The Cautelan Imperium

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The Cautelan Imperium ( )

Postby Vyral on Thu Sep 22, 2011 12:24 pm

(For Multiversal use. Some details are still in progress.)

General Information

Conventional Name: The Cautelan Imperium
Conventional Short Form: Cautela
Local Name: Cautelan Imperium

Official Languages: Basic (English), Cautelan,
Recognized Regional Languages: Dantilese, many others...
Minority Ethnic Groups: Too many to list
Denonym: Cautelan (noun)


Domain

Total Population: 83 billion

Imperial Planets: 17 (Population: 51 billion)
Colonized Planets: 6 (Population: 18 billion)
Industrial Planets: 4 (Population: 12 billion)
Outpost Moons: 6 (Population: Garrison)
Other: Estimated Billion

Homeworld: Cautela
Largest City: Dantil
Planetary Populus: 4 billion


Structure

Political Structure: A number of fuedal-like planetary states unified under one federal government body. (See Below; not an exhaustive list)

Erus Maximus - From the Concilium Magistrae an Erus Maximus is elected each year to preside over meetings of its members, taking on the role of a judge, administrator and sometimes the deciding vote. The Erus Maximus is typically the eldest, most accomplished and most respected of the Concilium. Whilst they do not have the actual authority to veto a Concilium decision, often their expressed opinion is given much weight.

Concilium Magistrae - A selection of the most powerful, experienced and distinguished individuals from across the Empire. These men sit between the Emporer and the rest of the Imperium, handing down key policies and directives for departments to follow.

Administratum - The Administratum is one of the most important government bodies within the []. Their role is to ensure the day-to-day running of the entire Empire, regulating other departments both major and minor, assinging budgets and finances, assessing taxes and levies, allocating priorities and resources to other areas of the Empire and sifting through the countless other bearocracxies associated with running an Empire.
Sub-Divisions: Iurisdictio (Justice department), Consultum (Legislative branch), Legatio (Embassy), Officium Scientia (Science and Research), Officium Sanitas (Medicine and Sanitation), Officium Civis (Civil Service)

Officio Militaris - The leading members of all military departments have their own council, responsible for the management of all imperial forces and resources. Whilst priorities are initially decided by the Adminsistratum, the Officio Militaris has the final say in where military assets are assigned, and decide on how best to tackle threats to the Empire. This balance is often the cause of strife between the two departments, which both fight for jurisdiction of foreign policies.
Sub-Divisons: Navis (Navy), Excercitus Militus (Basic Military), Vinctus (Marine Corps), Furtim (Covert Operations), Priscus (Honor Guards) Contectum Militus (Border Patrols), Praedus(Inquisitors)

Penitus Praesidium - The department charged with regulating internal affairs within the Empire. They are responsible for investigation everyone from important political figures to average citizens for signs of corruption, dissent and betrayel. Their activites include arrests, executions, censoring the media, investigating foreign threats and regulating intelligence networks. Their position in the hierarchy of the Empire is dubious, but they have gone so far as to arrest members of the Concilium Erus in the past without issue being raised.
Sub-Divisons: Penitum (Security Force), Verum (Investigative Department), Praedus (Inquisitors), Ocultum (Covert)


Culture (more to come, as I invent it :))

As you would expect from most imperial nations, the people of the Cautelan Imperium are encouraged to be proud. Whilst offices exist to encourage this, for the most part the Imperium is internally peaceful and has more recently (the last few centuries) begun introducing freedoms in areas of the arts and media (though still censored where nessacary). Most citizens have simply grown accustomed to the heavy controls on these areas. The sheer scale of the Imperium means that most citizens are not affected even by the day-to-day actions of its offices. The nation is in an affluent period where the economy is on the rise, and employment and income are climbing even for the lowest of citizens. Whilst food produce tends to be bland and expensive and is the major cause of dissent, this growth of GDP has balanced out the animosity. For the most part, the Imperium is at peace within itself.

