Not quite done yet, getting there. Free Luudon Worlds. Race appearance: Luudon effectively look human as they were human once. Their ancestors were abducted from earth in the fourteen hundreds for use as slaves. Centuries of genetic modifications have hardened their skin giving it an almost gravel-like texture eyes have a second set of lids that give the eyes a highly reflective look and their average muscle strength twice that of humans though without actually being larger. Many also have cybernetic enhancements that vary considerably in function and form. Number of Systems: Six Government Type: Representative counsel from the six worlds. Religion(s): The Luudon abandoned any faith they had year after they were abducted, the closest thing they have to religion is a strong believe in the strength of the individual. History: Most of the original abductees were taken from England and China in the fourteen hundreds by the Jek'Tarr. Using a combination of cloning and genetic engineering those original humans became what the Luudon are today. For centuries the Luudon suffered as slaves for the Jek'Tarr, they didn't even have an identity for themselves any more. About three hundred years ago a small clone batch of Luudon went missing in transit to a mining operation. The batch was written off and a new one sent, the missing batch was forgotten about. Several years later the first seeds of rebellion started. A compound here would rise up, followed quickly by another elsewhere. by the end of a year this was happening more and more a year after than and the Luudon had succeeded in ridding the outermost world in the Jek'Tarr empire of their masters.They used Jek'Tarr technology to leave that world and travel to the others in that system taking them in a number of months as the Luudon on those worlds joined them and swelled their ranks. From there they systematically moved on the rest of the Jek'Tarr empire, freeing their brothers and exterminating the Jek'Tarr. For two hundred years now the Luudon have been free, founding their own empire on the worlds taken from their former masters. Values of your nation: Hard work, Freedom, and individual strength in all things. National Traits: Industrial Heartland: After securing their freedom The Luudon set about making sure it could never be taken away again, a legacy that is still strong. Population Traits: SPACE MARINES!: Due to the genetic enhancement done by the Jek'Tarr, the Luudon are quite above average in the physical department. Cyberize!: Another legacy of the Jek'Tarr that was continued for it's benefits after the revolt. Hard Workers: They didn't win their freedom by slacking off, they don't intend to let it slip away because of slacking either. Military Traits: Corvettes!: Small, fast and capable of packing a nasty punch. That's how they did it in the revolt and the same tactics are still viable and put to good use with the Corvette being the most seen ship in the Luudon fleets. (2x) High Speed, Low Drag: Fast hard and out again before the enemy knows what's going on, guerrilla tactics really are at the core of Luudon stratagy. Speed helps to keep those heavy weapons off your tail too. Knife in the Back: A frontal assault can only get you so far, a couple of back door attacks make the whole effort much easier. Technical Traits: Mechanical Monstrosities: The Jek'Tarr used mechs almost exclusively, Since they were the Basis of the Luudon's technology it was a practice adopted by them as well. Hangerize!: Most ships in the Luudon fleet have some form of mech carrying capacity, be it hangers or external racks. Better Than Your Sublight Drives: In keeping with getting in or out fast the Luudon have always put more than enough credits into sublight drive research, as such their drives tend to be more efficient and a little quicker than everyone else. Historical Traits: Warlike: The Luudon exterminated the Jek'Tarr for their freedom, while the rest of the galaxy understands this to some degree they certainly don't forget. Neither do the Luudon as they look at anyone they don't know as a threat until proven otherwise. Hyper-Tech: Plasma Tech: The Jek'Tarr were an old race as such they had started developing plasma based weapons. The Luudons haven't developed that tech much since but enough to make some stable weapons systems Faults/Weaknesses:
Was one required? Military: Infantry:
Fire Team. 8-10 soldiers with mixed weaponry (couple of snipers some heavy mgs and the standard rifle), several members of the team are equipped with sensor packs, portable mortars, and communication disruption equipment. An all around versatile team meant for the regular jobs.
Strike Team. In essence a commando squad equipped with the best gear the Luudon have. Deployed deep in enemy territory in groups of 4 the strike team is tasked with taking out critical facilities and personnel.
Freedom Guard. More the common soldier than the other teams, they are equipped with basic equipment but as they are stationed in defence roles access to a large assortment of weaponry is possible. They work in teams of 10, a holdover from the time of the revolt. Vehicles:
Recon Cavalry. Small one man hover bikes in groups of three, two have twin MG's and the third has a small sensor package. Fast and agile but practically no armour to speak of.
AT Strike Cavalry. Small three man all terrain wheeled vehicles armed with heavy anti-personnel weapons and light armour. High top speed and good manoeuvrability.
Kruger LAA (Light Assault Armour). Eight wheeled light tank armed with a maser and two surface to air missiles on a rack at the back. Good speed and manoeuvrability.
Miskov AA. A moderately sized tracked anti-air vehicle armed with medium armour and four small rail guns capable of tearing most aircraft to shreds. The rail guns can lower their elevation to be used on light vehicles and infantry if the need arises.
