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Universe in Flames. Future Nation RP. OOC

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Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Saxious on Wed Dec 30, 2009 7:53 am

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The Galaxy is an interesting place. Technologies that have revolutionized industry and nearly perfected medical care have made the standard of living beyond what the modern person could image. You would think that medical nanites that can heal injuries from the inside, gravity-controlled deep space factories that churn out goods like nothing other, flying cars, and other such wonders would bring the different races of the galaxy together in harmony.

You'd be wrong. It seemed that the human traits of greed and paranoia is the rule, is not an exception here. Most races have tech that could benefit the whole beyond the collective races' wildest dreams, but they are hidden behind locked doors. Money is still dumped into military spending instead of poverty relief. There is poverty at all. People still get themselves blown up for stupid causes. People still are just cogs in the machine for the elite. But not all are forced into such roles.

There are a few groups that excel above the rest. Whether through research, commerce, or plain old determination, a few nations stand above all others. These groups champion their own set virtues. Some fight for independence, others for understanding. Still others strive for cold hard cash. Still others just want to survive in a galaxy of hostile aliens. Sadly for each beacon of light, there are wellsprings of evil.

There is an important question in all of this. What are you? Are you the adamant republic of nations? Or are you the coalition of pirates from twenty races, drawn by money and a charismatic leader? Do you send your fleets for discovery? Trade? Or do your ships only leave their ports to sow misery among the peaceful peoples around them?

I'll ask again, if you don't mind. What are you?


Alright, this is a sci-fi nation RP. Every action and interaction you will have will be with other players, so don't start whining if your nation gets over run by a larger nation because you started the war.
Also, since YOUR fantasy and creativity sets the limits for the technology access here, you can go wild, literally! I can already tell you that there will be tons of Warhammer 40'000 inspirations here, but that's alright, not everyone here are born with supernatural fantasy/creativity skills.

Anyways, there is one major demand I have for you guys who will sign up for this. Please, for the love of my sanity, keep your CS bloody organized. I have to read through them, I have to check them and ensure that they aren't light-years head of what is originally intended, alright?
I've already created the basic CS for you guys, please fill that one in, and add whatever you feel is appropriate to the CS National Anthems, famous quotes, religious figure heads and etc.

So here is the basic CS with a few explanations and rules included, alright. If you are confused, check my CS out, and if that doesn't help, just tell me and I'll explain.
Code: Select all
Preliminary Character sheet:

[b]Nation name:[/b]
[b]Race(s): [/b]
[b]Nation size: [/b] There are four levels.
One- tiny, usually stuck in between one to three systems. Weak, but can react to outside threats rather quickly. I suggest you make alliances with the other class Ones and Twos. Gets the 'Who Cares About Ubekistan?' trait. Your nation is simply too small to be bothered by the big nations (class Fours) unless you really screw up and bother it. Class Three's and Fours cannot attack you without a damn good reason, which they gotta run by me.

Two- Twice to three times as large as class Ones. Up to eight systems usually. Bigger, with more ships, but reacts somewhat slower to threats, with more government red tape to wade through.

Three- between 10-25 systems. A rather large nation, usually with more than one race in its limits. Very large navy, very productive. Can take many Class Ones with ease, and groups of Twos if it plays it smart. You need a machete to chop through the tape if you want things done fast. Effected by ‘Who Cares About Ubekistan’.

Four- The big one. 30-60 systems of industrial might and military power. When a class Four goes to war, the whole sector feels it. Can smash whole alliances of smaller nations with ease. They are slow to move, but once they do they don't stop. Are affected by Who Cares About Ubekistan, as well as Sea of Red Tape. It ma- sorry, your request cannot be filled out at this time. Please fill out the required forms and place them with your local government agent. We will get back to you soon.

[b]Government type: [/b] communism, democary, republic, coaltion, oligarchy...

[b]Important Government Figures:[/b] who runs your nation?

[b]Economy: [/b] explain it. Free market? government run? Socialized?

[b]Important Economic Leaders: [/b] If you got 'em, who are the important Ceo's and merchants that are useful to your nation?

[b]Religions: [/b] list em and explain em

[b]Points of interest:[/b]
[list][*][/list] name systems, planets, sections, etc that are important and worth mentioning.

[hr][/hr]

[b]History:[/b] Depending on the size of your nation will also effect your history. When did your original planet become united? When did it reach advanced enough technology to expand into the universe? How did the conquering go? And so on.
Feel free to create your own calendars, time measurements, time lines, and all of that jazz

[hr][/hr]

[b]Strengths (Non-Militarily):[/b]
[list][*][/list]
What does your nation do good? You can have as many as you want, but there should be Weaknesses to a 1:1 ratio.
A huge military could mean a shaky economic sector, hard workers could mean an unhappy population that is vulnerable to insurrection. And so on.
Get creative. Use that part of your brain to find something new and yet logical.

[b]Weaknesses (Non-Militarily): [/b]
[list][*][/list]
What does your nation do wrong? Remember, there should be something to counter your strengths. The more you have, the more strengths i'd allow, so get creative.

[hr][/hr]

[b]Hyper Tech:[/b] You get FOUR.
Explain in detail how your race uses each tech, and exactly how their tech represents it. (for example, if you pick Adv Biotech, what things are replaced by biology?).
I demand that you get REALLY in depth with these four ones, understood? As much information as possible here.

[hr][/hr]

[b][center]MILITARY:[/center][/b]
[u]Doctrine:[/u] How do you fight? Go into detail...Really. Write like you've never written before!
Nah, messing with ya, just give everyone here a basic over view of how you fight, you can always have those ace cards in the sleeve, and many other methods, as long as you know them and use them.

[b]Ships:[/b] Name your equipment anything you want, but they all will still be on a ration of 1-10 either way. This number is to compare your ships to each other and to your own ships. Everyone will use 1-10, but the people with Adv Biotech will have a 3x strength reduction by default. It is assumed that a 10 would be a 3.33, a 5 would be about 1.6 and so one... You can go over 10 to represent special equipment like Superweapons.
NOTE: Each nation gets a single Superweapon. It is a fleet stomper, a system burner, a civilization smasher, something that can take on pretty much anything besides another Superweapon or a very large opposing force.

[b]Ship Class Name: [/b]
[b]Hull Size: [/b] (Dreadnought, Battlecruiser, Destroyer, Cruiser, Frigate, Gunboat)
[b]Combat Designation: [/b] what is it's roles in combat
[b]Weapons: [/b] what are they and how many are there
[b]Engines: [/b] how many and their power source
[b]Defenses: [/b] armor, shields, point defense goes under Weapons
[b]Other: [/b] special abilities or traits such as a carrier module or troop carrier, for either ground assault or ship boarding


[b][center]Ground Armies:[/center][/b]

[b]Ground Troops:[/b]
Vehicles, infantry, air, space…everything that has to do with war is to be listed here. Remember, you will tell us everything, so this needs to be organized.
List the kinds and their gear. Numbers would be helpful too. No sheet needed here; pics encouraged but descriptions are nice too.

Since we are most likely to have discovered it, and perhaps even worse weapons. Nuclear missiles, bombs, and other new, yet similar, weapons are going to be permitted


Alright, lets get some rules down here:
1. I'm the GM, thus I can say "yes", "no", "Change X and Y" or "Go away". Period.

2. Your Doctrine must be upheld. You wrote down how you fight, and that is the end, so think before you write. New strategies
are allowed, but as you can imagine, your generals may not like them.
(Remember people, the doctrine is for the military only, think and you'll find alternatives ;) ).

3. Follow the general site rules.

4. I may change things. Don't worry I'll inform you.

5. Have fun. This is mandatory, and I'll hunt you down if you don't enjoy this!

Below is my CS, use it as a guide but it that doesn't help...I suggest panicking would be a great start.



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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
    • They can still use bombs and grenades, but they would never go further than that
  • It is a race that is quickly growing, and in which case many often join the army or go off to work in the agricultural worlds

Nation size: Class Three. Controls Seventeen 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:

National Anthem: The people, and leaders, of Deutchlieg doesn't believe that instrumental music is appropriate when they worship machines and its spirits, so they listen to techno-like music.
The Spirit of the Republic is their national anthem.

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 can also interfere with prices, and they can claim businesses and make them governmental owned businesses, with the exception of the Cultus Mechanicus' businesses, which is seen as a completely different business.

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 currency) 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 Inc.:
Official name: Heavy Industry Inc.
True Name: Hitmen Intelligence Inc.

Official purpose:
This large industry is to produce certain goods of their costumers, and they function as the businessmen with "alien races" and they produce quality goods in large quantities, both satisfying their costumers and the Machine Spirit.
They set up factories and offices where they produce and communicate. They supply the factories with their own workers, who are mostly Tech Priests, and it has been rare that they allow "alien" workers into their factories, those who have been hired, has been given very basic work and good payment.

True purpose:
The true meaning of this "Inc." is to infiltrate "alien" borders and gather intelligence and work as both assassins and as saboteurs. The factories and offices are simply covers, and works as the profit of the organization.
The hitmen and and saboteurs aren't listed in the "work force" of the factories or offices, as they wish to maintain their stealth and keep the Republic of Deutchlieg out of their work, making them able to blame others when they are questioned (mostly other systems who also has human-like races). The men and women are trained to give their life, if it is needed, and to endure as much pain as possible to maintain their ability to tell a lie and making it sound so convincing that people mistake it for the truth.

These hitmen gets the information that the Chairman wants about allied nations, so he knows about the race, religions, social workforce, basically everything that has to do with the people of the nation (not the military, as that is too an obvious target for espionage), and if a war was to break out, the Chairman would give these agents missions to weaken the social and economical system of the nation.

This makes the Republic of Deutchlieg able to hit the enemy nations where it hurts the most, turning the nation's people against itself and crumpling the economy down upon itself, and even inspiring organized crimes to rise.
Power supplies, fuel sources and all of those small and yet influential sources are the targets of this organization, and the evidence that it leaves behind is always objects and corpses that makes fingers points towards the very government.

It is loyal to the Chairman and the High-Commissar, only.

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.
  • 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.
  • System 7
    • This system, with thirteen planets, is completely dedicated for agricultural production, creating the major food supplies for the army, and the people.
    • It is also a major site for the Hons to come and seek work.
  • The Maranian System
    • This system, which consists of 9 planets, are home to the most over populated system of both Hons and Deutchliegs, and it also has two planets, large enough for the hundreds of millions of recruits to train in every thinkable terrain
  • In general, the planets which isn't being used for agriculture or given to the Hons, are stripped of minerals and then the ozone is destroyed and the atmosphere is filled with a thick cloud to block out the sun.
    Followed by that, massive skyscrapers are built on the ground, and the entire planet is turned into a single city, which is used for recruiting and creating. Also, the city itself is divided into different levels, level one are for the most richest people of the society and is located at the top, while the loweest levels are for the scums and poor.




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 continued to grow, as the Death Korps of Deutchlieg used their lightening war methods to quickly take and hold planets, sometimes even entire systems were taken withing weeks of warfare.
The republic had to, however, give certain planets up, and simply destroy them with massive orbital bombardment, chemical gases and nuclear weapons to destroy as the wars didn't go as the generals wanted it to, and with the high-General's permission, they destroyed these troublesome planets. The Republic upheld their promises to the Hons and gave them every second planet which was like a jungle, and the ones which they kept for themselves were still given to the hons however they were under the rule of the Republic, who would most often cut the trees down and turn it all into paper, fuel, and other good made of wood, while the land would be separated into agriculture, growing trees and many other usages which the Hons would work at, and in return their population would be given a home and protection.

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).
With these motivation, they began to dig deeper and deeper into society. they began to spy on the citizens, hunting down mob members, and ensuring that the morals of Communism were upheld, along with the laws of of the local government and the Chairman, and sometimes, the local governor was executed for going against the laws of the Chairman.

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 the very same High-Tech Priest, and thus the Chairman stepped in and saveh the High-Tech Priest, and had the accusing Commissars trialed...and they were the ones who were burned.

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. The High-Cimmissar changed the system and branched the Commissars more out, merging them in with the army, with the approval of the High-General, and they also became partly members of the secret H.I organization.

However the marks of the fanatic and bloodthirsty commissars 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 (literally).




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' historical, and current, 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, what skin color you have, how old you are, and so on. You are a Deutchlieg, a brother and sister to everyone who lives in the The Republic of Deutchlieg. Even if you are a Hon.
  • 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. The government makes sure that everyone feels that they care for them (in an economical sense)
  • 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.
    • This allows their large territory to be held together tightly. While it would take one nation months to travel a single message across all the systems to a specific person, it only takes, at max, 30 mins.
    • If one of these satellites gets damaged or malfunctions, then the local governments jerks, and slightly panics. They almost race to be the first to get the satellites fixed.
  • 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.
  • Technical Medical Advancement
    • Although the replacement of lost limps is great, it does however have its negative parts:
      • They cannot replace organs.
      • They can replace an eye with a cyborg eye, however, they cannot get too close to the brain.
      • 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.
      • These robot limps will be much stronger, and it will require time for the person to be able to control the new strength they have

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 unstable, 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.
  • Technology Difference.
    • 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.
    • Depending on where the Deutchlieg lives will also effect the life style and housing that they will be able to afford.
  • 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.
[/list]

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
  • Republico Titanico
    • This massive battle titan is capable of laying wastes to entire continents without stopping its rampage. It was originally built by the seventh Pope, in secret, and thus the Republic doesn't know of the technology used and it doesn't dare to tear it apart and see what was used to create it and its weapons.
    • It is equipped with:
      • A six barreled canon. One shot is enough to make the earth shake violently enough to create a minor earthquake, and a meteor-like crater. This weapon has tubes that runs through its core, where the ammunition is located, and thus refills itself
      • It has loaded H-Bombs on top of it. H-Bombs are powerful missiles armed with both radiation and chemicals. A single missile like this can lay death to a city f 16 million people, if the chemicals and radiation isn't stopped
      • It has a three barreled plasma canon. This is its most powerful weapon and it can shoot either one of the barrels, or all of them. One of them does so that the Titan can move its upper body, spreading the plasma ray through a wider area, and causing a much more destructive effect, and if it shoots all three barrels off, it needs to be both in a good distance from its target. the power from the three barreled shot is more than enough to lay waste to a largely visible area, from outer space, plus the shock wave will knock down anything in a considerably large radius.
        However once the three barrels are shot at once, the titan requires an hour to recharge its energies before it can resume combat
  • It isn't known for sure how many of these epic machines were created by the seventh Pope, and so far only four has been dug up from the many planets that the Republic has conquered
    • They are each given different names as they appear different, but their system and weaponry is somewhat closely the same.
      • Imperator Inquisitorio
        • The other canons were added onto it after it was discovered
      • Combatorio Soldato
        • This is a smaller titan and it is designed for more rapid fire than the others.
      • Majestetico
        • This titan is the biggest, and so far also the most dangerous. It's single barrel shot is much more powerful, but it requires the entire titan rests for two hours after fired.




    MILITARY:

    Coat of Arms
    Image

    Doctrine:
    Land

    The Death Korps of Deutchlieg, the name of The Republic of Deutchlieg's main and largest army, and it has a slightly complex, yet somehow simple way of fighting.

    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:
    • Tiger Tanks
      • To serve as support for the infantry and take on heavily armed vehicles and strongly defended buildings head on.
    • 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)
    • Along with that there are the many air crafts (look below) to support before, during and after and attack.

    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 circumstances, the buildings are to be built and the weapons to be fixed, no matter what.
    "Death is no excuse" ~Cultus Mechanicus Pope, Pius.
    They work hard to create the bases needed when the invasion has begun, and if they fall behind schedule, then they will have to answer to the the commissars, who will motivate them to catch up lost time.

    For moving quickly across large landscape, the Death Korps use Speeders, which can contain 50 soldiers, and can cover ground quickly, despite its heavy size and weight.

    The Death Korps of Deutchlieg , takes any method into usage, right from poisoning drinkable waters, to doing aerial bombing, all the way over to dropping Napalm bombs onto their enemy food supply areas.
    "In war and Love. there are no rules but your own," ~High-General Gruppitsky

    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

    Infantry Regiments of Deutchlieg:


    Death Korps of Krieg:
    Brief History: Considered to be the largest military force of the Republic of Deutchlieg, it's history dates back to the unification of Deutchlieg and has played a major role in the conquest of the Republic. It is a state supported army, thus most of their equipment is bought out of the expenses of the government, and there are certain policies which strips the systems from their food supplies, if it is deemed anniversary by commander/general that their troops are in need for these supplies.
    Harsh propaganda is used to both intiminate and inspire people of Deutchlieg to join the Death Korps instead of any other regiment.

