 BATTALIONS>5 COMPANYS>4 PLATOONS> 4 SQUADS> 2 FOUR MAN FIRETEAMS
The Confederations maintains 300 active duty Division, with 500 in reserves.
60% of the Division are mechanized infantry. another 30% are armoured.
10% infantry division
Two divisions are airborne units. The SPARTAN Division and the IMMORTALS Division. Both are considered Special Forces. The SPARTAN Division is entirely birth-trained troops. The IMMORTALs are open to anyone.
edited 200 times
History
In the Mid-21st century, a group of colonists departed from Earth and settled on what would become know as New Sparta. After establishing a government, the people of New Sparta founded three other colonies. After centuries of work these worlds have formed the heart of the Confederation. New Sparta is used as Capitol world, Primary Ship yard, and military training. New Athens is used for agriculture and New Rome is used for industrial purposes. New Berlin is headquaters of Covert Operations and Research and Development. After the three worlds were settled, the Confederation had no more contact with the people of earth or anyone else, they have been totally alone.
Government
The Confederation has two ruling bodies. There is the Parliament which deals with non-military duties such as trade agreements and everyday decisions. And there is the Council of twelve. The council deals with all time-critical decisions and all military decisions. However the Council is monitored by the Parliament and vice versa. All officials are elected. Above the Council, in terms of military control is the Grand Admiral. The Admiral has the authority to order any military action he or she sees fit. The current admiral is Grand Admiral Jacob Stanforth.
Military
The Confederation military has two branches. The Navy and Marines. The Confederation military has always been geared toward lightning strikes and raids. However most heavy Confederation capitol ships pack a very heavy punch, to knock out enemy ships as fast as possible. Another aspect of the military is that most of the officers have been trained since birth. One in every ten children of the Confederacy is taken at birth and trained to become soldiers. However, most of the military comes from volunteers.
The Military operates a large station/fleet base on the edge of their territory. Most if not all military operations are conducted from this base.
Navy:
Ship weapons systems:
Much like the Nashtar, the Confederation uses a form of Magnetic Acceleration Cannons. These MACs can fire five successive shots with one single charge.
Missiles are still used heavily. Most missiles uses a high explosive warhead, but nuclear ordinance is not uncommon.
Nuclear: There are two types of nuclear ordinance. The first being missiles fitted with nuclear warheads. The second is the RFNL. The Rapid Fire Nuclear Launcher fires a nuclear device the size of a beach ball( Twenty megaton variable yield) at targets. The RFNL has a magazine of fifty warheads.
Note on Slipspace drive: If you have read the HALO series, that is what my form of FTL is.
WRAITH CLASS Dreadnaughts(10):
Length: 3 kilometers
Powerplant: 4 Prometheus fusion generators, 8 Strider engines, slipstream drive.
Crew: 800
Weapons: Ten Heavy Turreted MAC guns. 200 VAMPIRE missiles pods( each pod contains 20 missiles, giving a WRAITH a total of 4000 missiles). Five Turreted RFNL, Sixty 50mm AutoCannons( Point Defense)
Fighter Craft:
A-52G BROADSWORD(12):
Powerplant: 1 Icarus Fusion generator, 3 Fulton engines.
Crew: three, pilot, copilot, navigator/communications
Weapons: 1 SuperLight MAC, 20 SSM( Space to Space Missiles) stored in internal bays, 8 hard points for variable ordinance.
F/A-17M WARHOG(36)
Powerplant: 1 Icarus Fusion Generator, 3 SCP( Space Combat Propulsion) engines.
Crew: 2 Pilot Weapons Officer
Weapons: Four 30mm Mini Guns, 14 SSM stored in internal bays, four hard points.
F-36 Jackal(24)
Powerplant: 1 Icarus Fusion Generators, 3 SCP engines.
Crew: 1
Weapons: Six 30mm Mini guns, 12 SSM stored on hard points.
The WRAITHs are the pride of the Fleet. It is the heaviest ship the Confederation posses. It is equal to most dreadnaughts. It carries five meters of armor, heavy internal bracing, and a rudimentary energy shield. It also serves as a carrier to deliver fighters and bombers to a hot zone. The WRAITHs are used as Fleet Command Ships. Due to the wide use of Nuclear ordinance, all Confederation ships are protected against EMP bursts.
