Tech Limitations, RP Rules, Paraphernalia Required
UPDATED, UPDATED
ADDED: SUPER WEAPONS, RP RULES, MAP, IC COMBAT, MOAR REGULASHUNZ! MAP
This is the Official Map. It will be updated when others join.There will be several tech-fields prepared in the RP, and a nation will be able to easily find it's medium through groupings of desired tech fields.
Land-Based Tech:
Mechanized Vehicles/Mechs: Large, bulky, powerful, and cumbersome. The heaviest of these are armed with high-caliber weapons comprising a large amount of their armaments. The lightest, are sleek and fast craft, yet un-armored. Though a nation can mix and match it's mechanized infantries armament and make up to a small extent. All "mech's" will either fall into the Heavy, Medium, or Light archetype. Weapons include chain-cannons, Electro-Magnetically-Propelled-Weapons (EMPLW's), grenade launchers (Either EM or conventional), ground-to-ground missiles, and low-level ground-to-air missiles. Propulsion systems for the classes vary, from Nano-Tech Diesel Engines, to powerful, compact reactors based off hydrogen, normal fossil-fuel engines are available as well, as are Hydro-Electric engines. Though they possess a large amount of firepower, their sheer size requires a substantial amount of protection for them to operate perfectly, and it is in a nations best interest to preserve their fleets of mechs with a substantial amount of both allied Armor and Infantry. Leave them alone, and they're doomed to a quick destruction at the hands of much more maneuverable, smaller units on the battlefield.
Armor: Quick, fast, maneuverable, and lightning fast. The heaviest of armor are tanks and AFV's that can take large volumes of fire, and dish it out at incredibly large rates. The lightest are still properly armed and armored, but possess a quick and powerful engine. Giving them the ability to traverse swaths and groups of land when properly maintained and operated. Weapons mounted on tanks, APC's, IFV's, AFV's, MCV's, and any other classes of this craft consist of both conventional and EM firearms. From Heavy Machine Guns, Chain-Cannons, Auto-Cannons, as well as their EMPLW variants. Propulsion systems for these vehicles reside within Nano-Tech Diesel, fossil fuel engines, hydo-electric, hydrogen reactors, and a controversial Electro-magnetic Propulsion system that many vehicles fielded by the Azricans will be used. Being armored, hulking, and loud, leaving a group of armored vehicles without either Mech or infantry protection would likely result in nothing but a scrap of molten metal and wasted money. Protection of both Mech and Armor is key.
Infantry: The bread and butter of all warfare, they secure bridgeheads, occupy cities, launch invasions, and move your army forward. There are no distinct "classes" of infantry, but there are numerous options when outfitting your infantry for combat. Regarding firearms, any caliber of weapon is allowed, from the tiny 3.2mm shell, to the power-packed yet leveraged 7.21x25mm cartridge that the Azricans will chamber and fire. Weapons include Assault Rifles, ranging from high to low calibers, shotguns, light automatic weapons. Also, the Azricans field an LAW Electrco-Magnetic Rail-Rifle which fires a conductive metal slug at very far ranges for an LAW. Though these weapons are still limited by psychics, they do possess an extreme advantage over conventional firearms.
Armor for infantry can consist of several groupings of protection, ranging from kevlar/nanite weaves that can protect from both shrapnel and blasts, to large plate carriers that can absorb punishment from many medium caliber weapons. Though these can occasionally stop a bullet and more than likely dissipate the kinetic energy transferred from common Infantry weapons, there are several ways to compensate for a lack protective armor.
You can go for the balanced armor system, used by Azrica, a form-fitting, two piece Nanite-Weave jump-suit stitched against an array of plate carriers that protect the body as well as plate/kevlar weaves that adorn the entire body.
Super-Weapons;
Super-Weapons are either military installations, stationary or moving, that bring a certain amount of either firepower, support, or protection to their described battlefields.
Land-Based Super-Weapons; Ranging from a system of Missile-Batteries that can target both air and ground units, to the hulking Four Cannons installation that dot the Somnfers island chain across the Eastern Coast of Azrica. Though many of these land-based Super-Weapons require a massive amount of protection, often requiring entire battalions of dedicated operators. The sky is roughly the limit with this type of Super-Weapons. Mobile lasers are not allowed, stationary, large laser installations will be though.
Naval-Based Super-Weapons; Often a revolution on the seas, much like the S.I.N.S Vessels operated by the NAN. Or the large carrier fleets of the Emirate, or even the submerged hulk that is the Chromosome X600 submarine. These vessels that sail above and beneath the sea are all skilled in their own right. Though they are all succeptable to dedicated off-shore batteries meant specifically for the interception, and destruction of these types of vessels.
