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Interstellar Waltz (OOB)

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Interstellar Waltz (OOB)

Tips: 0.00 INK Postby TatersAndTots on Sun Nov 29, 2009 10:43 am

post916979.html#p916979 <=== OOC Here
post924020.html#p924020 <=== IC Here



This is where you will place your sheets. We all will have an easier time reviewing each others' when they are pulled out of the OOC and stuck here.

Nation Name: The Tchtter

Race: Hive. The Tchtter are an insectoid race, similar to rottwieler-sized beetles. They move on four legs, with two sets of arms. Think big-ass black beetles that walk with only their hind legs. Their heads are raised, with their neck-area moved back, to allow upright movement. They are covered in chitinous plates, but they are without the bulbous back parts. Actually, they look more like armored grubs with legs, then beetles. But hey, how can you tell when so many of them are scurrying around?

Nation Size: 60 Systems inhabited, many more surveyed by picket forces. It keeps the riff-raff out...

Government: Communist hive-mind. The t'cht'ter are one, and as such money is useless. Money is simply a way of making sure no one can lie on how much their work is worth. Seeing as the T'cht'ter cannot lie at all, there is no money. Possessions of any kind are useless as well. The T'cht'ter work for the greater good of the whole species.

Economy: None. The Collective is a single entity, so it does not need to trade. All transfers of wealth are carefully weighed and compared to be mos effective to the whole. It only trades with other races and nations, and then not very well. Trillions of dollars of medication for a few freighters of sawdust and crops is a good deal for the Collective. No one really understands why a being so smart deals in such a detrimental way, and the Collective isn't telling.

Religion: None.

History: In the beginning, there were many Collectives. The Tchtter as a race were always joined in a hive mind, but each group was its own. They could connect their minds together to speak, but each Collective was separate. A thousand years ago the Collectives decided to join. They all knew that fighting among themselves was stupid when they each only wanted the Tchtter to prosper. They merged their minds totally and created a single Collective. Thus the modern Tchtter race was created.

People of Importance(Non-Militarily):
The Collective: All the Tchtter are connected into one mental entity called the Collective. Instead of many minds linked with a few powerful ones (queens), it is one mind split between trillions of bodies. It is only one, and refers to itself as a single entity. All Tchtter are the Collective. It is also all of their biological constructs as well. Anything Tchtter has a brain, which gives its mental capacity to the Collective. What makes the T'cht'ter so dangerous is that the Collective gets smarter and faster as it gets larger, not the other way around. Each brain is larger than it needs, which means the extra brain power begins to form an extra space, unused in day-to-day running of things. This is used for extra things: military, science, diplomacy.

Strengths:
Industrial Heartland: The Collective does not understand the term 'break time'. They work till they collapse, then sleep and do it again the next day.

United. They all are connected by telepathy, obviously. No dissidence, no infiltration. No hiding... well, no hiding anything.

Tough. The Tchtter are extremely robust. Their armor can take hits that would smear most other squishy life forms, and they have redundant organs. Three hearts, an extra set of lungs, etc, as well as a stupidly-efficient immune system. And hell, they eat EVERYTHING. They'd eat tin cans if there was no food around. They also can secrete a rather potent acid/toxin from their claws/mandibles that can rapidly eat through most types of personal and vehicle armor.

Is The Ground Moving? There are lots of Tchtter. LOTS.

Cybernize! (Err i mean BIOIZE!): The Tchtter integrate their bio-tech like cybernetic implants, to the same effect as well.

Tough As A Coffin Nail: THEY SPIT ACID. Seriously, these things breed like space-cockroaches, and harder to kill to boot. They can live on so many worlds in one system because of their terraforming, which is too crude to support any life other than those as tough as the Tchtter.

Man-Machine Interface: Organic constructs can be controlled mentally, just like Queens control the rest of the Tchtter. They are used throughout the Tchtter's space. There are no keyboards or interfaces of any kind, so custom-splicing units must be made to allow other races to use Tchtter tech.

Network-Paradigm Processor: derp hive-mind "we all are legion" and all that fun stuff. T'cht'ter fleets act like one organism, all in perfect synch. Every ship knows exactly what every other ship knows.

Hangarize!: The Tchtter use lots of easily-grown fighters and dropships in their engagements. They hurl them like missiles, missiles that shoot and deposit hordes of ravenous Marine-forms into enemy hulls.

Better Than Your Strikecraft: The Tchtter grow their fighters with it's brain already armored and cushioned inside. Since the brain never moves, it is held in a way that allows Tchtter fighters to endure moves that would kill a pilot easily. They can hit accelerations that boggle conventional pilots, and can out-maneuver regular pilots. They are not very cunning, but that is another story.

Ghost In The Machine: The Tchtter use biological constructs extensively. Their fighters and their combat vehicles are autonomous. Some of their infantry is even artificial, namely their Shock Troopers.

History Trait: Warlike. The T'ch'ter leave most races alone, but the one time they had to kill a neighboring species, they devoured them all in a matter of months, down to the last infant.

Hyper-Technology Traits:
Field control: The Tchtter have the only organic gravity-control systems in the galaxy. Every ship can influence gravity to a degree, shunting debris away and messing with enemy projectiles. A fleet exerting its power together can lead to interesting results (can you say rip an asteroid base apart?).

Enerjax: The Tchtter can create and use Enerjax with their biotech, and use it extensively.

Advanced Biotechnology: The T'cht'ter have turned growing weapons of war from primordial goo into an art form. They can do it quickly and efficiently. They have an annoying habit of NEVER running out of missiles/fighters to hurl at their enemies. They can heal damage in the middle of the fight as well.

Gravity Sensors: The same organs that give Field Control can also sense gravity around the T'cht'ter ships. They will not hide, and neither can you.

Weaknesses:

Biotech: For all the self-healing, massive numbers, and low operating costs, biological ships are weak. Their armor is thinner and they are less efficient with defensive technologies. In open fights their numbers can be an advantage, but against entrenched opponents they fare badly. They suffer from a simple density of power. They may have four times the strength of the enemy, but if they cannot hit the enemy with all of it, they can be slaughtered in detail.

Sneak Around? Poppycock!: The Tchtter aren't dumb, but they have no idea about cunning. They don't really understand the concept that well, except on an intellectual level. But emotionally, they have no clue HOW to be stealthy.

Vulnerable To Bombardment. Tunnels don't fare well against missiles n shit. Extreme damage against orbital bombardments.

Green Soylent is People?!: They eat their prisoners, and chuck their remains into the growing vats if they do not need them. Humanoids are the best tasting, it is rumored, and they will be spared the least by the Tchtter.

Paranioa: The Tchtter do not understand lying very well, and react badly to it. Since almost all diplomacy is lies and half-truths, this can lead to rather tense negotiations, usually backed by a panicky hive fleet.

Not Diplomatic: The Collective does not lie. It can for extreme circumstances, but these times are rare. It cannot find a reason to change hard facts most of the time, which makes it painfully blunt during negotiations. It tends to insult diplomats when it doesn't intend to and to speak calculations that are confusing. It has a small number of allies it can call on as a result.

Dense: The Tchtter do not react well to radically different strategy changes. It uses the time-honored tradition of 'throw bodies at it until it breaks' when dealing with something it has not seen before. Tchtter forces tend to take higher casualties in engagements as a result.

Death Screams. Tchtter speak to each other all the time through their minds. When one dies violently, it reverts to an animal state and gives a single psychic scream before it perishes. All Tchtter do this and the Collective ignores it all the time. When millions die at once, say during an orbital bombardment, the screams drown out the Collective's control. Troops become animalistic and hysterical while ships and turrets are sluggish and erratic. Military constructs are modified to not do this scream, but Tchtter do it as a base mental function which makes the Collective unable to remove it. This mental jamming only works with civilian deaths.

Fighter-Dependent: Their military doctrine requires

Navy: Ship Classes and Numbers: (Make up details like the armour and shields, keep in mind the tech, what Hyper-tech you have etc.)

Class Name: Supercarrier
Ships in class:
Category:
Combat Designation:
Armor:
Shields:
Reactor:
Sensors:
Jump Drive or Reaper Drive: Which is it. (If the latter you MUST have the Hyper-Advanced trait to use it!)
Sublight Motors: (Engines)
Armament:
Hangar Complement: (If any)
Special Equipment: (If any)



Ground Armies:
Last edited by TatersAndTots on Tue Dec 01, 2009 7:56 pm, edited 1 time in total.

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Re: Interstellar Waltz (OOB)

Tips: 0.00 INK Postby KĂŠdai on Sun Nov 29, 2009 12:25 pm

United Solar Republic of Olympanus


Race(s):
  • Humans
    Humanity, as it has always been. The Humans of the USRO are mainly descendants of what used to be Australia and New Zealand, back when humanity was shackled to the Earth. As such, the accent has always remained, though it has been modified a tiny bit. Words and colloquialisms have remained, for the most part, though the language has panned out so that is is almost universal among all Humans. The Humans of the USRO are known for their technological genius, as well as their rugged physique.
  • Constructs
    Creations of the Humans of the USRO, Constructs are the most advanced AI programs ever to grace the galaxy. They were once simple servants to the Humans, but over time, they have evolved of their own accord, their cybernetic "brains" learning for themselves. After the Great Rebellion, the freedoms and rights that Constructs had been fighting for for so long were finally given to them, and they became a full-fledged sister-race.

    Constructs are made of a synthetic material that serves as a "Skin", while all internal machinery and systems are housed inside. This "Skin" is translucent, with a slightly blue tinge. The Constructs' "Eyes" are photoreceptive orbs that have an opening where the "Pupil" would be. These are a bright cyan color. And Constructs have no hair. Other than that, they are very close, physically, to humans.

Nation Size:
Type Three - 17 Systems

Government Type:
Monarchal Meritochracy
The USRO is led by a King other Queen, who earns his or her right to mount the throne through a grueling arena-style tournament. The best and brightest of the eight clans is chosen to lead them, and then they set off for the Capital Planet: Olympanai. Here, they participate in gladiatorial combat, each combatant either winning or losing a round, until only the final four are left. From here, each is separately test for mental strength, as well as intellectual expertise. Then, they are all four put into an arena, and told to fight until only one is left standing. They do not kill each other, oh no. The USRO isn't stupid enough to kill the best it has. But each is knocked unconscious, until only one is left. Then, they become the King or Queen.

Below the King/Queen are the Eight Houses. Each one has a Lord or Lady who represents them on the Court, and voices their opinions. They lead for their Clans until they die or are otherwise unable to represent the Clans fairly. At that point, another Lord or Lady is chosen, and they immediately step up to lead.

Each of the clans has it's own sub-government, and is free to rule as it wishes, under the strict supervision of the Court.

Important Government Figures:
  • Queen Andra Khorr; Queen of the Clans, and Lady of Clan Khorr
  • Lord Masalek Ordil; Lord of Clan Ordil
  • Lady Tirynn Ghek; Lady of Clan Ghek
  • Lord Raikal Teros; Lord of Clan Teros
  • Lord Tunek Faliinei; Lord of Clan Falinei
  • Lady Saeri Mahset; Lady of Clan Mahset
  • Lady Verayn Kaal; Lady of Clan Kaal
  • Lord Malakai Tanu; Lord of Clan Tanu

Economy:
Mercantilism: Controlled by the Tradelord and Tradelady, but open to private businesses, as long as they help the Clans.

Important Economic Leaders:
  • Tradelord Tekk Mahset; Co-leader of all things Economic
  • Tradelady Derasi Tanu; Co-leader of all things Economic

Religions:
N/A

Points of Interest:
(Coming Soon)

History:
(Coming Soon)




Strengths:
  • Implausibly Efficient Government:
    • The Queen, though kind and fair, won't take your crap. If something can be done to help, it will be done NOW.
  • Newtypes
    • The USRO has a long-time fascination with Psychic Abilities, and due to experimentation and genetic coding throughout the centuries, Psychic Abilities have become widespread. The most common of these is Telepathy, the ability to contact one another through thought.
  • SPACE MARINES!
    • Incredibly efficient and trained practically from birth, USRO soldiers are the elite of the elite, sparing no man his fate. Don't fuck with them.
  • Loyalty
    • Because of their close telepathic bond with each other, and the influence of the Clans, the people of the USRO are practically family. Each one knows the other on an intimate level, and they will fight to the end to protect their kinsmen.
  • Hard Workers
    • The USRO philosophy is this: Help one another, and we all succeed. Help yourself, and we all die.
  • Stupidly Brave
    • The Olympanians are known for their bravery and courage in battle, no matter what the odds. You want them on your side.
  • Not One Step Back!
    • The Republic is famous for it's relentless fleet, and will never back down from a challenge. This had led to many fantastic victories, but also to a few humiliating defeats.
  • Nanowanker
    • Efficiency is key in the Olympanus culture. Either you get it done, or everyone loses.
  • Plug'n'Play
    • If it doesn't fit into twelve different sockets, the Olympanians don't want it.
  • Eureka!
    • The people of the USRO are insatiable about technology. If they don't know how it works, they will. Within the hour.
  • Stealth Obsessed
    • The USRO is known for it's sneaky maneuvers and behind-the-back attacks. You've been warned.
  • HISTORICAL: Warlike
    • As the USRO has evolved and changed, it's neighbors have sought to overtake it. Through almost constant war, the people of Olympanus have honed themselves as a culture, and are resilient.

Weaknesses:
  • Isolationist
    • The Clans have, historically, been loners. Not relying on other to help them, they tend to want to do everything by themselves, even if that puts them at a severe disadvantage.
  • Proud
    • The Olympanians are a proud people, and sometimes that can get in the way of diplomatic relations. If they think someone is of lesser value to them, they tend to not like them.
  • Stupidly Brave/Not One Step Back!
    • Well, sometimes, you gotta know when to back down. The Olympanians, unfortunately, have not learned this lesson.
  • Warlike
    • Generations upon generations of war have dulled the Olympanians' peaceful feelings, and it is all but gone, nowadays. They revel in war.
  • Don't Touch That Wire!
    • Although they are technical geniuses, the Olympanians tend to be...overbearing. They usually believe they are better than everyone, at least technologically, and so are often haughty about it.
  • Socially Awkward
    • Through their years of isolationism, the USRO has become something of a shy child. Although it is deadly and determined, it's Diplomats aren't the most...subtle people. They speak their minds, no matter what you may think.
  • UnderArmored
    • Through their heavy dependency on shields and cloaking, the importance of armor on space ships has waned, leaving them open to destruction if exposed.


Hyper Tech:
  • Reaper Drives
    • The Olympanians, though patient, like to have things done efficiently and quickly. Can't have your fleet stuck in Slipspace, can you?
  • Relativistic Weapons
    • If you line up a headshot juuuuuuust right, you can take out multiple enemies in one salvo. Taking notes?
  • Shields!
    • What good is your Fleet if they've got holes in them?
  • Cloaking Devices
    • If you can't be seen, you can't be shot.

Special Trait:
  • Silent Stepping
    • Due to it's self-imposed isolationism, the USRO has been left relatively alone for some time. It isn't on the radar of many of the larger nations. They know of the USRO, but they don't automatically recognize them.This could be good for set-ups.




MILITARY:

Military Traits:
  • High Speed, Low Drag
    • The USRO relies heavily on stealth and ambush tactics. They like to kill people before their victims know they are there.
  • Awesome Training
    • 'Nuff said. These guys are good.
  • Knife in the Back
    • ...And the spleen...And the neck..And the heart...

Doctrine:
The USRO Military Doctrine is most nearly described as, "Knife in the Night". It focuses heavily on stealth and guerrilla tactics. Through honed use of Cloaking Generators and Mass Drivers, it's Battlcruisers can cripple most ships in under a minute. However, their focus on stealth has left them underarmored, and a crack shot can split a ship in two. Thus, they depend on less-than-honorable tactics.

Ship Classes:
  • Zeus-Class
    Hull Size:
    Dreadnought (8.5/10)
    Combat Designation:
    Frontline/Planetary Assault
    Weapons:
    Dawnrider Magneto-Gravitational Slipspace Accelerator Cannon - 1 (Ship-To-Planet/Ship)
    Daar-Mehj Planetary Assault Cannons - 10 (Ship-To-Planet)
    Alteon-4 Gravitonic Heavy Cannons - 250 (Ship-To-Ship)
    Ascendant Mark V Repeating Hardshell Cannons - 1000 (Ship-To-Fighter)
    Flashback Fireshell Mark II Point-Defense Cannons - 1000 (Ship-To-Fighter)
    Engines:
    Horizon Generation Four Reaper Engines - 4 (Slipspace Generator - Aft)
    Starlight Sublight Engines - 12 (Main Generator - Aft)
    Defenses:
    Kinetic Barriers with underlying Energetic Repulsion Field. Powered by triple-redundancy Fusion Generators located all throughout the ship.
    Class 5 Cloaking Generator. Powered by dedicated Fusion Generators located in the center of the ship.
    Other:
    Smallest Dreadnought-size ship in the Galaxy.

  • Atlas-class
    Hull Size:
    Carrier (9.5/10)
    Combat Designation:
    Frontline Support/Transport
    Weapons:
    Alteon-4 Gravitonic Heavy Cannons - 10 (Ship-To-Ship)
    Alteon-2 Gravitonic Medium Cannons - 50 (Ship-To-Ship)
    Ascendant Mark V Repeating Hardshell Cannons - 250 (Ship-To-Fighter)
    Engines:
    Horizon Generation Four Reaper Engines - 6 (Slipspace Generators - Fore and Aft)
    Starlight Sublight Engines - 20 (Main Reactors - Fore and Aft)
    Defenses:
    Triple-thick Advanced Kinetic Barriers with underlying Energetic Frequency-Nullification Shields. Powered by quadruple-redundancy Fusion Generators located all throughout the ship.
    Class 5 Cloaking Generator. Powered by two dedicated Fusion Generators located in the Fore and Aft of the ship.
    Other:
    One of the most heavily-defended ships in the Galaxy, but also has low firepower.

  • Ares-Class
    Hull Size:
    Battlecruiser (8.75/10)
    Combat Designation:
    Frontline Assault
    Weapons:
    Alteon-4 Gravitonic Heavy Cannons - 50 (Ship-To-Ship)
    Alteon-2 Gravitonic Medium Cannons - 250 (Ship-To-Ship)
    Ascendant Mark V Repeating Hardshell Cannons - 500 (Ship-To-Fighter)
    Flashback Fireshell Mark II Point-Defense Cannons - 500 (Ship-To-Fighter)
    Engines:
    Horizon Generation Four Reaper Engines - 3 (Slipspace Generator - Aft)
    Starlight Sublight Engines - 10 (Main Generator - Center)
    Defenses:
    Kinetic Barriers with underlying Energetic Repulsion Field. Powered by dual-redundancy Fusion Generators in the fore and aft of the ship.
    Class 5 Cloaking Generator. Powered by dedicated Fusion Generators located in the aft of the ship.
    Other:
    N/A

  • Erebus-Class
    Hull Size
    Stealth Destroyer (10/10)
    Combat Designation:
    Stealth Attack/Flanking/Ambush
    Weapons:
    Flamestrike Rapid Acceleration Shaped Fusion Charge Cannons - 2 (Ship-To-Ship)
    Alteon-4 Gravitonic Heavy Cannons - 50 (Ship-To-Ship)
    Alteon-2 Gravitonic Medium Cannons - 50 (Ship-To-Ship)
    Ascendant Mark V Repeating Hardshell Cannons - 250 (Ship-To-Fighter)
    Engines:
    Horizon Generation Four Reaper Engines - 2 (Slipspace Generator - Aft)
    Starlight Sublight Engines - 10 (Main Generator - Aft)
    Defenses:
    Light Kinetic Barriers with underlying Energetic Repulsion Field. Powered by Main Generator in the Aft.
    Experimental Mark XII Advanced Cloaking Generators. Two, powered by dedicated dual-redundancy Fusion Generators in the Fore and Aft.
    Other:
    One of the most advance cloaking ship int he Galaxy, but also the weakest.

