The Nations of the STGOD
Moderator: Thanas
- Stormbringer
- King of Democracy
- Posts: 22678
- Joined: 2002-07-15 11:22pm
The Nations of the STGOD
I've left the STGOD.
Last edited by Stormbringer on 2003-06-22 01:18am, edited 8 times in total.

- Pablo Sanchez
- Commissar
- Posts: 6998
- Joined: 2002-07-03 05:41pm
- Location: The Wasteland
Pan-Slavic Republic
History:
At the beginning of the 21st century, Eastern Europe was weak and divided. After the end of communism, it's economy was shattered. It began the march to recovery. The rise of the Monacoran Empire actually accelerated their rise, and the peace and unit of the Empire caused the once divided Slavs to become one. Language and culture homogenized, until eventually the old nations were all but forgotten.
Then came the disintegration of the Monacoran Empire. Today, there is confusion and disagreement about how this took place. But, regardless of the truth, what is certain is that the emergent Slavic nation, the Russian Empire, was the first to fully consolidate, and was for some time the most dominant. For centuries, the Russian Empire was the most powerful nation on Earth, using this position to secure large stretches of the Solar system. But it's power soon declined, as it failed to expand beyond the system in time to catch the most valuable properties.
Then, too, did the Second Romanov dynasty undergo the classic dynastic cycle. The Czars became abusive and arbitrary, and their seat of power became unstable with dissent. In 2780, the people of the Russian Empire rose up and overthrew their monarch. The result was the Pan-Slavic Republic, an aggressively democratic nation. It is still somewhat unsteady and is less powerful that the Russian Empire once was, but it remains potent.
Territories
Earth
All Europe east of the 1919 border of Poland, European Russia, the Balkans (southern border described by the southern borders of Romania, Serbia, and Montenegro), Siberia. Central Asia and Caucasus as protectorates.
Capitals
Moscow (national)
Warsaw, Omsk, Belgrade (regional)
Population: ~1 billion
Solar Colonies
Moon, martian, and Jovian colonies amounting to ~520 million persons (Solar Administration Zone 1)
Saturnine, Uranian, and Neptuniun colonies amounting to ~350 million persons
(Solar Administration Zone 2)
Miscellaneous Scattered Lagrange-Point and orbital colonies amounting to ~200 million persons.
(Space Station Administration)
Interstellar Colonies
Greater Republic System (formerly Tsaritsyn)
New Kiev
New Krakow
Total population of ~450 million, well developed in all respects
Steppe System
Irkutsk
Yenisei
Total Population of ~120 million, medium development
Taiga System
Administrative District 1
Total Population of ~25 million, mining system (notes: no habitable planets but significant mineral wealth)
Outpost System
Potemkin Naval Base (most distant settlement of PSR)
Total Population of ~150,000, all military personnel
Political Notes:
The PSR is naturally hostile to all reactionary and especially monarchist governments. At the same time, large numbers of former aristocrats remain in sympathetic nations and constantly agitate for renewed invasions. The PSR is a staunch supporter of democracy and will not often hesitate to come to the aid of a weak democratic power--if they can get away with it.
Military Forces of the Pan-Slavic Republic
General
With the collapse of the royalist aristocracy and its subsequent flight from the territories of the PSR, the military has been subjected to sweeping reforms. In order to replace an almost totally depleted officer corps, it has become a total meritocracy; it is theoretically possible for a street urchin to join the navy and eventually rise to Space Marshal. It should come as no surprise, then, that both branches of the military have a surplus of geniuses.
In addition, the Pan-Slavic Military boasts an iron-clad espirit de corps. Each soldier is dedicated to the Slavic nation and the spread of revolutionary ideals throughout the galaxy. Combining this powerful motivation with the legendary endurance of the Slavic soldier has produced a fighting man who is nearly unstoppable.
The Grand Army of the Republic
Infantry
body armor
The soldier is first encased in a black body suit, which is temperature controlled to maintain comfortable conditions for the soldier, and is capable of stopping low-velocity KE rounds. Onto this are mounted ceramic/metal plates, which are highly resistant to projectile and energy weapons. With the helmet, the effect is eerily similar to soldiers in the 20th century film representations of "Star Wars." The entire assembly can be sealed at a moment's notice for protection against NBC weapons, and can be fed by a filter or a contained oxygen supply. The armor system is lightweight, flexible, and nearly impregnable.
The helmet features sensory enhancements, with targetting HUD, magnification, thermal and infrared modes, and auditory capabilities.
The combination of all these factors tends to allow even minimally trained conscripts a substantial degree of effectiveness.
The armor can often rescue them from foolish mistakes, and the HUD makes combat a much more simple exercise of placing the crosshairs over the thermal blob.
Weaponry
Soldiers are typically equipped with a pulse xaser rifle, which applies considerable firepower for it's size. As an added benefit, the design is nearly bereft of moving parts and is almost impervious to mundane damage. Each soldier also carries an anti-tank rocket launcher, which is highly effective at ranges less than 200 yards, but almost useless beyond that.
The army also has access to a bewildering array of miscellaneous man-portable ordinance. In the interests of logistical simplicity, all energy weapons can be fed from eachother's batteries.
Artillery
The artillery consists mainly of railguns with variable range settings, allowing most pieces the option to fire at a variety of ranges.
Armor
Armored vehicles serve a key purpose in the army, as it's anchor and striking arm. They typically use jacketed plasma cannons for armor-piercing work and pulse-xasers for anti-personnel fire. All vehicles can be mounted with modular ATGM racks.
Hammer Main Battle Tank:
Heavily armored vehicle, with a large plasma cannon and several pulse xasers. Excellent targetting systems.
Orb Light Tank:
Lightly armored but very fast scout tank. Armed with a mid-bore railgun and a pulse xaser. Superior sensors.
Victor IFV:
Medium armor, with several pulse xasers, an automatic 30mm railgun which can target aircraft and ground targets. Carries up to 10 soldiers.
Miscellaneous Armor:
Includes SPAAA, APC, and powered armor suits.
Army OOB
About 50 active corps and 70 "cadre" corps (units with all equipment maintained and ready, but soldiers either yet to be conscripted or on reserve status).
Republican Navy
The Republican Navy is short on ships, but long on expertise and manpower. Admirals and Captains can be expected to perform efficiently, if not ingeniously, in battle. In order to make up for it's relative disadvantages, the fleet depends on a smaller number of highly effective ships.
Major Combatants
8 Planetary Assault Spheres
Diameter: 1000 meters
Weaponry: 4800 VLS tubes
Defenses: Average
FTL Speed: Low
Sublight Speed: Low
NoteS: Intended for planetary bombardment, but can be used in fleet combat in emergencies.
50 Freedom Class Battleships
Length: 1500 meters
Weaponry: 2200 VLS tubes, 100 high-power xaser turrets, 800 xaser turrets, 3000 PD laser arrays
Defenses: Excellent
FTL Speed: High
Sublight Speed: Medium
Notes: A very deadly ship, intended to carry the fight to the enemy with devastating effect.
75 Liberator Class Heavy Cruisers
Length: 800 meters
Weaponry: 850 VLS tubes, 25 high-power xaser turrets, 280 xaser turrets, 500 PD laser arrays
Defenses: Good
FTL Speed: Good
Sublight Speed: Medium
Notes: Middle of the line ship.
150 Vanguard Class Defense Frigates
Length: 350 meters
Weaponry: 150 VLS tubes, 100 xaser turrets, 400 PD laser arrays
Defenses: Average
FTL Speed: Good
Sublight Speed: High
Notes: Used to defend targets from missile attack and destroy fighters.
As of 19-5-03, the following ships are under construction:
Completed 26-5-03
15 Freedom Class
20 Liberator Class
40 Vanguard Class
250 Tatar Gunboats
500 Suka Strike Fighter
Minor Combatants
600 Tatar Assault Gunboats
Length: 45 meters
Weaponry: 16 bomb racks, 2 pulse xaser turrets, 4 pulse xasers
Defenses: Excellent
FTL Speed: High
Sublight Speed: High
Notes: Harrassing FTL fighter. Heavy and dangerous.
1200 Suka ("Bitch") Strike Fighter
Length: 30 meters
Weaponry: 8 bomb racks, 1 pulse xaser turret (rear), 4 pulse xasers (forward)
Defenses: Good (for fighter)
FTL Speed: High
Sublight Speed: Very high
Notes: Harrassing FTL fighter. Extremely dangerous.
Miscellaneous
Fleet Train as appropriate to navy
At least 5,000 STL fighters and patrol craft per system.
History:
At the beginning of the 21st century, Eastern Europe was weak and divided. After the end of communism, it's economy was shattered. It began the march to recovery. The rise of the Monacoran Empire actually accelerated their rise, and the peace and unit of the Empire caused the once divided Slavs to become one. Language and culture homogenized, until eventually the old nations were all but forgotten.
Then came the disintegration of the Monacoran Empire. Today, there is confusion and disagreement about how this took place. But, regardless of the truth, what is certain is that the emergent Slavic nation, the Russian Empire, was the first to fully consolidate, and was for some time the most dominant. For centuries, the Russian Empire was the most powerful nation on Earth, using this position to secure large stretches of the Solar system. But it's power soon declined, as it failed to expand beyond the system in time to catch the most valuable properties.
Then, too, did the Second Romanov dynasty undergo the classic dynastic cycle. The Czars became abusive and arbitrary, and their seat of power became unstable with dissent. In 2780, the people of the Russian Empire rose up and overthrew their monarch. The result was the Pan-Slavic Republic, an aggressively democratic nation. It is still somewhat unsteady and is less powerful that the Russian Empire once was, but it remains potent.
Territories
Earth
All Europe east of the 1919 border of Poland, European Russia, the Balkans (southern border described by the southern borders of Romania, Serbia, and Montenegro), Siberia. Central Asia and Caucasus as protectorates.
Capitals
Moscow (national)
Warsaw, Omsk, Belgrade (regional)
Population: ~1 billion
Solar Colonies
Moon, martian, and Jovian colonies amounting to ~520 million persons (Solar Administration Zone 1)
Saturnine, Uranian, and Neptuniun colonies amounting to ~350 million persons
(Solar Administration Zone 2)
Miscellaneous Scattered Lagrange-Point and orbital colonies amounting to ~200 million persons.
(Space Station Administration)
Interstellar Colonies
Greater Republic System (formerly Tsaritsyn)
New Kiev
New Krakow
Total population of ~450 million, well developed in all respects
Steppe System
Irkutsk
Yenisei
Total Population of ~120 million, medium development
Taiga System
Administrative District 1
Total Population of ~25 million, mining system (notes: no habitable planets but significant mineral wealth)
Outpost System
Potemkin Naval Base (most distant settlement of PSR)
Total Population of ~150,000, all military personnel
Political Notes:
The PSR is naturally hostile to all reactionary and especially monarchist governments. At the same time, large numbers of former aristocrats remain in sympathetic nations and constantly agitate for renewed invasions. The PSR is a staunch supporter of democracy and will not often hesitate to come to the aid of a weak democratic power--if they can get away with it.
Military Forces of the Pan-Slavic Republic
General
With the collapse of the royalist aristocracy and its subsequent flight from the territories of the PSR, the military has been subjected to sweeping reforms. In order to replace an almost totally depleted officer corps, it has become a total meritocracy; it is theoretically possible for a street urchin to join the navy and eventually rise to Space Marshal. It should come as no surprise, then, that both branches of the military have a surplus of geniuses.
In addition, the Pan-Slavic Military boasts an iron-clad espirit de corps. Each soldier is dedicated to the Slavic nation and the spread of revolutionary ideals throughout the galaxy. Combining this powerful motivation with the legendary endurance of the Slavic soldier has produced a fighting man who is nearly unstoppable.
The Grand Army of the Republic
Infantry
body armor
The soldier is first encased in a black body suit, which is temperature controlled to maintain comfortable conditions for the soldier, and is capable of stopping low-velocity KE rounds. Onto this are mounted ceramic/metal plates, which are highly resistant to projectile and energy weapons. With the helmet, the effect is eerily similar to soldiers in the 20th century film representations of "Star Wars." The entire assembly can be sealed at a moment's notice for protection against NBC weapons, and can be fed by a filter or a contained oxygen supply. The armor system is lightweight, flexible, and nearly impregnable.
The helmet features sensory enhancements, with targetting HUD, magnification, thermal and infrared modes, and auditory capabilities.
The combination of all these factors tends to allow even minimally trained conscripts a substantial degree of effectiveness.
The armor can often rescue them from foolish mistakes, and the HUD makes combat a much more simple exercise of placing the crosshairs over the thermal blob.
Weaponry
Soldiers are typically equipped with a pulse xaser rifle, which applies considerable firepower for it's size. As an added benefit, the design is nearly bereft of moving parts and is almost impervious to mundane damage. Each soldier also carries an anti-tank rocket launcher, which is highly effective at ranges less than 200 yards, but almost useless beyond that.
The army also has access to a bewildering array of miscellaneous man-portable ordinance. In the interests of logistical simplicity, all energy weapons can be fed from eachother's batteries.
Artillery
The artillery consists mainly of railguns with variable range settings, allowing most pieces the option to fire at a variety of ranges.
Armor
Armored vehicles serve a key purpose in the army, as it's anchor and striking arm. They typically use jacketed plasma cannons for armor-piercing work and pulse-xasers for anti-personnel fire. All vehicles can be mounted with modular ATGM racks.
Hammer Main Battle Tank:
Heavily armored vehicle, with a large plasma cannon and several pulse xasers. Excellent targetting systems.
Orb Light Tank:
Lightly armored but very fast scout tank. Armed with a mid-bore railgun and a pulse xaser. Superior sensors.
Victor IFV:
Medium armor, with several pulse xasers, an automatic 30mm railgun which can target aircraft and ground targets. Carries up to 10 soldiers.
Miscellaneous Armor:
Includes SPAAA, APC, and powered armor suits.
Army OOB
About 50 active corps and 70 "cadre" corps (units with all equipment maintained and ready, but soldiers either yet to be conscripted or on reserve status).
Republican Navy
The Republican Navy is short on ships, but long on expertise and manpower. Admirals and Captains can be expected to perform efficiently, if not ingeniously, in battle. In order to make up for it's relative disadvantages, the fleet depends on a smaller number of highly effective ships.
Major Combatants
8 Planetary Assault Spheres
Diameter: 1000 meters
Weaponry: 4800 VLS tubes
Defenses: Average
FTL Speed: Low
Sublight Speed: Low
NoteS: Intended for planetary bombardment, but can be used in fleet combat in emergencies.
50 Freedom Class Battleships
Length: 1500 meters
Weaponry: 2200 VLS tubes, 100 high-power xaser turrets, 800 xaser turrets, 3000 PD laser arrays
Defenses: Excellent
FTL Speed: High
Sublight Speed: Medium
Notes: A very deadly ship, intended to carry the fight to the enemy with devastating effect.
75 Liberator Class Heavy Cruisers
Length: 800 meters
Weaponry: 850 VLS tubes, 25 high-power xaser turrets, 280 xaser turrets, 500 PD laser arrays
Defenses: Good
FTL Speed: Good
Sublight Speed: Medium
Notes: Middle of the line ship.
150 Vanguard Class Defense Frigates
Length: 350 meters
Weaponry: 150 VLS tubes, 100 xaser turrets, 400 PD laser arrays
Defenses: Average
FTL Speed: Good
Sublight Speed: High
Notes: Used to defend targets from missile attack and destroy fighters.
As of 19-5-03, the following ships are under construction:
Completed 26-5-03
15 Freedom Class
20 Liberator Class
40 Vanguard Class
250 Tatar Gunboats
500 Suka Strike Fighter
Minor Combatants
600 Tatar Assault Gunboats
Length: 45 meters
Weaponry: 16 bomb racks, 2 pulse xaser turrets, 4 pulse xasers
Defenses: Excellent
FTL Speed: High
Sublight Speed: High
Notes: Harrassing FTL fighter. Heavy and dangerous.
1200 Suka ("Bitch") Strike Fighter
Length: 30 meters
Weaponry: 8 bomb racks, 1 pulse xaser turret (rear), 4 pulse xasers (forward)
Defenses: Good (for fighter)
FTL Speed: High
Sublight Speed: Very high
Notes: Harrassing FTL fighter. Extremely dangerous.
Miscellaneous
Fleet Train as appropriate to navy
At least 5,000 STL fighters and patrol craft per system.
Last edited by Pablo Sanchez on 2003-05-26 12:50pm, edited 2 times in total.

"I am gravely disappointed. Again you have made me unleash my dogs of war."
--The Lord Humungus
- Alyrium Denryle
- Minister of Sin
- Posts: 22224
- Joined: 2002-07-11 08:34pm
- Location: The Deep Desert
- Contact:
Xenobiology:
Common Name: Fel Theth within their own people. Durandalians to outsiders
Species Name: Paravaranus Erectus
The DE started as a race of highly intelligent humanoid lizards. He creatures they spawned from became warm blooded, but kept many of their reptilian traits. Such as scales and slitted eyes.
They reached sentience very quickly, and their culture advanced very rapidly. Probably beccause their brains where not hardwired for religious expriences, and they are not vulnerable to things like temporal lobe epilepsy. As a result, they have only been spacefaring for 100 years, and are already on par with some of their older neighbors.
History:
The history of the DE is rather simple. Their achievment of sentience was folllowed rapidly by the invention of the wheel. hey had a nack for research and inventions even in their infancy, and gunpower was invented a mere 2000 years after sentience was achieved. hey never used it for war however, as infighting is not in their nature. There really isnt much of a national history for them, because nations do not exist. they have always been a united people, and have never seen a need to divide themselves into countries, states, or empires. It was not long after the invention of gunpoweder that flight was achieved by a young physiscist named Durandal. At the same time they finally saw fit to name thier system.
Society, and culture:
DE society is one where all get along freely. There has not been a murder in 2000 years, and rapes are non-existant. The society is the dream of secular humanists the world over. Issues of morality being determined on the basis of individual freedoms and the common good. The downside is that they respect the rights of individuals more than the borders of other nations, and laws they fnd objectionable. The idea of written law is also a new concept, as their culture never required them. The Fel Theth are also VERY community minded. betrayal to society is so foriegn to them, at least for monetary gain, that using Fel Theth as agents against ther own people is probably impossible. As they would will themselves to die in the process of brainwashing, and would NEVER betray their people willingly...At least not that is known.
It is also of note that money and wealth is not the main driving force behind society, tough it is used to measure achievment, it is not used to measure status, rather...status is measured by aquired knowedge.
They are a bit paranoid however. Though not xenophobic, they are often warry of the intentions of others that are not of the DE. This may stem from their early days as small lizard creatures, who really know. But it does cause them to constantly man listening posts, and to guard their homeworld with a fleet of 200 ships, and thousands of defense platforms.
They have however found a kindred spirit in the Floaters, and consider them, an extension of their own.
Governmental system:
The DE really only has 1 governmental officer. that being the chief diplomat/head of state. He is elected into office for life, but can be voted out at any time with a 2/3 majority. He makes decsions regarding foriegn policy, howeer the domestic policy is handled using a pure democracy, an issue will come up, and every member will use critical analysis to come to a decision. As such votes are often very one sided.
Certain governmental functons such as R&D and covert ops are handeled under the Head of State's direction, by people who have chosen such a vocation as their proffession.
A criminal justice system is frankly...non-existant, as the crime rate is nil. here is no need for courts, or a prison system. disputed do happen and are handled by a panel of twelve elected into the position each year in the local area.
Economics:
Now, nominally, the system that the DE runs on is a form of socialist capitaism. Utilities, transportation, and helthcare are government ontrolled, and funded by taxes. But what really plays out is more like ideal communism. As greed is looked down upon, the owners of a business will oftenbut are not required to) share the profits of his enterprise equally with all is employees, out of the goodness of his heart. this will of course be reflected in taxes. As such, poverty is non-existant, which contributes to he non-existant crime rate
Technological specialties:
The DE uses a form of FTL identical to B5 sytyle Jumpgates...though they have miniaturzed the jump-engines to fit on large bombers, and are working on ways to phase in and out of hperspace.
The people of the DE are skilled in the biosciences, and have a special stalent with gravitic technology and particle acceleration. Fear is in the hears of those that cross the captain of a Sinful Class Frigate, because they are capable of using gravitic effects to combine their particle beams.
Holdings: Homeworld: Durandalia(I am a sick wierdo...To think all this spawned from the "who would you elect Emperor" thread)
population: 4 billion.
Development: The Durandalians have ethical problems with strip mining their homeworld or turning it into a giant metropolis...there are a few HUGE cities...but other than that, it is left it it's own devices
Major colonies...3
Durandalias Moons...
Population, totals is 9 billion
Development: Now the Durandalians DO NOT have ethical problems with placing huge sprawling cities on their moons.
The DE controls the rest of the Durandal System, and have a vast array of listening posts, military bases, defense platforms, and R&D facilities throughout the system. They also share their territory with the Floater Republics. And will fight to the last.."man" to protect them
Swarmer class carrier
Length: 1.2 km
Numbers: 50
Shields: Yes, heavily shielded
Arms: 130 Point defense guns
20 anti-fighter missile launchers
20 Med particle beam/laser cannons
2 Heavy particle beam/laser cannons
400 fighters/bombers
20 tractor beam projectors
These are the stereotypical slow, lumbering carrier ships...Still in design stages
Sinful class Frigates
defensive: 400 around held worlds
Attack fleets: 350...more in production
Length: 600 meters
Armament:
4 anti-matter cannons
80 point defense lasers
15 fussion missile lanchers (can mount FTL missiles)
20Medium particle beam cannons/laser(turret mounted 20 single mounts
6 heavy particle beam/laser cannons
24 Godless fighters
30 tractor beam projectors
These are small but heavily armed and fast attack/defense ships. they are designed to fill...every combat role and function well against fighters and capships.
Godless class fighters
Numbers: More(mostly planet based as they lack FTL, and the hyperdrive sleds are expensive)
length: 20 meters
Shields: yes, they are well shielded and can survive hits from anti-fighter missiles.
Arms:
2 wing mounted(yes they are atmosphere capable) Laser cannons
2 anti-ship torp launchers(mags of 4)
4 multipurpose warhead launchers(can be used for anti-ship torps(magaznes of 2, or anti-fighter missiles(Magazines of 4) depending on mission profile)
5 gattling lazers
1 tractor beam projector
These are the standard fighters of the DE. Well armed, and highly manuverable due to their gravitic drives, they can literally turn on a dime.
Indominable Class Torpedoe Bomber
Numbers:12 to every "frigate"
Length: 30 meters
FTL capable: Yes,
Sublight: Uses a gravitic drive system, somewhat(but not horribly) slower and less manuveralbe than our Godless Class fighters
Shields: Yes: They are capable of withstanding numerous hits from fighter based lasers nd point defense weapons, and can withstand glancing ht from medium powerd capship weapons...a direct hit however will vaporie it just like it would any other fighter.
Arms:
3gattling lasers
2 computer controlled point defense gun
2 Torpedoe tubes(magazine of 10 torps each)
4 wing mounted anti fighter missiles
SAPC
Length: 150 meters
FTL: Yes
Shields: Yes
Troop capacity:10000
Defense sats
They surround each major world and are lso in strategic places around he system.....(think B5)
50 meters across
shields:yes
6 missile launchers
20 point defense lasers
1 quad mounted particle beam /laser
1 heavy particle beam/laser
Iner earth layer-10000
moons, each-1000
outer layer- 5000
We are going through a military buildup, and are in the process of building more units...And developing better weapons tech.
Defenses of ships include ECM(mentioned later in this thread
Point defense
The frigates are fast and manuverable(for a capital ship)
The fighters and Heavy cruiser cary tradisional absorbtion/retransmission energy hielding, and particle shielding
The Frigates in exchange for speed carry only weak particle shielding, and rely on point defense/tractor beams, and gravitic effects produced on a case by case basis(we have very good control over gravity)
Our ship are aso covered in several meters of a highly dense metal alloy, that is braced frther by gravitic effects. making our ships highly durable.
Point defense lasers/gatting lasers
Power:Lowest
accuracy: Very High
refire: Highest
Turret speed:highest
These are fast moving laser cannons with a superfst refire rate. designed to fill space with wall of coherant light to stop missiles, and overwhelm the defenses of fighters.
fussion missile lanchers
Power:Medium
accuracy: High(against capships without ecm or point defense Low against fighters, unless flak is employed)
Refire: Medium
turret speed: NA
These are anti-capship missiles..pretty self exlanatory, they can be set to proximity detonate to take out mssile salvos from other ships.
Medium particle beam cannons
Power: Medium-high
Accuracy: Very high aginst capships...Medium against fighters(well...if they surrond the fighter, and then close the cage walls)
Refire:Cont beam for 10 sec with a 3 sec recharge
Turret speed: Medium
Heavy Particle Beam cannon:
Power: Very High
Accuracy: Very High(against cap ships...almost nil aginst fighters
Refire: Fires for 5 seconds...with a 5 sec recharge
Turret speed: Slow
Common Name: Fel Theth within their own people. Durandalians to outsiders
Species Name: Paravaranus Erectus
The DE started as a race of highly intelligent humanoid lizards. He creatures they spawned from became warm blooded, but kept many of their reptilian traits. Such as scales and slitted eyes.
They reached sentience very quickly, and their culture advanced very rapidly. Probably beccause their brains where not hardwired for religious expriences, and they are not vulnerable to things like temporal lobe epilepsy. As a result, they have only been spacefaring for 100 years, and are already on par with some of their older neighbors.
History:
The history of the DE is rather simple. Their achievment of sentience was folllowed rapidly by the invention of the wheel. hey had a nack for research and inventions even in their infancy, and gunpower was invented a mere 2000 years after sentience was achieved. hey never used it for war however, as infighting is not in their nature. There really isnt much of a national history for them, because nations do not exist. they have always been a united people, and have never seen a need to divide themselves into countries, states, or empires. It was not long after the invention of gunpoweder that flight was achieved by a young physiscist named Durandal. At the same time they finally saw fit to name thier system.
Society, and culture:
DE society is one where all get along freely. There has not been a murder in 2000 years, and rapes are non-existant. The society is the dream of secular humanists the world over. Issues of morality being determined on the basis of individual freedoms and the common good. The downside is that they respect the rights of individuals more than the borders of other nations, and laws they fnd objectionable. The idea of written law is also a new concept, as their culture never required them. The Fel Theth are also VERY community minded. betrayal to society is so foriegn to them, at least for monetary gain, that using Fel Theth as agents against ther own people is probably impossible. As they would will themselves to die in the process of brainwashing, and would NEVER betray their people willingly...At least not that is known.
It is also of note that money and wealth is not the main driving force behind society, tough it is used to measure achievment, it is not used to measure status, rather...status is measured by aquired knowedge.
They are a bit paranoid however. Though not xenophobic, they are often warry of the intentions of others that are not of the DE. This may stem from their early days as small lizard creatures, who really know. But it does cause them to constantly man listening posts, and to guard their homeworld with a fleet of 200 ships, and thousands of defense platforms.
They have however found a kindred spirit in the Floaters, and consider them, an extension of their own.
Governmental system:
The DE really only has 1 governmental officer. that being the chief diplomat/head of state. He is elected into office for life, but can be voted out at any time with a 2/3 majority. He makes decsions regarding foriegn policy, howeer the domestic policy is handled using a pure democracy, an issue will come up, and every member will use critical analysis to come to a decision. As such votes are often very one sided.
Certain governmental functons such as R&D and covert ops are handeled under the Head of State's direction, by people who have chosen such a vocation as their proffession.
A criminal justice system is frankly...non-existant, as the crime rate is nil. here is no need for courts, or a prison system. disputed do happen and are handled by a panel of twelve elected into the position each year in the local area.
Economics:
Now, nominally, the system that the DE runs on is a form of socialist capitaism. Utilities, transportation, and helthcare are government ontrolled, and funded by taxes. But what really plays out is more like ideal communism. As greed is looked down upon, the owners of a business will oftenbut are not required to) share the profits of his enterprise equally with all is employees, out of the goodness of his heart. this will of course be reflected in taxes. As such, poverty is non-existant, which contributes to he non-existant crime rate
Technological specialties:
The DE uses a form of FTL identical to B5 sytyle Jumpgates...though they have miniaturzed the jump-engines to fit on large bombers, and are working on ways to phase in and out of hperspace.
The people of the DE are skilled in the biosciences, and have a special stalent with gravitic technology and particle acceleration. Fear is in the hears of those that cross the captain of a Sinful Class Frigate, because they are capable of using gravitic effects to combine their particle beams.
Holdings: Homeworld: Durandalia(I am a sick wierdo...To think all this spawned from the "who would you elect Emperor" thread)
population: 4 billion.
Development: The Durandalians have ethical problems with strip mining their homeworld or turning it into a giant metropolis...there are a few HUGE cities...but other than that, it is left it it's own devices
Major colonies...3
Durandalias Moons...
Population, totals is 9 billion
Development: Now the Durandalians DO NOT have ethical problems with placing huge sprawling cities on their moons.
The DE controls the rest of the Durandal System, and have a vast array of listening posts, military bases, defense platforms, and R&D facilities throughout the system. They also share their territory with the Floater Republics. And will fight to the last.."man" to protect them
Swarmer class carrier
Length: 1.2 km
Numbers: 50
Shields: Yes, heavily shielded
Arms: 130 Point defense guns
20 anti-fighter missile launchers
20 Med particle beam/laser cannons
2 Heavy particle beam/laser cannons
400 fighters/bombers
20 tractor beam projectors
These are the stereotypical slow, lumbering carrier ships...Still in design stages
Sinful class Frigates
defensive: 400 around held worlds
Attack fleets: 350...more in production
Length: 600 meters
Armament:
4 anti-matter cannons
80 point defense lasers
15 fussion missile lanchers (can mount FTL missiles)
20Medium particle beam cannons/laser(turret mounted 20 single mounts
6 heavy particle beam/laser cannons
24 Godless fighters
30 tractor beam projectors
These are small but heavily armed and fast attack/defense ships. they are designed to fill...every combat role and function well against fighters and capships.
Godless class fighters
Numbers: More(mostly planet based as they lack FTL, and the hyperdrive sleds are expensive)
length: 20 meters
Shields: yes, they are well shielded and can survive hits from anti-fighter missiles.
Arms:
2 wing mounted(yes they are atmosphere capable) Laser cannons
2 anti-ship torp launchers(mags of 4)
4 multipurpose warhead launchers(can be used for anti-ship torps(magaznes of 2, or anti-fighter missiles(Magazines of 4) depending on mission profile)
5 gattling lazers
1 tractor beam projector
These are the standard fighters of the DE. Well armed, and highly manuverable due to their gravitic drives, they can literally turn on a dime.
Indominable Class Torpedoe Bomber
Numbers:12 to every "frigate"
Length: 30 meters
FTL capable: Yes,
Sublight: Uses a gravitic drive system, somewhat(but not horribly) slower and less manuveralbe than our Godless Class fighters
Shields: Yes: They are capable of withstanding numerous hits from fighter based lasers nd point defense weapons, and can withstand glancing ht from medium powerd capship weapons...a direct hit however will vaporie it just like it would any other fighter.
Arms:
3gattling lasers
2 computer controlled point defense gun
2 Torpedoe tubes(magazine of 10 torps each)
4 wing mounted anti fighter missiles
SAPC
Length: 150 meters
FTL: Yes
Shields: Yes
Troop capacity:10000
Defense sats
They surround each major world and are lso in strategic places around he system.....(think B5)
50 meters across
shields:yes
6 missile launchers
20 point defense lasers
1 quad mounted particle beam /laser
1 heavy particle beam/laser
Iner earth layer-10000
moons, each-1000
outer layer- 5000
We are going through a military buildup, and are in the process of building more units...And developing better weapons tech.
Defenses of ships include ECM(mentioned later in this thread
Point defense
The frigates are fast and manuverable(for a capital ship)
The fighters and Heavy cruiser cary tradisional absorbtion/retransmission energy hielding, and particle shielding
The Frigates in exchange for speed carry only weak particle shielding, and rely on point defense/tractor beams, and gravitic effects produced on a case by case basis(we have very good control over gravity)
Our ship are aso covered in several meters of a highly dense metal alloy, that is braced frther by gravitic effects. making our ships highly durable.
Point defense lasers/gatting lasers
Power:Lowest
accuracy: Very High
refire: Highest
Turret speed:highest
These are fast moving laser cannons with a superfst refire rate. designed to fill space with wall of coherant light to stop missiles, and overwhelm the defenses of fighters.
fussion missile lanchers
Power:Medium
accuracy: High(against capships without ecm or point defense Low against fighters, unless flak is employed)
Refire: Medium
turret speed: NA
These are anti-capship missiles..pretty self exlanatory, they can be set to proximity detonate to take out mssile salvos from other ships.
Medium particle beam cannons
Power: Medium-high
Accuracy: Very high aginst capships...Medium against fighters(well...if they surrond the fighter, and then close the cage walls)
Refire:Cont beam for 10 sec with a 3 sec recharge
Turret speed: Medium
Heavy Particle Beam cannon:
Power: Very High
Accuracy: Very High(against cap ships...almost nil aginst fighters
Refire: Fires for 5 seconds...with a 5 sec recharge
Turret speed: Slow
Last edited by Alyrium Denryle on 2003-06-19 11:17pm, edited 12 times in total.
GALE Force Biological Agent/
BOTM/Great Dolphin Conspiracy/
Entomology and Evolutionary Biology Subdirector:SD.net Dept. of Biological Sciences
There is Grandeur in the View of Life; it fills me with a Deep Wonder, and Intense Cynicism.
Factio republicanum delenda est
BOTM/Great Dolphin Conspiracy/
Entomology and Evolutionary Biology Subdirector:SD.net Dept. of Biological Sciences
There is Grandeur in the View of Life; it fills me with a Deep Wonder, and Intense Cynicism.
Factio republicanum delenda est
- Thirdfain
- The Player of Games
- Posts: 6924
- Joined: 2003-02-13 09:24pm
- Location: Never underestimate the staggering drawing power of the Garden State.
The United Floater Republics
History:
Man had always looked to colonizing the far flung planets of the Solar System, and the systems beyond. Many credit the first colony on Mars as being the first viable human colony. They are wrong. The first viable extraterrestrial colony, established by a joint operation by Korean, American, and British agencies, was a simple set of mining and fuel processing stations, out at Earth's L5 point, made of hollowed asteroids, and built with the purpose of fueling marsbound cargo ships.
Over time, as Man spread farther through the solar system, his reliance on the L5 mining facility grew, and a number of other small clusters like that one grew. Eventually, the people of the clusters began to see themselves as belonging to their own nation, their own civilization, seperate from the nations that had birthed them. They lived dangerous lives, where their human forms, unsuited to life in null gravity, often failed them. Eventually, the independence war came. Refusing to be subservient, the inhabitants of the asteroid colonies broke ties with the mother nations. In these early days of space travel, the waystations were a vital part in travel across the system. The earth-based powers allowed the spacers their freedom. Their nation, named Zarathrustra after the Persian outcast-prophet of human legend, would be the first of many such nations. The spacers are now known as "Floaters," originally a derogative term which later became popular among those who it was addressed to. They have modified themselves, through their biological sciences, into forms suitable for the low gravity in which they reside.