    Deutchlieg civilian who joins a regiment for at least one and a half year before they are to become citizens of the Republic and will gain economical, social and security benefits, while those who doesn't still remain civilians and though they have rights, they don't have as many rights as the citizens.

    Uniforms. The uniforms are typically gloomy and not very heroic looking, however it is good when it comes to battling off the effects of the weather, such as mud, rain, snow, and cold, and as one progresses through the ranks, the uniforms becomes more fancy and heroic looking, sometimes even with a few free medals!

    Typical Strategy: It varies from commander to commander, and since the Death Korps is a well supplied and well trained army, it is very flexible for any situation they will be thrown into.

    Size of Army: When the numbers of the Battle-Tech Priests, Battle-Commissars, pilots and so on, are all added up, there is a rough estimate that the Death Korps of Deutchlieg consists of 3.8 billion men and women, who are permanently in service (as in, they aren't doing it for the citizen ship), however due to this large a force, it has been divided down into smaller armies called for "K-#" where the "K" stands for "Korps" and the "#" is the number of the army that is being deployed.

    The Forgotten Steel Legion:
    Brief History: As the strength of the Republic increased, and as the Korps got bigger and stronger so did the number of men and women who were relieved from their duty as soldiers, while some were relieved it was over, others were insulted by it. Especially the Battle-Tech Priests were angered by their relief of duty, for they weren't trained to be Tech Priests and felt much more at home with their beloved war machines.
    Thousands begged the Second Magos, Ulric Swath, who had been a former Battle-Tech Priest himself, to do something. And he did. Using his vast fortune he paid all the expenses for uniforms, weapons, and equipment for these men and women, and formed the Legion of Steel, an army that was to serve the Cultus Mechanicus.
    It recruited and withing half a decade, the army had risen from a few ten thousand to over seven million members, however this caused concern for the Republic who quickly enforced a policy, restricting the Legion of Steel from having more than eight million members. When the Death Korps invaded the home planet of the Hons, they were forced to retreat within days, so the Steel Legion was called in, and with the promise of increasing their limited numbers, the Steel Legions too fought against the Hons, although they both failed to win, they managed to gain a powerful ally.
    Due to the constant usage of machinery, and many of the soldiers being cyborgs (as they have lost limps from the charges against enemies), their army name was changed to The Forgotten Steel Legion.

    Uniform: Just like the Death Korps of Deutchlieg's uniform, just brown.

    Typical Strategy: Heavy bombardment (orbital and land), sieges and trench warfare is their specialty. Using heavy and powerful weapons supplied by the Cultus Mechanicus, they usually blast half of the planets way back to the stone age.

    Size of Army: Since the policies changed, The Forgotten Steel Legion are now permitted to have a maximum of 20 million soldiers, and the Cultus Mechanicus supplies it with all the weaponry, spaceships and machinery they need.

    Dreken Devils

    Brief History: Since the defeat by the Hons, the Deutchlieg trained squads to work as loose groups and work behind enemy lines, doing mostly sabotage and attacking weak points. On the planet "Dreken", a large forest-rain forest planet, these men were trained to learn how to become one with nature and move quickly, silently and deadly through the jungle. Mot of their activities has been classified or simply destroyed as the Republic doesn't want others to know of their secret soldiers.
    It is an official regiment, supported by the government, what it does is unknown to anyone but high ranked and trusted generals of High-General Valdimir.

    Uniform: None, they use whatever their environment consists of and that is their uniform. Simple, fast, and unseen.

    Typical Strategy: Sabotage, terrorism, and sniping. These squads of men are trained to hit the enemy's weak spots so hard that it hurts, they use snipers to take out their targets from afar, and use silencers to make as little noise as possible. They use a wide variety of bombs, depending on their mission, and they know how to survive on their own for months.

    Size of Army: Somewhere at 5'000 men. A squad is 5 men and women.


    Brief History: With time, the Republic realized that as much is is important to have a strong external army, it was equally important to have an internal army to protect the borders and the peace within the Republic of Deutchlieg, thus the Guards of the Republic was formed.

    Uniforms: Infantry, Eradicator Commissar.

    Typical Strategy: Street warfare. These men are trained to fight in the metropolis streets of the Deutchlieg planets, and to use their environment to their advantage.

    Size of Army: Depends on each planet. Can range from millions to a few hundreds.


    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, along with the millions of small fighters that it has to both attack and defend its precious battle star ships.

    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:
    • 2500 guns 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).
    • 50'000 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 on their opponents.
      • 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.
Last edited by Saxious on Sun Jan 10, 2010 3:59 am, edited 13 times in total.
"Do not dwell in the past, do not dream of the future, concentrate the mind on the present moment."
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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Nevyn on Wed Dec 30, 2009 10:07 am

sounds great! Creating my profile now :)
Dying without achieving your goals or living on for years and realizing you will never achieve them - which is worse?"

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the flower that blooms in adversity is the most rare and beautiful of all

Be childish, be a god, be a child of a God!

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Ottoman on Wed Dec 30, 2009 11:07 am

Color me intrigued.

Be on the look-out for CPC vessels soon.

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Phidius on Wed Dec 30, 2009 12:14 pm

Finally! A decent NRP after months of waiting. Thank you!
-EDIT- Sorry about the incomplete profile, I'll finish it, uh, later or tomorrow, ok?

Nation name: The Empire of Grikus (Griki Empire)

Race(s):
-Griki: Much like the Velociraptor of Earth pre-history, the Griki have tails that are a bit shorter, as well as shortened muzzles, basically are designed to stand more upright. They reproduce at a prodigious rate, with a concention-gestation period of just two Earth weeks, with the average (live-born) litter being six younglings, though it is not unheard of for litters to be up to 20 younglings.
Though they have huge numbers, the Griki 'normals', the average-class Griki, a only just above the sentience line, with all of the brains in the ruling and craftsman classes. Griki average at 5' tall, and have a typical lifespan of 55 years.

-Marghel: Fit the description of a werewolf to a 'T', though they only have the 'wolf' form. Their fur is long and shaggy, and varies in color from brown to golden to grey, with the most common color being brown. The Griki discovered the Marghel while they were searching for more systems to colonize, and assimilated them with relative ease, without a fight. The Marghel act as auxillaries to the Griki military machine, and perform such roles as scouts, flank guard and rearguard, and perform them quite effectively, using their own home-grown weaponry.
Marghel average at around 6'6", and are very strong, if a bit lacking in brains. They typically live 40-60 years. They don't reproduce as quickly as the Griki, though they still do so faster than humans, with a gestation period of 3-4 months, and an average litter of four live-born young.

-Humanity

Nation size: Large Class Three, 28 systems

Government type: Despotic Empire, with a Senate of Representatives

Important Government Figures:
-King-Emperor Theran XII(the Twelfth) Hrjik: After killing his siblings in the traditional competition for the crown after the death of his mother, Queen-Empress Gry Hrjik, he assumed the throne as one of the youngest King-Emperors in the Griki Empire's six-thousand Earth-year history. He has reformed the government to give the people greater replesantation in the hope of making succeeding generations more independent and intelligent, though the rate of public exacutions has dropped very little due to his lethal temper.

-Ambassador Crig Yulin: A most un-Griki-like Griki, Ambassador Yulin showed these characteristics from a young age, breaking up and even nipping at the bud many of the encouraged fights in school, he was at first rejected under the Queen-Empress's regime, but King-Emperor Theran's new diplomatic regime took him in as the head ambassador.

-Chief of the General Staff Ulrik Freks: Militarily brilliant, even for a Griki, Field Marshal Freks is responsible for the colonization and/or hostile takeover of a dozen systems, as well as a multitude of Griki victories.

-Grand Duke Oolis Drahg: Leader of the Marghel, he is called 'King' by them, but is an Grand Duke in the Griki system, as they consider the semi-autonomous planets of the Marghel to be a Grand Duchy, and have set a Governor over them to make sure it is run the way it should be.

Economy: Largely government controlled, though Tribe Asgo'Garath, though there are free market elements in the individuals can open their own businesses, and the whole supply and demand thing.

Important Economic Leaders:
-Professor Hulan Jilis: Head of the leading military 'heavy metal' company in Grikus, Jilis Enterprises, Professor Jilis has developed the hypermatter reactor, the planetary and surface shields, as well as the antimatter bomb for the Government, just to name a few of his many inventions.

Religions:
-Yelianism: Basically a primal nature-worship religion. The Griki believe that the nature spirits are everywhere, even in the very floorboards, and are generally respectly to natue, with strip mining and deforestation being virtually nonexistant. Accordingly, many Griki cities are hundreds, even thousands of feet underground, with the above-ground buildings being few but extremely tall, basically vertical cities, to keep the most population in the least space.
Despite their love of nature, the Griki, who are carnivores, believe that their prey and livestock were put there as a food source for them, in order to keep them alive. The Marghel believe in a religion very similar to Yelianism.

Points of interest:
  • Grikus: Primary system of the Griki Empire, and home to their home planet of Grikus Prime. The planets of Grikus are heavily populated, as well as industrialized. The way the planets are set up make Grikus a self-sufficient system, un-needing of materials from other systems, and producing enough surplus to export to other systems.

    -Grikus Prime: Home planet of the Griki, it is also one of the most heavily industrialized. The Griki use organic, nature-safe fuels, so their industry doesn't hurt the environment, but it is also several times more efficient than traditionally-fueled systems. It is also home to the Griki capital city of Grikonia, one of the only urban sprawls in the Empire, it is also heavily fortified, with its own bubble shield for protection, in addition to the planetary shield. Grikus Prime also also has one fo the largest shipyard in the Empire, with its facilities in geosynchronous orbit, it is also home to Jilis Enterprises. Population: 1.25 trillion

    -Ikaria Hulnik: Meaning 'Place of the Flatlands', Ikaria Hulnik, or IkHu for short, was the first planet colonized by the Griki outside of Grikus Prime. It was so named because it has a planetary plain that has since been used as pastureland for the Griki livestock, and has a few industrialized mega-cities and a space-port that were allowed to sprawl due to the vast space available.

    -Yrgin Ontig: Meaning 'Resource-rich', Yrgin Ontig is a very mountainous planet, with vast deposits of resources such as iron, copper, and trace elements needed to produce Durasteel, the main building material used by the Griki, as well as Transparasteel, a material used in place of glass in ships.

  • Tantralz IV: Home system of the Marghel, it is called Lianis in their tongue, and contains but one inhabitable planet, the planet the Margel evolved and developed on.

    -Lianis Iadria: Meaning 'Cradle of Lianis', Iadria is the homeplanet of the Marghel, and its terrain features strongly resemble those of western Europe, namely the forests and Alps of Germany. The seas it has are almost all freshwater, and very clear, with exotic marine life in them. The Marghel cities of Iadria are built into and around the terrain features, much like Alpine cities, and blend in almost flawlessly, if anything adding to the beauty of the planet.


  • Vurtralix: Called 'Earth' by its inhabitants, it was discovered by a Griki missionary cruiser, which landed to recon the planet. The inhabitants seemed terrified and disgusted by the appearance of such an advanced and dangerous-looking race, but the world leaders managed to keep panic at bay long enough to speak with the priest leading the mission, and managed to communicate through Latin, which happend to be very close to the Griki religious language. Disaster was averted temporarily.

    That is, until the colonization fleet arrived. The world leaders seemd furious with this, but the Griki were confused by the reaction, as it was their standard doctrine to colonize every planet they found. Nonetheless, war broke out which resulted in the near-extinction of the dominant race, humanity. Th ehumans retreated to bunkers they built in the mountains and a stalemate ensued for years as the Griki colonized and developed the areas the had taken, even repairing the environment and atmosphere.

    After nearly 30 years like this, the Humans, starving and low on resources, sued for peace and got it-at the cost of their independence. Like the Marghel, the Humans were now a member-species of the Griki Empire, but only had semi-autonomy and were closely watched. The human population has since rebounded and they have spilled over onto other planets and moons of their home system, as well as other systems.




    History: The origin of the Griki Empire can be traced back 50,000 Earth years, when the Griki were first forming tribes and tribal bands. Almost from the start, the Griki were fighting each other, nearly hacking themselves to extinction several times, with their excessively high reproductive rates being the only thing that salvaged the race.

    As the wars were going on, tribal alliances were formed, edgy at first, but quickly becoming strong and quite permanent. These tribal alliances would become so close that they were, essentially, one tribe. Five of these mega-tribes, later to be referred to as the Big Five, would rise to become dominant, and warred with each other for some time until the leader of Tribe Ulto Darris, Gar Schol, realized that more could be accomplished by joining the tribes together, not driving them apart.

    Thus, the Griki Empire was formed. The name of the species was chosen instead of the head tribe's so as to encourage more to join the movement, with the Big Five now together as the Empire, the remaining tribes were quickly assimilated or destroyed, with the minor tribes becoming the peasant 'working class' under the intelligent Big Five tribes. Millenia of development like this solidified the Griki Empire into what it is today.

    The Big Five:

    -Tribe Ulto Darris: Leadership tribe of the Empire, this tribe produces the ruling class, and virtually all ruler, from the most minor Count to the King-Emperor are of this Tribe. Gar Schol of this tribe would become the first King-Emperor. Ulto Darris tribesmen also tend to be more intelligent in terms of administrative knowlege, as well as strategy planning, and are born with this gift.

    -Tribe Garrik Hos: Military tribe of the Empire, Jani Ol of this tribe was the first Chief of the General staff, and also the first General of the Empire. This tribe handles the military and makes up almost the entire Officer Corps, as well as the General Staff. They handle strategic planning (one of the only thing that overlaps between two tribes), as well as tactics on the battlefield.

    -Tribe Kiis Horden: Religious tribe of the Empire, this tribe can trace its roots back to those who began the belief system of Yelianism. Adrei Jak, the only female leader of the original Big Five, was the first High Priestess. Tribe Kiis Horden produces the religious figures, from the lowliest Deacon missionary to the High Priestess (there have been very few High Priests through the millenia).

    -Tribe Solen Jas: Scientific and research tribe of the Griki, Tribe Solen Jas was, from the beginning, one of the least violent of the tribes, as well as the most intelligent by far. Golen Haas of this tribe was the very first High Scientist, and came up with the titles of Professor and Doctor. He also was the first person in the galaxy to discover steam power, as well as internal combustion. He was, in fact drawing up designs for an aircraft when he died at the ripe old age of 72, the last of the First to die.

    -Tribe Asgo'Garath: The artisan tribe of the Empire, Tribe Asgo'Garath heads all Guilds and unions, as well as most corporations. This tribe is reponsible for all of the specialist workers of the Empire, from blacksmiths to shipbuilders, from A.I. production facility workers to desalination plant owners. There is much cooperation between the tribes Solen Jas and Asgo'Garath, as the scientists and researchers of the former tribe work for or are even employed by the CEOs of the latter.

    Time in the Empire:
    Though many follow the Interstellar Standard Time (IST), the Griki do have their own system based on time on their home planet. For purposes of avoiding confusion, Griki names have been translated into Standard.

    50 seconds=1 minute
    50 minutes=1 hour
    32 hours=1 day
    5 days=1 week
    5 weeks=1 month
    25 days=1 month
    10 months=1 year
    50 weeks=1 year
    250 days=1 year
    10 years=1 decade
    10 decades=1 century
    100 years=1 century
    100 decades=1millenia
    1000 years=1 millenia




    Strengths (Non-Militarily):
    • Strong tribal system of government with total power
    • Strong, as yet undefeated military
    • Huge, very efficient industry
    • Unintelligent general populace indoctrinated to fit the social structure
    • Nature-based religion largely preserves the environment of planets they conquer/colonize
    • High rates of replroduction allow quick replacement of military losses, as well as much diversity


    Weaknesses (Non-Militarily):
    • Tribal system prone to infighting and occasional blood feuds
    • Military tends to respond only to Tribe Garrik Hos, though manpower pool drawn from all tribes
    • Industry slow to change gears due to extensive tribal beaurocracy
    • Populace tends to be like so many drones, 'puppets of the state', and follow Tribe Ulto Darris over others
    • Nature-based religion tends to limit conquest and urban devolopment, as well as military doctrine
    • High rates of reproduction make overpopulation a very real problem on occasion
    • Conquered population(Marghel) unhappy with semi-autonomy and at risk for uprising of Spartacus proportions




    Hyper Tech:

    • Holo-Net Comms: Relayed along transceivers placed throughout the Empire, including heavily fortified deep-space relays, the Holo-Net allows for instantaneous communication between any part of the Empire though holographic means. It is also used by the commercial industry to broadcast commercials, and has a network much like the Earth Internet. Relays also have built-in sensors so that the government can monitor traffic and it can act as an early-warning system.