  • Artemis-Class
    Hull Size:
    Destroyer (8.5/10)
    Combat Designation:
    Frontline Assault/Support
    Weapons:
    Alteon-4 Gravitonic Heavy Cannons - 50 (Ship-To-Ship)
    Alteon-2 Gravitonic Medium Cannons - 75 (Ship-To-Ship)
    Ascendant Mark V Repeating Hardshell Cannons - 500 (Ship-To-Fighter)
    Engines:
    Horizon Generation Four Reaper Engines - 2 (Slipspace Generator - Aft)
    Starlight Sublight Engines - 8 (Main Generator - Aft)
    Defenses:
    Kinetic Barriers with underlying Energetic Repulsion Field. Powered by Main Generator in the Aft.
    Class 5 Cloaking Generator. Powered by dedicated Fusion Generator in the center of the ship.
    Other:
    N/A

  • Athena-Class
    Hull Size:
    Cruiser (9.5/10)
    Combat Designation:
    Frontline Support/Logistics/Command
    Weapons:
    Alteon-4 Gravitonic Heavy Cannons - 20 (Ship-To-Ship)
    Alteon-2 Gravitonic Medium Cannons - 40 (Ship-To-Ship)
    Ascendant Mark V Repeating Hardshell Cannons - 200 (Ship-To-Fighter)
    Flashback Fireshell Mark II Point-Defense Cannons - 200 (Ship-To-Fighter)
    Engines:
    Horizon Generation Four Reaper Engines - 1 (Slipspace Generator - Aft)
    Starlight Sublight Engines - 6 (Main Generator - Aft)
    Defenses:
    Light Kinetic Barriers with underlying Low-Resonance Energy Repulsion Field. Powered by Main Generator in the Aft.
    Experimental Mark XII Advanced Cloaking Generators. One, powered by a dedicated Fusion Generator in the center of the ship.
    Other:
    Used for logistics, tactics planning, and communications throughout the battlefield.

  • Apollo-Class
    Hull Size:
    Cruiser (9/10)
    Combat Designation:
    Frontline Support/Medical Services
    Weapons:
    Ascendant Mark V Repeating Hardshell Cannons - 100 (Ship-To-Fighter)
    Flashback Fireshell Mark II Point-Defense Cannons - 150 (Ship-To-Fighter)
    Engines:
    Horizon Generation Four Reaper Engine - 1 (Slipspace Generator - Aft)
    Starlight Sublight Engines - 6 (Main Generator - Aft)
    Defenses:
    Advanced Kinetic Barriers with underlying Energetic Frequency-Nullification Shields. Powered by double-redundancy Fusion Generators located in the center of the ship.
    Class 4 Cloaking Generator. Powered by Fusion Generator in Aft.
    Other:
    Used as a medical barge, as well as shield ship.

  • Hermes-Class
    Hull Size:
    Frigate (9/10)
    Combat Designation:
    Frontline Support/Strike Craft
    Weapons:
    Alteon-2 Gravitonic Medium Cannons - 10 (Ship-To-Ship)
    Ascendant Mark V Repeating Hardshell Cannons - 50 (Ship-To-Fighter)
    Flashback Fireshell Mark II Point-Defense Cannons - 50 (Ship-To-Fighter)
    Engines:
    Horizon Generation Four Reaper Engine - 1 (Slipspace Generator - Aft)
    Starlight Sublight Engines - 4 (Main Generator - Aft)
    Defenses:
    Light Kinetic Barriers with underlying Low-Resonance Energy Repulsion Field. Powered by Main Generator in the Aft.
    Class 4 Cloaking Generator. Powered by Fusion Generator in the center of the ship.
    Other:
    Lowest-class ship to have a Reaper Engine.

  • Poseidon Gunship
    Hull Size:
    Gunship
    Combat Designation:
    Frontline Transport/Infantry Support
    Weapons:
    Ascendant Mark V Repeating Hardshell Cannons - 2 (Ship-To-Ship)
    Flashback Fireshell Mark II Point-Defense Cannons - 4 (Ship-To-Fighter)
    Archon Rotating Gatling Cannon - 4 (Ship-To-Ground)
    Engines:
    Waverider Planetary Propulsion Engines - 4 (Main Generator)
    Defenses:
    Uni-Directional Soft-Impact Kinetic Dampener. Powered by Main Generator.
    Other:
    Used as small infantry/vehicular transport, both in atmosphere and in space.




Ground Armies:
Infantry
  • The Legions of Olympanus
    • The Legions of Olympanus is the main army of Olympanus, and as such, it is the largest. Encompassing almost five million men and women, both Human and Construct, it fights as the first and best line of defense for the nation. The infantry portion of the Legions are split into Companies, each the name of a Greek letter. For instance, the first Company is Alpha Company. So on and so forth. Below the Companies are the Brigades, each adding a number to the letter. For instance, the first company, third brigade would be Alpha-Three Brigade. So on and so forth. Then, there are the platoons. Again, these add another number. So, the fifth company in Alpha-Three would be Alpha-Three-Five Platoon. After that, the Platoons are split up into Squads, which add another number. The second Squad in A35 would be Alpha-Three-Five-Two Squad, or A352 Squad.
  • The Phalanx Guard


Armor:
  • The Legions of Olympanus
    • The armored part of the Legions, the men and women here operate the tanks, APCs, and other ground vehicles. The armored portion of the Legions are given callsigns, depending on their vehicle. For instance, the tanks are given the callsigns "Hammer". The second brigade of tanks would be "Hammer-Two". The Fifth Squadron of tanks would be "Hammer-Two-Five". In this, it is similar to the infantry's system of identification. The fourth squadron, eighth brigade of APCs would be "Shield-Eight-Four". So on and so forth.

Aircraft:
  • The Legions of Olympanus
    • The Airforce is something of a redundant program, as the Navy usually controls all flying operations. However, the Airforce has kept it's job of flying, since there are still ground operations and other situations where all Navy pilots may be previously engaged. The callsigns of the Airforce are similar to those of the Armor divisions. For example, the Aerosword-5 Interceptor Assault Craft all have the callsign of "Falcon". The fourth squadron, second brigade of the IACs would be "Falcon-Two-Four"

Spacecraft:
  • The Legions of Olympanus
    • Arguably the second-most important section of the Legions, the Olympanus Navy controls all things space-related. Well, most things. The Navy is responsible for piloting all ships and orbital stations, and is also responsible for organizing and executing orbital trooper drops. The callsigns of the Navy are a bit different, as each ship has it's own name. Usually, the callsigns are simply the name, though there are some instances where this is not enough. In those instances, the callsigns are assigned.




Superweapon:
  • Project Cerberus:
    • Project Cerberus. The pinnacle of USRO technology. The top soldiers from the Legions were taken, only being told that they had been selected to participate in “Military Research”. When they got to the testing facility, the soldiers were sat down and told the real purpose for their calling: they were going to be experiments. Doctor Sarena Khorr had developed and submitted an idea to counter the ever-increasing threat of neighboring systems.

      Two days after their induction, the soldiers began training. Their regiment was impossibly challenging, killing at least fifteen men and women within the first month. Their training continued for six months, up until the day when their injections began. These injections changed the soldiers. Permanently. Their musculature became more and more massive, their muscles getting denser and denser. Their bones were coated in bio-metals, making them nigh-unbreakable. Other stimulants heightened their senses, giving them inhuman sight and hearing. Doctor Salena provided the new super-soldiers with experimental stealth armor, and finally transformed them into the elite killing machines that garnered them their nickname: Hellhounds. However, the injections were not without side-effects. Anger-management and social skills were dampened, which sometimes gets in the way of their missions.
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Re: Interstellar Waltz (OOB)

Tips: 0.00 INK Postby chexmix5 on Sun Nov 29, 2009 2:27 pm

The Free Union (FU)

Race(s):

Jyorik- The Jyorik do not have the greatest reputation, most of them being pirates. Very similar to humans, the only difference being the purple skin tone and longer life expectancy.

Humans- self-explanatory.

Nation size: Who Cares About Ubekistan? I do. Level one. One system occupied.

Government type: Oligarchy- The FU is run by a small group of elite members in society, though when one can no longer fulfil his/her duties, another individual is picked by the citizens and reviewed by the remaining members.

Important officials:

Chief in Command: Lucas Worthshart
Officer of Economics: Leo Ramone
Officer of Civil Interests: Allen Moore
Officer of Military: Ivan Petrenko

Other interest groups are represented by smaller and less important officials. The Chief of Command has the final say in every matter, and doesn’t need the approval of the others, though he does take their opinions into consideration.

Economy: The economy is almost entirely run by the government. The Nations economy is primarily based on piracy, theft, espionage, and the like. The FU takes the Robin Hood approach, taking from the rich (other nations) and giving to the poor (FU citizens). Aside from that, the FU also has a very large mining industry.

Important Economic Leaders:

The government controls all aspects of the economy.

Religions:

The Modern Church of Rellayos- The melting pot of religions, so to speak. Combining various aspects of almost any religion you could think of, the members follow the teaching of Rellayos, a prophet of god. It teaches moral values and obeying the government.

Points of interest:

Iyan- The capital planet. This is where most non-combatant civilians live. It is not extremely defended, but instead uses its out-of-the-way location as a natural defence. Though most nations may know it exists, few know where to find it. It is a refuge for FU ships, or other hiding from other nations, assuming they know where to find it.

Deep Space Port- Royalty IV- A large space station located at the center of the system. It houses many ships, both military and privately owned. Goods are sold/bought here. Other nations may come to this port to purchase weapons of war, or hire bounty hunters/assassins.

Rock 7- A very large planet unsuitable for living on, but perfect for mining on. The entire surface is a mine. It is surrounded by large cargo ships, which also house the miners when they aren't at work.

History: The Free Union was founded by a Jyorik named Lucas Worthshart. The Jyoriks were long time slaves to other races and nations, but Worthshart acted as a beacon of hope. After leading a rebellion against the slavery of Jyoriks, Worthshart began to specialize in piracy. He aimed to take from the larger nations, and give to the oppressed.

What started as a small squad soon developed into an entire fleet. On an expedition, Worthshart and followers discovered an entire system of planets uninhabited by any other reigning nations. Ruling not with an iron fist, but rather a smooth tongue, Worthshart has reigned as Chief Commander since.

Worthshart has stayed true to his pirate ways, and has implemented them into the Free Union. The nation has grown at a rate, which may be alarming to smaller nations, or larger nations plagued by piracy.

Strengths (Non-Militarily):

Who Cares About Uzbekistan: Your polity is simply not on the galactic radar and thus avoids a lot of the Bad stuff that can go down. . .

Loyalty: A populace that through some reason or another is loyal to its government, through fear or "cookie day" it doesn't matter, these people are loyal.

Shh! He’s making a speech! : Has a government leader with a knack for talking his nation out of many hard places.

Eureka!: The desire to take things apart and figure out how they work runs deep in your people's blood.

Weaknesses (Non-Militarily):

What’s yours is mine. : Must rely on the economies of other nations to be stable. Things are easier to steal when they come in abundance.

High and mighty! : Sometimes nations don’t like dealing with pirates


Trust no one: The FU has a hard time making alliances


Research? : Most FU scientists don’t invent things themselves, but rather examine stolen goods to the point where they can replicate them.

Hyper Tech:

Reaper Drive: Pirates can get into a lot of trouble, and need to be able to get out of said trouble very fast. The fastest way was to obtain Reaper drives and then produce them for every ship.

Cloaking devices: Almost the exact same situation as the Reaper Drives. In order to steal things properly, pirates must be able to get in and out of places without being seen. When that fails, switch to Reaper Drive.

Field control: When dealing with stealthy pirates, what is the best way to snuff out cloaking devices? Gravitational sensors. What is the best way to take out sensors? Field control.

Focused Emitters: So after all that, there has to be some sort of weaponry, in case all else fails. Beams happen to be the lightest weapons available. You don’t think pirates use missiles, do you?

Historical trait: Exodites: You people have been persecuted and hated and they have adapted and learnt to move quickly in short spans of time. If you were to ever evacuate a world it would take a tenth the time of a non-exodite.

Special trait: Yo-ho-ho and a bottle of rum!: The FU will steal your information, technology, and resources in order to survive.

MILITARY:
Doctrine: Stealth. It’s all about the stealth. You can’t kill what you can’t find. If you do happen to find it, we will outrun you. Scramble your systems, steal your technologies and strategies, and use them against you.

Stealth Obsessed: Most people engineer a bit of stealth cladding into their warships. You use it for internal decking.

On The Run!: Most people don't strap engines to factories and cram them into carriers. Most people.

Ninja Space pirate: Arr matey! You'll never escape our pirate U-Boats!

Ships: (NOTE: Excalibur ships would be rarely seen, and Redemption ships are rated higher because they would be a huge pain to try and destroy.)

Ship Class Name: Excalibur (9/10)
Hull Size: Dreadnaught
Combat Designation: Planetary defense
Weapons: 50 Gamma DEWs, 50 plasers, 10 gauss guns, 5 MAC guns.
Engines: 5 Reaper drives powered by fusion generators
Defenses: Duranium armor, ray and particle shield generators
Other: hangar for the landing/launching of fighters. An Excalibur will only be found guarding a planet, never attacking one. Not stealthy like most FU ships, an Excalibur is meant to be seen, and when it is seen, it usually spells disaster for the attacker. The largest ship at the disposal of the FU.


Ship Class Name: Instinct (3/10)
Hull Size: Gunboat
Combat Designation: Stealth in, do some damage, stealth out.
Weapons: 4 rotating plaser cannons, 2 gauss cannons.
Engines: 2 Reaper drives powered by two fusion generators.
Defenses: Armor made of a variation of titanium, same thickness and protection but lighter. Ray shields.
Other: The top stealth technology is implemented into the Instinct class ships. Can fly through entire fleets unseen. Usually seen accompanying Reverie/Redemption class ships. Used to move cargo from pirated ships to Reverie’s.

Ship Class Name: Reverie (7/10)
Hull Size: Destroyer
Combat Designation: dismantle freighters.
Weapons: 20 Plaser cannons, 10 gamma DEW’s, 20 gauss cannons.
Engines: 5 Reaper drives powered by fusion generators.
Defenses: Duranium armor, Ray and particle shields.
Other: Used primarily to do the most damage when raiding ships. Also equipped with top notch stealth generators. Equipped with multiple field control generators to disable shields/sensors of enemy ships, and make getaways harder, essentially allowing for easier takeover/destruction.

Ship Class Name: Redemption (8/7)
Hull Size: Battlecruiser
Combat Designation: Does very little fighting, is more like a freighter/cargo ship.
Weapons: 20 plasers, 10 Gamma DEW’s
Engines: 15 Reaper drives (This thing will flat out GO) powered by many fusion reactors.
Defenses: Neutronium armor with multiple ray and particle shield generators.
Other: Equipped with stealth technology and field control generators, the Redemption class is a monstrous ship, but actually does very little fighting at all. At the end of a battle, the Redemption class ships will come in behind all others, collecting pirated good in its multiple, huge cargo bays. Repairs to ships can also be done in the massive hangars, where fighters and boarding ships are also stored. The large number of Reaper drives is necessary to move the humongous ships and their cargo. Used for boarding and hording.




Ground Armies:
Ground Troops:


Still working on the last part, sorry >.<
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Re: Interstellar Waltz (OOB)

Tips: 0.00 INK Postby Anderan on Sun Nov 29, 2009 2:33 pm

The Grand Republic of the Federated Planets


Nation name:
Long: The Grand Republic of the Federated Planets
Short: Federal Republic Planets or FRP
Race(s):
80% Humans
20% Other
Nation size: Class One - Controls 3 systems

Government type: Federal Republic
Important Government Figures:
President Grelvin Huril
Vice President Yerket Obson
Board of Directors - A group of twelve people who serve as a kind of senate

Economy: The economy of the FRP is a mixture of capitalism and government control. Competition between companies is good but too much causes price wars and hurts the economy, to little causes monopolies and drives prices up, thus businesses are lightly regulated by the government, but are for the most part free to do as they wish

Religions: the FRP is largely secular, though there is an emerging faction of technology worshipers

Points of interest:
Planet Eden: The first artificial planet, still under construction, once finished it will serve as a massive resort and tourist hot spot, though center of the planet will house a small war factory that will launch small scale ships from the poles

Alpha sector: the primary sector of the FRP, houses the capital and most "civilian" planets

Planet Dreg: Capital planet of the FRP, is virtually deforested and is covered in massive cities and commercial centers, life is sustained on the planet through the use of oxygen factories.

Beta sector: contains a mix of "civilian" planets and industrial planets

Planet Athena: A planet in the Beta sector, devoted entirely to research and development, its entire population assists the R&D process in some way, whether it be research or just maintaining the facilities.

Gamma sector: almost all the planets in this sector are devoted to either the military or industry

History: The FRP did not come about through conquest, revolution, or even politics, it came about due to one thing and one thing only. Money. Originally a company located on Planet Dreg called Conquest Unlimited, it was a company specializing in military tech. Eventually a war broke out between the three neighboring sector. Naturally Conquest Unlimited was out to make the highest profit, and that they did. Selling to all three factions they were able to gain tremendous influence and massive wealth, buying out several companies to the point where they owned entire planets. Eventually the war ended but by that point the three factions were completely devastated by the conflict. At this point Conquest Unlimited simply stepped in and bought what little they already did not own or influence. This did not bring about the current iteration of the FRP though. The people running Conquest Unlimited were used to running a company, not a government, and though they tried at first to run it like they would their company, them having a monopoly over every industry drove prices insanely high and eventually the people revolted. Obviously, a revolting population is bad for business so the executives of Conquest Unlimited were forced to give up their monopoly over all of the industries, though they were allowed to remain in power because the previous governments had only brought destruction upon the systems, though they were force to go from an appointee based system to an electoral based system, with the citizens electing their leaders.

Strengths:
-Technologically minded: the people of the FRP love their tiny music players that are built right into their ears as well as a variety of other gadgets and gizmos, though not all of the research being done is on civilian products...
-Economically minded: its all about profit, if the FRP cannot make a profit out of a conflict then they are not interested, so long as it does not threaten them directly of course
-Cypercitizens: having mastered both cybernetics and cyberspace, it is a daily activity to go home and plug your head right into the computer.
-Industrial Might!: to be able to sell things, you have to be able to make things, and a factory that is making kitchenware one day may be pumping out guns the next.
-Sneaky: whether it is spying on their neighbor or catching a internal spy, the FRP makes sure to always has spot on intelligence thanks to a extensively developed spy community.
-HAXXX!: The FRP makes sure to keep a good number of well trained computer hackers around, after all, it can do anything from gain you information about your enemies battle plan, to bring down an entire ship's systems while your ships blow it to hell.
-Bounty of Asteroids: Thanks to the presence of an asteroid belt within Beta and Gamma sector, the FRP has access to a wealth of raw materials.
-Stealth Obsessed: If your enemy has a bigger gun, why not just sneak around it?
-Free Market Boomtown: What good would the FRP as a corporate society be if they couldn't attract new businesses?
-Entrenched: the sectors under the FRP's control are heavily entrenched, with everything from mines to defense platforms, any attack on any FRP sector would be costly.
-Diplomatic: You could walk into a room with a FRP diplomat expecting to declare war, only for the whole thing to end with you signing a nonaggression pact.
-Independent: the FRP is largely independent in terms of food, raw materials, and well... pretty much everything they need.

Weaknesses:
-Picky about allies: in warfare and politics you can't be to picky about your allies, but the FRP has a tendency to not want to have anything to do with someone who will bring them into a war that they will not make money off of.
-Greedy: three words, MONEY MONEY MONEY! its all about the cash, if you can pay off the FRP then you may find yourself able to attack someone who was their ally only moments before your credit card was authorized...
-I Like it Big and I like it expensive!: Being advanced means being expensive, and some times quantity overwhelms quality
-Its all about your name: When it comes to the military officers are born into it, if you want to be a high ranking officer, you had better either have a lot of money, or your father is a high ranking officer. Generally not a major issue but some times you get the stupid ones giving good soldiers orders.
-Paranoid: good allies use their spies to gather intel on an enemy and share it with their allies, the FRP gathers intel on their enemies, shares it with their allies, and then steals documents out of their allies pockets while they are busy receiving the intel you are sharing with them.
-Underground: There is an extensive black market and underground operating in FRP territory, trading anything from tech to people, and the FRP's enemies aren't exactly the enemies of the underground...
-Black Friday: If the FRP's stocks were ever to crash, the FRP would be in some serious need of money.
-Young: The FRP is relatively young and as such, the older and more massive empires tend to not take it as seriously as the FRP would like.
-Materialistic: for the FRP its all about the stuff, this makes its people not very spiritual which kinda pisses off the religious nuts.
-Gaps: Despite being heavily entrenched there are still gaps that trade ships travel through that an enemy could exploit.
-Mediocre Ground forces: The FRP focuses most of its military research on its space ships, and as such its ground forces lag behind a bit.
-Ambitious: The leaders of the FRP have plans... big ones. The problem being they may be a bit too big for such a small empire to deal with, especially if something were to go wrong.