Culture
--- It's long because it is important. My people are not completely human, and should not be expected to react exactly like humans do.---
Floater society is extremely hedonistic and free-spirited, with very few laws. There is only one crime, in floater eyes- "Theft of Freedom." Murder, theivery, rape, enslavement, and kidnapping are some of the few things against which Floater society has rules. Floaters are tight knit in the sense that they view eachother as all belonging to the same general people, distinct from humanity at large. They will assist eachother regardless of consequences. There is nothing a Floater sees as being more sanctified than a human (or abhuman) life.
Individual Clusters respond to these crimes in different ways. The Clusters of Zarathrustra and Kharam both have courts, where criminals are tried and punishment is decided. Punishment is usually aimed to remove the criminal from society- execution and imprisonment are the penalties for the worst types of "Theft of Freedom." Mohaim subjects criminals to a general vote over the Mohaimese Datanet, where private citizens will debate with eachother for two days before a general poll is taken. Xanadu has no written laws, but Floaters often take matters into their own hands. Slavers had best watch their back in the Taiga system- If captured, they can expect little quarter from the Xanadu Militia.
Floaters will occaisonally give up their complete freedom for the betterment of Floater society and the cause of freedom for all sentients. These Floaters revoke their status as "Freemen" or "Freewomen" and become "Bondmen" or "Bondwomen." Public servants, elected officials, Clergy, and military personelle are all Bonded, giving up their complete freedom and making themselves accept responsibility. No Floater may force another in Bonding themselves, but a Floater may Bind him of herself to anything, from a bet with a friend to an oath to serve their Cluster's military.
Floater society is extremely sexually open, with an "anything goes" attitude. As long as no one objects to what is being done, pretty much anyhting is allowed. Pedophilia, and other acts which exploit others, are regarded as disgusting by Floater society as a whole- not because of any cultural stigmata, but because such actions betray sexual freedom. There is no marriage in Floater society: Instead, any number of floaters of any gender may "Lovebind" themselves to each other. Many Floaters have themselves artificially enhanced, and many Heavy spacers assert that "It's better with Floater women!" (and men.)
A Floater's name tells their status, and may change over the course of their life. Every floater is born a "Freeman" or "Freewoman," but may change that at any time.
Drug use is quite common among Floaters. The advanced Biosciences which allow Floaters to thrive in zero-G and cosmic radiation also allow the Floaters to tailor plants and microbes to filter their air and water, and produce narcotics. Since physcial addiction is a destroyer of Freedom, Floaters will not use, make, or traffic in drugs which are not engineered to be non-physically addicting.
Roughly 60% of all Floaters live on the large Clusters. The remaining 40% live in small, 5-6 thousand Floater communities, or in slow-moving prospecting/mining vessels. Comet mining is vital to the expansion of Floater society, as they provide the chemicals needed to manufacture air, water, and hydrogen reactor fuel. Asteroid and Ring mining provides raw materials for Floater Zero-G industry. Floaters make a number of advanced ceramics and metals: Foamed Steel, the ulralite, ultrastrong building material, is manufactured almost exclusively in Floater Zero-G foundries.
Floater Gene-modding allows Floaters to shape their body almost at will. The majority elect for the basic Floater body type- 6-7 feet tall, slim, with the matte-black skin that is part of their defense against stellar radiation. Floaters are all double jointed, and very agile in their zero-G environment. Floater marines are compotent and dangerous in high-G combat, they are unstoppable masters of zero-G combat. Some Floaters have only very basic genemodding, and are recognizable from Heavies only by their skin tone. These Floaters, who are built much like heavies, live in grav-wheel stations in Clusters, and act as soldiers and ambassadors planetside. Most Floaters spend at least part of their lives like that, feeling the world as Heavies do.
Government:
The current Floater government consists of a council of four representatives, one from each major Cluster, who make decisions. They are elected by a general vote of the Great Cluster (the Floater freecast information network, which gives every single Floater citizen a vote) every eight years, and any law or declaration they pass may be vetoed by a 65% or greater vote by the Great Cluster.
Relations
The Floaters see Durandel's Empire as a kindred spirit. Even now, clusters are forming in the Oort clouds of Imperial systems. One day, there will be great and powerful Floater clusters living side by side with the people of the Empire. The Krytosian Empire has proved itself in the eyes of the Floater populace, and is considered to be a close ally. Warm relations are held with the Monacoran Empire and the Soirhyetz. The New Roman Empire is seen by many Floaters as dangerous, but the majority now trust the fighting ability and honor of the Romans. The Asgard Empire is seen by some Floaters as a band of monsterous turncoats, and by others, as the only hope for a lasting peace. The New Beijing Alliance in general is viewed as dangerous, with the exception of the Skaven, who are viewed with general neutrality.
The Minmatar are held in awe by most Floaters, and their courage and dedication to the ITA is viewed as a sign of great moral character.
The North American Union is viewed with neutrality by the general Floater populace. Their rejection of the ITA is a point against them, their acceptance of the Kharam cluster is a vote for them.
the Pan-Slavic Republic and the League of Democracies are both greatly respected, especially among Xanadar floaters, who live besides the Slavs.
Holdings:
There are four major Floater Clusters.
Zarathrustra: Earth's L5 point, this large cluster of asteroids and comets is home to nearly 2,000,000,000 Floaters. Smaller floater communities pepper the Asteroid Belt. There is a large colony of 16,000,000 floaters in the Sol system's Oort cloud of comets which owes allegiance to Zarathrustra. Zarathrustran floaters are the most liberal of the floater factions, and are very willing to spend time with heavys. Many Zarathrustrans visit Terran orbitals for business, or pleasure. Zarathrustra is a representative democracy, based on the system used by the Americans who first became floaters and colonized Earth's L5 point. Zarathrustra has a number of spinstations where they maintain tourist accomodations for visiting heavies. Zarathrustra is the center of the Council which rules the United Floater Republics, and contains their headquarters. Bondman Councilor Jeffery Il Jong is the mouthpeice of the council.
Xanadu: This community, located at the L5 point of a planet in the Taiga System (Pan-Slavic Republic), is second in size only to Zarathrustra. 1,500,000,000 floaters make their home on this cluster of asteroids. The center of the Xanadu cluster is a large artificial station, where 3,000,000 Xanadar reside. Small colonies of Floaters inhabit the Taiga system's Oort comet cloud. Xanadu has a lawful anarchy, with locally appointed magistrates who ensure that the few laws of Xanadu are enforced. The Xanadu Militia was recently liquidated and brought into the United Republican Navy.
Kharam: This single, large cluster in the Alpha Centauri (North American Union) system is a major manufacturer of the large sublight Dreamships the Floaters occaisionally dispatch to distant stars. To facilitate this, the 750,000,000 Floaters on Kharam have created a vast zero-g construction yard, called the Womb. The Womb is currently manufacturing warships for the UFR. Asteroids and comets are towed from the rings of the system's gas giant and the local Oort cloud, and processed into building materials for the huge Dreamships. Kharam is the center of the Floater faith. Kharamites are known for distrusting heavies. Many belong to the splinter group which detests all Heavy incursions into space. Like all floaters, Kharamites are anarchic and independent, but most Floaters in Kharam spend at least a few years of their lives working on the Dreamships, under the control of the strict hierarchy of the Mother Void Church.
Mohaim: Mohaim is the smallest of the Floater clusters. It is the first colony established by Dreamship, and is now part of the Great Cluster. The system in which the Mohiam cluster resides, which is 40 Lightyears from Sol, is unnamed. The Mohiam cluster is at the L5 point of one of this system's gas giants. 12,000,000 floaters live on the asteroids and comets of Mohiam, with another 2,000,000 living on scattered colonies among the system's asteroid belt, and 3,000,000 living on a colony in the system's Oort comet cloud. Mohiam's lawful anarchy is much like the government of Xanadu, except for the existance of a single leader, elected anually by popular vote, who appoints magistrates and military leaders in times of crisis. Both the Monacoran Empire and the Krytos Star Empire have colonies in the Mohaim system, which has fostered a spirit of goodwill towards heavies among the Mohaimese.
Military Forces
URN (United Republican Navy)
The URN responds directly to the Council. The Cluster navies are all subservient to the URN.
URN First Fleet: (Largest concentration of mobile Floater firepower, until being mauled by the Kokanders in the most recent engagement.
Supercapital Ships:
1 "Seraphim"
---- Total- 1 Dreadnought
Capital Ships:
1 "Mother Void"
---- Total- 1 Attack Carrier
Escorts:
3 "Lynx"
8 "Shadowstalker"
3 "Dervish" (gunships)
---- total- 11 Strike Cruisers, 3 Gunships
URN vessels being repaired, retrofitted, or built
Supercapital:
5 "Republic" (Construction at Womb, 2 months building time left)
10 "Republic" (Construction at Womb, 10 months building time left)
1 "Lion" (Salvaged from Battle, 2 months Yard work)
2 "Seraphim" (Salvaged from Battle, 3 months Yard work)
-------------- 18 Dreadnoughts in yards.
Capital:
1 "Mother Void" (Salvaged from Battle, 1 month Yard work)
2 "Gryphon" (Salvaged from Battle, 2 months Yard work)
2 "Night Queen"(Salvaged from Battle, 2 months Yard work)
1 "Myrmidon"
6 "Templar" (Under construction at Xanadar shipyards, 12 Months work)
------------- 12 Attack Carriers in yards
Escort:
30 Assorted Xanadar Militia (Assimilated into URN, being retrofitted into modern vessels, 10 months Yard work)
15 "Shadowrun" (Construction at Womb, 2 months building time left)
35 "Shadowrun" (Not laid yet, slated for construction at Womb.)
4 "Battle Saint" (Salvaged from Battle, 1 month Yard work)
5 "Lynx" (Salvaged from Battle, 2 months Yard work)
12 "Shadowstalker (Salvaged from Battle, 3 months Yard work)
5 "Arcturus" (Salvaged from Battle, 2 months Yard work)
1 "Dervish" gunship (Salvaged from battle, 1 week Yard work)
-------------- 81 Strike Cruisers, 1 Gunship in yards
-----Total 110 in yards, 16 active- plus 11 Transports (6 Troopships, 5 OAVs, and fleet tenders.)
- All Floater vessels in yards are being equipped with regular missile aramment, with bomb-pumped laser warheads and AM warheads.
Zarathrustran Navy
Active:
5 "Ebon Blade" (Dreadnoughts)
12 "Night Queen" (Attack Carriers)
43 "Shadowstalker" (Strike Cruisers)
5 Troopships
5 OAVs
7 Military Clusters
In yards:
1 "Ebon Blade" (salvaged from Battle, 2 months work)
1 "Night Queen" (salvaged from Battle, 1 month work)
4 "Shadowstalker" (Salvaged from battle, 2 months work)
------- total 70 active, 6 in yards
Kharamite Navy
10 "Basilica" (Monitors)
3 "Seraphim" (Dreadnoughts)
4 "Mother Void" (Attack Carriers)
45 "Battle Saint" (Strike Cruisers)
4 Military Clusters
8 OAVs
2 Troopships
------ Total 72 active
Mohaimese Navy
10 "Dervish" (Gunships)
2 "Gryphon" (Attack Carriers)
15 "Lynx" (Strike Cruisers)
5 Military Clusters
2 OAVs
3 Troopships
------- Total 32 active
Xanadu Navy
3 "Myrmidon" Attack Carriers
15 "Arcturus" Strike Cruisers
3 Troopships
3 OAVs
3 Military Clusters
------- Total 24 active
All Floater fighters and lancers mount shield generators.
Ship Classifications are simple, Strike Cruisers are escorts with high maneuverability and speed, with potent weapons, but limited defenses.
Attack Carriers are well armed and armoured enough to stand in a fight, but also carry numerous fighters.
Dreadnoughts are--- you know the deal.
Monitors are hugely well armed and armoured, with massive long-range Mass Driver cannon and X-Ray lasers. They lack FTL engines, and are only found defending the Womb in the Alpha Centauri system.
Ship stats found here in my original OOB:
http://bbs.stardestroyer.net/viewtopic. ... 31&start=0
History:
Man had always looked to colonizing the far flung planets of the Solar System, and the systems beyond. Many credit the first colony on Mars as being the first viable human colony. They are wrong. The first viable extraterrestrial colony, established by a joint operation by Korean, American, and British agencies, was a simple set of mining and fuel processing stations, out at Earth's L5 point, made of hollowed asteroids, and built with the purpose of fueling marsbound cargo ships.
Over time, as Man spread farther through the solar system, his reliance on the L5 mining facility grew, and a number of other small clusters like that one grew. Eventually, the people of the clusters began to see themselves as belonging to their own nation, their own civilization, seperate from the nations that had birthed them. They lived dangerous lives, where their human forms, unsuited to life in null gravity, often failed them. Eventually, the independence war came. Refusing to be subservient, the inhabitants of the asteroid colonies broke ties with the mother nations. In these early days of space travel, the waystations were a vital part in travel across the system. The earth-based powers allowed the spacers their freedom. Their nation, named Zarathrustra after the Persian outcast-prophet of human legend, would be the first of many such nations. The spacers are now known as "Floaters," originally a derogative term which later became popular among those who it was addressed to. They have modified themselves, through their biological sciences, into forms suitable for the low gravity in which they reside.
Culture
--- It's long because it is important. My people are not completely human, and should not be expected to react exactly like humans do.---
Floater society is extremely hedonistic and free-spirited, with very few laws. There is only one crime, in floater eyes- "Theft of Freedom." Murder, theivery, rape, enslavement, and kidnapping are some of the few things against which Floater society has rules. Floaters are tight knit in the sense that they view eachother as all belonging to the same general people, distinct from humanity at large. They will assist eachother regardless of consequences. There is nothing a Floater sees as being more sanctified than a human (or abhuman) life.
Individual Clusters respond to these crimes in different ways. The Clusters of Zarathrustra and Kharam both have courts, where criminals are tried and punishment is decided. Punishment is usually aimed to remove the criminal from society- execution and imprisonment are the penalties for the worst types of "Theft of Freedom." Mohaim subjects criminals to a general vote over the Mohaimese Datanet, where private citizens will debate with eachother for two days before a general poll is taken. Xanadu has no written laws, but Floaters often take matters into their own hands. Slavers had best watch their back in the Taiga system- If captured, they can expect little quarter from the Xanadu Militia.
Floaters will occaisonally give up their complete freedom for the betterment of Floater society and the cause of freedom for all sentients. These Floaters revoke their status as "Freemen" or "Freewomen" and become "Bondmen" or "Bondwomen." Public servants, elected officials, Clergy, and military personelle are all Bonded, giving up their complete freedom and making themselves accept responsibility. No Floater may force another in Bonding themselves, but a Floater may Bind him of herself to anything, from a bet with a friend to an oath to serve their Cluster's military.
Floater society is extremely sexually open, with an "anything goes" attitude. As long as no one objects to what is being done, pretty much anyhting is allowed. Pedophilia, and other acts which exploit others, are regarded as disgusting by Floater society as a whole- not because of any cultural stigmata, but because such actions betray sexual freedom. There is no marriage in Floater society: Instead, any number of floaters of any gender may "Lovebind" themselves to each other. Many Floaters have themselves artificially enhanced, and many Heavy spacers assert that "It's better with Floater women!" (and men.)
A Floater's name tells their status, and may change over the course of their life. Every floater is born a "Freeman" or "Freewoman," but may change that at any time.
Drug use is quite common among Floaters. The advanced Biosciences which allow Floaters to thrive in zero-G and cosmic radiation also allow the Floaters to tailor plants and microbes to filter their air and water, and produce narcotics. Since physcial addiction is a destroyer of Freedom, Floaters will not use, make, or traffic in drugs which are not engineered to be non-physically addicting.
Roughly 60% of all Floaters live on the large Clusters. The remaining 40% live in small, 5-6 thousand Floater communities, or in slow-moving prospecting/mining vessels. Comet mining is vital to the expansion of Floater society, as they provide the chemicals needed to manufacture air, water, and hydrogen reactor fuel. Asteroid and Ring mining provides raw materials for Floater Zero-G industry. Floaters make a number of advanced ceramics and metals: Foamed Steel, the ulralite, ultrastrong building material, is manufactured almost exclusively in Floater Zero-G foundries.
Floater Gene-modding allows Floaters to shape their body almost at will. The majority elect for the basic Floater body type- 6-7 feet tall, slim, with the matte-black skin that is part of their defense against stellar radiation. Floaters are all double jointed, and very agile in their zero-G environment. Floater marines are compotent and dangerous in high-G combat, they are unstoppable masters of zero-G combat. Some Floaters have only very basic genemodding, and are recognizable from Heavies only by their skin tone. These Floaters, who are built much like heavies, live in grav-wheel stations in Clusters, and act as soldiers and ambassadors planetside. Most Floaters spend at least part of their lives like that, feeling the world as Heavies do.
Government:
The current Floater government consists of a council of four representatives, one from each major Cluster, who make decisions. They are elected by a general vote of the Great Cluster (the Floater freecast information network, which gives every single Floater citizen a vote) every eight years, and any law or declaration they pass may be vetoed by a 65% or greater vote by the Great Cluster.
Relations
The Floaters see Durandel's Empire as a kindred spirit. Even now, clusters are forming in the Oort clouds of Imperial systems. One day, there will be great and powerful Floater clusters living side by side with the people of the Empire. The Krytosian Empire has proved itself in the eyes of the Floater populace, and is considered to be a close ally. Warm relations are held with the Monacoran Empire and the Soirhyetz. The New Roman Empire is seen by many Floaters as dangerous, but the majority now trust the fighting ability and honor of the Romans. The Asgard Empire is seen by some Floaters as a band of monsterous turncoats, and by others, as the only hope for a lasting peace. The New Beijing Alliance in general is viewed as dangerous, with the exception of the Skaven, who are viewed with general neutrality.
The Minmatar are held in awe by most Floaters, and their courage and dedication to the ITA is viewed as a sign of great moral character.
The North American Union is viewed with neutrality by the general Floater populace. Their rejection of the ITA is a point against them, their acceptance of the Kharam cluster is a vote for them.
the Pan-Slavic Republic and the League of Democracies are both greatly respected, especially among Xanadar floaters, who live besides the Slavs.
Holdings:
There are four major Floater Clusters.
Zarathrustra: Earth's L5 point, this large cluster of asteroids and comets is home to nearly 2,000,000,000 Floaters. Smaller floater communities pepper the Asteroid Belt. There is a large colony of 16,000,000 floaters in the Sol system's Oort cloud of comets which owes allegiance to Zarathrustra. Zarathrustran floaters are the most liberal of the floater factions, and are very willing to spend time with heavys. Many Zarathrustrans visit Terran orbitals for business, or pleasure. Zarathrustra is a representative democracy, based on the system used by the Americans who first became floaters and colonized Earth's L5 point. Zarathrustra has a number of spinstations where they maintain tourist accomodations for visiting heavies. Zarathrustra is the center of the Council which rules the United Floater Republics, and contains their headquarters. Bondman Councilor Jeffery Il Jong is the mouthpeice of the council.
Xanadu: This community, located at the L5 point of a planet in the Taiga System (Pan-Slavic Republic), is second in size only to Zarathrustra. 1,500,000,000 floaters make their home on this cluster of asteroids. The center of the Xanadu cluster is a large artificial station, where 3,000,000 Xanadar reside. Small colonies of Floaters inhabit the Taiga system's Oort comet cloud. Xanadu has a lawful anarchy, with locally appointed magistrates who ensure that the few laws of Xanadu are enforced. The Xanadu Militia was recently liquidated and brought into the United Republican Navy.
Kharam: This single, large cluster in the Alpha Centauri (North American Union) system is a major manufacturer of the large sublight Dreamships the Floaters occaisionally dispatch to distant stars. To facilitate this, the 750,000,000 Floaters on Kharam have created a vast zero-g construction yard, called the Womb. The Womb is currently manufacturing warships for the UFR. Asteroids and comets are towed from the rings of the system's gas giant and the local Oort cloud, and processed into building materials for the huge Dreamships. Kharam is the center of the Floater faith. Kharamites are known for distrusting heavies. Many belong to the splinter group which detests all Heavy incursions into space. Like all floaters, Kharamites are anarchic and independent, but most Floaters in Kharam spend at least a few years of their lives working on the Dreamships, under the control of the strict hierarchy of the Mother Void Church.
Mohaim: Mohaim is the smallest of the Floater clusters. It is the first colony established by Dreamship, and is now part of the Great Cluster. The system in which the Mohiam cluster resides, which is 40 Lightyears from Sol, is unnamed. The Mohiam cluster is at the L5 point of one of this system's gas giants. 12,000,000 floaters live on the asteroids and comets of Mohiam, with another 2,000,000 living on scattered colonies among the system's asteroid belt, and 3,000,000 living on a colony in the system's Oort comet cloud. Mohiam's lawful anarchy is much like the government of Xanadu, except for the existance of a single leader, elected anually by popular vote, who appoints magistrates and military leaders in times of crisis. Both the Monacoran Empire and the Krytos Star Empire have colonies in the Mohaim system, which has fostered a spirit of goodwill towards heavies among the Mohaimese.
Military Forces
URN (United Republican Navy)
The URN responds directly to the Council. The Cluster navies are all subservient to the URN.
URN First Fleet: (Largest concentration of mobile Floater firepower, until being mauled by the Kokanders in the most recent engagement.
Supercapital Ships:
1 "Seraphim"
---- Total- 1 Dreadnought
Capital Ships:
1 "Mother Void"
---- Total- 1 Attack Carrier
Escorts:
3 "Lynx"
8 "Shadowstalker"
3 "Dervish" (gunships)
---- total- 11 Strike Cruisers, 3 Gunships
URN vessels being repaired, retrofitted, or built
Supercapital:
5 "Republic" (Construction at Womb, 2 months building time left)
10 "Republic" (Construction at Womb, 10 months building time left)
1 "Lion" (Salvaged from Battle, 2 months Yard work)
2 "Seraphim" (Salvaged from Battle, 3 months Yard work)
-------------- 18 Dreadnoughts in yards.
Capital:
1 "Mother Void" (Salvaged from Battle, 1 month Yard work)
2 "Gryphon" (Salvaged from Battle, 2 months Yard work)
2 "Night Queen"(Salvaged from Battle, 2 months Yard work)
1 "Myrmidon"
6 "Templar" (Under construction at Xanadar shipyards, 12 Months work)
------------- 12 Attack Carriers in yards
Escort:
30 Assorted Xanadar Militia (Assimilated into URN, being retrofitted into modern vessels, 10 months Yard work)
15 "Shadowrun" (Construction at Womb, 2 months building time left)
35 "Shadowrun" (Not laid yet, slated for construction at Womb.)
4 "Battle Saint" (Salvaged from Battle, 1 month Yard work)
5 "Lynx" (Salvaged from Battle, 2 months Yard work)
12 "Shadowstalker (Salvaged from Battle, 3 months Yard work)
5 "Arcturus" (Salvaged from Battle, 2 months Yard work)
1 "Dervish" gunship (Salvaged from battle, 1 week Yard work)
-------------- 81 Strike Cruisers, 1 Gunship in yards
-----Total 110 in yards, 16 active- plus 11 Transports (6 Troopships, 5 OAVs, and fleet tenders.)
- All Floater vessels in yards are being equipped with regular missile aramment, with bomb-pumped laser warheads and AM warheads.
Zarathrustran Navy
Active:
5 "Ebon Blade" (Dreadnoughts)
12 "Night Queen" (Attack Carriers)
43 "Shadowstalker" (Strike Cruisers)
5 Troopships
5 OAVs
7 Military Clusters
In yards:
1 "Ebon Blade" (salvaged from Battle, 2 months work)
1 "Night Queen" (salvaged from Battle, 1 month work)
4 "Shadowstalker" (Salvaged from battle, 2 months work)
------- total 70 active, 6 in yards
Kharamite Navy
10 "Basilica" (Monitors)
3 "Seraphim" (Dreadnoughts)
4 "Mother Void" (Attack Carriers)
45 "Battle Saint" (Strike Cruisers)
4 Military Clusters
8 OAVs
2 Troopships
------ Total 72 active
Mohaimese Navy
10 "Dervish" (Gunships)
2 "Gryphon" (Attack Carriers)
15 "Lynx" (Strike Cruisers)
5 Military Clusters
2 OAVs
3 Troopships
------- Total 32 active
Xanadu Navy
3 "Myrmidon" Attack Carriers
15 "Arcturus" Strike Cruisers
3 Troopships
3 OAVs
3 Military Clusters
------- Total 24 active
All Floater fighters and lancers mount shield generators.
Ship Classifications are simple, Strike Cruisers are escorts with high maneuverability and speed, with potent weapons, but limited defenses.
Attack Carriers are well armed and armoured enough to stand in a fight, but also carry numerous fighters.
Dreadnoughts are--- you know the deal.
Monitors are hugely well armed and armoured, with massive long-range Mass Driver cannon and X-Ray lasers. They lack FTL engines, and are only found defending the Womb in the Alpha Centauri system.
Ship stats found here in my original OOB:
http://bbs.stardestroyer.net/viewtopic. ... 31&start=0
Last edited by Thirdfain on 2003-05-20 11:08am, edited 1 time in total.
- Beowulf
- The Patrician
- Posts: 10621
- Joined: 2002-07-04 01:18am
- Location: 32ULV
Oceania Union
Official History: The Oceania Union formed in the 2200's as a way of advancing the interests of all the rather small countries that were members. The Chinese Province joined shortly after the Great Nuclear Civil War, that ended with the nuking of Shanghai and Beijing. India joined to curb the agression by Pakistan. Shortly after the invention of the hyperdrive, a colony ship was dispatched to Delta Pavonis. The world they settled had been named Gryphon, and the name stuck. Since then, most population controls have been legislated out of existance.
Territory:
Sol system:
Australia, SE Asia, New Zealand (North Island is in dispute with the Minmatar), Southern China, India, most of the pacific islands, Hawaii, Madagascar
Extra solar:
Delta Pavonis system:
Gryphon: Heavily colonized world, population 6 billion.
Golem: Mostly mining world, population 2 billion
Orbital Habitats: population 1 billion
Beta Hydri System:
Kali: Military base, also has some industry. Pop, 100 million
Brahma: World in the midst of terraforming. Pop 2 billion and climbing.
Fleet order of battle:
In service (under consrtuction) - class name and type
Capital ships:
20 - Shanghai class battleship
8 - Fearless class battleship
45(3) - Calcutta class battlecruiser
70(5) - Kuala Lumpur class cruiser
20 - Darwin class drone carrier
5(3) - Unbreakable class drone carrier
30 - Springfield class planetary assault transport
5 - Chien class strategic missile ship
Escorts:
30 - Jakarta class escort cruiser
6(2) - Invincible class escort carrier
105(20) - Taipei class destroyer
44(6) - Singapore class frigate
Fleet Organization: The fleet is divide into 5 taskforces, each further subdivided into subtaskforces, each lead by a battle ship.
Ship building philosophy: Point defense is usually rather good amongst possible enemies. So overload it by firing a large number of individually weaker weapons. As a side effect, fighters can easily use cap ship weaponry.
Ships in Brief:
Shanghai: The class with the largest ships, this vessel is well capable of launching a missile salvo of over 2000 missiles alone. It can continue to launch these salvos for over 20 minutes. Mass: 4 MT
Darwin: Carries fighter drones. Not much more armed than a destroyer itself, it carries 360 fighters and bombers, which can release a salvo greater than that of the mighty Shanghai class, if only once. Mass: 3Mt
Calcutta: Faster than the Shanghai, it loses some of it's defensive capabilities, but delivers nearly the same offensive punch as the Shanghai class. 2 MT
Kuala Lumpur: Designed for usage outside of the wall of battle. Not much faster than the Calcutta class, it has very good defenses. 1 MT
Springfield: Each can carry two divisions of troops. Relatively lightly armed.
Chien: Named after a rather infamous Chinese general from the Great Nuclear Civil War. Carries 20 M-30 missiles, along with a large amount of self defense weaponry. Not designed for prolonged combat.
Jakarta: Light fast design. Mostly out of favor by those in charge, it still has proponents due to it's excellent point defense suite, which is excellent at shredding enemy fighters. 1 MT
Taipei: Jack of all trades, master of none. Smaller offensive punch is traded for a better defensive suite. 300 kT
Singapore: Smallest general purpose ship. Mostly used to escort transports. Will quickly die in any large fleet engagment. 75 kT
Alliances:
The New Beijing Alliance for mutual defence.
ITA
Technology:
Power: Large scale is typically utilizing Qin Converters, which turn matter of any sort into energy very efficiently. The other typical power source is a power core, which have a tendency to explosively self-destruct when damaged. It's rather hard to damage a power core however.
Propulsion:
STL: Grid Traction Drive. Basically takes a hold of space time and yanks. Effectively reactionless. (In reality momentum is conserved, but it's over such a large amount of mass (the universe) as to make no difference.)
Impeller drive. Same as Honorverse. Not commonly used.
AMR. Used exclusively on unmanned vessels, mostly because of inertial compensator limitations.
FTL: Honorverse Hyperdrive. Includes Warshawski sails. Reason why ships also have impeller drive.
Official History: The Oceania Union formed in the 2200's as a way of advancing the interests of all the rather small countries that were members. The Chinese Province joined shortly after the Great Nuclear Civil War, that ended with the nuking of Shanghai and Beijing. India joined to curb the agression by Pakistan. Shortly after the invention of the hyperdrive, a colony ship was dispatched to Delta Pavonis. The world they settled had been named Gryphon, and the name stuck. Since then, most population controls have been legislated out of existance.
Territory:
Sol system:
Australia, SE Asia, New Zealand (North Island is in dispute with the Minmatar), Southern China, India, most of the pacific islands, Hawaii, Madagascar
Extra solar:
Delta Pavonis system:
Gryphon: Heavily colonized world, population 6 billion.
Golem: Mostly mining world, population 2 billion
Orbital Habitats: population 1 billion
Beta Hydri System:
Kali: Military base, also has some industry. Pop, 100 million
Brahma: World in the midst of terraforming. Pop 2 billion and climbing.
Fleet order of battle:
In service (under consrtuction) - class name and type
Capital ships:
20 - Shanghai class battleship
8 - Fearless class battleship
45(3) - Calcutta class battlecruiser
70(5) - Kuala Lumpur class cruiser
20 - Darwin class drone carrier
5(3) - Unbreakable class drone carrier
30 - Springfield class planetary assault transport
5 - Chien class strategic missile ship
Escorts:
30 - Jakarta class escort cruiser
6(2) - Invincible class escort carrier
105(20) - Taipei class destroyer
44(6) - Singapore class frigate
Fleet Organization: The fleet is divide into 5 taskforces, each further subdivided into subtaskforces, each lead by a battle ship.
Ship building philosophy: Point defense is usually rather good amongst possible enemies. So overload it by firing a large number of individually weaker weapons. As a side effect, fighters can easily use cap ship weaponry.
Ships in Brief:
Shanghai: The class with the largest ships, this vessel is well capable of launching a missile salvo of over 2000 missiles alone. It can continue to launch these salvos for over 20 minutes. Mass: 4 MT
Darwin: Carries fighter drones. Not much more armed than a destroyer itself, it carries 360 fighters and bombers, which can release a salvo greater than that of the mighty Shanghai class, if only once. Mass: 3Mt
Calcutta: Faster than the Shanghai, it loses some of it's defensive capabilities, but delivers nearly the same offensive punch as the Shanghai class. 2 MT
Kuala Lumpur: Designed for usage outside of the wall of battle. Not much faster than the Calcutta class, it has very good defenses. 1 MT
Springfield: Each can carry two divisions of troops. Relatively lightly armed.
Chien: Named after a rather infamous Chinese general from the Great Nuclear Civil War. Carries 20 M-30 missiles, along with a large amount of self defense weaponry. Not designed for prolonged combat.
Jakarta: Light fast design. Mostly out of favor by those in charge, it still has proponents due to it's excellent point defense suite, which is excellent at shredding enemy fighters. 1 MT
Taipei: Jack of all trades, master of none. Smaller offensive punch is traded for a better defensive suite. 300 kT
Singapore: Smallest general purpose ship. Mostly used to escort transports. Will quickly die in any large fleet engagment. 75 kT
Alliances:
The New Beijing Alliance for mutual defence.
ITA
Technology:
Power: Large scale is typically utilizing Qin Converters, which turn matter of any sort into energy very efficiently. The other typical power source is a power core, which have a tendency to explosively self-destruct when damaged. It's rather hard to damage a power core however.
Propulsion:
STL: Grid Traction Drive. Basically takes a hold of space time and yanks. Effectively reactionless. (In reality momentum is conserved, but it's over such a large amount of mass (the universe) as to make no difference.)
Impeller drive. Same as Honorverse. Not commonly used.
AMR. Used exclusively on unmanned vessels, mostly because of inertial compensator limitations.
FTL: Honorverse Hyperdrive. Includes Warshawski sails. Reason why ships also have impeller drive.
Last edited by Beowulf on 2003-06-18 11:23pm, edited 5 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:
The Minmatar
Origins: Earth, pacific Rim.
Kaz'morden, eastern block about 45ly from sol.
Many citizens in the nations involved in the Oceania Union did not actually wish to be part of the said union at the time for political reasons. It is for this reason that they formed their own splinter faction and left Earth. After spending some time floating aimlessly through the cosmos they happened upon some alien colonists from a planet that had a similar political climate to Earth. Amazingly, instead of instantly going to war both species actually got along and worked together to create their own society about 30ly away from Earth. The collective name for this new society: Minmatar
The minmatar stem from many tribal a society. While the tribal systems of old are gone, their remnants can still be seen in the modern culture. One thing about the Minmatar is that they excel on diversity. The human componant of Minmatar civilization stems from Europeans, Polynesians and Asians. The alien componant even spans different races that have lived together on their homeworld Kaz'morden since the time of their last great war.
On the alien homeworld the Minmatar progenitors control the second largest continant, providing an excellent industrial base. On Earth, the Minmatar tend to be more nomadic then anything else. Support for the Minmatar comes more from multinational corporations then it does individual nations. There are however a large number of underwater colonies in the lower pacific as well as some of the various islands that are under Minmatar control. The northern half of New Zealand's North Island is under Minmatar control, while the Southern half belongs to the OU. The Minmatar have dropped all territorial contestation in the South in exchange for this agreement.
None of the aliens have been brought back to Earth so far but a few humans from the Minmatar have travelled to Kaz'morden to take part in various technology and industrial endevors.
Colonies:
Gemini -Khaydrin System
Arsius - New Titan System
Bex - Yuai System
Abydos - Yuai System
Minara - Capitol -New Titan System
Homeworlds:
Earth: Deepsea south pacific colonies - source of people, food, money, and research
Kaz'morden: Good industrial and technology base.
The Minmatar 'Baseline Order Of Battle and Intersystem-Extrasystem Security'
(note: numbers in brackets represent fighter/bomber capacity)
Drone Classes <5m:
Drones are used at every available opportunity in Minmatar warfare. They are cheap, easy to quickly produce and don't cost sentient life when shot down. Drones are unshielded.
SWACS -battlefield intelligence, sufficient numbers of them crossing their sensor arcs can spot cloaked ships, smaller ships are harder to spot.
Attack - A vector control thruster and a gun. Large numbers can wreak havock with fighter screens and unprotected fixtures on capital ships. Their primary use is to 'spam' enemy targetting screens.
Re-supply - Carries supplies from a resupply freighter to a ship in mid battle.
Repair - conducts battlefield repairs.