In terms of foreign policy, the Imperium is an expansionist nation. Their are inquisitive, and explorative though rarely initially hostile. They are welcome to treat with other peaceful nations, and whilst they moniter immigration heavil between borders and are cautious to a fault, they treat their neighbours fairly. When angered, however, the Imperium are quick to crush enemies. Wars have been waged for decades or even centuries in which the Imperium has sought to remove an opponent to its growth or survival.

Economy:

The Cautelan Imperium, as a highly industrialized system of nations, makes use of abundant resources in raw materials such as ores and fossil fuels. This abundance of precious materials means that manufacture is a large part of the Cautelan economic drive, producing the existence of huge Industrial Planets that ecompass sprawling factories spanning the entire planets surface (and often much beneath it). Much of their economy is supported by this huge industrial produce, and it forms one of their major exports. On the flip-side, the heavy overpopulation of planets and the focus on industry means that agriculture has taken a fall, making it one of the largest imports.

Currency: Cautek
Primary Imports: Agricultural goods (food, livestock),
Primary Exports: Industrial manufacture, raw materials (fossil fuels, ores, precious metals, nuclear materials)
Economic Status: Boom


Military:

Cautelan Navis - The fleet of The Cautelan Navis is highly prized by all of its people. With an entire planet dedicated to the manufacture of space-craft, the Imperium is determined to maintain and expand their fleet, for both defensive and expansionary purposes. They are tasked with: Patrolling and protecting international borders, operating on expansionary and explorative missions and the transport of military personnel around the Imperium and beyond. The ship of the Navis tend to specalize in craft-to-craft warfare, carrying internal drop-ships and drop-pods to deploy ground troops or to board enemy ships.

Excercitus Militus - The basic military force of the Imperium, they are its imnumerable backbone. They are an all-purposes invasion and defence force to be deployed on a planets surface, and as such are expected to be diverse and adaptable to situations as they arise. Though battle-hardened and experiened, the Excercitus does not specialize in any form of combat. Because of this, they are heavily supported by vehicles and ordnance in battle (i.e. tanks, gunships, artillery). Every infantry soldier is issued with: one flakpistol, one combat knife, one flakrifle, and two flakgrenades. Equipment does vary, however.

Vinctus - The flag-ship of Imperium military forces, the Vinctus are the equivilant of the Marine Corps in other nations. Highly trained and well equipped, they are often deployed in strategic locations at key points during a battle, and withdrawn afterwards. Often as not, they will lead the attack on a hostile planet without backup. They are reknowned for their close-combat, assault-oritentated fighting styles and whilst minimal in number compared to the Excercitus provide a huge tactical and morale boost. Typical Vinctus weapons include: flakpistols, Vapo Grenades,

Furtim - Tasked with the covert operations of the Imperium, the Furtim generate both respect and fear. For the most part their actions are little-known and an are of myth surrounds whom they are and what they are responsible for. Created from carefully selected members of the Vinctus and Penitus Praesidium, they are the fiercest warriors in the Imperium.

Praedus - Emplaced with the Excercitus by the Penitus Praesidium, the Praedus act in liason with officers to make sure that the right objectives are followed, and that desertion does not occur. Though they rarely have to use the full extent of their powers, the Praedus are typically unpopular with regular troops and officers, but are accepted on the battlefield none-the-less. Typically sport only a flakpistol.

Military Readiness: Active
Military Roster: 2.1 billion personnel
Current Deployment: 0.3 billion personnel
Time for full Deployment: 2 months

Conscription Roster: 3.2 billion personnel
Training period: 6-8 months

(These figures do not include the Penitus Praesidium or the Contectum Militus)
Last edited by Vyral on Sat Sep 24, 2011 4:20 pm, edited 1 time in total.
Vyral
Scholar
Member for 2 years



Vehicles, Armaments and Technology of the Imperium ( )

Postby Vyral on Fri Sep 23, 2011 4:40 pm

(More to come, this will take time!)