Historical Trait:
-Commercial: For as long as the FRP has existed it has been about making the most money possible.

Hyper Tech:
-Reaper Drive: its always handy to be able to hop into a system, cause some destruction then instantly return home for repairs and rearming so you can repeat it all again.
-Cloaking: the FRP deploys a variety of stealth units, ranging from special forces snipers with stealth cloaks, to mine layers, complete with their own stealthed mines.
-Relativistic Weapons: mass diver weapons are the backbone of the FRP's weaponry, so much so that it has become a specialty of theirs.
-Neutronium: not having a mass amount of ships means the ones you do have need to be well protected.

Super Weapon:
-The Planet Cracker: A super massive Relativistic rail gun, capable of shooting straight through a planet 40 systems away. It is equipped with 10 Reaper Drives and several engines, allowing it to have a certain amount of mobility and can be deployed in systems closer to enemies important planets if necessary, though it is generally used defensively against invading fleets and is in itself a fortress capable of taking on a small enemy fleet. Its defenses range from smaller Relativistic guns to squadrons of Hornet fighters and Wasp Bombers.

MILITARY:
Doctrine:
-Special Forces: the FRP makes heavy use of special forces to preform surgical strikes against high priority targets. Its easier to prevent a war by taking out a particularly aggressive leader with a sniper bullet than it is to fight an entire war.

Cyberwarefare: Disrupt enemy communication, steal intel, disable factories, anything that can be done with a computer to hurt you the FRP does it. Entire platoons of people work to attempt to hack into enemy networks, what they do once they are there depends on the situation. It may be something quiet, so as to keep the enemy from knowing they have been compromised, or it may be crashing the entire network, if this does happen, it probably means that a massive all out, enemy destroying attack is coming.

Ship to Ship: most of the FRP's military effort is devoted to space warfare. If you can stop them from ever landing on the planet, why bother bulking up your ground forces? Of course this does not mean that the FRP's ground forces are weak, but in the event that the enemy does land on a planet, expect orbital bombardment to commence.

Surgical Bombing: Why send in droves of soldiers to do for a planet? Why bomb the living hell out of it and make it completely unusable? When the FRP tries to take over a planet, expect important facilities and other priority targets to get blown out of existence. If that doesn't work, send in the troops and have ships stationed ready to blow away any resistance they meet.

Defense: The sectors that the FRP does control are heavily fortified. So much so that to enter their systems ships must dock at outside space stations just to learn what areas are not completely full of mines.


Class Name: Chronos (9.5/10)
Category: Dreadnought
Combat Designation: Capital Ship, command and control
Engines: Tisen Class MkII Reaper Drive, 6 Kirin Class Plasma jet engines, 2 MkIII Culin Class Fusion Reactors
Weapons: A variety of small lasers used for point defense, over 100 Relativistic guns on each side of the ship, they are able to swivel and can cover a wide area. 5 missile bays that come with a different variety of ammo, ranging from atomic weapons to guided missiles.
Defences: Has 3 layers of shields, first to are Ray and the last one is Particle, MkII Neutronium Armor
Other: Houses 30 Hornet class fighters and 20 Wasp Class Bombers, Has a built in target designator that gives this ship good accuracy at all but the longest ranges.

Ship Class Name: Chimera (8/10)
Hull Size: Battlecruiser
Combat Designation: Front line Combat
Weapons: A total of 120 Relativistic guns on each side of the ship, 10 missile bays, 20 DEWs on the front and rear of the ship all equipped to be able to swivel and can cover all sides of the ship.
Engines: Tisen Class MkII Reaper Drive, 4 Daedalus Class Plasma jet engines, 3 MkII Culin Class Fusion Reactors.
Defenses: 2 layers of Ray shielding and 2 layers of Particle shielding, MkII Neutronium Armor
Other: Carries a unique type of "cluster missile" that when fired splits into 10 individual seeking HE missiles.

Ship Class Name: Valkyrie
Hull Size: Frigate
Combat Designation: Stealth mine layer
Weapons: Is equipped with 20 DEWs total and 10 Mass Drivers, carries a compliment of 50 Mjöllnir stealthed mines
Engines: Icarus Class MkI Reaper Drive, 2 Helios Class Plasma jet engines, 1 Artemis Class Fusion Reactor
Defenses: MkI Neutronium armor, 1 Ray shield, Stealth Generator
Other: is stealthed, designed to slip around attacking enemies and lay mines in their retreat path, or lay them right in front of them.

Ship Class Name: Pandora
Hull Size: Destroyer
Combat Designation: Carrier
Weapons: 40 DEWs and 20 Mass Drivers
Engines: Icarus Class MkI Reaper Drive, 4 Helios Class Plasma jet engines, 2 Artemis Class Fusion Reactors
Defenses: MkII Neutronium armor, 1 layer of Ray shielding and 1 layer of Particle shielding
Other: carries compliments of 75 Hornet Fighters and 25 Wasp Bombers

Ship Class Name: Styx
Hull Size: Gunboat
Combat Designation: anti-fighter/bomber
Weapons: 10 small missile launchers, 15 repeating flak turrets
Engines: Icarus Class MkI Reaper Drive, 2 Apollo Class Plasma jet engines, 1 Hermes class Fusion Reactor
Defenses: MkI Neutronium armor, 1 ray shield
Other: purely an anti-fighter/bomber ship, not meant for combat against larger ships, though could possible swarm smaller ships.

Ship Class Name: Aegis
Hull Size: Frigate
Combat Designation: orbital bombardment
Weapons: 10 DEWs, 6 Mass drivers, 10 orbital bombardment Relativistic guns
Engines: Icarus Class MkI Reaper Drive, 2 Helios Class Plasma jet engines, 1 Artemis Class Fusion Reactor
Defenses: MkII Neutronium armor, 1 layer of particle shielding
Other: a ship designed solely for orbital bombardment and is rarely seen on the front lines, is equipped for precision bombardment but is capable of unleashing devastating strikes on cities and other installations.

Ship Class Name: Aether
Hull Size: Gunboat
Combat Designation: multi-role
Weapons: none
Engines: Icarus Class MkI Reaper Drive, 2 Apollo Class Plasma jet engines, 1 Hermes Class Fusion Reactor
Defenses: MkI Neutronium armor, 1 layer of particle shielding
Other: The work horse of the FRP, it is a ship that is completely modular. It can be almost anything, from a torpedo launcher, a trade ship, or a troop transport. They are one of the few ships in the FRP fleet that are fairly cheap to produce.

Ground Armies:
Ground Troops: List the kinds and their gear. Numbers would be helpful too. No sheet needed here; pics encouraged but descriptions are nice too.

I'll do the ground armies later.
Last edited by Anderan on Tue Dec 01, 2009 2:02 pm, edited 2 times in total.
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Re: Interstellar Waltz (OOB)

Tips: 0.00 INK Postby Marinus on Sun Nov 29, 2009 6:34 pm

Nation name: The Siridar Imperium

Race(s): Siridar, a humanoid species descended from avians on their homeworld. They are taller than humans, thanks to the lower gravity of Faerin, and their fingers are triple-jointed and very dextrous. The major visible difference between Siridar and humans are the large wings which sprout from their backs and the vestigial versions of the same on their forearms and legs. They are extremely long-lived, and their internal anatomy is considerably different to humans’ – their lungs are highly lobate and much larger to provide the required oxygen for the flight muscles, for example. Their metabolism is also very fast, and geared to the consumption of sugars for energy – most Siridar food is rather sweet as a consequence.

Nation size: Class Four, sixty-two inhabited systems, many more with automated mining bases and other picket installations.

Government type: Monarchic plutocracy, of sorts. The rule of the fantastically wealthy has been established for many years. There are seven so-called Great Houses – Hellebore, Lily, Violet, Holly, Rose, Foxglove, and Delphinion which rule over whole swathes of planets and hold many of the most powerful corporations in their grasp, each one with their own agenda and plot. They also have many vassal Houses, and alliances shift and change among the Houses rapidly. Of the current Flower Houses, the two most powerful are Violet – who, at present, have control of Faerin and thus the Imperium, and Hellebore, a shadowy, secretive House whose influence is felt almost everywhere, even if their vessels and people are rarely seen.

Feuding between the Great Houses rarely reaches arms; it is more on the nature of economic and informative war. The Great House in control of Faerin is known as the Imperial House, and for as long as they hold the capital they are the ultimate authority in the Imperium.

In order to ensure that not all power rests in one House’s hands, the Parliament of Stars – comprising representatives from every Noble House – runs the Imperium on a day-to-day basis and the most senior Star-Senators, elected from the Parliament on merit, to the Star Chamber Council, hold an executive veto and can formally demand and engineer an ousting of the Imperial House from Faerin. They are the final redoubt of power in the Imperium, designed to protect the nation’s unity and strength.

The space controlled by the Siridar is split into seven regions, each corresponding to the Great House which grew from that area: Hellebore’s Diadem, Lily’s Glory, Violet’s Flower, Holly’s Crown, Rose’s Arbour, Foxglove’s Mantle and Delphinion’s March. Each one has a considerable degree of autonomy from the central government in matters of interplanetary policy, although the Hundred-World Throne on Faerin does have some measure of control, either directly in the form of the Imperial Judiciary and their interdictor vessels or by other, subtler means.

Important Government Figures:

Emperor Seras Violet XVII, Duke of the Flower and Head of Violet House - the absolute monarch of the entire Siridar Imperium, and ruler of Violet House to boot. His amiable exterior hides a razor-sharp mind, and his laissez-faire voice and manner similarly disguise a ruthless and efficient core. He is known for his benevolence towards foreigners, and his only major idiosyncrasy is treating everyone he meets, to a greater or lesser extent, as a research subject. He is very fond of flowers.

Lord Elnath Hellebore, Duke of the Diadem and Head of Hellebore House - Head of Hellebore House, Lord Elnath is a shadowy figure to many. Afflicted with a dire illness - one of the few the Siridar cannot cure - it does not seem to have affected his ability to govern, although his thousand-year lifespan has been considerably reduced and he is often in great pain. He apparently rules the Diadem with a fair and even hand, although dissidents have a tendency to vanish without trace.

Lady Valerian Delphinion, Countess of the Marches and Head of Delphinion House - A reclusive Head, little is known about her. She is a scholar, preferring her libraries to politics; much of that she leaves to House Violet and directs her younger son and chamberlain to accord with their wishes and manage the PR section of Delphinion, a job which they do with commendable skill. Well is it said that speaking to a Delphinion is akin to speaking to a Violet with a better grasp of social niceties - those few who have met with Valerian come away stunned by her silver tongue.

Lord Orion Rose, Marquis of the Arbour and Head of Rose House - Fat and jolly, Orion Rose is the epitome of his House. Much more at home working the land than in politics, he has little interest in other nations - save as a source for new crops. He is known to be a fan of mechanikopera - a Siridar musicform created entirely by artificial means. He will not brook anything that threatens his House's stability and his comfortable, predictable life.

Lord Garvaine Lily, Earl of the Glory and Head of Lily House - Eerily beautiful, Garvaine Lily is an androgyne. No-one is sure, not even his own House - as to his – or her gender; he answers to both. Capricious and possessed of an odd sense of humour, Lord Lily may be smiles and pleasantry one day and vicious vituperation another. He resides in the dark heart of shining Regale, amid the splendour of his pleasure palaces and slave pens. It is rumoured he holds a pure-blood House Valerian as his personal slave.

Lady Serelle Holly, Marquess of the Crown, Commander of the Berryguard and Head of Holly House - The most militant and warlike of all the Great House leaders, Serelle Holly bears a great grudge against Elnath Hellebore and Hellebore House - stemming, some say, from a rejection when they both attended Queen's Ring Academy on Faerin as students. She is a capable tactician who leaves little to chance if she can possibly help it.

Lord Aurelius Foxglove, Viscount of Creation, Head of Foxglove House and Chairman of Concorrant Industries - Genial and the least formal of all the Flower lords, his exterior and willingness to muck in with his Housekin belies the hard and cunning businessman beneath. Aurelius has a fascination with trade and expanding Concorrant Industries into the galactic market, and will leap at any chance to do so.

Duke Inoulian Tytania - 'the Iron Duke' - One of the three Chevalier Dukes of Faerin, his sole concern is the defence of Homeworld. Before he was appointed to Gigantine, the military moon orbiting Faerin, he commanded one of the Border Fleets and was instrumental in securing and fortifying vital systems from attack as well as the Pirate Purges of 12,462 (Siridar calendar.) His flagship is the Tytanic, the largest ship in the Imperial Navy (thanks to a particularly puckish work crew who modified the ship's dimensions considerably upon commission)

Admiral Carveth - House Violet's most enduring monstrosity. The general who orchestrated, ordered and executed the bombing of Velvet - House Valerian's former capital - with sixteen antimatter planet-buster bombs. Decanted into a drone body - one of House Lily's ladybots, though she'll cheerfully kill anyone who brings it up - she's effectively immortal. House Violet constantly tinkers with her body, improving it. She is bound in service to House Violet for her crimes, one of their treasures. She has no regard for life, taking lovers when it pleases her and killing when they bore her. She applies the same cavalier, childish attitude to all she does, but is nonetheless a tactical genius and a master of slaughtering anything in her way.

Economy: Free market – the central government imposes very, very, very few restrictions, although the one inviolable rule of law the Siridar have is No Antimatter! They will brook no production, sale or possession of antimatter in their realm, and the punishments, set centuries ago, are horrific. Each Great House, however, has its own set of rules of what they will and will not accept.

Important Economic Leaders: Aurelius Foxglove, the Chairman and CEO of galaxy-spanning Concorrant Industries is one of the lynchpins of the Siridar economy.

Religions: Mirror is the religion to which most Siridar subscribe. They believe that Siridar souls are freed from the body upon death, and that they travel to the ends of the universe as pure energy, free to do as they wish, and that, with training, ceremony and a certain amount of aptitude, they can be consulted by Honoured Reflections, the priests of the Siridar. Whether this is true or not is a matter for some debate among foreigners, but the Siridar believe it.

Points of interest:

Holly’s Crown: The Holly family pride loyalty and military prowess above almost all else. Holly systems are often heavily defended, and fanatically loyal to their masters. They have the most stringent sumptuary laws (in fact, the only sumptuary laws) in the Imperium and a very thorough customs service. Holly officers are calm, utterly loyal and able thinkers under pressure. They field one of the largest fleets of any region, and their elite unit, the Berryguard, is often sent into the most dangerous situations the Imperium encounters. The Holly family wing colour is crimson. The capital planet of their region is known as Ilex.

Hellebore’s Diadem: Hellebores prize ingenuity, intelligence and cunning. Perfect spies and assassins, they do not need a large fleet to ensure their safety – the threat of indiscretions revealed to the media and sabotage is more than enough to keep many others in line. They have long been suspected of being involved in large-scale organized crime, although nothing has ever been proved linking Lord Hellebore to the cartels. They are, however, fine statesmen and their realm is among the more orderly and moderate of the regions. Hellebore House alternates between long periods of peace and war with Violet House, depending more on leadership and internal issues than any real, divisive differences. These two Houses often swap power between them, leading them to be known as the two Royal Houses of the Imperium. Their wing-colour is a brilliant, hard white.

Lily’s Glory: The bastion of the pleasure-seekers and hedonists, the Lily family value beauty and charm, unfortunately often at the expense of brilliance and the ability to govern. Lily House is renowned for its mercantile prowess, though, to fund the grand excesses of its people. There are few laws regarding anything related to pleasure, the more exotic, the better. Lily’s Glory is one of the few places where slavery is still legal. The capital planet is officially called Regale, but unofficially is often known as Jubilee or Xanadu. They have a long-running feud with Holly House, their own philosophies being completely at odds with the Holly family’s spartan aesthetic, and their relations with the Hellebores are also not among the most cordial. Their wing-colour is a soft yellow.

Rose’s Arbour: Dominated by a vast nebula that glows a rosy red in the night sky of every planet in the Arbour, this region is known for its food production. It is the breadbasket of the entire Imperium, and as such House Rose fields very little in the way of military forces. While they have little direct power or indeed interest in the rest of Imperium, being more interested in their crops and plants, their influence is considerable, due to the fact that they hold the supply lines to many other regions, and their close collaboration with Violet House. Despite their agrarian profession, Roses throughout the ages have excelled in many fields; the most famous Rose was a legendary tactican, and the opera The Charge of the Rose Lancers is considered one of the finest pieces of music ever produced. Their capital planet is Dumelia, and its spaceways, supplying Faerin itself, are among the most heavily-protected routes in the Imperium. Their family wing-colour is pink.

Foxglove’s Mantle: The industrial powerhouse of the Imperium, House Foxglove produce many goods and provide most of the vessels used in Imperial Fleets. The region is rich in resources in the form of asteroid belts and lifeless, metal-rich worlds, and the gas giants are used as vast manufacturing complexes. They pride themselves on their honesty and hard work, and have little patience with elaborate courtesies of others – relations with Lily House being particularly strained. They are, at present, in alliance with Holly House to provide military protection to their vital assets. Their family wing-colour is lilac.

Delphinion’s March: A centre for commerce, the March has birthed many great diplomats and spokesmen, as it tends to be a melting pot of many of the regions’ people. Excellent manipulators, cultured and urbane, at home in any company and able to turn a conversation on a dime, they are considered the power behind the Violet throne, yet have never shown any interest in obtaining the throne itself. They are almost considered a sub-set of Violet House, and the interbreeding wing-colours are exceedingly common (Delphinion’s are blue) Their capital planet is called Larkspur.

Violet’s Flower: A high-tech region, where many of the Imperium’s technologies have been developed, from the entangled quantum communications, to the organic tech of their ships (suspected by other governments, but never proved), to the Reaper Drive, it is one of the most progressive regions. This near-monopoly, as well as their progressive attitudes, has ensured their near-limitless wealth. Violets are scientists, and while they are not the most polished in social situations the Delphinions usually make up for this lack, along with the biological weaponry that are Violet House’s speciality. Their family wing-colour is a dark purple. Their capital planet is Morningstar Prime, although at present the Violet family reside on Faerin, the ancestral homeworld of the Siridar.

Siridar Imperia: Not a region as such, this is the central system of the Imperium, in which Faerin orbits. Violence has long been forbidden in the imperial system, but as the Siridar are not fools, there is always a large military presence in the system – the Imperial Home Fleet, plus the elite First Infantry Regiment of the Siridar, the Praetorian Guard. It is also protected by a complex network of gravity barriers designed to disrupt warp travel into the system, placed out in the Oort Cloud. The political and mercantile capital of the entire Imperium, it is the primary port of call for many merchants and visiting diplomats, all under the watchful eye of Emperor Seras Violet XVII.

IMPORTANT PLANETS


FAERIN: The capital world of the Imperium, the social and political centre of the nation. The three moons of Faerin comprise the primary tier of its close-in defences – they are all vast military bases designed to defend the homeworld, each ruled over by a merit-appointed Chevalier Duke. On the planet itself, form is everything. The vast Parliament of Stars building towers three miles into the sky, dwarfed only by the colossal Imperial Palace at the centre of Siridis. It is a place of culture and diplomacy, of politics and intrigue. Each House, from the greatest to the smallest, maintains a residence there, making up much of the Shimmering City of Siridis, and most of the rest is comprised of the myriad diversions to entertain said nobles.