Interdictor Drone - Disrupt FTL travel (requires at least 50 to surround battlefield and cover all escape routes)
Cloak Drone - Can cloak itself and a friendly ship,
3 required for a fighter, 10 for sub-capital
50 for a capital
100-200 for a super capital
Fighter Classes <25m Deep space combat limited to carrier capacity, Expect to encounter up to 15,000 in planetary defense:
Minmatar bombers are the preferred means of delivering ordance to enemy capital ships while the fighters provide defensive screens and carry out quick strikes against frigates and corvettes. Fighter shielding is weak against missile and kinetic attacks but strong against energy weapons. Bomber shielding works the opposite way.
Sorsa - Superiority
Barrelatt - Bombing
Xeron – Interception
Barrelatt MK2 - Bombing (limited production)
Sub-Capital Classes <300m Total: 260
Mostly used for intersystem security, but if the need arises sub-capitals can be sent to the front line to support the larger capital classes. The shields actually operate within the composite armor plating about 1cm below the surface. This provides a very strong defense against kinetic and pure energy attacks, defenses are evenly spread across the ship on all sub-capital classes.
60 Barrage - Gunship 150m
60 Senator - Missile ship 120m
40 Sword - Frigate 220m
100 Io - Light Carrier (10) 150m
Capital Classes <1km Total:185
The Minmatar fleet is designed for sustained combat, this is why 46% of the Minmatar fleet is made up of capital ships that are designed to fight in small groups and task forces under the cover of fighters and drones. These ships carry as many weapons as their hulls will allow. The primary assault weapon being the Irradiated Plasma Cannon, smaller laser based weapons and flak cannons act as the CIWS. Numbers of missile ports vary depending on size. The Civility and the Dystopia lack the IPC in favor of fighter bays and an increased number of missile tubes. The shields actually operate within the composite armor plating about 1cm below the surface. This provides a very strong defense against kinetic and pure energy attacks, defenses are strongest at the forward sections and around the weapons and engines on all capital classes.
40 Jesus - Destroyer 320m
30 Moses - Light Cruiser 370m
25 Allah - Cruiser 420m
20 Martyr - Heavy Cruiser 600m
10 Headway - Battleship 900m
40 Civility - Carrier (300) 650m
15 Dystopia - Missile Ship 400m
Super-Capital Classes <10km Total:15
The Super-Capital classes of the Minmatar represent some of the Minmatar's finest engineering achievements, and a perfect example of the type of hardware a booming economy can buy. The Art of War Dreadnaught is the least expensive to operate thusly are the most likely ships of the super capital classes that the Minmatar's enemies are the most likely to enounter. The Will to Power juggernaut, one of the most powerful warships in the sector, complete with a multitude of IPCs, high yield missiles, more CIWS then 15 Allah class cruisers, and even racks for 500 figters, is also the most expensive ship to operate in the entire Minmatar navy. Having a Will to Power used against you in open warfare is a sign that diplomatic relations with the Minmatar have gone horribly, horribly wrong. Combine these two classes with the multitude of enormous fighter racks of the Republic class Super Carrier and you have a recipie for destruction. The shields actually operate within the composite armor plating about 1cm below the surface. This provides a very strong defense against kinetic and pure energy attacks, defenses are strongest at the forward sections and around the weapons and engines on all super capital classes.
6 Art of War - Dreadnaught 5.6km
4 Will to Power - Juggernaut (500) 9.8km
5 Republic - Super Carrier (2500) 3.1km
A word on guns:
There are weapons with slow firing rates but high yields, fast firing rates and low yields, as well as general all round weapons who have a firepower and firing rate on par with the galactic average. The weapons come in three different sizes, Sub-Capital Mount, Capital Mount, and Super Capital Mount. Bigger guns do more damage, although there will be fewer of them and larger ships are not precluded from carrying smaller weapon mounts. The projectile of choice for Capital and Super Capital high yield weapons is Irradiated Plasma, low yield weapons are ion based.
A word on Minmatar class comparrison:
A Will-to-Power (without fighter compliment) has a 50/50 chance of defeating 2 Art-Of-Wars. Minmatar Destroyers and battleships typically have more guns then missiles. Cruisers have a balanced mix of missiles and guns, whiles missile-ships concentrate primarily on lobbing missiles into the battlefield, lots upon lots of missiles. Sub-Capital classes are more for inter-system patrol then they are frontline combat, but that doesn't mean that they can't be sent to the frontlines if neccessary.
A word on missiles:
All ships in the sub capital, capital, and super capital groups can launch missiles, but some are better at it and launch bigger missiles. There are four classes capable of launching guided FTL capable missiles that can be used for either planetary bombardment, or space 'artillary'.
These are:
Headway - Battleship
Dystopia - Missile ship
Art-of-War - Dreadnaught
Will-to-Power - Juggernaught
At a closer range, the Dystopia can spam the battlefield with up to 100 10MT missiles in just under two minutes. This is a baseline figure, higher yield missiles will mean there will be less of them and more missiles mean lower yields.
FTL Travel: Basic Hyperspace, Xeron is the only class of fighter capable of it aside from the Barellat MK2 which is currently in limited production, all capital ships are FTL capable, no drones are FTL capable.
Origins: Earth, pacific Rim.
Kaz'morden, eastern block about 45ly from sol.
Many citizens in the nations involved in the Oceania Union did not actually wish to be part of the said union at the time for political reasons. It is for this reason that they formed their own splinter faction and left Earth. After spending some time floating aimlessly through the cosmos they happened upon some alien colonists from a planet that had a similar political climate to Earth. Amazingly, instead of instantly going to war both species actually got along and worked together to create their own society about 30ly away from Earth. The collective name for this new society: Minmatar
The minmatar stem from many tribal a society. While the tribal systems of old are gone, their remnants can still be seen in the modern culture. One thing about the Minmatar is that they excel on diversity. The human componant of Minmatar civilization stems from Europeans, Polynesians and Asians. The alien componant even spans different races that have lived together on their homeworld Kaz'morden since the time of their last great war.
On the alien homeworld the Minmatar progenitors control the second largest continant, providing an excellent industrial base. On Earth, the Minmatar tend to be more nomadic then anything else. Support for the Minmatar comes more from multinational corporations then it does individual nations. There are however a large number of underwater colonies in the lower pacific as well as some of the various islands that are under Minmatar control. The northern half of New Zealand's North Island is under Minmatar control, while the Southern half belongs to the OU. The Minmatar have dropped all territorial contestation in the South in exchange for this agreement.
None of the aliens have been brought back to Earth so far but a few humans from the Minmatar have travelled to Kaz'morden to take part in various technology and industrial endevors.
Colonies:
Gemini -Khaydrin System
Arsius - New Titan System
Bex - Yuai System
Abydos - Yuai System
Minara - Capitol -New Titan System
Homeworlds:
Earth: Deepsea south pacific colonies - source of people, food, money, and research
Kaz'morden: Good industrial and technology base.
The Minmatar 'Baseline Order Of Battle and Intersystem-Extrasystem Security'
(note: numbers in brackets represent fighter/bomber capacity)
Drone Classes <5m:
Drones are used at every available opportunity in Minmatar warfare. They are cheap, easy to quickly produce and don't cost sentient life when shot down. Drones are unshielded.
SWACS -battlefield intelligence, sufficient numbers of them crossing their sensor arcs can spot cloaked ships, smaller ships are harder to spot.
Attack - A vector control thruster and a gun. Large numbers can wreak havock with fighter screens and unprotected fixtures on capital ships. Their primary use is to 'spam' enemy targetting screens.
Re-supply - Carries supplies from a resupply freighter to a ship in mid battle.
Repair - conducts battlefield repairs.
Interdictor Drone - Disrupt FTL travel (requires at least 50 to surround battlefield and cover all escape routes)
Cloak Drone - Can cloak itself and a friendly ship,
3 required for a fighter, 10 for sub-capital
50 for a capital
100-200 for a super capital
Fighter Classes <25m Deep space combat limited to carrier capacity, Expect to encounter up to 15,000 in planetary defense:
Minmatar bombers are the preferred means of delivering ordance to enemy capital ships while the fighters provide defensive screens and carry out quick strikes against frigates and corvettes. Fighter shielding is weak against missile and kinetic attacks but strong against energy weapons. Bomber shielding works the opposite way.
Sorsa - Superiority
Barrelatt - Bombing
Xeron – Interception
Barrelatt MK2 - Bombing (limited production)
Sub-Capital Classes <300m Total: 260
Mostly used for intersystem security, but if the need arises sub-capitals can be sent to the front line to support the larger capital classes. The shields actually operate within the composite armor plating about 1cm below the surface. This provides a very strong defense against kinetic and pure energy attacks, defenses are evenly spread across the ship on all sub-capital classes.
60 Barrage - Gunship 150m
60 Senator - Missile ship 120m
40 Sword - Frigate 220m
100 Io - Light Carrier (10) 150m
Capital Classes <1km Total:185
The Minmatar fleet is designed for sustained combat, this is why 46% of the Minmatar fleet is made up of capital ships that are designed to fight in small groups and task forces under the cover of fighters and drones. These ships carry as many weapons as their hulls will allow. The primary assault weapon being the Irradiated Plasma Cannon, smaller laser based weapons and flak cannons act as the CIWS. Numbers of missile ports vary depending on size. The Civility and the Dystopia lack the IPC in favor of fighter bays and an increased number of missile tubes. The shields actually operate within the composite armor plating about 1cm below the surface. This provides a very strong defense against kinetic and pure energy attacks, defenses are strongest at the forward sections and around the weapons and engines on all capital classes.
40 Jesus - Destroyer 320m
30 Moses - Light Cruiser 370m
25 Allah - Cruiser 420m
20 Martyr - Heavy Cruiser 600m
10 Headway - Battleship 900m
40 Civility - Carrier (300) 650m
15 Dystopia - Missile Ship 400m
Super-Capital Classes <10km Total:15
The Super-Capital classes of the Minmatar represent some of the Minmatar's finest engineering achievements, and a perfect example of the type of hardware a booming economy can buy. The Art of War Dreadnaught is the least expensive to operate thusly are the most likely ships of the super capital classes that the Minmatar's enemies are the most likely to enounter. The Will to Power juggernaut, one of the most powerful warships in the sector, complete with a multitude of IPCs, high yield missiles, more CIWS then 15 Allah class cruisers, and even racks for 500 figters, is also the most expensive ship to operate in the entire Minmatar navy. Having a Will to Power used against you in open warfare is a sign that diplomatic relations with the Minmatar have gone horribly, horribly wrong. Combine these two classes with the multitude of enormous fighter racks of the Republic class Super Carrier and you have a recipie for destruction. The shields actually operate within the composite armor plating about 1cm below the surface. This provides a very strong defense against kinetic and pure energy attacks, defenses are strongest at the forward sections and around the weapons and engines on all super capital classes.
6 Art of War - Dreadnaught 5.6km
4 Will to Power - Juggernaut (500) 9.8km
5 Republic - Super Carrier (2500) 3.1km
A word on guns:
There are weapons with slow firing rates but high yields, fast firing rates and low yields, as well as general all round weapons who have a firepower and firing rate on par with the galactic average. The weapons come in three different sizes, Sub-Capital Mount, Capital Mount, and Super Capital Mount. Bigger guns do more damage, although there will be fewer of them and larger ships are not precluded from carrying smaller weapon mounts. The projectile of choice for Capital and Super Capital high yield weapons is Irradiated Plasma, low yield weapons are ion based.
A word on Minmatar class comparrison:
A Will-to-Power (without fighter compliment) has a 50/50 chance of defeating 2 Art-Of-Wars. Minmatar Destroyers and battleships typically have more guns then missiles. Cruisers have a balanced mix of missiles and guns, whiles missile-ships concentrate primarily on lobbing missiles into the battlefield, lots upon lots of missiles. Sub-Capital classes are more for inter-system patrol then they are frontline combat, but that doesn't mean that they can't be sent to the frontlines if neccessary.
A word on missiles:
All ships in the sub capital, capital, and super capital groups can launch missiles, but some are better at it and launch bigger missiles. There are four classes capable of launching guided FTL capable missiles that can be used for either planetary bombardment, or space 'artillary'.
These are:
Headway - Battleship
Dystopia - Missile ship
Art-of-War - Dreadnaught
Will-to-Power - Juggernaught
At a closer range, the Dystopia can spam the battlefield with up to 100 10MT missiles in just under two minutes. This is a baseline figure, higher yield missiles will mean there will be less of them and more missiles mean lower yields.
FTL Travel: Basic Hyperspace, Xeron is the only class of fighter capable of it aside from the Barellat MK2 which is currently in limited production, all capital ships are FTL capable, no drones are FTL capable.
Last edited by Spyder on 2003-06-04 07:22am, edited 1 time in total.
-
Companion Cube
- Biozeminade!
- Posts: 3874
- Joined: 2003-02-02 04:29pm
- Location: what did you doooooo щ(゚Д゚щ)
The Outworld Alliance
History
The Alliance(a misnomer; it is governed by a Republic) rests on the edge of human-inhabited space, hence its name. This nation was the result of a bloody civil war between the inhabitants of a fundamentalist Middle East-dominated space-faring nation that once inhabited that space. In the wake of the civil war, which took place approximately 500 years ago, the survivors of the shattered nation banded together to form the Outworlds Alliance, a new nation based on sentient rights, in which the old religions and hatreds had little or no place.
Species
The inhabitants of the Outworlds Alliance are human, mostly of Middle Eastern extraction, though few practice Islam, or any other religion.
Government
The Alliance is governed by a democratically elected leader, who is in turn overseen by a council of Representatives from each of the Alliance's worlds. The function of this council is to ensure that the President does not abuse his power. However, while the Council may vote the President from office, only he has the power to declare war.
Order Of Battle-Outworld Alliance
Ship descriptions
Martyr-Class Heavy Cruiser (9)
Specifications
Length: 1000m
Armament: 1 Grade-1 Heavy Mass Driver (40 megatons) (fire-rate: 10 RPM)
50 Grade-2 Anti-Ship Missile batteries (500 kilotons)(fire-rate: 30 RPM)
100 Anti-Missile Close In Weapon Systems. (CIWS)
Fighter Capacity: 70 Vulture Class fighters.
Description: This class of vessel is the oldest heavy warship in the Outworlds Alliance Fleet, and this is reflected in the fact that it is lightly armed and slow, (though capable of reaching FTL speeds using a Star-Wars style hyperdrive.) partly because of its heavy armour.
Caliph-Class Destroyer (40)
Specifications
Length: 800m
Armament: 5 Grade-2 Medium Particle Cannons (25 Megatons) (Fire-rate: 15 RPM)
10 Grade-2 Heavy Mass Drivers (30 Megatons) (Fire-rate: 10 RPM)
10 Grade-2 Anti-Ship Missile batteries(500 kilotons)(Fire-rate: 30 RPM)
50 CIWS
Fighter Capacity: 20 Vulture Class fighters.
Description: Built after the last of the Martyr class, the Caliph class was meant to provide comparable performance, while being far smaller, more maneuverable and more effectively armed. The power problems which accompanied the Martyr class were not an issue for this design, due to more advanced power plant design.
Saladin-Class Picket (102)
Length: 200m
Armament: n/a
Fighter Capacity: n/a
Description: These small vessels patrol the Alliance’s borders, and are equipped with extensive ECM equipment, with the result that the ships are hard to detect using conventional sensors.
Xerxes-Class Heavy Cruiser (25)
Length: 1200m
Armament: 10 Grade-1 Heavy Particle Cannons(40Megatons)(Fire-rate:15RPM)
20 Grade-3 Light Particle Cannons (15 Megatons) (Fire-rate: 15 RPM)
50 Grade-2 Anti-ship Missile batteries (500 kilotons) (Fire-rate: 30 RPM)
100 CIWS
Fighter Capacity: 30 Vulture Class fighters.
Description: The second most heavily armed warship in the Alliance’s fleet, the Xerxes class is also one of the most modern, with units still in production. This design is provided with enough armour and shielding to survive prolonged combat with enemy vessels of similar armament levels.
Mujahadeen-Class Frigate (215)
Length: 200m
Armament: 10 Grade-3 Light Particle Cannons (As above) (As above)
20 Grade-3 Anti-Starfighter missile batteries (200 kilotons) (30 RPM)
20 CIWS
Description: The most common warships in the Alliance fleet,these destroyers are designed to operate independantly of supply lines and bases, needing only fuel and food to stay running. The ships carry enough of both of these to stay in space for several years before taking on additional supplies. While they're main purpose is to patrol the Alliance's borders, they are more often seen providing a screen for larger capital ships.
Vulture-Class Fighter (Hundreds)
Length: 14m
Armament: 1 Grade-6 Ultralight Particle Cannon (20 Kilotons) (Fire-rate: 80 RPM)
Fighter Capacity: n/a (Obviously)
Description: The only space-capable fighter of the Outworlds Alliance, the Vulture is not equipped with FTL technology, and is designed to operate exclusively from Capital ships or bases. (As opposed to the larger fighters of some factions, which can operate independantly)
Zealot-Class Dreadnought (9)
Length: 5000m
Armament: 50 Grade-1 Heavy particle Cannons (40 Megatons) (15 RPM)
100 Grade-2 Medium Particle Cannons (25 Megatons) (15 RPM)
150 Grade-3 Light Particle Cannons (15 Megatons) (15 RPM)
200 Anti-Starfighter missile batteries (200 kilotons) (30 RPM)
200 CIWS
Fighter Capacity: 100 Vulture-Class fighters.
Description: The Zealot class Dreadnought is the most powerful ship in the Alliance fleet,with only 9 units in operation. These colossal vessels are slow and have poor manueverability, but their (Comparitively) heavy firepower allows them to hold of enemy vessels of comparable size with ease.
Martyr-II-Class Carrier (1)
Length: 2000m
Armament: 200 Anti-Ship missile launchers (1 Megaton/missile) (60 RPM)
20 Grade-1 Heavy Particle Cannons (25 Megatons) (25 RPM)
10 Grade-1 Heavy Mass Drivers (30 megatons) (15 RPM)
400 CIWS
Fighter Capacity: 200 Vulture-Class fighters.
Description: The Martyr-II class Carrier is the newest type of vessel produced in the Outworld Alliance. It is designed to provide fighter cover for the OA's battlegroups, and is equipped with a considerable number of Anti-Ship missiles, so that it can hold it's own in an engagement. Only one vessel has been built so far, and the keels for three more have been laid down.
Minor Combatants
Aswad-Class Gunship (400)
Length: 50m
Armament: 2 Grade-3 Light Particle Cannons (15mg) (15 RPM)
1 Grade-3 Light Mass Driver (10mg) (60 RPM)
2 Anti-Starfighter Autocannons (--) (6000 RPM)
Fighter Capacity: n/a
Description: The Aswad class Gunship is designed for intersystem defence, and as such is not hampered much by it's lack of an FTL system. The vehicle's main armament is a pair of light particle cannons supported by a light mass driver. The two autocannons mounted towards the rear of the craft are entirely computer controlled, though this can be overridden for manual use. The autocannons function is to shoot down incoming fighters or missiles. As such, the Gunships are often deployed within the OA's territories as a screen around larger ships, to provide an additional layer of protection to the capital ships, which can then fall back on the CIWS they mount.
History
The Alliance(a misnomer; it is governed by a Republic) rests on the edge of human-inhabited space, hence its name. This nation was the result of a bloody civil war between the inhabitants of a fundamentalist Middle East-dominated space-faring nation that once inhabited that space. In the wake of the civil war, which took place approximately 500 years ago, the survivors of the shattered nation banded together to form the Outworlds Alliance, a new nation based on sentient rights, in which the old religions and hatreds had little or no place.
Species
The inhabitants of the Outworlds Alliance are human, mostly of Middle Eastern extraction, though few practice Islam, or any other religion.
Government
The Alliance is governed by a democratically elected leader, who is in turn overseen by a council of Representatives from each of the Alliance's worlds. The function of this council is to ensure that the President does not abuse his power. However, while the Council may vote the President from office, only he has the power to declare war.
Order Of Battle-Outworld Alliance
Ship descriptions
Martyr-Class Heavy Cruiser (9)
Specifications
Length: 1000m
Armament: 1 Grade-1 Heavy Mass Driver (40 megatons) (fire-rate: 10 RPM)
50 Grade-2 Anti-Ship Missile batteries (500 kilotons)(fire-rate: 30 RPM)
100 Anti-Missile Close In Weapon Systems. (CIWS)
Fighter Capacity: 70 Vulture Class fighters.
Description: This class of vessel is the oldest heavy warship in the Outworlds Alliance Fleet, and this is reflected in the fact that it is lightly armed and slow, (though capable of reaching FTL speeds using a Star-Wars style hyperdrive.) partly because of its heavy armour.
Caliph-Class Destroyer (40)
Specifications
Length: 800m
Armament: 5 Grade-2 Medium Particle Cannons (25 Megatons) (Fire-rate: 15 RPM)
10 Grade-2 Heavy Mass Drivers (30 Megatons) (Fire-rate: 10 RPM)
10 Grade-2 Anti-Ship Missile batteries(500 kilotons)(Fire-rate: 30 RPM)
50 CIWS
Fighter Capacity: 20 Vulture Class fighters.
Description: Built after the last of the Martyr class, the Caliph class was meant to provide comparable performance, while being far smaller, more maneuverable and more effectively armed. The power problems which accompanied the Martyr class were not an issue for this design, due to more advanced power plant design.
Saladin-Class Picket (102)
Length: 200m
Armament: n/a
Fighter Capacity: n/a
Description: These small vessels patrol the Alliance’s borders, and are equipped with extensive ECM equipment, with the result that the ships are hard to detect using conventional sensors.
Xerxes-Class Heavy Cruiser (25)
Length: 1200m
Armament: 10 Grade-1 Heavy Particle Cannons(40Megatons)(Fire-rate:15RPM)
20 Grade-3 Light Particle Cannons (15 Megatons) (Fire-rate: 15 RPM)
50 Grade-2 Anti-ship Missile batteries (500 kilotons) (Fire-rate: 30 RPM)
100 CIWS
Fighter Capacity: 30 Vulture Class fighters.
Description: The second most heavily armed warship in the Alliance’s fleet, the Xerxes class is also one of the most modern, with units still in production. This design is provided with enough armour and shielding to survive prolonged combat with enemy vessels of similar armament levels.
Mujahadeen-Class Frigate (215)
Length: 200m
Armament: 10 Grade-3 Light Particle Cannons (As above) (As above)
20 Grade-3 Anti-Starfighter missile batteries (200 kilotons) (30 RPM)
20 CIWS
Description: The most common warships in the Alliance fleet,these destroyers are designed to operate independantly of supply lines and bases, needing only fuel and food to stay running. The ships carry enough of both of these to stay in space for several years before taking on additional supplies. While they're main purpose is to patrol the Alliance's borders, they are more often seen providing a screen for larger capital ships.
Vulture-Class Fighter (Hundreds)
Length: 14m
Armament: 1 Grade-6 Ultralight Particle Cannon (20 Kilotons) (Fire-rate: 80 RPM)
Fighter Capacity: n/a (Obviously)
Description: The only space-capable fighter of the Outworlds Alliance, the Vulture is not equipped with FTL technology, and is designed to operate exclusively from Capital ships or bases. (As opposed to the larger fighters of some factions, which can operate independantly)
Zealot-Class Dreadnought (9)
Length: 5000m
Armament: 50 Grade-1 Heavy particle Cannons (40 Megatons) (15 RPM)
100 Grade-2 Medium Particle Cannons (25 Megatons) (15 RPM)
150 Grade-3 Light Particle Cannons (15 Megatons) (15 RPM)
200 Anti-Starfighter missile batteries (200 kilotons) (30 RPM)
200 CIWS
Fighter Capacity: 100 Vulture-Class fighters.
Description: The Zealot class Dreadnought is the most powerful ship in the Alliance fleet,with only 9 units in operation. These colossal vessels are slow and have poor manueverability, but their (Comparitively) heavy firepower allows them to hold of enemy vessels of comparable size with ease.
Martyr-II-Class Carrier (1)
Length: 2000m
Armament: 200 Anti-Ship missile launchers (1 Megaton/missile) (60 RPM)
20 Grade-1 Heavy Particle Cannons (25 Megatons) (25 RPM)
10 Grade-1 Heavy Mass Drivers (30 megatons) (15 RPM)
400 CIWS
Fighter Capacity: 200 Vulture-Class fighters.
Description: The Martyr-II class Carrier is the newest type of vessel produced in the Outworld Alliance. It is designed to provide fighter cover for the OA's battlegroups, and is equipped with a considerable number of Anti-Ship missiles, so that it can hold it's own in an engagement. Only one vessel has been built so far, and the keels for three more have been laid down.
Minor Combatants
Aswad-Class Gunship (400)
Length: 50m
Armament: 2 Grade-3 Light Particle Cannons (15mg) (15 RPM)
1 Grade-3 Light Mass Driver (10mg) (60 RPM)
2 Anti-Starfighter Autocannons (--) (6000 RPM)
Fighter Capacity: n/a
Description: The Aswad class Gunship is designed for intersystem defence, and as such is not hampered much by it's lack of an FTL system. The vehicle's main armament is a pair of light particle cannons supported by a light mass driver. The two autocannons mounted towards the rear of the craft are entirely computer controlled, though this can be overridden for manual use. The autocannons function is to shoot down incoming fighters or missiles. As such, the Gunships are often deployed within the OA's territories as a screen around larger ships, to provide an additional layer of protection to the capital ships, which can then fall back on the CIWS they mount.
Last edited by Companion Cube on 2003-05-27 05:17am, edited 1 time in total.
And when I'm sad, you're a clown
And if I get scared, you're always a clown
And if I get scared, you're always a clown
- Cpt_Frank
- Official SD.Net Evil Warsie Asshole
- Posts: 3652
- Joined: 2002-07-03 03:05am
- Location: the black void
- Contact:
The People's Interplanetary Republic
Timeline:
-23rd century: nuclear civil war. Shanghai and Beijing are annihillated
-2300-2458: the Second Dark Age: the PRC is weakened by countelss
riots, revolutions, and counterrevolutions
-2458-2496: President Fu restores law and order by ruthlessly destroying
all of his opponents.
-2500-2600: age of space colonisation. The PRC becomes the PIR
-2618: several alien vessels of unknown origin attack the colony F-6.
A PIR warfleet, despite taking heavy losses, manages to destroy the
unknown invaders.
-27th century: the technology recovered from the alien vessels leads to
the development of more powerful shields and weapons systems,
although much of the superior technology remains a mystery to the PIR
scientists
-2686: the flagship Red Dawn is comissioned. This date is considered the beginning of modern warship building in the PIR.
-2799: riot on the mining colony G-3, aka the 30-hour-war. After orbital bombardment, the army uses nuclear and chemical weapons on a huge scale. Estimated casualties 12 million.
-28th century: formation of the New Beijing Alliance
The People's Interplanetary Republic Order of Battle:
Red Dawn class command ship (1, 1 keel laid)
8.5 km length
shields: very heavy
armament:
1 heavy type-59 nuclear torpedo launcher
60 type-59 nuclear missile launchers
50 type-73 laser cannons
40 type-18 particle beam cannons
190 type-44 point defense laser cannons
210 type-00 point defense missile batteries
craft:
144 Type-88 interceptors, 144 Type-79 bombers
48 shuttles
crew: 66000 crew
8000 marines
propulsion:
STL: 8 type-14 ion engines
FTL: type-58 third-generation hyperdrive (SW-style), 3500 c max.
Mao class battleship (7)
5.8 km length
shields: very heavy
armament:
1 heavy type-59 nuclear torpedo launcher
50 type-59 nuclear missile launchers
55 type-73 laser cannons
40 type-18 particle beam cannons
150 type-44 point defense laser cannons
140 type-00 point defense missile batteries
support craft:
96 Type-88 interceptors, 96 Type-79 bombers
40 shuttles
crew: 55000 crew
5000 marines
propulsion:
STL: 6 type-99 ion engines
FTL: 4000c
description:
Bejing class battlecruiser (16)
3.1 km length
shields: heavy
armament:
1 heavy type-59 nuclear torpedo launcher
40 type-59 nuclear missile launchers
40 type-73 laser cannons
50 type-18 particle beam cannons
150 type-44 point defense laser cannons
130 type-00 point defense missile batteries
support craft:
96 Type-88 interceptors, 96 Type-79 bombers
36 shuttles
crew: 45000 crew
4000 marines
Type-95 protected cruiser (31)
1.7 km length
shields: heavy
armament:
1 heavy type-59 nuclear torpedo launcher
40 type-59 nuclear missile launchers
30 type-73 laser cannons
40 type-18 particle beam cannons
125 type-44 point defense laser cannons
support craft:
72 Type-88 interceptors, 72 Type-79 bombers
30 shuttles
crew: 38000 crew
4000 marines
Type-69 cruiser (48)
750 meters length
shields:
armament:
35 type-59 nuclear missile launchers
35 type-73 laser cannons
45 type-18 particle beam cannons
100 type-44 point defense laser cannons
support craft:
48 Type-88 interceptors, 48 Type-79 bombers
24 shuttles
crew: 24000 crew
3000 marines
Type-59 cruiser (30)
730 meters length
shields:
armament:
30 type-59 nuclear missile launchers
50 type-73 laser cannons
25 type-18 particle beam cannons
100 type-44 point defense laser cannons
support craft:
48 Type-88 interceptors, 48 Type-79 bombers
24 shuttles
crew: 24000 crew
3000 marines
109 cruisers
Type-62 destroyer (62)
400 meters length
armament:
25 type-59 nuclear missile launchers
45 type-73 laser cannons
35 type-18 particle beam cannons
80 type-44 point defense laser cannons
support craft:
36 Type-88 interceptors, 36 Type-79 bombers
12 shuttles
crew: 10000 crew
2500 marines
195 major combatants in total
Starfighters:
Type-88 interceptor
Type-79 bomber
Space Stations and orbital installations:
NORINCO stellar shipyars:
located at New Bejing.
about 130 km diameter (constantly growing)
1024 Type-88 interceptors, 1024 Type-79 bombers
Type-97I defensive platform:
4.9km diameter
(4 stationed at each colony, 8 at each of the two industrial planets, 18 at the capital)
Type-97II defensive platform:
5km diameter
96 Type-88 interceptors, 96 Type-79 bombers
(2 stationed at each colony, 6 at each of the industrial planets, 14 at the capital)
Type-99 defensive platform:
8.6km diameter
(1 stationed at each colony, 4 at each industrial planet, 16 at the capital)
Non-Combatants
Type-88I freighter (480 in government, some in civillian hands)
freigter
Type-88II planetarly assault ship (260)
Type-88I modified as troop transport
Type-56 sensor buoy
deep-space sensor assemby
Type-36I shuttle (numerous in civillian hands)
shuttle (also FTL-capable)
Type-36II assault shuttle
modified 36I used to deploy boarding parties
Timeline:
-23rd century: nuclear civil war. Shanghai and Beijing are annihillated
-2300-2458: the Second Dark Age: the PRC is weakened by countelss
riots, revolutions, and counterrevolutions
-2458-2496: President Fu restores law and order by ruthlessly destroying
all of his opponents.
-2500-2600: age of space colonisation. The PRC becomes the PIR
-2618: several alien vessels of unknown origin attack the colony F-6.
A PIR warfleet, despite taking heavy losses, manages to destroy the
unknown invaders.
-27th century: the technology recovered from the alien vessels leads to
the development of more powerful shields and weapons systems,
although much of the superior technology remains a mystery to the PIR
scientists
-2686: the flagship Red Dawn is comissioned. This date is considered the beginning of modern warship building in the PIR.
-2799: riot on the mining colony G-3, aka the 30-hour-war. After orbital bombardment, the army uses nuclear and chemical weapons on a huge scale. Estimated casualties 12 million.
-28th century: formation of the New Beijing Alliance
The People's Interplanetary Republic Order of Battle:
Red Dawn class command ship (1, 1 keel laid)
8.5 km length
shields: very heavy
armament:
1 heavy type-59 nuclear torpedo launcher
60 type-59 nuclear missile launchers
50 type-73 laser cannons
40 type-18 particle beam cannons
190 type-44 point defense laser cannons
210 type-00 point defense missile batteries
craft:
144 Type-88 interceptors, 144 Type-79 bombers
48 shuttles
crew: 66000 crew
8000 marines
propulsion:
STL: 8 type-14 ion engines
FTL: type-58 third-generation hyperdrive (SW-style), 3500 c max.
Mao class battleship (7)
5.8 km length
shields: very heavy
armament:
1 heavy type-59 nuclear torpedo launcher
50 type-59 nuclear missile launchers
55 type-73 laser cannons
40 type-18 particle beam cannons
150 type-44 point defense laser cannons
140 type-00 point defense missile batteries
support craft:
96 Type-88 interceptors, 96 Type-79 bombers
40 shuttles
crew: 55000 crew
5000 marines
propulsion:
STL: 6 type-99 ion engines
FTL: 4000c
description:
Bejing class battlecruiser (16)
3.1 km length
shields: heavy
armament:
1 heavy type-59 nuclear torpedo launcher
40 type-59 nuclear missile launchers
40 type-73 laser cannons
50 type-18 particle beam cannons
150 type-44 point defense laser cannons
130 type-00 point defense missile batteries
support craft:
96 Type-88 interceptors, 96 Type-79 bombers
36 shuttles
crew: 45000 crew
4000 marines
Type-95 protected cruiser (31)
1.7 km length
shields: heavy
armament:
1 heavy type-59 nuclear torpedo launcher
40 type-59 nuclear missile launchers
30 type-73 laser cannons
40 type-18 particle beam cannons
125 type-44 point defense laser cannons
support craft:
72 Type-88 interceptors, 72 Type-79 bombers
30 shuttles
crew: 38000 crew
4000 marines
Type-69 cruiser (48)
750 meters length
shields:
armament:
35 type-59 nuclear missile launchers
35 type-73 laser cannons
45 type-18 particle beam cannons
100 type-44 point defense laser cannons
support craft:
48 Type-88 interceptors, 48 Type-79 bombers
24 shuttles
crew: 24000 crew
3000 marines
Type-59 cruiser (30)
730 meters length
shields:
armament:
30 type-59 nuclear missile launchers
50 type-73 laser cannons
25 type-18 particle beam cannons
100 type-44 point defense laser cannons
support craft:
48 Type-88 interceptors, 48 Type-79 bombers
24 shuttles
crew: 24000 crew
3000 marines
109 cruisers
Type-62 destroyer (62)
400 meters length
armament:
25 type-59 nuclear missile launchers
45 type-73 laser cannons
35 type-18 particle beam cannons
80 type-44 point defense laser cannons
support craft:
36 Type-88 interceptors, 36 Type-79 bombers
12 shuttles
crew: 10000 crew
2500 marines
195 major combatants in total
Starfighters:
Type-88 interceptor
Type-79 bomber
Space Stations and orbital installations:
NORINCO stellar shipyars:
located at New Bejing.
about 130 km diameter (constantly growing)
1024 Type-88 interceptors, 1024 Type-79 bombers
Type-97I defensive platform:
4.9km diameter
(4 stationed at each colony, 8 at each of the two industrial planets, 18 at the capital)
Type-97II defensive platform:
5km diameter
96 Type-88 interceptors, 96 Type-79 bombers
(2 stationed at each colony, 6 at each of the industrial planets, 14 at the capital)
Type-99 defensive platform:
8.6km diameter
(1 stationed at each colony, 4 at each industrial planet, 16 at the capital)
Non-Combatants
Type-88I freighter (480 in government, some in civillian hands)
freigter
Type-88II planetarly assault ship (260)
Type-88I modified as troop transport
Type-56 sensor buoy
deep-space sensor assemby
Type-36I shuttle (numerous in civillian hands)
shuttle (also FTL-capable)
Type-36II assault shuttle
modified 36I used to deploy boarding parties

Supermod
- Seggybop
- Jedi Council Member
- Posts: 1954
- Joined: 2002-07-20 07:09pm
- Location: USA
Corporate Empire Soirehtyiaz
Soirehtyiaz was originally an alliance of asteroid belt mining corporations. As time went on, more and more people inhabited the asteroids permanently, taking residence in hollowed out areas. As the empty space increased, so did the population. Meanwhile, these organizations merged together one after another to form a gigantic conglomerate.