    • Planetary Shielding: Developed somewhat recently, planetary shielding is now widelt implemented as a main line of defense for planets. Projected from dozens, hundreds, even thousands of surface shield projectors (depending on budget and/or preferred strength), it casts a shield out to the upper atmosphere that can withstand months of concentrated bombardment, and is controlled by a smart A.I. that lets friendly ships in and out, but keep enemy or unidentified ships out.

    • Bat-Bombs: Literally consists of a shielded, armored, armed missle that contains compartments holding 1200 bats, each with an antimatter charge equivalent to a 50 kiloton nuke. The bomb is launched from a distant planet, and immediately enters hyperstream space, capable of traveling 2000 lightyears in an hour. When it gets to the target system, it drops out in high orbit above the planet and releases the canisters, which drop down and open up at 75,000 feet above ground level and release their cargo, which then flies to random spots on the planet, roosting for the night in cities, forests, etc. Then the charges go off and spread destruction, with the antimatter specially made to produce fires, as well as the usual ground-shattering blast.

    • Hellfire-class tank(http://baencd.thefifthimperium.com/11-UntotheBreachCD/UntotheBreachCD/Hell's%20Faire/index.htm): A massive tank used to break lines and even blunt offensives, it is armored and shielded against everything short of a capital ship's superguns. Its main cannon, a 25-inch beast of a gun can fire shells well over the horizon, and even hit ships in orbit. It fires both discarding sabot rounds with a small (50 kiloton) charge, and 'area denial' rounds, which have an antimatter charge equivalent to 850 kilotons. This behemoth gets its power from an extremely heavily armored hypermatter reactor at its very center, but if the containment field to the reactor is breached it suffers a catastrophic meltdown equivalent to 250 megatons, and can wipe out entire armies on both sides. There are currently 12 in existence, with more under construction, which will stop at 50 and switch to 'replacement construction'.




MILITARY:


Doctrine:
Offense:
Blitzkrieg, to put it in one word. The generalized plans usually consist of a massively superior fleet entering a system and smashing all resistance in space, establishing space and orbital superiority, and bombarding concentrations and fortifications from orbit as the invasion fleet itself arrives.

The transports land with massive support from fighters and orbital capital ships. Once landed, they release their loads of troops and armored vehicles, which then proceed to take strategically important terrain and centers, such and the 'high ground' and cities. Once these are seized, or as the opportunity presents itself, the ground army also pursues a 'battle of annihilation', seeking to find, encircle, and destroy the opposing force, with huge support from orbit.

Once the planet is overrun or essentially so, settlers and engineers are sent in to construct or re-construct cities for Griki use, and defensive works established by the existing ground force.

Defense:
If an offensive is blunted, or if a Griki planet is invaded, the military reverts to a mobile defense, keeping a fluid line and giving ground if need be, with local counterattacks being commonplace, with major counteroffensives being staged if opportunity allows

In the event a planet falls, the planetary militias and ground troops and well-trained (mostly instinctively so) in guerilla warfare, using hit-and-run tactics, as well as setting up ambushes to 'nickle and dime' the occupation force. If overwhelming force is used, the guerillas retreat to deep-forest encampments, many of which are many levels underground, and use whatever means available to destroy or blunt the force.

This goes on until either the guerillas are smashed as a coherent force or relief arrives (of which the latter is much more likely).

Ships:

Ship Class Name: Bataal-class Space Superiority Fighter (http://images3.wikia.nocookie.net/starwars/images/3/32/Starfigher.jpg)
Hull Size: Fighter (3/10)
Combat Designation: Establish space superiority from opposing fighters, support ground troops by establishing air superiority and by delivering close support
Weapons: Underwing medium laser cannon (2); rear cockpit-mounted light lasers (2); Antimatter missle launcher (1, 12 missles)
Engines: Antimatter Class-3 reactor
Defenses: Shielded against hits from its own antimatter missles, armored against heavy laser and plasma fire, has rear defense in the form of two light lasers.
Other: Extremely menouverable, these fighters can pull off turns that would reduce human pilots to gelatin due to the Griki's strong frame.

Ship Class Name: Frenak-class Interceptor (http://images1.wikia.nocookie.net/starwars/images/6/65/Tieinter2.jpg)
Hull Size: Interceptor (3/10)
Combat Designation: To intercept flights of strike craft and provide close defense to 'home' ships.
Weapons: Six light laser cannon (four on wingtips, two under cockpit); Anti-fighter missle launcher (1, 10 missles) under and between cockpit lasers
Engines: Antimatter Class-3 reactor
Defenses: Virtually no armor and only moderate shielding, extremely high menouverability, almost to the limits of Griki endurance
Other: Designed to resemble the 'Carver Hawk' of the Griki homeworld. Has a very advanced sensor-targeting suite.

Ship Class Name: Kakar-class Strike Craft (http://images2.wikia.nocookie.net/starwars/images/2/2c/XWA-Xg1-3d-new.jpg)
Hull Size: Strike Craft (4/10)
Combat Designation: Striking at capital ships with anti-capital ship weaponry, provinfing close support to ground troops and acting as 'flying artillery', attacking fortificartions, concentrations, artillery batteries, etc.
Weapons: Two heavy laser cannon under nose; Two missle launchers (anti-CapShip, anti-ground, etc.) 40 missles
Engines: Two Antimatter Class-2.5 reactors
Defenses: Armored against pretty much anything standard fighters and point defense systems can dish out, shielded against light capital ship rounds.
Other: Has an excellent targeting suite to target hardpoints on warships and targets on the ground or in orbit.

Ship Class Name: Ujian-class Assault Lander (http://images1.wikia.nocookie.net/starwars/images/b/b6/Action_VI_Transport.jpg)
Hull Size: Landing Ship (5/10)
Combat Designation: Landing troops virtually anywhere and providing support to the landing site and in establishing a foothold. Also used to airmobile troops across obstacles or as reinforcements
Weapons: Eight light turbo lasers (CapShip weapons) in four twin turrets (Two front, Two rear); Two forward-mounted missle launchers (variety of ammunition); 18 point-defense lasers (6 per side, 3 front, 3 rear)
Engines: Two Hypermatter Class-12 reactors (equivalent to Antimatter Class-0.5(the strongest) reactors)
Defenses: Armored and shielded against all ground weaponry and most space weaponry
Other: Can act as a flying artillery battery for the troops it lands, and also helps in establishing air superiority by knocking fighters out of the sky with its point-defense lasers. Carries 250 troops and a platoon of armored vehicles (a standard company).

Ship Class Name: Ondai-class Support Frigate (http://images3.wikia.nocookie.net/starwars/images/c/ce/Tartan.jpg)
Hull Size: Support Frigate (6/10)
Combat Designation: To provide cover to larger capital warships against fighter and strike craft, and also to act as a skirmish line
Weapons: Two light turbolasers (2 front); 36 point-defense lasers (14 per side, 4 front, 4 rear); 12 missle launchers (4 per side, 2 front, 2 rear; generally armed with 12 anti-fighter missles each)
Engines: One Hypermatter Class-8 Reactor
Defenses: Armor and shielding against pretty much anything a fighter or strike craft can dish out, and light CapShip fire.
Other: Sophisticated targeting system to target and destroy small craft, cheap to built so they are in large numbers. Have a contigent of 45 Imperial Marines to repel boarders.

Ship Class Name: Valzin-class Destroyer (http://images3.wikia.nocookie.net/starwars/images/6/6e/VicStarI-EaW.jpg)
Hull Size: Destroyer (7.5/10)
Combat Designation: Providing escort to larger CapShips, support to the skirmish line, and orbital support to ground forces.
Weapons: 12 heavy turbolasers in twin turret mounts (4 broadside, 2 front); 26 light turbolasers (8 per side, 5 front, 3 rear, 2 hangar bay entrance); 8 heavy ion cannon in twin turret mounts (4 broadside); 56 point-defense lasers (18 per side, 14 bottom, 3 front, 3 rear)
Engines: Three Hypermatter Class-4 reactors
Defenses: Armored and shielded against bombardment from larger CapShips, at least for awhile
Hangar: 12 Bataals, 12 Frenaks, 8 Kakars
Other: Can stand up to ships its size and larger fairly well, and is a danger to large CapShips when in number. Have a contigent of 250 Imperial Marines to repel boarders and, if need be, assault such targets and space stations or even go to the surface.

Ship Class Name: Kradiin-class Cruiser (http://images1.wikia.nocookie.net/halo/images/b/be/Ccs-over-voi.jpg)
Hull Size: Cruiser (8.7/10)
Combat Designation: Provides heavy escort to battleships and carriers, helping in establishing space superiority. Assists ground troops through orbital bombardment.
Weapons: 20 Heavy turbolasers in twin turret mounts (8 per side, 2 front, 2 rear); 52 light turbolasers (20 per side, 6 front, 6 rear); 14 heavy ion cannon in twin turret mounts (7 per side); 82 point-defense lasers (25 per side, 20 bottom, 6 front, 6 rear)
Engines: Three Hypermatter Class 2.5 reactors
Defenses: Shield and armor sufficient to weather bombardment from other cruisers and even some dreadnoughts.
Hangar: 36 Bataals, 24 Frenaks, 16 Kakars, 2 Ujians
Other: More of a battlecruiser than a regular cruiser, Kradiins are great as stand-alone ships due to their good ratio of size-armament-performance. Have a contigent of 800 Imperial Marines, both to repel boarders, do the boarding, and land on planetary surfaces.

Ship Class Name: Dranak-class Battleships (http://images3.wikia.nocookie.net/starwars/images/2/27/ISD_TFU.jpg)
Hull Size: Battleships (10/10)
Combat Designation: Smash system fleets and establish space superiority, provide orbital support to ground forces, defend systems from heavy attacks
Weapons: 40 Heavy Turbolasers in quad turret mounts (6 broadside, 2 front, 2 bottom (hangar bay)); 12 Heavy ion cannon in quad turret mounts (2 broadside, 2 mid-side); 136 light turbolasers (45 per side, 10 front, 10 rear, 16 bottom); 240 point-defense lasers (80 per side, 20 front, 20 rear, 40 bottom)
Engines: Three Hypermatter Class 2 reactors, Four Hypermatter Class 5 reactors (backup/secondary)
Defenses: Heavily armored to take punishment even after the shields are down, and with shields strong enough to hold even through intense bombardment. It is built such that, short of a catastrophic reactor failure, the ship can be 97% structurally destroyed and still be salvageble, fightable even.
Hangar: 72 Bataals, 60 Frenaks, 48 Kakars, 10 Ujians
Other: Backbone of the Imperial Armada, these ships are the center of the fleets and, unless there is a dreadnought or supercarrier present, one of them is the fleet flagship. Have a contigent of 3200 Imperial Marines, to repel boarders, board ships, assault space stations, and fight on planetary surfaces.

Ship Class Name: Yanarok-class dreadnought (http://images2.wikia.nocookie.net/starwars/images/0/0b/Executor_NEGVV.jpg)
Hull Size: Dreadnought (11/10)
Combat Designation: Smash system fleets, especially capital ships, on its own, establish irrevokable space supremacy in a system, and provide orbital support to ground forces. In defense it acts as an anchor, providing heavy fire for other ships and pushing attackers back.
Weapons: 1200 Heavy Turbolasers (500 per side, 50 front, 50 rear, 100 bottom); 450 Heavy ion cannon (150 per side, 50 front, 50 rear, 50 bottom); 2800 light turbolasers (1200 per side, 100 front, 100 rear, 200 bottom); 6400 point-defense lasers (2000 per side, 500 front, 500 rear, 1400 bottom); 240 missle launchers (100 per side, 20 front, 20 rear; launch beefed-up anti-CapShip missles)
Engines: 16 Hypermatter Class-1.5 reactors, 8 Hypermatter Class-5 reactors (backup)
Defenses: Its armor and shields can withstand bombardment from whole fleets while it is dishing out heavy return fire. A Dranak-class battleship can crash into it while just coming out of hyperstream-space and blow up, but leave the dreadnought without a scratch (it's happened).
Hangar: 480 Bataals, 360 Frenaks, 240 Kakars, 82 Uljians
Other: Acts as both a superbattleship and a supercarrier combo, slicing through space defenses and sweeping aside fighters and strike craft at the same time. Have up to 12,000 Imperial Marines . . . usual spiel.

Ship Class Name: Shael-class Supercarrier (http://images4.wikia.nocookie.net/halo/images/a/aa/Assault_Carrier_2.jpg)
Hull Size: Supercarrier (11/10)
Combat Designation: Support fleets with its vast reserves of fighters and strike craft, as well as its batteries of heavy weapons, also, orbital support of ground forces.
Weapons: 240 Heavy Turbolasers (100 per side, 20 front, 20 rear); 80 Heavy ion cannon (40 per side); 720 light turbolasers (250 per side, 50 front, 50 rear, 120 bottom); 2200 point-defense lasers (700 per side, 200 front, 200 rear, 400 bottom); 64 Plasma cannon (for special ground bombardment; (40 bottom, 14 front, 5 per side)
Engines: 8 Hypermatter Class-1 reactors
Defenses: With armor and shielding much like that of the Dranak (but on a smaller scale), the Shael supercarriers can take considerable punishment, with shielding especially heavy around the open hangar bay.
Hangar: 600 Bataals, 540 Frenaks, 320 Kakars, 120 Uljians
Other: The sole type of carrier in the Griki Armada. Have 6400 Imperial Marines . . . usual spiel.

Ship Class Name: Gargan-class Assault Transport (http://images1.wikia.nocookie.net/starwars/images/c/ca/AcclamatorII.JPG)
Hull Size: Assault Transport (7/10)
Combat Designation: Bringing an invasion force into a system and launching a portion of it to establish a foothold, while it lands in 'safe' zones to dispatch the remainder of the force.
Weapons: 16 Quad Heavy Turbolasers (5 per side, 4 bottom, 2 front); 4 Quad Heavy ion cannons (2 per side); 82 light turbolasers (30 per side, 22 bottom); 200 point-defense lasers (80 per side, 40 bottom); 2 heavy missle launchers (2 front, up to 100 missles each)
Engines: Two Hypermatter Class-1 reactors, Four Hypermatter Class-8 reactors (backup/secondary)
Defenses: Has armor and shields sufficient to absorb sustained bombardment for some time, in the event the fleet defenses are broken through, and still bring its cargo of troops and/or supplies to planetary surfaces.
160 Uljians, 60 Bataals, 60 Frenaks, 80 Kakars
Other: Main transport for the Griki military, it is designed to bring the assault force to the system the Griki are invading after superiority has been established, but can fight it's way through if this is found to be difficult. Has up to 25,000 troops and/or Marines to assault planets.


Ground Armies:


Ground Troops:

Standard Infantry - Make up the bulk of the Ground Force, these are largely Griki. The Griki troopers have light armor, capable of absorbing limited small-arms, with a built-in HUD that displays a targeting reticle to assist in aiming, as well as information to detail what, specifically, the trooper should be doing. They are armed with laser rifles, as well as a scimitar-like vibroblade for close-quarters combat, as well as antimatter grenades.

Officer Corps - Of Tribe Garrik Hos almost exlusively, these Griki are the brains behind the entire military. They are born just like every other Griki, but as they develop and mature, natural abilities and knowlege comes to them of how to wage war. The more knowlege they show, the higher rank they're placed in, with the most brilliant becoming generals. But this 'caste placement' doesn't determine careers, as the military is also a meriticracy. Lowly lieutenants have risen to colonel or even general officer rank, and generals have been busted down to lieutenant. Officers are generally well-armored, with shield strength increasing with rank, and are armed with weapons of their choice. Their optics and HUD are also more sophisticated.

Imperial Marines - The shock troops and ground force of the Navy, Marinesare picked from standard enlisted personnel that show above-average intelligence and ability, and put through rigorous tests to become the best they can be. They are trained in repelling boarders, boarding enemy ships and space stations, as well as being an effective shock force on the ground. Their weapons and armor rests midway between regular troops and low officers'.

Special Forces - Consisting of an average of about 8500 of the very best troops in the Empire, these soldiers are put through strenuous trials, both mental and physical, and trained in all types of warfare. Though their main objective is usually to infiltrate behind enemy lines (which they do very effectively) and wreak havoc by disrupting logistics and taking out officers, as well as myriad other things, they can effectively supplement front-line forces in their role as storm troops, helping to keep wavering lines stable and leading brutally effective counterattacks. Their armor and weapons are mission-specific.

Armor - Yes, the Griki have it, and have it in force. They are not an all-infantry meat-grinder force. Their armor is the backbone of the ground force, its usual role, and its primary objective is to punch through front lines and achieve breakthroughs.