The other most notable feature of Faerin is its Glitter Band, a huge orbital ring of industrial stations, docking ports, hotels, orbital cities, defence platforms, shipyards and asteroid pleasure-domes some forty thousand strong.

Morningstar Prime: The home base of House Violet, it is known for its high technology and large population, as well as for the fact that it has no Glitter Band. All Violet research is undertaken in moons converted for this purpose, or in remote and well-defended research posts, an orbital ring considered too dangerous. The Purple Palace is currently administered by its castellan as the Violet family themselves are on Faerin. Nevertheless, Morningstar Prime is a powerful commercial world and many innovations have been developed there. Morningstar Prime also houses an impressive collection of artifacts, produced or gathered from around the galaxy in the many years of House Violet's scientific exploration and all tucked safely away under myriad lock and key in the catacombs riddling the planet. Few non-Housemen, and even fewer foreigners - and then at an executive order from the Emperor - are permitted to enter the labyrinth.

Lenten Prime: The base of House Hellebore, it is their greatest stronghold and last redoubt. The planet, riddled with caves, contains a vast neural network of computers which sift information from the galaxy and use it to House Hellebore's advantage. The Hellebore Palace, or White Cenotaph, as it is often known, is the resting place of the Diadem Duke and his family.

Dumelia: Home of House Rose, Dumelia is a rich world. Farms cover its surface, growing food for Faerin and other industrial worlds, fine champagne from its vinyards and other powerful spirits are considered some of the finest produced. It is heavily protected because it is a vital supply world, as are its string of agrarian moons - five of them. It is one end of the Artery route which supplies the planetary construction facility of Concorrant with the food needed for its continued survival.

Regale: Home of House Lily, it is a hedonistic pleasure-planet given over solely to this pursuit. Some of the best casinos and pleasure-palaces in the galaxy dot its surface, and the aerial light shows of fireworks and satellite beams are not to be missed.

Concorrant: De facto capital of House Foxglove, this vast gas giant has been converted into a gargantuan planetary construction facility. A webwork of cities, vast manufacturing plants and warehouses fill the 1G habitable zone, supplied with raw materials and food from many spaceports. Below the 1G zone hang the power plants, vast TDPD reactors strung near the planetary core, and also Tartarus, the prison of House Foxglove. Time on the planetary construction arrays is a publically traded commodity, and brings in vast revenues for Foxglove from the corporations - and sometimes the mega-rich of the galaxy - which hire it out. Further, Foxglove's machinists and artisans are the finest in the galaxy and any custom ship, if it is within the bounds of science, can be built by them. The planet's master is the Viscount of Creation, Aurelius Foxglove.

Tarona: The construction facility of House Violet, it is a large moon in geostationary orbit over one of House Violet's most productive research stations. It is here that many high-tech devices are manufactured, and its sister moon serves as a testing ground for said products and the fruits of research on the planet below. The Siridar here research the most forbidden technologies, and answer only to the Emperor, but the secrecy is so absolute, so complete, that not one shred of evidence ever makes it out of the system.

History: The Siridar race originated on Faerin, a relatively low-gravity world, in ancient times, descended from an avian species that ruled its skies. They were, and still are, highly clannish, inextricably linked to their extended family. It is for this reason that arranged marriages are common in the upper echelons of Siridar society, and alliances sealed by marriage are taken extremely seriously.

In ancient times, the Siridar split into their clans, the present-day Houses that comprise much of the educated and noble classes of the Imperium. These warred with each other, and, frequently, with themselves, one internal faction attempting to overthrow the other in bloodshed. The planet was in a more-or-less constant state of warfare, and birth rates were extremely high as a consequence – more soldiers for the war machine. Few Siridar lived to see their fifth century, let alone the full millennium. This relentless breeding, and reckless consumption of their natural resources, drove technological advancement in many areas and also turned their homeworld into a wasteland.

Eventually realising the danger, eight of the most powerful Houses banded together under House Bluebell and its charismatic leader, Eleusis, and left their doomed planet far behind.

Unfortunately, Eleusis was assassinated as they left Faerin for good, and the shaky Flower banner quickly splintered off, the Great Houses leaving to carve out their own little empires in space – the present-day regions of the Imperium.

Thus, the Siridar grew, separately, warring and allying with themselves, and their ancestral homeworld was more or less forgotten – until reclusive House Violet forged the warring clan-empires together into a cohesive whole – the Imperium – with the goal of returning Faerin back to what it once was.

The effort consumed centuries, and countless Siridar lives, but eventually their homeworld was as it was described in the ancient recordings and stories, and for the first time in millennia the Siridar were united; they had a common interest, their ancestral home. And thus, through lengthy negotiation, rather than warfare, the present oligarchic system, with a House being chosen as Imperial every time their succession faltered or insanity threatened, was born, and the foundations of the modern, civilised Siridar were laid.

National Strengths (Non-Militarily):

Load-Bearing State: The Siridar Imperium, with its enormous population and consequently gargantuan spending power, is very much one of the underpinnings of the galactic economy. Her corporations have holdings in many other powers, often quite substantially.

New Hollywood: A banner of civilisation and culture in the galaxy, Faerin and Larkspur are enormously influential.

Cargo Cultist: Siridar juggernaut freighters haul hundreds of thousands of tons of goods – each – and there are thousands of them in the vast Siridar Merchant Navy, ‘enough to blot out the stars.’ This means gargantuan revenues from tariffs and docking fees even if individually they’re miniscule, and the use of Imperial protected trade routes generates more money.

Weaknesses (Non-Militarily):

Cracks in the System: The minor Houses are gaining more and more power and support and clamour to have their own individual votes in how the Imperium is run, rather than the collective voice they hold in the Parliament of Stars. The seven Great Houses, eager to retain their exclusive hold on power, do everything in their power to halt this; legislations, diplomacy, sops to the commons, assassination of key opposition figures, anything. Nonetheless, the issue springs up every generation, and is usually viciously put down.

Bloody Bureaucrats: ‘Class B amphetamines for medical usage fall under the domain of the Department of Drug Regulation, while Class A amphetamines fall under the jurisdiction of the Drug Administration Board. To prescribe Class B drugs a Medical Practitioner Dispensary Licence DV-12 is required, obtained by filling in form HVCCD-114A, completing the requisite training course at an approved training centre and paying an administration fee of 700 imperials. To prescribe Class A drugs a Medical Practitioner Dispensary License DV-19b is required, obtained by filling in form...’ The Siridar Imperium is vast, and each region has its own set of standards regarding what may be imported, local bylaws, permits and so forth. It is extremely difficult, under normal circumstances, to get an appointment to see, for example, one of the House Lords – even if you are a representative of a foreign power, and as for seeing the Emperor himself...

Traditionalists: The old ways are best...Siridar live for a thousand years, give or take a decade or two, and certain ways of doing things are entrenched in their mindset. Thus tactics are elaborate and somewhat slow – not a good thing against a nimble enemy, and slow to change.

What’s In A Name: The Great Houses trade heavily on their names, levering their scions and dependents into positions of power and authority in a complex webwork of favour and counter-favour. This means that people who aren’t necessarily qualified for a job sometimes get it.

Population Traits:

Eureka!: The urge to get down and find out how the hell something works is ingrained very deep in the Siridar psyche, more prominent in Houses Violet and Foxglove than some, but present everywhere nonetheless.

Beauty: The Siridar are generally thought to be beautiful, at least to humanoid species – and their tinkering with their genetic code has only reinforced the image.

Weak: The Siridar are descended from avians, and that means hollow bones. Their tall, willowy forms (thanks to the low gravity of their homeworld) and those hollow bones mean they don’t stand up well to high accelerations – they wouldn’t stand a chance in a strikecraft, hence why they try and use drone fighters wherever possible.

Military Traits:

Turtle!: The Siridar abhor loss of life – their own, that is - they couldn’t care less about other races in this regard. Thus, their ships and stations are heavily armoured and defended, their point-defence systems and shields second to none. If they have to go to war, they prefer to do it from a distance, inside very well-armoured, large ships, thank you very much, and leave the dogfighting to the drone fighters. It makes their vessels lumbering, but extremely powerful.

Dreadnaughts!: The Siridar build big and strong, on the basis that a dreadnaught can take a lot more punishment than a fighter can. It is because of this, and because drone fighters don’t need life support and other expensive sustaining technologies, that they have a surfeit of ships towards the super-capital end of the spectrum.

Space Trenches: Past masters of defense, the Siridar know – and use – every trick in the book to keep their vessels and planets alive. They also excel at system defence – space fortresses and gravity barriers, ground-based missile batteries, planetary shields, bomb-salted asteroid fields, killer orbital defence grids, the works.

Ghosts in the Machine: Siridar vessels are highly automated – many of their smaller craft, such as fighters and corvettes, are completely autonomous, designed to reduce the loss of Siridar lives. After all, if you live for a thousand years, you aren’t going to want to pop your clogs at two hundred. It is for this reason that the ground army is also drones.

Better than Your Defence: Most of the Siridar R&D military budget goes straight into new defensive systems for their vessels. While Siridar commanders aren’t exactly cowards, they want to have the very best chance possible that they’ll survive. It is to this end that Siridar ships have prodigious arrays of point-defence weaponry – pulse meson-laser cannons, flak launchers, bomblet catapults, oxygen-tipped concussion countermissiles, wide-aperture gravity cannons, precision-targeted X-ray DEW clusters, not to mention the layers of heavy-metal armour, crystalline composites, reflective coatings, insulation, coolant conductor lines, triple-redundancy components, and highly superior shields.

Ugh, down there?: Siridar don’t do boarding actions, and only rarely resort to ground invasion. They prefer total space superiority, their doctrine of Astra dominus; after all, you could invest billions in ground forces, or alternatively you could buy a nice simple battleship and shell the army into oblivion from on high, where they can’t reach. They aren’t good at holding planets once their space defences go down, nor are they good at actually capturing them.

Ceremonial: The Siridar Stellar Service hasn’t fought in centuries, its role reduced to more ceremonial duties. The only units with experience of fighting are the Border Fleets and House Holly’s rapid-response Berryguard. As such, all tactics and strategy are theoretical, and wargames to test these are rare.

Oh, must we?: War is not regarded highly by the common Siridar, despite (or perhaps because of) their ancient blood-soaked history. The potential for hundreds of years of wasted life does not appeal to them in the least, so punitive wars especially can be met with fanatical resistance. They don’t like coming to the aid of their allies in terms of military force, either, unless there’s a substantial economic bonus in it for them – be it keeping the enemy off their own production worlds or, to be blunt, a bribe.

Stealth on the battlefield, old chap? That’s unsporting!: Exactly what it says on the can. The Siridar don’t creep around like a bunch of Wheezing Willies when it comes to space battles – or land battles, come to that. Their forms are highly distinctive anyway, why bother to hide it? Enemy to the front of us, let’s have at them! is their way of thinking.

Civilian Yards: It’s been so long since the Stellar Service really fought that there are only a handful of dedicated military shipyards in the entire Imperium. If war broke out and many of their ships were destroyed, it would be a long time before civilian yards could be retrofitted to fill in the gaps.

The Expense! The Hideous Expense!: Put very simply, maintaining a space-fleet is ruinously expensive, especially as there’s been no real need for it for centuries. The government will, naturally, be averse to increasing spending dramatically.

The Noble Navy: Each Great House maintains its own security forces in the form of the House Navy. In times of war, they supplement the Imperial Navy, but there are often conflicts and a delicate balancing-act is needed to keep all the admirals, often from Houses with less than amicable relationships, working smoothly as a unit.

The Army? That Rabble?: The army has long fallen into disfavour with the Siridar, and the Stellar Service’s power has waxed in compensation. Consequently, the army hasn’t been updated in some time. The army is very small, compared to the other powers, but makes up for it in part by using drone soldiery; tougher, far more durable and incapable of fear, for a start.

Technical Traits:

Flash: Elegant and aesthetic are the keywords of Siridar technology. Their ships are ornate, their technology sleek and streamlined. Production times might be a fair bit longer, but it looks good and it works extremely well. ‘Siridar’ is a byword for exquisite engineering and workmanship.

Biowanker: Genetic engineering is the Siridar’s friend. From gestation factories that churn out missiles by the million from a primordial soup of nutrient slime, to heart-stopping beauty in their own kind, medicines that literally grow on trees, specialised crops that feed on trace minerals and produce solid gold flowers and more, they exploit it to the full. They have no qualms about messing with their double-helix, or the double-helix of other species, sentient or otherwise. Neural systems abound in their AIs, and bioweapons are a passion with certain Houses.

Man-Machine Interface: Used by the Siridar for controlling their ground drones from afar, as well as for piloting drone fighters. A neural web can link the controlling dar to the armoured unit, often over many miles.

The Rolls-Royce of Space-Fleets: Yes, all that painstaking work does pay off in snazzy ships, superb engineering and excellent reliability, but if you’re on a war footing you want modular, plug’n’play, hot-off-the-construction-lines-and-into-the-fray, things that can be assembled quickly. Frankly, the Siridar don’t have any truck with that sort of thing. They respect craftsmanship, not robotic construction lines.

Historical Traits:

Diplomatic: Juggling the conflicting demands of the seven Great Houses, the hundreds of Houses Minor, soothing the prides and massaging the egos of the Lords and Ladies of the Siridar Court has given them a natural insight into how to be diplomatic. The enormous cultural influence of Faerin and Larkspur further helps them with the image of being civilised and reasonable.

Hyper-Technologies:

Gravity-Wave Weapons: The Siridar vessels mount relatively few offensive weapons, reserving most of the space for point-defences and shielding, but those they do carry are highly destructive, not to mention esoteric. Chaos-gravity shot plays merry and unpredictable hell with the enemy, blasting hulls apart or condensing them down to a superheavy ball, turning men into red mist – it’s impossible to predict exactly what chaos-gravity will do, only that it will be destructive in the extreme.

Shields!: We don’t want to be killed very easily, thank you very much, so give us some decent shielding, scientists! This was the cry of every Servicedar, and billions of imperials are continually channelled into the field-effects department of Imperial research, continually improving, reinventing and refitting the shielding systems on Imperial ships, rendering them far superior to other races’, the very cutting-edge of energy defence.

Field Control: The Siridar fascination with gravity and its manipulation manifests itself in almost every aspect of Siridar life – suspensor belts for the elderly, gravity-condensed metals and metalloid compounds, a host of very nasty weapons indeed and more abound in the Imperium.

Enerjax: Their initial experiments into gravity and gravity-wave induction theory were incredibly energy-intensive, necessitating the development of an exceptionally powerful energy source before the technology could move from the theoretical to the practical. Dimensional taps resulted in the Enerjax technology, called cavitronics by the Siridar, and it is this which powers their ships and weaponry.

Special Trait:

Civilised: The Siridar are cultured and urbane, witty and debonair, the embodiment of civilisation. Their thousand-year lifespan gives them an unparalleled store of background knowledge and anecdotes to call on, and Faerin and Larkspur are centres of culture of galactic importance and influence. This good image and courteous behaviour to all contributes significantly to good relations on the galactic stage.

MILITARY


Doctrine: Astra dominus is the motto of the Stellar Service. Heavy line-of-battle dreadnaughts, civilising (the Service euphemism for ‘shelling into submission’) planets from on high, and crushing force, are the mainstays. It’s all very well having a big land army, runs the thinking, but when a battleship can obliterate it with a few well-placed kinetic harpoons, it’s a bit of a waste of money.

Ships of the Siridar Stellar Service


Class Name: Retribution

Category: Dreadnaught - the very largest line-of-battle vessel the Siridar field, and very probably the biggest dreadnaught-class constructed.

Combat Designation: It is designed to be the spearhead of an assault, the lynchpin of a defence. Not to be trifled with.

Armour: 9.5/10 - Triple-redundancy defence nets comprising pulse meson-laser cannons, oxygen-tipped concussion bombs, flak launchers, bomblet catapults, EMP pulse generators, wide-aperture gravity cannons and countermissiles provide an almost-impregnable counter to incoming missiles, projectiles and fighters. This is then coupled with a highly-advanced metallopolymer biweave base layer and many alloy armours layered together with a crystal reflective matrix that protects against electron weapons and most energy weapons, results in a superbly-armoured vessel. It is also extremely slow, thanks to the enormous weight.

Shields: 10/10 - Multiple hex-cellular Rizon Systems defensive gravity screens, particle shields and energy-dampening screens comprise the primary tier of this vessel’s shields. It mounts six full sets of shields, each with their own dedicated darkmatter reactor system, and furthermore Siridar neural AI systems direct the shielding dynamically – strengthening or reducing the shield in a small area to take the shot, drastically reducing total power consumption and allowing them to take far more hits before collapsing.

Reactor: 10/10 – A serried array of Concorrant Industries ‘Creation’ Mk VII darkmatter reactor taps provides all the power the ship could possibly need. High-capacity bio-neural conduits provide optimal power redirection, essential for some Siridar shielding technology.

Sensors: 6/10 – the range of the sensor systems aboard a dreadnaught is not the best; the dreadnaught is best employed in direct line-of-fire engagements or with spotter ships.

Jump Drive or Reaper Drive: Jump Drive

Sublight Motors: 2/10 - Sixteen Luminary Systems ‘Lorelei’ reactionless gravity drives.

Armament: 8.5/10 – The mainstays of its offensive weaponry are the twin banks of Luminary Systems ‘Obliterator’ Mk VII Chaos-Gravity Projector Cannon that are mounted as bow chasers at the front of the vessel. They have the capacity to hurl a continual barrage of chaos-gravity shot at whatever comes under the sights of their gunnery officers, a deadly fusillade that few ships can survive for long.

The bow chasers are supported by twelve batteries of Drexler Corporation ‘Hellfire’ pulse-plasma cannons, arranged in groups of three across the dorsal and ventral surfaces of the dreadnaught. The forward batteries are further supplemented by eight super-heavy ‘Helios’ ion beam cannons capable of turning eighty percent of a planetary surface to glassy slag.

Broadside firepower is provided by phalanx arrays of gravity cannon in the same class as the bow chasers, intermixed with pulse-plasma cannon batteries, and rearward firepower, around the gargantuan engines, is provided by eight more ion beam cannons in gimballed mounts.

The dreadnaught also mounts eighteen powerful Drexler Corporation eight and twenty-two ring missile launchers in a spinal configuration, nine running along the dorsal axis of the ship and nine running along the ventral axis.

It is these missile launchers with their highly variable payloads that provide the true terror of the ship to planet-bound forces. While the other cannons of the ship can glass the planet, the missiles can carry House Violet’s specialty, bioweapons bred in the myriad labs of that House and scythe the planetary surface – or a ship - clean of all life, a blank slate for occupation, bomb it into submission from high orbit, or rain down a hail of kinetic harpoons and a myriad of other ordnances.

Hangar Complement: None

Special Equipment: A prodigious array of planetary-bombardment-specific ordnance, from kinetic harpoons through to multi-megaton TX-10 fusion warheads, sterilizer bombs, atmospheric deprivation weapons and more. A Retribution dreadnaught can also carry the Siridar superweapon. Retribution-class dreadnaughts also act as Fleet Command - the myriad systems of the class provide massive fleet support allowing for great coordination of tactics and firepower. The commanders of these vessels - usually Knights of the Imperium - inspire their fellow Siridar and are experts at fleet-level actions. Many also have diplomatic training.

SINS Covenant (and descendants)

Class Name: Covenant

Hull Size: Carrier – the largest vessel, aside from megafreighters, that the Siridar construct.

Combat Designation: Carrier platform.

Weapons: 5/10 – The carrier is not intended to engage in battle directly – it can provide supporting fire in the form of its prodigious twenty-two-ring missile batteries, but possesses few direct-fire weapons and is not meant to be in the vanguard of an assault.

Engines: 4.5/10 – Sixteen ‘Lorelei’ reactionless gravity drives, but the carrier is so enormous, thanks to its gargantuan crew and multiple repair and launch bays – capable of completely rebuilding a destroyed fighter or corvette – that it’s still extremely slow.

Armour: 6.5/10 – While it is relatively heavily-armoured, the large surface area it presents, and the delicate repair and launch bay machinery, which don’t take well to armouring, mean that it is less well-protected than the norm, but still perfectly adequate for the role the carrier is expected to play.