With the population of the asteroids increasing so much that there were now huge amounts of people living in the asteroids that weren't involved in mining, the corporation devoted more and more resources to administration. Although there was no clear change, the corporation became the independent government. Earth was consumed with chaos, so there was no one to stop them. Many people also came from earth to live in colonies, which to them was preferable to life on the surface.
Population continued to grow and mining remained profitable. Millions of other citizens had other occupations now, everything one would expect in a normal country. The spaceship construction industry was especially strong. Large colonies were constructed outside of the asteroids to house the majority of the populace as they began to overfill. These colonies contained much better living conditions.
At some point the corporation decided to seize control of all significant rival mining operations. A Supreme Army was built, comprised of hundreds of attack fighters, giant robots, and nuclear missiles along with hundreds of thousands of soldiers. With this great force the other companies were easily subsumed. It was then that the company began known as Soirehtyiaz Empire. Many non-profit colonies and other bases were seized at this time as well.
This course was continued on indefinitely. Most of the Sol asteroid belt is under direct control. Multiple bases float above Jupiter and Saturn, harvesting resources. Since the military's formation, it has been a long time and its forces are drastically stronger. Mining and other commercial activities operate within the territory of other governments, under the idea that their interests are only commercial.
Government system:
Divided in two parts. First is the corporate government, led by the CEO and similar to a standard business. Then the civil adminstration, similar to USA government with colony clusters equivalent to states and a house representative for each colony. The president of the civil government is the CEO of the corporation. This person is elected every four years. There is no term limit. They are normally called emperor.
Territory:
Most of Sol asteroid belt and surrounding areas
Outposts around Sol system gas giants--
-Neptune low orbit
-Uranus low orbit
-Saturn medium orbit
-Titan
-Jupiter high orbit
-Martian mining facility
Outposts at various locations around the galaxy for commercial purposes
Military:
Fighter Carrier x 96
Heavily armored and shielded space-fighter carriers each carrying 128 space fighters. All fighters' missiles combined to 30.72MT damage total. Armor able to resist damage of at least 32MT.
Shield able to resist damage of 384MT.
Armed with 64 point-defense laser turrets and two variable yield (1-20,000KT) torpedo launchers.
Can deply antimissile-pods that orbit the ship and attempt to destroy all incoming missiles with numerous weak lasers.
Carrier-type Fighter x12,288
Swarms of fighters are released from carriers to attack targets.
Cannot enter atmosphere. Able to reenter carrier during battle for rapid missile reload.
Armor is weak and cannot withstand more than micrometeorite impacts.
Shield can withstand up to 12.5KT.
Armed with 2 240KT missiles and one particle beam weapon (20.42TW).
Naiyurles Supercarrier x4
Based on Ebon Blade Dreadnought
Mass: 2,500,000 tons
Fighter Capacity: 1,024x Carrier Fighter variant2
Armament:
48x antifighter/antimissile turret (25kt/pulse, 10 pulses per second)
24x medium beam cannon (256kt/sec)
12x shock cannon (512kt/pulse, 1.5 pulses per second)
1x axial negative weapon mobile type (destroys 24-36kg per pulse, .2 pulses per second)
Defense:
shielding 384mt/sec
armor 8mt
interceptor missile launchers firing 64/second
Carrier Fighter variant2 x8,192
Armament:
2x light beam turret (27kt/sec)
1x shock cannon (32kt/pulse, 1 pulse/second)
Defense:
shielding 48kt
armor .2kt
Variable Fighter x65,536
Transforming fighter with three modes. Deployed to colonies and bases.
- Atmospheric reentry
Massive shielding and heat dissipation type. Unarmed.
- Space combat
Faster and stronger than carrier type fighter.
Armed with 4 4MT ignition charge xray-laser pods and dual rapid-fire antimatter projectile launchers.
-Atmospheric combat
Comparable to 21st century fighter plane with much higher defensive ability.
Armed with 32 EMP missiles and dual rapid-fire KE projectile launchers.
Combat modes have armor to resist 4KT and shielding to 25KT.
Reentry mode armor resists 4x more.
Strategic Cruise Missile x121
For the purpose of obliterating the enemy as final attack.
Missiles split into thousands of individual rockets after reaching target, each containing a powerful warhead.
Strength of entire missile (all warheads together)
1% of inventory: 1GT
3% of inventory: 500MT
6% of inventory: 250MT
33% of inventory: 125MT
57% of inventory: 62.5MT
Giant Robot Soldier x612 (51 squads of 12)
Large transforming robots with burning swords.
Very fast and maneuverable. Can transform into fighter which is even faster.
Armor takes 20KT and shield 180KT.
Armed with 12MT single-fire missile bazooka/standard railgun, dual laser cannon, big sword with plasma edge to cut across enemy capital ships.
Semi-related machine: Asteroid Engine
Gigantic engines are built on the side of an asteroid. This allows asteroids to be placed to interdict enemy ships, to be used as mobile command bases, and to be used as final weapons.
Defenses of Civilian Colony
The dozens of space colonies governed by Soirehtyiaz must be protected at all costs, as each one contains on average 30 million citizens requiring safety.
So, the public defenses of all colonies are as follows:
2x Point Defense Laser Turret per 400m^2 surface area
Low powered laser cannons every 20 meters across the external surface to fire rapidly at incoming missiles and fighters, for the purpose of destroying missiles and driving away fighters.
4x Interceptor Missle Launcher per 2500m^2 surface area
Very low yield nuclear bombs on highly maneuverable small missiles fired from launchers across the surface 50m apart to destroy groups of missiles or single fighters.
2x Heavy Beam Cannon per 36m cylinder circumference
Rated 4.184e13 watts (100kt/sec)
Large array of beams target capital ships and cause them to violently explode.
1x Internal Laser per 8.1km^2 internal surface area
Every 90 meters there is a laser emplacement within the colony to kill intruders and for internal security.
1x Negative Weapon
Experimental weapon to use 'negative energy' to remove the existence of targeted normal matter.
Fires beam with power of negative 330MT. Matter hit by beam loses 15kg of mass.
Most shields cannot defend against it, but the high density of most modern armors require multiple hits against a single point to breach the hull.
All colonies are equipped with variable fighter squadrons, as described previously.
Soirehtyiaz was originally an alliance of asteroid belt mining corporations. As time went on, more and more people inhabited the asteroids permanently, taking residence in hollowed out areas. As the empty space increased, so did the population. Meanwhile, these organizations merged together one after another to form a gigantic conglomerate.
With the population of the asteroids increasing so much that there were now huge amounts of people living in the asteroids that weren't involved in mining, the corporation devoted more and more resources to administration. Although there was no clear change, the corporation became the independent government. Earth was consumed with chaos, so there was no one to stop them. Many people also came from earth to live in colonies, which to them was preferable to life on the surface.
Population continued to grow and mining remained profitable. Millions of other citizens had other occupations now, everything one would expect in a normal country. The spaceship construction industry was especially strong. Large colonies were constructed outside of the asteroids to house the majority of the populace as they began to overfill. These colonies contained much better living conditions.
At some point the corporation decided to seize control of all significant rival mining operations. A Supreme Army was built, comprised of hundreds of attack fighters, giant robots, and nuclear missiles along with hundreds of thousands of soldiers. With this great force the other companies were easily subsumed. It was then that the company began known as Soirehtyiaz Empire. Many non-profit colonies and other bases were seized at this time as well.
This course was continued on indefinitely. Most of the Sol asteroid belt is under direct control. Multiple bases float above Jupiter and Saturn, harvesting resources. Since the military's formation, it has been a long time and its forces are drastically stronger. Mining and other commercial activities operate within the territory of other governments, under the idea that their interests are only commercial.
Government system:
Divided in two parts. First is the corporate government, led by the CEO and similar to a standard business. Then the civil adminstration, similar to USA government with colony clusters equivalent to states and a house representative for each colony. The president of the civil government is the CEO of the corporation. This person is elected every four years. There is no term limit. They are normally called emperor.
Territory:
Most of Sol asteroid belt and surrounding areas
Outposts around Sol system gas giants--
-Neptune low orbit
-Uranus low orbit
-Saturn medium orbit
-Titan
-Jupiter high orbit
-Martian mining facility
Outposts at various locations around the galaxy for commercial purposes
Military:
Fighter Carrier x 96
Heavily armored and shielded space-fighter carriers each carrying 128 space fighters. All fighters' missiles combined to 30.72MT damage total. Armor able to resist damage of at least 32MT.
Shield able to resist damage of 384MT.
Armed with 64 point-defense laser turrets and two variable yield (1-20,000KT) torpedo launchers.
Can deply antimissile-pods that orbit the ship and attempt to destroy all incoming missiles with numerous weak lasers.
Carrier-type Fighter x12,288
Swarms of fighters are released from carriers to attack targets.
Cannot enter atmosphere. Able to reenter carrier during battle for rapid missile reload.
Armor is weak and cannot withstand more than micrometeorite impacts.
Shield can withstand up to 12.5KT.
Armed with 2 240KT missiles and one particle beam weapon (20.42TW).
Naiyurles Supercarrier x4
Based on Ebon Blade Dreadnought
Mass: 2,500,000 tons
Fighter Capacity: 1,024x Carrier Fighter variant2
Armament:
48x antifighter/antimissile turret (25kt/pulse, 10 pulses per second)
24x medium beam cannon (256kt/sec)
12x shock cannon (512kt/pulse, 1.5 pulses per second)
1x axial negative weapon mobile type (destroys 24-36kg per pulse, .2 pulses per second)
Defense:
shielding 384mt/sec
armor 8mt
interceptor missile launchers firing 64/second
Carrier Fighter variant2 x8,192
Armament:
2x light beam turret (27kt/sec)
1x shock cannon (32kt/pulse, 1 pulse/second)
Defense:
shielding 48kt
armor .2kt
Variable Fighter x65,536
Transforming fighter with three modes. Deployed to colonies and bases.
- Atmospheric reentry
Massive shielding and heat dissipation type. Unarmed.
- Space combat
Faster and stronger than carrier type fighter.
Armed with 4 4MT ignition charge xray-laser pods and dual rapid-fire antimatter projectile launchers.
-Atmospheric combat
Comparable to 21st century fighter plane with much higher defensive ability.
Armed with 32 EMP missiles and dual rapid-fire KE projectile launchers.
Combat modes have armor to resist 4KT and shielding to 25KT.
Reentry mode armor resists 4x more.
Strategic Cruise Missile x121
For the purpose of obliterating the enemy as final attack.
Missiles split into thousands of individual rockets after reaching target, each containing a powerful warhead.
Strength of entire missile (all warheads together)
1% of inventory: 1GT
3% of inventory: 500MT
6% of inventory: 250MT
33% of inventory: 125MT
57% of inventory: 62.5MT
Giant Robot Soldier x612 (51 squads of 12)
Large transforming robots with burning swords.
Very fast and maneuverable. Can transform into fighter which is even faster.
Armor takes 20KT and shield 180KT.
Armed with 12MT single-fire missile bazooka/standard railgun, dual laser cannon, big sword with plasma edge to cut across enemy capital ships.
Semi-related machine: Asteroid Engine
Gigantic engines are built on the side of an asteroid. This allows asteroids to be placed to interdict enemy ships, to be used as mobile command bases, and to be used as final weapons.
Defenses of Civilian Colony
The dozens of space colonies governed by Soirehtyiaz must be protected at all costs, as each one contains on average 30 million citizens requiring safety.
So, the public defenses of all colonies are as follows:
2x Point Defense Laser Turret per 400m^2 surface area
Low powered laser cannons every 20 meters across the external surface to fire rapidly at incoming missiles and fighters, for the purpose of destroying missiles and driving away fighters.
4x Interceptor Missle Launcher per 2500m^2 surface area
Very low yield nuclear bombs on highly maneuverable small missiles fired from launchers across the surface 50m apart to destroy groups of missiles or single fighters.
2x Heavy Beam Cannon per 36m cylinder circumference
Rated 4.184e13 watts (100kt/sec)
Large array of beams target capital ships and cause them to violently explode.
1x Internal Laser per 8.1km^2 internal surface area
Every 90 meters there is a laser emplacement within the colony to kill intruders and for internal security.
1x Negative Weapon
Experimental weapon to use 'negative energy' to remove the existence of targeted normal matter.
Fires beam with power of negative 330MT. Matter hit by beam loses 15kg of mass.
Most shields cannot defend against it, but the high density of most modern armors require multiple hits against a single point to breach the hull.
All colonies are equipped with variable fighter squadrons, as described previously.
my heart is a shell of depleted uranium
- Raptor 597
- Sith Devotee
- Posts: 3338
- Joined: 2002-08-01 03:54pm
- Location: Lafayette, Louisiana
The Menias-Dorian Hegemony
History
The Menias-Dorian Hegemony was formed in later part of the 21st century by oil the grand oil barons of the South. Following the invention of enviromentality safe vehicles they were out of a job. They immeadiately capitalized on the colonizers going to Mars to relieve stress on the population on Earth.
They eventually became listed as "Terrans" or off world humans and traveled to about the current middle of human space which was the frontier in the 2400s. A hegemony began to form from the "old republic" which they called the Unified Front of American Explorers. The homeworlds of Menias and Dorian which they were named are in the same system.
The First Regent, Pontificus Jonas or known as Menias-Dorian I began the mining process of tricolous-latinum dose, a rich mineral which is used in the best computer and military machines for superior performing abilities. This was to become the most important Imperial assest.
Later, by the reign of Regent Menias-Dorian X, who a complacent man of politics of great age. He never cared much for the state of affairs and let his cabinet hand power to the representative congress system. Regent Menias-Dorian XIII had finally renewed the fight for power between him and the congress for Menias-Dorian XI & XII had become mere political figureheads.
By the current reign of Regent Menias-Dorian XXV, Aelius Marcus Commodus, a military man had gained full control of the government and began the dismantlement of the congress system and instilled a cabinet of his country's smartest and most trusted by him military officers.
The population is isolated from most of the known galaxy. Only the Expeditionary Forces and Menias-Dorian's great convoys leave Menias-Dorian space. But the borders are beggining to ease up, but customs is still very cautious.
Territorial Holdings
Menias - 6.7 Billion
Dorian - 8.9 Billion
3 systems of mining colonies and minor outposts consisting of a total population around 2 billion. The only noteworthy outpost is the planet, Dos'a Mithri, the headquarters of the Menias-Dorian Defensive System Command protecting the six solar systems of Menias-Dorian and it's alliances. It has a population of 375 million. Other holdings is the recently purchasing of Hawaii, Midway, the Marshalls, Iwo Jima, Guam, and the Johnstons.
Political Sphere of Influence
The Menias-Dorian sphere of influence is three other solar systems which are five puppet states and one within the alliance with Menias-Dorian. These states all deliver it's reserve tricolous-latinum dose to Dorian, the refining center of Menias-Dorian. In exchange for this they are protected from enemy forces by the Menias-Dorian Defense Fleet and are delivered 25% atleast or all excess profits leftover from the supplying and arming of the defense force is returned to them.
Menias-Dorian Armed Services
The Menias-Dorian Fleet is divided into the Home Fleet, Offensive Fleet, Defensive Fleet, and the Expeditionary Fleet. The Home Fleet relys on sheer firepower and defense grids from the defense system for firepower support. While the Expeditionary & Offensive Fleet relys on speed to arrive quickly to a battle and be a support force to Allies, defending convoys for trade deals, and is often seen at the Moon's Space docks which Menias-Dorian rents from time to time.
Menias-Dorian Home & Defense Fleet
Heavy Battlecruisers:
MDHBS Glorious Reign (The Regent's Flagship)
MDHBS Agonizer
MDHBS Avenger
MDHBS Destroyer
20 Medium Cruisers
31 Light Cruisers
2 Drone Fighter Carriers:
MDFCS Dominator
--Classiefied--
76 Destroyers
98 Light Destroyers
121 Frigates(Note: By tradtion destroyers are always to have a field position in the development of ships so a Light Destroyer is actually a slender, heavy frigate)
Menias-Dorian Expeditionary & Offensive Fleets
MDHBS Tyrant The Current Regent's Expeditionary Force Choice of Ship(When the Flagship should not be used or involved)
MDHBS Agonizer
5 Medium Cruisers
9 Light Cruisers
5 Drone Fighter Carriers
17 Destroyers
12 Elite Blockade Runners(Or so they are classified)
The Menias-Dorian Army & Air Force
The Menias-Dorian Army and Air Force often counts on the Menias-Dorian Merchant Marine for arrival to land battles due to this extensive amount of the Reserve Transport Force. The MD A & AF is a smaller elite force relying on encirclement and amoured "Panzer" tactics. The goal of a large MD AF is to provide fire support and to destroy Menias Dorian's enemies by crippling their infastructure.
7 Menias-Dorian Mark IX Heavy Battlecruisers
8 Menias-Dorian Mark II Fighter Drone Carriers
25 Menias-Dorian Mark XI Medium Cruisers
40 Menias-Dorian Mark XII Light Cruisers
93 Menias-Dorian Mark XVII Destroyers
98 Menias-Dorian Mark XIV Light Destroyers
121 Menias-Dorian Mark XX Frigates
12 Menias-Dorian Mark IV Elite Blockade Runners
Under Construction
MDHBS Caro-Kann
MDHBS Gambit
1 Fighter Drone Carrier, the MDFDC Wasp
6 Medium Cruisers
8 Light Cruisers
17 Destroyers
29 Frigates
(The Light Destroyer Class is preparing for upgrading rather than new additions)
Under Preparation for Deployment of Starships
Menias-Dorian Mark III Missle Defensive System
(The Systems have been prepared and added onto new ships while exiustig ships will be upgraded a few ships at a time)
Research and Development Stage
Menias-Dorian Mark XVI Anti-Ship Missles
Menias-Dorian Heavy Battlecruiser Mark IX
Length: 1552 meters
Width: 918 meters
Depth: 819 meters
Shielding: Very High
Maneverability: Medium
Speed: Low
Amor: High
FTL Speed: Medium
Armament:
1 Railgun:
Same yield, accuracy, and turret maneuverability
Refire rate: 7.5 Seconds
5 Heavy Laser Turrets
Accuracy: High when dealing with major combatants
Low when dealing with fast moving blockade runners
Yield: 175 megaton shot
Refire Rate: 15 seconds
Turret Maneuverability: Slow
55 Medium Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 14 Megaton Shot
Refire Rate: 8.2 Seconds
180 Point Laser Defense Systems
Accuracy: Highest at near range
Speed: Lightspeed
Turret Maneuverability: High
Yield: 5 Kiloton Shot
Refire Rate: .5 Seconds
Description: The Heavy Battlecruiser is actually more like a pocket batleship. It is there to defend aganist heavy capital ship anti-carrier attacks, and provide a flagship for the main battlegroups.
8 Menias-Dorian Mark II Fighter Drone Carriers
Length: 1201 Meters
Width: 588 Meters
Depth: 219 Meters
Shielding: Very High
Maneverability: Medium
Speed: Low
Amor: Very Low
FTL Speed: Medium
25 Medium Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 14 Megaton Shot
Refire Rate: 8.2 Seconds
200 Point Laser Defense Systems
Accuracy: Highest at near range
Speed: Lightspeed
Turret Maneuverability: High
Yield: 5 Kiloton Shot
Refire Rate: .5 Seconds
800 Mensia-Dorian Mark XIX Drone Fighters
Bombload: 12 heavy Bombs or 6 Anti-Ship Missles or 2 Nuclear Warheads
Defense Systems: Mensia-Dorian Mark I Anti-Fighter Laser Systems
Drawbacks: Whle carrying bomb or missle payload Laser Systems are inactive
Description: The mainstay of battlegroups for anti-fighter and bombing attacks. Often assigned with the Expeditionary Forces.
Menias-Dorian Mark XI Medium Cruisers
Length: 759 Meters
Width: 388 Meters
Depth: 190 Meters
Shielding: High
Maneverability: Medium
Speed: Low
Amor: High
FTL Speed: Medium
20 Heavy Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 22 Megaton Shot
Refire Rate: 5.2 Seconds
35 Medium Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 14 Megaton Shot
Refire Rate: 8.2 Seconds
315 Point Laser Defense Systems
Accuracy: Highest at near range
Speed: Lightspeed
Turret Maneuverability: High
Yield: 5 Kiloton Shot
Refire Rate: .5 Seconds
Menias-Dorian Mark XII Light Cruisers
Length: 759 Meters
Width: 388 Meters
Depth: 190 Meters
Shielding: High
Maneverability: Medium
Speed: Low
Amor: High
FTL Speed: Medium
15 Heavy Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 22 Megaton Shot
Refire Rate: 5.2 Seconds
35 Medium Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 14 Megaton Shot
Refire Rate: 8.2 Seconds
330 Point Laser Defense Systems
Accuracy: Highest at near range
Speed: Lightspeed
Turret Maneuverability: High
Yield: 5 Kiloton Shot
Refire Rate: .5 Seconds
Menias-Dorian Mark XVII Destroyers
Length: 759 Meters
Width: 388 Meters
Depth: 190 Meters
Shielding: High
Maneverability: Medium
Speed: Low
Amor: Medium
FTL Speed: Medium
10 Heavy Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 22 Megaton Shot
Refire Rate: 5.2 Seconds
35 Medium Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 14 Megaton Shot
Refire Rate: 8.2 Seconds
315 Point Laser Defense Systems
Accuracy: Highest at near range
Speed: Lightspeed
Turret Maneuverability: High
Yield: 5 Kiloton Shot
Refire Rate: .5 Seconds
98 Menias-Dorian Mark XIV Light Destroyers
Length: 375 Meters
Width: 155 Meters
Depth: 108 Meters
Shielding: High
Maneverability: Medium
Speed: Low
Amor: Low
FTL Speed: Medium
1 Heavy Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 22 Megaton Shot
Refire Rate: 5.2 Seconds
20 Medium Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 14 Megaton Shot
Refire Rate: 8.2 Seconds
350 Point Laser Defense Systems
Accuracy: Highest at near range
Speed: Lightspeed
Turret Maneuverability: High
Yield: 5 Kiloton Shot
Refire Rate: .5 Seconds
Menias-Dorian Mark XX Frigates
Length: 375 Meters
Width: 155 Meters
Depth: 108 Meters
Shielding: Medium
Maneverability: Medium
Speed: Low
Amor: Medium
FTL Speed: Medium
15 Medium Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 14 Megaton Shot
Refire Rate: 8.2 Seconds
350 Point Laser Defense Systems
Accuracy: Highest at near range
Speed: Lightspeed
Turret Maneuverability: High
Yield: 5 Kiloton Shot
Refire Rate: .5 Seconds
History
The Menias-Dorian Hegemony was formed in later part of the 21st century by oil the grand oil barons of the South. Following the invention of enviromentality safe vehicles they were out of a job. They immeadiately capitalized on the colonizers going to Mars to relieve stress on the population on Earth.
They eventually became listed as "Terrans" or off world humans and traveled to about the current middle of human space which was the frontier in the 2400s. A hegemony began to form from the "old republic" which they called the Unified Front of American Explorers. The homeworlds of Menias and Dorian which they were named are in the same system.
The First Regent, Pontificus Jonas or known as Menias-Dorian I began the mining process of tricolous-latinum dose, a rich mineral which is used in the best computer and military machines for superior performing abilities. This was to become the most important Imperial assest.
Later, by the reign of Regent Menias-Dorian X, who a complacent man of politics of great age. He never cared much for the state of affairs and let his cabinet hand power to the representative congress system. Regent Menias-Dorian XIII had finally renewed the fight for power between him and the congress for Menias-Dorian XI & XII had become mere political figureheads.
By the current reign of Regent Menias-Dorian XXV, Aelius Marcus Commodus, a military man had gained full control of the government and began the dismantlement of the congress system and instilled a cabinet of his country's smartest and most trusted by him military officers.
The population is isolated from most of the known galaxy. Only the Expeditionary Forces and Menias-Dorian's great convoys leave Menias-Dorian space. But the borders are beggining to ease up, but customs is still very cautious.
Territorial Holdings
Menias - 6.7 Billion
Dorian - 8.9 Billion
3 systems of mining colonies and minor outposts consisting of a total population around 2 billion. The only noteworthy outpost is the planet, Dos'a Mithri, the headquarters of the Menias-Dorian Defensive System Command protecting the six solar systems of Menias-Dorian and it's alliances. It has a population of 375 million. Other holdings is the recently purchasing of Hawaii, Midway, the Marshalls, Iwo Jima, Guam, and the Johnstons.
Political Sphere of Influence
The Menias-Dorian sphere of influence is three other solar systems which are five puppet states and one within the alliance with Menias-Dorian. These states all deliver it's reserve tricolous-latinum dose to Dorian, the refining center of Menias-Dorian. In exchange for this they are protected from enemy forces by the Menias-Dorian Defense Fleet and are delivered 25% atleast or all excess profits leftover from the supplying and arming of the defense force is returned to them.
Menias-Dorian Armed Services
The Menias-Dorian Fleet is divided into the Home Fleet, Offensive Fleet, Defensive Fleet, and the Expeditionary Fleet. The Home Fleet relys on sheer firepower and defense grids from the defense system for firepower support. While the Expeditionary & Offensive Fleet relys on speed to arrive quickly to a battle and be a support force to Allies, defending convoys for trade deals, and is often seen at the Moon's Space docks which Menias-Dorian rents from time to time.
Menias-Dorian Home & Defense Fleet
Heavy Battlecruisers:
MDHBS Glorious Reign (The Regent's Flagship)
MDHBS Agonizer
MDHBS Avenger
MDHBS Destroyer
20 Medium Cruisers
31 Light Cruisers
2 Drone Fighter Carriers:
MDFCS Dominator
--Classiefied--
76 Destroyers
98 Light Destroyers
121 Frigates(Note: By tradtion destroyers are always to have a field position in the development of ships so a Light Destroyer is actually a slender, heavy frigate)
Menias-Dorian Expeditionary & Offensive Fleets
MDHBS Tyrant The Current Regent's Expeditionary Force Choice of Ship(When the Flagship should not be used or involved)
MDHBS Agonizer
5 Medium Cruisers
9 Light Cruisers
5 Drone Fighter Carriers
17 Destroyers
12 Elite Blockade Runners(Or so they are classified)
The Menias-Dorian Army & Air Force
The Menias-Dorian Army and Air Force often counts on the Menias-Dorian Merchant Marine for arrival to land battles due to this extensive amount of the Reserve Transport Force. The MD A & AF is a smaller elite force relying on encirclement and amoured "Panzer" tactics. The goal of a large MD AF is to provide fire support and to destroy Menias Dorian's enemies by crippling their infastructure.
7 Menias-Dorian Mark IX Heavy Battlecruisers
8 Menias-Dorian Mark II Fighter Drone Carriers
25 Menias-Dorian Mark XI Medium Cruisers
40 Menias-Dorian Mark XII Light Cruisers
93 Menias-Dorian Mark XVII Destroyers
98 Menias-Dorian Mark XIV Light Destroyers
121 Menias-Dorian Mark XX Frigates
12 Menias-Dorian Mark IV Elite Blockade Runners
Under Construction
MDHBS Caro-Kann
MDHBS Gambit
1 Fighter Drone Carrier, the MDFDC Wasp
6 Medium Cruisers
8 Light Cruisers
17 Destroyers
29 Frigates
(The Light Destroyer Class is preparing for upgrading rather than new additions)
Under Preparation for Deployment of Starships
Menias-Dorian Mark III Missle Defensive System
(The Systems have been prepared and added onto new ships while exiustig ships will be upgraded a few ships at a time)
Research and Development Stage
Menias-Dorian Mark XVI Anti-Ship Missles
Menias-Dorian Heavy Battlecruiser Mark IX
Length: 1552 meters
Width: 918 meters
Depth: 819 meters
Shielding: Very High
Maneverability: Medium
Speed: Low
Amor: High
FTL Speed: Medium
Armament:
1 Railgun:
Same yield, accuracy, and turret maneuverability
Refire rate: 7.5 Seconds
5 Heavy Laser Turrets
Accuracy: High when dealing with major combatants
Low when dealing with fast moving blockade runners
Yield: 175 megaton shot
Refire Rate: 15 seconds
Turret Maneuverability: Slow
55 Medium Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 14 Megaton Shot
Refire Rate: 8.2 Seconds
180 Point Laser Defense Systems
Accuracy: Highest at near range
Speed: Lightspeed
Turret Maneuverability: High
Yield: 5 Kiloton Shot
Refire Rate: .5 Seconds
Description: The Heavy Battlecruiser is actually more like a pocket batleship. It is there to defend aganist heavy capital ship anti-carrier attacks, and provide a flagship for the main battlegroups.
8 Menias-Dorian Mark II Fighter Drone Carriers
Length: 1201 Meters
Width: 588 Meters
Depth: 219 Meters
Shielding: Very High
Maneverability: Medium
Speed: Low
Amor: Very Low
FTL Speed: Medium
25 Medium Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 14 Megaton Shot
Refire Rate: 8.2 Seconds
200 Point Laser Defense Systems
Accuracy: Highest at near range
Speed: Lightspeed
Turret Maneuverability: High
Yield: 5 Kiloton Shot
Refire Rate: .5 Seconds
800 Mensia-Dorian Mark XIX Drone Fighters
Bombload: 12 heavy Bombs or 6 Anti-Ship Missles or 2 Nuclear Warheads
Defense Systems: Mensia-Dorian Mark I Anti-Fighter Laser Systems
Drawbacks: Whle carrying bomb or missle payload Laser Systems are inactive
Description: The mainstay of battlegroups for anti-fighter and bombing attacks. Often assigned with the Expeditionary Forces.
Menias-Dorian Mark XI Medium Cruisers
Length: 759 Meters
Width: 388 Meters
Depth: 190 Meters
Shielding: High
Maneverability: Medium
Speed: Low
Amor: High
FTL Speed: Medium
20 Heavy Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 22 Megaton Shot
Refire Rate: 5.2 Seconds
35 Medium Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 14 Megaton Shot
Refire Rate: 8.2 Seconds
315 Point Laser Defense Systems
Accuracy: Highest at near range
Speed: Lightspeed
Turret Maneuverability: High
Yield: 5 Kiloton Shot
Refire Rate: .5 Seconds
Menias-Dorian Mark XII Light Cruisers
Length: 759 Meters
Width: 388 Meters
Depth: 190 Meters
Shielding: High
Maneverability: Medium
Speed: Low
Amor: High
FTL Speed: Medium
15 Heavy Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 22 Megaton Shot
Refire Rate: 5.2 Seconds
35 Medium Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 14 Megaton Shot
Refire Rate: 8.2 Seconds
330 Point Laser Defense Systems
Accuracy: Highest at near range
Speed: Lightspeed
Turret Maneuverability: High
Yield: 5 Kiloton Shot
Refire Rate: .5 Seconds
Menias-Dorian Mark XVII Destroyers
Length: 759 Meters
Width: 388 Meters
Depth: 190 Meters
Shielding: High
Maneverability: Medium
Speed: Low
Amor: Medium
FTL Speed: Medium
10 Heavy Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 22 Megaton Shot
Refire Rate: 5.2 Seconds
35 Medium Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 14 Megaton Shot
Refire Rate: 8.2 Seconds
315 Point Laser Defense Systems
Accuracy: Highest at near range
Speed: Lightspeed
Turret Maneuverability: High
Yield: 5 Kiloton Shot
Refire Rate: .5 Seconds
98 Menias-Dorian Mark XIV Light Destroyers
Length: 375 Meters
Width: 155 Meters
Depth: 108 Meters
Shielding: High
Maneverability: Medium
Speed: Low
Amor: Low
FTL Speed: Medium
1 Heavy Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 22 Megaton Shot
Refire Rate: 5.2 Seconds
20 Medium Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 14 Megaton Shot
Refire Rate: 8.2 Seconds
350 Point Laser Defense Systems
Accuracy: Highest at near range
Speed: Lightspeed
Turret Maneuverability: High
Yield: 5 Kiloton Shot
Refire Rate: .5 Seconds
Menias-Dorian Mark XX Frigates
Length: 375 Meters
Width: 155 Meters
Depth: 108 Meters
Shielding: Medium
Maneverability: Medium
Speed: Low
Amor: Medium
FTL Speed: Medium
15 Medium Particle Beam Systems
Accuracy: Extremely High
Speed: Lightspeed
Turret Maneuverability: Medium
Yield: 14 Megaton Shot
Refire Rate: 8.2 Seconds
350 Point Laser Defense Systems
Accuracy: Highest at near range
Speed: Lightspeed
Turret Maneuverability: High
Yield: 5 Kiloton Shot
Refire Rate: .5 Seconds
Formerly the artist known as Captain Lennox
"To myself I am only a child playing on the beach, while vast oceans of truth lie undiscovered before me." - Sir Isaac Newton
"To myself I am only a child playing on the beach, while vast oceans of truth lie undiscovered before me." - Sir Isaac Newton
- Raxmei
- Rabid Monkey
- Posts: 2846
- Joined: 2002-07-28 04:34pm
- Location: Davis, CA
- Contact:
Skaven resemble 1.5 meter tall humanoid rats. They are surprsiingly strong for their size and incredibly agile. The skaven activity cycle could be described as manic. Skaven only live to be 40-50 years old on average. They make up for this by growing up faster. Skaven develop faster than humans, and learn at an accelerated pace to match. Skaven senses are very sharp. Compared to humans skaven have much better night vision, smell, and hearing.
In the older days of their history competing civilizations mistook them for vermin. The civilized races grouped the skaven with orcs and goblinoids. They did not suspect that the skaven had a technological civilization that rivaled and would one day surpass their own. The skaven in time came to control their entire home world.
Th current government of the skaven race is the Skaven Empire. The Skaven home system is controlled entirely by the empire. Most skaven live on Skavenblight, the homeworld, and its two moons, Mannslieb and Morrslieb. The other planets are more sparsely developed.
Skaven prefer building their cities underground. In the old days this was one of the reasons why other civilizations underestimated them; the Skaven had magnificent cities but nobody could tell they were there. This tradition has continued to hold true to modern times, particularly on inhospitable colony worlds. As a result of long centuries of subterranean civilization, the Skaven have exceptional tunneling and mining technology.
0 - Skaven race created
50 - Taking of Skavenblight (now known as the Old City)
500 - Skaven doomsday earthquake engine incompletely destroys the other races. Thirteen Grey Lords arise, twelve of whom lead the first scattering. Grey Seers and Clan Skryre stay behind. Council of 13 is created.
1100 - Return of Clan Pestilens, first civil war.
1600 - Return of Clan Eshin, negotiated end to war.
