Awesome, i'll see what i can whip up ^^

Awesome, i'll see what i can whip up ^^
Generation 14: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
One a' you is gonna fall, and die, and I am not picking it up! -Malcolm Reynolds
"I play a stormtrooper, in a walker, who's trying to shoot down my own bloody plane."
―Ian Liston, referring to double role as Wes Janson and a stormtrooper
Trent, quick question. I'd like my 'nation' to be a federation of three worlds, one of which wasn't even spacefaring at the time of discovery. Could i do that if i take a hit on outposts, say only have one? Or even none yet, as the agreements to form the coalition would only have been signed months before present time.
Generation 14: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
One a' you is gonna fall, and die, and I am not picking it up! -Malcolm Reynolds
"I play a stormtrooper, in a walker, who's trying to shoot down my own bloody plane."
―Ian Liston, referring to double role as Wes Janson and a stormtrooper
Hmm. Could work if you had one world be the core planet, and the other two to be large outpost worlds. No other outposts besides that.Trent, quick question. I'd like my 'nation' to be a federation of three worlds, one of which wasn't even spacefaring at the time of discovery. Could i do that if i take a hit on outposts, say only have one? Or even none yet, as the agreements to form the coalition would only have been signed months before present time.
How are you setting the three planets up?
Fehnin would be the 'core world' or capital world in my sense. It's the most populous and well organized. Prav hadn't even discovered spaceflight yet, but had a caste system and intricate industrial complex when they were discovered by the Fehnin. After a brief period of peace the alliance ran in to the warlike and somewhat beligerant Ornthos (space faring, slightly better with salvage but less populous than Fehnin) and nearly started a war before agreeing to sign the 'Free Worlds Constitution' a political pact that binds the three together as one nation.
What i have of a history so far:
The Free Worlds Coalition was formed the three populous planets in the Coalition. Fehnin was the first to take to the stars, it discovered the still grounded Prav and formed an alliance. Under a single government the two worlds began building and exploring. Some two years after first contact between the amphibian Pravens and human-reptillian Fehnin an alliance corvette entered a standoff with an aircraft carrier of unknown origin. Alliance diplomats hotlinked a communications line through the corvette and entered negotiations with the mystery ship. After hours of tense deliberation, the ship agreed to stand down. Further correspondence between the alliance and the unknown race ended with the arrangement of a diplomatic summit. The mystery race, revealed to be an avian species called the Ornthos. After months of negotiations Alliance diplomats finalized a draft of the Free Worlds Constitution. The warlike Ornthos proved to be a perfect addition to the diplomatic Fehnin and industrious Pravens, setting the scene for a fledgling nation with the mettle to stand the test of time.
Generation 14: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
One a' you is gonna fall, and die, and I am not picking it up! -Malcolm Reynolds
"I play a stormtrooper, in a walker, who's trying to shoot down my own bloody plane."
―Ian Liston, referring to double role as Wes Janson and a stormtrooper
Free Worlds Coaltion
Faction Overview
Faction Name: Free Worlds Coalition (FWC)
Captial World Name: Fehnin Prime
Core World Description: Fehnin Prime is a ecologically rich and diverse world. With terrains ranging from rolling hills to dense rainforests to sprawling deserts. Rich natural resources and an abundance of fresh water have sown a history of relative peace among the Fehnin, who rarely had need to quarrel with other Fehnin. They had resources of all kinds readily available at all times, giving them little reason to fight as they prospered throughout the ages.
Dominant Economic Activity: Exploration and Outreach
Secondary DEA: Military Research and Production.
Nation Perks:
Strength Through Unity: The Free Worlds Coalition was formed form three mostly functional worlds, giving them a boost to available
infrastructure and manpower.
Cultural Diversity: Being formed from three distinct races has its perks. With three different cultures geared towards different specializations the FWC is highly versatile and effective in a wide range of fields.
Nation Flaws:
Freedom of Dissent: The Senate must agree on any major actions made by the Coalition, slowing their decision making process in times of potential war or unrest.
Fresh from the Forge: Formed mere months before present time, the Coalition has needed to focus its time and resources on stabilizing itself and overcoming internal strife, leaving little to no time to seek out and establish outpost worlds.