Vehicles:

Tek'spaal-class Main Battle Tank
-Combat Designation: The core of the Griki armored force, its primary mission is to spearhead assaults to break enemy lines and exploit any breakthroughs.
-Top Speed: 65 mph (anywhere)
-Crew: 5 (Commander, four gunners, driver)
-Propulsion system: Anti-grav repulsors, with a gravity field being created to move the tank; powered by a Class-10 Antimatter reactor
-Weapons: Heavy laser cannon (main gun), two medium laser cannon (upper side-mounted), two anti-personnel repeating lasers (laser MGs) (lower side-mounted), six missle launchers (variety of ammo, from HE to AP, lower front)
-Armor/Shields: Heavily armored against all small-arms fire and light anti-tank weapons, the shields increase this effect, making it immune to all but the heaviest artillery until they collapse.
-Appearance: http://images2.wikia.nocookie.net/starwars/images/2/2d/AAT_swtcgvg.jpg

Rajano-class Infantry Fighting Vehicle
-Combat Designation: Carries infantry to battle with the advancing forces and provides support to infantry once offloaded.
-Top Speed: 50 mph
-Crew: 3+15 (Commander, Gunner, Driver, up to 15 troops (standard squad)
-Propulsion System: Anti-grav repulsors; powered by a Class-10 Antimatter reactor
-Weapons: Medium laser cannon (main gun), twin anti-personnel repeading laser (forward of and under main gun)
-Armor/Shields: Though lightly armored in comparison the the Tek'spaal, the Rajano can still take considerable punishment, especially considering its shielding.
-Appearance: http://images3.wikia.nocookie.net/starwars/images/a/ae/FireHawkeIMPERAL.jpg

Zinax-class Self-Propelled Artillery
-Combat Designation: Provides indirect fire support to forward units
-Top Speed: 44 mph
-Crew: 5 (Commander, Driver, Gunner, 2 Loaders)
-Propulsion System: Class-8 Antimatter reactor, powering tracks and a backup Anti-grav repulsor system
-Weapons: 150mm howitzer-type cannon, capable of channeling a warship heavy laser-class beam modified to fire both in a straight line and an arc. Can also fire a variety of rounds, from cluster to HE Special (with an antimatter charge).
-Armor/Shields: Though its armor is somewhat light to save weight, it has strong shielding
-Appearance: http://upload.wikimedia.org/wikipedia/commons/c/ca/Dutch_army_Pzh-2000_firing_on_Taliban_in_Chura._June_16%2C_2007._Photo_by_David_Axe.jpg

Ulak-class Recon vehicle
-Combat Designation: To scout ahead of advancing forces, serve as pickets, and lead hit-and-run raids
-Top Speed: 80 mph
-Crew: 2 (Pilot/Weapons operator, Rear Gunner/Co-Pilot)
-Propulsion System: Anti-grav repulsors; Powered by a Class-12 Antimatter reactor
-Weapons: Twin light laser cannon (front), Medium laser cannon (rear), Plasma bolt launcher (retractable, underbelly)
-Armor/Shields: Has virtually no armor, just enough to deflect small-arms fire, has light shielding that can take considerably more ounishment, but still not much.
-Appearance: http://images1.wikia.nocookie.net/starwars/images/3/34/ULAV.jpg
Last edited by Phidius on Thu Jan 07, 2010 4:37 pm, edited 17 times in total.
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Re: Universe in Flames. Future Nation RP. OOC

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Anderan
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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Nevyn on Wed Dec 30, 2009 3:30 pm

Preliminary Character sheet:
Image


Nation name: The Federation of Vedr
Race(s):
Niamlings: They are a mysterious race that suddenly appeared out of nowhere. Not knowing, what there strengths and weaknesses were, a lot off nations tried to conquer them but their armies where never seen again. Only the reports about how they look like. A race with shiny blue eyes, horns, a smooth skin that varies from dark blue to light green, a tail, some kind of tentacles sticking out of their heads, two long legs that end in hooves and strange tattoos all over their bodies. But their body functions almost the same as normal human beings.

Shadez: Just as the other inhabitants of their planet, the Shadez is a mysterious race. They live in peace with the Niamlings, both respect each other and help each other. What the Shadez are made of, is unknown but they don’t need any kind of food and they don’t rest. So they are perfect for heavy work. Though they are highly intelligent, they don’t speak but communicate by gestures and growls.



Nation size: Size one and controls only one system, but is the only system that has the special Andimantium mines for creating the strongest metal and weapons in the universe.

Government type: Theocracy. Everything is run by the head priestess.

Important Government Figures:

*) High Priestess: Selena Fairmoon
*) High Spiritus:Darium Ardor
*) High Warrior: Shyrai Vorg

National Anthem: Though they are very spiritual, they are still a race that holds on to tradition and have combined their traditional music with the spiritual one.
Dances of the stars

Economy: Free market
Every trader is welcome as long as they keep fair prizes and obey the rules.

The only thing that is regulated by the government, is the sell price and quantity of andimantium

Important Economic Leaders:

Every decision about the andimantium is run by Selena Fairmoon and the rest nobody interferes in the trading business unless there are special circumstances (War, Natural Disaster, the rules that have been broken)

Religions:

*) The Niamlings believe in Vedr, a person who has lived centuries ago and was responsible for the unification of both the Niamlings and the Shadez. Legends say that she wielded amazing powers, that her look could turn anyone to stone, if she waved her hands the winds would blow anyone away, everything that wasn’t just possible, she could do according to the legends.
But what is most remembered, are her teachings. Every Niamling has a copy of the original book that Vedr wrote. In it are written laws and how they should live their lives. And now centuries later, these same laws are still in use and even in this modern future, they don’t conflict with every new event that has happened over these centuries.
Even now, in the capital, you can find statues that represent Vedr.

*) The Shadez don’t practice their believe, but they do respect that of the Niamlings and even show Vedr respect. Each time a Shadez passes a statue of Vedr, they make a little bow and they celebrate the remembrance of Vedr together with the Niamlings.

Secret Organisations:

Spirit OPS

*) This organisation is under control of the Darium Ardor since the members are a special group. And Darium only reports to the High Priestess. The Spirit Ops are specially used for recon missions, assassinations and as Elite guards of the High Priestess.

The group is divided in too three members:

*)The Relentless They are the group that are the elite guards. Nobody has seen their faces since the day they were born. Always have they been shrouded in their black hoods and the only thing that is know about them, is they are Niamlings combined with Shadez blood. That is why they kind of look human but their power is far beyond that of a normal human and they show no mercy. Their goal is to protect their objective, and they do it without ever backing off, even if it means their dead.

*The Ghosts This is the group that is specialised in gathering Intel and doing recon missions. They have gained their nicknames of ghosts, since they move like ghosts, undetected and unnoticed but they see everything and know everything. Inside the suits, are Shadez that have been formed and trained since the day they were born. As they don’t have the huge bodies like their normal Shadez, they can’t produce the same amount off strength, and though they are trained to gain Intel, in combat they shouldn’t be underestimated.

*) The Spirits: The group of assassins. All are skilled in various ways how to kill an enemy. As they all were born as Shadez but got injected with Niamling DNA, they also have taken on form of a more humanlike person. Though they still have superior strength and intelligence over that of a normal human. Feared throughout the entire system and even farther than its borders. Because since the Spirits have been created, they never have failed before.

Points of interest:
*) System name is: The Andimantium System, since it’s the only system this precious metal can be found

*)The Planets:

1) Vedr: The main planet of the system, named after the famous Vedr. All the leaders as the military are located here and all the decisions are made on this planet. It also has the highest population and four of the six andimantium mines are located on its surface.
2) Agrum: The second most important planet in the system since here most off the food is produced: meat, vegetables, fruits but also all different kinds of grains. And what is also special, though it’s a planet capable of live, it used to be a moon from Vedr, but got hit with an asteroid and shifted out of place.
3) Minium: The third and last planet in the system, on it are located the other two andimantium mines but also gold, silver, diamante, ... mines. You name it, it has it and it is being mined. And if people aren’t busy with mining, they are busy with pumping up oils and turning it to fuels. This planet is the backbone of their industry and economy and also heavenly protected by a special satellite defence.

The rest of the system are lifeless moons and red stars.


History: Vedr once was a planet with first another name and that almost got torn apart by the raging war between the Niamlings and Shadez. Why that war started, nobody can even remember why it started but the hatred between both races was only matched by their fury when they entered battle. At first the Niamlings were certain that victory would only be a matter of short time, as they believed that the Shadez just weren’t intelligent and just brutes with power.
But the Shadez proved them wrong and what should have been a short war, soon became a stalemate between two nations that were each other’s equal. And as the war dragged on, neither side wanted to surrender and the planet started to suffer under it. It even got so far that most of the plant life started to die of, rivers dried up and lava started bursting out of the ground.
At this time of peril, there suddenly appeared a person called Vedr. She clearly wasn’t a Shadez or a Niamling, and she didn’t choose a side. Rather than joining the war, she predict to stop it. Legends say about her famous powers that helped her stop the battles, but these all could be exaggerated. The most important was that she got through to the people and they started to listen to her. Less and less battles appeared and even the leaders of the Niamling and Shadez agreed for a meeting.

Since that day, both races started to live together and help the planet heal, everything under the watchful eye of Vedr, who had been crowned as head of the newly formed alliance.
But a group of radicals that didn’t agree with the peace, attacked the castle where Vedr was residing. Yet before they could even storm the gates, Vedr already went out and met them head on, saying she had predicted this to happen and there shouldn’t be any useless bloodshed. As the radicals didn’t know what to do, they were shocked that their target was standing right in front of them without even having to fight their way to her.
Waiting for a moment, what to do and what would happen, Vedr took out a book and lay it down on the ground. Saying if they wanted to keep the peace they should read it.
Then she walked into the midst of them took their makeshift weapons and pointed them towards her chests. Her words, that she whispered, got carried by the wind and every living creature on the planet heard them: I give up my life out of free will but with this act, my dead will make way for everlasting peace between the Shades and the Niamlings.
This enraged the radicals and they all stabbed, piercing trough Vedr’s chest. Just as the first droplets of blood hit the ground, the planet started to shake and the ground under the radicals opened up and swallowed them together with the lifeless body of Vedr.
Everybody started to panic, saying that they were doomed. But at that moment the earth miraculously closed and everywhere on the planet, all dead plants came back to life, all the gaps in the earth closed down and the rivers filled back with water and life.

Or so was told in the legends, nobody really knows what happened that day, but they believe in Vedr so much that they have called their home planet and federation after her.
Slowly the centuries went by and with the Niamlings and Shadez working together, they evolved at great speed. Yet their greatest discovery was how to use the andimantium to create a metal from it but also use it as power source.
As they kept thinking up ways of how to use it, their evolution leaped forward. In just eighty years, they have evolved from learning how to create transport vehicles to learning how to create space shuttles and space travel.
From the day they learned how to travel trough space, they also got noticed by other systems. Some came to them to share and exchange their technologies, other to buy andimantium and set up a trade agreement, and of course there were those that came trying to conquer them.
But all armies that entered their system, have been defeated. Or by the spaceships the federation created but most of the time, they let the invading party land on the planet’s surface. As the planet is covered for 61% of rainforest and 24% water, heavy artillery is useless and the federation uses guerrilla strategies on the infantries. What has proven thus far to be superior to all the battle might the other systems had showed.
But now it has been at least two and half century since someone had tried to conquer them. Since then the federation of Vedr have widened their trade routes and have formed alliances with powerful nations.
Yet to this day, the Federation upholds its believe: We don’t invade other systems but won’t allow to be invaded.




Strengths (Non-Militarily):

*) [u[ Andimantium:[/u] Their biggest strength is the andimantium they mine. Being the only nation that has it, and since it is wanted by everyone, a lot of systems have created trade agreement with them, and thus ensuring a kind of peace.

*) Production: As they mine and grow everything they need in order to survive, they aren’t depended on other nations for the basic survival needs.

*) Trade agreements: Having many trade agreements across the entire galaxy, has giving them that extra edge. The Federation always gets their hands on the newest technologies and discoveries, of course they also pay fair prices for it.

*) Their Faith: As both races believe in Vedr and what she has achieved, they use this to come closer together. As they all believe in the same thing, everyone can working together and even in times of disaster, it helps them to overcome all hardships, knowing that if they believe in Vedr and each other, they can turn around everything that is bad.

*) Their Traditions: Though they have evolved so much, the Federation still upholds their oldest traditions as they are prescribed in the book of Vedr. They all live in simple houses and simple lifestyles, every Niamling goes through the rituals of becoming an adult and earning their body tattoos. It helps them to remember from where they come in history and what they have gained, so that they don’t got over confident and make mistakes that could cost them.


Weaknesses (Non-Militarily):

*) Communication: Since the home planet of Vedr is more rainforest and water then cities, it is a bit difficult for them to communicate directly and their messages get jammed by nature from time to time. Because everything about mining quotes and building has to go past the Head priestess before it gets cleared, it also slows down communication that could have otherwise have done directly with the involved companies.

*) Land transportation: Again the same problem as the communication. Since there is so much rainforest and water, it is almost impossible to get vehicles pas through it. Even if they clear the way and make roads, nature just destroys the roads and grows back to its original state. That is why most things have to be transported through the air or by foot.

*) Food: Though they produce more than enough food on Agrum, the problem is that by transporting it, things have to be frozen and it loses its freshness, which result in losing a lot of flavours, making it so that lots of different things taste the same though they should all taste different.

*) Afraid: Since they are the only system that has the Andimantium, most people also fear, even if they don’t let it notice, that each moment a intergalactic war can start because some other nation wants their mines. And this fear sometimes makes them really sceptic about other races and their intentions




Hyper Tech:

*) Andimantium Steel: All weapons, transport means and buildings are made out of this special steel. Its capable of reflecting lighter bullets and can withstand fire and ice attacks. One of the most powerful steels in the universe and is only mined and created in the Federation to be sold or used afterwards.

*) Andimantium energy: After years of searching for a new means of energy, some scientist found a way to convert raw Andimantium into pure energy. One bar of reformed Andimantium can provide electricity for an entire city or spaceship. And as in its energy form it can even be used in military use as an attack weapon that is equal to lasers.

*) Satellite defence system: The special satellite system around the planet Minium, is not one of a kind, but also isn’t used all that often. It composes of over one hundred separate satellites circling around Minium, each in contact with each other and the main base on Minium. Each ship that wants to approach or leave Minium has got to have the approval of either the high priestess, high spirituous or the high warrior. And to prove that approval, they will have a certain code to very this with the main base. Then they get a special route all planned out and the ship can only enter or leave on that route. If anyone decides to try and barge through the satellite defence system or takes another route, they are destroyed by the powerful andimantium energy beams.




MILITARY:

Doctrine: The Federation of Vedr’s battle style is very simple: guerrilla war tactics. In space or on land, they lure the enemy into their wanted spots, were they have the highest advantage and then hit them hard and fast so the enemy doesn’t know what hit them. And before they can recover they are either defeated or at the first signs of recovery, they pull back towards their saver spots.




Ships:.

Ship Class Name: Bismark-class
Hull Size: Battle cruiser [8-10]
Combat Designation: Fire support and bringing ground troops as space fighters with it.
Weapons: 8 plasma turrets (4 on the left, 4 on the right), 40 canons, 16 small missile launchers (each launcher holds 12 small missiles), 30 anti-aircraft/missile guns, 1500 fighters type one and two
Engines: 6 engines powered by Andimantium energy.
Defenses: The armour is made of thick layers of Andimantium steel.
Other: It always carries over 1500 fighters on board but is capable of 2500 in grand total.

Ship Class Name: Minerva-class
Hull Size: Destroyer [8-10]
Combat Designation: Destroy each enemy that comes in range but with high speed ability.
Weapons: 2 Plasma canons, 8 laser canons, 8 small missile launchers (each launcher holds 12 small missiles), 10 anti-aircraft/missile guns.
Engines: 5 engines powered by Andimantium energy.
Defenses: The armour is made of thick layers of Andimantium steel.
Other: The Minerva class is build for speed and destruction power. With its special design, it is faster than most destroyers but is as destructive as they are.

Ship Class Name: Immense V2 Class
Hull Size: Destroyer [9-10]
Combat Designation: Long range attacks
Weapons: 4 Andimantium energy canons, 6 large plasma canons, 16 large missile launchers (each launcher holds 10 large missiles), 12 canons, 26 anti-aircraft/missile guns, 550 fighter type 1
Engines: 4 engines powered by Andimantium energy.
Defenses: The armour is made of thick layers of Andimantium steel.
Other: The Immense V2 class is build for attacking and destroying the enemy before it’s even close in firing range.