2200 - Revolt of Clan Pestilens, joined with Clan Moulder against Clan Skyre. Second civil war. Eshin remains neutral
3300 - Horned Rat appears in person, ends the war. Empire reestablished under new rules.
3600 - Process of creating synthetic warpstone discovered. Massive increases in warp research. Financial crisis.
3900 - Skaven overrun the world. There is a disappointing lack of godly manifestations, dead Skaven rising, and eternal revelry over all the world. Faith in the Cult of the Rat wanes. Seeds of Reformation sown.
3925 - Reformation ends abruptly, mysteriously, and bloodily. Authorities clean out Reformist meeting halls with hoses. Divine intervention is suspected, but not proven.
4180 - First Skaven walks on Mannslieb. Start of space age
4200 - First permanent space settlement, a Clan Skryre missile base on Mannslieb.
4205 - Clan Snatchr moves to Morrslieb. Clan and base swell with pilgrims.
4220 - Warp gates invented, colonization begins in earnest. Second scattering as Skaven lay claim to all 8 planets in the system.
4400 - Council of seers finally figures out that the Priesthood of Pestilence worships Nurgle. Clans Pestilens, Moulder, parts of Eshin and some warlord clans revolt against the Council. Third civil war
4410 - Surviving Eshin loyalists flee to the Old City and to Mannslieb.
4420 - Fall of Skavenblight. Grey Seers escape to Morrslieb, others to Mannslieb. Syncretists within the rat cult absorb some ideas from the Snatchr astrological subcult. Clan Eshin survivors merge into Clan Skyre
4430 - Rebel forces transferred from outer planets arrive, launch assaults on Mannslieb and Morrslieb. Loyalist forces retake the planetary colonies.
4460 - Skryre drives rebels from Mannslieb
4500 - War ends, surviving rebels flee to outer system or disappear into the polar portals.
4900 - Warp Travel discovered
4950 - Colonization of Nachbar system begins
4975 - Warp navigation discovered by Seers
5000 - Present day
OoB:
The Imperial Skaven Navy is the core of the fleet. It carries out the grand strategic goals of the empire. The task of imperial defense is delegated to individual clan militias. Imperial forces are generally of higher quality, having better crews and being more likely to have all equipment in working order.
The Skaven Imperial battle fleet consists of the following:
7 Cephalon-class Carriers (2 more under construction)
10 Cranion-class Carriers
4 Cestus-class Cruisers (2 more under construction)
20 Cataphract-class Galleons
110 Chaperon-class galleys
18 Clithrons (8 for skavenblight, 4 for each moon and 2 for Nachbar)
200 Bassinet-class galleys
3000 Cenobites
3000 Choristers
In addition to the main fleet each clan has its own militia forces. The combined space forces are as follows:
32 Clithron stations
200 Chaperon galleys
2000 Cenobites
2000 Choristers
Armed freighters have nothing heavy, just a light laser or two and sidearms for the crew
Ship stats:
Use armor thicknesses as relative values. The due to special nature of Skaven defenses (see below) the armor is much stronger than normal armor of that thickness.
Cephalon-class fleet carrier
The Cephalon was designed to make up for the fact that so much of the Skaven battlefleet is confined to STL travel. Its purpose is to carry smaller ships through the warp. Carriers also have large cargo spaces for extra fuel, ammunition, and spare parts.
Weapons:
4 heavy lasers
100 point defense laser
12 missile launchers
20 autocannon
10816 marines
13 warp gates
Carries:
104 shuttles and
2 Galleons or
1 Centinel or
30 galleys
Armor:
75cm belt, 10 cm gunports
Cranion-class escort carrier
Developed as a supplement to the fleet carriers, escort carriers are less capable but more available.
1 heavy laser
25 light lasers
2 missile launchers
4 autocannon
Carries:
52 shuttles
1 galleon or 15 galleys
50 cm belt, 10 cm gunports
Cestus
The Cestus class is a an upgraded Cataphract. Warp engines are the most notable of the added features.
6 heavy lasers
150 point defense lasers
24 missile launchers
30 autocannon
2397 marines
5 warp gates
Carries:
13 Shuttles
Armor:
200cm belt, 15cm gunports
Cataphract
Only the central fleet has Cataphracts. The Cataphract class is designed to give the Imperial authority supremacy in space. These ships can easily overpower fleets of galleys. Unlike smaller vessels, Galleons are designed to do battle at range instead of closing to ram. Although they are not designed to ram, the Cataphract class has an armor belt as thick as heavy galley frontal armor, making it quite safe from ramming attacks itself.
6 heavy lasers
150 point defense lasers
24 missile launchers
30 autocannon
2397 marines
4 warp gates
Carries:
13 Shuttles
Armor:
200cm belt, 15cm gunports
Chaperon
The Chaperon is the mainstay of the Skaven fleet. Cheap and effective the Chaperons are capable of covering the enire Empire with capable military assets.In addition to the expected ranged attacks, Chaperons will often fight by ram and board. Skaven are typically unwilling to blow themselves up with their ship, so scuttling charges are rare enough to justify the risk.
2 heavy laser turrets
2 light laser turrets
4 missile launchers, forward facing
12 autocannon, 4 each facing left, right, and forward
676 marines
2 warp gates
1 shuttle
Armor
50cm armor belt, 200cm ram plate, 10cm gunports
Cenobite-class Shuttles
Assault shuttles are multipurpose vehicles, being able to attack various sizes of craft, perform point defense, fly ground support, and shuttle around people and small cargoes.
Crew:2
Passengers:15
2 light lasers, turreted
2 missiles (mounted externally, same as ship missiles)
light armor
Chorister fighters
Pure fighters, meant to intercept bombers and protect bombers from interception. Also capable of targeting missiles. It is much faster than the Cenobite due to its smaller mass.
Crew:2
2 light lasers
light armor
4 light missiles (imperial forces only)
Clithron-class battlestation
Battlestations guard planets, making many types of assault difficult. Stations have noly stationkeeping thrusters, relying on galleys to tow them where they are needed. Battle stations do double duty as customs ckeckpoints. Planets also have a satellite weapons platforms, but those are not as versatile.
30 heavy lasers
500 light lasers
100 missile launchers
250 railguns
more ammunition than you can shake a stick at
52 shuttles
300 cm armor belt
Bassinet-class
Latest escort class. Designed with more anti-fighter defense in mind, but still packs a punch
2 spinal-mount heavy lasers
2 forward-firing missile launcher
8 autocannon (2 forward, 2 per side, 2 backward)
32 light lasers (same distribution as autocannon)
75cm armor belt, 150cm ram plate, 10cm gunports
Power comes from warpstone reactors. The reactor processes warpstone in some arcane way that produces massive amounts of energy comparable to nuclear reactions. By association, Skaven energy weapons count as magical weapons. This usually doesn't matter and has not mattered since the third civil war, which saw extensive use of beam weapons and warpstone munitions against the forces of Chaos. Stores of warpstone warheads and bolts still exist in nearly forgotten vaults distributed throughout the Empire. The main facilities for creating warpstone are located at Skavenblight's north and south poles, which are legendary chaos nodes. The Council of Seers controls the northern site and clan Skryre controls the south.
Civilian ships will often use conventional fusion instead because it's cheaper.
Weapon details:
Lasers- Exactly what you think they are, generic beam weapons. Skaven doctrine calls for laser use as suppression fire and point defense. The lasers currently in use by the Skaven battle fleet are not powerful enough to cause significant hull damage to Skaven ships. Light lasers are useful as point defense and fighter weapons.
Our lasers fire beams, not pulses
Gauss Autocannon- Short range, rapid fire weapon systems. Railguns are used to overwhelm defenses in a strafing run. Rate of fire is four shots per second. Cannon have off-axis firing capability. Treat as limited turret.
Missile Launchers- Fire missiles. They're slower than autocannon but have a longer range and higher yield. RoF is 30 RPM.
Missiles:
1.Multiple nuclear bombs. The missile carries 13, which scatter just before impact.
2.Large fusion bomb. An area-effect weapon, powerful, messy, and inefficient. This warhead is often used to break up dense formations or against especially large missile swarms. It is also somewhat effective against capital ships. 50 MT
3.Soldier. A missile is just barely big enough that after adding the necessary extra armor, SIF, and inertial compensation, there is enough room to cram in five soldiers and their equipment. The additional space and loading demands of the warhead cause the missile's performance to suffer. This type of missile is almost never used, and is rarely carried.
Railgun shells:
1. Atomic. Such a warhead can reliably cause damage even on frontal hits. The shell has a small rocket motor attached for terminal guidance.
2. Shrapnel warheads contain a hundred 3cm steel balls scattered by a chemical explosive. The spray of high-speed metal is used to scour off exposed equipment. Shrapnel attacks are used to disable a ship prior to boarding. It is also of some use against fighters.
3. Mines. Nuclear bombs set to detonate when a ship passes near. Stealthed.
Special defenses:
Skaven ships are equipped with advanced structural integrity fields. These fields increase a material's strength many times. The field extends to the hull and interior walls but not the doors or nonstructural material. As is implied by the widespread use of ramming, Skaven ships have excellent inertial control.
Due to the peculiarities of Skaven defenses, exposed equipment on Skaven ships is especially vulnerable. For that reason weapons on Skaven ships are retractable. They can be pulled behind gunports to prevent damage in transit or from area attacks. Large volumes of fire can force a ship to retract its guns, drastically reducing its combat ability. Armor thicknesses given for gunports are also the degree to which interior walls are armored.
Warp gates allow cargoes to be moved from gate to gate all over the system. The system is used by both civilians and the military. On warships, warp gates are used to transfer troops and ammunition from ship to ship. Gates greatly prolong endurance in protracted battles, especially if a planetary base is providing support. Gate transport requires both a sending and a receiving gate, so ships can not just beam troops directly to opposing vessels. In one minute a warp gate can transport 52 marines, four shells, or one missile.
Space travel is WH40K Warp. Speed is about 7000c (can cross playing field in 3-4 months, circumnavigate in a year). Warp jumps can only occur outside the system. Navigation require psychics capable of receiving signal from the Morrslieb beacon (range 10,000 light years). Seers of the cult of the Horned Rat are he only qualified personnel in the Empire. They are also the main source of FTL communications, being able to send and receive telepathic messages across light years. Astrotelepathy has a 10,000 light year range.
Galleys are capable of using the retro torches to burn holes in ships they have grappled with.
Skaven marines are equipped with power armor that provides excellent protection against chemical agents and even vacuum. Main weaponry is bolters, which fire high explosive armor piercing rounds and are tipped with power bayonets. A power bayonet is surrounded by a highly destructive energy field that can make a mess of even heavy armor (marine armor is considered light). Secondary weaponry for marines and sidearms for the crew are bolt pistols. Space armor boots are force normal enhanced, allowing high traction even in microgravity environments. Space armor will reliably stop rifle bullets, but anything heavier has a chance at penetrating. Bolter shells will penetrate except on glancing hits.
In full armor, a Skaven space marine stands at about five feet in height. Ceilings on Skaven spacecraft are five and a half feet high to accommodate. Taller races may find this inconvenient.
Support weapons include flamethrowers, heavy bolters, lascannons, and tactical missile launchers. Flamethrowers are incendiary devices. In space they came equipped with liquid oxygen in insulated flasks to support the combustion. The fuel may be boosted with warpstone. Heavy bolters are bigger bolters with faster rates of fire. Lascannon are really big lasers that easily punch through light and even heavy armor. Missiles are maneverable enough to turn corners and can kill a room full of armored marines. There are a variety of missiles available, principally antipersonnel, antitank, and surface-to-air. Fire rate 30 RPM.
The Skaven have a number of armored vehicles at their disposal. The army tends to have more heavy vehicles than the Marines.
Kaninchen Light truck - just a staffcar/light cargo/atv type thing
1 heavy bolter -optional
1 flamethrower - optional
serves as a staff car and light freight
no armor
Esel APC- Carries troops and can fight if need be
2 heavy bolters
1 missile launer X16 missiles
26 troops
light armor
Maultier IFV- carries some troops and provides some hefty fire support
1 heavy bolter
1 lascannon
13 troops
light armor
Dachs Tank
3 heavy bolters
1 heavy lascannon
1 missile launcher X25 missiles
heavy armor
The Dachs is very large and very slow for a modern tank and has unexceptional armament. It makes up for this somewhat by using some of its considerable size for a small SIF generator. That magnifies the tank's already considerable armor, making it nearly invulnerable to all but very heavy antitank attacks.
Skaven ground forces train most heavily for urban type environments because that's where battles traditionally occurred. Skaven forces perform unremarkably in the open.
In the older days of their history competing civilizations mistook them for vermin. The civilized races grouped the skaven with orcs and goblinoids. They did not suspect that the skaven had a technological civilization that rivaled and would one day surpass their own. The skaven in time came to control their entire home world.
Th current government of the skaven race is the Skaven Empire. The Skaven home system is controlled entirely by the empire. Most skaven live on Skavenblight, the homeworld, and its two moons, Mannslieb and Morrslieb. The other planets are more sparsely developed.
Skaven prefer building their cities underground. In the old days this was one of the reasons why other civilizations underestimated them; the Skaven had magnificent cities but nobody could tell they were there. This tradition has continued to hold true to modern times, particularly on inhospitable colony worlds. As a result of long centuries of subterranean civilization, the Skaven have exceptional tunneling and mining technology.
0 - Skaven race created
50 - Taking of Skavenblight (now known as the Old City)
500 - Skaven doomsday earthquake engine incompletely destroys the other races. Thirteen Grey Lords arise, twelve of whom lead the first scattering. Grey Seers and Clan Skryre stay behind. Council of 13 is created.
1100 - Return of Clan Pestilens, first civil war.
1600 - Return of Clan Eshin, negotiated end to war.
2200 - Revolt of Clan Pestilens, joined with Clan Moulder against Clan Skyre. Second civil war. Eshin remains neutral
3300 - Horned Rat appears in person, ends the war. Empire reestablished under new rules.
3600 - Process of creating synthetic warpstone discovered. Massive increases in warp research. Financial crisis.
3900 - Skaven overrun the world. There is a disappointing lack of godly manifestations, dead Skaven rising, and eternal revelry over all the world. Faith in the Cult of the Rat wanes. Seeds of Reformation sown.
3925 - Reformation ends abruptly, mysteriously, and bloodily. Authorities clean out Reformist meeting halls with hoses. Divine intervention is suspected, but not proven.
4180 - First Skaven walks on Mannslieb. Start of space age
4200 - First permanent space settlement, a Clan Skryre missile base on Mannslieb.
4205 - Clan Snatchr moves to Morrslieb. Clan and base swell with pilgrims.
4220 - Warp gates invented, colonization begins in earnest. Second scattering as Skaven lay claim to all 8 planets in the system.
4400 - Council of seers finally figures out that the Priesthood of Pestilence worships Nurgle. Clans Pestilens, Moulder, parts of Eshin and some warlord clans revolt against the Council. Third civil war
4410 - Surviving Eshin loyalists flee to the Old City and to Mannslieb.
4420 - Fall of Skavenblight. Grey Seers escape to Morrslieb, others to Mannslieb. Syncretists within the rat cult absorb some ideas from the Snatchr astrological subcult. Clan Eshin survivors merge into Clan Skyre
4430 - Rebel forces transferred from outer planets arrive, launch assaults on Mannslieb and Morrslieb. Loyalist forces retake the planetary colonies.
4460 - Skryre drives rebels from Mannslieb
4500 - War ends, surviving rebels flee to outer system or disappear into the polar portals.
4900 - Warp Travel discovered
4950 - Colonization of Nachbar system begins
4975 - Warp navigation discovered by Seers
5000 - Present day
OoB:
The Imperial Skaven Navy is the core of the fleet. It carries out the grand strategic goals of the empire. The task of imperial defense is delegated to individual clan militias. Imperial forces are generally of higher quality, having better crews and being more likely to have all equipment in working order.
The Skaven Imperial battle fleet consists of the following:
7 Cephalon-class Carriers (2 more under construction)
10 Cranion-class Carriers
4 Cestus-class Cruisers (2 more under construction)
20 Cataphract-class Galleons
110 Chaperon-class galleys
18 Clithrons (8 for skavenblight, 4 for each moon and 2 for Nachbar)
200 Bassinet-class galleys
3000 Cenobites
3000 Choristers
In addition to the main fleet each clan has its own militia forces. The combined space forces are as follows:
32 Clithron stations
200 Chaperon galleys
2000 Cenobites
2000 Choristers
Armed freighters have nothing heavy, just a light laser or two and sidearms for the crew
Ship stats:
Use armor thicknesses as relative values. The due to special nature of Skaven defenses (see below) the armor is much stronger than normal armor of that thickness.
Cephalon-class fleet carrier
The Cephalon was designed to make up for the fact that so much of the Skaven battlefleet is confined to STL travel. Its purpose is to carry smaller ships through the warp. Carriers also have large cargo spaces for extra fuel, ammunition, and spare parts.
Weapons:
4 heavy lasers
100 point defense laser
12 missile launchers
20 autocannon
10816 marines
13 warp gates
Carries:
104 shuttles and
2 Galleons or
1 Centinel or
30 galleys
Armor:
75cm belt, 10 cm gunports
Cranion-class escort carrier
Developed as a supplement to the fleet carriers, escort carriers are less capable but more available.
1 heavy laser
25 light lasers
2 missile launchers
4 autocannon
Carries:
52 shuttles
1 galleon or 15 galleys
50 cm belt, 10 cm gunports
Cestus
The Cestus class is a an upgraded Cataphract. Warp engines are the most notable of the added features.
6 heavy lasers
150 point defense lasers
24 missile launchers
30 autocannon
2397 marines
5 warp gates
Carries:
13 Shuttles
Armor:
200cm belt, 15cm gunports
Cataphract
Only the central fleet has Cataphracts. The Cataphract class is designed to give the Imperial authority supremacy in space. These ships can easily overpower fleets of galleys. Unlike smaller vessels, Galleons are designed to do battle at range instead of closing to ram. Although they are not designed to ram, the Cataphract class has an armor belt as thick as heavy galley frontal armor, making it quite safe from ramming attacks itself.
6 heavy lasers
150 point defense lasers
24 missile launchers
30 autocannon
2397 marines
4 warp gates
Carries:
13 Shuttles
Armor:
200cm belt, 15cm gunports
Chaperon
The Chaperon is the mainstay of the Skaven fleet. Cheap and effective the Chaperons are capable of covering the enire Empire with capable military assets.In addition to the expected ranged attacks, Chaperons will often fight by ram and board. Skaven are typically unwilling to blow themselves up with their ship, so scuttling charges are rare enough to justify the risk.
2 heavy laser turrets
2 light laser turrets
4 missile launchers, forward facing
12 autocannon, 4 each facing left, right, and forward
676 marines
2 warp gates
1 shuttle
Armor
50cm armor belt, 200cm ram plate, 10cm gunports
Cenobite-class Shuttles
Assault shuttles are multipurpose vehicles, being able to attack various sizes of craft, perform point defense, fly ground support, and shuttle around people and small cargoes.
Crew:2
Passengers:15
2 light lasers, turreted
2 missiles (mounted externally, same as ship missiles)
light armor
Chorister fighters
Pure fighters, meant to intercept bombers and protect bombers from interception. Also capable of targeting missiles. It is much faster than the Cenobite due to its smaller mass.
Crew:2
2 light lasers
light armor
4 light missiles (imperial forces only)
Clithron-class battlestation
Battlestations guard planets, making many types of assault difficult. Stations have noly stationkeeping thrusters, relying on galleys to tow them where they are needed. Battle stations do double duty as customs ckeckpoints. Planets also have a satellite weapons platforms, but those are not as versatile.
30 heavy lasers
500 light lasers
100 missile launchers
250 railguns
more ammunition than you can shake a stick at
52 shuttles
300 cm armor belt
Bassinet-class
Latest escort class. Designed with more anti-fighter defense in mind, but still packs a punch
2 spinal-mount heavy lasers
2 forward-firing missile launcher
8 autocannon (2 forward, 2 per side, 2 backward)
32 light lasers (same distribution as autocannon)
75cm armor belt, 150cm ram plate, 10cm gunports
Power comes from warpstone reactors. The reactor processes warpstone in some arcane way that produces massive amounts of energy comparable to nuclear reactions. By association, Skaven energy weapons count as magical weapons. This usually doesn't matter and has not mattered since the third civil war, which saw extensive use of beam weapons and warpstone munitions against the forces of Chaos. Stores of warpstone warheads and bolts still exist in nearly forgotten vaults distributed throughout the Empire. The main facilities for creating warpstone are located at Skavenblight's north and south poles, which are legendary chaos nodes. The Council of Seers controls the northern site and clan Skryre controls the south.
Civilian ships will often use conventional fusion instead because it's cheaper.
Weapon details:
Lasers- Exactly what you think they are, generic beam weapons. Skaven doctrine calls for laser use as suppression fire and point defense. The lasers currently in use by the Skaven battle fleet are not powerful enough to cause significant hull damage to Skaven ships. Light lasers are useful as point defense and fighter weapons.
Our lasers fire beams, not pulses
Gauss Autocannon- Short range, rapid fire weapon systems. Railguns are used to overwhelm defenses in a strafing run. Rate of fire is four shots per second. Cannon have off-axis firing capability. Treat as limited turret.
Missile Launchers- Fire missiles. They're slower than autocannon but have a longer range and higher yield. RoF is 30 RPM.
Missiles:
1.Multiple nuclear bombs. The missile carries 13, which scatter just before impact.
2.Large fusion bomb. An area-effect weapon, powerful, messy, and inefficient. This warhead is often used to break up dense formations or against especially large missile swarms. It is also somewhat effective against capital ships. 50 MT
3.Soldier. A missile is just barely big enough that after adding the necessary extra armor, SIF, and inertial compensation, there is enough room to cram in five soldiers and their equipment. The additional space and loading demands of the warhead cause the missile's performance to suffer. This type of missile is almost never used, and is rarely carried.
Railgun shells:
1. Atomic. Such a warhead can reliably cause damage even on frontal hits. The shell has a small rocket motor attached for terminal guidance.
2. Shrapnel warheads contain a hundred 3cm steel balls scattered by a chemical explosive. The spray of high-speed metal is used to scour off exposed equipment. Shrapnel attacks are used to disable a ship prior to boarding. It is also of some use against fighters.
3. Mines. Nuclear bombs set to detonate when a ship passes near. Stealthed.
Special defenses:
Skaven ships are equipped with advanced structural integrity fields. These fields increase a material's strength many times. The field extends to the hull and interior walls but not the doors or nonstructural material. As is implied by the widespread use of ramming, Skaven ships have excellent inertial control.
Due to the peculiarities of Skaven defenses, exposed equipment on Skaven ships is especially vulnerable. For that reason weapons on Skaven ships are retractable. They can be pulled behind gunports to prevent damage in transit or from area attacks. Large volumes of fire can force a ship to retract its guns, drastically reducing its combat ability. Armor thicknesses given for gunports are also the degree to which interior walls are armored.
Warp gates allow cargoes to be moved from gate to gate all over the system. The system is used by both civilians and the military. On warships, warp gates are used to transfer troops and ammunition from ship to ship. Gates greatly prolong endurance in protracted battles, especially if a planetary base is providing support. Gate transport requires both a sending and a receiving gate, so ships can not just beam troops directly to opposing vessels. In one minute a warp gate can transport 52 marines, four shells, or one missile.
Space travel is WH40K Warp. Speed is about 7000c (can cross playing field in 3-4 months, circumnavigate in a year). Warp jumps can only occur outside the system. Navigation require psychics capable of receiving signal from the Morrslieb beacon (range 10,000 light years). Seers of the cult of the Horned Rat are he only qualified personnel in the Empire. They are also the main source of FTL communications, being able to send and receive telepathic messages across light years. Astrotelepathy has a 10,000 light year range.
Galleys are capable of using the retro torches to burn holes in ships they have grappled with.
Skaven marines are equipped with power armor that provides excellent protection against chemical agents and even vacuum. Main weaponry is bolters, which fire high explosive armor piercing rounds and are tipped with power bayonets. A power bayonet is surrounded by a highly destructive energy field that can make a mess of even heavy armor (marine armor is considered light). Secondary weaponry for marines and sidearms for the crew are bolt pistols. Space armor boots are force normal enhanced, allowing high traction even in microgravity environments. Space armor will reliably stop rifle bullets, but anything heavier has a chance at penetrating. Bolter shells will penetrate except on glancing hits.
In full armor, a Skaven space marine stands at about five feet in height. Ceilings on Skaven spacecraft are five and a half feet high to accommodate. Taller races may find this inconvenient.
Support weapons include flamethrowers, heavy bolters, lascannons, and tactical missile launchers. Flamethrowers are incendiary devices. In space they came equipped with liquid oxygen in insulated flasks to support the combustion. The fuel may be boosted with warpstone. Heavy bolters are bigger bolters with faster rates of fire. Lascannon are really big lasers that easily punch through light and even heavy armor. Missiles are maneverable enough to turn corners and can kill a room full of armored marines. There are a variety of missiles available, principally antipersonnel, antitank, and surface-to-air. Fire rate 30 RPM.
The Skaven have a number of armored vehicles at their disposal. The army tends to have more heavy vehicles than the Marines.
Kaninchen Light truck - just a staffcar/light cargo/atv type thing
1 heavy bolter -optional
1 flamethrower - optional
serves as a staff car and light freight
no armor
Esel APC- Carries troops and can fight if need be
2 heavy bolters
1 missile launer X16 missiles
26 troops
light armor
Maultier IFV- carries some troops and provides some hefty fire support
1 heavy bolter
1 lascannon
13 troops
light armor
Dachs Tank
3 heavy bolters
1 heavy lascannon
1 missile launcher X25 missiles
heavy armor
The Dachs is very large and very slow for a modern tank and has unexceptional armament. It makes up for this somewhat by using some of its considerable size for a small SIF generator. That magnifies the tank's already considerable armor, making it nearly invulnerable to all but very heavy antitank attacks.
Skaven ground forces train most heavily for urban type environments because that's where battles traditionally occurred. Skaven forces perform unremarkably in the open.
Last edited by Raxmei on 2003-06-21 09:57pm, edited 2 times in total.
I prepared Explosive Runes today.
- Darksider
- Sith Acolyte
- Posts: 5271
- Joined: 2002-12-13 02:56pm
- Location: America's decaying industrial armpit.
Krytos Star Empire
The KSE began when an anchient race of slavers brought races from all over the galaxy to Krytos. The planet was used as a staging area before they would sell the slaves to other galactic powers. Oddly enough, the slavers also managed to take humans from earth and kept the races up to date on the growing culture of their homeworlds, why they did it remains a mystery. In the earth year 1997 the slaves rebelled, they managed to drive off the slavers and unified into a single government which immedatly reverse engenered the slavers technology and began reaching for the stars.
Krytos star navy
15 Victory class superdreadnaught command ships (12 under construction)
63 Glory class battleships (20 under constrution)
82 Invincible class destroyers (19 under construction)
135 Dominator class cruisers (25 under construction)
40 Escort class carriers (10 under construction)
215 Guardian class frigates (50 under construction)
36 Krytos class dreadnaughts (10 under construction)
26 Argo-class battleships (30 under construction)
and various other supply ships
Note: the Krytos star empire is in the midst of a vast military buildup using shipyards on two of it's major colonies and one on Krytos itself these numbers may be subject to change.
Ship info
Victory class command ship
armed to the teeth with 4 Ultra-heavy mass drivers, 3 Ultra heavy nutron guns, 32 heavy mass drivers (60 megatons 4 RPM) 38 medium particle beams(30 megatons 20 RPM) 42 heavy nutron guns (58 megatons 4RPM) 900 point defense lasers (400 Kilotons 200 RPM), six heavy laser cannons (60 megatons, 30 RPM) and over one hundred anti-fighter missile launchers (120 kilotons several hundred RPM) and capable of carrying 140 starfighters and over ninty thousand troops and vehicles the Victory is the pride of the Krytosian fleet and is capable of single handedly capturing an entire planet.
Glory-class battleship
armed with 14 heavy mass drivers, 25 medium particle beams, 60 light particle beams (15 megatons 40 RPM), 6 heavy nutron guns, 4 ultra heavy mass drivers, 1 ultra heavy nutron gun,six heavy laser cannons, 6 heavy particle beams, 500 PDLs and 40 anti-starfighter missile launchers the Glory is the second best ship in the KSN she can carry a full wing of starfighters and ten thousand ground troops
Invincible-class destroyer
Armed with 6 heavy mass drivers, 12 medium particle beams, 24 light particle beams, 2 heavy nutron guns, six heavy laser cannons, and 300 PDLs 50 anti-starfighter missile launchers. Can carry 3 squadrons of fighters and 8,000 ground troops
Dominator-class cruiser
The dominator is the ship of the line of the Krytos Star Navy
it has 12 heavy mass drivers, 36 medium particle beams, 50 light particle beams, 4 heavy nutron guns, 2 ultra-heavy mass drivers, six heavy laser cannons, (200 megatons 1 RPM), 550 PDLs and 60 anti-starfighter missile launchers. it carries 2 starfighter squadrons and 6,000 ground troops
Hawk-class interceptor
The Hawk interceptor is the primary space supiriority fighter of the KSE it is armed with 4 120 kiloton lasers (480 RPM) and can be outfited with various types of missiles
Krytos-class dreadnaught
the Krytos class dreadnaught is currently under development and is expected to be completed by next month. It's armmament includes
12 Ultra-heavy mass drivers, 30 heavy mass drivers, 40 heavy particle beams (70 megatons 12 RPM), 80 medium particle beams, 2 Ultra-heavy nutron guns (600 megatons 1 RPM), 48 heavy nutron guns, eight heavy laser cannons, 1,200 PDLs, and 200 anti-fighter missile launchers
it carries only one fighter squadron and 2,000 ground troops
Defender-class battle platform
The Defender-class battle platform serves as both a staging platform for fleet actions and as a defense for colonies throughout Krytosian space. It is approx. 40 Kilometers in diameter. It carries 200 Ultra-heavy mass drivers, 900 heavy mass drivers , 1,000 medium particle beams, 50 Ultra-heavy nutron guns, 300 heavy nutron guns, 20,000 PDLs, 150 heavy laser cannons, and 900 anti-fighter missile launchers It carries eight full wings of fighters and 200,000 troops for planetary defense
(three around each outer colony, six around each inner colony, and eighteen around Krytos itself)
Guardian-class frigate
The Guardian frigate is designed to provide point defenst to the larger capships while they bring their heavy guns to bear i has
1 Ultra heavy mass driver, 20 medium particle beams, four heavy laser cannons, 13 light mass drivers ( 6 megatons 2 rounds per sec.), 1,200 PDLs and 400 anti-fighter missile launchers)
Defensive systems consist of powerful energy shielding with excellent effectiveness against KE and average effectiveness against energy weapons and Multi-layered reflective hull armor that is very effective against beam weapons and has average effectiveness against KE weapons. Each ship is abe to withstand an extended battle with a ship of the same class FTL system is SW style hyperdrive goes 6,000C
More ship specs later
(I'll edit to include history later)
(Edited to include newly built ships)
The KSE began when an anchient race of slavers brought races from all over the galaxy to Krytos. The planet was used as a staging area before they would sell the slaves to other galactic powers. Oddly enough, the slavers also managed to take humans from earth and kept the races up to date on the growing culture of their homeworlds, why they did it remains a mystery. In the earth year 1997 the slaves rebelled, they managed to drive off the slavers and unified into a single government which immedatly reverse engenered the slavers technology and began reaching for the stars.
Krytos star navy
15 Victory class superdreadnaught command ships (12 under construction)
63 Glory class battleships (20 under constrution)
82 Invincible class destroyers (19 under construction)
135 Dominator class cruisers (25 under construction)
40 Escort class carriers (10 under construction)
215 Guardian class frigates (50 under construction)
36 Krytos class dreadnaughts (10 under construction)
26 Argo-class battleships (30 under construction)
and various other supply ships
Note: the Krytos star empire is in the midst of a vast military buildup using shipyards on two of it's major colonies and one on Krytos itself these numbers may be subject to change.
Ship info
Victory class command ship
armed to the teeth with 4 Ultra-heavy mass drivers, 3 Ultra heavy nutron guns, 32 heavy mass drivers (60 megatons 4 RPM) 38 medium particle beams(30 megatons 20 RPM) 42 heavy nutron guns (58 megatons 4RPM) 900 point defense lasers (400 Kilotons 200 RPM), six heavy laser cannons (60 megatons, 30 RPM) and over one hundred anti-fighter missile launchers (120 kilotons several hundred RPM) and capable of carrying 140 starfighters and over ninty thousand troops and vehicles the Victory is the pride of the Krytosian fleet and is capable of single handedly capturing an entire planet.
Glory-class battleship
armed with 14 heavy mass drivers, 25 medium particle beams, 60 light particle beams (15 megatons 40 RPM), 6 heavy nutron guns, 4 ultra heavy mass drivers, 1 ultra heavy nutron gun,six heavy laser cannons, 6 heavy particle beams, 500 PDLs and 40 anti-starfighter missile launchers the Glory is the second best ship in the KSN she can carry a full wing of starfighters and ten thousand ground troops
Invincible-class destroyer
Armed with 6 heavy mass drivers, 12 medium particle beams, 24 light particle beams, 2 heavy nutron guns, six heavy laser cannons, and 300 PDLs 50 anti-starfighter missile launchers. Can carry 3 squadrons of fighters and 8,000 ground troops
Dominator-class cruiser
The dominator is the ship of the line of the Krytos Star Navy
it has 12 heavy mass drivers, 36 medium particle beams, 50 light particle beams, 4 heavy nutron guns, 2 ultra-heavy mass drivers, six heavy laser cannons, (200 megatons 1 RPM), 550 PDLs and 60 anti-starfighter missile launchers. it carries 2 starfighter squadrons and 6,000 ground troops
Hawk-class interceptor
The Hawk interceptor is the primary space supiriority fighter of the KSE it is armed with 4 120 kiloton lasers (480 RPM) and can be outfited with various types of missiles
Krytos-class dreadnaught
the Krytos class dreadnaught is currently under development and is expected to be completed by next month. It's armmament includes
12 Ultra-heavy mass drivers, 30 heavy mass drivers, 40 heavy particle beams (70 megatons 12 RPM), 80 medium particle beams, 2 Ultra-heavy nutron guns (600 megatons 1 RPM), 48 heavy nutron guns, eight heavy laser cannons, 1,200 PDLs, and 200 anti-fighter missile launchers
it carries only one fighter squadron and 2,000 ground troops
Defender-class battle platform
The Defender-class battle platform serves as both a staging platform for fleet actions and as a defense for colonies throughout Krytosian space. It is approx. 40 Kilometers in diameter. It carries 200 Ultra-heavy mass drivers, 900 heavy mass drivers , 1,000 medium particle beams, 50 Ultra-heavy nutron guns, 300 heavy nutron guns, 20,000 PDLs, 150 heavy laser cannons, and 900 anti-fighter missile launchers It carries eight full wings of fighters and 200,000 troops for planetary defense
(three around each outer colony, six around each inner colony, and eighteen around Krytos itself)
Guardian-class frigate
The Guardian frigate is designed to provide point defenst to the larger capships while they bring their heavy guns to bear i has
1 Ultra heavy mass driver, 20 medium particle beams, four heavy laser cannons, 13 light mass drivers ( 6 megatons 2 rounds per sec.), 1,200 PDLs and 400 anti-fighter missile launchers)
Defensive systems consist of powerful energy shielding with excellent effectiveness against KE and average effectiveness against energy weapons and Multi-layered reflective hull armor that is very effective against beam weapons and has average effectiveness against KE weapons. Each ship is abe to withstand an extended battle with a ship of the same class FTL system is SW style hyperdrive goes 6,000C
More ship specs later
(I'll edit to include history later)
(Edited to include newly built ships)
Last edited by Darksider on 2003-06-21 01:31pm, edited 14 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
- The Yosemite Bear
- Mostly Harmless Nutcase (Requiescat in Pace)
- Posts: 35211
- Joined: 2002-07-21 02:38am
- Location: Dave's Not Here Man
Origins of the Fenari
A alien force / bieng known in antiquity as "Loki" created the Fenari as foot soldiers for wars. For a time they lived on earth, creating the legends of "Werewolves" but eventually they were sent to the stars. Cast out and abandoned on a highly vocanic tundra like world, The Fenari at first decended into ruin, but through wars, and pack competitiveness, they eventually began building their own space craft, copying the technology of Their former masters.