Short History: The Free Worlds Coalition was formed by the three populous planets in the Coalition. Fehnin was the first to take to the stars, it discovered the still grounded Prav and formed an alliance. Under a single government the two worlds began building and exploring. Some two years after first contact between the amphibian Pravens and human-reptillian Fehnin an alliance corvette entered a standoff with an aircraft carrier of unknown origin. Alliance diplomats hotlinked a communications line through the corvette and entered negotiations with the mystery ship. After hours of tense deliberation, the ship agreed to stand down. Further correspondence between the alliance and the unknown race ended with the arrangement of a diplomatic summit. The mystery race, revealed to be an avian species called the Ornthos. After months of negotiations Alliance diplomats finalized a draft of the Free Worlds Constitution. The warlike Ornthos proved to be a perfect addition to the diplomatic Fehnin and industrious Pravens, setting the scene for a fledgling nation with the mettle to stand the test of time.
* * * * * *
Planet Name: Prav
Planet Summary: Prav is a world covered in dense swamps and marshlands. Overcast for most of the year the world is foggy and warm in every season. The planet has a vast amount of geothermal vents that heat up the atmosphere and provide power to the famous Praven Industrial Complex. Prav is also filled with massive and ferocious predators, all of which are above the Pravens on the food chain.
Asset: Praven Industrial Complex. In their unilateral struggle for survival the Pravens converted a large portion of their world into densely populated city-factories.
*Since the foundation of the Coalition the Ornthos have been looking into 'taming' the massive apex predators of Prav for military use.
Planet Name: Ornthos
Planet Summary: Ornthos is a harsh, arid world scarred by a great battle of the Golden Empire. Ship hulls litter the cratered desert
landscape that the Ornthos developed in. Food and resources are scarce forcing any creature that lives on Ornthos to fight for the barest necessities. The planet is plagued by constant dust storms and an oppressive star that scorches the already dry surface of the planet.
Asset: Archaotech. Ornthos is littered with old military complexes, structures and ship hulls.
* * * * * *
Coalition Species:
Species Description: The Fehnin's origin is shrouded in mystery. Even the scattered accounts found in the ruins of Fehnin haven't shed any light on how they came to be. However they came to be, they were left on a paradise world. A nearly untouched planet of rich farmlands, rolling hills and immense fresh water lakes. They learned to harness the power of their abundant natural resources and managed to keep peace between the small communities that sprung up around the planet. Eventually they banded together to create the United Republic of Fehnin, the government on which the Coalition is based. They made great strides in science, literature and art while the galaxy burned around them, even managing to achieve small scale interstellar travel on their own. Genetic studies have proven that they are, or at least were at one point, part human. They retain many human physiological traits, their bodies are largely humanoid in nature, fair skin that turns to scales halfway down the calf and leads to a clawed reptilian foot. Their arms are similar, scaled forearms and clawed hands, turning to human skin at the elbow. They have slit-pupiled eyes with irises ranging from orange-red to light blue to green, with some Fehnin even growing small horns under their hair.
Species Traits: 40% of total population.
+We are The Peacekeepers: The Fehnin are fantastic diplomats and free thinkers, keeping the peace among three distinct societies that would tear apart without their efforts. They are the diplomats and scientists of the Coalition, the glue that holds the Coalition together.
-Naive: Coming from a world of relative peace and tranquility, and forming a multicultural society with little conflict, the Fehnin are a species that is uncommonly trusting of others.
Species Description: The Praven were spawned in a world out to get them. Every day on Prav has been a struggle for life, a daily conflict against death. Reason would dictate that creatures that survived and prospered on such a harsh world would be a strong race, fearless and stalwart. Pravens however, are the opposite. They survived by hiding, forming close knit societies that learned to accept the loss of loved ones to predators, parasites or disease. They learned to harvest what resources they could while the monsters slept, and eventually, created machines to aid them in their survival. Over time the Pravens erected great walls of steel and titanium to protect themselves from the hungry behemoths outside. Inside of these walls the great cities of Prav were constructed, half submerged in swamp water and much, the roots of these buildings were dug deep into the much and drilled into the bedrock deep below. They rise above the hundred foot tall walls of the Praven megacities and house the mighty Praven Industrial Complex. In these fortresses the Pravens hide from the wolves at the door, and work for the greater good and advancement of the Coalition.