Weapons of the Imperium:

Light Weapons

Flakpistol - Short-range anti-personnel weapons issued to all infantry troopers. The flakpistols rounds are propelled with huge amounts of kinetic energy, allowing for the diamante-tipped rounds to penertrate vests and armour, including light vehicles. The rounds themselves are designed to shatter after impact, spreading large amounts of deadly shrapnel through the air, or through a persons body. Often, if a shot itself is not fatal, the resulting wounds will prove fatal. Slow, but extremely powerful and accurate anti-personnel weapon.

Thumper - Short-range anti-personnel weapon. A shotgun-esque weapon firing slightly larger flak varients, designed to punch holes in people (or close-range armour). Often used for clearing buildings and in close-quarters. Slow, but always fatal at close range.

K-Stop - Short-range weapon. A shotgun-esque weapon that generates a kinetic blast without a physical round. Often used to blow open doors, hatches or walls. Causes blunt-force trauma against personnel.

Flakgun - Mid-to-short range anti-personnel weapons issued to infantry troopers. The flakguns's Slow, but extremely powerful and accurate anti-personnel weapon.

Flakrifle - Mid-to-long range anti-personnel weapons issued to infantry troopers. The flakrifles rounds are propelled with huge amounts of kinetic energy, allowing for the diamante-tipped rounds to penertrate vests and armour, including light vehicles. The rounds themselves are designed to shatter after impact, spreading large amounts of deadly shrapnel through the air, or through a persons body. Often, if a shot itself is not fatal, the resulting wound is. Modified with miniature gyro-stabilizers to increase accuracy over range. Slow, but extremely powerful and very accurate anti-personnel weapon.

Heavy Weapons

Flakcanon - Short-to-long range anti-armour weapon issued to heavy assault troopers. The flakcanon uses larger version of the standard Flakrounds, capable of exerting even larger amounts of kinetic force and sporting internal combustion-compartments to shred thick armour plates. A shot from a Flakcanon would likely completely shred a human body. Very slow (with lots of recoil) but incredibly powerful anti-armour weapon.

Heavy Repeater - Mid-range anti-perosnnel weapon issued to heavy assault troopers. The Heavy Repeater utilizes eye-sized ball-bearings designed to shred anything they come into contact with. The Repeater relies on its extremely fast rate of fire and mounted-accuracy to cut down enemies en masse. Slow to start, then extremely rapid-fire anti-personnel weapon.

Flamer - Short-to-mid range anti-personnel weapon issued to heavy assault troopers. The Flamer unleashes long spouts of high-temperature flames. The Flamers most effective asset is the spraying of flamable vapours that soak through clothing and skin causing irritation and quick ignition to enemy troops etc. Characterized by its pinkish flame. Slow, but sustainable and fearsome anti-personnel weapon.

Flak Tri-Rifle - Mid-to-long range anti-personnel range that requires mounting. Using a three-barrelled Flakrifle this weapon is a fast-firing infantry suppression weapon.

AP-58 - The Anti-Personnel version .58 is a state of the art computer-assisted suppression weapon. Incredibly light and durable, the AP-58 can be deployed anywhere and will automaticaly select targets and release rapid but accurate volleys of flak rounds without human assisstence. Perfect for defending flanks or covering retreats. Mid-to-long range
anti-personnel weapon, fast and accurate but unreliable at times.

D-M1 - The Defiler Mark 1 is a mid-range weapon implemented to wound and demoralize. It is not intended to be fatal. The D-M1 features three barrels pointing at 15-20 degree angles from each other. The D-M1 fires fist-sized metal pellets that contain tiny ballistic cores. When these ignite the shell casing is torn apart releasing between two and three meters or titanium barbed wire. Inaccurate, but horribly effective anti-personnel weapon.

