Serp Race; K'nitch'sss'ripa// Under complete control by F??hrer Sssypideo II
National Traits:
New Hollywood: A cultural centre of the galaxy. Everyone who's anyone has made their fame here.
Implausibly Efficient Government: Your bureaucrats cut through red tape with machetes.
Industrial Heartland: Tank factories stretch to the horizon and shipyards fill the night sky with waste light. (Each Industrial Worlds capacity goes up by 25%.
Population Traits:
Loyalty: A populace that through some reason or another is loyal to its government, through fear or "cookie day" it doesn't matter, these people are loyal.
Flag-Wavers: It doesn't matter what you do, you'll always win the elections. You must choose something particularly dear to your population that they wave flags about.
SPACE MARINES!: Your people are physically superior specimens, with buff bodies and quick hands.
Cyberize!: Physical cybernetic modifications are rampant in your population. Not limited by mere biology like SPACE MARINES! but likewise not inherent just by being born. Sucks to be a copper.
Tough as a Coffin Nail: Your people are just ridiculously tough and can survive true environmental extremes. Requires SPACE MARINES!, Cyberize
Military Traits:
Dispersed Operations: All spaceships can go quite a while without resupply and operate without fleets. Yours are optimized for this.
Armament De-Regulation: Who puts 16" guns on freighters? You do!
Main Guns!: The age of the battleship is back with a vengeance, this time with spinally-mounted cannons for all.
Space Trenches: If it was possible to dig holes in space-time to provide cover for your battleships, you'd do so.
Technical Traits:
Mechanical Monstrosities: Who needs fighters when you can have giant robots
Nazi Superscience: A role for every machine and a machine for every role.
Mechanical Monstrosities: Who needs fighters when you can have giant robots!
Nanowanker: You have access to economically useful amounts of nanotechnology.
History Trait: (Give some detail behind your trait choice.)
In Armour Clad: Your people value defence, shields and armour above diplomacy, strategic weapons and other minor concerns. After all what good are their weapons if they cannot harm you?
Hyper-Technology Traits:
Energjax: A unique trans-dimensional energy excellent for reactors, beam weapons, Omega weapons and engines.
Special Trait:
Playing Hard To Get I See: The K'nitch'sss'ripa have a tendency to hustle in times of war. They act like they have a worthless fleet and army in the beginning to trick the enemy into lowering defenses and then they release the "Big Guns".
Class Name: Python
Ships in class: 5
Category: Dreadnaught
Combat Designation:
Armor: S-Class Heavy (D-32)
Shields: E&H Dreadnaught Shield Dome (DS)
Reactor: Enerjax Max Power Superreactor
Sensors: (T)
Jump Drive or Reaper Drive: Jump
Sublight Motors: 15 Slow Enerjax
Armament:
50 Quad-Turrets
15 Turbolasers
5 Enerjax Super Batteries
5 Plasma Batteries
Hangar Complement:
400 Heavy Fighters
200 Light Fighters
150 Gunboats
75 Cutter Ship
Special Equipment: Shield Disruptors
Class Name: Vipers
Ships in class: 300
Category: Battleship
Combat Designation: Head-On Attacks
Armor: B-Class Medium (Z-24)
Shields: B&K Battleship Battle Dome (D)
Reactor: Enerjax Powerhouse Reactor
Sensors: (EM)
Jump Drive or Reaper Drive: Jump
Sublight Motors: 5 Enerjax Supreme Thrust and 5 Enerjax PlasmaPlus
Armament:
25 Turbolasers
15 Torpedoes
3 Enerjax Plasma Lances
5 Enerjax Super Batteries
6 Plasma Batteries
Hangar Complement: (If any)
Special Equipment: (If any)
Class Name: Boas
Ships in class: 1500
Category: Heavy Cruiser/Light Cruiser
Combat Designation: Flanking and Defense
Armor: B-Class Light (Z-12) to C-Class Heavy (T2-46)
Shields: H&L Cruiser Battle Dome (E)
Reactor: Enerjax-15 Plasma Crossover Reactor
Sensors: (R)
Jump Drive or Reaper Drive: Jump
Sublight Motors: 15 Enerjax Cruise Engines
Armament:
5 Quad Turrets
1 Particle Beam Cannon
2 Laser Cannons
2 Turbolasers
Hangar Complement: (If any)
Special Equipment: (If any)
Freighters: Thousands upon thousands. Freighters are an important economical tool. Thanks to the Armament De-Regulation, they also have guns attached.
Ground Troops:
1.3 Million Soldiers
500,000 Ursine Mercenaries
750,000 Tanks of all Types
200,000 Giant War Mechs
4 Interplanetary Ballistic Missile (IPBM) armed with Super Powered Nuclear Warheads, able to destroy planets and form black holes.
History Trait: (Give some detail behind your trait choice.)
In Armour Clad: When the K'nitch'sss'ripa Empire was formed, they were attacked by Dogs from the north. Their ships would get destroyed in the blink of an eye. No matter what they did, they lost. The Führer Ssjubozzz I, put all funds toward forming tougher metals. Ever since, the K'nitch'sss'ripa have been studying stronger and stronger reinforcement techniques and have even harnessed the Healing and Rebuilding factor of Nanomites. In all their armors, they inclue an injection of Nanomites into the metal. This ensures that lost pieces will be rebuilt.