Species Traits: 30% of total population.
+Industrious: The Pravens live in a society based around an ever turning industrial machine. The production, maintenance and operation of machines is what has kept them alive through the ages. As such they are fantastic at building/salvaging ships and other machines, doing so in less time and at a greater quality than most. They are the creators, the workers, the foundation on which the Coalition is constructed.
-Frail: The Pravens are frail and short lived, which is a leading contributor to their lack of scientific progress. With an average lifespan of thirty years they rarely have time to ponder such things.
Summary: The Ornthos are a warlike, avian race with a strong sense of honor. They grew into dominance on Ornthos first as an apex predator, then as constantly warring clan states. Before first contact with the Alliance the Ornthos were nomads with little interest in colonizing other worlds. Their constant infighting kept their attentions firmly on whatever ground they could hold with blood and fire. The heavy presence of Golden Empire archaeotech only hastened the Ornthos' rapid spiral into their own destruction. The tide of destruction was stemmed however by the rise of Nuvai Scarra. He united the warring clans and with the help of his general, Heitha Sarbrand, kept the Ornthos from destroying themselves.
Species Traits: 30% of total population.
+Warfighters: The Ornthos have a history written in blood, a vast tapestry of war and violence painted in the crimson medium. They are unparalleled warriors, unwavering and stalwart in the face of death. They are the might of the Coalition, the soldiers and pilots, the defenders of freedom and liberty.
-Fractal: The Ornthos have long been suspicious even of others of their own kind. It was an unheard of display of trust when Atan Scarra signed the Free Worlds Constitution, one that did not go without opposition. There is a strong rebel faction within the Ornthos, extremist terrorists that plague the Free Worlds Coalition, barely kept in check by the efforts of Heitha Sarbrand and the Ornthos National Armada.
* * * * * *
Government: Constitutional Republic. Senators are elected by popular vote in different districts of each planet. Those senators then
vote on important issues within the broad laws set by the Free Worlds Constitution. There is also a judicial branch elected by popular vote that upholds the tenants of the Free Worlds Constitution.
Economy: Free Market (Though with a three-fourths senate ruling the Coalition can use emergency powers to seize full control of the economy for a duration of no longer than three months, at which point another vote must be held to revise the emergency status. All companies/individuals economically affected by the state of emergency are reimbursed once said state of emergency has passed.)
Religion: Free Religion. While there are three dominant religions, Orthodox Hypenism (A form of ancestor worship observed primarily by the Ornthos), Naipool Animism (Spirit worship observed by the Pravens) and Sifrism (Polytheism focused around a central god named Sifri, observed by Fehnin).
Military: The Coalition subscribes to the theory of agility and finesse over brute strength. The backbone of what small fleet they possess is made up of fighter and bomber wings operating out of modified transport hulks with corvette escorts. This light mobile fleet is not enough for large scale invasions of enemy territory, instead being utilized for the unilateral defense of Coalition holdings and quick, covert incursions into hostile space.
*It should be noted that the Ornthos National Armada is technically a separate military entity. While it generally follows the orders of the Coalition they use different tactics than the Free Worlds Coalition Navy.
Ideology: The Free Worlds Coalition is based around the concept of freedom and libertarian ideals. The Coalition was formed with the promise that the individuals within would be allowed to behave as they wished so long as their behavior did not directly infringe on the rights of another citizen of the Coalition (As stated in the Free Worlds Constitution). This has left a sour taste with many in the Ornthos Clans, who believe that strong should dominate the weak. These extremist Ornthos have been known to focus their assaults on the Pravens, who were not even the top of their food chain and only survived due to their industry and unified efforts.
* * * * * *
Name: ONA Calypso
Class: Ornthos Transport Carrier
Weapons: None, scrapped in favor of larger engines. Carries two fighter/bomber squadrons and necessary logistics.
Captain: Khilih Alfhas
Perk: The Calypso is the Ornthos carrier that first made contact with the Alliance. Members of this crew are apt to work much harder and are held to a higher standard, only recruiting veterans from other Ornthos ships who have proven their mettle. This elite crew grants a boost to overall performance.