Striker - Long-range computer-assisted RPG. The Striker is used by heavy infantry to immobilze and destroy the enemies heavy armour and gunships. Rather than releasing a large fireball or visuel display, the Striker converts any latent energy into its kinetic shockwave, allowing it to tear massive rents in even thick armour. There is some
fire, of course.

Stalker Rifle - An extremely long-range varient of the flak weapons. Capable of firing accurately from distances of up to three miles, the stalker is the most powerful sniper in the Imperium. Though the ammunition is similar in nature to the Flakrifles, they are modified to produce low sound signatures and to include advanced miniature gyro-stabilizers to produce a steady and accurate shot over extreme distances. Very slow, but incredibly accurate and powerful anti-personnel weapon.

Explosives

Flak Grenade - A standard-issue anti-perosnnel grenade. After a three-second cooking period the grenade will explode, showering the surrounding four meters of space in deadly shrapnel of twisted metal and ball-bearings.

Flashbang - Anti-personnel grenade using a blue magnesium flare and a deafening concussion blast.

Vapo Grenade - A two-stage anti-personnel grenade. The stages fire simultaneously. The first stage acts as a flashbang with a magnesium flash and a concussion blast. This is followed by the release of noxious vapours into the air that cause chemical burns to flesh and are easily ignited (such as by magnesium residue, gunfire or exposed heat sources. Characterized by their green glash followed by pinkish-coloured plumes of flame.

Flakmine - A typical anti-personnel mine triggered via a pressure-release pad. When detonated, the Flakmine releases a large lateral explosion, spreading shrapnel of a distance of up to four meters.

APM - Armour-penertrating mines are specifically designed to immobilze enemy vehicles, most commonly by dismantling gears and tracks with large concussive blasts.


Melee Weapons

Combat Knife - A standard issue titanium combat knife with a diamante-edged blade (blade 9", handle 4")

Chopper - A light-weight hatchet adapted for military use, the Chopper is used for quick, ferocious strokes, though it has less stopping power than the War Axe (blade 4", handle 8").

War Axe - A heavy-duty titanium war axe edged with diamante (axe head measuring 13" and handle measuring 18"). The short handle of the war axe allows for short, fast and powerful strokes to be dealt at close quarters. The war axe is typically strapped onto the back of a soldier, being unsuitable for wearing at the hip.

Turiq - A light-weight titanium short sword with a diamante-edged blade (blade 17" and handle 5") made for short, sharp and violent strikes. The blade has multiple ribs designed to cause copious amounts of arterial spray, demoralizing on-lookers.

Mace - A heavy-duty titanium mace designed to siply stove in an opponents head. With a ball the size of a small melon and a handle of 16", the mace is heavy but simplistically effective in its own way.


Vehicles of the Imperium


Light Craft

Darea APC - The standard armoured personnel carrier of the Imperium. The Darea is an adaptable light craft capable of both ground and amphibious transport with a capacity of twelve troops (not including crew). The Darea APC typically sports two twin side-mounted Flakrifles alongside a top-mounted Flakcanon. Closeable slits in the side of the Darea allow for up to six troopers to fire when needed.

Vardun ATS - The standard anti-tank support tank for the Imperium. The Vardun offers essential support to ground infantry during battles. The Vardun ATS boasts two side-mounted Flakrifles, alongside two top-mounted Flakcanon and a single top-mounted Range-Assisted Flakcanon.

Velox APT - The standard anti-personnel tank of the Imperium. The Velox is a small, lightly-armoured assault vehicle used for providing quick suport for infantry assaults. The Velox sports three side-mounted Flakrifles, two top-mounted Flakrifles and a front-mounted Flamer.

ASP - A lightly armoured reconaissence drone used to create live-stream imaging of battlefields. Whilst a vital piece of technology on a tactical level, the Ariel-strike Package also possesses a small-scale MIRV delivery package utilizing 15 kt explosive warheads.

Heavy Craft

Corde APT - A heavily-armoured anti-personnel tank used to support infantry. The Cord APT is armed with two top-mounted AP-58's, one front-mounted Flakcanon and six side-mounted flakrifles (three on each flank).

