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Old 07-09-2009
TatersAndTots's Avatar
TatersAndTots is chucking all the wood a woodchuck could chuck
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Default Shifters Space Nation Rp

The galaxy has been like it always has been. People, or things, started on one planet, then expanded, then found other races, then killed them. No one really seems to get along with one another for more than a generation or two before the shooting starts. Every century or so there is a much more massive war, usually with allies cultivated during peace being brought into a sector-wide conflict. This is how the galaxy has worked for thousands of years, without fail.

The year is somewhere around 4340 A.D., depending on what timescale you use and who you ask. There are about 200 different intelligent species, allowing for subspecies and the “maybe”races. Lately, there has been an unusual amount of peace. A good 400 years of it. The United Peace Council (UPC) has done a oddly good job of keeping peace with mediation and a massive fleet under the command of the UPC. taken from all the fleets if the races. The galaxy is overdue for a war. This one will be a big one. The catalyst has already been found, and it is already tearing the UPC to shreds.

They are called the “Shifters”. They were creations of the Grays, the “little green men” of Earth, although they are actually gray. The Grays are the scientists of the galaxy, they experiment just because they can. One of their project was an organic hyperspace generator. They had amazing successes in their prototypes. They made humans grow these organs inside themselves, and tested them. The Grays did not consider a simple fact: If a person can travel into hyperspace on command, how can you keep them captive? The humans simply left their cells and stole ships. Hundreds of thousands of these new super-humans easily escaped the Grays and fled to the edge of the galaxy. The highly advanced Gray ships let them flee to the Fringe, an area of almost no colonization. This was two thousand years ago.

Now, the Shifters are back, and they have expanded. They own an unknown number of planets, with an unknown number of ships. Somehow, they have expanded their abilities to move whole ships. They have impossibly high technology, almost on par with the Grays again. These ships have begun to raid settlements along the Fringe. Governments are screaming for protection, but the UPC fleets seem powerless. The lightning-fast ships travel with almost no resistance, teleporting where they wish and destroying what they wish. Shifters land on asteroids and space stations, travelling through the walls and stealing whatever they wish.

No one knows where they are, why they are here, and how they are so advanced while being so isolated. Now one knows anything, but they are all lobbying for action. The UPC is powerless, and the galaxy is getting angry.

All-out war is inevitable.


So we got a scifi nation rp on our hands. Who is interested? Any input on tech, what to add, etc is greatly appreciated. A word to the wise, the more powerful your nation, the more shit will be thrown at it and the more it will suffer, so godmod accordingly



Race name:
Race appearance:
Number of Systems: Somewhere between 1-50 is okay. Any nation over 25 is... creaky, and suffers regional problems, which must be included in the Weaknesses (terrorist groups, revolts, slow reaction to threats, corruption, etc...)
Government Type:
Religion(s):
History:
Values of your nation: hardwork, truth, war, discovery, peace, etc...
National Traits:

Population Traits: (For all of the traits, give a short statement on each)

Military Traits: -------------------^

Technical Traits: -----------------^

Historical Traits: ------------------^

Faults/Weaknesses: --------------^

Hyper-Tech: ----------------------^


TRAIT SYSTEM:
Each Nation can choose a single trait from each category below. And seven extra traits to spend on any category except for Hyper-Technology and History. For each flaw you take you can take an extra trait.
Some Traits can stack, those that cannot will have an * at the start of the name.

National Traits:
GETTING HUGE!: Your nation has a serious skyscraper, monument and battleship fetish and likes to build big. BIG. BIG.
The Mossad: What you know, I know.
Komitet Gosudarstvennoy Bezopasnosti: We have not managed to gather any information on this trait. (KGB)
*Implausibly Efficient Government: Your bureaucrats cut through red tape with machetes.
Fair Dinkum: Your state has a rep as a straight shooter (metaphorically) and an honest dealer (literally).
The only Party in town: The government controls everything. Including you. Especially you.
Free Market Boomtown: The nice thing about a corporate state is there's profits for everyone. The not so nice thing is that you have to go back to your cubicle now.
Industrial Heartland: Tank factories stretch to the horizon and shipyards fill the night sky with waste light.
*New Hollywood: A cultural centre of the galaxy. Everyone who's anyone has made their fame here.
Who Cares About Uzbekistan: Your polity is simply not on the galactic radar and thus avoids a lot of the Bad Shit that can go down. . .
Party Please: Your diplomats are just so good-natured or know so many skeleton-filled closets that they can get into strategically useful alliances much easier than others. Of course, then you need to live up to what you signed . . .
*Cargo Cultist: If freighters were warships, you'd blot out the stars with your fleet. You still do, but there's less gunfire involved.
Load-Bearing State: You remember all those times you beat up a boss and suddenly the castle collapsed? Well, you're kind of like that to the galactic economy.

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.
*Hive: Through technological, psionic or even natural means these people share a hive-mind. (A hive automatically has this Trait) This makes infiltration almost impossible.
Man-Machine Interface: Thought the looking glass of circuitry and neurons into the uncharted territories of bioelectronic convergence.
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.
Heroic Age: Your people see themselves as Spartan Heroes, not Persian Generals. Shame the Spartans made poor civilians . . .
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.
Eureka!: The desire to take things apart and figure out how they work runs deep in your people's blood.
Hard Workers: Your people really roll up their sleeves and work.
Stupidly Brave: Nobody would think of calling your people cowards.
Not One Step Back!:
Tough as a Coffin Nail: Your people are just ridiculously tough and can survive true environmental extremes. Requires SPACE MARINES!, Cyberize
Plain Jane: You get one additional National trait, but cannot choose any other Population Trait.