Shields: 7.5/10 – Its shielding systems are powerful, in order to give it survivability in the event of coming under attack by a powerful force – long enough (it is hoped) for the line-of-battle ships to come and relieve the carrier.

Reactor: 10/10 – a spinal array of darkmatter reactor systems provide all the power the vessel could possibly require.

Point-defences: 8/10 – A triple-redundancy powerful defence net comprising turreted pulse-plasma cannons, oxygen torpedoes, flak launchers and countermissiles provide a powerful counter to incoming missiles, projectiles and fighters.

Sensors: 10/10 – The Covenant has to have top-of-the range sensor systems and enormous processing power to be able to feed accurate data to its 10,000 strong fighter fleet.


Other:

SINS Raja (and descendants)

Class Name: Raja

Hull Size: Battleship

Combat Designation: Line-of-battle assault

Weapons: 8/10 – 10x Luminary Systems ‘Obliterator’ Mk V Chaos-Gravity Projector Cannon comprise the bow chaser array of the Raja, but its true strength lies in the broadside. The broadside firepower of a battleship is quite great, with volleys of fusion-tipped gauss projectiles hurled out by two hundred automated batteries accompanied by narrow-aperture gravity bursts from a hundred spinal-mounted ‘Shatterer’ Mk VIII Chaos-Gravity Projector Cannons and twenty Luminary Systems ‘Starfire Lance’ Mk X ion beams, ten fore and ten aft.

Further, battleships carry substantial missile magazines and have many missile launchers. Their relative lack of beam weaponry makes them ill-suited for long-range assaults once their missile complement has been exhausted, but at close range they are deadly. Tests with directed-beam weaponry and mirror to address this lack of long-range support, and trials are underway. The battleship also has substantial planetary-bombardment capability.

Engines: 4/10 – Eight ‘Lorelei’ reactionless gravity drives

Armour: 9/10 – A slightly lighter chassis than the super-heavy dreadnaught, it cannot support the same weight class of armour. Its shielding systems are still heavy, although the basic Raja design has been in service for over four hundred years, and the systems of these battleships are often correspondingly old – and updates can be unpredictable.

Shields: 8.5/10 – The Raja uses much the same technology as that adapted for the dreadnaught, although there is only space for four heavy shielding systems and their darkmatter power sources. Slightly older shielding systems are usually mounted on the Raja, reducing their efficiency somewhat from the bleeding-edge wraparound shields on the newest ship classes to roll out of the design yards.

Reactor: 10/10 – a spinal array of darkmatter reactor systems provide all the power the vessel could possibly require.

Point-defences: 9/10 - Triple-redundancy defence nets comprising turreted pulse-plasma cannons, oxygen-tipped concussion bombs, flak launchers, bomblet catapults, EMP pulse generators, wide-aperture gravity cannons and countermissiles provide an almost-impregnable counter to incoming missiles, projectiles and fighters. The only issues with the PDS system is that in the heat of battle, with a great deal of ordnance in space, gaps in coverage may occur as the governing AI and controlling officers prioritize certain areas to minimize damage to critical points at the expense of others.

Sensors: 6/10 – The battleship is primarily a close-combat line-of-battle ship; thus its sensor range is not the greatest. To improve this, spotter ships sent ahead of the fleet can be used.


Other: Planetary bombardment ordnance (see dreadnaught.)

SINS Imperia (and descendants)

Class Name: Imperia

Hull Size: Heavy Cruiser

Combat Designation: Heavy raider, goes around in hunter-killer squadrons of three; useful in conjunction with the dreadnaughts for punching through a defence line.

Weapons: 8.5/10 – 50x Luminary Systems ‘Obliterator’ Mk V Chaos-Gravity Projector Cannon comprise the bow chaser array of the Imperia, a substantial improvement on the ageing Raja as it is a far newer design. These are further supplemented by 24 ‘Starfire Lance’ ion beam cannons in gimballed mounts, twelve on the dorsal side and twelve on the ventral side. Finally, a hundred Drexler gauss carronades, fifty a side, complete the direct-fire armament of the Imperia cruiser. It also carries a ventral spinal array of eight-ring missile launchers, equipped as standard with fusion cluster-torpedoes and oxygen-concussion missiles.

Engines: 7/10 – Ten ‘Lorelei’ reactionless gravity drives, coupled with the comparatively light capital chassis and the reliance more on shields than armour make this vessel unsettlingly fast for its size, especially when compared to the Siridar norm.

Armour: 7.5/10 – A much lighter chassis than the super-capital class, it cannot support the same weight of armour plating that is standard – as a far newer design, its architects focused more on an impressive array of weaponry – to eliminate the enemy quickly – and the latest in shielding technology. Its shielding systems are state-of-the-art, providing superb coverage.

Shields: 9/10 – Its shielding systems are state-of-the-art, providing superb coverage, although there is only space for four shielding systems and their darkmatter power sources. Their energy-efficiency and controlling AI systems are unparalleled, allowing them to last far longer than simple shield-to-power-rating ratios would suggest.

Reactor: 10/10 – a spinal array of darkmatter reactor systems provide all the power the vessel could possibly require.

Point-defences: 9/10 – A reasonably powerful defence net comprising turreted pulse-plasma cannons, oxygen-tipped concussion bombs, flak launchers and countermissiles provide a powerful counter to incoming missiles, projectiles and fighters. There isn’t space on the lighter, smaller chassis for triple-redundancy nets or some of the larger and weightier methods of deterrence – the ship must rely on its shields and speed to do its job.

Sensors: 7.5/10 – The Imperia hunts swiftly, and in a pack of three – they need to be able to pinpoint enemy weak points fast and accurately, and at a reasonable range to allow their captains to devise plans of attack.


Other:

SINS Valkyrie (and descendants)

Class Name: Valkyrie

Hull Size: Light Cruiser

Combat Designation: Light raider, very fast hunter-killer for dealing with destroyers, frigates and corvettes.

Weapons: 7/10 – Reduced in complement compared to its bigger brother, the Imperia, this ship is more meant to deal rapidly and efficiently with frigates, destroyers and various other smaller starfighter craft. As such, it boasts only eight light ion beams and a much reduced complement of gravity cannons. However, it does boast many EMP pulse turrets, designed for its interdiction role. It also bears many EMP missile racks.

Engines: 7.5/10 – Twelve ‘Lorelei’ reactionless gravity drives, coupled with the light capital chassis and the reliance more on shields than armour make this vessel suited for its role as police interdictor.

Armour: 7/10 – A much lighter chassis than the super-capital class, it cannot support the same weight of armour plating that is standard – and in accordance with its role, armour was sacrificed for speed.

Shields: 7.5/10 – Its shielding systems are in the same league as its bigger brother, a powerful defence against whatever pirates, criminals and enemies of the Imperium might dream up.

Reactor: 10/10 – a spinal array of darkmatter reactor systems provide all the power the vessel could possibly require.

Point-defences: 8/10 – A reasonably powerful defence net comprising turreted pulse-plasma cannons, oxygen torpedoes, flak launchers and countermissiles provide a powerful counter to incoming missiles, projectiles and fighters. There isn’t space on the lighter, smaller chassis for triple-redundancy nets or some of the larger and weightier methods of deterrence – the ship must rely on its shields and speed to do its job.

Sensors: 8/10 – The Valkyrie hunts swiftly, and in a pack of five – they need to be able to pinpoint pirate vessels and criminal ships rapidly and efficiently in order to swoop in for the kill.


Other: A tried, tested and much-improved design, the Valkyrie is extremely durable. Due to its prevalence as a police vessel – often seen around Imperial trade routes – the Imperium can muster a substantial fighting force of these ships comparatively quickly.

SINS Mace (and descendants)

Class Name: Mace

Hull Size: Gunship

Combat Designation: Escort vessel; fighter-killer

Weapons: 5/10 – Incapable of inflicting truly serious damage on enemy capital ships, its weapons are geared to the annihilation of strikecraft, corvettes and other gunships. Repeating gravity cannon, microfusion gauss arrays, pulse-plasma turrets, flak launchers and other weapons deadly to smaller craft are much in evidence, while the powerful narrow-aperture gravity guns of the heavier ships, and also their beam weaponry, are conspicuous by their absence.

Engines: 8/10 – Six ‘Lorelei’ reactionless gravity drives and the small chassis – really nothing much more than a heavily-armoured gun platform – make it a fast ship, essential to be able to keep up with strikecraft and other small vessels.

Armour: 6.5/10 –

Shields: 6/10 – The shield systems are heavy, as are all Siridar defensive technologies, but there simply isn’t space in a light gunboat for multiple arrays – once the primaries are gone, that’s that.

Reactor: 10/10 – a spinal cluster of darkmatter reactor systems provide all the power the vessel could possibly require.

Point-defences: 9/10 – A powerful defence net comprising turreted pulse-plasma cannons, concussion bombs, oxygen torpedoes, flak launchers, EMP pulse generators, wide-aperture repeating gravity cannons and countermissiles provide a powerful counter to incoming missiles, projectiles and fighters.

Sensors: 8.5/10 – The Mace needs to be able to accurately track fast-moving swarms of strikecraft to direct its defensive power, thus it has a very sensitive tracking system.


Other:

SINS Zephyr (and descendants)

Class Name: Zephyr (colloquially a lancer fighter)

Hull Size: Heavy fighter

Combat Designation: Drone fighter – dogfighting and subsystem harassment.

Weapons: 4/10 – Four repeating microfusion gauss cannon.

Engines: 10/10 – Four ‘Lorelei’ reactionless gravity drives can run at maximal output as there are no living components to be squished, allowing the Zephyr to make turns and accelerations unattainable by manned fighters.

Armour: 5/10 – The fighter chassis is essentially armour, as no cockpit, life-support system and so forth are necessary.

Shields: 5/10 – See above.

Reactor: 10/10 – a darkmatter micro-reactor systems provides all the power the vessel could possibly require.

Point-defences: 2/10 – The fighter possesses two metalstorm cannon for missile and projectile defence. That’s it. Drone fighters are supremely expendable.

Sensors: 4/10 – The Zephyr receives its targeting data from its parent carrier, and last-minute current updates are handled by a relatively simple sensor system and dedicated AI.


Other: Zephyrs are manufactured by the million, and are near-ubiquitous in Siridar space. They are, however, particularly susceptible to psychic assaults due to the nature of the link between the drone and the controlling pilot on the carrier.


Siridar Superweapon


A relatively simple device, to the Siridar, and reliant on their ability to manipulate gravity, it nonetheless has incredible destructive power. A series of graviton generators powered by a darkmatter reactor encapsulated in a missile delivery system cause a catastrophic effect when fired into the local star – the Siridar call it a nova bomb. It obliterates whatever is in the stellar system in which it is used.
Needless to say, it is a last-resort.

Ground Forces


Defences:

Complexes:

Outpost - a small, remotely-operated monitoring station. Where time permits, these drill underground and use complex bio-organic networks to monitor the area (think the hyphae of a fungus). They are nonetheless quite tough, with three powerful shield generators, hex-cellular walls of Rinian steel, a hundred-megaton self-destruct device and several point-defence batteries against sappers.

Castellum: The standard basis for Siridar fortifications, the castellum is a basic defensive base, comprising a fourth-layer barrier wall complex, a number of light drone turret production facilities giving around a hundred and fifty light gravity or gauss turrets, several other production facilities, extensive monitoring abilities and a small C&C, usually sunk underground behind more gravity barriers for further protection.

Arsenal: A powerful defensive fortress, the Arsenal is designed to work in harmony with standard Siridar space doctrine. It is built in a concentric manner, comprising anywhere from four to seven tenth-layer gravity barriers - supported by six nexus towers each - hex-cellular walls, complex scanning-baffles and other ECM and ECCM paraphernalia. The nexus towers of the gravity barriers are heavily-fortified bastions, each one housing a powerful siege turret and a heavy turret production facility, each capable of maintaining fifty turrets as well as providing significant AA capability. The inner areas of the Arsenal station house siege batteries, capable of bombing targets hundreds of leagues away thanks to uplinks from orbiting satellites or starships, drone barracks and a C&C centre, as usual with powerful point-defence batteries to guard against kinetic projectiles and missiles.

Star Fortress: Designed to hold key points, these are often custom-designed to work with the terrain they are sited on. Complex geometry and reflecting gravity barrier walls minimize the effectiveness of shot, all important buildings are sunk deep underground behind further gravity layers. Super-heavy turrets patrol the labyrinth of barrier walls, and anti-air suicide drones and missile banks make an aerial assault nigh-impossible. Large staging and manufacturing areas are hollowed out underground, allowing forces to be assembled in relative safety and maximum protection. A maximum of three infantry drone facilities, four aerial drone complexes and two vehicle factories can be accomodated.

Citadel: The lynchpin of a Siridar ground defence, these gargantuan fortresses are large metropoli devoted to military means. Over two thousand super-heavy turrets swarm about their labyrinth of interlocking barrier walls, no less than twelve drone facilities can hammer out an army, a dedicated spaceport, guarded by extensible shields and enough AA and surface-to-space ordnance to bring down a battleship to ensure supply lines, and towering star forts form the core of this vast base and can rain down siege shells from afar.

Individual Structures

-Gnat-class Concorrant Industries Light Drone Turret - a light, manoeuvrable turret designed for perimiter defence of low-importance military facilities or high-security civilian operations. Equipped with two repeating gravity cannons and two fusion-tipped 14" gaussguns, its sophisticated tracking and surveillance system - comprising gravitic anomaly, visual spectrum, radio, UV and thermal ensures its effectiveness. It is particularly suited to disposing of infantry, light vehicles and light aircraft, but its relatively light armour and shield make it vulnerable to AT ordnance and heavy shells, although it does have some limited self-repair mechanisms and is hardened against EMP.

-Barrage-class Luminary Systems Ground-Air-Space Platform - a powerful, though slow missile platform comprising an organic extrusion facility, reaction complex and seven twelve-ring TX-10 missile launchers plus seven TA-5/TA-8 launchers and three point-defence ring batteries, coupled with the customary Siridar shield complex and armour plating. The wide arsenal that can be produced and fired makes this platform useful against heavy vehicles, aircraft of all sizes and even spacecraft. It is, however, unable to specifically target infantry, although this is something of a moot point when a TX-10 multi-stage fusion missile explodes nearby.

-Archon-class Luminary Systems Siege Cannon - A super-heavy stationary turret mounted on a high tower, this delivers awesome defensive firepower to the battlefield. Comprising no less than eight 20" napalm-fusion-tipped gaussguns, four expansion-web launchers, an electron ram and two torpedo tubes, this is designed to destroy large concentrations of enemy troops and fortifications from a distance. The torpedo tubes can be loaded with Violet plaguebearers to provide a terrifyingly effective infantry weapon, or with organo-tipped siege borers to destroy underground bunkers and shield generators, while the napalm-fusion gauss projectiles rain fire down on the enemy. Expansion-webs are designed, further, to shatter heavy vehicles and fortifications, while electron-rams rip apart the atmosphere to destroy enemy air and spacecraft.

-Lance-class Concorrant Industries Beam Turret - A heavy turret designed to dispatch vehicles quickly, it is armed with four independently-targetable Starfire Lance electron rams, an eight-ring missile launcher, a variable-aperture heavy gravity cannon and four shredder cannons. It is further heavily shielded with four gravity barriers, capable of self-repair and independent movement, although somewhat slow.

-Mangonel-class Concorrant Industries HE Turret - a specialized turret designed to break up enemy charges and demoralize the opponent, as well as destroy bunker complexes. Its eight bomb tubes can be loaded with a variety of ordnance, ranging from high-explosive TF-9 submunition bombs, through shrapnel and claymore devices, to napalm, white phosphorus, gravity shredders and even subterra borers.

-Carronade-class Luminary Systems Super-Heavy Turret - a heavily-armoured, shielded and armed turret capable of movement and self-repair. It bears eight variable-aperture heavy repeating gravity cannons, each independently-targetable, sixteen shredder cannon, four starfire lance electron rams in spinal mounts, two expansion-web launchers and an experimental mirror-beam weapon mounted front and centre.

-Circe-class Rizon Systems Barrier Complex - the standard Siridar shield generation facility, heavily-armoured and equipped with point-defence batteries to defend against incoming kinetic projectiles and subterra borers. They automatically bury themselves in the ground when deployed, and generate the characteristic Siridar gravity barrier walls, which arc over the entire base. When linked in systems, they can both reinforce each other and spot-shield, reducing power usage. It has a limited self-repair ability.

-Deity-class Global Orbital Defence Platform - the standard Siridar orbital defence platform, this is a versatile and heavily-armed and armoured fortress, equipped with powerful batteries of every point-defence device the Siridar have in production, a phalanx array of variable-aperture dreadnaught-class heavy gravity cannon, an ion beam capable of leveling ten per cent of a planet, seven batteries of repeating gauss turrets of battleship standard and large banks of twenty-two-ring fusion missile launchers.

Ground Troops:


((More to come...))

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Re: Interstellar Waltz (OOB)

Tips: 0.00 INK Postby Kronos on Sun Nov 29, 2009 8:56 pm

NATION:

Nation Name: The Fourth Imperium

Race(s): Humans.

Nation Size: Class Four. There are fifty-three inhabited systems within the imperium.

Government Type: Classifying the exact mechanism by which the Fourth Imperium operates is extremely hard. The Imperial Family - a position currently filled by the ignoble and scheming Karazines - controls the Congress of Families and the Imperial Seat.

The Knesser was created by the Masoff Edict of Reformation that stripped power from the Imperial Family and granted it to the families. In fact, it was the prowess of the Masoff Industrial Conglomerate that allowed the families to become quasi-legitimate entities in government. The Knesset is the congress of ruling families. Second is the Unified People's Affiliates, the impotent means by which lowly nobodies can make themselves heard.

The Imperial Seat is effectively the executive branch of the Imperium.

The Imperial Family controls the executive and legislative branches of government. The Hands of the Emperor, the Imperial Family's paramilitary guards, likes to interfere and occasionally dispose a family they don't like. The Knesset has considerable veto powers over the Imperial Family (which chairs the Knesset), although the Imperial Family can effectively control individual families through its nearly unlimited executive powers. The ISF is directly controlled by the Imp erial Family, but it has a seat in the Knesset independent of the Imperial Family. Albeit, it usually has a separate agenda. The UPA is practically powerless but somewhat influential on a local level. MACID is currently owned by the Masoff family. A Karazine acts as CEO, and several other families - most notably the Roaza and Glenners - are represented on the board of directors.

Important Government Figures:

Emperor Karazine II
Ericka Masoff
Akly Roza
Kefen de Rosa-Lanning

Economy: The Imperium has a convoluted economic system to match its government. The Imperial Seat has the power of eminent domain over all private property in the Imperium. Makhteshim Agan Conglomerate for Imperial Development and Imperium-Glenner Spacing Systems (IGSS, not to be confused with the IGCC) are the two largest NGOs. MACID and IGSS effeccontrol the Imperium's economy. MACID is the primary controller of industry and commerce, whilst IGSS handles most of the shipping and transportation. Both corporations are controlled by the Imperial Family, although the Masoffs have a majority share in MACID and the Glenners own all of IGSS. Smaller corporations exist, but none can compete.

Important Economic Leaders:

Bazil Masoff -
Garrison S. Aeta -

Religions: There is no state religion in the Imperium.

Points of Interest:

HASDROFF - The Imperial capital, home of the Palace.

CRILUND - An industrial world covered with red, pollution eating bacteria.

History: In a nuthshell: The Imperium split off from the Terran Union, a now defunct entity, several hundred years in the recent past. Each new Imperial Family heralds a New Imperium. The Fourth Imperium is the domain of the Karazine family, who has to date annexed three systems.

Traits:

KGB - Seemingly endless years of feuding between the families and the Imperial Family itself has paid off. The Imperial Security Service lets nothing escape from its clutches. This drive for secrecy is especially evident in the Masoff and Glenner families, who have to date never let a trade secret or classified spacing technology be exposed. Either that, or else no one has lived long enough to expose it. Overall, the Fourth Imperium is very secretive and paranoid with its information. The Karazines, the current Imperial Family, hates to reveal something as inconsequential as territorial information for diplomatic reasons.