Ship Class Name: Fighter type 1 Class
Hull Size: Fighter [4-10]
Combat Designation: Two man fighters created for dogfights with other space fighters. Though they aren’t as fast and agile as the type two fighters, they are better armed.
Weapons: 4 guns and two torpedoes.
Engines: 1 small engine powered by Andimantium energy.
Defenses: The armour is made of layers of Andimantium steel.
Other:

Ship Class Name: Fighter type 2 Class
Hull Size: Fighter [3-10]
Combat Designation: A one man fighters created for dogfights with other space fighters. Though they are faster and agiler as the type one fighters, they don’t have the attack power as type one fighters but they make it up in speed.
Weapons: 1 gun
Engines: 3 small engines powered by Andimantium energy.
Defenses: The armour is made of layers of Andimantium steel.
Other: This type is also used on planets as air defence.

Ship Class Name: Transport Class
Hull Size: Transport [0-10]
Combat Designation: These ships are made for transporting people and materials.
Weapons: A few anti-aircraft/missile guns
Engines: 8 engines powered by Andimantium energy.
Defenses: The armour is made of thick layers of Andimantium steel.
Other: This type isn’t used in combat but only for transportation needs.
Ground Armies:


Ground Troops:
This I’ll make along as there will be a battle. Don’t know yet.
Last edited by Nevyn on Sun Jan 03, 2010 5:31 am, edited 1 time in total.

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Nevyn
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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Ersatz Creed on Wed Dec 30, 2009 5:37 pm

Nation name: The Reich
Race(s): [b]Humans and Mura. The humans of the Reich aren't very different then the humans of Earth except 7 ft is the average height and they live about 20 years more and that they can understand animals. The Mura however are very diverse and very different. They are a bug like species that was created and controlled by the Reich Councilmen. These bugs can be very small like a dog but they can become bigger then tanks. Despite the fact they are servants they do not live together. The Reich humans rule the Surface while the Mura dominant the underworld.
Nation size: Two


Government type: Olgiarchy

Important Government Figures: The Grand Reich Councilmen and the Council of Sovereigns. The Grand Reich Councilmen control the Reich as a whole. They also decide who is put in the Council of Sovereigns. Sovereign is what the elected ruler of a Planet is called. The Council of Sovereign decides which planet focuses on what function whether it be Culture wise, Military, Financial, or Population Happiness and Growth. When they make their decision they inform the Grand Reich Councilmen.

Economy: The Reich allow there people to buy and manage their stores but the government keeps an eye on them. If they sell something they think could corrupt the minds of the people the take matters in their own hands.

Important Economic Leaders: Omni-Co. Omni Co is the largest and most diverse company in the Reich. They make just about everything in the Reich.From Military class weaponry to toys for tots. Omni-Co. Quanity, Quality, and Price all in Harmony.

Religions: The Reich are all Atheists. They do not believe in imaginary almighty beings because nothing is almighty. Everything can fall. The Mura however secretly Worship A Goddess known as Ryush. Supposedly he is the creator of the Mura and he will one day come and free them. Until then they must serve.

Points of interest: Sera. The Planet where Mura were made and where the Grand Reich Council meet. Sera's surface only has one city where the Council meets. The rest is all controlled by the Mura. Though the Mura inhabit all of the Reich Planet Sera has the largest number of Mura and it is home to the most fearsome Mura. There are rumors of the Mura Queen living in the center of this planet but the Council insists that their is no such thing.

Dener) Dener is also called Hungary. Since 70% of the Reich's food is grown and made their. Dener is also the most well portected Planet in all the Reich. Two Prophet ships patrol the space around it while an O.D.I. or Orbital Defense Installation is built around the planet. The Mura not as numerous their and not nearly as big. The few that do inhabit this planet are microscopic and aid in keeping the plants healthy.

The Citadel) The Citadel is the Solar system where the Reich's Soldiers are trained, where their War Machines are mass produced and where the Mura are cloned and tested on. The Planets in the Citadel do not have oceans or forests or any green. Everything that once was has been built over. The only thing that isn't artificial on this planet is the ground beneath the metal and the Mura and Soldiers that train there. The sun in this solar system is the largest ones the Reich have and a great many Orbital Solar panels have been constructed. These solar panels charge batteries and the batteries are shipped out and used to power up the Reich.


Omni-Pote. The Planet that houses the Headquarters of Omni and the most dedicated to the Financial status of the Reich. This planet is also where the Reich began and where the Mura were first created. There is absolutely no Mura on Omni-Pote now, When Omni-Co moved in they had them all "removed".



History: Before Omni-Pote was Omni-Pote it was known as Wuru. This is where the first Humans of the Reich appeared. From the beginning, The Reich stood as one people. As they spread to the edges of Wuru, communication became hard to maintain. The primitive Council feared that if they lost communication with their comrades they might plot against them. This inspired them to get new tech and this was the reason they built weapons and most importantly this was the reason the Mura were made.

(Note to reader: The Reich have hours in a day or days in a month, ect. They have Ds and Ns. Days and Nights. When the Sun reached it's Highest point that is the end of a Day and when the sun Disappears that is the end of a Night. Since the length of a day depends on how fast the planet rotates on its axis, The Reich has an abundance of year round calendars.)

When the Reich were very primitive, the First Grand Council was more a group of Tyrants then a Council. They held absolute power and there was no one who could challenge them. The Council became this way because of their fear of rebellion. The Reich people were made into slaves who worked night and day. It was only when a child wrote a letter to the Council asking them to visit him that did they change. The whole Council happily came. While they and their guards walked to the boys house they saw the poverty and enslavement they had cause. The Council was speechless. At that time all Councilmen lived in a Palace that was full of luxurious things. They thought everyone lived in such luxury. The Council sent a messenger to the boy. The Messenger was told to tell him. "We cannot come because we to make fix a couple of things.". From then on The Council member walk among the people and ask speak with the Sovereigns as frequent as they can. The Council began to add laws and change policies to make the lives of the Reich people more prosperous. The Council of Tyrants began in 2 D.N. and ended in 430 D.N.

About 20,000 years later the Reich discovered how to travel through Space. The Grand Council Feared what could be beyond their planet so they ordered a mass production of Observation instruments be made and to increase all Technological advances. While creating an instrument designed to measure underground vibrations. An Earth Quake hit. It didn't do much damage. As a matter of fact that Earth Quake is forever known as the Blessing. The instrument, instead of measuring the vibrations underground it located an underground vault. Many Miners were hired and dug to this vault. What they found inside made the Reich what they are now. This vault held ship designs, weapon designs, armor designs, locations of other vaults and plenty more information. The Grand Councilmen gave all this to the small Company that made the instrument now called, Mole rat, and so began Omni- Co.

For a couple of centuries The Reich dedicated themselves to finding these vaults. When they found another on the moon they found skeletons of people. Similar to humans but disturbingly different. They also found alot of dried out Exoskeletons and many Mura frozen solid. The Reich attempted to defrost them but nothing would melt the ice. Then they found a helmet. One of the Councilmen, a curious young man, put it on and said, "I'm so thirsty. I wish I had a cup of water.". When he turned around, to his surprise, the Mura had broken out of the ice, attempting to take the soldier's helmets and fill them with the melting Ice. That Helmet is now called The Hive Mind.

The Reich still search for these vaults but the rest of them are on distant solar systems and some are even in other galaxies! Determined the Reich Grand Council has decided to search after these vaults without answering two very important questions. Who were the people who made these vaults and why did they disappear leaving these vaults behind?


[b]
Strengths (Non-Militarily):
1.The Reich people are very proud of themselves.
2. Their disbelief in Gods gives them more time to improve their technology.
3. The fact that planets are devoted being Financial , Military, ect, provide enough goods to keep the Reich running.
4. The Mura fight alongside Reich soldiers, raising Moral and causing less human casualties.
5. Depends on Solar power and Nuclear power but mostly Solar.
6. Omni Co- Quanity, Quality, and Price in harmony. Allows decent quality supplies to be purchased in large amounts at little cost to the buyer.


Weaknesses (Non-Militarily):
1.The Reich are so proud of themselves they do not know when to back down from a fight.
2. They have great difficulties befriending Religious groups.
3. Makes it easier to cripple the Reich.
4. If the Mura make too many above ground hives it makes it difficult for the Reich to build defenses and other such things.
5. If even one of the Orbital solar power plants was to be destroyed their would be a great shortage in power and the Nuclear power plants can be used to demolish cities. Also the effects of radiation on the Mura make them hostile/immune to the Councils control.
6. What people purchase may not be the best.


Hyper Tech
Orbital Defence Installations
The Reich are capable of building large Defensive Turrent installations that can either orbit a planet. These installations are great for defending Planets while the main army is gone since they are operated by the O.D.I. Artifical Intelligence Unit.

Proud Militiamen
Like I mentioned before the Reich people are very proud of themselves so when they are invade. The People form Militias and fight back anyway they can. These Militias do not follow any rules of engagement and will do absolutely anything to destroy their enemies.

J3kal

The J3kal is a very powerful ,very fast All terrain Vehicle that is capable of taking out even the most heavily armored Machines. To become so fast the J3kal lacks armor making it easy to destroy. The J3kal can change into 3 different forms.

1. Raider) A very quick one man speeder used mostly for hit and run. Can be destroyed by gunfire or grenades once shields are down. Primary weapon: Light Plasma Cannons. Secondary Weapon: Chain-gun loaded with explosive armor piercing rounds.

2. Gremlin) In this form the J3kal becomes a protective metal suit giving the wearer, enhanced speed, more Armor, more shields, and the ability to rip apart even the most powerful metals. Also the Gremlin can expand it's shield so it others can take cover. The gremlin also has a radar that detects obivious movement. The range of the radar is 25 meters.

3. Fireworks bot) The fireworks bot is very small and car like. When the J3kal switches to this form it will immediately rush at any armored target and then detonate. The FireWorks Bot is also used to clear paths, take down well defended positions.

Rapture- A large and heavily armored space craft filled with Mura sleeping Mura Hives. The ship itself has no way to attack other ships but it does have many Cannons used to fire The Mura Hives at damaged enemy ships and at planets. The Mura Hives remain intact despite the brutal force used to launch them into the ship but the impact wakes up the Hive. This Ship also has several cloning station used strictly for the making of more Mura hives and enough armor on it to Ram other ships and it is frequently used to shield damaged ships. The size of the Mura depends on what they are too be used for.



MILITARY:


Image
Doctrine: The Reich Peace Makers have strict rules for the Mura must be used but very simple rules for how their Human Forces are to fight.

Invading
Land

Mura
When invading, Any available Prophet ships must launch Mura Hives to secure base location. After that they must relentlessly harass any and all hostile forces on the planet to buy time for the base to be built. Once the base has been built A couple of Mura must tunnel down into the Earth and begin building their base, strengthening the grip the Reich have on the planet. Then the Mura must go Hostile on all native creatures whether friendly or not. If the Reich are pushed back the Mura must remain, expanding their underground empire so that when another invasion is launched the Reich will have the upper hand.

Reich Humans.
Once you get on the planet establish a base and set up defences. Do not attack until told to and once you are ordered to attack kill anything that isn't Reich. Stick in groups of 23 but once you get in a fight, seperate and attack your enemy from as many flanks as possible. Also mark turrent installation spots, if possible, on the high ground and secured buildings. If we are forced to retreat burn everything you think is useful so that the enemy has nothing to salvage and take anything you can it might be useful or is strange to you.

Following the Ground Infantry are:

Juggernauts) The Reich version of a Tank. The Juggernaut is a very large A.I. controlled Robot that specializes in Anti-Infantry. It's two dual shoulder mounted chain-guns are powerful enough to tear down walls and most forms of cover while the hand mounted Fire mortars are capable of burning enemy soldiers from a distance.

Busy Bees) Busy Bees are very small and incredible stealthy Mura that build ground Turrent Installations. They are the only Mura that can speak to humans and construct things with little equipment. They only build on areas that have been marked by Reich Soldiers. Busy Bees also gather detailed information on the terrain. This information aids in the making of maps.

Bug Spray Cans) Though their official name was Wing Rippers they were renamed by the soldiers who use them because they stink of bug spray . These fast armored vehicles transport infantry and are effective Anti-Air. They are capable of taking a couple of blows. Instead of using Missles, the B.S.C. fires a volley of lasers that melt metal. This also gives the B.S.C. the ability to take down some armored vehicles but it cannot handle ground and air at the same time.

Tank Burger) Tank Burgers look like heavily armored, slow moving, jeeps that can rip vehicles in half. One Cannon on the top shoots a laser that will literally split vehicles in half. Tank Burgers can also paralyze some vechiles by launching an Anti Power Generator. This Generator can also be used to disable turrets and power down buildings.


The Reich have space craft but they have no air force. Since most Mura can fly they thought it was unnecessary.

Defending
Land

Mura
The Mura are to attacked the enemy so that they cannot build a base. They must also set up multiple hives around the base to ensure that if their first attack fails they can continue. The Mura cannot be allowed into any city unless it is an EMERGENCY. If anything the enemy has can kill Mura fairly quickly they must cease to attack and wait for Reich reinforcements, unless the Enemy begins to spread out. In that case the Mura will attack no matter what the cost

Reich
Set up defensive positions around the Enemies base and or area of landing, mark as many turret positions as possible, and fight for every single millimeter of land. Defeat the enemy. Do anything you must to maintain the Empires safety.



Ships:

Ship Class Name: Stinger
Hull Size:small Fighter (3/10)
Combat Designation: Defense of bigger ships.
Weapons: Two front mounted Plasma based Cannons and homing Missles.
Engines: Two Engines power by a solar charged battery.
Defenses: The stinger is coated with deflective plating and a shield, making them hard to kill. They are also fast enough to take on multiple enemies at once.
Other: None

Ship Class Name:Fanatic
Hull Size: Gunboat(3.9/10)
Combat Designation: Protect important Ships like Raptures and Prophets.
Weapons:5 fully automatic turrets.
Engines:4 powered by Solar charged batteries.
Defenses: Deflective plating and a thick outer shell..
Other: Fanatics have long range radar it uses to locate enemies and pinpoint their speed as well as several observation instruments used to gather information on enemy ships during combat. This information is shared with fighter pilots, transport pilots, ect, so that they may engage the Enemy with better understanding of what they are capable of.


Ship Class Name: Sance
Hull Size: Frigate (5.2/10)
Combat Designation: harass and disable small fighters as well as disrupt the defenses of enemy ships.
Weapons: this ship has about 75 small turrets, 10 on each side 5 on the and the rest on the top. Dedicated to it's self defense. It has 4 large cannons that shoot what seems as harmless metal planes, similar to paper planes. When any unregistered or unidentified ship gets too close to one of these. They attach to it and begin to drain the ship of it's power. If enough of these attack to a larger ship they disable some of it's defenses.
Engines: 3 nuclear powered Engines.
Defenses: It once had a thick hall but it was made thin to increase speed and maneuverability. To make up for the lack of Armor it has a very expensive and large shield make it able to cover damaged ships.
Other: None.

Ship Class Name: Ship Burger
Hull Size:Dreadnought(9/10)
Combat Designation: Ship Splitter
Weapons: This ship is covered by about 1,000 very small but incredibly accurate anti fighter turrets. 250 on each side and 250 on top and bottom. Like it's ground anti vehicle cousin, the Ship Burger shoots lasers that can rip small ships in half and damage. This volley of lasers it fires is also sometimes used to take out hordes of incoming fighters.
Defenses: 1,000 very small but incredibly accurate anti fighter turrets. 250 on each side and 250 on top and bottom. A thick coating of Deflective plating and an even thicker hull.
Other: The Ship burger can hack into enemy comm channels and allow nearby ships to listen in as well.




Image
Ship Class Name: Prophet
Hull Size: DreadNought/Carrier (11/10)
Combat Designation: Total Annihilation
Weapons: Gigantic Turrets, Cannons, Gattling Guns, Plasma Turrets and the Ship Burger's Laser blaster Cannon. A Gun that Luanches Tactical mini nukes at the Planet.
Engines: 10 Engines. Powered by Solar Charged Batteries and in case those run out The Ship has a built in Nuclear Power Plant.
Defenses: An outter shell that is about 5 yards thick. Deflective Plating on areas where vital systems are located. A swarm of Fanatics.
Other: The Ship has an opening where fighters, and gun boats are stationed. This opening is covered by a shield that will burn any unidentified or unregistered craft that attempts to board. Breaching the Shield will cause a metal door to close the opening and zero gravity will automatically activate.