Military Traits:
High Speed, Low Drag: Hit and Run. Really quickly.
Tortoise and the Hare: Slow, steady and durable wins the race.
Network-Paradigm Processor: Communism in warfare? Unheard of!
Battleships!: You've got a lot more battleships than most people. Also comes in other variants. (You could take is "Carriers!" or "Destroyers!" or "Super-Capitals!" potentially)
*Armament De-Regulation: Who puts 16" guns on freighters? You do!
Army General Staff: Your focus is mostly on taking and holding ground with troops, be that planets, space stations or hostile warships.
*Awesome Training: This trait is only worth one, but costs two because people are munchkins.
Death Spiraller: Why buy ten fighters when you can buy one five times as good?
Knife in the Back: You prefer the silence of a SPF strike to the brutishness of a battle line bombardment.
*Strategic Weapons Stockpiler: You put the Strategic Air Command to shame.
Ninja Space pirate: Arr matey! You'll never escape our pirate U-Boats!
Dispersed Operations: All spaceships can go quite a while without resupply and operate without fleets. Yours are optimized for this.
Space Trenches: If it was possible to dig holes in space-time to provide cover for your battleships, you'd do so.
A Penny Saved: Just because a cruiser is two generations behind the state of the art doesn't mean its useless!
Main Guns!: The age of the battleship is back with a vengeance, this time with spinally-mounted cannons for all.

Technical Traits:
*Mechanical Monstrosities: Who needs fighters when you can have giant robots!
Biowanker: Instead of heavy metal, your engineers have gone down the path of biotechnology.
On The Run!: Most people don't strap engines to factories and cram them into carriers. Most people.
Stealth Obsessed: Most people engineer a bit of stealth cladding into their warships. You use it for internal decking.
Flash: Your stuff just has that extra polish that makes it look cooler than everyone else's inferior-looking, blockily-functional equipment.
Plug'n'Play: Modularity is a virtue, so your engineers claim.
Ghost in the Machine: People are a hindrance, so you use machinery as much as possible.
Nazi Superscience: A role for every machine and a machine for every role.
Better Than Your {Keyword}: Don't apply this too broadly or I'll smack you, otherwise it's exactly what it implies.
Hangerize!: Fighters and Mecha are cool (or just an overly important part of your doctrines) so you stick them in everything you can. This provides strike/superiority ability in addition to the usual utility-craft hangars.
Off-The-Shelf Technology: You get one additional Bonus trait, but cannot choose any other Technical Trait.

Historical Traits: (MUST take ONE ONLY)
Warlike: Your History is filled with bloodshed, violence and the genocide of millions, at your own hands or against you. The point is you won’t back down if you don’t have to.
Diplomatic: You have more skill with diplomacy than most species and consider war to be a final option after all others have been exhausted. Fortunately you’ve kept your records better than others and suffer no diplomatic penalties with different species.
Commercial: A long history of commercial profit and trade fills your peoples lessons as children. Your people don’t learn how Aravais defeated the Chonomeri in a great battle but how Elan robbed Geddas of every last coin in exchange for a drink of water in the desert to survive.
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: (Must take ONE)
Plasma Tech: You are able to utilize crude plasma weapons. Although wasteful, the globs of plasma you can shoot rip through armor and shields like paper.
Cloaking Devices: I see what you did there... or not. Cloaking hides all emissions from the ships using the device, hiding it from whatever is looking for it. Firing plasma drives or firing weapons will expose the ship. The best bet is to fly towards the place you wanna go from rally far away, then just coast all the way in.
Relativistic Weapons: Projectile weaponry fired past 20% of lightspeed. Incredible levels of damage and destruction are capable.
Antimatter Tech: Better containment means more antimatter, which means bigger boom, 'nuff said. Antimatter can also be used in reactors and engines to make ships much faster than ships with fusion reactors.
Field Control: You that whole "gravity weapons are useless" thing? If you have Field Control, you can ignore that bit. Your race can use gravity much more than other races. You get things like tractor beams, which repel as well as attract, gravity elevators, and really big vehicles can use hover (hovering fortresses anyone?). You largest ships can use a bigger version of a tractor beam to rip enemy apart. Gravity ignores shielding.
*MORE Can (probably will) be added at request.*