Air-Based Super-Weapons: From the deadly X-Fighters and their pilots, to the giant airborne behemoths that are the Aerial Assault Cruisers, these air-based Super-Weapons are capable of extending their dominance across large oceans far ahead of their land and naval based spear heads. For instance the AAC's, in essence floating "Aircraft Carriers" capable of carrying a rugged amount of aircraft to provide support for an infantry or naval assault. These aircraft are experimental and costly though, so treat them well and take their best interests into consideration.
Space Warfare: Only SATELLITES surround our planet. They cannot fire missiles, launch lasers, or destroy nations instantly. Be forewarned, there is a possibility of interception by an Anti-Satellite Missile launched from dedicated ground-stations. MAC's can hurl really heavy things. Including cruise missiles. Satellites include TV Satellites, Recording Satellites, Spy Satellites (They aren't invisible, they just take pictures), and guidance satellites for GPS-Location, triangulation of positions in the field, as well as satellites that could be used to guide a missile. Guidance Satellites that are capable of guiding missiles will be MILITARY OWNED only, you can't hijack one satellite, and use it to guide a missile. You either have a civilian satellite, or a Military one.
Be warned again, your satellite can be jammed. It's 2015, you think we don't know how to jack with your systems yet? Satellite jamming will either require a LARGE dedicated Naval ship, I.E., a large ship dedicated solely to the jamming of a satellite. Or an equally large land-based, stationary jammer. There will be none of these mobile satellite jammers that can launch missiles either.
RP RULES;Rule Number 1: LOGIC. IS. KEY. Now that these rules are here, there will be no excuse for saying "I didn't see it. Oh well, your nation is dead now". To join this RP you must meet the provided criteria.
Rule Number 2: RPGateway rules will be applied AT ALL TIMES. There will be no flaming in the OOC. IC, on the helm of your ship, they're attacking you. You have every right to curse and yell at them.
Rule Number 3: There will be none of these squirming fights. If you're defeated, accept it. Either surrender, kill your leader, or throw everything you've got into a last ditch effort which would result in the valiant and heroic death of a large portion of your soldiers.
Rule Number 4: LITERACY IS A MUST. It looks like many of us will be making long ass posts. These are to be expected in a Nation-RP. You're running a nation. Not one character. Remember that.
Rule Number 5: Don't whine and cry when two nations gang up on you because you funded terrorist attacks years prior. Your stupid move, ha-ha bitch, now it's time to die. Excessive barbaric behavior, e.g., GENOCIDE ... will probably be met with an angry letter or three, wouldn't you think? So keep your cool, shake hands and smile, and you might just live long enough.
Rule Number 6: BUILDING THINGS TAKES TIME. I don't care HOW many factories you have, you can't spit out priceless cruise missiles like a room full of pregnant women. I ask all of you to take into consideration exactly how much of your money you're spending. You CAN go into debt, and to be honest, debt SUCKS. And if it sucks being in debt on a personal level, it must REALLY suck on a national level.
Rule Number 7: Be nice. No "Want a cookie?" "No thank u." "BLASPHEMY! I DECLARE WAR!". Let's at least make it a few posts before we decide to grab the guy from across the table, and send a good ol' clenched fist into his chin, alright? You will be the leaders of the nation, act like one.
Rule Number 8: Please ... please know what the hell you're talking about. You can't shoot a gun 20 thousand feet in the air and kill every enemy soldier on the ground. It's not happening. It's the future, not fantasy. There is no magic, there are no spells.
Rule Number 9: Alright, I'm gonna' do it. Rule Number 9, YOU GOTTA' READ ALL A' THIS TO FULFILL THE CRITERIA TO JOIN THE RP! HA-HAAAA. Get readin' bitch!
Rule Number 10: The Tech-Limits are flexible, you can mix and match to balance your forces out. But there will be no light-mechs with a high-caliber armament. That won't happen, sorry. Everything's going to have advantages and disadvantages. Though some stuff may seem impossible to kill, they'll still be destructible.
Rule Number 11; I am the GM, and Kronos is the Co-GM.
WE. ARE. BOTH. GOD. We will smite you like an orphan if you so as much pull the SMALLEST amount of bullshit. Both me and Kronos will scrutinize your nation and your economics if we see any illogicality; both of us were in the first TFAN, and we both watched it die.
Regulations:Reg 1.You're beginning with the specified amount of your Armed Forces. These guys won't last long, though. You'll have to bolster your recruiting in the event of war. Because whether you like it or not, PEOPLE DIE.
Reg 2.Armor. It's the ultimate -- WRONG, NO IT ISN'T. I COULD PEE ON IT AND IT COULD BREAK. Everything requires support. Here's how it is, Infantry supports Armor, Mech support Infantry, Infantry supports Mech, Air-Superiority means you run everything. Got it? Good.