Ship Class Name: Rapture
Hull Size: Battle Cruiser (7/10)
Combat Designation: Mura Hive launcher
Weapons: Cannons that are used to launch Mura Hives into ships.
Engines: 1 very large, very powerful Engine powered by both Solar batteries and Nuclear power plants.
Defenses: The Thickest shell and the most expensive shield the Reich could make.
Other: Has Enough armor to take a beating without even denting which is why they rush in and grab the attention of the enemy. Many Observation tools used for gathering info on the Enemy. This info is given to all ships, even Enemy ships so that they think them a bigger threat and focus more on it.





Ground Armies:

Ground Troops:

Vehicles


ImageJuggernauts) The Reich version of a Tank. The Juggernaut is a very large A.I. controlled Robot that specializes in Anti-Infantry. It's two dual shoulder mounted chain-guns are powerful enough to tear down walls and most forms of cover ,while the hand mounted Fire mortars are capable of burning enemy soldiers from a distance.

Busy Bees) Busy Bees are very small and incredible stealthy Mura that build ground Turret Installations. They are the only Mura that can speak to humans and construct things with little equipment. They only build on areas that have been marked by Reich Soldiers. Busy Bees also gather detailed information on the terrain. This information aids in the making of maps.

Image (Bug Spray Cans) Though their official name was Wing Rippers they were renamed by the soldiers who use them because they stink of bug spray . These fast armored vehicles transport infantry and are effective Anti-Air. They are capable of taking a couple of blows. Instead of using Missiles, the B.S.C. fires a volley of lasers that melt metal. This also gives the B.S.C. the ability to take down some armored vehicles but it cannot handle ground and air at the same time.

Image Tank Burger) Tank Burgers look like heavily armored, slow moving, jeep that can rip vehicles in half. One Cannon on the top shoots a laser that
will literally split vehicles in half. Tank Burgers can also paralyze some vehicles by launching an Anti Power Generator. This Generator can also be used to disable turrets and power down buildings.

Infantry-

Reich don't have many ranks. The Grand Council didn't care much for ranks when the Army branch was made and they have had a tradition of doing nothing about it.




Average Soldier-
Weapons- PPSG-134 Assault Rifle or Lancer Sniper Rifle or xodX 063 Machine Gun.)
Side Arm- PkD pistol/Shotgun. ( The pistol has two triggers one that shoot the bullets out one by one and the other that spits them all out at once.)
Equipment: Grenades, Anti Power Grenades, K.B. Charges, and or extra ammo.
Armor: Medium Armor porduce by Omni Co. Provides great mobility and has a shield to increase the survival rate of soldiers.
Image((Reich Sniper))

Image((Reich Soldier with PPSG-134 assault))


Image Flame Bats
Weapons- Skorcher Flame Thrower
Side Arm- Anti Tank Rocket Launcher.
Equipment: Anti Power Grenades. Deployable Shield.
Armor: Heavy full body suit with extra hard exoskeleton and shield. The Suit, though it is heavy, gives the wearer better protection against fire from machine guns, rockets, and fire.


Image
So Far this is the only Mura that has been used in Invasions.. ( to give a clue about how Mura look....yes i took it off star craft. :P )
Mura Soldier
Weapons: Claws and Teeth.
Armor: Hard Exoskeleton.
Special traits: Can create hives, fears nothing, and has no problem seeing in the dark.


[/b]
Last edited by Ersatz Creed on Fri Jan 08, 2010 9:08 pm, edited 11 times in total.
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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Kronos on Wed Dec 30, 2009 7:23 pm

Image

Nation name: The Tripartite Sphere
Race(s): Although the name seems to indicate three races, the Tripartite Sphere is named for the three constellations that compose the bulk of its territory. There was a third race during the beginning of the Epoch of Sobrere, but it annihilated itself with its own idiocy.

  • Lysais melegeris, more commonly known as the "Crafters" are the dominant race of the tripartite sphere. They possess pseudo radial symmetry (they have no left or right, only up and down physiological distinctions) unlike bipedal and quadrupedal organisms. They have three arms with three fingers on each, three legs with three toed, dexterous feet, and three eyes. Their bodies are short, squat, and covered with a layer of bristly nematocysts that serve as protection and insulation. They have no noses.
  • Xenos xenos are microorganism killing machines. Being the dominant life form on their planet, they had to evolve a defense against all microorganisms that could harm them. They can even gum up nanites. Their bodies are comprised of compact biological processing units, eukaryote bacteria, that forms a massive neural net. They are better known as Piles, due to the fact that they look like shambling Piles of dirt.

Finally, the forebeings are mysterious hexicameral skeletons found on several words inside the Tripartite Sphere.

Nation size: Class four, forty-seven systems. The Tripartite Sphere's population is a constantly shifting figure, but as of the last census there were nine-hundred-forty-seven billion sentient, reported lifeforms residing within its borders. The exact composition of this number is unfortunately unknown.

Government type: Plutocratic federal republic with autonomous states.

Important Government Figures:
- Central Acting Minister Baesa Henris
- Minister of War Hughjk Kpnklk
- Minister of Security Kkytp Hnkkrt
- Minister of Foreign Affairs Klerse Manning
- Minister of Syndicates Anak Holm

Economy: Tripartite economics resembles laissez-faire economics with a smattering of technocratic ideas. Inter-region trade outside of the SD&D is highly regulated by the government, but all kinds of intra-region trade is almost completely free from regulations. Auto-fabrication technology is widely used, massively reducing the materials cost for everything. Trade involves intangible data, unique items, and materials that can't be fabricated or reflect a net loss of effect.

Important Economic Leaders:
- SD&D XO Jana Haljkor (Xenos), a.k.a. Mister Jones
- SD&D Chief R&D Officer Xiy Hajlkor (Xenos), a.k.a. Mister Smith
- Chairman of the Syndicalists Mannenkoff Arnesak
- Minister of the Interior Nanjoff Jesalak

Religions: Crafters and Piles are atheistic. Philosophy has replaced religion as the new opiate of the people. Even as science has eradicated religion, the people of the Tripartite Sphere still find unprovable things to argue about.

Territories:

Sobrere Constellation: "Home of the sphere!"[/i] Hilltop block letters on Sapafrbrle stated. The Sobrete constellation is the center of the Tripartite Sphere and home of the Crafters. There are few if any Piles living on the Crafters arid worlds. There are twenty-three systems in all.Teblie Constellation: The smallest of all the constellations, the Teblie spans a grand total of seven systems. Despite that it is one of the largest industrial players in the TriSphere. Enterprising Crafters and Piles led a joint colonization effort that's just now paying off, in the form of massive mineral caches and considerable industrial prowess.

That-Which-Is-Red-And-Gaseous, "Cl'jhj" Constellation: The Piles and their arcane language are responsible for this region's unwieldy name. The seven system civilian of the Piles exists around young stars inside a rapidly cooling nebula. It was this strange environment that created their strange physiology. There are seventeen systems in the Cl'jhj constellation.

Points of interest:

Sapafrbrle: The homeworld of the Crafters and acting Capital of the Tripartite Sphere. Sapafrbrle is a world beyond compare.

Cljk: The homeworld of the Piles. Cljk is a dangerous place. It's flora and fauna are negligible though; it's the bacteria that gets to you. What passes for the Pile's common cold makes human swell and bloat to the point where it's impossible to tell man from sofa. Cljk is so entirely alien that only Piles set foot on it, and for them it's horrible diseases and noxious wibacteria are homely.

Nankor: Nankor is the philosophical center of the Tripartite Sphere. Crafters and Piles walk serenely through the meditative halls of its many complexes, while more intrepid seekers of enlightenment trek through its rugged and unspoiled outdoors. A large portion of the Tripartite government lives and works here as well.

Kalak: Kalak is the third gear. The first and second are practically identical to it. It is the only industrial world inside Pile space, and the only industrial world without extensive fabrication operations. Unlike its sister worlds, whose highlight are batteries upon batteries of massive auto-fabricators, Kalak refines raw materials and packages them for fabrication use. There are secondary military production facilities as well as newer military plants moved from the Crafter industrial worlds. The proximity to raw materials was the deciding factory in moving military production to Kalak.

Fleet Ankgur: The first of two orbital fleets. Despite their name these fleets are not in orbit of anything. They are composed of numerous space habitats that are linked together by massive support trusses.

Fleet Pashgur: The second orbital fleet. Pashgur is smaller and newer than Pashgur. It is more connected and interlinked than its sister fleet, and it uses detachable modular connectors instead of trusses. Both fleets travel from planet, trading and restocking at each stop. Residents of both are called "spacers."

Fuuka: The Crafters and Piles didn't realize the obscenity of this name until they encountered humans. Fuuka is a den of ill repute well known across the Tripartite Sphere. The two races can gamble, indulge, and get their rocks off here. What happens in Fuuka stays in Fuuka, except for Pile STDs - that shit will come back with you (Yeah, I had my cheap fun.)
lves



History: This part is a bitch. The Crafters/Xenos have a long and illustrious history.

Basically, the Crafters didn't accomplish anything until they stumbled upon the magic of slipstream transport. They were a prolific and powerful race, spreading their genetics across their local galaxy until they had cemented an empire for themselves...

...and then they encountered the Piles. The Piles were incredibly powerful, mysterious aliens compared the Crafters. The first Crafter experience on a Pile world ended in disaster. The warmongering explorers were wiped from existence by the Piles.

Needless to say, the xenophobic Piles pushed a war of genocide to the Crafter's doorstep. It was costly for both sides, killing millions over the course of several years.

The year was Crafter SCU 8900. The massive fleet of the Xenos was in orbit over the Crafter homeworld. Physics itself was unleashed on the Crafters, as the Xenos fired delimited force manipulators at Sapafrbrle. Oceans boiled, cities were reduced to slag heaps, and the planet itself died; then the Xenos stopped. It was as if Lysai himself had forced his invisible hand upon the invaders.

In the intervening years, the Xenos rebuilt Sapafrbrle and molded the Crafters to their whims. In the modern era, the Crafters and Piles get along fine, although some of the animosity from the war exists in old hardliner groups.




Strengths (Non-Militarily):

Column State: The TriSpheren economy serves as a one-way street in galactic economics. It exports massive amounts of electronic and consumer goods but only takes in relatively cheap raw materials. If it goes, so does a good portion of the galactic economy.

Transbeings: You can die in the TriSphere, but only through extraneous circumstances. Their entire population is connected and integrated into the whole - a massive network comprising thousands of personality backups waiting to be placed into clone bodies. Mind-machine unions are commonplace, less so than simple interfaces, and clones are often used for dangerous tasks.

Cyberize!: Man-machine interfaces, mechanical bodies, and implants are commonplace in the TriSphere.

Somewhat Useful Government: Despite being old and unwieldy, the government bureaucrats have their ways of slashing through the miles of red tape.

Weaknesses (Non-Militarily):

Miles of Red Tape: The government is old and confusing.

Still Waters Run Deep: Old hatreds from the Contact War still exist in Crafter and Pile society. Hardliner factions from both sides are constantly pressing their agenda and attempting to infiltrate government. Some think they're the superior species while others want the total destruction of the enemy. All hell would break loose if either side took control of the government.

Meddling: Both races value their security above all else. They're not above interfering with galactic affairs to retard the progress of another civilization or destroying that civilization's government entirely. Pissing off the TriSphere could be deadly, although they sometimes bite off more than they can chew with this.

Xenophobia: The Contact War left its scars in other places as well. Both races are paranoid for their own security and loath to trust anyone besides themselves. This has a massively negative impact on foreign relations.

Elitism: Screw them! Both of these races regard all others as inferior. Some Crafters and some Piles regard their own kin as inferior, but that's more of a social than a cultural issue.

Destructive: Both races shit on the environment. The Crafters are ruthless industrialists and the Piles are biological super-predators.




Hyper Tech:

  • The Spirit of Pragmatism, every Crafter and Pile feels the uplifting spirit that comes with the knowledge that things work and thus, things must be right.
  • Nanotechnology plays a central role in the TriSpheren economy. It is responsible for their auto-fabricators, their security technology, and a large amount of their medical technology. They are masters of manipulating nanotechnology, to the extent that normal Crafters have advanced technical skills.
  • "It's Bigger On The Inside." Truer words have never been said. TriSpheren technology utilizes additional dimensions in time and space to pack heat sinks and ammunition caches into otherwise minuscule spaces. Being a comparatively arcane and bizarre hyper-tech, the upper limit on these dimensions is small at best.
  • Fundamental Force Manipulation is the fundamental basis for thousands of TriSpheren technologies. Fearsome starship weapons are also born of this science.




MILITARY:


Doctrine:

Space warfare is accomplished through a very simple set of rules: in, strike, out. Ships of the TriSphere aren't designed for prolonged engagements. They are quick, agile, and designed to be in and out before you can blink. Specialized vessels are used for planetary operations, but they still use long-range, ambush-like tactics.

Offensive warfare during planetary operations mimics modern warfare, although orbital bombardment is preferred over wasting millions of lives in combat. Drone swarms are frequently used.

Facing the TriSphere in defensive warfare is a nightmare. They dig in and bunker up. Starship grade weapons are frequently used to create barriers across the landscape while nanite and drone technology is used to create a veritable meat-grinder across the front. Auto-fabrication combined with hydrogen fusion munitions allows for massive amounts of firepower to be channeled from small locations. In a nutshell, it's a nightmare.

Ships: I'd better start out with a primer. First off and most importantly, the Tripartite Sphere is not a naval power. They are a space power. Their ships reflect that. The days of flinging cruise missiles across mere kilometers of ocean are gone. Today the only way to see your enemy is as a sensor blip. Weapons are now designed for maximum efficiency instead of maximum damage. The Tripartite Sphere is out with the old and in with the new.

Furthermore,

Crafters and Piles are segregated in the military, however, this is not due to prejudice. They are dated because of necessity. The energy required to sustain life support for both races would be disadvantageous and take crucial power supplies away from where its needed. As such, each race follows its own design philosophy. Crafter ships are big, shiny affairs that bristle with weaponry. They're also clean like their builders. Pile ships are dark, dank, and humid like their creators, but their weaponry is sublimely integrated into a massively armored shell.

Ship Class Name:
Hull Size: (Dreadnought, Battlecruiser, Destroyer, Cruiser, Frigate, Gunboat
Combat Designation: what is it's roles in combat
Weapons: what are they and how many are there
Engines: how many and their power source
Defenses: armor, shields, point defense goes under Weapons
Other: special abilities or traits such as a carrier module or troop carrier, for either ground assault or ship boarding
Last edited by Kronos on Sat Jan 02, 2010 11:39 pm, edited 6 times in total.

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Ceur'Caelesetos on Wed Dec 30, 2009 7:50 pm

Basic info is complete but Military stuff is WIP

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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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Nevyn on Wed Dec 30, 2009 8:12 pm

okay here a post so you guys know which battleships etc I'm going to use so we don't end up using the same ones:

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Saxious on Wed Dec 30, 2009 8:14 pm

@Everyone:
Great job guys, keep it up. Remember to tell me when you are done so I can give you the final look over and tell if you are good, or need revision. I must remind you all that you must, for the love of all sacred, check your spelling. I know it is a hard thing to do when you are typing, just do it, once (max), before you give me the final submission. (I don't want to overload you with work here, after all, we all do a small mistake here and there once in a while).

@Phidius:
Good looking. You can give me the final draft whenever, so take your time.

@Nevyn:
Alright :D, i like it how you have made this mysterious race and then made them small, but dangerous. Nice.

@Creed.
Well...I wouldn't mind if you could have the topics bold, it'll help me with remembering what I'm reading, and it'll make your nation stand out, but I can't, and won't, force you to do it. Its up to you.
As for my name...if you are referring to my username, it is most likely, as we played in the RP "Gods" (Where I played as the evil god of criminality and corruption, along with two other gods).

@Kronos.
Good looking, finish whenever mate.




:EDIT:
@Ceur'Caelesetos:
Alright...I'll let you continue with what you have right there, but all of my senses are ringing "God-moding". You can continue, for now, but if I deem your race as a god-like race in the end...Sorry mate, but you'll have to create a new one, alright?

@Nevyn:
Good idea.

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Ersatz Creed on Fri Jan 01, 2010 3:48 am

Saxious I have finished! If I have to fix anything in my CS please inform me ASAP!

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Ceur'Caelesetos on Fri Jan 01, 2010 6:46 am

understood saxious

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Ottoman on Fri Jan 01, 2010 9:00 pm

Keep in mind, comrades, everything I write is a work in progress.

---


"Quite simply, there is nothing money can't buy. Nothing. That's why we're here, because mundane shit like this leetil' rock here'll sell for eight million Marks on the open market."