Biology
Fenari stand about 2.5 to 3.25meters tall, have four clawed fingers and an upposable (Unclawed) "Dew Claw) they only have four toes though. Their knes bend in the opposite fasion as one would expect for a human, Their faces still end in snouts, and their body is covered with thick fur.
Fenari are 90% Color Blind, But see motion, Infrared, Ultraviolet, and amplify low light very well, their hearing & Smell is far greater then that of a human. They can average grounds speeds of 70kph (For sprints), and Communicate through "Silent code and Ultrasonics/Subsonics"
The average mating produces 4 to 6 children, after a six month Gestation period.
Socology:
Pack: It is the most ingrained concept in Fenari though, that of the "Larger" community, and belonging. The Fenari believe in what is best for the Pack as a whole, and the individual as part of the pack is good. Theft from within a pack in unheard of, theft from a different pack is quite common. Females generally run administrative, resource management & Science. Males concentrate on hunting & war. Both genders activly take part in hunts, warfare, raising the young, and merchant ventures. When Fenari mate they generally leave their children in the care of "Foster" relations that are part of the same extended pack. The children are raised and educated by these "Aunts" and "Uncles"
Abberations to this are broken down into Three sub Groups: Navigators (an all Female quasi-religious order), Berzerkers: Fenari who can not tolerate conformati, and show Psychotic/Sociopathic behavior (All males), and Den Defenders The closest thing to a Female Berzerker, they exist to protect the children, the Navigators, Clan Alphas and ones that have been designated "Guests" of the Alphas. They are exclusively interested in other females.
The Kzin:
The Fenari found themselves with an intractable enemy, bent on their own destruction. However by cooperating the Fenari packs found that they could win against the Kzin. In a long and bloody 200+year conflict the Fenari have pushed the Kzin out of this sector. But the war is never over.
The Exiles:
The packs can be very territorial, when human settlers first arrived in Fenari space, the Militarist packs assembled and raided the settlements. Eventually some of the settlements began trading with the Fenari, and got packs to accept them, these packs would protect them as allies.
The Domestication:
After conquering some minor settlements the humans managed to slowly errode the power of the MIlitarist factions, leading to a rise in the Merchantile/Industiral factions. This "Domestication" occured without the Fenari truely being aware of it.
Military Foces
All Fenari ships are cargp carroers. tjeu are a;sp bui;t fpr, tje basoc twp sjp[ desogms
Drakkar Cruisers or Destroyer class fleet support ships.
Mining/Bourding shuttle carrier ships: One of the first and most common maniulations has been the production of these "Carier" type Ships"
<imomg shuttle pod
Dropship/Boarding shuttle.
Missile are ships (Using the large cargo space for atowing missiles is a common Fenari tactic
Fenari Weapons
Missles: Bomb Pumped standow missile
Prefragm,ented proximaty kill missile
Frequecncy Shielded kenetic kill missiles
Fusion Guns:
Fenari short ranged weapon use ,agnetic energy fields to focus the heat/Microwaves from a nuclear reaction/explosion into a useful short ranged weapon. Spreading out or "Flack Blastting" Fusion beams is a common Fenari practice agaisnt Kzin Ships
Particle Acclerators/Lasers:
Used as primariy middle range weapons, against non (Since missiles are primary long range weapons.
Fleet Breakdown
360+Ships
250 Drakkars of various types more then half are "Civilian" modles
100+ Destoryer Class vessels (Heavy Point Defense and a pair of Spinal mounted "Heavy" guns for inficting crippling blows against enem ships at Medium to close range.
Others:
Kitsune: Fenari Intel gathering ship/Electronic warelfare ship.
<:"War Bride":> This mine tender/sweeper is Considered a Half Kitsune calss ship, having the most recent sensor upgrades.
Personal Weapons
Flechette Rifle: Most common Marine Boarding/Light Infantry weapon issued among the Fenari. This weapon uses cheap glass ammo, and is rated barely against powersuits (It can kill a target by penetrating the joints)
Missle Rifle/Assult Rifle: These weapons fire spin stabalized missiles. Available in Thermite/Half Plasma, Explosive, or SqAshhead explosive. Not proportioned for ease of use by most races. Used by Fenari front line Military.
Heat/Microwave/Melting Gun: Squad level anti armour weapon of the Fenari. Acts like a "War of the Worlds" heat ray. or a 40k Melta gun. the concentrated heat (IR/Microwaves) is invisible except for atmospheric covection.
Hover Scouts: Usually armed with either an Autofeed Missilelauncher, or a swival mounted roof Heat gun equal to the strength of the main gun
Hog Wagon: Used as primary Artillery and APC varients either hauls a very large Rail launcher of 1/2 naval grade missile. (All three types are available), or as an APC with a small missile launcher cluster.
Beowulf Class Heavy Tank: Treaded, uses primary fusion power to recharge batteries and quiet electrical motors. Uses either a Very heavy Railgun (75%) or a Very Heavy Fusion Gun (equal to a 40k Multi-Melta) (25%) as it's main weapon.
---Edit---
Prototypes
Drakkar Escourt Carrier: Modified from harvester/Boarding/landing ship type Drakkar, the docking collers for the "Mining Pods" and the Shuttles, have been refitted for using ITA Drones, and DE Heavy Bombers (Both commericially Available via the ITA) this is the Fenari's first attempt at a carrier in over a century (Fenari do not possess the reflexes to make good carrier pilots), and rely's heavilly on humans to crew the Fighter/Bombers, and the Recon Ships.
Munin Recon: Takes a standard Hyperspace capable Heavy Bomber framee, and strips it down, impanting a heavy Grav/FTL sensor pod. Three or more of them working in concert can track most cloaked vessels with in a short range area, by scanning the disturbances made within Hyperspace, and the mass shadow disturbances made in normal space. Each has a crew of 5.
Hugin: Companion to the Munin: Small "Drone Carrier", defends the Munin with attack drones, launches "Beacon Drones" at suspected pirates. Also uses a variety of Drones available from ITA contacts. (also has a 5 person crew)
"Standard Hull Trade Vessel": Not exactly a military vessel, but the Fenari are posed to be able to churn these out. Each transport has basic defensive arments, 1 "Flack Burst Fusion gun", and 5 point defense guns, and a large cargo hold. low grade defensive systems as well. Note these are mass producable.
A alien force / bieng known in antiquity as "Loki" created the Fenari as foot soldiers for wars. For a time they lived on earth, creating the legends of "Werewolves" but eventually they were sent to the stars. Cast out and abandoned on a highly vocanic tundra like world, The Fenari at first decended into ruin, but through wars, and pack competitiveness, they eventually began building their own space craft, copying the technology of Their former masters.
Biology
Fenari stand about 2.5 to 3.25meters tall, have four clawed fingers and an upposable (Unclawed) "Dew Claw) they only have four toes though. Their knes bend in the opposite fasion as one would expect for a human, Their faces still end in snouts, and their body is covered with thick fur.
Fenari are 90% Color Blind, But see motion, Infrared, Ultraviolet, and amplify low light very well, their hearing & Smell is far greater then that of a human. They can average grounds speeds of 70kph (For sprints), and Communicate through "Silent code and Ultrasonics/Subsonics"
The average mating produces 4 to 6 children, after a six month Gestation period.
Socology:
Pack: It is the most ingrained concept in Fenari though, that of the "Larger" community, and belonging. The Fenari believe in what is best for the Pack as a whole, and the individual as part of the pack is good. Theft from within a pack in unheard of, theft from a different pack is quite common. Females generally run administrative, resource management & Science. Males concentrate on hunting & war. Both genders activly take part in hunts, warfare, raising the young, and merchant ventures. When Fenari mate they generally leave their children in the care of "Foster" relations that are part of the same extended pack. The children are raised and educated by these "Aunts" and "Uncles"
Abberations to this are broken down into Three sub Groups: Navigators (an all Female quasi-religious order), Berzerkers: Fenari who can not tolerate conformati, and show Psychotic/Sociopathic behavior (All males), and Den Defenders The closest thing to a Female Berzerker, they exist to protect the children, the Navigators, Clan Alphas and ones that have been designated "Guests" of the Alphas. They are exclusively interested in other females.
The Kzin:
The Fenari found themselves with an intractable enemy, bent on their own destruction. However by cooperating the Fenari packs found that they could win against the Kzin. In a long and bloody 200+year conflict the Fenari have pushed the Kzin out of this sector. But the war is never over.
The Exiles:
The packs can be very territorial, when human settlers first arrived in Fenari space, the Militarist packs assembled and raided the settlements. Eventually some of the settlements began trading with the Fenari, and got packs to accept them, these packs would protect them as allies.
The Domestication:
After conquering some minor settlements the humans managed to slowly errode the power of the MIlitarist factions, leading to a rise in the Merchantile/Industiral factions. This "Domestication" occured without the Fenari truely being aware of it.
Military Foces
All Fenari ships are cargp carroers. tjeu are a;sp bui;t fpr, tje basoc twp sjp[ desogms
Drakkar Cruisers or Destroyer class fleet support ships.
Mining/Bourding shuttle carrier ships: One of the first and most common maniulations has been the production of these "Carier" type Ships"
<imomg shuttle pod
Dropship/Boarding shuttle.
Missile are ships (Using the large cargo space for atowing missiles is a common Fenari tactic
Fenari Weapons
Missles: Bomb Pumped standow missile
Prefragm,ented proximaty kill missile
Frequecncy Shielded kenetic kill missiles
Fusion Guns:
Fenari short ranged weapon use ,agnetic energy fields to focus the heat/Microwaves from a nuclear reaction/explosion into a useful short ranged weapon. Spreading out or "Flack Blastting" Fusion beams is a common Fenari practice agaisnt Kzin Ships
Particle Acclerators/Lasers:
Used as primariy middle range weapons, against non (Since missiles are primary long range weapons.
Fleet Breakdown
360+Ships
250 Drakkars of various types more then half are "Civilian" modles
100+ Destoryer Class vessels (Heavy Point Defense and a pair of Spinal mounted "Heavy" guns for inficting crippling blows against enem ships at Medium to close range.
Others:
Kitsune: Fenari Intel gathering ship/Electronic warelfare ship.
<:"War Bride":> This mine tender/sweeper is Considered a Half Kitsune calss ship, having the most recent sensor upgrades.
Personal Weapons
Flechette Rifle: Most common Marine Boarding/Light Infantry weapon issued among the Fenari. This weapon uses cheap glass ammo, and is rated barely against powersuits (It can kill a target by penetrating the joints)
Missle Rifle/Assult Rifle: These weapons fire spin stabalized missiles. Available in Thermite/Half Plasma, Explosive, or SqAshhead explosive. Not proportioned for ease of use by most races. Used by Fenari front line Military.
Heat/Microwave/Melting Gun: Squad level anti armour weapon of the Fenari. Acts like a "War of the Worlds" heat ray. or a 40k Melta gun. the concentrated heat (IR/Microwaves) is invisible except for atmospheric covection.
Hover Scouts: Usually armed with either an Autofeed Missilelauncher, or a swival mounted roof Heat gun equal to the strength of the main gun
Hog Wagon: Used as primary Artillery and APC varients either hauls a very large Rail launcher of 1/2 naval grade missile. (All three types are available), or as an APC with a small missile launcher cluster.
Beowulf Class Heavy Tank: Treaded, uses primary fusion power to recharge batteries and quiet electrical motors. Uses either a Very heavy Railgun (75%) or a Very Heavy Fusion Gun (equal to a 40k Multi-Melta) (25%) as it's main weapon.
---Edit---
Prototypes
Drakkar Escourt Carrier: Modified from harvester/Boarding/landing ship type Drakkar, the docking collers for the "Mining Pods" and the Shuttles, have been refitted for using ITA Drones, and DE Heavy Bombers (Both commericially Available via the ITA) this is the Fenari's first attempt at a carrier in over a century (Fenari do not possess the reflexes to make good carrier pilots), and rely's heavilly on humans to crew the Fighter/Bombers, and the Recon Ships.
Munin Recon: Takes a standard Hyperspace capable Heavy Bomber framee, and strips it down, impanting a heavy Grav/FTL sensor pod. Three or more of them working in concert can track most cloaked vessels with in a short range area, by scanning the disturbances made within Hyperspace, and the mass shadow disturbances made in normal space. Each has a crew of 5.
Hugin: Companion to the Munin: Small "Drone Carrier", defends the Munin with attack drones, launches "Beacon Drones" at suspected pirates. Also uses a variety of Drones available from ITA contacts. (also has a 5 person crew)
"Standard Hull Trade Vessel": Not exactly a military vessel, but the Fenari are posed to be able to churn these out. Each transport has basic defensive arments, 1 "Flack Burst Fusion gun", and 5 point defense guns, and a large cargo hold. low grade defensive systems as well. Note these are mass producable.
Last edited by The Yosemite Bear on 2003-06-05 01:16am, edited 1 time in total.

The scariest folk song lyrics are "My Boy Grew up to be just like me" from cats in the cradle by Harry Chapin
- Arthur_Tuxedo
- Sith Acolyte
- Posts: 5637
- Joined: 2002-07-23 03:28am
- Location: San Francisco, California
The United Pirate Kingdom maintains 12 carrier battle groups. 10 are on permanent patrol throughout UPK space. Group 12 is on reserve over Betelgeuse Prime. Used primarily for training and prototype purposes, it is nonetheless ready to be called into action with 48 hours notice.
Legend :
Ship system stats are in comparison to other ship systems of the UPK navy, capship to capship, fighter to fighter. Exception is that yield for torpedoes is given in comparison to capship weapons. Order is:
Highest
Very High
High
Medium
Low
Very Low
Lowest
Highest and lowest are given only to the best and worst in the fleet, although there can be ties. Weapon speed can be lightspeed for beam weapons. Accuracy for missiles is the difficulty to spoof, evade, or hit them with CIWS. Refire rate can be given as continuous for beam weapons, although the more powerful varieties fire intermittantly so as not to melt the barrel or fry the power grid. Stats for weapons will only be listed the first time they are seen.
Each battle group consists of:
1 "Leviathan" carrier
Length : 6 km
Width : 2 km
Depth : 2 km
Shielding : Highest
Armor : Lowest. 4 flight decks makes armor relatively impossible.
Sub-light speed : Lowest
Maneuverability : Lowest
FTL speed : Lowest
Armament :
20,000 PD Lasers
Accuracy : Highest
Projectile speed : Lightspeed
Turret maneuverability : Highest
Power/Yield : Lowest
Refire rate : Continuous
Purpose : Fighter/missile interception. Generally worthless against anything larger than a fighter or bomber.
Description :This massive ship is the center of any fleet. It carries thousands of bombers and tens of thousands of fighters and interceptors. Its weapons are point defense only, but its shielding is immense. It is shaped like four modern carriers glued together, giving it 4 decks to take advantage of Space's 3-dimensional nature. Attack craft are stored on and below the flight decks, while the inner core of the ship houses the massive fusion reactors, the gigantic engine, and the shield generators. This ship's shielding is heavier than all other ships in the carrier group combined. Approximately one third of the carrier's complement of fighters and bombers are kept launched and patrolling during normal circumstances. During wartime, two thirds are kept launched, and all are launched when battle is imminent. The ship is capable of launching 100 bombers and 600 fighters per minute.
2 "Great White" cruisers
Length : 800 m
Width : 150 m
Depth : 200 m
Shielding : Very High
Armor : Very High
Sub-light speed : Low
Maneuverability : Low
FTL speed : Medium
Armament :
1 Supergun
Accuracy : Very High
Projectile speed : Medium
Turret maneuverability : None
Power/Yield : Highest
Refire rate : Lowest
Purpose : To destroy large capships or installations.
6 Heavy Particle Beams
Accuracy : Highest
Projectile speed : Lightspeed
Turret maneuverability : Medium
Power/Yield : Very High
Refire rate : Low
Purpose : To inflict harm against any target larger and slower than a gunboat.
30 Medium Particle Beams
Accuracy : Highest
Projectile speed : Lightspeed
Turret maneuverability : High
Power/Yield : Medium
Refire rate : Medium
Purpose : To inflict harm against any target larger and slower than a figher.
2 50-cell RF missile launchers
Accuracy : Very High
Projectile speed : Very High
Turret maneuverability : None
Power/Yield : Very Low
Refire rate : Very High
Purpose : To shoot down enemy fighters and torpedoes.
1,800 PD Lasers
Description : These attack cruisers are charged with protecting the carrier from large capital ships. To do this, they are equipped with 6 powerful, high energy particle beams mounted on limited turrets, 30 medium strength beams on ball turrets, a pair of 50-cell rapid fire missile launchers for anti-fighter and anti- cruise missile work, 1800 CIWS lasers, and its main weapon, a forward facing mass driver whose support and recoil-absorption fixtures run the entire length of the ship. This weapon is capable of obliterating another Great White cruiser with shields up in a single hit.
10 "Killer Whale" destroyers
Length : 400 m
Width : 80 m
Depth : 100 m
Shielding : Medium
Armor : Low
Sub-light speed : High
Maneuverability : Medium
FTL speed : High
Armament :
2 Heavy Particle Beams
24 Medium Particle Beams
6 50-cell RF Missile Launchers
400 PD Lasers
Description : These fast, multi-role ships are designed to fill any role they are called for. They mount a pair of high strength particle beams identical to the ones on the Great White cruisers on forward-facing limited turrets, along with 24 medium strength beams on ball turrets, 400 lasers, and 6 50-cell rapid-fire missile launchers. While lacking strength against huge cap ships, these destroyers can be difficult to target and hit by those ships and present a dire threat to attack craft and other cap ships alike.
18 "Hammerhead" frigates
Length : 200 m
Width : 50 m
Depth : 60 m
Shielding : Low
Armor : Very Low
Sub-light speed : Highest
Maneuverability : Highest
FTL speed : Highest
Armament :
4 Medium Particle Beams
16 Light Particle Beams
Accuracy : Highest
Projectile speed : Lightspeed
Turret maneuverability : Highest
Power/Yield : Very Low
Refire rate : Continuous
Purpose : To destroy smaller craft. Generally not useful against cap ships.
4 20-cell RF missile launchers
Refire rate : High
100 PD Lasers
Description : Relying on their speed, stealth, small size, and larger brethren to protect them from other capital ships, the purpose of these frigates is to intercept and destroy heavy bombers or light attack craft that would otherwise be too much for one-man fighters to handle. These frigates mount 4 medium strength beams, 16 light strength beams, and 4 20-cell RF missile launchers.
2 "Sonar" sensor ships
Length : 400 m
Width : 200 m
Depth : 150 m
Shielding : Low
Armor : Low
Sub-light speed : Low
Maneuverability : Low
FTL speed : Medium
Armament :
None
Description : These vulnerable but heavily protected ships sit near the carrier in the center of the battle group. Weaponless and with minimal shielding, they mount powerful supercomputers, sensory and other equipment that serve five main purposes:
1. To cut through enemy jamming.
2. Produce powerful jamming of their own.
3. Compute firing solutions for friendly vessels.
4. Detect cloaked or otherwise stealthed ships.
5. Interdict FTL travel.
5,000 "Barracuda" interceptors
Length : 12 m
Width : 2 m (Wingspan 8 m)
Depth : 4 m
Shielding : Lowest
Armor : Lowest
Sub-light speed : Highest
Maneuverability : Highest
FTL speed : Not FTL capable
Armament :
2 Fighter Particle Beams
Accuracy : Highest
Projectile speed : Lightspeed
Turret maneuverability : None
Power/Yield : Very Low
Refire rate : Very High
Purpose : Dogfighting, missile interception.
1 Missile Launcher
Accuracy : Very High
Projectile speed : Very High
Turret maneuverability : None
Power/Yield : Medium
Refire rate : Low
Purpose : Dogfighting, bomber interception, torpedo interception.
Description : These fast and agile fighters are designed to take out enemy bombs, torpedoes, and the ships that carry them. They are so fast that they can out-accelerate their own missiles if enough power is shunted to the engine. Mounting a pair of light strength particle beams, 1 fusion missile magazines, and a light shielding system, these fighters are highly effective in their role. Capable of atmospheric entry and flight.
25,000 "Piranha" attack fighters
Length : 16 m
Width : 3 m (Wingspan 10 m)
Depth : 5 m
Shielding : Medium
Armor : Medium
Sub-light speed : High
Maneuverability : High
FTL speed : Not FTL capable
Armament :
Heavy Fighter Particle Beam
Accuracy : Highest
Projectile speed : Lightspeed
Turret maneuverability : None
Power/Yield : Medium
Refire rate : High
Purpose : Dogfighting, bomber interception, torpedo interception
3 Turreted Fighter Particle Beams
Turret maneuverability : Highest
2 missile launchers
1 Light Torpedo (optional)
Accuracy : Medium
Projectile speed : Medium
Turret maneuverability : None
Power/Yield : Low (capship standards)
Refire rate : N/A
Purpose : Anti-cap ship, anti-heavy bomber, anti-cruise missile. Not overly dangerous to large cap ships individually, they are generally fired simultaneously by tens of thousands of fighters at point blanke range for maximum effect.
Description : Lacking the astounding speed and tiny size of the Barracuda class, these 2 man multi-role fighters more than make up for it with increased firepower, shielding, and versatility. Their armament consists of 1 heavy particle beam, 3 turreted light particle beams, 2 fusion missile magazines with 6 missiles each, and the optional ability to carry a medium torpedo that is carried on the underside of the ship and runs along its entire length. Capable of atmospheric entry and flight.
4,000 "Tiger Shark" attack bombers
Length : 60 m
Width : 20 m (40 m wingspan)
Depth : 15 m
Shielding : Highest
Armor : Highest
Sub-light speed : Low
Maneuverability : Low
FTL speed : Not FTL capable
Armament :
2 Turreted Heavy Fighter Particle Beams
Turret maneuverability : Medium
12 Turreted Light Fighter Particle Beams
2 Rapid Fire missile launchers
Refire rate : High
8 Light Torpedoes (16 more optional)
1 Heavy Torpedo (1 more optional)
Accuracy : Low
Projectile speed : Low
Turret maneuverability : None
Power/Yield : Very High (Capship standards)
Refire rate : N/A
Purpose : Anti-large capship. As with light torpedoes, generally fired from point blanke range to defeat CIWS systems. Incredibly dangerous, especially in massive numbers, but also individually. The thermonuclear torpedo is 50 m long and is carried along the underside of the ship.
Description : These large, versatile craft are designed to fill many roles, from destroying enemy capital ships to planetary assault. They have 2 medium particle beams in turrets, 12 turreted light beams, 2 RF missile launchers with 50 missiles each, 8 medium torpedoes under the wings, and 1 heavy torpedo along the underside of the ship. Inside the bomb hatch there is room for one of the following: another heavy torpedo, 16 medium torpedoes, 300 missiles, a variety of ground attack bombs, or 20 Army landing capsules, each carrying 1 platoon of soldiers and their vehicles and equipment. Capable of atmospheric entry and flight.
In addition to this, battle groups 1 and 12 have battleships with them, the "Child of Chaos" and the "Fury", respectively. Battleships were already considered out-dated before the war had any end in sight, and these were the only two to survive it. The Fury has been retrofitted within the last 10 years, while the Child of Chaos' technology is over 50 years old, and is slated for decommisioning within the year. No hulls for new battleships have been laid down.
"Child of Chaos" Battleship
Length : 4 km
Width : 1 km
Depth : 900 m
Shielding : Very High
Armor : Very High
Sub-light speed : Very Low
Maneuverability : Very Low
FTL speed : Very Low
Armament :
600 Gatling Railguns
Accuracy : Very High
Projectile speed : Highest
Turret maneuverability : Very High
Power/Yield : Low
Refire rate : Highest
Purpose : All-purpose weaponry.
5,000 High Energy Lasers
Accuracy : Highest
Projectile speed : Lightspeed
Turret maneuverability : Highest
Power/Yield : Very Low
Refire rate : Continuous
Purpose : All-purpose weaponry.
Description : This ship is something of a paper tiger. Its mammoth size, almost approaching that of a "Leviathan" carrier, is not indicative of its level of power. Although its guns are powerful and its armor is thick, its outdaded targeting system has trouble with modern jamming techniques, and its shielding is no stronger at any point than that of a far smaller "Great White" cruiser. Instead of the particle beams and RF missile systems now in use by the UPK, this ship mounts high-energy lasers and rotating-barrel mass drivers. While each weapon may not possess as much firepower individually, the ship is absolutely bristling with them. Its full firepower, when it can be fully utilized, is awesome.
"Fury" Battleship
Length : 2.2 km
Width : 600 m
Depth : 750 m
Shielding : Very High
Armor : Highest
Sub-light speed : Low
Maneuverability : Very Low
FTL speed : Low
Armament :
3 Superguns
18 Heavy Particle Beams
100 Medium Particle Beams
10 50-cell RF missile launchers
10,000 PD lasers
Description : While displacing less than half the Child of Chaos' massive bulk, the Fury is the strongest single ship in the fleet. Mounting 18 high energy particle beams, 100 medium strength beams, 10 50-cell RF missile launchers, and a trio of mass drivers of equal size and strength to the ones carried by "Great White" cruisers, the withering firepower of this Battleship is capable of destroying a Leviathan carrier in under a minute. Its shielding is second only to a Leviathan carrier, and then only by a small amount, while its armor and double-hull keeps it in viable fighting shape even after shielding has been lost. Unfortunately, a warship of its size is a juicy target for heavy torpedo attacks, and no countermeasure is distracting enough to spoof incoming missiles. Without the swarms of fighters and interceptors carriers enjoy, other, just as impressive battleships perished in flames. In light of this vulnerability, both battleships are used in a supporting role at long range.
Ground attack :
Ground attack platoons are generally of three types: Mechanized infantry, armored, and artillery. Air support is provided by the carrier's fighters and bombers and orbital support is filled by the capital ships.
Mechanized infantry platoon:
3 squads of 12 soldiers each, plus officer, mortar team, and spotter team
Each squad has 8 riflemen, 2 anti-vehicle support units, 1 anti-infantry support unit, 1 leader
Rifles fire 12.7 x 99 mm Depleted Uranium cartridges, accelerated by electromagnetism. Drum-fed magazines supply 15 round capacity. Inertial dampener technology used to minimize recoil and transporter technology in platoon ammo boxes allow for effectively limitless ammo during optimum conditions. They come equipped with computerized fire control system linked to soldiers' helmet. Underslung 40mm high velocity grenade launcher capable of precise air- burst. Grenades are usually fragmentation, but can be nerve gas, tear gas, or whatever the situation calls for.
Anti-vehicle launchers use a penetrating incindiery warhead to kill tank crews.
Anti-infantry machine gun is a continuous-fire laser weapon with a large energy reserve.
Mortar fires 80 mm shells. Plasma, gamma ray burst, nerve gas and a variety of other ordnance are employed.
Each soldier is armored with full body armor made of advanced plastics and ceramics, coated in a layer of smart material whose color changes to match the background. The helmet incorporates the standard suite of features, including a HUD, zoom, radio, amplified audio, night vision, auto-dimming vision to prevent blindness, and others. The armor is thick and encompassing enough to protect from near misses from high-powered weapons and shrapnel, but not direct hits. It is light and flexible enough to leave mobility and agility intact. Needless to say, the armor offers full NBC protection.
The squads travel in IFVs (Infantry Fighting Vehicles) that mount a turreted laser weapon, a missile launcher firing the same ordnance as the man- portable version, and a 75 mm railgun. It is a tracked vehicle with medium-armor. Other than the driver, 3 gunners, and commander, it holds 8 occupants.
Armored Platoon :
An armored platoon consists of 4 main battle tanks and their crew. Each tank is a tracked vehicle equipped with a 150 mm railgun, two turreted laser weapons, a missile launcher, heavy armor, and a small shield generator.
Artillery Platoon :
Each platoon carries 1 heavy and 4 light artillery pieces. Heavies have a range of over 30 miles, while lights have a range of 10. They carry a variety of ordnance, from illuminating flares, to chemical weapons, to gamma ray bursters. Shaped-charge explosives are used for destroying exceptionally large or well-protected vehicles. Artillery uses a variety of integral sensor equipment, as well as feed from orbiting starships and soldiers' helmets, and is easily accurate enough to score direct hits on exposed tank-sized vehicles.
Planets
Each homeworld is protected by a shielding system generated by vast underground powerplants, 2 main particle beam cannons (1 at each pole), and a plethora of smaller guns, including the superguns found on the "Great White" class cruisers. The airbases scattered across the surface of the planets carry a number of fighters and bombers equal to five times the complement of a "Leviathan" carrier.
Each colony is protected by theatre shields around the main cities, a few superguns and heavy particle beams, and half the complement of a "Leviathan" carrier.
Legend :
Ship system stats are in comparison to other ship systems of the UPK navy, capship to capship, fighter to fighter. Exception is that yield for torpedoes is given in comparison to capship weapons. Order is:
Highest
Very High
High
Medium
Low
Very Low
Lowest
Highest and lowest are given only to the best and worst in the fleet, although there can be ties. Weapon speed can be lightspeed for beam weapons. Accuracy for missiles is the difficulty to spoof, evade, or hit them with CIWS. Refire rate can be given as continuous for beam weapons, although the more powerful varieties fire intermittantly so as not to melt the barrel or fry the power grid. Stats for weapons will only be listed the first time they are seen.
Each battle group consists of:
1 "Leviathan" carrier
Length : 6 km
Width : 2 km
Depth : 2 km
Shielding : Highest
Armor : Lowest. 4 flight decks makes armor relatively impossible.
Sub-light speed : Lowest
Maneuverability : Lowest
FTL speed : Lowest
Armament :
20,000 PD Lasers
Accuracy : Highest
Projectile speed : Lightspeed
Turret maneuverability : Highest
Power/Yield : Lowest
Refire rate : Continuous
Purpose : Fighter/missile interception. Generally worthless against anything larger than a fighter or bomber.
Description :This massive ship is the center of any fleet. It carries thousands of bombers and tens of thousands of fighters and interceptors. Its weapons are point defense only, but its shielding is immense. It is shaped like four modern carriers glued together, giving it 4 decks to take advantage of Space's 3-dimensional nature. Attack craft are stored on and below the flight decks, while the inner core of the ship houses the massive fusion reactors, the gigantic engine, and the shield generators. This ship's shielding is heavier than all other ships in the carrier group combined. Approximately one third of the carrier's complement of fighters and bombers are kept launched and patrolling during normal circumstances. During wartime, two thirds are kept launched, and all are launched when battle is imminent. The ship is capable of launching 100 bombers and 600 fighters per minute.
2 "Great White" cruisers
Length : 800 m
Width : 150 m
Depth : 200 m
Shielding : Very High
Armor : Very High
Sub-light speed : Low
Maneuverability : Low
FTL speed : Medium
Armament :
1 Supergun
Accuracy : Very High
Projectile speed : Medium
Turret maneuverability : None
Power/Yield : Highest
Refire rate : Lowest
Purpose : To destroy large capships or installations.
6 Heavy Particle Beams
Accuracy : Highest
Projectile speed : Lightspeed
Turret maneuverability : Medium
Power/Yield : Very High
Refire rate : Low
Purpose : To inflict harm against any target larger and slower than a gunboat.
30 Medium Particle Beams
Accuracy : Highest
Projectile speed : Lightspeed
Turret maneuverability : High
Power/Yield : Medium
Refire rate : Medium
Purpose : To inflict harm against any target larger and slower than a figher.
2 50-cell RF missile launchers
Accuracy : Very High
Projectile speed : Very High
Turret maneuverability : None
Power/Yield : Very Low
Refire rate : Very High
Purpose : To shoot down enemy fighters and torpedoes.
1,800 PD Lasers
Description : These attack cruisers are charged with protecting the carrier from large capital ships. To do this, they are equipped with 6 powerful, high energy particle beams mounted on limited turrets, 30 medium strength beams on ball turrets, a pair of 50-cell rapid fire missile launchers for anti-fighter and anti- cruise missile work, 1800 CIWS lasers, and its main weapon, a forward facing mass driver whose support and recoil-absorption fixtures run the entire length of the ship. This weapon is capable of obliterating another Great White cruiser with shields up in a single hit.
10 "Killer Whale" destroyers
Length : 400 m
Width : 80 m
Depth : 100 m
Shielding : Medium
Armor : Low
Sub-light speed : High
Maneuverability : Medium
FTL speed : High
Armament :
2 Heavy Particle Beams
24 Medium Particle Beams
6 50-cell RF Missile Launchers
400 PD Lasers
Description : These fast, multi-role ships are designed to fill any role they are called for. They mount a pair of high strength particle beams identical to the ones on the Great White cruisers on forward-facing limited turrets, along with 24 medium strength beams on ball turrets, 400 lasers, and 6 50-cell rapid-fire missile launchers. While lacking strength against huge cap ships, these destroyers can be difficult to target and hit by those ships and present a dire threat to attack craft and other cap ships alike.
18 "Hammerhead" frigates
Length : 200 m
Width : 50 m
Depth : 60 m
Shielding : Low
Armor : Very Low
Sub-light speed : Highest
Maneuverability : Highest
FTL speed : Highest
Armament :
4 Medium Particle Beams
16 Light Particle Beams
Accuracy : Highest
Projectile speed : Lightspeed
Turret maneuverability : Highest
Power/Yield : Very Low
Refire rate : Continuous
Purpose : To destroy smaller craft. Generally not useful against cap ships.
4 20-cell RF missile launchers
Refire rate : High
100 PD Lasers
Description : Relying on their speed, stealth, small size, and larger brethren to protect them from other capital ships, the purpose of these frigates is to intercept and destroy heavy bombers or light attack craft that would otherwise be too much for one-man fighters to handle. These frigates mount 4 medium strength beams, 16 light strength beams, and 4 20-cell RF missile launchers.
2 "Sonar" sensor ships
Length : 400 m
Width : 200 m
Depth : 150 m
Shielding : Low
Armor : Low
Sub-light speed : Low
Maneuverability : Low
FTL speed : Medium
Armament :
None
Description : These vulnerable but heavily protected ships sit near the carrier in the center of the battle group. Weaponless and with minimal shielding, they mount powerful supercomputers, sensory and other equipment that serve five main purposes:
1. To cut through enemy jamming.
2. Produce powerful jamming of their own.
3. Compute firing solutions for friendly vessels.
4. Detect cloaked or otherwise stealthed ships.
5. Interdict FTL travel.
5,000 "Barracuda" interceptors
Length : 12 m
Width : 2 m (Wingspan 8 m)
Depth : 4 m
Shielding : Lowest
Armor : Lowest
Sub-light speed : Highest
Maneuverability : Highest
FTL speed : Not FTL capable
Armament :
2 Fighter Particle Beams
Accuracy : Highest
Projectile speed : Lightspeed
Turret maneuverability : None
Power/Yield : Very Low
Refire rate : Very High
Purpose : Dogfighting, missile interception.