Deluc ATS - A heavily-armoured anti-tank support vehicle. The Deluc ATS is armed with two side-mounted flakrifles, two front-mounted flakcanon and an MIRV delivery system that is loaded with Stalker explosive shells.

Airborne Craft

Vatyr - The main method of airborne transport for the infantry. Extremely fast and capable of transporting up to twelve troopers at a time. The Vatyr is typically mounted with a two Long-range Flakrifles and two sets of missile pods. Capacity of twelve.

Adenec Gunship - A heavily-armoured gunship capable of ariel support and unit transport. The Adenec features a
complement consisting of two AP-58's, two flakcanons, two missile pods and a Striker. Maximum transport capacity of twenty-four.

Drop-pods - Thickly-armoured orbit-to-surface drop pods used for the quick and effective deployment of specialized infantry units or equipment. The pods thick outer hull means that the pod can break through most walls and roofs without harming the occupants. Capacity of six per pod.

Artillery

Snout - An incredibly long-range artillery weapon, the Snout is a single-barreled canon mounted upon a two-tracked tank chasse. The Snout is capable of shelling up to a distance of six miles accurately, releasing shells with a 2 kt detonation. Each Snout must be manned by four men.

MIRV - Multiple independently targetable reentry vehicles are the prefered delivery method for warheads in the Imperium. Instead of delivering a single warhead (easily targetable with ABS) the MIRV releases a multi-sectioned warhead capable of carpeting a larger area with smaller-yeld warheads, although generating a much larger area of damage. Imperium MIRV's release a warhead that splits into ten sections each capable of a 15 kt detonation.

Mortar Teams - Teams of two men whom operate standard issue mortals, capable of shelling with some accuracy over two miles. The shells detonate with a similar capability of a flakcanon shell.

Artillery Teams - Often used en masse, the Artillery Teams operate a model similar to the Snout but modified for faster delivery at the cost of a three mile range. Often used to smother enemy positions ahead of an infantry advance.


Fleet of the Imperium:


Technology

Matter-Reduction Drive Core (MRDC) - These are the drives that enable FTL travel by Tasiran vessels in space. The drives operate by reducing the effective mass of a ship to indiscernible point whilst at the same time expanding mass around the ship to create a tunnel through which a vessel can travel with minimal interference. The effect has similar properties to a wormhole, in that this method works as a short-cut rather than actual FTL travel, and that no time dilation affects whatever is within the MR-Drives field.

Drive Safety Configuration (DSC) - A complex system that configures the trajectory of an FTL jump using existing and projected data to calculate the safety of a jump. In the instance that something may interrupt or block a jump, the DSC will prevent or re-allocate the jumps destination, avoiding potential disaster. The DSC is also set to automatically release a Matter Reduction Field as it appears from an FTL jump. The resulting field expands to repel mass away from the area in which the ship will appear. This is particularly effective when appearing in debris fields, or asteroid belts but is ineffectual if a foolish captain attempts jumping into a planet.

Rotating Particle Barriers (RPBs) - An adaption to the standard shield array, these shields work by continually shifting numerous layers of shielding around the ships exterior, creating a cyclone of shielding that deflects, rather than halts, incoming attacks. These shields are most effective against heat and radiation based weapons systems, and are less effective against physical missiles.

Static Kinetic Barrier (SKB) - Behind the RPBs sits the SKB. A single, static layer that works by simply halting incoming projectiles by expending kinetic energy. While this shield is extremely effective at preventing missiles, it is highly ineffective against head and radiation based weapons systems. As such, it relies of the RPB's as its first line of protection.

Matter-Reduction Field (MRF) - A temporary field that can be generated by the MRDC when it is not otherwise operational. A field is generated around the ship which is capable of reducing the mass of an incoming missle or projectile. This has the effect of slowing mass down to a point where it is no longer moving, or so slow that its effectiveness is no longer capable of seriously damaging the ships primary shielding arrays.