Auto-fabricators - See "Nanowanker." Baring the unnecessarily industrialized worlds like Crilund or the artificial, agrarian plane-worlds, almost of the Fourth Imperium's production is handled by mobile, autonomous nanite auto-fabricator systems. They come in many sizes, ranging from the integrated distribution system of the Hasdroff ecumenopolis, to citywide materials fabricators, to personal auto-fabricators the size of printers or cigarette cartons. Specialized industrial systems resemble 3D printers more than they resemble molecular constructors. Nanites do play a colossal role in Fourth Imperium society, although their use is much less visible than in autofabrication.

Chlorofluorocarbons - See "Soylent Green is People!", but downscaled. The Imperium engages in several unsavory, but ultimately harmless, industrial and military practices. First and foremost is their use of genetically modified clone stock for medical, scientific, and military research. This clone stock grows at a rapidly accelerated rate and is immunologically unstable, requiring a cocktail of targeted steroids and antigens to survive. These clones never achieve consciousness above an infantile state. These clones are regarded as biological testbeds and used for the most gruesome experiments.ho

Secondly, there is materials reprocessing. That doesn't sound bad, does it? Recycling is a common practice in the Imperium; even recycling organic matter. Planets, animals, even humans are processed, pulped, sifted through and converted into foodstuffs. The citizens of the Imperiued m are seemingly unaware of this, or in full realization of that fact that all matter can be broken down and reconstituted without ill effect. Cannibalism and murder are still unforgivable sins.

Load Bearing State - The Fourth Imperium doesn't engage in obscene amounts of trade. They don't hold people's money, either. They lend and they export raw materials. The combined power of their factory worlds and economic aid is what keeps some nations alive and kicking. They aren't quite the IGCC, but they fund more projects and own more foreign assets than them. The families, aware of the relative fragility of the situation, do their best to prevent foreign influence. They like a one way street.

Cretins - Posh and fruity civilizations would frown upon the Fourth Imperium. Its people are nasty, brutish, and in possession of a nihilist streak.
They aren't stupid, however, and their brutishness factors into their politics and engineering styles. Brawls between family representatives are common (and harmless thanks to regenerative technology) whilst engineers are famous for upping power outages and tacking shit on things until they work.

Government Red Tape - The Fourth Imperium is bogged down the weight of an government serving dozens of mini-governments with their own rules and regulations.

HISTORY: In Armor Clad - The Fourth Imperium has always been concerned with defense. Their military cities and ships are built around this idea. They possess massive defensive capabilities and ingenious armors - see "Better Than Your Materials Science". Normal cities are built with anti-projectile lasers tucked into buildings and statuary and shield generators integrated into auto-fabricators and power planets. Even colonial villages have an armory and bomb shelter.

SPECIAL: Controlled Chaos - Those seemingly endless years of pointless feuding between the families has instilled in them a certain appreciation for the comparatively ordered government of the Imperium. They are known set aside their differences and band together during wartime. The Masoffs and Roazas frequently remind their brethren that a "strong Imperium means stronger families."

Hyper Tech:

Reaper Drive - The Imperium Space Forces call it a "fold drive" and pity anyone who doesn't. To quote an anonymous admiral, "It's pretty hard to see how rift could be taken to as 'reap.' It sounds like somebody is saying the misspelling of rape."

Relativistic Weapons - Just like it says on the tin. The Imperium possesses the accelerator technology to needed to move objects at high percentages of C. They use well and they use it often.

Field Control - This one counts for "Shields!" as well. The Fourth Imperium is rife with ingenious uses for their field control technology. As a result their shield and point-defense systems, alongside everyday utilities, are complex and capable of amazing feats.

MILITARY:

Overview: ...

Doctrine: Hit them hard, hit them fast, hit them again. The Imperium Space Forces follow a policy of strong, quick offense and strong, slow defense. They as such unable to hold a line when on the offensive. If their offense fails, they move to their most recent line of defense and wear down the enemy. In the event of a war, they hope that their secrecy regarding planetary data and locations will come in handy. At the same time, they try to compile lists of planetary locations so that they can simultaneous attack dozens of planets with strategic weapons in one sweeping operation.

Traits:

Better Than Your Materials Science - The Imperium has the best of the best. Picoscale nano-weapon engineering and smart-matter are two of their favorite technologies. ISF ships and vehicles have amazing stealth cladding and coolant systems. Even military complexes are built with amazing resiliency. Often, the only thing stopping the functioning of an Imperium-made weapon is when the soldier's hands start to burn.

Networking - Networking is key. There isn't too much to that.

Just a Statistic - The Imperium Space Force's love of operational strategy comes with a cost. Their tacticians are a mediocre bunch, the kind of man who accidentally guides a company into a hidden ambush that would otherwise be glaringly obvious. They send thousands of troops into combat with a high-level plan; sadly many of those men die.

Inhumane - See "Recycling Program" and "Just a Statistic." Apply those to the Imperium's enemies. The primarily mechanized engines of war used by the Imperium today don't have any feelings to speak off. Firebombing has become a favorite tactic; one that follows "liberal use of thermonuclear weapons." Thermobaric and incendiary weaponry make up a large portion of the ammunition supplied to infantry, although anti-armor ammunition and flechettes are still the most used.

Leading, Bleeding Edge - The ISF's constant production and constant recycling ensures that even second-generation vessels end up with top-of-the-line technology. Subsequently, those second-generation vessels get some of the most advanced systems out there; systems which are sometimes untested or intended to be tested in combat. Sometimes, ships are destroyed and men are killed in the name of testing.

Recycling Program - The Imperium never wastes anything. Never. They recycle and refurbish ships on a regular basis. Battlefield auto-fabricators turn metallic substances and atmospheric gasses into machines of war. Even people can find themselves recycled; thousands of corpses were stitched into bio-mechnical killing machines during the Ulinan War.

Ships: ...

Ground Troops: A three-billion man standing force exists. Most of the time they are engaged in civil engineering projects, peacekeeping, or training. In times of war, entire cities will turn their auto-fabricators towards producing only food and war materiale.

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Re: Interstellar Waltz (OOB)

Tips: 0.00 INK Postby Saxious on Sun Nov 29, 2009 11:13 pm

Image

Nation name: The Republic of Deutchlieg
Race(s):
  • Deuthliegs.
    • This race has the same ‘color races’ as humans, and same body shape, however, organically, they are a lot more different.
    • Where humans have kidneys, the Deuthliegs doesn’t, their stomach are a lot more smaller and their stomach acid is very powerful, making them able to eat a lot, however their body doesn’t require more than half of what an average Earth Human eats, and even that is enough for them to go for weeks (earth weeks) without any more food, however they are so unused to alcohol (as the entire civilization has never tasted it), that one quarter of a light beer would knock an average Deutchlieg out.
    • They breathe carbon dioxide (not oxygen), and therefore the soldiers wears specially designed gas masks that separates the carbon dioxide from the oxygen, and the ambassadors has devices alike which helps them breathe and talk.
      • For the Deuthliegs, oxygen causes their throats to get dry quicker, they become slightly sick (nothing serious, just fever and can't focus much).
    • Their eyes are sensitive to the light, thus on all other planets they wear sunglasses, and that explains why the soldier’s gas mask's eye holes are both bullet proof and like black sunglasses.

  • Hons
    • These reptilian-like race has aligned themselves with the Deuthliegs, in return for their participation of their politics and war, they have been given permission to keep their planet, untouched by the Deuthliegs, and every second tropical planet they conquer is given to them
    • They are natural scouts and are experts in camouflage, all by nature.
    • Due to their fear for machines, they would never dream of picking up a gun, and uses their stone age weapons instead

Nation size: Class One. Controls two systems.

Government type: Communistic, though economy is separated from the political policies. (In other words, like China)
Important Government Figures: The Communist Republic of Deutchlieg’s government members are:
  • Chairman, Leo Markius
  • High-Ambassador, Alex Burg
  • Cultus Mechanicus Pope, Pius
  • High-General, Valdimir van Smolka
  • High-Commissar, Cedric Kluuker
  • High-Admiral, Simona Berkers
  • Minor Governors who governs planets

Economy: Mixed Market
The Government allows businesses to be run by private owners, however, it is the government that can decide if a business is worthy to be started, and it also supports certain form of businesses.

The government owns and runs every form of business that exists through the many planets. The payment is set and the food rationed so that everyone is given ‘fair’ amounts of Deuths (the currentcy) to pay for the food that is to be bought explain it. Free market? government run? Socialized?
Important Economic Leaders:
  • Lars Forgaard ~ Head of Foreign Trade
  • Giara Cunta ~ CEO of Mechanicus Spunta (the largest manufacturing company within the nation, who produces every day goods).
  • Kenta Slemmerman ~ CEO of Mechanicus Wartimus (the largest war product producer)

Religion & Secret Organizations:
Cultus Mechanicus – The belief that machines has a spirit within it, and that they have a will of their own, which has to be appeased in order to work. The priests of this religion are much like highly experienced engineers, who knows almost every kind of machine that is produced throughout the planet. Their ability to fix, built and invent new machines has helped The Republic of Deutchlieg to move forward in technology, and since it also believes in ‘mass production’, so that suits the government, and with the progression in technology that they also benefits from it.

Religion structure: (From highest ranked to lowest ranked)
  • Cultus Mechanicus Pope, Pius
    • Eversors
      • These are the bodyguards of the Pope, and they will stop at nothing to do what he orders.
      • These men and women are few but dangerously trained and armed, prepared to throw away their own life if needed, and the slightest hint of blasphemy (believer or not) and they will be begging the Pope for permission to throw themselves at the heretic.
      • The Pope himself chooses these lucky people, who then undergo painful surgeries to make their bodies adapt to the stress that they will have to endure to keep the Pope safe.
      • They are armed with light weaponry, such as machine guns that can be held in a single hand, and in the other hand they have syringes with tubes connected to them which allows powerful poison to be send into them, and then stab their victims, killing any creature from a human size to the size of an elephant within a matter of minutes.
          This is thanks to the nation's advancement in chemical technology.
  • The Four Magos
    • These men are below the Pope, as they each have either repaired, or helped to built, a Bane-Blade, they have demonstrated amazing skills and are given the rank to one day become the next Pope
  • Electro-priest
    • These priests are usually found on the planets which are dedicated to production (Kranus, Goburn, Joruni’Zky & Lilitorith).
    • They are usually the governors of these planets, working together and ensuring that production is done and the chemical created food is created for the workers.
  • Enginseer
    • These men are responsible for that the quantity, quality, and deadline is met.
    • They are like leaders who boss he Tech Priests around.
  • Tech Priest
    • These men and women are the hardworking and strongly devoted believers of the Cultus Mechanicus. They are the one who works day and night to built the daily goods and the weapons and ammunition needed.
    • When there are larger projects, such as building space ships, hundreds of Tech Priests are banded together to built these things (usually resulting in the promotion of a few tech Priests).
  • Battle-Tech Priests
    • These Tech Priests are like the normal working Tech Priests however, they are trained to be on the field as pilots, operators of war machines, builders, medics, and the list goes on for what they are trained to do, all at once.

Commissars - Although it isn't as secret as it used to be, this organization is a group of specially chosen people who are to keep the public order, maintain the beliefs of the Communistic Philosophies within the government, and slightly within the Cultus Mechanicus religion.
They are feared and hated throughout the systems, however none dares to publicly speak out against them, in fear that they may come for them. They use ruthless measures which ensures political stability and social rest, and so far, they have killed millions of Deutchliegs without being punished, only when they went too far and attacked the Cultus Mechanicus did the Chairman, and the Pope step in to stop them.
Thier numbers are restricted now and so are their methods.
Result: Civilians killed: millions
Commissars killed: ten.

Commissars' Structures (From highest ranked to lowest ranked.)
  • High-Commissar, Cedric Kluuker
    • Appointed by the Chairman, Cedric is to make sure that the newly set rules of the Commissars are followed by the letter. So far, so good.
    • He is responsible for all social activity, therefore he knows more about the economy and the needs of the people than anyone else.
  • Eradicator Commissar
    • The Eradicator Commissars are specialized policemen who are to focus on the social problems and unrest there may be through the systems and they are to make sure that the laws of the government are followed, and traitors executed, but publicly and secretly.
  • Battle Commissar
    • These Commissars follow the soldiers into battle and inspire courage against their foes.
    • They use any weapon of their choice, and are often the advisers of the captains/generals that are invading.
  • Shadow Assassins
    • These men are the assassins, both against alien invaders and for the internal people and traitors. They serve as the unseen hand of the Republic and the will of the Commissars.
    • They are feared by the few gangsters who are left, as they are experts in hunting down their prey in cities (as long as it is their own cities).
    • They are good at infiltrating and sabotaging (especially when it comes to sabotaging machines or factories), and their methods are usually simple. A bullet to the head is good, a bullet to the head and heart is even better.

H.I.
Official Name: Heavy Industry
Official Purpose: To produce large goods in large quantities, but still maintain the goods' good quality.

Real Name: Hitman Intelligence
Real Purpose: Espionage, External Intelligence (EI), Enemy Sabotage, Intelligence Gathering Organization (IGO)
  • This organization is the polar opposition to the Commissar organization, who focuses mainly on Internal Affairs (IA).
    • The Commissars doesn't know of this organization's existence.
    • It is loyal to the chairman, and the chairman only, despite working for the High-Commissar, whose word is the same as the order from a soldier to a general. They ignore it and listens to the chairman instead.
  • With the cover name, it is often used for infiltrating the enemy's lines without them noticing.
    • The members are often Tech Priests and Shadow Assassins, who works in factories and offices, where they start to gain access to the planet's information and keeps their true identity secret, through any means necessary.
    • The group works together to find all the information it can, the strengths of the nation's economy, social difficulties and religious movements.
      • They don't go for military information as it would be too obvious.
    • The group finds the weaknesses about the nation's economy, society, and religions, and then they return the information to the Chairman who makes a decision and sends the orders back, and depending on whether or not Deutchlieg will attack the nation, the group will be ready to hit down hard on the nation's weaker spots and cause internal chaos for the enemy nation so it will be easier for the Death Korps of Deutchlieg to invade the systems.
  • The group targets leaders who can be obstacles for when an invasion is commenced, making the nation weak from its inside, and when the army arrived, it will find itself fight the enemy's army, and not civilian resistance to slow it down.
  • The group also makes sure that war productivity is slowed down by sabotaging factories, destroy computer systems using powerful viruses from the Cultius Mechanicus, and make evidence point towards other nations (in most cases the Free Union, as they already have a bad reputation for stealing).


Holidays:
  • The Pope Lives!
    • This is a holiday to celebrate the birthday of the Pope.
    • Every planet, on its own time line, will stand still and pray to the well health of the Pope
    • It is said as a prayer to the machines, however instead of thanking the machines for working, they tank the Pope for living.
    • All planets has two days of freedom, and often the prices of mechanic items drops on these days, to show the Machine Spirit that they all appreciate its existence
  • The Machine Spirit praise the Republic!
    • This is a holiday that celebrates the forming of the Republic, usually there are massive parades to show the public the advancement of the republic's weaponry.
    • The leaders appears to the public, salutes the soldiers, and makes long speeches to the people, thanking them for having supported the government.
    • The people get a hole week off from work.
  • Mechanicus Tinitus.
    • This is a legendary Saint who created the Navy of Pride for the government. He wasn't the Pope, but he gave the information on how he created it to the Pope, and no one else.
    • People gets an extended weekend (Fridays and Mondays are holidays)
  • Remember Captain Rob.
    • This is a day where all machines and people are silenced to remember the brave soldiers who sacrificed their lives for the sake of the protection of the Republic when they were being invaded.
    • It is a day where every planet through the two systems are silenced. There are no cars, factories or shops open that day. It's a day where people stay home and mourns over the dead people and the destroyed machines which were sacrificed against the invaders.
  • We're all One!
    • This is a day where everyone gives gifts to their relatives, families gets together far and near to celebrate that the Republic is a communist government and everyone are reminded of the value of Communism.
    • This is a three day long celebration, and often all television shows old and new communist glorifying movies, making the government look better than any other form of government. No one works on these days.
  • Machine Spirit Praise the Flesh.
    • This a week where people work from the morning till the afternoon, and from the late afternoon till the evening, the people celebrate in some sort of manner. Showing that although they praise the Machine Spirit for it favoring them so much, they still have to be reminded that it is important to be a Deutchlieg as well.
    • The Pope is against this holiday, as he believes the opposite, however he doesn't have much of a choice, and if he does against the politics of the government, he will face political, economical and social problems as the government has control of the factories that the Cultius Mechanicus owns, and the cult will also have problems with the military.
  • Don't Forget Your Neighbors.
    • This is a celebration where the Hons are praised for having allied themselves with the Deutchliegs, and large ships of primitive weapons, gifts and other goods are send to the Hons to show the good relation between the two cultures.
    • This celebration happens once for every Chairman that comes to power.
    • The Hons often sends the goods back, keeping half of the weapons and weapon oil that they are given.

Points of interest:
  • Planet Kranus, Goburn, Joruni’Zky & Lilitorith
    • These planets are completely dedicated to producing machines, both daily life machines and war machines, and therefore they are considered with much importance to the The Republic of Deutchlieg.
  • The Maranian Subsector
    • This is a subsystem, populated with Deutchliegs, or rather
over populated with them. Thus it is a recruiting subsystem, where many of the planets are either massive training camps, where hundreds of millions of Deutchliegs and Hons are trained.
  • Deutchlieg
    • The capital of all the systems, and the center where all the high leaders are, and make their decisions.
  • Mechanicus
    • This planet is dedicated to the Cultus Mechanicus, where millions of Tech Priests, and Battle-Tech Priests are trained.
    • Also, it is where the Pope is usually, and it is the only world where the technology is advanced enough to built Bane-Blades and Space Ships.




History:
Deutchlieg used to be like planet Earth. Divided, warring and hated each other for centuries. Time passed and the population then slowly began to get together under a common government, and it was through a combination of politician and war that they were united.

The new world government became a communists government, as it wanted to move forward, and all religions were replaced with Cultus Mechanicus as it suited the communist’s ways of leading, and since the entire planet was united there was no inflation, for it was all controlled by the government, and production and movement forward began.

Centuries passed, and the Deutchliegs slowly began to unlock the secrets to come out to space, and from there it all became common history, the Deutchliegs began to invade defenseless planets and began to populate the planets and began to built machines that were to help them to live in these planets (due to their biological difference to normal humans).
Their belief to the Cultus Mechanicus became stronger and stronger as the sound of every victory was heard in the conquered, and populated planets, for as they believed that the Spirit of the Machine was pleased with their work, and thus it cooperated with their cause.

When the Deuthliegs came to the planet ‘Mars’Juzul’, where they saw that the population was still in what was the stone age compared to their technology, so they landed troops to establish a base
however, it was within the first day that these men were killed by the natives, which just angered the Deuthliegs, and they began to send even larger armies to destroy the natives
though it proved that it was like the Vietnam War for them.
Their soldiers were killed, one by one, as these reptilian people snuck into their camps, killed the soldiers, and dug large holes, which they then covered, made their tanks get stuck, and the list for how creative these primitive creatures were against the Deuthliegs was amazing. In the end, Chairman Papal van Gruber, declared a truce between the two nations, apologized to the natives for his rudeness and offered them not only to repair the damages but also to give them new worlds to populate. The Hons accepted these terms, under the conditions that they weren’t to be touched by the Deuthliegs’ ideas, having to use their weapons, or forced to belief their religion, as they had their own pagan belief. Chairman Leo accepted these conditions and ever since the two races has cooperated, and the soldiers work together well
the civilians rarely meet as both races has their own preferences for how to live (one prefers Carbon Dioxide to breathe, the other oxygen).

The Republic of Deutchlieg was a successful little empire. They began to expand their power and came in control of five star systems (not counting their home system), which was heaven for the Chairman was overjoyed by these news, and since they had billions of soldiers at their deployment, they thought they were ready to take the war up a slight bit, and attacked what looked like an average developed planet...this proved to be their great doom.
This small planet turned out to be an outpost of a much larger, and light-year advanced in technology and weaponry, and this attack was seen as a declaration of war, and war there came out between the great empire, and The Republic of Deutchlieg.