1 Missile Launcher
Accuracy : Very High
Projectile speed : Very High
Turret maneuverability : None
Power/Yield : Medium
Refire rate : Low
Purpose : Dogfighting, bomber interception, torpedo interception.
Description : These fast and agile fighters are designed to take out enemy bombs, torpedoes, and the ships that carry them. They are so fast that they can out-accelerate their own missiles if enough power is shunted to the engine. Mounting a pair of light strength particle beams, 1 fusion missile magazines, and a light shielding system, these fighters are highly effective in their role. Capable of atmospheric entry and flight.
25,000 "Piranha" attack fighters
Length : 16 m
Width : 3 m (Wingspan 10 m)
Depth : 5 m
Shielding : Medium
Armor : Medium
Sub-light speed : High
Maneuverability : High
FTL speed : Not FTL capable
Armament :
Heavy Fighter Particle Beam
Accuracy : Highest
Projectile speed : Lightspeed
Turret maneuverability : None
Power/Yield : Medium
Refire rate : High
Purpose : Dogfighting, bomber interception, torpedo interception
3 Turreted Fighter Particle Beams
Turret maneuverability : Highest
2 missile launchers
1 Light Torpedo (optional)
Accuracy : Medium
Projectile speed : Medium
Turret maneuverability : None
Power/Yield : Low (capship standards)
Refire rate : N/A
Purpose : Anti-cap ship, anti-heavy bomber, anti-cruise missile. Not overly dangerous to large cap ships individually, they are generally fired simultaneously by tens of thousands of fighters at point blanke range for maximum effect.
Description : Lacking the astounding speed and tiny size of the Barracuda class, these 2 man multi-role fighters more than make up for it with increased firepower, shielding, and versatility. Their armament consists of 1 heavy particle beam, 3 turreted light particle beams, 2 fusion missile magazines with 6 missiles each, and the optional ability to carry a medium torpedo that is carried on the underside of the ship and runs along its entire length. Capable of atmospheric entry and flight.
4,000 "Tiger Shark" attack bombers
Length : 60 m
Width : 20 m (40 m wingspan)
Depth : 15 m
Shielding : Highest
Armor : Highest
Sub-light speed : Low
Maneuverability : Low
FTL speed : Not FTL capable
Armament :
2 Turreted Heavy Fighter Particle Beams
Turret maneuverability : Medium
12 Turreted Light Fighter Particle Beams
2 Rapid Fire missile launchers
Refire rate : High
8 Light Torpedoes (16 more optional)
1 Heavy Torpedo (1 more optional)
Accuracy : Low
Projectile speed : Low
Turret maneuverability : None
Power/Yield : Very High (Capship standards)
Refire rate : N/A
Purpose : Anti-large capship. As with light torpedoes, generally fired from point blanke range to defeat CIWS systems. Incredibly dangerous, especially in massive numbers, but also individually. The thermonuclear torpedo is 50 m long and is carried along the underside of the ship.
Description : These large, versatile craft are designed to fill many roles, from destroying enemy capital ships to planetary assault. They have 2 medium particle beams in turrets, 12 turreted light beams, 2 RF missile launchers with 50 missiles each, 8 medium torpedoes under the wings, and 1 heavy torpedo along the underside of the ship. Inside the bomb hatch there is room for one of the following: another heavy torpedo, 16 medium torpedoes, 300 missiles, a variety of ground attack bombs, or 20 Army landing capsules, each carrying 1 platoon of soldiers and their vehicles and equipment. Capable of atmospheric entry and flight.
In addition to this, battle groups 1 and 12 have battleships with them, the "Child of Chaos" and the "Fury", respectively. Battleships were already considered out-dated before the war had any end in sight, and these were the only two to survive it. The Fury has been retrofitted within the last 10 years, while the Child of Chaos' technology is over 50 years old, and is slated for decommisioning within the year. No hulls for new battleships have been laid down.
"Child of Chaos" Battleship
Length : 4 km
Width : 1 km
Depth : 900 m
Shielding : Very High
Armor : Very High
Sub-light speed : Very Low
Maneuverability : Very Low
FTL speed : Very Low
Armament :
600 Gatling Railguns
Accuracy : Very High
Projectile speed : Highest
Turret maneuverability : Very High
Power/Yield : Low
Refire rate : Highest
Purpose : All-purpose weaponry.
5,000 High Energy Lasers
Accuracy : Highest
Projectile speed : Lightspeed
Turret maneuverability : Highest
Power/Yield : Very Low
Refire rate : Continuous
Purpose : All-purpose weaponry.
Description : This ship is something of a paper tiger. Its mammoth size, almost approaching that of a "Leviathan" carrier, is not indicative of its level of power. Although its guns are powerful and its armor is thick, its outdaded targeting system has trouble with modern jamming techniques, and its shielding is no stronger at any point than that of a far smaller "Great White" cruiser. Instead of the particle beams and RF missile systems now in use by the UPK, this ship mounts high-energy lasers and rotating-barrel mass drivers. While each weapon may not possess as much firepower individually, the ship is absolutely bristling with them. Its full firepower, when it can be fully utilized, is awesome.
"Fury" Battleship
Length : 2.2 km
Width : 600 m
Depth : 750 m
Shielding : Very High
Armor : Highest
Sub-light speed : Low
Maneuverability : Very Low
FTL speed : Low
Armament :
3 Superguns
18 Heavy Particle Beams
100 Medium Particle Beams
10 50-cell RF missile launchers
10,000 PD lasers
Description : While displacing less than half the Child of Chaos' massive bulk, the Fury is the strongest single ship in the fleet. Mounting 18 high energy particle beams, 100 medium strength beams, 10 50-cell RF missile launchers, and a trio of mass drivers of equal size and strength to the ones carried by "Great White" cruisers, the withering firepower of this Battleship is capable of destroying a Leviathan carrier in under a minute. Its shielding is second only to a Leviathan carrier, and then only by a small amount, while its armor and double-hull keeps it in viable fighting shape even after shielding has been lost. Unfortunately, a warship of its size is a juicy target for heavy torpedo attacks, and no countermeasure is distracting enough to spoof incoming missiles. Without the swarms of fighters and interceptors carriers enjoy, other, just as impressive battleships perished in flames. In light of this vulnerability, both battleships are used in a supporting role at long range.
Ground attack :
Ground attack platoons are generally of three types: Mechanized infantry, armored, and artillery. Air support is provided by the carrier's fighters and bombers and orbital support is filled by the capital ships.
Mechanized infantry platoon:
3 squads of 12 soldiers each, plus officer, mortar team, and spotter team
Each squad has 8 riflemen, 2 anti-vehicle support units, 1 anti-infantry support unit, 1 leader
Rifles fire 12.7 x 99 mm Depleted Uranium cartridges, accelerated by electromagnetism. Drum-fed magazines supply 15 round capacity. Inertial dampener technology used to minimize recoil and transporter technology in platoon ammo boxes allow for effectively limitless ammo during optimum conditions. They come equipped with computerized fire control system linked to soldiers' helmet. Underslung 40mm high velocity grenade launcher capable of precise air- burst. Grenades are usually fragmentation, but can be nerve gas, tear gas, or whatever the situation calls for.
Anti-vehicle launchers use a penetrating incindiery warhead to kill tank crews.
Anti-infantry machine gun is a continuous-fire laser weapon with a large energy reserve.
Mortar fires 80 mm shells. Plasma, gamma ray burst, nerve gas and a variety of other ordnance are employed.
Each soldier is armored with full body armor made of advanced plastics and ceramics, coated in a layer of smart material whose color changes to match the background. The helmet incorporates the standard suite of features, including a HUD, zoom, radio, amplified audio, night vision, auto-dimming vision to prevent blindness, and others. The armor is thick and encompassing enough to protect from near misses from high-powered weapons and shrapnel, but not direct hits. It is light and flexible enough to leave mobility and agility intact. Needless to say, the armor offers full NBC protection.
The squads travel in IFVs (Infantry Fighting Vehicles) that mount a turreted laser weapon, a missile launcher firing the same ordnance as the man- portable version, and a 75 mm railgun. It is a tracked vehicle with medium-armor. Other than the driver, 3 gunners, and commander, it holds 8 occupants.
Armored Platoon :
An armored platoon consists of 4 main battle tanks and their crew. Each tank is a tracked vehicle equipped with a 150 mm railgun, two turreted laser weapons, a missile launcher, heavy armor, and a small shield generator.
Artillery Platoon :
Each platoon carries 1 heavy and 4 light artillery pieces. Heavies have a range of over 30 miles, while lights have a range of 10. They carry a variety of ordnance, from illuminating flares, to chemical weapons, to gamma ray bursters. Shaped-charge explosives are used for destroying exceptionally large or well-protected vehicles. Artillery uses a variety of integral sensor equipment, as well as feed from orbiting starships and soldiers' helmets, and is easily accurate enough to score direct hits on exposed tank-sized vehicles.
Planets
Each homeworld is protected by a shielding system generated by vast underground powerplants, 2 main particle beam cannons (1 at each pole), and a plethora of smaller guns, including the superguns found on the "Great White" class cruisers. The airbases scattered across the surface of the planets carry a number of fighters and bombers equal to five times the complement of a "Leviathan" carrier.
Each colony is protected by theatre shields around the main cities, a few superguns and heavy particle beams, and half the complement of a "Leviathan" carrier.
"I'm so fast that last night I turned off the light switch in my hotel room and was in bed before the room was dark." - Muhammad Ali
"Dating is not supposed to be easy. It's supposed to be a heart-pounding, stomach-wrenching, gut-churning exercise in pitting your fear of rejection and public humiliation against your desire to find a mate. Enjoy." - Darth Wong
"Dating is not supposed to be easy. It's supposed to be a heart-pounding, stomach-wrenching, gut-churning exercise in pitting your fear of rejection and public humiliation against your desire to find a mate. Enjoy." - Darth Wong
-
weemadando
- SMAKIBBFB
- Posts: 19195
- Joined: 2002-07-28 12:30pm
- Contact:
The ATJ
Its important to note that there are two branches of the ATJ.
You have the public face, the ConglomoCorp:
Holdings:
Several systems of the the Northern Rim. Each planet is systematically stripped of its resources, or if suitable is entirely dedicated to high yield agriculture.
There are many stations that are used as shipyards and processing plants.
Vessels:
Countless freighters ranging from small "courier" vessels to massive "mega-freighters". These use B5 style jump-drives and are equipped with basic point defense weapons.
Escort vessels range from light frigates and patrol boats to (very rarely) destroyers and corvettes. The emphasis here is on deterrence against pirates, not holding off an advancing navy. Each of these are relatively underarmed and armoured when compared to their military counterparts.
And finally the restaurants which have been detailed before.
Government:
Its a corporation, its in it for the money.
And then you have the True Jihad. The secret side of it that NO-ONE knows about...
Holdings:
The Archangel, a relic Eclipse class SSD in hyperspace. Almost totally non-functional, but it serves as one big marginally mobile station.
All ConglomoCorp holding can be claimed by the Jihad at a moments notice.
Vessels:
Generally frigate and destroyer class vessels, strangely styled (slightly minbari-ish) but they utilise the shadows "ripple-drives" which are very power intensive. There are larger vessels but these are few and far between and are rarely used except to combat the greatest troll threats.
Government:
Fundamentalist theocracy. Completely devout and insanely commited to the cause.
You have the public face, the ConglomoCorp:
Holdings:
Several systems of the the Northern Rim. Each planet is systematically stripped of its resources, or if suitable is entirely dedicated to high yield agriculture.
There are many stations that are used as shipyards and processing plants.
Vessels:
Countless freighters ranging from small "courier" vessels to massive "mega-freighters". These use B5 style jump-drives and are equipped with basic point defense weapons.
Escort vessels range from light frigates and patrol boats to (very rarely) destroyers and corvettes. The emphasis here is on deterrence against pirates, not holding off an advancing navy. Each of these are relatively underarmed and armoured when compared to their military counterparts.
And finally the restaurants which have been detailed before.
Government:
Its a corporation, its in it for the money.
And then you have the True Jihad. The secret side of it that NO-ONE knows about...
Holdings:
The Archangel, a relic Eclipse class SSD in hyperspace. Almost totally non-functional, but it serves as one big marginally mobile station.
All ConglomoCorp holding can be claimed by the Jihad at a moments notice.
Vessels:
Generally frigate and destroyer class vessels, strangely styled (slightly minbari-ish) but they utilise the shadows "ripple-drives" which are very power intensive. There are larger vessels but these are few and far between and are rarely used except to combat the greatest troll threats.
Government:
Fundamentalist theocracy. Completely devout and insanely commited to the cause.
- Captain tycho
- Has Elected to Receive
- Posts: 5039
- Joined: 2002-12-04 06:35pm
- Location: Jewy McJew Land
Well, here's my revised goverment info. Sorry about the massive rule breach earlier. I didn't realize there was a set of rules until I recieved a ton of PMs about it...again, I am quite sorry for that. 
Talian Unity Information
Territory
6 moderately industrialized planets, alongside with 12 lightly populated colony worlds.The 6 main planets are all located in the Falagon system, while the colony worlds are very remote and widespread throughout the Orion arm.
Fleet Numbers and deployment
The Unity Navy has 150 capital ships at it's disposal, with an imprecise number of fighters and system patrol craft (does the 400 ship limit apply to fighters or only capital warships?). 100 of the Navy's captial ships are docked at spacestations in the Falagon system, while around 50 of them are patrolling the Unity borders at all times.
Ground force numbers
20 million active duty 'grunts', armor, stationed at numerous barracks throughout the Falagon system.
1 million elite shock troopers, used for rapidly overwhelming enemy ships and spacestations. Each major capital warship carries around 100-2,000 of these troops, with the rest stationed groundside.
100 million reserve troops, spread throughout the Falagon system.
Roughly 18 millon ground assault vehicles, no precise numbers availible, stored in military warehouses groundside.
Weapons Technology
The primary weapons of the Unity navy and army are railguns, missiles, and high powered particle cannons, each of which come in thousands of different sizes and models. The railgun has been being steadily phased out of use due to the rapid advancement of particle beam weapons, which have become extremely easily, fast, and cheap to manufacture. The primary energy weapon in current use is a laser/particle hybrid, which has been nicknamed a protolaser. Protolasers use standard gamma ray lasers and positron emmiters in concert, which has proven to be a very effective combination. The laser portion of the beam has excellent penetration abilities, while the positron portion of the beam causes large explosions on impact. Protolasers are used in ground and space based combat, and both portions of the beam can be adjusted, like turning off the positron emmiter to allow for incredibly precise attacks on vital targets, or using just the anti-matter portion for widespread surface damage with little penetration. The anti-matter portion travels just slightly slower than the laser, which gives the laser time to pierce through shields and armor, clearing the way for the anti-matter charge to deliver massive area damage inside a ship itself. Protolasers have not yet been successfully made into a handheld version, with railguns and ultra-sonic projectile weapons still being dominant in that field. Protolasers propgate very fast, but have a relatively long recharge time when the positron emmiter is enabled. The Unity also uses a number of missiles, convetional, nuclear, and otherwise.
Goverment
The Unity is an democratic monarchy, in which all the people have their say, but it is with the king, or Executor, that the power rests. The people can veto the Executor's decision if 80 percent are against the action in question. Executors are elected to their office, instead of being put there by birthright as in pure monarchies. Bureacracy is kept to an absolute minimum in the Unity, which makes it famously easy to negotiate with. The goverment encourages trade and neither embraces nor banishes religion. All Unity citizens are free to travel where they wish, but none have journeyed far outside the colony worlds, which has never been explained, as Talians are very curious and adventrous. Either fears of interplanetary war or legends kept the Unity from contacting foreign species before this year. The Unity Intelligence force and Explorer's Guild has been unofficially keeping track of dozens of foreign species for some time, but never made any move of communicating with them, preferring instead to watch.
Culture
The Unity itself has no official religion, as mentioned above, but 80 percent of the population subscribe to Hur'zhack, which is not a true religion, but a philophosy. Hur'zhack states that sentient life should be be cherished and protected, which explains why the Talians are reluctant to kill another lifeform. However, Hur'zhack also states that if one's nation is threatened, you must wipe out the threat on behalf of your nation's people. Hur'zhack is why the Talians are considered friendly and kind if not provoked and threatended, but deadly and agressive when provoked.
Talians traits
The Talians are above all else, cunning, resourceful, and adventrous, beings who are peaceful but will not shy from battle. The Talians now welcome outsiders, but cast a suspicious eye on warlike races, and will turn them away if they commit a major atrocity that was not in self defense. And still ingrained in their conciousness are tales of dark gods still existing in the void, which sometimes dampens their usual braveness in the depths of space. The one thing that Talians loathe the most is the murder of innocent people for no reason, and they will hunt perpatrators of such acts to the ends of the universe in the name of justice.
Hopefully this complies with the rules. Please tell me if there is anything that needs correcting or adding.
Talian Unity Information
Territory
6 moderately industrialized planets, alongside with 12 lightly populated colony worlds.The 6 main planets are all located in the Falagon system, while the colony worlds are very remote and widespread throughout the Orion arm.
Fleet Numbers and deployment
The Unity Navy has 150 capital ships at it's disposal, with an imprecise number of fighters and system patrol craft (does the 400 ship limit apply to fighters or only capital warships?). 100 of the Navy's captial ships are docked at spacestations in the Falagon system, while around 50 of them are patrolling the Unity borders at all times.
Ground force numbers
20 million active duty 'grunts', armor, stationed at numerous barracks throughout the Falagon system.
1 million elite shock troopers, used for rapidly overwhelming enemy ships and spacestations. Each major capital warship carries around 100-2,000 of these troops, with the rest stationed groundside.
100 million reserve troops, spread throughout the Falagon system.
Roughly 18 millon ground assault vehicles, no precise numbers availible, stored in military warehouses groundside.
Weapons Technology
The primary weapons of the Unity navy and army are railguns, missiles, and high powered particle cannons, each of which come in thousands of different sizes and models. The railgun has been being steadily phased out of use due to the rapid advancement of particle beam weapons, which have become extremely easily, fast, and cheap to manufacture. The primary energy weapon in current use is a laser/particle hybrid, which has been nicknamed a protolaser. Protolasers use standard gamma ray lasers and positron emmiters in concert, which has proven to be a very effective combination. The laser portion of the beam has excellent penetration abilities, while the positron portion of the beam causes large explosions on impact. Protolasers are used in ground and space based combat, and both portions of the beam can be adjusted, like turning off the positron emmiter to allow for incredibly precise attacks on vital targets, or using just the anti-matter portion for widespread surface damage with little penetration. The anti-matter portion travels just slightly slower than the laser, which gives the laser time to pierce through shields and armor, clearing the way for the anti-matter charge to deliver massive area damage inside a ship itself. Protolasers have not yet been successfully made into a handheld version, with railguns and ultra-sonic projectile weapons still being dominant in that field. Protolasers propgate very fast, but have a relatively long recharge time when the positron emmiter is enabled. The Unity also uses a number of missiles, convetional, nuclear, and otherwise.
Goverment
The Unity is an democratic monarchy, in which all the people have their say, but it is with the king, or Executor, that the power rests. The people can veto the Executor's decision if 80 percent are against the action in question. Executors are elected to their office, instead of being put there by birthright as in pure monarchies. Bureacracy is kept to an absolute minimum in the Unity, which makes it famously easy to negotiate with. The goverment encourages trade and neither embraces nor banishes religion. All Unity citizens are free to travel where they wish, but none have journeyed far outside the colony worlds, which has never been explained, as Talians are very curious and adventrous. Either fears of interplanetary war or legends kept the Unity from contacting foreign species before this year. The Unity Intelligence force and Explorer's Guild has been unofficially keeping track of dozens of foreign species for some time, but never made any move of communicating with them, preferring instead to watch.
Culture
The Unity itself has no official religion, as mentioned above, but 80 percent of the population subscribe to Hur'zhack, which is not a true religion, but a philophosy. Hur'zhack states that sentient life should be be cherished and protected, which explains why the Talians are reluctant to kill another lifeform. However, Hur'zhack also states that if one's nation is threatened, you must wipe out the threat on behalf of your nation's people. Hur'zhack is why the Talians are considered friendly and kind if not provoked and threatended, but deadly and agressive when provoked.
Talians traits
The Talians are above all else, cunning, resourceful, and adventrous, beings who are peaceful but will not shy from battle. The Talians now welcome outsiders, but cast a suspicious eye on warlike races, and will turn them away if they commit a major atrocity that was not in self defense. And still ingrained in their conciousness are tales of dark gods still existing in the void, which sometimes dampens their usual braveness in the depths of space. The one thing that Talians loathe the most is the murder of innocent people for no reason, and they will hunt perpatrators of such acts to the ends of the universe in the name of justice.
Hopefully this complies with the rules. Please tell me if there is anything that needs correcting or adding.
Captain Tycho!
The worst fucker ever!
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The worst fucker ever!
The Best reciever ever!
- Stravo
- Official SD.Net Teller of Tales
- Posts: 12806
- Joined: 2002-07-08 12:06pm
- Location: NYC
Chosen Children of Jesu
History:
Fleeing from religious persecution at home due to some heretical beliefs in regard to Christianity, the Chosen fled Earth into deepest space over three centuries ago and had not been heard from since. Deep space was the desert for these fanatics and they decided that the Christ had them banished into exile for purification.
Finding some barely habitable worlds at the edge of known space they prospered using nanobots created by one of the Chosen’s founders, a scientific genius Jacque Mollier. The nanobots slowly terraformed these worlds into something far more habitable and allowed for astonishing feats of construction and engineering.
Within a generation, the Chosen had a manufacturing base equivalent to a civilization that had evolved over millennia and they used it to prepare for the inevitable spiritual war that was to follow. Massive shipyards circle the twin worlds that the Chosen have made their principle homeworld. They churn out warships at an astonishing rate usinig the nanobots and automated factory ships.
The founding Chosen have been granted virtual immortality by introducing special nanobots into their blood stream that regenerates and repairs any abnormalities and have staved off aging and disease for the last four centuries. NOTE: They can be killed through violent means
The Chosen have begun branching out as their fleets are forming up for what they believe will be the Second Coming and the Apocalypse that will follow. The promise of immortality (nanobots) and their unflappable religious zeal in the face of an increasingly hostile universe is starting to win them converts, particularly from the downtrodden and cast off military figures from other civilizations.
Worlds
Nova Jersusalem
The first of the twin worlds in the Corvis system on the very fringes of known space, Nova Jerusalem was once a desert world but with the miracle of Mollier’s nanobots the world is starting to blossom into a lush woodland paradise. The Holy City sits on the largest of seven hills on the largest continent where the Chosen ships landed over four centuries ago.
Church spires rise up into the sky and all manner of Christian symbols predominate, particularly crucifixes and one of the great wonders a Cathedral to dwarf other Cathedrals, taking up another of the seven hills all to itself it is a center of worship for most of the Chosen. The world also houses the largest of the shipyards and the home base of the factory ships. The Barracks of the Lamb are also here where the warriors train day and night for the Second Coming.
Magdalene’s Retreat
The second of the twin worlds in the Corvis sector. Magdalene’s Retreat was founded by the second wave of Chosen colonists led by Father Enrique Moncada. Moncada stole the lost Gospels of Magdalene from Rome’s archives and they became one of the central documents of the Chosen Faith. Moncada preaches about the fanaticism of the Christ in the eyes of Mary Magdalene he was far more human and desired to completely rebuild the church. A decidedly different view than seen in other gospels and more in line with the warrior ethic of the Chosen.
Antioch
Tarsus
Nazareth
8 other worlds and moons used for mining and raw resources for the nanobot forges.
Warships *to be updated soon*
Hospitaler class frigates (75)
5 pd lasers
1 turret mounted plasma caster
4 rapid fire laser blasters
Richard the Lion hearted Class Strike frigate (100)
10 pd lasers
2 turret mounted plasma casters (1 rear mounted, 1 forward)
1 spine mounted medium particle beam
2 missile racks
Templar Class Destroyers (150)
Throne Class Light Cruisers (100)
Jehovah Class Heavy Cruisers (85)
Archangel Class Battleship (20)
Jersualem Class Dreadnought (10)
Seraphim Class Carrier (14)
Ground forces:
Based around the medieval concept of warfare, the soldiers are heavily armored and slow but deliver devastating fire on the enemy.
Typical grunt
1 Providence heavy gauss machine gun
Armor of Faith (fine interlocked chains of plasteel, heavy and bulky but very resilient) The armor has a red cross painted on the chest.
Heavy gunner (2 assigned to every platoon)
1 Divine Intervention heavy repeating railgun
Armor of Faith
Chest plate of Guardianship (I heavy plate of plasteel designed to withstand heavy antipersonnel weapons)
Officer
1 lance of langolus (a lighter version of the divine intervention railgun.)
Armor of God (A sheave of nanobots that absorb energy and redirect it, making officers especially resilient to energy weapons)
Knight of Christ
Apocalypse class Battle armor. Essentially makes the Knight a walking tank. Armed with arm mounted twin rapid fire railguns, a waist mounted plasma caster and box mounted missile packs (antipersonnel, anti-armor, anti-air depending on load out)
History:
Fleeing from religious persecution at home due to some heretical beliefs in regard to Christianity, the Chosen fled Earth into deepest space over three centuries ago and had not been heard from since. Deep space was the desert for these fanatics and they decided that the Christ had them banished into exile for purification.
Finding some barely habitable worlds at the edge of known space they prospered using nanobots created by one of the Chosen’s founders, a scientific genius Jacque Mollier. The nanobots slowly terraformed these worlds into something far more habitable and allowed for astonishing feats of construction and engineering.
Within a generation, the Chosen had a manufacturing base equivalent to a civilization that had evolved over millennia and they used it to prepare for the inevitable spiritual war that was to follow. Massive shipyards circle the twin worlds that the Chosen have made their principle homeworld. They churn out warships at an astonishing rate usinig the nanobots and automated factory ships.
The founding Chosen have been granted virtual immortality by introducing special nanobots into their blood stream that regenerates and repairs any abnormalities and have staved off aging and disease for the last four centuries. NOTE: They can be killed through violent means
The Chosen have begun branching out as their fleets are forming up for what they believe will be the Second Coming and the Apocalypse that will follow. The promise of immortality (nanobots) and their unflappable religious zeal in the face of an increasingly hostile universe is starting to win them converts, particularly from the downtrodden and cast off military figures from other civilizations.
Worlds
Nova Jersusalem
The first of the twin worlds in the Corvis system on the very fringes of known space, Nova Jerusalem was once a desert world but with the miracle of Mollier’s nanobots the world is starting to blossom into a lush woodland paradise. The Holy City sits on the largest of seven hills on the largest continent where the Chosen ships landed over four centuries ago.
Church spires rise up into the sky and all manner of Christian symbols predominate, particularly crucifixes and one of the great wonders a Cathedral to dwarf other Cathedrals, taking up another of the seven hills all to itself it is a center of worship for most of the Chosen. The world also houses the largest of the shipyards and the home base of the factory ships. The Barracks of the Lamb are also here where the warriors train day and night for the Second Coming.
Magdalene’s Retreat
The second of the twin worlds in the Corvis sector. Magdalene’s Retreat was founded by the second wave of Chosen colonists led by Father Enrique Moncada. Moncada stole the lost Gospels of Magdalene from Rome’s archives and they became one of the central documents of the Chosen Faith. Moncada preaches about the fanaticism of the Christ in the eyes of Mary Magdalene he was far more human and desired to completely rebuild the church. A decidedly different view than seen in other gospels and more in line with the warrior ethic of the Chosen.
Antioch
Tarsus
Nazareth
8 other worlds and moons used for mining and raw resources for the nanobot forges.
Warships *to be updated soon*
Hospitaler class frigates (75)
5 pd lasers
1 turret mounted plasma caster
4 rapid fire laser blasters
Richard the Lion hearted Class Strike frigate (100)
10 pd lasers
2 turret mounted plasma casters (1 rear mounted, 1 forward)
1 spine mounted medium particle beam
2 missile racks
Templar Class Destroyers (150)
Throne Class Light Cruisers (100)
Jehovah Class Heavy Cruisers (85)
Archangel Class Battleship (20)
Jersualem Class Dreadnought (10)
Seraphim Class Carrier (14)
Ground forces:
Based around the medieval concept of warfare, the soldiers are heavily armored and slow but deliver devastating fire on the enemy.
Typical grunt
1 Providence heavy gauss machine gun
Armor of Faith (fine interlocked chains of plasteel, heavy and bulky but very resilient) The armor has a red cross painted on the chest.
Heavy gunner (2 assigned to every platoon)
1 Divine Intervention heavy repeating railgun
Armor of Faith
Chest plate of Guardianship (I heavy plate of plasteel designed to withstand heavy antipersonnel weapons)
Officer
1 lance of langolus (a lighter version of the divine intervention railgun.)
Armor of God (A sheave of nanobots that absorb energy and redirect it, making officers especially resilient to energy weapons)
Knight of Christ
Apocalypse class Battle armor. Essentially makes the Knight a walking tank. Armed with arm mounted twin rapid fire railguns, a waist mounted plasma caster and box mounted missile packs (antipersonnel, anti-armor, anti-air depending on load out)
Wherever you go, there you are.
Ripped Shirt Monkey - BOTMWriter's Guild Cybertron's Finest Justice League
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Ripped Shirt Monkey - BOTMWriter's Guild Cybertron's Finest Justice League
This updated sig brought to you by JME2

- Straha
- Lord of the Spam
- Posts: 8198
- Joined: 2002-07-21 11:59pm
- Location: NYC
History:
The Monacoran empire was a joining of the Andoran and Monacoran nations into a snigle nation, after they had each started to expand into Europe. The Empire itself conquered most of the world, excluding southern Africa, Bhutan, Southern Tip of the Indian Peninsula, and Switzerland.m After two and a half centuries of having such a large nation, unrest grew, there was disagreement on the Royal (though subservient to the Parliment it is still very important, especially the MIlitary Branch) level, which finally brewed to all out civil war. Finally provincal regiments began declaring independence from the nation, the newly appointed political prince seeing a hopeless situation, and with the support of the military prince, declared that all provinces of the empire which had a majority of citizens show the will to leave the empire in a vote, could leave. All Provinces over the next ten years eventually left the empire, except for those around Andora, the new home of the UN, and the location of the parliment, Monaco, the Royal Home and base of the military, and the islands of Japan, who stayed for political reasons way to deep to get into here.
It was one of the last nations to get into space, and when it did it only did so half-heartedly. After many militiristic defeats in naval combat colonization was tried for one last time, this time rather then go to a populated planet/system the Monacoran Command picked a system, nicknamed Far Point, far (one weeks travel at top speed) away, that a small probe had found to have a aparently habitable planet. The fleet when it arrived, however, found a already populated planet by two Indiginous species, living in 1920s earth tech level. The countries on this planet convened, and shocked by this arrival of Aliens to the planet, and impressed by the history of this nation agreed to join the Empire. Only one nation, which was moderatly advanced, on the planet did not join, and in fact attacked a nation that had joined. The Monacoran Army unit that was attached to the colonial fleet almost immeadietly tore through the rogue nation, and conquered it completly in less then two weeks.
Currently the nation is just finishing updating the Kelmen, and the Yvarma (the races living on Far Point) to modern Technology levels. This system's location is very closley guarded, to prevent any attacks by enemy nations on the planet or any of the two other planets within the system. The only other planet held outside the Far Point system is a Gas Giant, Mardup, in a well known system, the moons of which are very mineral rich and somewhat valuble. Also of note is that there arre 10 orbital colonies orbiting Mardup.
Culture/Government:
The culture of the Humans on Earth greatly revere the Army, and recognize that without the Army the Nation would probably be a rather nondescript. Other then that there are many different sub cultures of the Monacoran Civilazation, it is notably libertarian though, and lets companies grow rather large with only sufficent checks to make sure that they aren't pulling anything seriously Illegal.
All citizens of the Empire, wether they be Human, Yvarma, or Kelman strongly respect the parliment that runs the nation. With three seperate levels to ensure total fairness, everyone is represented well, and very few injustices take place.
The government is structured around three systems, Parliment with the houses representing Provinces, Population, and species (though this house rarely does anything.) The court system which deals with crimes, and civil suits. And the Princes, whith one representing the politcal interests of the nation's interior. The other one, however, represents the military, and is its supreme commander, this helps to channel the energy of the most funded part of the nation, and one of the highest precentage wise in all nations. He also acts as a check to the government, making sure that it never oversteps its grown, as the MIlitary prince stays, by historical tradition all throughout the history of the empire, way out of political debates.
Military:
The Army of the Monacoran Empire is one of the best anywhere in quality, with the air wing that belongs to it. These men and women can take on three to one odds and still kick but. However it wasn't as large as it is now with the recent influx of Yvarma and Kelmen recruits bolstering their numbers. This influx, however, has not effected its military's standard of quality.
For every good side though, there is a bad side. This comes out in the Monacoran Astral Navy, never top of the line, it has falen beyond all repair in the past. With it blowing five to one odds on occasion. Recently, the navy has switched tactics, rather then having a large mobile force it has a small mobile force designed around not getting captured, and only offering protection from pirates. In the navy's place it uses large defense platforms which look like orbiting colonies, and are armed to the teeth with deadly weapons. Put over planets in the Far Point system, and orbiting marduk with the Colonies, to protect these planets from what the Navy command has seen as the inevitable attack, and most likley an inevitable defeat.
Technology:
To come when a wider agreement has come through on the STGOD players.
The only thing of note, is that the Navy has no artifical gravity technology, outside of centrifugal force. And that isn't even used much to help dissuade boarders, and to give an edge to the Monacoran marines which are on par with the Army in quality.
Population:
Earth:
European Teritories (Iberian Peninsula, and all of France, stopping at the German border, around Switzerland, which is still independent, and some of western north Italy) ~180-210 million (20 million of which are either Yvarma or Kelmen)
Nippon Province: ~100 Million (10 million of these are either Yvarma or Kelmen.)
Brazil Province- 160 million people
Middle East Province (From The border of modern turkey, east to 200 miles beyond Maswil, to the same parallel of Medina, below that is “New Arabia, a closely allied state. To the east it goes to the Mediteranian, including the Sinai) – 100 Million
Mardup Space Colonies: ~20 Million
Far Point System:
(Compilation of the many provinces here)
~2.2 billion
1 Billion Kelmen
1.2 Billion Yvarma
and 2 million Humans
Far Point Space Colonies:
~10 million people of many Different Species.
The Monacoran Astral Navy:
The Monacoran Astral Navy sucks beyond all belief with battleships, with the un-offical motto of the mobile branch of the Navy being "Fuck Fuck Fuck Fuck Fuck Fuck ::muffled explosion, and then static::" The ships are badly equiped, slow, and have no gravity to help repel boarders because the Space Marines are well equiped for zero G fighting. These ships are now used mainly to repel pirates, but are also assigned to guard colonies and battle-stations.