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Belkan Arms and Resource Development Administration Syndicate,



Commonly abbreviated as BARDAS, often referred to as "the Syndicate", members referred to as Bards.

Races originating in Syndicate Space:

Belkoid Humans - Basic caucasian humans. Mostly Germanic.
Farasite Humans - Basic oriental humans. Mostly Chinese.
Buddislamic Humans - Not your basic humans. With an average lifespan of sixty Terran years, these guys have metabolisms from hell, their bodies developing in only ten years before reaching adult age and full reproductive capabilities. A mix of Islamic and Buddhist cultures.
Ezobidites - The amphibian Ezobidites are a very fishy race of the water world Ezobal. They were originally discovered as Syndicate surveyed Ezobal for valuable natural resources, which they found. However, the Ezobidites, being the naturalists they are, opposed the Syndicate's desires to attain these resources, and decided to fight them with a long term insurgency and guerilla war. They failed. Now they serve as virtual slaves to the Syndicate, though many have attained 'freedom' and average rights, they're still eyed for suspicious actions.
Idreuans - Reptillian natives of the planet Dre'hix Idreu, they're a fast learning race, as they were when they were first discovered by the Syndicate. Realizing with the incredible technology difference between themselves and the Syndicate, they decided that assimilation was better than extinction, and welcomed the "invaders" with open arms. This choice did not go unnoticed by the Syndicate's upper echelons, and as such, Idreu aren't second rate citizens like the Ezobidites, they're entitled to every civil right available to employees of the Syndicate, which, if you are loyal, are many.

Nation size: Class two, controlling eight systems.

Government type: Fiscally Conservative Corporate Police State

Important Government Figures:

Chairman and Chief Executive Officer of BARDAS: Oskar Viechter - The eccentric and sociopathic head of BARDAS, Oskar Viechter, aged a healthy 81 standard Terran years, is known to be quite dry, but humorous, though some doubt this is intentional, with rumors ranging from substance abuse to simple insanity, whatever the case, this is one of the men in the galaxy a select few fuck with, and even fewer get away with it. Initially he only attained the position of CEO, through the usual Corporate means of hard work, bribes, murder and betrayal, but there was an outright coup as he secured the position of Chairman of the Board of Directors, though it was short lived, and only extended to one system, thanks be to a very timely "glitch" in the Communications Network. He often considers himself a "Modern Man", thinking himself up to date on all the most recent fashions, which, really... nevermind.

Director of Human Resources: Joachim Rueffler - Placed as if by some sort of omniscient god of irony, in contrast to Oskar, Joachim, summed up briefly, not a man who takes shit. A man who's dead serious, with no sense of humor, the only shred left of his heart is dedicated to money. This man will keep the same expression when making love to his wife as he would when ordering the deportation of a native civilization, or having stepped in a fresh pile of manure. Though, this indifference has served him well in his position, because one cannot be bogged down with silly things like morals or ethics when running a business, one has to have their eye only on the prize, and for that matter, the long term.

Chief Officer of Foreign Relations: Albert Plesch - Albert has often been described by many with one simple name, snake. He's wormy, he's heartless, he's an asshole, but he is charismatic, and that's all that matters. He is, however, a fairly neutral individual when it comes to strangers, a sort of don't push me-I don't push you relation. However, I'd just advise not getting on his bad side, he has a very bad tendency to nurse a grudge for quite a long while.

Chairman of Armament Research: Derk Fischer - Described quite accurately with the simple adjective sadistic. Derk Fischer is the man responsible for the Syndicate's illegal Nanite program, biological experiments on humans, revolutionary firearms, as well as their highly popular Bio-Cyberware, software and devices capable of, after a simple operation, being uploaded to a chip attached to one's brainstem, and virtually running any software within one's mind. Quite wealthy at this point after a short term career with BARDAS few expected to last long, he's signed a Life-time contract with the Company, and plans on releasing all future products under the Syndicate in return for 35% royalties and funding for his research.

Chief Security Officer: Ruediger Schmidt - This man is the FSB leader from hell. Putting Moral and Ethical judgement aside for the good of the Syndicate, he works tirelessly, directing the Syndicate's Security forces to weed out rabble-rousers, freedom-fighters, and generally all those deemed "undesirable" from the results of annual surveys. Men, women, children, race, species? It doesn't matter to Schmidt, if you're a employee and a threat to the Syndicate, and by extension, his paycheck, you're as good as dead, hopefully you'll serve as a good example to your family.

Chief Officer of Military Intelligence: Oberstleutnant Arthur Keil - Like his domestic counterpart, Schmidt, Keil weeds out valuable nuggets of information and weasels out information through his large network of field agents, moles, and consorts, however, unlike Schmidt, Arthur has a bit more of a heart, and as such, is a little more discerning in who he condemns.

Chief Officer of Collected Armed Forces: General Willi Schwarzer - A man dedicated to the company, his family having always worked for the Syndicate since its establishment, he was groomed to be successful, however, in an act of spite against his parents, he refused to attend the Scientific Academy and instead chose to enroll at the Dinsmark Military University. Graduating near the bottom of his class, as a young leutnant serving under Generalmajor Dedo Bormann during the deforestation operations on III Yupyovl, he made himself known to superiors in the Syndicate for executing Bormann after he failed to crush the native insurgency, and proceeded to give himself a field promotion, and went on to conduct a campaign of genocide which eventually lead to the destruction of the native's genetic diversity, and later, the species itself. Rather than being punished, he was rewarded with the position he had bestowed upon himself, and after proving himself again another two times, Schwarzer became Chief Officer over all armed forces commanded by BARDAS, at the age of forty three. That was well over ninety years ago, and judging by the recent expeditionary reports from the newly discovered Iossor System, he hasn't lost his ruthlessness nor his cunning.

Chief Officer of Planetary Armed Forces: Generalmajor Edwin Heuss - Born sixty two years ago, Generalmajor Heuss has been a soldier for the Syndicate for a good while, his career beginning as he transferred out of the practically defunct Belkan Military. Having served in many campaigns against native insurgents, Corporate opponents, and as an insurgent himself against communistic and anti-capitalist societies, he's only recently attained officer rank, but what he has been able to do amazes many, with many rumors abound that he may be successor to Willi Schwarzer, however, while Schwarzer maintains his usefulness, the Company wouldn't allow Heuss a chance to dispose of him.

Chief Officer of the Interstellar Navy: Admiral of the Fleet Walter Rossfeld - Walter is a troubled, though intelligent man. Born to a life of poverty and misery, a future that could only end in death via drug overdose or gang shooting, he was kidnapped by a gang of interplanetary pirates at the age of nine, seeing most of his family, including his mother, killed and raped. He was pressed into service as general labor, and eventually, a meat shield. As he aged and as the Pirate group started into decline, he managed to assassinate the captain of the vessel, and declared himself leader. With the support of many of the simple minded, he disposed of those loyal to his predecessor, and the gang became marginally successful, that is, until the Company started to really take notice of its lost shipments. In a gesture of bettering the Syndicate's Military standing, Director of Human Resources Reuffler offered Walter and his group the chance to become member of the Company, and Rossfeld, being an educated man since taking over the Gang, accepted, knowing should they not they were doomed. Using his skills learned during his days as a Pirate, Walter rose in the ranks of the Syndicate's Navy, and in a career not dissimilar to Schwarzer, with a little bit of deception, and a hint of betrayal thrown into the mix, managed to become Grand Admiral of the Fleet.

Economy: Regulated Free Market, free in the sense that anyone can start and open a business, regulated in the fact that every job is owned by the company. A controlled economy that's not entirely controlled.

Currency: Mark.

Religions:

On a majority, most employees of BARDAS find that piety takes a second priority to money. However, the large conglomeration of demographics that work for BARDAS is reflected in the religions worshipped in its borders.

Important Economic Figures: Redirected, see Important Government Figures.

Points of interest: Still in progress.

  • Tannhäuser System - Home system of BARDAS, and Belka for that matter, both of which were established on the planet of Akre. Another habitable planet in the system provides a good deal of food stuffs, while two other terrestrial planets provide lucrative mining operations.
  • Elanh-Lso System - Home of a good chunk of the Syndicate's Starship Yards, most specifically the planet Hlavr, where the massive facilities that constructed the Thor Class are located.
  • Lmudloir System - Typical Syndicate system. Two mining planets, another gas giant used for Helium/Hydrogen harvesting.
  • Undecimus System - Large system, twelve planets, well over twenty moons. Break down is; 7 terrestrial, 5 gas. All are currently being utilized.
  • Hora System - Home of the Idreuans, on the arid planet Ve'Tzox. Big mining planet. Only one other planet, gas giant, used for H&H harvesting.
  • Plaskt System - On a majority, a largely useless system made up of three planets. Two dead rocks and a Gas Giant, the latter being the only thing inherently useful. The Gas giant itself, Iota, has around 23 terrestrial moons, ranging from small asteroids to Terra-sized planets that've been caught in the gravity well. Quite a good bit of Helium-3 is harvested from Iota, and proves to be a good source of profit for the Syndicate. The two nearby moons of Mirr and Maee are the locations of several research stations.
  • Imuhez System - Native system of the Ezobidites, on the planet Ezobal, the main source of food for the Syndicate from their vast populations of fish. The other three terrestrial planets are fairly average, one capable of supporting life, another a rock, whilst the other is a high-grav giant. Each is a good source of minerals.
  • Quintis System - Newly acquired three years ago, the Syndicate is only starting to explore this new system, made up of seven planets, three terrestrial, four gas.





History


BARDAS had its start in the aftermath of the Second Great War of Akre, the war having ended in the year 2023, as Krohn Heavy Industries, Grunder Incorporated, and Leuhne Armaments signed an exclusive Charter stating that in the new, Belkan dominated world, they would be the sole provider of consumer goods and armaments to the nations annexed into Belka, the new organization was referred to as KGL United.

The next major step in the formation of BARDAS was in 2089, when Belka finally achieved domination of Akre, annexing the last bastion of democracy on the Alist continent. As Belka had victory fresh in its mind, it paid little heed as the Chartered Industries signed a massive Merger, as each contributed to a centralized Board of Directors, they elected the first Chairman, and then, appointed the CEO, and the BARDAS was formed. However, this was not so much a corporation independent of national boundaries but a branch of the Belkan Government, however, soon, in 2113, BARDAS managed to construct and launch the first manned mission to another world, not the official Belkan Space Program. This act spurred much disapproval from the official Government, and the massive industrial entity was forced to lay low for the next few decades, though they, as the first to the planet, had exclusive rights to it, and as such, began attaining massive amounts of Capital back on Akre, and with this capital began to amass a large force of armed forces, at least for an organization in comparison to the Belkan Military. BARDAS bided its time to teach the government a lesson...

2153, a year that changed Akre and the Belkan Civilization forever. In a swift coup, BARDAS mercenaries secured the capital of Dinsmark, killing the Supreme Chancellor, and razed the Reichstag legislature building. The nation of Belka had come to rely too much on the resources from the nearby planets, and the head of the military, General Manfred Witsch, realized if KGL cut the flow of minerals from the off-planet colonies, that Belka would be crippled beyond recovery, and stood down the military. The KGL itself established a government to replace the fascist regime, the Federated States of Tannhäuser led by a puppet Kaiser on the paycheck for KGL, however, in contrast to the last government, a centralized fascistic autocracy, this was more of a Confederation with a Constitutional Monarchy, so many pseudo-nations were established within the borders of the FST, and a free-market system established. This opportunity for capitalistic gain was anticipated by BARDAS, and soon after it established the false government, it officially attained a charter from the FST to establish itself as the first(as soon to be only) Belkan Corporation to be established in history.

In the Akran Year 2219, Belkans, as well as Farasites ventured beyond the boundaries of their solar system with the intent of establishing a permanent colony, and thus, the rest of BARDAS History would soon follow. Subsequent expansion, oppression, profit, and success.




Strengths (Non-Militarily):

  • Money, quite simply, they have a lot of it, and are good at making more. As everyone knows, or should know for that matter, is that money can attain anything. Utilizing its vast stockpiles of capital, BARDAS has created an elite, modern fighting force to... insure its assets.
  • Corporate Invulnerability, being a Corporation, in all technicality, and not a true "Nation", BARDAS manages to bypass many of the more traditional methods of diplomacy, and as such, cannot truly declare or have war declared upon them, they also can manage to bypass national borders and establish themselves within other nations.
  • The hand that feeds, the employees of BARDAS do recognize where the paycheck comes from, and the bonuses that come when orders are carried out quickly, efficiently, and without question. If Mr. Viechter wants an unruly employee to disappear, they'll disappear.
  • The roots of Corruption, BARDAS is everywhere. There is virtually nowhere where someone isn't getting a lil' bit of cash from BARDAS. Not to mention also, BARDAS, being the Mega-Corporation that it is, produces just about everything, not just weaponry and administrating mining operations, and as such, should any Nation with a free-market economy find themselves at odds with BARDAS, they'd also find that they no longer have access to a good few consumer goods. As such, not being in BARDAS' favor can severely impact a Free Market society's dissent level.
  • Taste of the fruit, money, as previously stated, can attain almost anything. That includes manpower. There are always more mercenaries willing to fight for a good sum of cash, and as such, the Syndicate has no problem replacing lost troops.
  • Basic wrap up: BARDAS has cash, lots of it, and has developed a well equipped, well trained private army with said capital. They can also replace lost troops with ease. Being a Corporation, they can establish outposts and facilities within other nations, however, the amount of territory they can secure anywhere outside their borders in another nation's claimed territory is limited. They're employees are quite loyal. And lastly, BARDAS has connections in Free Market societies everywhere, and as such, could severely hamper any Capitalist or Free Market society should they choose.

Weaknesses (Non-Militarily):

  • Size isn't everything... well... it plays a part, BARDAS isn't the largest entity. Being a Corporation and all, they can't exclusively own several systems and not draw unwanted attention, so they keep to themselves in their eight system territory.
  • Corporate Vulnerability, flip-side being, BARDAS can be sued by third parties and disbanded via force by its parent nation of Belka. However, it wouldn't be wise to attempt either.
  • Conspiracy? What conspiracy?, there've been rumors BARDAS has been experimenting with some illegal bio-modifying nanites of their own manufacture that, if rejected by the body can produce some truly nasty, debilitating mutations. Not only the nanites, but many other banned, experimental weapons have been used and tested by BARDAS. A good portion of money has been dedicated to covering up the experiments.
  • Stone Cold Capitalism, many find BARDAS despicable for their lack of ethical judgement in many scenarios, often overridden by the chance for higher profit margins, and as such, many employees with the... undesirable trait of having a conscience often disappear in a most timely manner for the Corporation, however, when major celebrities of the Media poke their noses into BARDAS a little too far, and disappear thereafter, bigger fish start to take notice. Simply put, BARDAS often abuses human and civil rights, at least, the ones who are disloyal to the corporation, and as such, should these abuses become public, many of the more liberal elements of the Media paint BARDAS in a most dislikable manner.
  • High standards, due to the high quality BARDAS demands, only a limited number of mercenaries are recruited, and numbers in the Syndicate's Private Army are low, at least in comparison to the many nations in the space around it.
  • Corporate Economy, considering the entire economy is run, at the root, solely by the Company, there is a disadvantage to domestic capital production, and as such, the Syndicate relies on trade with external sources for most of their income.
  • Basic wrap up: Due to Corporate status, the expansion of the Syndicate's borders is significantly hampered. Being a Corporation, the Syndicate is vulnerable to nearly every legal risk known to a company. BARDAS has been experimenting and producing internationally banned weaponry and substances. On humans. Enemies have a habit of disappearing in a most timely manner, and as such, exposure of mass murder could damage profit margins. BARDAS has a good few skeletons in the closet. And the walls. And under the floorboards. And the freezer. The Syndicate has low numbers, in comparison to the population of surrounding nations. The Company also has trouble producing Capital on its own, and requires trade with other nations to stimulate its economy.




Hyper Tech: In progress.