Faults/Weaknesses: (Each Fault, Weakness or Flaw allows you to take one more trait EXCEPT for Historical or Hyper-Advanced.)
Honourable to a fault: Your strategies will never rely on surprise or deception, your ships are painted bright shiny silver and your admirals will always give a speech to the enemy before battle.
Creaky Military: The military is under-budgeted, under-equipped and underfed. Kind of like the Russian fleet circa 1995. You simply don't have much in the way of a military. This flaw hits hard enough to provide two (2) bonus traits.
There Is No Internet: Your computers and electronics are like 2000s vintage. This sucks.
Third World: Even in the future, the third world is not known for technological superiority. While not as horrible as There Is No Internet, it's far more broad-based. Kiss your shields and artificial gravity good-bye for everything but the flagship.
Soylent Green Is People!: You have a giant elephant-sized skeleton in your closet. (You must describe this big nasty secret. Though only your nation knows it and even the best spies would have difficulty finding it.
Government Red Tape: This request cannot be processed at this time. Please take a number.
*Cult Of {Keyword}: All Hail Xenu!
*Hilariously Fail: Someone - a lot of someones - doesn't have much going on upstairs. Unfortunately they're disproportionately represented in your government and military.
Public Outcry: Your people have deep and strong opinions on some issues you'd really rather they didn't.
Wimpy: Maybe they're a low-gravity race or just didn't drink milk when growing up. No matter the cause, your people are short, skinny and weak. This is a bigger disadvantage than it sounds, as your fighter pilots will not be able to handle nearly as many Gs and your ships will likewise be relatively sluggish.
Paranoia!: In a universe full of planet-destroying aliens, a healthy dose of paranoia is only natural. It might make diplomacy difficult but at least they won't sneak up on you!
Trade Dependent: Exactly what it says. A good example is a Mars-like world that must import significant food to feed its populace.
Military:
Infantry:
meat-shields, snipers, shock troopers... give me a short sentence or two on all the types, as well as each groups equipment.
Vehicles
same as above. List em, describe em, and describe their equipment/armament. Anything on wheels/tracks/hover/legs is included, so artillery and support vehicles are included.
Aircraft
If it flies, but can't travel off of a planet without help, it goes here. NOT PART OF THE NAVY. List and describe.
Buildings
Mostly stationary turrets and fortresses and the like. Included planetary shields (Ray and particle are separate, but can be included in the same unit). List and describe.


Navy
Ship classes are by weight. Remember, more powerful ships are expensive, so they are less of them, and bigger ships are slower. Weight is in kilotons (Ktons or K))

Super Capitals: 45-55k (50k) (Typically referred to as Dreadnoughts and Super-Dreadnoughts)
Battleship: 30-40k (35k)
Carrier: 25-35k (30k)
Heavy Cruiser: 10-20k (15k)
Light Cruiser: 3-5k (4k)
Destroyer: 2-4k (3k)
Gunships: 1-2k (2k)
Heavy aerospace Squadron (bombers or gunboats): 0.5k
Medium aerospace Squadron (multi-role/strike fighters): 0.2k
Light aerospace Squadron (single role fighters): 0.1k

Each ship has its own class to describe how state-of-the-art, or how powerful it is.
Category A: Most mainline troops and vessels are Category A. Well-trained and equipped they are the backbone of any nation's military.
Category B: Typically seen as reservists or low-priority formations, Category B troops typically have older equipment. However, it can still be effective in the right situations and can free up more expensive equipment for priority missions.
Category C: There is no argument about the age of this equipment or the skill of the crews. However for less well-off states this is sometimes all that can be fielded in any quantity.
Category X: Few militaries can afford Category X equipment; its effects scale while its cost scale even more rapidly. For most nations this is limited to the most elite formations.
NOTE: Class B or C doesn't have to mean crappy ships. It can mean crappy crews as well. The class is just to describe the ship's fighting potential. A ship with advanced tech can still be a Class C if the crew is really crappy.



Each class has its own template, which is as follows. The templates will be using a 1-10 system to describe speed, firepower, and defense compared to the other ships in your navy or to other ships of other navies.

Ship Hull: Capital, Carrier, Destroyer, etc.
Ship Class:
Weapons: List em and the number of each. Put the 1-10 number in parenthesis at the end.
Engines: List and put the number at the end.
FTL?: y/n Nations can save a lot of money by having no FTL drives on their smaller ships. These ships can be used for local defense and can simply use Gates to travel. Every system should have at least one Gate.
Armor: List and number.
Shielding: Both ray and particle. List and number.
Other: fighter complement and any other equipment worth mentioning.

Number of ships really isn't important. For scale, an average fleet has about 15-20 capitals (battleships ) 0-5 super capitals, 150 escorts (anything below battelship), and a couple hundred to two thousand fighters if your races uses them.




KK Here we go! Fill out your sheets and jump right in!!!
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'Cause life is a game that no one wins,
but you deserve a head start the way your life's goin',
So throw in the towel, 'cause your life ain't shit!
No, take that towel and hang yourself with it!
Life's short and hard, like a bodybuilding elf.
So save the planet and kill yourself!
If your feeling down and out with what your life's all about,
pick your head up high and blow your brains out!

-"Pick Your Head Up High And Blow Your Brains Out", Bloodhound Gang

Last edited by TatersAndTots; 07-11-2009 at 12:00 AM.
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Old 07-09-2009
Kadaeux's Avatar
Kadaeux is Australia, beware the Kangaroos... they watch you sleep.
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Nation Name: Do-Sun Monarchy
Ruler: Monarch Xaxis Karrde
Race name: Daquari
Race appearance: The Daquari are an odd race. They have four limbs that end in six digits, four fingers and two thumbs, these limbs are used both for tool use and motivation. They are more agile than any ape and can climb seemingly sheer surfaces. Their heads are canine but with large bony ridges and horns. Their skin is typically a greyish pallor though is also found in green and black. Black however is only found in the royal house. Their flesh is smooth like that of a burn victim but cold and clammy to the touch. The Daquari flesh is covered in billions of micro-chameleonic scales that give them the capacity for optical camoflage when on the hunt.
Number of Systems: 31
Government Type: Monarchy
Religion(s): Non-existent.
History: The Daquari Monarchy doesn't have an ironclad history. It is seen as meaningless baggage to 99% of the Daquari. The species is a collection of bloodthirsty predators. Carnivorous and rutheless with unparalleled stealth capacity and a penchant for violence and cruelty.
The only true feature that retains throughout the Daquari history is that the same Clan has ruled their species since they became 'civilised' the Black flesh of the Karrde clan has proven over centuries to be completely invulnerable to the touch of its enemies.
Values of your nation: War, Hunting, Speed, Stealth, Destruction, Food, the Monarch.