Hulick Mobile Artillery. Armed with a light moderate ranged cannon most people would look at the Hulick and pass it off as a weak artillery piece. The cannon isn't what gives the Hulick its power through, its the plasma based shells it fires. The cannon is turreted and capable of firing on the move making the Hulick a versatile piece in combat.
Phoenix class Mechs. (See navy listing below) Aircraft:
Phoenix class Mechs. (See navy listing below) Buildings:
Many Luudon buildings have small escape passages as well as multiple ways to reach certain area's that never show up on floor plans and are built to be hidden from all known forms of sensor technology. Many of these passageways have small arms hidden in them and some lead to hidden armouries where heavier weapons are stored. The general idea is that if the ground facilities are invaded then likely the enemy forces will be more than a conventional stand could handle so Luudon revert to a more guerrilla war style defence. (Another reason the freedom guard work in groups of 10) Navy
Ship Hull: Battleship, Category A
Ship Class: Minotaur
Weapons:
Heavy Plasma Cannon Turret. the most devastating of the Luudon plasma weapons, Heavy damage (assuming it hits) and capable of hitting a planets surface. Three on ship (12)
Plasma Cannon Turret. Standard glob firing plasma weaponry. Eighteen on ship (8)
Mlaser Battery. Four linked Mlasers on a turret for close engagement of enemy ships. Ten on ship (5)
Laser Battery. Same as above for anti fighter and point defence. Thirteen on ship (4)
Fore, aft and side anti ship missile tubes. Can be loaded with either nuclear (6) or plasma warheads. (8) (the later being far more volatile and unstable)
Engines: Six charged plasma drives (7)
FTL?: Yes
Armour: Polarised durasteel alloy plating. (8)
Shielding: Combined tiger shielding (10)
Other: Internal hanger capable of holding twenty four Mechs.
Ship Hull: Cruiser, Category A
Ship Class: Medusa
Weapons:
Plasma Cannon Turret. Standard glob firing plasma weaponry. Twelve on ship (7)
Mlaser Battery. Four linked Mlasers on a turret for close engagement of enemy ships. Eight on ship (5)
Laser Battery. Same as above for anti fighter and point defence. Nine on ship (4)
Fore, aft and side anti ship missile tubes. Can be loaded with either nuclear (6) or plasma warheads. (8) (the later being far more volatile and unstable)
Engines: Five charged plasma drives (8)
FTL?: Yes
Armour: Polarised durasteel alloy plating. (7)
Shielding: Combined tiger shielding (8)
Other: Exterior racks for eight mechs, interior hanger capable of holding a further eight.
Ship Hull: Corvette, Category X
Ship Class: Dragon
Weapons:
Directed Plasma Stream. Most developed of the Luudon plasma weapons. While still a primitive plasma weapon its effect is much like a flame thrower. Maybe in a hundred years they'll be up to Plasers. One on ship (8)
Plasma Cannon. Standard glob firing plasma weaponry. Two on ship (6)
Mlaser Battery. Four linked Mlasers on a turret for close engagement of enemy ships. Four on ship (3)
Laser Battery. Same as above for anti fighter and point defence. Three on ship (1)
Engines: Twin charged plasma drives (10)
FTL?: Yes
Armour: Polarised durasteel alloy plating. (3)
Shielding: Combined tiger shielding (5)
Other: Exterior racks for four mechs.
Ship Hull: Corvette, Category A
Ship Class: Wyvern (Same basic hull as the Dragon but with less advanced tech. Developed afterwards as a cheaper alternative.)
Weapons:
Plasma Cannon. Standard glob firing plasma weaponry. Three on ship (6)
Mlaser Battery. Four linked Mlasers on a turret for close engagement of enemy ships. Four on ship (3)
Laser Battery. Same as above for anti fighter and point defence. Three on ship (1)
Engines: Twin charged plasma drives (9)
FTL?: Yes
Armour: Polarised durasteel alloy plating. (3)
Shielding: Combined tiger shielding (4)
Other: Exterior racks for four mechs.
Ship Hull: Mech squad (4 units), Category A
Ship Class: Phoenix
Weapons:
Plasma Rifle. Shell based plasma weaponry. Originally based on the hulick artillery it has been upgraded for much faster shell speeds(kinda like a sniper rifle of sorts, stowed on back when not in use.) (4)
Mlaser Rifle. Mainstay weapon of the mech, moderate fire rate and reasonable power for its size, stowed on right leg when not in use. (2)
Twin Linked Laser. Two Lasers on left wrist. Capable of rapid fire for taking down fast moving light targets (1)
Engines: Hyper charged plasma drive (12 for regular manoeuvring, 15 in a straight burn)
FTL?: No
Armour: Polarised durasteel alloy plating. (1)
Shielding: N/A
Other: Capable of both ground and aerial service as well.
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Standing at the edge of madness; The view is good.
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former. - Albert Einstein.
Last edited by Gat; 07-14-2009 at 07:39 PM.
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