CARRACK CLASS HEAVY CRUISERS(23)
LENGTH:2km
Powerplant: 4 Prometheus Fusion Generators, 5 Strider engines, slipspace drive
Crew:500
Weapons:Four Heavy MACs, Three Med. MACs, 100 VAMPIRE Pods, three RFNLs, Fifty 60mm AutoCannons
Fighters:
20 dropships
12 Jackals
24 Warhogs
Troops:500
HUNTER CLASS MISSILE Cruiser(10)
Length: One kilometer
Powerplant: 3 Prometheus Fusion generators, 4 Strider engines, slipspace drive
Crew: 200
Weapons: 500 Vampire Missile Pods( eight pods equiped with nuclear ordiance, 4 RFNL
With 500 missile pods, the HUNTER stays outside of an engagement with an escort of two frigates and launches large salvos at enemy fleets. It also has been used to render entire planets uninhabitable, though only in tests.
COMMONWEALTH CLASS Frigate (150)
Length: 600 meters
Powerplant: 3 Prometheus, 6 Strider engines, slipspace drive
Crew:400
Weapons: 2 Heavy Turreted MACs, 4 Medium MACs, 100 VAMPIRE Missile pods., 2 RFNL. Thirty 60mm AutoCannons.
Fighters:
10 dropships
12 WARHOGS
12 JACKALS
Troops: 200
With five meters of armor and internal bracing these ships can take and give out a lot of hurt.
HALO CLASS CARRIER(6)
Length: Three kilometers
Powerplant: 4 Prometheus, 3 Strider engines, slipspace drive
Weapons: 20 Vampire Missile Pods, 1 RFNL, Seventy 60mm AutoCannons.
Crew:500
Fighters
36 BROADSWORDS
36 WARHOGS
72 JACKALS
The HALOs provide a long term base for large fight operations.
BLACK HAWK TROOP CARRIER(300)
Length: Two kilometers
Powerplant: 2 Prometheus, 2 Strider engines, slipspace drive
Weapons: twenty 60mm AutoCannons
Crew: 50
DROPSHIPS(100)
(((Crew:4, pilot, copilot, crew chief, door gunner
Weapons: 1 Turreted Minigun linked to pilots HUD, 4 Rocket Pods( 8 12mm rockets per pod), two Light Miniguns on pintle mounts
Capacity:28 men)))
Capacity: One Full Division( with Vehicles, and supplies for 3 months of combat)
STACKER CLASS DESTROYER ESCORTS(150)
Length: 800m
Powerplant: 3 Prometheus, 8 MEAD Engines, slipspace drive
Weapons: 1 Heavy MAC, 3 Medium MACs, 50 VAMPIRE pods, 2 RFNL, twenty 60mm AutoCannons
Crew: 100
Fighters
4 Broadswords or 8 Jackals
Three meters of armor, internal bracing.
LIBERTY CLASS TRANSPORT/FLEET REPLINSHMENT(5000)
Length:1.5km
Powerplant: 2 Prometheus, 2 Strider, Slipspace drive
Crew:140
Capacity: When used to transport troops: 1 Regiment( men, vehicles, and 3 months supplies)
When used to supply fleets: Supplies for 2 months of Combat Actions.
PROWLER CLASS SPY SHIP(200)
Length: 100 meters
Powerplant: 1 prometheus, 3 MEAD engines, Slipspace drive
Crew: 20
Weapons: none
Used as a scout ship
INVADER CLASS BOARDING CRAFT
Powerplant:1 Icarus Fusion Generators, 1 SCP engines
Crew:2
Troop Capacity:12
Orbital Defenses
TIGER CLASS Orbital Defense Platform (6, divided up between New Sparta and New Rome)
Power plant: 2 Prometheus generators, station-keeping thrusters only
Weapons: 10 Heavy,40 Med. MACs, 200 VAMPIRE Pods, 2 RFNL
Crew: 300
Fighters:
36 BROADSWORDS
36 JACKALS
Armor: 8 meters and heavy internal bracing
POWER CLASS Orbital Defense Platform (12, divided up between New Sparta and New Rome)
Power plant: 2 Promethues generators, station keeping thrusters only
Weapons: 5 Heavy MACs, 25 MED. MACs, 50 VAMPIRE Pods, 1 RFNL
Crew: 50
Armor: Five meters and heavy internal bracing
TOBIN CLASS Orbital Mines(millions, all in orbit of New Athens)
Output: 20 megatons
The TOBIN mines are used to defend the agricultral world of the Confederation. The mines home in on any ship not broadcasting the correct IFF codes.