National Traits: -------------------
Komitet Gosudarstvennoy Bezopasnosti: The Daquari are very distinctive and religiously secretive. To try and infiltrate them is like trying to discover the secret of String theory on a Calculator.
Mossad: The Daquari's unique stealth capabilties makes them excellent infiltrators and spies. So does their unique skills at torture and interrogation.
Industrial Heartland: The Do-Sun Monarchy builds, often. The Capital world is ringed by a shipyard called "Xalaxia" as a testimony of this.

Population Traits: -------------------
Loyalty: The population is totally loyal to the Monarch. They would not only die to protect him but they would do so simply if he asked it of them.
Man-Machine Interface: The Daquari interact with their technology through the neural link.
Space Marines: The Daquari are incredibly tough, they can shrug off shots that would put down a terrestrial elephant.
Cyberize: Most Daquari are implanted with considerably Cybernetic implants as early as possible.

Military Traits: -------------------
High Speed, Low Drag: The Daquari are a predatory species that believe in hitting harder, faster and from an unexpected direction than anyone else.
Main Guns: The Daquari favour a sudden rapid strike with the heaviest weapons they can bring to bear.
Knife in the Back: The Daquari never attack unless forced to when they're seen, but the second your back is turned don't be surprised to discover a long-bladed dagger sticking out from it.
Space Ninja Pirate: As all the above.

Technical Traits: -----------------
Stealth Obsessed: The Daquari have scales in their flesh known as Chameleon Scales. When hunting they tend to blend in to their environment. Naturally this ethic passed on to their technology.

Historical Traits: ------------------
Warlike: A Predatory species with a penchant for taking what they want and killing its current owners.

Hyper-Tech: ----------------------
Cloaking Devices: Goes along with Stealth Obsessed.

Faults/Weaknesses: ---------------
Paranoia!: The Daquari are extremely paranoid. They don't trust any species not their own. Ever.

Military:

Infantry:
Daquari Hunter Cadre: A Daquari Hunter Cadre consists of ten Daquari and a SIV, (Detailed under vehicles) Eight of the Hunters are equipped with a Fragmentation Cannon, a device that fits onto the Harness worn by most Daquari, some refer to it as a Flechette cannon. One of them is equipped with a Daquari long-rifle. The long-rifle is a 40mm Sniper Cannon that fires armour piercing high explosive shells. The last of the Daquari is equipped with the Rattlecage. The Rattlecage is the squad support weapon a 35mm Autocannon. All the Daquari in a Cadre wear Chameleon-weave body armour.
Daquari Assassination Squad: A Daquari Assassination squad consists of four Daquari, three are equipped with Daquari long-rifles and the last carries a Rattlecage. These squads are typically deployed by stealth drop pod.
Daquari Legion: A rare sight. One thousand Daquari Hunter Cadres working together as a Legion. All those with Frag Cannons have them replaced for the Assault Rig. A modification to the Harness that carries two Assaulter Cannons, a pair of 20mm Maser Cannons.

Vehicles
SIV: The Stealth Insertion Vehicle. A grav-APC who's sole purpose and reason for existing is the transport of Daquari Hunter Cadre's. It has a quad-Assault Cannon in its turret and a cloaking device. The SIV is capable of orbital re-entry from a dropship.
Daquari Hunter: The MBT of the Daquari, a cloak capable hovertank equipped with a single 250mm Particle Beam. Usually seen in units of ten tanks.
Daquari Siege Tank: Like all Daquari equipment the ST is cloak capable. However it possesses a 155mm Macrocannon. While of small diameter than the Hunter the Siege Tanks main weapon isn't an energy beam but a cannon that fires nuclear shells.
Daquari Skysweeper: The body of a Daquari Hunter MBT but its turret has been exchanged for a rack of 12 .1 Kiloton nuclear missiles.

Aircraft
Skyeye: A simple razor-like fighter, its purpose is more recon than combat though it possesses a quartet of Rattlecages for that duty as well as the capacity for carrying 4 .1 Kiloton nuclear missiles.
Daquari Screamer: A hyper-stealth Interceptor. It carries no guns but has an internal rack with 10 .1 Kiloton nuclear missiles.
Daquari Nightmare: The entire Daquari Monarchy only has 200 of these Stealth bombers. For one very good reason. It's all they need. No guns, no AA missiles. The Nightmare carries one thing. A 1 Gigaton Fusion missile. If the Daquari deploy this then you've gone beyond the point of no return.

Buildings
Fortress-City: All Daquari cities fall under this category. The City is of a fixed size and goes underground as it expands. The city itself is 150km wide and surrounded by a 40 metre thick curtain wall. This wall is 40 metres high and has Rattlecage emplacements every fifty metres, Screamer missile batteries every 200 metres and a Hunter 250mm PB every 300 metres. The cities are protected by twelve layers of shielding fitting both particle and ray categories. These shield layers are in between one another for the best "fit".
All Daquari Spaceports are outside of the cities and also contain 2 layers of each shield type.