Automated Defence Network/Automated Assault Network (ADN) - Considered the last line of defence (or attack!), CASI operates this defence system. Made up of multiple rail-guns situated across the ships hull, each utilizing twin-barrels. These are most effective at combating missiles, enemy fighters and boarding teams, and are less effective against heat and radiation based attacks. Working on the same principles as the larger EBPs, the AAN has sacrificed both range and power in return for a much higher rate of fire. It's main use is defending against boarding craft, enemy fighters or ships that get a little too close. Projectile based weapons that are a slow and steady source of raw power and accuracy. These can be operated manually at a diminished rate of fire.

EMP Generator (EMPG) - A generator that emits a single EMP blast that fries all near-by systems and communications. This is always a last-ditch defence to prevent attacks for near-by enemy ships and boarding parties, as it also affects the host ship, rendering it defenseless.

Drone Guided Missile Systems (AWTS) - Fired from multiple missile-pods spread across the ships, hundreds of these missiles can be launched to swarm enemy fighters or to strike an enemy shield relentlessly. Because each missile has its own drone, targeting and tracking are extremely effective. These are also utilized in orbital bombardments.
- EMP Torpedoes are designed to detonate before impact with an opponents ship, typically targeting the bridge or the engines of a ship so as to disable its weapons system, and ability to escape.
- Contaminant Torpedoes are designed to puncture a hull and release dangerous biological toxins, poisoning and thus disabling the crew while leaving the ships systems intact.

Core Artificial Systems Intelligence (CASI) - CASI, while primarily used a systems analysis and maintenance tool is also a highly advanced Cyber Warfare unit. Within close proximity to an enemy vessel, CASI works at hacking the firewalls and disabling vital systems such as shields, weapons, targeting, propulsion and life support. Simultaneously, CASI works are preventing this from happening to her vessel.

Classes

Decistor-Class Battlestar (Orbital) - The largest ship in the Imperium's fleet, the Decistors are their most prized possessions and regularly assume the role of flag-ships during battles. The colossal size of the Decistors mean that they are usually incapable of landing on the surface of a planet, and thus they are used mainly for orbital bombardment and blockades.

Cerberus-Class Battlestar (Orbital) - The little brother to the Decistors, the Cerberus' are perfect for lending support to flanks and weakening points along the line. Their size prevents them from landing on a planets surface, and they are usually assigned to orbital bombardment and blockades.

Nemeroth-Class Cruiser (Assault Carrier/Destroyer) - Assault Carrier's form the backbone of the Imperium's fleet, operating both as ship-to-ship combatants and the main source of troop transport. Their reduced size means they are occassionally capable of landing on the surface of a planet, and are at worst able to drop low enough to allow ship-to-surface transports.

Vendictor-Class Cruiser (Assault Carrier/Destroyer) - Assault Carrier's form the backbone of the Imperium's fleet, operating both as ship-to-ship combatants and the main source of troop transport. Their reduced size means they are occassionally capable of landing on the surface of a planet, and are at worst able to drop low enough to allow ship-to-surface transports.

Abdicat-Class Space Cruiser (Atmospheric Gunship) - The Atmospheric Gunship is the smallest combat-class vessel
in the Imperium fleet, and is used mainly for the removal of surface defences or enemy fighters. They are commonly able to land on a planets surface, or to sit in the low atmosphere for bombardments. Typically used for drop-pods.

Scarab-Class Cruiser (Atmospheric Gunship) - The Atmospheric Gunship is the smallest combat-class vessel in the Imperium fleet, and is used mainly for the removal of surface defences or enemy fighters. They are commonly able to land on a planets surface, or to sit in the low atmosphere for bombardments. Typically used for drop-pods. The Scarab is defined by its 'scorched earth' policy. Using a combination of flames and chemical weapons, the Scarab is used to poison land and enemy combatant alike.
Vyral
Scholar
Member for 2 years



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