On the other hand,the battle-station branch of the navy is relativley decent, Manning massive space stations with multiple rings providing centrifugal gravity. The stations are armed to the teeth with every possible weapon and are shielded up the Wazooo. Best of all these are often placed in the proximity of colony space statios (which are also lightly armed), making enemies less likley to attack for fear of killing millions of civillians.
Astral Navy:
Battle Ship Classes:
Zugzwang Class:
20 Missle Launchers with various missle types available
10 Mass Driver Cannons
40 X-Ray Lasers
2 Very High Yield Pulse Laser Cannons(front facing only, not rotatable or turret mounted)
Porcupine Class:
80 Missle Launchers (with Various Types available)
5 Mass Driver Cannons
10 X-Ray Lasers
Malachi Class Destroyer (The only Class of Destroyer):
20 X-Ray Cannons
5 Mass Driver Cannons
40 Point Defense Cannons (anti-Military)
Monacoran Class Carrier (Only Active Class):
10 X-Ray Cannons
5 M/AM Cannons
5 Mass Driver Cannons
Compliment of 100+ Fighters
Battle Stations: (Each One is different, here is the average Station Ring's (5 on each station) compliment)
400 X-Ray Lasers
50 Missle Launch Tubes
30 M/AM cannons
20 Mass Drivers
2 (one at Each End) High Yield Pulse Laser Cannons
20 Star Fighters (Only Standardized thing per Station)
Edit, added this ship now:
Hyper Driver (a massive ship, designed just to launch giant asteroids at planets):
1 Mass Cannon
20 Anti-Missle Lasers
Fleet Size and Deployment:
First Fleet:
Deployment: Earth to Far Point Escort fleet.
Make-up:
4 Zugzwang BattleShips
2 Porcupine BattleShips
2 Monacoran Carriers
20 Malachi Destroyers
+ Support Ships
Second Fleet
Deployment: Earth to Far Point Escort fleet.
Make-up
6 ZugZwang BattleShips
1 Monacoran Carrier
25 Malachi Destroyers
+ Support Ships
Third Fleet
Deployment: Earth to Far Point Escort Fleet
Make-up:
4 ZugZwang battleships
1 Porcupine Battleship
1 Monacoran Carrier
15 Malachi Destroyers
+ Support Ships
Fourth Fleet:
Deployment: Mardup Defense Fleet (seperate from the Mardup Carrier Group)
Make-up:
4 Porcupine Battleships
4 Zugzwang Battleships
2 Monacoran Carriers
22 Malachi Destroyers
+ Support Ships
Fifth Fleet:
Deployment: Far Point System Defense Fleet
Make-Up:
4 Zugzwang Battleships
4 Monacoran Carriers
20 Malachi Destroyers
+ Support Ships
Sixth Fleet:
Deploment: Far Point Colony Defense Fleet
Make-Up:
6 Zugzwang Battleships
2 Monacoran Carriers
10 Malachi Destroyers
+ Support Ships
Seventh Fleet:
Deployment: Far Point Perimeter Defense Fleet
Make-Up:
(all are refited with long range sensors, and extended range weapons)
2 Zugzwang Battleships
4 Porcupine Battleships
2 Monacoran Carriers
28 Malachi Destroyers
+Support Fleet
Eighth Fleet:
Deployment: Earth Defense Fleet, currently being re-deployed to Defend joint Monacoran, Keilend, Floater colony.
Make-up:
6 Zugzwang Battleships
2 Porcupine Battleships
4 Monacoran Carriers
20 Malachi Destroyers
+Support Fleet
Hyper-Driver Fleet
Deployment: Deep Space, but redeployable to within range of habitable teritory relativley quickly.
Make-Up:
4 Hyper-Drivers
3 Porcupine Battleships
1 Monacoran Carrier
10 Malachi Destroyers
+Support Fleet
Mardup Carrier Group
Deployment: Mardup Colonies, Close Proximity Deployment. Sole Job is to provide support for the Battle-Stations and Colonies against Enemies
Make-Up:
10 Monacoran Carriers
+Support Ships
Total: 242 Ships
Battle Station Deployment:
5 Orbiting Mardup with the Colonies
2 Orbiting Earth
20 Spread Through out the Far Point System (6 orbiting each planet, with 2 placed in incoming shipping lanes)
Total: 27 Stations
Grand Total: 279 Battle Entities
The Monacoran Army
The Army of the Monacoran Nation (interchangeable with Monacoran Empire, and the nation of Monacora, sometimes it is even exchanged for the nation of Monaco, or Andorra, but this is rare, and even rarer officially) is a well trained, well organized, and top of the line machine. The best of the line regiments, like the Monacoran 10th, can easily take five to one odds, and still pull out a complete victory, even the worst of the Garrison Regiments (the backwaters of the army) can usually take two to one odds and pull off a victory.
Command Structure:
The Ranking system of the Monacoran Army is quite similar to the ranking system for the old United States Army, upon which the army was first based. The only exception being the Military Prince, he is a dynastical regent who has trained for this job for life, and is in complete control of the Monacoran Military, though he also has the official rank, and pay, of an Army Colonel. He also commands the 10th Monacoran Regiment, the best of the best of the best of the Monacoran Army, the first company of which acts as his de facto bodyguard.
Officer Rankings- (units which the rank commands):
Military Prince-Entire Military/Regiment
Supreme General-Entire Army
General-Army/Theater
Lieutenant General-Army
Major General-Division
Brigade General-Brigade
Colonel- Regiment
Lieutenant Colonel- Regiment/Battalion
Major-Battalion/Company
Captain- Company
Leutnat-Lance
Lieutenant- Combat Unit
Enlisted Rankings:
Command Sergeant
Sergeant Major
First Sergeant
Sergeant First Class
Chief Staff Sergeant
Staff Sergeant
Sergeant
First Corporal
Corporal
Private
Unit Organizations:
The Monacoran Army is based around the Regiment; this is the base unit that participates in battle. These are commanded by Lieutenant Colonels, and Colonels though Colonels are usually only assigned to the bigger, or more prestigious regiments. The Regiment has expanded as the army has conquered more territory and more men were enlisted, so to deal with the bigger size and more fighting power they had they created the Heavy Regiment, the Reinforced regiment, and the Regimental Combat Team. Though all, except for Regimental Combat Teams, are simply call regiments.
Three battalions make up a regiment, though four make a Heavy Regiment, five a Reinforced Regiment, and eight a regimental combat team (see below.) Three companies always make up a regiment, and four lances always make up a company. However three to six combat units can make up a lance depending on the type of unit it is part of.
The organization for Artillery is slightly different, its base unit is called an “Artillery Unit” this consists of 20-25 artillery pieces, 5 mobile missile batteries, and 5 spotter probe drones. There is generally one artillery unit attached to a Garrison Regiment, 2 to a regiment, 3 to a reinforced regiment, 4 to a heavy regiment, and 4 or 5 to a regimental combat team. The Organization for the Aerial Wing of the Monacoran Force also follows a different structure, with a base unit (also called a battalion with an RCT) being made up of 10 air wings, which is made of five aid Squadrons, which is each made of two air groups, and each air group contains four Fighter/Bombers.
A Regimental Combat Team, RCT for short, is a combination of three infantry regiments, three armor regiments, and two air battalions (sometimes this is traded out for an extra infantry of armor regiment) in one combined unit, under one commander. These are very effective, and have been war-gamed to be able to take on, and eradicate two heavy regiments at once with a good level of consistency.
A garrison regiment is a regiment (or a Heavy or Reinforced regiment) of the Army which is designed primarily to defend territory, these regiments are considered worse then the rest of the army, but that still puts them two notches above any other army there is.
As a side note Monacoran Marines do use the same combat organization system, but they do not have dedicated armor regiments as they rarely use armor in combat, rather they use light combat vehicles and anti-armor weapons.
(I would also like to thank BattleTech for providing me with a good lot of the org chart)
Unit Listings:
These are the regiments of the Army with their current location, and quality level included. A note of size, a standard regiment is just over a division in size, a heavy regiment is a one third larger then a division, a reinforced regiment two thirds, an RCT is roughly equal to 2 and 2/3rd divisions. There are also 20 reserve regiments available to be called apon from the civilian corps.
1st Monacoran RCT-Best-Monacoran/Pan-Slavic/New Roman Front
2nd Monacoran RCT-Best-Monacoran/Pan-Slavic/New Roman Front
3rd Monacoran RCT- Best-Far Point Defense
10th Monacoran (Heavy) Regiment (Infantry)-Best (Considered, and Actually is the best regiment)-Monaco
1st Andorran Lancers Reinforced Regiment (Armor)-Good-Andorra
2nd Andorran Lancers RCT-Best-Middle Eastern Patrol
3rd Andorran Lancers Heavy Regiment (Infantry)-Best-Middle Eastern Patrol
4th Andorran Lancers RCT- Good- Far point Defense
5th Andorran Regiment (Armor)- Good- Far point Defense
6th Andorran Regiment (Armor) - Good- Far point Defense
7th Andorran Reinforced Regiment (Infantry) - Good- Far point Defense
8th Andorran Heavy Regiment (Infantry)- Best- Far point Defense
4th Russian Legion RCT-Best-Monacoran/Pan-Slavic/New Roman Front (One of the few regiments left that was created in an area not under current Monacoran Control)
Duncan’s Division (actually an RCT) - Best-Brazilian Defense
1st Portuguese Regiment (Armor) - Good- Far point Defense
2nd Portuguese Heavy Regiment (Armor) – Good – Far point Defense
3rd Portuguese RCT- Good- Far point Defense
4th Portuguese Reinforced Regiment (Infantry) - Good- Far point Defense
5th Portuguese Heavy Regiment (Armor) – Best – Far point Defense
6th Portuguese Reinforced Regiment (Armor) – Good – Far Point Defense
7th Portuguese Heavy Regiment (Armor) – Good- Brazilian Defense
8th Portuguese Reinforced Regiment (Armor) – Best – Brazilian Defense
2nd Legion of Seville (Infantry Heavy Regiment)- Average – Monacoran/Pan-Slavic/New Roman Front
1st Mellican Heavy Regiment (Infantry)-Good- Nipponese Province
2nd Mellican Regiment (Armor)- Good- Nipponese Province
3rd Mellican Heavy Regiment (Armor)- Good- Far Point Defense
4th Mellican RCT- Best- Far Point Defense
5th Mellican RCT- Good-Brazilian Defense
6th Mellican RCT- Good-Brazilian Defense
7th Mellican RCT- Good- Far Point Defense
8th Mellican Heavy Regiment (Armor)- Good- Far Point defense
9th Mellican Heavy Regiment (Armor)- Good- Far Point defense
10th Mellican RCT- Good- Far Point Defense
1st Canturan Reinforced Regiment (Infantry)-Best- Middle East Patrol
2nd Canturan Reinforced Regiment (Armor)- Best- Middle East Patrol
3rd Canturan RCT- Good- Middle East Patrol
4th Canturan RCT- Good- Brazilian Defense
5th Canturan RCT- Good- Brazilian Defense
6th Canturan RCT- Good- Far Point defense
7th Canturan RCT- Good- Far Point defense
8th Canturan RCT- Good- Monacoran/Pan-Slavic/New Roman Front
1st Sapporon Samurais (Infantry Regiment)- Good- Middle East Patrol
2nd Sapporon Samurais (Infantry Regiment)- Good- Middle East Patrol
3rd Sapporon Samurais (Infantry Regiment)- Good- Middle East Patrol
4th Sapporon Samurais (Infantry Regiment)- Good- Middle East Patrol
5th Sapporon Samurais (Infantry Regiment)- Good- Middle East Patrol
6th Sapporon Samurais (Infantry Regiment)- Good- Middle East Patrol
7th Sapporon Samurais (Infantry Regiment)- Good- Brazillian Defense
8th Sapporon Samurais (Infantry Regiment)- Best- Far Point Defense
9th Sapporon Samurais (Infantry Regiment)- Good- Far Point Defense
10th Sapporon Samurais (Infantry Regiment)- Good- Far Point Defense
51 Regiments
5 on the Monacoran/Pan-Slavic/New Roman Front
1 in Monaco
1 in Andorra
23 on Far Point
11 on Middle East Patrol
10 on Brazilian Defense
There are also 31 Garrisonal Regiments, they are all qualified as Average Quality, and they are all normal Regimental size, except where otherwise indicated.
5 are posted on the Monacoran/Pan-Slavic/New Roman Front. 3 Armor regiments, and two infantry Regiments
17 are posted on Far Point. 7 Armor Regiments, and 10 infantry Regiments
4 are posted on Middle East Patrol- 3 Infantry, and 1 armor Regiment
and 5 are posted on Brazilian Defense, 3 Armor, and 2 Infantry regiments.
Equipment:
Every Monacoran soldier is provided with Body Armor that collects water gathered from the sweat of the wearer in it, although desert assigned units can access this for drinking, mostly it is used to diffuse laser blasts. On the exterior it also has the ability to stop most high velocity projectiles. The suit also contains night vision helmet, with an IFF identifier, storage pockets for two weeks rations, enough spare ammo to last an infantry soldier 20 days, and a cooling/heating unit to ensure no efficiency loss due to temperature. Built into the helmet is a com system, sound dampeners so that words spoken into the comm. System are not heard by eavesdropping adversaries or detection devices, and (for officers or the ad hoc commander of a unit) a unit listing showing casualties and vital statistics of members of the combat unit. It also carries up to twenty five grenades of various types, though most common are the standard explosives grenade or a fragmentation grenade
The Rifle comes with an automatic rifle, and a laser (with settings of pulse, continuous beam, or single shot) built in one on top of the other. A three blade bayonet, forming an upside down U, that is stabbed out and then retracted, and the capacity to carry an under-slung weapon.
Every regiment has least one portable shield generator per battalion to protect them against aerial bombardment and most have one per company. These are similar to the kinds that they use to protect Far Point. These shields can be set to cover an area from the Radius of a few meters to two kilometers. The shield generators causes an interference with all kinds of anti-gravity and non-air cushion hover craft that are un-able to be worked out without compromising the shield’s usefulness and strength
Every battalion, and almost every company now, has at least one inter-stellar transport, these are used to carry vehicles, men, equipment, and everything else from planet to planet, and from system to system. They have no armament besides a few bombs used to clear a landing zone for transports, and occasionally dropped on enemy fortified positions, and two heavy machine guns used to help eliminate enemy opposition in the landing zone. They are also lightly armored, rather then using armor they protect themselves with the almost (it takes somewhere between six and eight focused scans, and at least two gravitational scans in the best of conditions for the detector to find them) un-detectable cloaking system installed on every transport.
Training:
In order to become an officer a student must go through a military academy for six years, the two major academies are located just outside Monaco, and one is located on Far-Point. Though there are four or five minor academies. In the academies a student is taught everything that he/she will need to know in the next years of his service in the Army, from command tactics and strategy, to organization, to individual tactics and strategy. All academies also have, just like in the boot camps, a radiation-emitting device near the dorms. These devices apply small doses at first, and then larger and larger doses of radiation over time building up a resistance to radiation, allowing Monacoran troops more mobility in radioactive areas.
I probably missed some stuff on the way, sorry.
The Monacoran empire was a joining of the Andoran and Monacoran nations into a snigle nation, after they had each started to expand into Europe. The Empire itself conquered most of the world, excluding southern Africa, Bhutan, Southern Tip of the Indian Peninsula, and Switzerland.m After two and a half centuries of having such a large nation, unrest grew, there was disagreement on the Royal (though subservient to the Parliment it is still very important, especially the MIlitary Branch) level, which finally brewed to all out civil war. Finally provincal regiments began declaring independence from the nation, the newly appointed political prince seeing a hopeless situation, and with the support of the military prince, declared that all provinces of the empire which had a majority of citizens show the will to leave the empire in a vote, could leave. All Provinces over the next ten years eventually left the empire, except for those around Andora, the new home of the UN, and the location of the parliment, Monaco, the Royal Home and base of the military, and the islands of Japan, who stayed for political reasons way to deep to get into here.
It was one of the last nations to get into space, and when it did it only did so half-heartedly. After many militiristic defeats in naval combat colonization was tried for one last time, this time rather then go to a populated planet/system the Monacoran Command picked a system, nicknamed Far Point, far (one weeks travel at top speed) away, that a small probe had found to have a aparently habitable planet. The fleet when it arrived, however, found a already populated planet by two Indiginous species, living in 1920s earth tech level. The countries on this planet convened, and shocked by this arrival of Aliens to the planet, and impressed by the history of this nation agreed to join the Empire. Only one nation, which was moderatly advanced, on the planet did not join, and in fact attacked a nation that had joined. The Monacoran Army unit that was attached to the colonial fleet almost immeadietly tore through the rogue nation, and conquered it completly in less then two weeks.
Currently the nation is just finishing updating the Kelmen, and the Yvarma (the races living on Far Point) to modern Technology levels. This system's location is very closley guarded, to prevent any attacks by enemy nations on the planet or any of the two other planets within the system. The only other planet held outside the Far Point system is a Gas Giant, Mardup, in a well known system, the moons of which are very mineral rich and somewhat valuble. Also of note is that there arre 10 orbital colonies orbiting Mardup.
Culture/Government:
The culture of the Humans on Earth greatly revere the Army, and recognize that without the Army the Nation would probably be a rather nondescript. Other then that there are many different sub cultures of the Monacoran Civilazation, it is notably libertarian though, and lets companies grow rather large with only sufficent checks to make sure that they aren't pulling anything seriously Illegal.
All citizens of the Empire, wether they be Human, Yvarma, or Kelman strongly respect the parliment that runs the nation. With three seperate levels to ensure total fairness, everyone is represented well, and very few injustices take place.
The government is structured around three systems, Parliment with the houses representing Provinces, Population, and species (though this house rarely does anything.) The court system which deals with crimes, and civil suits. And the Princes, whith one representing the politcal interests of the nation's interior. The other one, however, represents the military, and is its supreme commander, this helps to channel the energy of the most funded part of the nation, and one of the highest precentage wise in all nations. He also acts as a check to the government, making sure that it never oversteps its grown, as the MIlitary prince stays, by historical tradition all throughout the history of the empire, way out of political debates.
Military:
The Army of the Monacoran Empire is one of the best anywhere in quality, with the air wing that belongs to it. These men and women can take on three to one odds and still kick but. However it wasn't as large as it is now with the recent influx of Yvarma and Kelmen recruits bolstering their numbers. This influx, however, has not effected its military's standard of quality.
For every good side though, there is a bad side. This comes out in the Monacoran Astral Navy, never top of the line, it has falen beyond all repair in the past. With it blowing five to one odds on occasion. Recently, the navy has switched tactics, rather then having a large mobile force it has a small mobile force designed around not getting captured, and only offering protection from pirates. In the navy's place it uses large defense platforms which look like orbiting colonies, and are armed to the teeth with deadly weapons. Put over planets in the Far Point system, and orbiting marduk with the Colonies, to protect these planets from what the Navy command has seen as the inevitable attack, and most likley an inevitable defeat.
Technology:
To come when a wider agreement has come through on the STGOD players.
The only thing of note, is that the Navy has no artifical gravity technology, outside of centrifugal force. And that isn't even used much to help dissuade boarders, and to give an edge to the Monacoran marines which are on par with the Army in quality.
Population:
Earth:
European Teritories (Iberian Peninsula, and all of France, stopping at the German border, around Switzerland, which is still independent, and some of western north Italy) ~180-210 million (20 million of which are either Yvarma or Kelmen)
Nippon Province: ~100 Million (10 million of these are either Yvarma or Kelmen.)
Brazil Province- 160 million people
Middle East Province (From The border of modern turkey, east to 200 miles beyond Maswil, to the same parallel of Medina, below that is “New Arabia, a closely allied state. To the east it goes to the Mediteranian, including the Sinai) – 100 Million
Mardup Space Colonies: ~20 Million
Far Point System:
(Compilation of the many provinces here)
~2.2 billion
1 Billion Kelmen
1.2 Billion Yvarma
and 2 million Humans
Far Point Space Colonies:
~10 million people of many Different Species.
The Monacoran Astral Navy:
The Monacoran Astral Navy sucks beyond all belief with battleships, with the un-offical motto of the mobile branch of the Navy being "Fuck Fuck Fuck Fuck Fuck Fuck ::muffled explosion, and then static::" The ships are badly equiped, slow, and have no gravity to help repel boarders because the Space Marines are well equiped for zero G fighting. These ships are now used mainly to repel pirates, but are also assigned to guard colonies and battle-stations.
On the other hand,the battle-station branch of the navy is relativley decent, Manning massive space stations with multiple rings providing centrifugal gravity. The stations are armed to the teeth with every possible weapon and are shielded up the Wazooo. Best of all these are often placed in the proximity of colony space statios (which are also lightly armed), making enemies less likley to attack for fear of killing millions of civillians.
Astral Navy:
Battle Ship Classes:
Zugzwang Class:
20 Missle Launchers with various missle types available
10 Mass Driver Cannons
40 X-Ray Lasers
2 Very High Yield Pulse Laser Cannons(front facing only, not rotatable or turret mounted)
Porcupine Class:
80 Missle Launchers (with Various Types available)
5 Mass Driver Cannons
10 X-Ray Lasers
Malachi Class Destroyer (The only Class of Destroyer):
20 X-Ray Cannons
5 Mass Driver Cannons
40 Point Defense Cannons (anti-Military)
Monacoran Class Carrier (Only Active Class):
10 X-Ray Cannons
5 M/AM Cannons
5 Mass Driver Cannons
Compliment of 100+ Fighters
Battle Stations: (Each One is different, here is the average Station Ring's (5 on each station) compliment)
400 X-Ray Lasers
50 Missle Launch Tubes
30 M/AM cannons
20 Mass Drivers
2 (one at Each End) High Yield Pulse Laser Cannons
20 Star Fighters (Only Standardized thing per Station)
Edit, added this ship now:
Hyper Driver (a massive ship, designed just to launch giant asteroids at planets):
1 Mass Cannon
20 Anti-Missle Lasers
Fleet Size and Deployment:
First Fleet:
Deployment: Earth to Far Point Escort fleet.
Make-up:
4 Zugzwang BattleShips
2 Porcupine BattleShips
2 Monacoran Carriers
20 Malachi Destroyers
+ Support Ships
Second Fleet
Deployment: Earth to Far Point Escort fleet.
Make-up
6 ZugZwang BattleShips
1 Monacoran Carrier
25 Malachi Destroyers
+ Support Ships
Third Fleet
Deployment: Earth to Far Point Escort Fleet
Make-up:
4 ZugZwang battleships
1 Porcupine Battleship
1 Monacoran Carrier
15 Malachi Destroyers
+ Support Ships
Fourth Fleet:
Deployment: Mardup Defense Fleet (seperate from the Mardup Carrier Group)
Make-up:
4 Porcupine Battleships
4 Zugzwang Battleships
2 Monacoran Carriers
22 Malachi Destroyers
+ Support Ships
Fifth Fleet:
Deployment: Far Point System Defense Fleet
Make-Up:
4 Zugzwang Battleships
4 Monacoran Carriers
20 Malachi Destroyers
+ Support Ships
Sixth Fleet:
Deploment: Far Point Colony Defense Fleet
Make-Up:
6 Zugzwang Battleships
2 Monacoran Carriers
10 Malachi Destroyers
+ Support Ships
Seventh Fleet:
Deployment: Far Point Perimeter Defense Fleet
Make-Up:
(all are refited with long range sensors, and extended range weapons)
2 Zugzwang Battleships
4 Porcupine Battleships
2 Monacoran Carriers
28 Malachi Destroyers
+Support Fleet
Eighth Fleet:
Deployment: Earth Defense Fleet, currently being re-deployed to Defend joint Monacoran, Keilend, Floater colony.
Make-up:
6 Zugzwang Battleships
2 Porcupine Battleships
4 Monacoran Carriers
20 Malachi Destroyers
+Support Fleet
Hyper-Driver Fleet
Deployment: Deep Space, but redeployable to within range of habitable teritory relativley quickly.
Make-Up:
4 Hyper-Drivers
3 Porcupine Battleships
1 Monacoran Carrier
10 Malachi Destroyers
+Support Fleet
Mardup Carrier Group
Deployment: Mardup Colonies, Close Proximity Deployment. Sole Job is to provide support for the Battle-Stations and Colonies against Enemies
Make-Up:
10 Monacoran Carriers
+Support Ships
Total: 242 Ships
Battle Station Deployment:
5 Orbiting Mardup with the Colonies
2 Orbiting Earth
20 Spread Through out the Far Point System (6 orbiting each planet, with 2 placed in incoming shipping lanes)
Total: 27 Stations
Grand Total: 279 Battle Entities
The Monacoran Army
The Army of the Monacoran Nation (interchangeable with Monacoran Empire, and the nation of Monacora, sometimes it is even exchanged for the nation of Monaco, or Andorra, but this is rare, and even rarer officially) is a well trained, well organized, and top of the line machine. The best of the line regiments, like the Monacoran 10th, can easily take five to one odds, and still pull out a complete victory, even the worst of the Garrison Regiments (the backwaters of the army) can usually take two to one odds and pull off a victory.
Command Structure:
The Ranking system of the Monacoran Army is quite similar to the ranking system for the old United States Army, upon which the army was first based. The only exception being the Military Prince, he is a dynastical regent who has trained for this job for life, and is in complete control of the Monacoran Military, though he also has the official rank, and pay, of an Army Colonel. He also commands the 10th Monacoran Regiment, the best of the best of the best of the Monacoran Army, the first company of which acts as his de facto bodyguard.
Officer Rankings- (units which the rank commands):
Military Prince-Entire Military/Regiment
Supreme General-Entire Army
General-Army/Theater
Lieutenant General-Army
Major General-Division
Brigade General-Brigade
Colonel- Regiment
Lieutenant Colonel- Regiment/Battalion
Major-Battalion/Company
Captain- Company
Leutnat-Lance
Lieutenant- Combat Unit
Enlisted Rankings:
Command Sergeant
Sergeant Major
First Sergeant
Sergeant First Class
Chief Staff Sergeant
Staff Sergeant
Sergeant
First Corporal
Corporal
Private
Unit Organizations:
The Monacoran Army is based around the Regiment; this is the base unit that participates in battle. These are commanded by Lieutenant Colonels, and Colonels though Colonels are usually only assigned to the bigger, or more prestigious regiments. The Regiment has expanded as the army has conquered more territory and more men were enlisted, so to deal with the bigger size and more fighting power they had they created the Heavy Regiment, the Reinforced regiment, and the Regimental Combat Team. Though all, except for Regimental Combat Teams, are simply call regiments.
Three battalions make up a regiment, though four make a Heavy Regiment, five a Reinforced Regiment, and eight a regimental combat team (see below.) Three companies always make up a regiment, and four lances always make up a company. However three to six combat units can make up a lance depending on the type of unit it is part of.
The organization for Artillery is slightly different, its base unit is called an “Artillery Unit” this consists of 20-25 artillery pieces, 5 mobile missile batteries, and 5 spotter probe drones. There is generally one artillery unit attached to a Garrison Regiment, 2 to a regiment, 3 to a reinforced regiment, 4 to a heavy regiment, and 4 or 5 to a regimental combat team. The Organization for the Aerial Wing of the Monacoran Force also follows a different structure, with a base unit (also called a battalion with an RCT) being made up of 10 air wings, which is made of five aid Squadrons, which is each made of two air groups, and each air group contains four Fighter/Bombers.
A Regimental Combat Team, RCT for short, is a combination of three infantry regiments, three armor regiments, and two air battalions (sometimes this is traded out for an extra infantry of armor regiment) in one combined unit, under one commander. These are very effective, and have been war-gamed to be able to take on, and eradicate two heavy regiments at once with a good level of consistency.
A garrison regiment is a regiment (or a Heavy or Reinforced regiment) of the Army which is designed primarily to defend territory, these regiments are considered worse then the rest of the army, but that still puts them two notches above any other army there is.
As a side note Monacoran Marines do use the same combat organization system, but they do not have dedicated armor regiments as they rarely use armor in combat, rather they use light combat vehicles and anti-armor weapons.
(I would also like to thank BattleTech for providing me with a good lot of the org chart)
Unit Listings:
These are the regiments of the Army with their current location, and quality level included. A note of size, a standard regiment is just over a division in size, a heavy regiment is a one third larger then a division, a reinforced regiment two thirds, an RCT is roughly equal to 2 and 2/3rd divisions. There are also 20 reserve regiments available to be called apon from the civilian corps.
1st Monacoran RCT-Best-Monacoran/Pan-Slavic/New Roman Front
2nd Monacoran RCT-Best-Monacoran/Pan-Slavic/New Roman Front
3rd Monacoran RCT- Best-Far Point Defense
10th Monacoran (Heavy) Regiment (Infantry)-Best (Considered, and Actually is the best regiment)-Monaco
1st Andorran Lancers Reinforced Regiment (Armor)-Good-Andorra
2nd Andorran Lancers RCT-Best-Middle Eastern Patrol
3rd Andorran Lancers Heavy Regiment (Infantry)-Best-Middle Eastern Patrol
4th Andorran Lancers RCT- Good- Far point Defense
5th Andorran Regiment (Armor)- Good- Far point Defense
6th Andorran Regiment (Armor) - Good- Far point Defense
7th Andorran Reinforced Regiment (Infantry) - Good- Far point Defense
8th Andorran Heavy Regiment (Infantry)- Best- Far point Defense
4th Russian Legion RCT-Best-Monacoran/Pan-Slavic/New Roman Front (One of the few regiments left that was created in an area not under current Monacoran Control)
Duncan’s Division (actually an RCT) - Best-Brazilian Defense
1st Portuguese Regiment (Armor) - Good- Far point Defense
2nd Portuguese Heavy Regiment (Armor) – Good – Far point Defense
3rd Portuguese RCT- Good- Far point Defense
4th Portuguese Reinforced Regiment (Infantry) - Good- Far point Defense
5th Portuguese Heavy Regiment (Armor) – Best – Far point Defense
6th Portuguese Reinforced Regiment (Armor) – Good – Far Point Defense
7th Portuguese Heavy Regiment (Armor) – Good- Brazilian Defense
8th Portuguese Reinforced Regiment (Armor) – Best – Brazilian Defense
2nd Legion of Seville (Infantry Heavy Regiment)- Average – Monacoran/Pan-Slavic/New Roman Front
1st Mellican Heavy Regiment (Infantry)-Good- Nipponese Province
2nd Mellican Regiment (Armor)- Good- Nipponese Province
3rd Mellican Heavy Regiment (Armor)- Good- Far Point Defense
4th Mellican RCT- Best- Far Point Defense
5th Mellican RCT- Good-Brazilian Defense
6th Mellican RCT- Good-Brazilian Defense
7th Mellican RCT- Good- Far Point Defense
8th Mellican Heavy Regiment (Armor)- Good- Far Point defense
9th Mellican Heavy Regiment (Armor)- Good- Far Point defense
10th Mellican RCT- Good- Far Point Defense
1st Canturan Reinforced Regiment (Infantry)-Best- Middle East Patrol
2nd Canturan Reinforced Regiment (Armor)- Best- Middle East Patrol
3rd Canturan RCT- Good- Middle East Patrol
4th Canturan RCT- Good- Brazilian Defense
5th Canturan RCT- Good- Brazilian Defense
6th Canturan RCT- Good- Far Point defense
7th Canturan RCT- Good- Far Point defense
8th Canturan RCT- Good- Monacoran/Pan-Slavic/New Roman Front
1st Sapporon Samurais (Infantry Regiment)- Good- Middle East Patrol
2nd Sapporon Samurais (Infantry Regiment)- Good- Middle East Patrol
3rd Sapporon Samurais (Infantry Regiment)- Good- Middle East Patrol
4th Sapporon Samurais (Infantry Regiment)- Good- Middle East Patrol
5th Sapporon Samurais (Infantry Regiment)- Good- Middle East Patrol
6th Sapporon Samurais (Infantry Regiment)- Good- Middle East Patrol
7th Sapporon Samurais (Infantry Regiment)- Good- Brazillian Defense
8th Sapporon Samurais (Infantry Regiment)- Best- Far Point Defense
9th Sapporon Samurais (Infantry Regiment)- Good- Far Point Defense
10th Sapporon Samurais (Infantry Regiment)- Good- Far Point Defense
51 Regiments
5 on the Monacoran/Pan-Slavic/New Roman Front
1 in Monaco
1 in Andorra
23 on Far Point
11 on Middle East Patrol
10 on Brazilian Defense
There are also 31 Garrisonal Regiments, they are all qualified as Average Quality, and they are all normal Regimental size, except where otherwise indicated.
5 are posted on the Monacoran/Pan-Slavic/New Roman Front. 3 Armor regiments, and two infantry Regiments
17 are posted on Far Point. 7 Armor Regiments, and 10 infantry Regiments
4 are posted on Middle East Patrol- 3 Infantry, and 1 armor Regiment
and 5 are posted on Brazilian Defense, 3 Armor, and 2 Infantry regiments.
Equipment:
Every Monacoran soldier is provided with Body Armor that collects water gathered from the sweat of the wearer in it, although desert assigned units can access this for drinking, mostly it is used to diffuse laser blasts. On the exterior it also has the ability to stop most high velocity projectiles. The suit also contains night vision helmet, with an IFF identifier, storage pockets for two weeks rations, enough spare ammo to last an infantry soldier 20 days, and a cooling/heating unit to ensure no efficiency loss due to temperature. Built into the helmet is a com system, sound dampeners so that words spoken into the comm. System are not heard by eavesdropping adversaries or detection devices, and (for officers or the ad hoc commander of a unit) a unit listing showing casualties and vital statistics of members of the combat unit. It also carries up to twenty five grenades of various types, though most common are the standard explosives grenade or a fragmentation grenade
The Rifle comes with an automatic rifle, and a laser (with settings of pulse, continuous beam, or single shot) built in one on top of the other. A three blade bayonet, forming an upside down U, that is stabbed out and then retracted, and the capacity to carry an under-slung weapon.
Every regiment has least one portable shield generator per battalion to protect them against aerial bombardment and most have one per company. These are similar to the kinds that they use to protect Far Point. These shields can be set to cover an area from the Radius of a few meters to two kilometers. The shield generators causes an interference with all kinds of anti-gravity and non-air cushion hover craft that are un-able to be worked out without compromising the shield’s usefulness and strength
Every battalion, and almost every company now, has at least one inter-stellar transport, these are used to carry vehicles, men, equipment, and everything else from planet to planet, and from system to system. They have no armament besides a few bombs used to clear a landing zone for transports, and occasionally dropped on enemy fortified positions, and two heavy machine guns used to help eliminate enemy opposition in the landing zone. They are also lightly armored, rather then using armor they protect themselves with the almost (it takes somewhere between six and eight focused scans, and at least two gravitational scans in the best of conditions for the detector to find them) un-detectable cloaking system installed on every transport.
Training:
In order to become an officer a student must go through a military academy for six years, the two major academies are located just outside Monaco, and one is located on Far-Point. Though there are four or five minor academies. In the academies a student is taught everything that he/she will need to know in the next years of his service in the Army, from command tactics and strategy, to organization, to individual tactics and strategy. All academies also have, just like in the boot camps, a radiation-emitting device near the dorms. These devices apply small doses at first, and then larger and larger doses of radiation over time building up a resistance to radiation, allowing Monacoran troops more mobility in radioactive areas.
I probably missed some stuff on the way, sorry.
'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