FLEET:
The Daquari Navy isn't a normal navy. It consists of 300 Ships. All of the same class, same size, same equipment. Stealth Cruisers

Ship Hull: Stealth Cruiser, Category X
Ship Class: Hunt-master.
Weight Class: 6k.
Weapons: 15 Primary Beams (8) 20 Shield Ripper Beams (5) 40 Missile Launchers (7) 120 Particle Beam projectors (4)
Engines: 6 Reaper Fusion Drives. (6)
FTL?: Class VIII Silencers FTL Projector.
Armor: Class III Huntress Armour. 540mm Tritanium Plating. (3)
Shielding: 6 Class IV Particle Shields. 6 Class IX Ray Shields. (8)
Other: Total Stealth, Cloaking Devices, 2000 Troop Capacity.
__________________
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Originally Posted by Taters and Tots: On me.
Kadeaux is all that there is.
Kadeaux is all there isn't.
Kadeaux is all this was, and all that will be.
Kadeaux can see into your mind.
Kadeaux can see into your soul.

Also, If jesus can walk on water, and Chuck Norris can walk on jesus, Kad can walk on Chuck Norris.
Kadaeux and vslayer: Emperor and Empress of noob Pawnage.[/CENTER]

Last edited by Kadaeux; 07-13-2009 at 09:50 PM.
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Old 07-09-2009
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Fish Soup is is in need of some spicy fish soup
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Totes save me a spot! I'm on this meat train!
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Old 07-09-2009
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Oh wait this is advanced....


Ohhhhh noooooo
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Old 07-09-2009
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((WIP))

Nation Name: The Holy Empire of Coranal
Nation Ruler: High Priestess Lidianya
Race name: Coranalsions
Race appearance: Generally humanoid in appearance except for a tendency towards fairer skin, hair colors lean towards metallic colors or very light colors, and a tendency towards being both lither and taller than a normal human.
Number of Systems: 47
Government Type: Theocratic Republic
Religion: The Church of The Pantheon
History: The Holy Empire of Coranal was formed from an empire from the planet which shared it's name. It had succeeded in taking most of the land all across the planet's surface and once it developed space flight it quickly subdued the last of the independent nations. That, however, was centuries ago, the modern Empire is mostly maintains it's roots except that the planet of Coranal is viewed as being early as important as the gods they worship. From their home planet The Holy Empire has spread out far across the stars where they once believed their gods resided. They have brought their religion to countless species allowing them to convert billions more to the faith. This has come with some problems though as some races believe the Empire is too oppressive on them and try to resist as a result. These are generally a minority group though and most species have long since become strong loyal members of The Empire.
Values of your nation: Piety, mental proficiency, and selflessness

National Traits:
Komitet Gosudarstvennoy Bezopasnosti: Stringent security and superb training make infiltration of any important facility borderline impossible.
Industrial Heartland: In order to further spreading the word of their gods and because of the industriousness of their people the Holy Empire has massive shipyards and industrial sectors.
Getting Huge: Both in their ships and their buildings the people of The Holy Empire have a tendency to make them large it large and imposing.

Population Traits:
Loyalty: Almost all the people are tied together through their religion and are therefore loyal to the government.
Heroic age: Believing themselves to be akin to holy warriors the people of the nation see the age as one of strength for themselves.
Hard Workers: Motivated through faith and loyalty the people of The Holy Empire are always working strongly.
Flag Wavers: Once more religion and faith unify the people to always support the current regime.

Military Traits:
Death Spiraller: Quality over quantity has been a mark for success since even before the space age began.
Awesome Training: Quality over quantity has been a mark for success since even before the space age began.

Technical Traits:
Ghost in the Machine: By using machines in the place of humans the Holy Empire often attempts to minimize casualties.
Nazi Superscience: Putting machines in control of menial tasks frees up people for more important tasks.
Better than your Capitol ships: Capitol ships are the primary force for the Holy Empire and they therefore focus heavily on their development.

Historical Traits:
In Armor Clad: A strong defense with careful and well planned advances has been the key to victory for The Holy Empire

Faults/Weaknesses:
Cult of The Pantheon: Almost all sentient beings in Coranal space follow the Pantheon, they are the gods whom they all believe in.
Public Outcry: On the fringes of Coranal space newly conquered planets often continue to resist and attempt to make their planet too costly to control.

Hyper-Tech:
Field Control: Field control is a powerful technology that Coranalian scientists have discovered and continue to upgrade.
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Last edited by Omega; 07-10-2009 at 12:40 AM.
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Old 07-09-2009
TatersAndTots's Avatar
TatersAndTots is chucking all the wood a woodchuck could chuck
Did someone say genocide?
 
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WHAT THE FUCK!!!!?!?!?! I wrote my whole nation format, and accidentally closed the tab T_____________T. Ill write it tmrw... Btw i will be playing the Shifters. I will be the "Big Bad" and thus will be appropriately buffed. I will have more traits, but also more weaknesses. And the whole "Hunted by the whole galaxy" thing helps to even it out, don't it

btw accepted all, but I need your navy specs too
__________________
Some advice for my enemies

'Cause life is a game that no one wins,
but you deserve a head start the way your life's goin',
So throw in the towel, 'cause your life ain't shit!
No, take that towel and hang yourself with it!
Life's short and hard, like a bodybuilding elf.
So save the planet and kill yourself!
If your feeling down and out with what your life's all about,
pick your head up high and blow your brains out!