Reg 3.TACTICAL PROWESS WILL BE NECESSARY DURING WARFARE ... Bitch, your armored brigade ain't moving THAT fast across the Himalayas. See that little bar in the corner with the words "2,000 miles, 3,218 kilometers"? That's a long distance to travel.
Reg 4.I'll say this more. KNOW WHAT YOU'RE USING AND FIGHTING WITH. Doesn't matter if you're using radar on a sub ... you're under water dammit! (You know who you are). This coincides with Regulation 3 ... Just shut up and nod.
Reg 5. You aren't your soldiers, because there isn't 1.5 bazimillion of you. You are encouraged to RP out the average lives of a citizen or promotional figure within your nation. Remember though, they aren't all super-heroes that know how to defeat Bugafukistan or whatever pathetic nation you're fighting with.
Reg 6. As you can see, there are separate NATION STATES ... Not owned by YOU. Or any OTHER player in the RP. These will be operated by the GM, which is me. I will RP out their responses and reaction to the world. They aren't going to be all "Hey, Everyone loves Azrica". I'll probably have to invade one or two just to shut them up.
Reg 7. You can begin the IC portion of the RP currently embroiled in a war with another nation/nation state. Just either run it by me, or the other player that controls the nation and sort that out.
Reg 8. You don't have everything at the beginning. You will obviously have to build, maintain, and command your forces and civilian populations
Reg 9. Your nation is capable of replacing, recreating, and equipping new types of infantry weapons, tanks, AFV's, IFV's, and aircraft. This will take time though, and the sky is the limit on which you choose to replace outdated or useless equipment.
Reg 10. SUPER-WEAPONS CAN'T GET UP AND WALK. Unless they're airborne or capable of traversing land ... You get what I mean. These things won't be able to win EVERY single fight in EVERY single location of a war.
Reg 11. Populations MUST be under 1.5 Billion. There's already way too many people on this planet. Guys.
Updates in TechnologyConsidering this RP gets anywhere, I will organize a sort of "Board" in the OOC-Section of professionals in the field of technological advancements and what-not. In the event of a SUBSTANTIAL AMOUNT OF TIME PASSING, newer improvements to experimental weaponry, e.g., lasers, DEW's, and delivery systems will come of age. But they will all be passed and approved in the OOC-Section. And remember, these will ALL take a LARGE amount of time to create. You must confirm advancements in technology with either ME or KRONOS, the Co-GM.
Tech Levels;
Electro-Magnetics; Level One. [Navy-Level Electro-Magnetics. Low-Caliber Aircraft (Under 30mm). Vehicle Weaponry (Maximum of 125mm). Stationary Cannons.
Directed Energy Weapons; TESTING
Advanced Combat Vehicles (Walkers); Level One (Light Anti-Personnel and Anti-Tank Purposes)
(More
can and
will be added.)
List of Approved Nations;
Peoples Socialist Republic of Azrica
Federation of Aciremia
Federation of Kansiov
Federal Republics of Caspia
Grand Supremacy of Oc
Duchy of Rains
Bazhrakistan
Holy Sovereignty of Nod
Democratic Republic of Einstaat
People’s Democratic Republic of Lipetskaya
Kingdom of Gwarmos
Royal Tyron Empire
Current Total Countries: 12
List of Approved Players
AzricanRepublic (I AM GOD)
Kronos (SO IS HE) [2 Nations]
Prophetic_Fury
Tetrino
Kansiov
Circ (ADMIND GOD?) [2 Nations]
KroqGar543
Kona_Kona67
Deja Vu
SA80
Current Total Players: 10
This is the list of approved players and their nations. This is the official list, disregard all other lists that look like this, because this is on the official RP Rules Post. So ha.
TO BE REGISTERED OFFICIALLY IN THIS RP, YOU MUST PRIVATE MESSAGE ME SAYING YOU HAVE READ THE RULES AND UNDERSTAND THE CRITERIA OR EITHER POST ON THE THREAD THAT YOU HAVE READ AND UNDERSTAND THE RULES, AND ARE RECOGNIZED AS BEING A PART OF THE RP BY BOTH ME AND THE CO-GM, KRONOS.
More tech to come, will be updated as accorded.
READ THESE AND UNDERSTAND THEM, there is now no reason why you should be unclear on the rules anymore.
CHECK IN ON THIS CERTAIN POST DAILY/WEEKLY/WHENEVER YOU HAVE A QUESTION CONCERNING RULES, REGULATIONS, WEAPONS, VEHICLES, EQUIPMENT AND OTHER SUBJECTS YOU HAVE ANY QUESTIONS ABOUT.