Ship Class Name: Koloss Class Super-Star-Dreadnaught
Hull Size: Super Star Dreadnought, Rating of 11/10.
Combat Designation: The brainchild of Chairman Viechter, the Thor Class was designed originally as the Chairman's personal flagship, its practical potential as a weapon of war, and deterrence, was realized after the first was constructed. The massive vessel was forty five kilometers long, and bore a planet cracking laser in the bow, however, the Chairman's personal ship lacked any factor of practical use, and so, the Board of Directors agreed to commission another four, which were constructed over a period of fifteen years. Tested on three moons in the Plaskt system, the Planet-Cracking laser can seriously upset the tectonic balance of a planet, practically rendering it uninhabitable for any length of time.
Weapons:
1,275x BARDA-HTBOE-MK-VIII Heavy turbo-laser batteries,
2,025x BARDA-MTBOE-MK-IX Medium turbo-laser batteries,
3,545x BARDA-LTBOE-MK-XI Light turbo-laser batteries,
32x BARDA-IOCA-MK-III Ion cannon batteries,
1x BARDA-PTDLSR-MK-III Super Laser,
10x BARDA-MDVLP-MK-XII Mass Drivers, four running parallel to the Super laser on the bow, another three on both the port or starboard sides of the vessel,
120x BARDA-VLLRTL-MK-IV Long Range Torpedo Batteries,
12,000 torpedoes total,
720 Zahn Class Starfighters, thirty squadrons total,
160 Schlitten Class Starbombers, ten squadrons total.
Engines:
2x BARDA-APSID-MK-V Ion Drives,
4x BARDA-APSSD-MK-VIII Subspace Drives,
Defenses:
18.2 Meters of Durasteel-Titanium Alloy Armor,
32 Meters of Durasteel-Titanium Alloy Armor on the Bow,
18,000x BARDA-GARDIAN-MK-XIII GARDIAN beam-laser batteries,
Other:
She's gotta bone in her teeth..., the Koloss' unusual bow is designed for ramming vessels that are larger than most.
Aft view of a Koloss Class Vessel.

I has moar fur latur.




Military


Military Doctrine:


In every theater, everywhere, when the Syndicate has neither the advantage or numbers, they use the oldest trick known. They fight dirty. Can't match the enemy's main battle line? Simple. Don't play by their rules. Deception, guerilla warfare, corporate warfare, encirclement, genocide, betrayal, all are very viable options to Syndicate Commanders, as they were trained.

Syndicate Space Doctrine


Big and bad, that's what the Syndicate prefers. When involved in space combat, quite often Syndicate vessels are outnumbered four to one, and as such, they just make sure their one is bigger than all four of theirs combined. Exemplified in the Koloss class, the Syndicate prefers to defeat enemies with large ships, small numbers, and superior firepower. The common battle deployment for offense usually consists of four main capital ships, often one Koloss and three Molochs, escorted by several support craft. Concentration of Fire is a common tactic, enhanced by the Syndicate Torpedos, which themselves, cause little damage, however, like a SABOT round in space, the thing is basically a hypodermic-needle for molten metal, punching into a ship's side and releasing its payload with a tremendous amount of force into the hull, and the nifty tracker located in the rear of the torpedo allows for gunners on the parent ship to upload the coordinates on the enemy ship to the battlenet, and by extension, program in a damaged section of an enemy ship to be targeted with larger ordinance.

However, in a defensive situation where, even in a stand up fight, the Syndicate faces unfavorable odds, quite often they'll revert to delay tactics, allowing the enemy to enter into their territory before encircling the attacking force and coordinating the counter-offensive attack with other forces on the other side, creating both a sort of encirclement and pincher move in one.

In offense, however, the Syndicate Navy truly shows how dishonorable in combat it is. Usually waiting until after the enemy fleet has moved in offense against the Syndicate, a large force then ventures to the enemy territory in the wake of the hostile fleet, waiting until after they've passed, yet not before they've engaged the defense fleet, and they go to where the enemy fleet has come from, undoubtedly weaker now that the offensive fleet has left, however, if it is undefended or not is an unforeseeable variable, though the defensive fleet should prove little problem. After the defending forces of a planet have been vanquished, usually through a very brutish steamroller action, the planet is considered for planetary invasion, if it is considered so, transports of the fleet that had waited as the combat vessels had cleared out the local enemy fleet then jump in system, and deploy to secure the major spaceports, and by extension the main Industrial strongholds. From there, they go to the prisons, freeing the inmates, promising them freedom in return for service, and they then proceed to eliminate guerillas, freedom fighters, rabble rousers, and their families until annual casualties drop below 5%. Then rehabilitation of the planet begins, and it officially becomes under Syndicate Authority. However, should the planetary forces be considered too much for Syndicate forces to handle, massive orbital Sarin Gas or Nanite bombardment on all the major strategic locations can kill a majority of inhabitants whilst preserving the Industrial facilities and Capital.

Syndicate Planetary Doctrine


Interstellar Asset Insurance Agency


Ships:


EDIT: Much appreciated for the help man, thanks again.

Ship Class Name: CCGAA Moloch Class
Hull Size: Battlecruiser, length of 3,700 meters. Rating of 10/10. Chances of survival in a one on one engagement in a standard minimum 5/10 rated combat vessel are less than 7%. Advised avoidance, evasion, and escape. Do not engage.
Combat Designation: Syndicate Ship of the line, these vessels are the backbone of the BARDAS Interstellar Asset Insurance Agency, truly deadly vessels, though not invincible, they can often go toe to toe with most other Battlecruisers, often outdoing them. In the spirit of the HMS Hood, the Moloch isn't so much a Battlecruiser as it is a disguised battleship. The Moloch is, quite simply, expensive, but quality can come in quantity, at least for BARDAS standards. This vessel is easily the most powerful common vessel one would run across in any conflict with Syndicate Naval Forces. Commonly deployed in groups of three, often found defending key installations owned by the Syndicate in numbers of five and greater. Serve as escorts for the Koloss SSDs.
Weapons:
40x BARDA-HTBOE-MK-VII Heavy turbo-laser batteries,
75x BARDA-MTBOE-MK-IX Medium turbo-laser batteries,
12x BARDA-IOCA-MK-III Ion cannon batteries,
3x BARDAT-TRAB-MK-VI Tractor beam projectors,
16x BARDA-VLLRTL-MK-IV Long Range Torpedo Batteries,
3600 BARDA-VLLRT-MK-III(Atmospheric Test Photo) torpedoes total,
96 Zahn Class Multirole Starfighters, four squadrons total.
32 Schlitten Class Starbombers, two squadrons total.
Engines:
2x BARDA-APSID-MK-III Ion Drives,
4x BARDA-APSLD-MK-VI Sublight Drives,
1x BARDA-APSSD-MK-VII Subspace Drive
Crew: 32,000 Officers and Crewmen, families and civilians not included. Complement of 6,000 marines.
Defenses:
9.11 meters of Durasteel-Titanium alloy armor,
ADR-MK-VIII Energy Shields,
ADRWM-MK-II Forcefield Manipulation System,
1200x BARDA-GARDIAN-MK-XIII General Area Defence Integration Anti-spacecraft Network (GARDIAN) beam-laser batteries,
Other: The Moloch, having the newly developed Forcefield system installed upon it can make it's shield virtually impregnable to any energy weapon. Any energy weapon, including the Planet-Cracking BARDA-PTDLSR-MK-III mounted on board the Koloss class, for around seven to ten minutes.

Ship Class Name: K-156 Kreuzfahrer Class
Hull Size: Corvette, length of 680 meters. Rating of 6/10. Chances are slightly favorable a standard 5/10 loadout on a Combat Vessel could achieve victory. Roughly a 42% Chance in a one-on-one engagement.
Combat Designation: The K-156 is the weakest, and by extension, oldest vessel still in service in the Syndicate fleet, however, quality and quantity can extend the life of anything, and thus, a tried and true design like the K-156 is used well beyond what it's good for. Often deployed in pickets ranging from twenty to thirty close to the main battlegroup, the K-156 is often otherwise used in groups of two at most border crossings and customs checkpoints to scan incoming vessels to the Syndicate, and hunt down those who flee.
Weapons:
10x BARDA-MTBOE-MK-VIII Medium turbo-laser batteries,
2x BARDA-IOCA-MK-III Ion cannon batteries,
4x BARDA-VLMRTL-MK-VI Medium Range Torpedo Batteries,
80 BARDA-VLMRT-MK-III torpedoes total,
Engines:
1x BARDA-APSSD-MK-V Subspace Drive,
2x BARDA-APSLD-Mk-IV Sublight drives
Crew: 3,141 Officers and Crewmen, families and civilians not included. Complement of 750 Marines.
Defenses:
3.04 Meters of Durasteel-Titanium alloy armor,
ASR-MK-VI Energy Shields,
180x BARDA-GARDIAN-MK-XIII GARDIAN beam-laser batteries,
Other:


Ship Class Name: Schwert Class
Hull Size: Destroyer, length of 1,640 meters. Rating of 7/10.
Combat Designation: The Schwert Class Destroyer is a quality product, not the largest vessel, but still quite deadly, for it's class. In the legacy of the old Belkan Destroyers, the Schwert is dedicated to escort duty for both transports and capital ships. Often deployed in groups of five when on their own, they're often deployed in a battlegroup on a ratio of 4:1 for capital ships. The Schwert often, with assistance from two or more K-156 Corvettes, prefers to get up close, using its relatively small size and maneuverability to wage a hit and run fight on enemy capital ships, harassing them as they engage the major Syndicate Capital Ships. Second most widely deployed ship in Syndicate service.
Weapons:
15x BARDA-HTBOE-MK-VII Heavy turbo-laser batteries,
25x BARDA-MTBOE-MK-IX Medium turbo-laser batteries,
6x BARDA-IOCA-MK-III Ion cannon batteries,
8x BARDA-VLMRTL-MK-VI Medium Range Torpedo Batteries,
2,800 BARDA-VLMRT-MK-III torpedos total,
Engines:
2x BARDA-APSID-MK-III Ion Drives,
4x BARDA-APSLD-MK-VI Sublight Drives,
Crew: 13,520 Officers and crewmen, families and civilians not counted. Compliment of 2,000 Marines.
Defenses:
5.2 meters of Durasteel-titanium alloy armor,
ADR-MK-VIII Energy Shields,
ADRWM-MK-I Forcefield Manipulation System,
720x BARDA-GARDIAN-MK-XIII GARDIAN beam-laser batteries,
Other:
The Schwert Class is often deployed to hunt down criminal elements, and, as such, their crews are experienced in combat.

Ship Class Name: Kanzler Class
Hull Size: Cruiser, length of 2,895 meters. Rating of 8/10.
Combat Designation: The Kanzler is the most widely produced and deployed vessel in Syndicate Service.
Weapons:
Engines:
Crew:
Defenses:
Other:

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Ship Class Name:
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Ship Class Name: BARDA-SFM-25 Zahn Class Multirole Starfighter
Hull Size: Starfighter, length of 6 meters, height of 24. Class of 4/10, fairly dangerous for a starfighter, mostly for the fact that it's not a dedicated fighter, it also has the capability to attack larger vessels, should the pilot so desire.
Combat Designation: The Zahn was designed as an answer to the ever present danger from Command Market foes and their massive fighter armadas, and thus, the Arms Syndicate decided upon the fairly expensive, yet revolutionary design, the main reason being it's ability to be stored compactly, and in large numbers. The Zahn, or Cog in English, is as its name implies, the valuable Cog in the Syndicate Navy which allows for victory. The ability to fire VLSRT torpedoes into enemy ships is regarded as a sort of dagger up the sleeve, the ship itself appearing to be a fighter, not a fighter-bomber. The Zahn is capable of combat in either vacuum or atmospheric conditions, however, the feature that truly gives it an edge in combat is its ability to "viff" and dodge out of the way of enemy fire, and even get a lead on a pursuer. When in the hands of a Belkoid Pilot, this craft is one of the most deadly single-seat vehicles you'll ever encounter. Squadron consists of twenty four craft.
Weapons:
2x BARDA-LTBOEP-MK-VIII Light turbo-pulse-laser cannons,
1x BARDA-MTBOE-MK-VI Medium turbo-laser cannon,
2x BARDA-VLSRT-MK-IV Short range torpedo launcher,
6 torpedos total.
Engines:
2x BARDA-APISSD-MK-III Miniaturized Sublight engines,
10x BARDA-APIDT-MK-IV Directional Thrusters,
Crew: 1 (Pilot)
Defenses:
.67 Meters of Durasteel armor on the body,
1 Meter of Durasteel-titanium armor around the cockpit, (commonly referred to as "the tub" by pilots)
ADR-MK-VI Energy Shields,
ADRWM-MK-I Forcefield Manipulation System,
Other:
BARDA-SFOL-MK-III S-Foil System, for easy storage and better handling in an atmospheric environment. Extended provides better maneuverability, whilst contracted enables the Zahn to travel at higher speed in atmospheric environments.
VIFFing ability, Vector In Forward Flight, both an atmospheric and vacuum capability, the Zahn, as explained above, can be used to great effect in combat.
In action holograph of the Zahn in flight.

Ship Class Name: BARDA-SB-12 Schlitten Class Bomber
Hull Size: Starbomber, length of 28 Meters, width of 21 Meters. Class of 5/10, for larger vessels at the least. The Schlitten isn't so deadly to smaller craft, who can maneuver out of the way of it's deadly payload.
Combat Designation: The Schlitten is a fairly old design, akin to the K-156, however, this design is still just as deadly as it was the day it was conceived. Used extensively in both vacuum and atmospheric environments, the SB-12 is capable of carrying both free-fall traditional ordinance and guided missile launched weaponry. Squadrons consist of sixteen craft.
Weapons:
2x BARDA-MTBOE-MK-VI Medium turbo-laser cannons,
2x BARDA-IOCA-MK-III Ion cannons,
2x BARDA-VLMRT-MK-IV Medium range torpedo launchers,
14 Torpedos total.
8x Pylons under each wing, ordinance may vary,
Engines:
1x BARDA-APISID-MK-III miniaturized Ion Drive,
6x BARDA-APIDT-MK-IV Directional Thrusters,
Crew: 3 (Pilot, Navigator, Weapons Officer)
Defenses:
1 meter of durasteel armor on the body,
1.33 meters of durasteel titanium alloy armor around the cockpit,
ADR-MK-VI Energy Shields,
ADRWM-MK-I Forcefield Manipulation System,
Other:
The SB-12 Armadas have been in service long enough that a majority of the pilots are veterans in the cockpit, and as such, are not to be taken lightly, nor expected to throw their lives away meaninglessly in a massive assault.

Planetary Forces


Ground Troops:
Vehicles, infantry, air, space…everything that has to do with war is to be listed here. Remember, you will tell us everything, so this needs to be organized.
List the kinds and their gear. Numbers would be helpful too. No sheet needed here; pics encouraged but descriptions are nice too.

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Keep in mind, BIG work in progress, still gotta get most of my military up, but, please, Saxious, if there's anything that needs changing, let me know, I'd be happy to modify it.
Last edited by Ottoman on Wed Jan 06, 2010 7:24 am, edited 9 times in total.

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Conquerer_Man on Fri Jan 01, 2010 10:24 pm

Consider this a spot reserved, I'll be translating my NS over to this one from IW over the weekend. Also, Otto did you get that quote from Avatar?

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Ottoman on Fri Jan 01, 2010 11:27 pm

Only in the general idea, the original quote included a very cheesily named rock and the value of 20 million. That movie and the bile it forced me to swallow provided the inspiration for this new project of mine.

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Kronos on Sat Jan 02, 2010 12:12 pm

Jesus Otto, Avatar wasn't that bad. At least the military was made of half-competent assholes. Considering that they hwere PMCs and all of nature turned against them in the end, I'd say they did a good job. Otherwise, yeah, it did shove the "NATURE IS GOOD, MAN ISN'T" theme right down your throat.

I liked District Nine better.

Anywho, it looks like the Tripartite Sphere and BARDAS might get along just dandy. They're a syndicate, the TriSphere is a conglomeration of syndicates and SD&S under a somewhat authoritarian government.

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Phidius on Sat Jan 02, 2010 1:01 pm

Hello Otto, Kronos . . . I've noticed that you're nations are quite mean to the environment and biodiversity. Methinks the Griki are gonna have a problem with that, seeing as they worship nature spirits and all . . . just putting that out there . .

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Ersatz Creed on Sat Jan 02, 2010 3:38 pm

Omni Co. and BARDA are bound to become rivals it's just a matter of time. IF saxious does not deem the Brotherhood a God Mod race then no doubt they'll give the Reich some trouble. I'll probably try to become allies with the Republic of Deuthleig. They have Powerful ships that the Reich needs and the Reich has Dener their biggest producer of food and one of the Deuthcleig's weaknesses is their lack of food.

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Ottoman on Sat Jan 02, 2010 6:50 pm

Kronos wrote:I liked District Nine better.


That makes two of us.

Kronos wrote:Anywho, it looks like the Tripartite Sphere and BARDAS might get along just dandy. They're a syndicate, the TriSphere is a conglomeration of syndicates and SD&S under a somewhat authoritarian government.


Perhaps then we might find ourselves signing a mutual-protection pact, wouldn't we? Or, at the least, a pact of non-aggression or non-transgression on each other's territory? I was meaning to find a good-sized ally to help deter the communists.

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