-"Pick Your Head Up High And Blow Your Brains Out", Bloodhound Gang
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Old 07-09-2009
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Nation Name: Vellusian Republic
Ruler: Supreme Chancellor Xeris
Race name: Vellusians
Race appearance: Vulcans Essentially (From Star Trek)
Number of Systems: 1
Government Type: Administrative Republic
Religion(s): None
History: There is not much to be said about the people of Vellus. Their entire history is paved with nothing but discovery and innovation.
Values of your nation: The people of Vellus value knowledge and wisdom as the key factors of how to lead your lives. Everything the population of Vellus does is to promote the knowledge of Vellus as a whole.

National Traits: (1 Bonus)
GETTING HUGE!: Being confined to a single planet, the Vellusians do not hesitate to build everything BIG to accomodate their growing population. If they lack the resources, theres always that nearby moon or planet.
Who Cares About Uzbekistan: Being only a single system, the Vellusians avoid most of the 'bad happenings' of the galaxy.

Population Traits: (5 Bonuses)
Loyalty: The people of Vellus are completely self-sacraficing for Vellus.
Hive: The Vellusians, many years ago, mutually agreed it would be beneficial for the planet as a whole if they shared their knowledge with each other passively. Now their minds are linked via nanites that are implanted upon birth.
Man-Machine Interface: Through the nanite implants in their brains, the Vellusians are able to control anything mechanical simply with a thought.
Eureka!: You find it, we'll fix it. Then, we'll make our own.
Hard Workers: See Loyalty.
Cyberize!: Who enhances every aspect of their physical body and mind with nanotechnology? WE DO! WE DO! And yes, everything.

Military Traits:
Death Spiraller: Instead of building a fleet like most empires, the Vellusians have built and continue to upgrade a single dreadnought. The VDF Prometheus. They named this especially for their love of knowledge, for Prometheus means "forethought".

Technical Traits:
Biowanker: After their exploration into nanotechnology as a way to excel the Vellusian mind, they decided to upgrade other aspects as well, and vice-versa.

Historical Traits:
Diplomatic: The Vellusians enjoy their isolation, a lot. Though if and when they are hailed by another civilization, they would be more than happy to open up diplomatic relations. Though, they would bluntly refuse any call to arms unless it involves the defense of their own solar system.

Hyper-Technology:


Weaknesses:


Military:

Infantry: The Vellusians see no need for infantry. Though there is a full regiment of senatorial guards. They wear ceremonial white robes, and a white helment with a single black stripe going done the middle. They use standard ion weapons to disable any mechanical devices. They also have a projectile-based sidearm. Though this is their only true infantry, the Vellusians use their extensive knowledge of biotechnology and nanotechnology to create self-aware AI based upon the personalities of another person. This is done by extracting a nanite from a Vellusian's mind and implanting its memory core inside that of the AI's core processor. There are, of course, restrictions on the AI. For instance, they must follow any order given to them as long as it does not involve harming another Vellusian. This can be overriden by a direct order from the Supreme Chancellor or Captain Thel of the VDF Prometheus. These AI can be implanted into anything. They are used for technical help aboard the Prometheus, as the captains of vehicles, jet squadrons, or even managing the harvesters getting the crops. They also are used as marines aboard the Prometheus, in the bodies of androids.


-not done yet-
__________________
11/4/2009 5:54:53 PM John Now to do another 650 words tonight, and then I'm good for...things...who knows what those'll be.
11/4/2009 5:55:05 PM Nick porn?
11/4/2009 5:55:06 PM Nick :3
11/4/2009 5:55:50 PM John ....No, you sick bastard. XD

Last edited by Joccend; 07-11-2009 at 10:44 AM.
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Old 07-10-2009
general kane is planning for the Defenses of Sera
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Race name: The Empire of Man .
Race appearance: ( Human )
Number of Systems: 38.
Government Type:Imperial .
Religion(s): Open .
History:

The Empire was Founded by Emperor Richard De Fell in the year of 3200 AD , it's Birthplace was Earth the First Place that Man first took His Steps in , the Empire Supported Industrial and Military Advancement's over the Years Along with the Funding for the Kane firm which is Responsible for the Development of it's fleet's and Super weapons Along with Some Dangerous Bio weapons Stored in the Heart of the Military system Of Uraxia , the Empire During their Expansion Came across an Alien Race of Mysterious Origin Calling themselves the Orcavius , thy were Humanoid in shape but with a Black Color and were Masked , at first contact Large Massive Ships Appeared and Attacked the Imperial Legion Sent to Explore the E-19 Sector , the Battle Continued for a Few Days and the Imperial Legion in that Sector ( Calebius ) was Reduced into a Small Pocket Of Resistance in the Planet Calebius 2 where the Imperial Defenders fought for their Lives in The Battle of Calebius 2 But were Destroyed After their Defeat , this Ignited the Calebius war .