HUEY CLASS Orbital Fighterbase(8)
Powerplant: 1 Prometheus
Capacity: 4 Wings of Fighters
The HUEY Fighterbases are used as a home base for fighters patrolling the systems.
JACKSON STATION(1, Deep Space Staging area ALPHA)
Powerplant: 6 Promethues generators
Weapons: 20 Heavy MACs, 30 Med macs, 200 Vampire Pods, 5 RFNL
Armor: 20 meters of armor
Crew:5000( 1000 to run the station, 4000 for maintence and upkeep of the fleet) with room for 10000 more
Fighters: 5 Wings of Fighters
The JACKSON is the main military staging area.
RSS( Remote Sensing Stations)
Powerplant: one Icarus generator
Uses sensor to detect inbound ships. Early warning.
MARINES:
UNIT BREAKDOWN:
DIVISION>4 REGIMENTS>3 BATTALIONS>5 COMPANYS>4 PLATOONS> 4 SQUADS> 2 FOUR MAN FIRETEAMS
The Confederations maintains 300 active duty Division, with 500 in reserves.
60% of the Division are mechanized infantry. another 30% are armoured.
10% infantry division
Two divisions are airborne units. The SPARTAN Division and the IMMORTALS Division. Both are considered Special Forces. The SPARTAN Division is entirely birth-trained troops. The IMMORTALs are open to anyone.
edited 200 times
Last edited by Agent Fisher on 2004-09-26 12:51am, edited 4 times in total.
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Fleet Breakdowns:
1st Expeditionary Battle Squadron (1st ExBatRon)
CO: Spacelord Stenner
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)
CO: Spacelord Brunthorpe
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)
CO: Spacelord Fulton
Ships of the Line:
HMS Juggernaut-DNV
HMS King Alvarez-SD
HMS Constantine-DN
HMS Loyalist-BC
HMS Beholder-BC
HMS Spearhead-BC
HMS Breakthrough-BC
HMS Oberlin-BC
HMS New London-BC
HMS Ironblade-CA
HMS Coventry-CA
HMS Washington-CA
HMS Diablo-CA
HMS Wilhelm-CA
HMS Clausewitz-CA
HMS Frederick Royale-CA
HMS New Paris-CA
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)
Arkantos (Light industry, mainly agricultural, localized shields)
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.
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 Sept. 25, with revised troop/ship numbers to reflect recent developments and training. Also modified missiles. Eliminated redundant wording and lists. Added Arkantos to holdings.
1st Expeditionary Battle Squadron (1st ExBatRon)
CO: Spacelord Stenner
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)
CO: Spacelord Brunthorpe
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)
CO: Spacelord Fulton
Ships of the Line:
HMS Juggernaut-DNV
HMS King Alvarez-SD
HMS Constantine-DN
HMS Loyalist-BC
HMS Beholder-BC
HMS Spearhead-BC
HMS Breakthrough-BC
HMS Oberlin-BC
HMS New London-BC
HMS Ironblade-CA
HMS Coventry-CA
HMS Washington-CA
HMS Diablo-CA
HMS Wilhelm-CA
HMS Clausewitz-CA
HMS Frederick Royale-CA
HMS New Paris-CA
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)
Arkantos (Light industry, mainly agricultural, localized shields)
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.
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 Sept. 25, with revised troop/ship numbers to reflect recent developments and training. Also modified missiles. Eliminated redundant wording and lists. Added Arkantos to holdings.
Last edited by Captain tycho on 2004-09-25 10:36pm, edited 1 time in total.
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