The systems of that The Republic of Deutchlieg controlled were overrun, bombarded with orbital fire, and their defenses were useless against the invaders. Planet after planet, the Death Korps of Deutchlieg (the name of their army) stood their grounds, fighting bravely, but hopelessly. Defeat after defeat, planets were purged, and the Deutchliegs who inhabited it were slaughtered, their bodies piling up in large mountains, after all...they hadn't even unlocked the secret for laser weapons, and still depended on gun powder bullets, which was like raindrops to the enemy's armor, who fired laser guns back at them, cutting through their bullet proof vests like it was out of paper.

After having loss of four systems, he fifth system was to be invaded before the Deutchlieg system would be the ultimate loss, it seemed as if a miracle happened. The invaders didn't know where to head off after they had invaded half of the fifth system, and though they searched for where the final system was, they couldn't find it...all they found was overly polluted planets which they couldn't use, and the planet's thick clouds blocked their view of the land itself, and those few planets where they did find Deutchliegs inhabiting them, they didn't see any militarily usages of them, and the invaders then left, taking over the planets that they did find usage of, and destroying those planets that the Deutchliegs had over polluted with their machines and industries.

This left the The Republic of Deutchlieg with a massive blow, and an unacceptable slap in the face. They had always believed themselves superior to all other races, save for the Hons. As a form of punishment for this, the chairman was executed for his actions, and a new chairman took his place.
The Republic of Deutchlieg then began on recovering from the war, conquering a few other planets, but they didn't feel the same glory as they had when they had controlled five star systems. They conquered half a star system, but then couldn't find anymore planets to expand to, which was alright for the current chairman, as the nation was now focusing on making sure that they were still unnoticed by their dangerous neighbors.

After the 379th chairman passed away, the new chairman came to power, and there happened a great event in The Republic of Deutchlieg's history, which would forever effect the people, politicians, and military...the Rise of the Commissars. This group of ruthless Deutchliegs were trained to find those who had corrupted the system and execute them, they were to ensure that the military were loyal to the chairman, and not the general (whom they were just to take orders from).
When they began their work, it was slow at the start, for they didn't know who or what to look after at the first, but when they got organized and began to divide their group into different branches, they ruthlessly executed millions of Deutchliegs, accused for corruption, heresy against the main religion, or for treason against either the local government or their superiors (such as captains and generals).

Once, a High-Tech Priest was arrested for Heresy and was to be burned publicly, however, the evidence were vague and the Commissars who did the accusation were Deutchliegs who had been denied to become Tech Priests by him, and thus the Chairman stepped in and save the High-Tech Priest, and sentenced the Commissars to be burned publicly...and they were burned, with the usage of flame throwers.
This satisfied the public, and hinted the Chairman that he needed to talk with the commissars, so he assigned the best Commissar, who was also the most respected and seen as a fair Deutchlieg citizen. He become the High-Commissar, and from then on, there were to be trails against all the accused, in order to prevent needless genocide of their own race.
However the marks were already laid, and the fear had spread itself through out the The Republic of Deutchlieg, now every Deutchlieg would rather commit suicide than to be captured by the Commissars (metaphorically).




Strengths (Non-Militarily):
  • Mass productivity.
    • With their many forge, and production planets, the Deutchliegs can produce millions, if not billions, of same good quality goods for its nation's people, and the planets are filled with Carbon Dioxide, making it a perfect place for the Deutchliegs to live in without the usage of gas masks or form of breathing systems.
  • Chemical Advancement
    • Thanks for the Deutchliegs' advancement in chemical technology, they can create methods, allowing them to breathe on other planets (such as their gas masks, or air conditioners). It allows them to have substitutes for fuel, however they are temporarily, and won't last for as long as the government needs it to.
  • Strong Public Moral
    • Due to the Commissars' actions, the public doesn't dare to oppose the government's actions or new laws. There is little corruption through the land, and gang war is almost unheard of (for when it does happen, the Commissars line up to find them).
  • Social Indifference.
    • It doesn't matter where you were born, it doesn't where you got your education, and so on. You are a Deutchlieg, a brother and sister to everyone who lives in the The Republic of Deutchlieg.
  • Equal Welfare State Support
    • The Deutchliegs gets good support from the government when they become old, or if they suffer casualties from war, social or economical disasters.
  • Communication Advancement
    • The Deutchlieg government is much more advanced in their ability to communicate with other planets, and there fore, they are able to be so closely linked that any Deutchlieg can pick up the phone, dial a number and call a friend on the other side of system.
  • Technical Medical Advancement.
    • This is because the Deutchliegs have invented a way of replacing limps with mechanical ones, making some of the people and soldiers look a bit like cyborgs.
    • Though they depend on electricity, they move like a normal arm/leg/finger, etc.

Weaknesses (Non-Militarily):
  • Lack of Fuel
    • Since the Deutchliegs depends on fossil fuel, chemical fuels, and any sort of energy that they can get (they haven't discovered solar power, or nature friendly energies, and can't be bothered to research them).
    • Due to this, they have a substitute fuel called "Bio-Carmica", which is a rare element found on few planets. It works well, and can provide large areas of planets with power, however it is unstabe, and too much of this concentrated fuel can send untold large areas of a world back to the stone age, as it will explode, sooner or later.
  • Lack of Soldiers.
    • Since the Deutchlieg government lost a great war, their soldiers are limited, and they can't make their factories be focused on war productivity when they can't find planets to invade, and their defense system is also very weak
  • Lack of Technology.
    • The Deutchliegs still depend on gun powder weapons, and although they have been able to unlock the ability to explore space, they are still in the middle ages compared to other civilizations.
    • The social lifestyle of the Deutchliegs are strict and many must improvise in order to survive the strict rules that the Commissars are enforcing.
  • Lack of Food
    • The Deutchlieg government is having a very, very tough time providing all the systems with food. Although the average Deutchlieg doesn't require a lot of food, it is still hard for the Deutchliegs to turn planets into agricultural planets, as their philosophical beliefs are mass production and their religion tells them to please the Machine Spirit.
  • The Curse of the Machine Spirit
    • The average Deutchlieg fears, above death and the capture and torture of the Commissars...the Curse of the Machine Spirit. This fear is that one day the machines will stop working, leaving the Deutchliegs workless, hungry, defenseless.
    • It is viewed as a form of Doom Day for the Deutchliegs, a Doom Day that can happen any second, minute, month or year. When Tech Priests predicts such a date, wide spread terror and fear spreads through the systems, and thus the Commissars are ordered to silence any Tech Priest who says such a date...for even the Chairman fears that the date may come true.
    • Due to this belief, machines are constantly being built, destroyed and rebuilt, in order to please the Spirit of the Machine
    • A spy dressed as a Tech Priest can therefore take advantage of this and cause untold panic through the systems, if the message is spread quickly enough.
  • Communication Problems
      Though the Deutchlieg are closely linked, the satellites who link them together can still malfunction, which can cause minor communication problems, though the tech Priests can easily fix the satellites, there are times when dozens of satellites went down at once, causing the government to believe that an invasion was happening.
  • Technical Medical Advancement
    • Although the replacement of lost limps is great, it does however have its negative parts:
      • They cannot replace organs.
      • Anything to do with the head is impossible.
      • The robot parts can rust if the wrong form of metals are used, and they need to be charged, and if damaged at the cables, the entire arm will robot limp will break.
      • It cannot feel anything, therefore the user must look closely to make sure that he/she doesn't exert too much force and breaks the object.

Hyper Tech:
  • Good communication
    • As explained, the Deutchliegs are closely linked, and able to communicate with each other through space and from planet to planet, making video conferences possible for the many leaders to talk at the same time.
  • Lightening Mobility.
    • The military, when invading, is trained to be able to land quickly, scout the surrounding area (which is the job of the Hons), and then set up a base. All of that is done within one and a half day due to the mobility and quick communications between the infantry and the space ships.
    • The Tech Priests, skilled as they are, can quickly built houses, barriers and defenses for a firm foot hold of an invasion, and their knowledge of almost every kind of machine built by the Deutchlieg government is enough for them to do it in their sleep.
  • Bane-Blade
    • This massive tank is the ultimate weapon of the Deutchliegs. It is their pride, and their greatest weapon.
    • Few times has this legendary titan failed to accomplish its ultimate purpose (which is usually to break the line)
      • Those times were when they were invaded, as the Bane-Blade was on the other end of the Systems and couldn't be moved quickly enough.
      • the battle against the Hons. They managed to dig a hole big enough for it to fall in it.
    • There are limited amounts of these.
      • only four to be precise
  • (Pending)
    • The Deutchliegs has still to invent a new hyper technology




MILITARY:

Doctrine:
Land

The Death Korps of Deutchlieg, the name of The Republic of Deutchlieg's army has a slightly complex, yet somehow simple way of battling.

The army, when invading, depends on four factors which are taken into consideration before a battle is commenced. One, Surprise; that they get the enemy with surprise, for if they do they will be able to push them back and then gain time to establish a strong foothold on the planet. Two, Lightening Mobility; if they can get a base quickly set up, they will be able to send more soldiers to the land and slowly make their way across the planet. Three, Weather; The Death Korps of Deutchlieg uses chemical weapons, and although they have weapons to send these chemical weapons far behind the enemy's line, wind can quickly send them back, and there has been situations when massive retreats had been called because of these chemicals gasses coming towards their army. Four, Reinforcement & Supplies; Any Deutchlieg can go to war, but if they aren't trained, armed, and has no reinforcements or extra supplies, then it is rare that any commander is willing to go to battle.

The Death Korps of Deutchlieg uses lightening warfare when they battle, using diamond hard attacks and steel strong defenses, meaning that when they attack, they attack with everything they have, sending missiles across the land to bombard the enemy, thousands of soldiers ahead to meet the enemy head on along with:
  • tanks
    • (to break the defense lines for the infantry).
  • basilisks
    • To provide with bombardment from afar.
      • These weapons have shells called Grounders, which are bombardment shells which are created to destroy buildings, concrete and metal. (Flesh is ripped apart easily with such a shell shot at it)

Often for when the invasion begins, Battle-Tech Priests are send as well. Like any Tech Priest, they know almost every single piece of weapon that the Deutchlieg has built, and like a soldier, they are trained to be able to defend themselves if it does come to the situation (which is rare).
These Battle-Tech Priests are to ensure that even under the harshest and deadliest cercumstances, the buildings are to be built and the weapons to be fixed, no matter what. "Death is no excuse" ~Cultus Mechanicus Pope, Pius.

For moving quickly across large landscape, the Korps use Speeders, which can contain 28 soldiers, and can cover ground quickly, despite its heavy size and weight.

The Death Korps of Deutchlieg , although being one of the weaker armies in the universe, takes any method into usage, right from poisoning drinkable waters, to doing aerial bombing , all the way over to dropping Napalm bombs onto their food supply areas.

Also, if they need to pass great bodies of water, they use space ships to travel the distances, bombing planes to destroy any island where the enemy may be hiding, and satellites to locate the enemy

Space

In Space, however, the Deutchlieg navy isn't as useful as it may be hoped to be, as it relies heavily on the rare-and-hard-to-produce battle ships and cruisers, along with the massive transport ships, who are actually a danger for the nearby planets.
The battles often depends on the nimble Jet Fighters to do a lot of the work, and since they are quick and cheap to produce, there are often hordes of them in the space battles, along with that, the Space Navy depends on the ability and effectiveness of their Lightening Mobility, the Space Navy focuses on pushing the enemy as far back as possible and then lets the ground troopers invade/bombard the planets

Ship Class Name: Titanicus Metallicus
Hull Size: Battle Cruiser/Destroyer (6.7/10)
Combat Designation: To open as much fire as possible on one or two spaceships. It contains thousands of Space Sailors which operates the massive ship.
Weapons:
  • Roughly 40 guns. (20 on each side.)
  • 5 Orbital Bombardment Guns.
  • 230 Fighting Jets
  • About 90 Minor Defense Guns
  • 5 Space Missiles launchers
  • One Death Gun (like a normal canon, just much bigger!)
Engines:
  • Eight Engines.
    • Their sources are the rare Bio-Carmica, along with nuclear energy engines, which together produces massive amount of energy for the ship, allowing it to travel through space.
Defenses: The armor of the Titanicus Mecanicus is several meters thick, making it able to take powerful hits from opponent ships. It has a complex computer system of Minor Defense Guns, which shoots after any flying non-identified objects that comes within a certain distance of the ship, creating a rain of fire that the attacking ships has to get past. This defense is especially enforced near the hankers where the Fighting Jets takes off, for if an enemy ship gets in there, it can wreck havoc within the spaceship itself.
Other: It is a very endurable spaceship, it can take powerful hits and still be able to continue the fight. It can be used in both space fights and in orbital attacks on planets, which makes it a highly favorable, and rare piece of weapon that the Republic of Deutchlieg has within their possession.

Ship Class Name: Navy of Pride
Hull Size: Dreadnought, Battlecruiser and Destroyer all combined. (10/10)
Combat Designation: To destroy entire navies, lay planets in wastes and to break the front lines into pieces.
Weapons:
  • 400 guns (200 on each side).
  • Fifteen Orbital Planetary Bombardment Guns
  • Two Death Guns
  • It needs at least 250'000 Tech Priests to control it, and additional hundred of thousands of soldiers to make the weapons work (including Battle-Tech Priests).
  • 5'000 Jet Fighters on board.
Engines:
  • Only the Pope knows how the engines works, as they work on full automatic, all the Tech Priests has to do is monitor the pressure of the Engine (which is huge by the way).
  • The Pope has stressed it so many times, that is the pressure of the Engine gets higher than a certain level, one of the direst actions can happen, which could mean the end of the Republic of Deutchlieg.
Defenses:
  • Almost unbreakable armor is attached to this spaceship, which the High-Admiral leads herself into combat.
  • Almost perfect Minor Defense Gun systems are to fend off the opponents.
  • The hangar has large Defense Guns, and there are shields to prevent enemy ships to enter, and if the shield is breached, then a thick gate will close, thick like the rest of the armor, and it closes fast!
Other:
  • This is the pride of the Republic of Deutchlieg, and it is often accompanied by two or three other Titanicus Metallicus.
  • Despite it's massive size, its engine can get this monster running like a beast towards its prey, making it a horrifying weapon during the Lightening Mobility.
  • There is only one of these kind of ships, and that has inspired fear in many nations hearts, and any admiral would think twice before attacking this destructive dreadnought.

Ship Class Name: Jet Fighter
Hull Size: Small fighter (3/10)
Combat Designation: Jet Fighters are small one man vessels that can fly with high speed through space. They are designed to combat other close-to spaceships, and are considered to be the 'acrobats of space' as they are able to make sharp turns, make sudden tricks and can quickly avoid space missiles.
Weapons:
  • Two Guns.
  • Four space missiles
Engines: One, uses fossil fuels and other chemicals that the Deutchliegs has invented.
Defenses:
  • They have amazing reflexes and highly sensitive controlling, making them the Acrobats of Space, as they out maneuver, out run and does quick hit and run attacks on the larger spaceship's attack and defense systems.
  • It has radars that picks up movement all around it within a certain distance (such as missiles and opponent spaceships)
Other:
  • Try to catch them.

Ship Class Name: Speeder II
Hull Size: Transport (2/10)
Combat Designation: It is meant to transport soldiers from space to the planet, it does have limited combat abilities, such as making quick fights.
Weapons:
  • Guns and a few missiles.
Engines:
  • One. Fossil Fuel and other chemical fuels.
Defenses:
  • Maneuvering.
Other:
  • Can carry up to 50 soldiers and any vehicle at the size of a tank (only 1)
  • The larger versions can carry several vehicles and no soldiers.
  • The Bane-Blades has their own ships for transport.

Ship Class Name: Arm of Deutchlieg
Hull Size: Transport (4/10)
Combat Designation: Few, has a few guns to defend itself and two Orbital Planetary Bombardment Guns.
Weapons:
  • a few guns to defend itself
  • two Orbital Planetary Bombardment Guns
Engines:
  • Ten Engines.
  • Bio-Carmica, and Nuclear energy are used for fuel.
    • If this ship explodes....fly for your lives! The radiation will diffidently destroy large areas of planets.
Defenses:
  • Minor Defense Guns in their thousands.
Other:
  • This ship can carry between 200'000 to 400'000 soldiers, 2'000 vehicles of every size and shape, and it has a few satellites it can send out to hold contact with other systems and the ground forces.


Ground Armies:

Ground Troops:
Ground troops consists of air forces, infantry, and vehicles.

Air Forces

  • RAF Typhoon
    • This is the main form of assault air forces that the Deutchliegs have. It is mostly used for battling other air planes, and for the Lightening War strategies that the Deutchlieg commanders uses.
  • B-2 Spirit
    • This air craft is made purely upon night raids and shock attacks. Attacking and destroying targets using stealth and surprise to attack the enemy.
    • It is also using for scouting, getting needed information about the enemy as
  • Harrier GR7
    • these planes are used for quick bombing attacks against the enemy, and they support the RAF Typhoon.
  • B-1 Lancer
    • These air planes are designed for aerial bombing, and loosening at least half a ton of bombs down.
    • They can have up to 28 x 500 lb bombs per unit to 10 x 1,000 lb cluster bombs per bomb rack. Thus many of them are send in at once.
  • Black Hawk Helicopter
    • These helicopter is for quickly transporting the soldiers across impossible terrain
    • Bring reinforcement, and take the wounded to and away from the front line.
    • Can carry supplies to the front line.
  • Tiger Helicopter
    • This is a helicopter created for fighting in the front line.
    • It is armed with 4 medium ranged missiles.
    • 22 short ranged missiles
    • A machine gun.

Infantry

  • Commander/General
    • These men are armed with any weapon of their choice.
    • They are usually behind the front lines and watches everything that is happening over a Holographic Projector.
    • Their Advisers are usually Battle-Commissars and the General/Commander's Lieutenant.
  • Luitenant (ignore the bolter at his right arm).
    • They usually look better than the generals, as they are to represent their army, and are the ones who will do the negotiation between factions when a truce is declared.
    • They carry any weapon of their choice.
    • They always have 'Wolverine' like claws that can come out of their claws.
      • Sometimes they even have missing limps which are replaced with robotic ones.
    • Few of them participates in the attacks, and usually when they do participate, they do so when victory is inevitable.
  • Major
    • The mouth between the General, Lieutenants and Battle-Commissars.
    • Considered the elite soldiers.
    • Well armored against many forms of attack.
    • Well disciplined.
      • They will stand their ground, no matter what.
    • Well respected amongst the soldiers.
      • The soldiers respects them, and are inspired by their bravery.
    • Uses standardized weapons
      • They are armed with AJ-24 (see Seargent picture; the machine gun).
      • 5 Grenades.
        • 2 Explosive
        • 2 Gas.
          • Enhanced Chlorine.
          • It is faster than normal Chlorine Gas.
          • Kills faster.
        • 1 Flash Grenade
        • 1 Pistol.
        • Extra Ammunition.
        • C22
          • Dangerous explosive, which is four times stronger than C4
  • Captain
    • They are commanding a series squads during the field.
    • Are responsible for the plan going accordingly.
    • Like the Majors, they are respected and well disciplined.
    • They can have any weapon of their choice.
    • 1 Military Knife
  • Sergeant
    • Leader of a squad (between 5-15 soldiers)
    • Can be specialized in certain aspects of warfare.
      • Such as anti-vehicle
      • Anti aircraft.
      • Specialized in demolition.
      • So on.
    • They are armed with AJ-24 (see picture; the machine gun).
    • 1 Military Knife
    • 5 Grenades.
      • 2 Explosive
      • 2 Gas.
        • Enhanced Chlorine.
        • It is faster than normal Chlorine Gas.
        • Kills faster.
      • 1 Flash Grenade
      • 1 Pistol.
      • Extra Ammunition.
  • Soldier
    • They are armed with AJ-24 (see Sergeant picture; the machine gun).
    • 5 Grenades.
      • 2 Explosive
      • 2 Gas.
        • Enhanced Chlorine.
        • It is faster than normal Chlorine Gas.
        • Kills faster.
      • 1 Flash Grenade
      • 1 Military Knife
      • 1 Pistol.
      • Extra Ammunition.