The Calebius war was A Brutal War that Lasted for 100 Year and took the Lives of ten's of Millions Of Humans , Badly in a Last Effort to Stop their Expansion and to Stop their Future Invasion of Inner Imperial Provinces the Empire Decided to Destroy the Star System through the Use of the Antimatter Drive that was Launched into the System's Sun Creating a Black Sun with Deadly Ray's that Destroyed Evey Living Creature in that Sector Thus Destroying The Orcavius .


Although the UPC Did pass a Bill that Would Decrease the Imperial Weaponry to 50% the Empire Declined this Bill and Continued to Upgrade and Expand it's Armies , in a Few Month's the UPC Declined the Empire of their UPC Seat and Ceased All Peacefull .

Although the Empire was the first Nation to Ever Be Kicked out of the UPC it's Relation's with other Nation have Not been Affected of the Incident and are still in good Term's with the Other Nation's .

The Empire is Composed out of 3 World's :

1- Civilian World's: Used for Civilian Exploit's such as Housing and Industrial Development .
2-Military World's: Used for the Training of Imperial Soldier's to Serve and Protect the Glorious Empire , thy Also Serve as Test Site's for New Weapon's .
3- Industrial World's Used for Making Ship's and Weapon's .
.




Values of your nation: Unification of Man and the Spread of Glory in the Galaxy .
Strengths: What is positive about your nation.:

Industry: Hundred's of Industrial Sectors in the Empire Making Everything from the Simple Car to a Heavily Armored A-89 Tank .

Resources: Abundant Resources Such as Fuel and Iron in The Terius System's .

Advanced Technology: Technological Advancement's Made By Several Company's such as the Kane Industry's .

Manpower&Military: Billion's of soldiers are ready to fight Along with an Advanced military .

Weaknesses:

Vast Region's: Although the Empire is Advanced in it's Army's thy Cant Cover up all the Region's in the Time of war

Terrorists:Terrorist Act's in the Tyrus System along with Rebellion Movement's in Ocary System .

Depends on Fuel:

The Empire's Fleet's Depends on Fuel and the Only Source of Fuel Comes from the Lubankya System in the Western Region's of the Empire , you Take Control of that Region you hold the Empire's Fleets By it's throat and by that you well Control the Empire ( it is a Main and Fatal weakness since the Empire Relies on it's Fleet to Defend it's Planet's ) .



Tech specialties: Describe the kinds of tech your nation uses. Again, detail please. (See below)


Hyperspace Mark 6 : A Hyperspace Drive Made by the Kane Industry's , it is the top of it's Kind and is Very Fast and is Made out of Titanium and uses the Latest AI technology to Maintain it's Power .

Shield's: Corrosiv Imperial Shields that Could Deflect Plasma Fire through the Use of K-10 Crystals .

Power: Use of Tri-8 Fuel To Power Main Civilian and Military Generator's .


Traits:

Population Traits:

Hard Workers: The Empire's Worker's Relay on their Loyalty to the Emperor and work Hard to Build Their Fleet's and weapon's .

Military Traits:

Army General Staff: Relaying on a Full tactical and Logical Training Along with Highly Trained Elite officer's .

*Awesome Training: The Training for all Military Personal is Conducted on 3 Phases:

Phase one: Learning the Basic's Such as the Use of weapon's and Vehicle's With Advanced Military Simulation's .

Phase Two: is about giving Order's and Following them Along with Operational Testing and Squad Command .

Phase Three: is A Test for all Military Personal By Bieng Deployed in a Nearly Hostile zone to see the Result's of their Training .

Armament De-Regulation: the use of Heavy Gun's to Destroy Large Capital Ships and star Fortresses .


Technical Traits: -----------------^

Flash: Weapon's and armor Not seen Before .



Off-The-Shelf Technology



Historical Traits: ------------------^

War like : the Empire has a Long History for war's against Other nation's , Although it is Considerd a Bad thing the Empire Alway's Knew that Peace with Nation's that Lowerd Humanity is Impossible and war is a Must .

In Armour Clad






Hyper-Tech: ----------------------^


Plasma Tech: the use of Plasma Weapons in it's Army's and Fleet's .

Weaknesses:

Paranoia: thy Fear Any Kind of Alien Attack on their world's .

Trade Dependent: Although the Empire s united it's Trade is not the Same , Some Star System's and Planet's Have formed into Trade Union's Imposing Tax's And fee's On every ship that Enter's into their System or Planet's Operated by the Trade union's , the Trade Union's were Also Supported By Independent Army's which were Mostly Mercenaries or Raw Imperial Recruit's .

National Traits:

GETTING HUGE: the Empire Focuses on Building Large Ship's tp Spread the Fear into the Heart's of it's Enemy's .

Industrial Heartland: The Empire Relay's on it's Hard Working Worker's to Work in their Large Factory's Accross the Empire .






Military:

Infantry:


Storm Troopers :


a Main Infantry of the Empire .

Commando's :



Used for Special Operation's and Mission's thy are the Empires Most Lethal weapon .

Marines:



Officer's:


Thy are the Brains of the Infantry .
.
Vehicles:


V-10 Tank:



Used for Storming Heavy Bases and Placements .


Stormer :


A Large Armored Troop Carrier .

AA-9:


Used for Anti-Aircraft Uses .


Wrecker:



Heavy Artilary .

Aircraft:

SS-2:



Special Fighter's .

ZX-12 ( Close Range Fighter used for Ground Support ) :



Used for Ground Support .


Buildings

Corrosev Fortress Above Earth ( used in other Planet's ):




Serves as home for the 4th Defense Fleet Orbiting Earth , in case an Enemy Fleet enters into the Sector the Shield ( Particle ) is Activated , is also a Dock and can Allow Docking Proceadure's For ship classes as the Executioner .




( their are other Buildings but ill continue Later )
Navy


Each ship has its own class to describe how state-of-the-art, or how powerful it is.
Category A: Most mainline troops and vessels are Category A. Well-trained and equipped they are the backbone of any nation's military.
Category B: Typically seen as reservists or low-priority formations, Category B troops typically have older equipment. However, it can still be effective in the right situations and can free up more expensive equipment for priority missions.
Category C: There is no argument about the age of this equipment or the skill of the crews. However for less well-off states this is sometimes all that can be fielded in any quantity.
Category X: Few militaries can afford Category X equipment; its effects scale while its cost scale even more rapidly. For most nations this is limited to the most elite formations.
NOTE: Class B or C doesn't have to mean crappy ships. It can mean crappy crews as well. The class is just to describe the ship's fighting potential. A ship with advanced tech can still be a Class C if the crew is really crappy.



Each class has its own template, which is as follows. The templates will be using a 1-10 system to describe speed, firepower, and defense compared to the other ships in your navy or to other ships of other navies.



The Executioner:



Ship Hull: Star Dreadnought.
Ship Class: X
Weapons:

Over 2,020 turbolaser batteries and ion cannons
2000 turbolaser batteries
2000 heavy turbolaser batteries
250 heavy ion cannons
500 point-defense laser cannons
250 heavy concussion Missile Batterey.

.
Engines: 30 ( See the Pic )

FTL?:Contain's an FTL HyperSpace Moduale that wouldalso Enable the Other Ships Near it to Travel with it .

Shielding:

2 FFx13 Shielding Domes .

Other:

Crew Member's are 190,98 Spacemen .

10,000 Gunner's .

89,934 Soldier's ( along with Equipment's and Tank's )


Star Destroyer:



Ship Hullestroyer.
Ship Class: A
Weapons:

DBY-827 heavy dual turbolaser turrets (8)
Medium dual turbolaser cannons (2)
Turbolaser cannons (100)
Point-defense laser cannons (52)
Tractor beam projectors (6)
Heavy proton torpedo tubes (4)
16 torpedoes each

Engines:

Primary Engines: 4

Secoundry:2.

FTL?:None.

Shielding:
Particle ( Domed )
Other:

Can Harbor 600 Fighter's .


Marauder Cruiser.


Ship Hull: Star Cruiser's.
Ship Class:C

Weapons:

Quad turbolaser cannons (12).
Point-defense laser cannons (24).
Proton torpedo tubes (4).
100 Torpedos
Engines: 10 ( See the Pic )

FTL?:None.

Shielding:

1 FFx11 Shielding Domes .

Other:

Crew Member's are 700 .

.

12,000 Soldier's ( along with Equipment's and Tank's )

( used as a Normal Transport )





The Hammer Ship.




Ship Hull: Small Warship.
Ship Class:A
Weapons:

Light turbolaser batteries (5)
Point-defense laser cannon batteries (2)
Torpedo or medium concussion missile launchers (2)
Medium concussion missiles (300)

Primary Engines: 4



FTL?:None.

Shielding:
Particle ( Domed )
Other:

Can Harbor 200 Fighter's .


( used sometimes to support Planetary Invasion's and also an Escort for Star Destroyer's )


Star Killer .




Ship Hull: Battle cruiser.
Ship Class:A.
Weapons:
Heavy dual turbolasers (40: 10 fore, 10 aft, 10 port, 10 starboard)
Turbolasers (40: 10 fore, 10 aft, 10 port, 10 starboard)
Ion cannons (20: 5 fore, 5 aft, 5 port, 5 starboard)
Assault concussion missile tubes (8, turreted)
30 missiles each

Primary Engines: 6


FTL?:yes.

Shielding:
Particle ( Domed )

FF13x12
Other:

Can Harbor 300 Fighter's .




Palian Star Destroyer:



Ship Hull: Star Dreadnought Mark 2.
Ship Class: X
Weapons:

Over 2,020 turbolaser batteries and ion cannons
1700 turbolaser batteries
1400 heavy turbolaser batteries
123 heavy ion cannons
400point-defense laser cannons
250 heavy concussion Missile Batterey.

.
Engines: 30 ( See the Pic )

FTL?:Contain's an FTL HyperSpace Moduale that would also Enable the Other Ships Near it to Travel with it . ( Same as the Executioner )

Shielding:

4 FFx12 Shielding Domes .

Other:

Crew Member's are 120,80 Spacemen .

7,000 Gunner's .

50,934 Soldier's ( along with Equipment's and Tank's )

Last edited by general kane; 07-17-2009 at 06:09 AM.
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  #9 (permalink)  
Old 07-10-2009
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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.
__________________
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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  #10 (permalink)  
Old 07-10-2009
Joccend's Avatar
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Join Date: Mar 2009
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Wow general, that looks awfully a lot like star wars. XD
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11/4/2009 5:54:53 PM John Now to do another 650 words tonight, and then I'm good for...things...who knows what those'll be.
11/4/2009 5:55:05 PM Nick porn?
11/4/2009 5:55:06 PM Nick :3
11/4/2009 5:55:50 PM John ....No, you sick bastard. XD
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