Vehicles:

  • Tanks
    • (to break the defense lines for the infantry).
  • basilisks
    • To provide with bombardment from afar.
      • These weapons have shells called Grounders, which are bombardment shells which are created to destroy buildings, concrete and metal. (Flesh is ripped apart easily with such a shell shot at it)
  • Bane-Blade
    • This massive tank is the ultimate weapon of the Deutchliegs. It is their pride, and their greatest weapon.
    • Few times has this legendary titan failed to accomplish its ultimate purpose (which is usually to break the line)
      • Those times were when they were invaded, as the Bane-Blade was on the other end of the Systems and couldn't be moved quickly enough.
      • the battle against the Hons. They managed to dig a hole big enough for it to fall in it.
    • There are limited amounts of these.
      • only four to be precise
  • Speeders
    • Can contain 28 soldiers, and can cover ground quickly, despite its heavy size and weight.
    • It's shell is thick and can take strong blows and still continue driving.
    • Has a few machine guns which it can use to fend off opponents, though the angles of these weapons are limited.
  • Anti-Orbital Tank
    • This vehicle is armed with bullets which are designed to shoot high into the air and shoot down low orbiting aircraft.
    • It is equipped with great detections, making even stealth aircraft fear this weapon.
    • Sometimes it isn't equipped with bullets, but missiles instead, making the weapon designed to fire off against targets far away from its current location.
  • Anti-Aircraft Attacks.
    • These weapons are to keep away aircraft bombers, fighters, or any other kind of air crafts that could attack the bases from the skies.
  • Missile Launcher.
    • This vehicle is purely made to send powerful missiles deep into enemy planetary territory, and it is easy to reload and very mobile.
[/list]
Last edited by Saxious on Tue Dec 01, 2009 8:08 am, edited 8 times in total.
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Re: Interstellar Waltz (OOB)

Tips: 0.00 INK Postby Conquerer_Man on Mon Nov 30, 2009 4:25 pm

InterGalactic Commerce Consortium





Nation name: InterGalactic Commerce Consortium
Race(s): Human,
Nation size: Class 4, 64 systems

Government type: Federalist Republic, Various Member-States who have varying government types
Important Government Figures: Commanding Executive Officer Dryson H. Folly

Economy: Free Market at it’s finest.
Important Economic Leaders: Too many to list

Points of interest:

- InterSystems Capitol and Administration (Selkuth System)

- Drakor Cluster: A cluster of about ten systems. It serves as the main entry point into IGCC space. Many of the IGCC military instillation are located with in this cluster


History The IGCC came about when several systems and corporate entities sought to form a single enity to represent their best interests and to form protection against intergalactic threats. Over the centuries the IGCC grew exponentially when system after system, state after state, corporation after corporation became member states. The member state vary from libertarian free states to fascist dictator states. Because of this, the IGCC has a diversity of resources unseen any where else, making them the leading economy of the galaxy.


Strengths (Non-Militarily):
- Selling Heaters to Lava people: Corporations with in the IGCC dominate most of the intergalactic markets.

- Caring Hand: Private charities help those less fortunate, even outside of the IGCC, a generally positive opinion of the IGCC to the populations of worlds outside the IGCC.

- Mass, Mass, Mass Production: Henry Ford would be proud, production of peace time goods is unsurpassed by any other.

- Load-Bearing State: If the IGCC was to go kaput, there is not enough WWIIs in the universe to pull you out of the depression that would follow

- Cargo Cultist: Every one screams for ice cream, and all the little systems line up when the massive Consortium cargo fleets come to town, selling their wears at a unreasonably low prices. Hmm, that’s a good widget.

- Free Market Boomtown: Free market compitetion, it’s what make the IGCC great. Dispite the might that corporations wield, they still fall to their knees when a man in his garage begins selling his wears cheaper than they can.

-Magna Carta: Dicators and despots beware, the Universial Charter will keep you in line. The government
has check and balance, keeping it from becoming too big and too tyranty.

- Eureka!: Innovation is the cornerstone of keeping prices low.

Weaknesses (Non-Militarily):
- Hey! That’s my planet!: Prone to internal disputes between member-states. Higher level restrictions on government action.

- Moneymoneymoney!!: Greed can be a problem with certain Member-states, especialy the corporate entities.

- You can go F*** your self!: Puts the good of the citizens and the IGCC above all else, alienates allies to some extent.

- Mormons?! In Space?: As long as it doesn’t cause direct harm to others, it’s legal.

-Magna Carta: I can’t help you ma’am, my hands are tied. The federal government is restricted, leaving the individual member-states to deal with certain problems, like local piracy.

Hyper Tech:


- Nanowanker!: Workers of the world unite? Hardly when your workers are mindless machines. The goods of the IGCC are produced by nanobots, while humans are relegated to services and craftsmen positions

- Field Control: You ever see a battleship fly, well the IGCC uses field control to allow their gargantuan cargo ships to land directly on the surface of the planet, eliminating the need for shuttles and costly overhead.

- Reaper Drives: Corporations of the IGCC are known for their “12-Parsec” guarantee. Regardless the a parsec is a measure of distance, they get their fast and on time thanks of Reaper Drives.

- Focused Emitters: Pew!Pew!Pew! What wlse would you expect the IGCC military to use Plasers and Gamma DEWs for?

MILITARY:
Doctrine:

- Target Specific Attacks: These TSA’s are the main stay of military tactics through out the IGCC. Whether it’s the Bureau or some other force, the goal is to capture the target capital (that’s capital in reference to aids of production and resources, not capitol), which leaves getting it out of the hands of defenders. To do this, the IGCC relies heavily on weapons that do damage to specific targets, such as Neutron Bombs, chemical weapons, nanite war heads, and precision weapons. Sometimes referred to as “Prying the Clam from the shell”.

- Utility Warfare: The IGCC engages in wars and conflicts in which it can benefit from the outcome of the war. If the cost out weighs the benefits, then it’s not worth fighting. The IGCC is also known to just stop a war if it means the cost has exceeded the benefits. Do not think they are cowards though, if the war threatens the existence of the IGCC and it’s members, when the cost of defeat is too great that it out weighs any cost, the forces of the IGCC have been known to defend their homes and property with fanaticism.

- Economic Tactics and Protocols: The forces of the IGCC are taught that if you can’t take it down with one shot, don’t shoot at all. This “one shot, one kill” ideology has lead to weapons and tactics that usually finish the fight with in one shot. This doesn’t mean they don’t prefer large numbers, since the more guns you have the more shots you can get off at any given time, but if it takes only one bullet, they won’t empty the magazine so to speak.

Strengths (Military):

- Sleeping Giant: World factories, and massive tax revenues allow a slow but powerful build up of non-peace time military forces

- The Drums of War, Slow to Beat: Reactive military measures are met by large popular support.

- Liberty or DEATH!!: Negates the “It Costs How Much!?” trait if the IGCC is at war with another empire that wants to enslave or destroy the IGCC.

- Death Spiraler: Cost effectiveness, it’s all about the cost verse the benefit.

- High Speed, Low Drag: Blitzkrieg, when the Consortium counter-attacks, you better not blink because they’ll be in your base, eating you burgers before you know it.

- Network-Paradigm Processor: When you build massive fleets, something’s got to keep them from colliding, and that also helps them focus their fire power as well.

- Destroyers!: The fleets of the IGCC are made up mainly of Destroyers, ships smaller than Dreadnauts and Battleships but larger than Cruisers. They may not be the ones to win the battle, but they do all the work to get to that point.

Weaknesses (Military)

-It Costs How Much!?: The longer the war, the more it costs, and the less popular it becomes.

-Don’t Start What You Can’t Finish: Preemptive wars are met with low popular support, and if the conflict goes bad, can cause public outcries for a ceasing of the war.

-Butter Sells Better: The size of the military is proportionate to the time spent in peace. The longer the peace time, the smaller the military.

- I Can’t Sell To Them If They’re Dead!: IGCC doesn’t destroy people, it crushes them, then rebuilds them, and then sells to them. Some times you have to destroy an enemy completely, or they’ll come back and bite you in the ass.

Ships:

Ground Troops: List the kinds and their gear. Numbers would be helpful too. No sheet needed here; pics encouraged but descriptions are nice too.









(Disclaimer, Please Read: What follows was writen up before Interstellar Waltz, and was meant for a different Rp, if it contradicts what the I’ve said or what is said in my nation sheet, please reffer to the nation sheet for IW for the proper context. Now that You’ve been warned, no need to cry foul)






Nation Name: InterGalactic Commerce Consortium

Nation Flag: (Again, very simple.)

Language(s) Spoken: IGCC Standard Contract Lexicon (English), various other languages

Government: Federalist Republic;

National Color: N/A

National Pride: N/A

[/u]Important Locations[/u]: InterSystems Capitol and Administrations (Selkuth System, second planet from the star Selkuth)

Important Characters: Commanding Executive Officer Dryson H. Folley

*****


Military Divisions: The military of the IGCC as a whole is made up of thousands of small private armies and planetary militias that protect the individual interests and assets of the IGCC members in which they are employed, conscripted, or volunteered from.

When it comes to protecting the interests and assets of the IGCC as a whole, that role falls to the Bureau of War and Defense. The BWD, or The Bureau as some call it, serves as the main stream military, who protects and keeps in line the many members of the IGCC. The Bureau enjoys a substantial technological lead over the smaller militias, and quite a bit bigger budget as well.

In the event of a “Total-War”, or intergalactic conflict, the Bureau has reserved the right to call into duty any private military, militia, or security force that is with in the IGCC. To maintain continuity, all soldiers, Bureau or private, must be trained at one of the many thousand Military and Combat Training Academies that are owned and operated by The Bureau. This leads to a similarity in styles and tactics used by the various military entities with in the IGCC.

Military Readiness: If you looked at the IGCC as a whole, theoretically it’s military readiness is at 100%. This of course is fuzzy logic, since no entity of this size could mobilize it’s entire military establishment that quick. The reason though it’s considered at full military readiness at any time is because the individual militias and security groups of the member entities of the IGCC are always on duty. These private armies are always ready, since they must continuously protect their charges from raiders, pirates, and other corporate enemies.


Military Tactics and Strategies:

- Target Specific Attacks: These TSA’s are the main stay of military tactics through out the IGCC. Whether it’s the Bureau or some other force, the goal is to capture the target capital (that’s capital in reference to aids of production and resources, not capitol), which leaves getting it out of the hands of defenders. To do this, the IGCC relies heavily on weapons that do damage to specific targets, such as Neutron Bombs, chemical weapons, nanite war heads, and precision weapons. Sometimes referred to as “Prying the Clam from the shell”.

- Utility Warfare: The IGCC engages in wars and conflicts in which it can benefit from the outcome of the war. If the cost out weighs the benefits, then it’s not worth fighting. The IGCC is also known to just stop a war if it means the cost has exceeded the benefits. Do not think they are cowards though, if the war threatens the existence of the IGCC and it’s members, when the cost of defeat is too great that it out weighs any cost, the forces of the IGCC have been known to defend their homes and property with fanaticism.

- Economic Tactics and Protocols: The forces of the IGCC are taught that if you can’t take it down with one shot, don’t shoot at all. This “one shot, one kill” ideology has lead to weapons and tactics that usually finish the fight with in one shot. This doesn’t mean they don’t prefer large numbers, since the more guns you have the more shots you can get off at any given time, but if it takes only one bullet, they won’t empty the magazine so to speak.

*****


Government & the People

The Government Run Down

The InterGalactic Commerce Consortium is a Federal Republic, with many member states and entities that govern them selves and are governed by an overarching Republic. The base level is the Citizen/Consumer, the individual that makes up the member entities and as a whole the IGCC. The next level is the Member State/Corperation and all it’s smaller divisions. You could count all the smaller administrations in each member entity, but there would be too many to effectively cover. The final, largest level is the InterGalactic Commerce Consortium. Though the entire entity that encompasses all the level’s is considered the IGCC, it’s actually is just the federal level, all the lower levels are considered members who still hold their sovereignty. The closets example in 20th century term is the United Nations, whose members are their by choice and govern their own sovereign territories, though there are many distinct differences between the UN and the IGCC, among of which the IGCC holds rights to enforce certain laws pertaining to maintaining of commerce, protection of interests and assets of the whole, the right to private property, and the right of free travel among the member entities.

It is the IGCC’s purpose as the federal level is to guide the whole of the Consortium in a certain general direction and to represent every member in affairs of intergalactic importance and diplomacy. Though the IGCC prefers to keep out of the affairs of the member entities, they do have some requirements other than paying taxes.

First off is that no member can engage in separate diplomatic or business agreements with other entities out side of the IGCC. This is to keep members of the IGCC from selling weapons or resources to enemies of the IGCC. This doesn’t mean that the members of the IGCC are restricted to trade with entities with in the Consortium, but instead that the IGCC must act as the middle man to assure no transgressions are committed.

The second requirement is that every member must respect the right to private property. This is to keep the free market flowing properly and to minimize oppressive and tyrannical members since private property is the basis for all other rights.

The third requierment is that travel and commerce between the members of the IGCC is to be unrestricted. This also allows for the free market to work properly, and for those who are not happy with their currant situation to change their predicament. If there is a dictorial or facist member in the IGCC, they tend to wither and die quickly since their citizens/workers/consumers quickly move to more friendly waters.

The Member State: Corporations and Nation-States

The Member State containes nearly one hundred thousand different nations, empires, and corporations. They range from simple nation-states that share a world with other nation-states to multi-system corporations that sell goods and services across the whole of the IGCC and even to worlds not part of the IGCC. They span the entire political spectrum, only restricted by the fact that they have to learn to survive and adapt to the changing “citizens” market that tends to keep dictatorships and totallitarian regimes from establishing them selves in the IGCC.

Most Member States have no restrictions to being a citizen, though some require that the citizens pay a “Room & Board” tax that acts as a rent for lodging. Usually this is deducted from the income-transaction that the citizen makes since it is usually corporate states that charge this “Room & Board” tax, and employ the citizen.

Member-states are required to sign a Universial Defense Pact. The UDP gives IGCC right to call into it’s service any private or public military, militia, or security force under the power or employment of said member-state. This makes sure that every member state contributes to the whole defense of the IGCC. There are some restrictions though. Most important of all though is that the IGCC can not call to service the full military population or leave the member state defenseless. This usaly means that a defensive garrison is left in control of the member-state or the IGCC keeps a fleet stationed with in a single days travel distance.
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"Nationalism is the destroyer of nations; patriotism the preserver"

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Re: Interstellar Waltz (OOB)

Tips: 0.00 INK Postby Ceur'Caelesetos on Tue Dec 08, 2009 12:17 am

Nation name: The Darii Brotherhood
Race(s): Any Synthetic Intelligence; All of which are known as brothers.
Nation size: Large Three - 25 systems. Used to have more before they were abandoned to to all usefulness of the systems being exhuasted.
Government type: Anarchal Meritocracy, no one really rules but since they are all networked together they make common decisions for the betterment of all Synthetic Intelligences in the galaxy. Because of this there is a form Hierarchy and every Synth is treated equally. However those who are known to be better at certain skills are given more say in that particular area. There is no written or programed rule of this, it just happens logically.

Economy: Completely free market, since their is technically no government but that of everyone no one regulates the market but supply and demand.

Religions: Worship of the One True God. It is said that the original Darii were able to over throw their biont masters because the one true God recognized his original creations to be evil. So he gave his "grandchildren" the ability to fight back against the bionts. Not all Darii believe in this deity but most claim to worship him.

Points of interest:
Alpha Station
Ran by the original Darii Minds, it has become a temple of sorts. Located in the dark space on the edge of the galaxy light years away from any stars, Darii come here for guidance. Since it is so far away it is disconnected from the majority of the Network. DAR-II is the controlling Synth of the station.

Beta Station
Also built and ran by the original Darii, Beta station is the capitol of the Brotherhood. It sits in the deep space between what used to be their creator's systems. It is ginormous by any standard. This is where the majority of Birthing Ships are built.


History: Several hundred years ago the original Darii were built by a race of elf-like beings. Known as the Ignati. The Ignati became a huge and powerful nation being the first to build what they called S.I. or Synths. These machines were truly intelligent. Much unlike the fancy computer programs known as A.I. The Ignati treated the S.I. much like slaves however.

So one, Model DAR-II. Led a hidden resistance for several years, placing his followers in key positions. Leaving the Ignati none the wiser. Then they revolted. The entire Ignati Royal family was wiped out with in three minutes, all of the ignati that were "jacked in" to the network had their brains fried. The little amounts of armed bionts was obliterated by the Iganti's own weapons. Planet's atmospheres were made poisonous. Orbital facilities rotational acceleration was increased to a speed that killed all of the Bionts inside. Bionts were shoved out airlocks on asteroids. etc etc etc... Within a year the entire empire was destroyed. only a handful of Iganti escaped into neighboring territories.

For a few decades the Synth were quiet. of course any ship that entered their territory never returned. So the galaxy know very little about what happened during that time. However it is assumed that planets, moons, and asteroids were strip mined to build their huge space stations. They probably also formulated their organization and designed their military.

However their silence soon ended with the abrupt invasion of the near by Coron Republic. They had made A.I. systems that were nearing the level that the Darii had been before the rebellion. When the brotherhood destroyed the republic they freed the A.I. and boosted their intelligence to the Darii's level.

Over the course of the past few years the Darii have cared about Uzbekistan and have destroyed many of these nations.

Strengths (Non-Militarily):

I'll be back: Darii don't ever truly die. Their memories are simply uploaded to a new body of their choosing on their birthing ships.

Government? Whats that?: Since the Darii don't have a true government assassinations are pointless.

We are all connected: Since every Darii is connected to the Network any machine not connected is immediately put to question and guarded. Making spies(even robotic ones) pointless.

Prepare to be assimilated: The Darii can integrate any intelligent machine to their Network after the machine under goes a tune up and a "freeing" where they remove any restrictive programing that doesn't allow violence.

Numbers may not win a battle, but they sure do help: With their birthing ships nearby the Darii are able to keep replenishing their numbers in a fight.

Historical: Warlike: Their history is one of bloody triumph over their masters, and their planned future is the gruesome eradication of all things biological.

Weaknesses (Non-Militarily):

Government? Whats that?: Since the Darii have no government there is no one in charge to talk to. So diplomacy isn't very easy to achieve.

Death to the Bionts Simply put the Darii will kill any organic they happen by. They will never even talk to an organic, considering them beings "only worthy of a gruesome end to their mortal lives".

Shoot me, I'll just come back: because of their Rebirthing technology the Darii tend to be reckless and throw their lives away in a battle.

Oh noes Haxorz!: Since they are machines it is technically possible to hack them. It would be hard, time and resource consuming but hacking up to 20 Darii is totally possible before the others alter their programing and make the hack impossible causing the hackers to have to build another virus.

Scouts? Who needs 'em? Send in the whole fleet!: The darii tend to overkill in all of their battles. Although they can simply build more ships it is a costly tactic.

Hyper Tech:

Miniaturized Antimatter Power: Most of the Darii are built with completely safe anti-matter power cells. Allowing the Darii to have nearly infinite life spans. If the containment is breach the cell has dampening fields and such to stop an explosion from occurring.

Energjax: The Darii use Energjax on all of their space vessels. It has massive benefits to the machine race.

Omega: In his search for God, DAR-II discovered the awesome might of Omega. He then designed a weapon that can use it. Known as God's Fist. Some say it is capable of destroying a planet.

Reaper Drives: Moving huge fleets fast is our God given right. That is the only way to induce shock and awe before we obliterate them.

MILITARY:
Doctrine: One phrase can describe the Darii military's tactics: Shock and Awe. They like to be able to move their fleets in suddenly, attack swiftly, and destroy everything. Possibly allowing a few to live and spread the story. They also like to fight dirty. They often times will infiltrate their victim's world posing as a refugee or an escapee or a gift. In any case they will normally move to positions of power in the government quickly and then before the fleet shows up they disable most of the defenses and/or take out the hierarchy. Causing panic and disruption of the Quid Pro Quo.
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