Flaw: As one of the early carriers built by the Ornthos its systems aren't perfect. While its hardware is sound its operating systems are buggy and cumbersome, meaning most computer reliant functions such as jump calculations take much longer.
Name: ONA Warseeker *This ship would land somewhere between a heavy frigate and a light cruiser IMHO so i'm willing to up the point cost a bit and change the classification*
Class: Ornthos Heavy Frigate
Weapons: Two Rocket Artillery batteries, Two 'Sarbrand Slayer' Burst Cannon Batteries (Heavy close range projectile weapons designed by Sarbrand), Two 120mm gatling rail guns, a reinforced prow ram, and grappling arms.
Captain: Heitha 'The Adjudicator' Sarbrand
Perk: Years of fighting in the Ornthos Clanwars has given the crew of the Warseeker ample combat experience. The stubborn captain also refused to refit her ship to Coalition standards. Grand Admiral Sarbrand loaded her ship with extra armor plates and weapon banks and a large, well trained boarding crew sacrificing the Coalition's 'agility over strength' doctrine for the capability to go toe to toe with even poorly fitted or damaged light cruisers.
Flaw: Sarbrand does not believe in retreat or 'tactical withdrawal'. In her many years of service to the Scarra Clan in the Ornthos Clanwars she never once retreated, and has never been defeated. This has inflated her pride and that of her loyal crew. Sarbrand and her justicars (as her crew is called by the Ornthos) would rather fight to the death against an army of thousands than retreat and sacrifice their honor. Because of this, she is usually kept on homeland defense fighting rebels or in extreme cases, defending the homeworlds when retreat is not an option.
*Note: Sarbrand has been known to employ extreme strategies to secure victory, including the infamous 'Sarbrand Blitz' where she burned out her engines to ram and grapple a heavy frigate controlled by neobarbarian pirates, her crew then boarded and secured it, turning the frigates' combined weapons against the enemy fleet.
Name: FWCN Sieghein
Class: Stealth Exploration/ECM Corvette
Weapons: ECM Suite-[Two sensor jammers, disruption field emmiter (while running ship is practically invisible to long range scanners), WNE (white noise emmiter, interferes with communications)], planetary scanners, wide range energy emission scanners (used to detect energy signatures given off by ship communicators, engines and weapons systems), point defense laser system, long range communicator.
Captain: Adalrich Estoc
Perk: Enhanced engines, the Sieghein has the most advanced systems of any ship in the Coalition fleet, this is especially evident in its engines. Captain Adalrich Estoc has often bragged that he pilots 'The fastest ship in the galaxy'.
Flaw: Unarmed. The Sieghein has no offensive capabilities whatsoever. The most it can do is interfere with enemy scanners, tracking and communications.
*Note: The Sieghien was the first ship commissioned by the Coalition, while under production for nearly a year and a half by the Alliance, it was unable to be completed until the formation of the Coalition granted access to the wealth of archaotech on Ornthos.
Name: FWCN Cehlian
Class: Praven Industrial Transport
Weapons: None, weapons were scrapped for increased cargo space and larger engines.
Captain: Gimi Steis
Perk: Superhauler- The Cehlian is the first ship build by the Praven Industrial Complex without aid from its allies. They made sure it was impressive. The Cehlian has vastly expanded cargo holds and larger engines to keep the product moving.
Flaw: Unarmed- Relies on coalition escort for defense.
Name: FWCN Fireflight
Class: Ornthas Destroyer
Weapons: Three prow mounted heavy missile launchers (30 Kabira long distance engagement missiles), two 150mm rail guns.
Captain: Seraf Kalista
Perk: The Fireflight is the first Ornthos vessel to be retrofitted using Coalition Naval standards. It had its armor stripped and engines enhanced to increase agility and speed. It's primary perk however, is the use of the newly produced Kabira LDEM. These missiles are able to engage from a much longer distance than most other ship mounted weapons.
Flaw: The Kabira LDEM, while an effective weapon in fleet operations, is so long ranged that it outranges the Fireflight's target finders and cannot be effectively used without a 'spotter' ship painting a target. All Coalition ships are equipped with target painters, though no National Armada ships possess the technology.
Name: FWCN Einspar
Class: Coalition Transport Carrier
Weapon: Two 120mm rail guns, and a hangar that can support two fighter/bomber squadrons.
Captain: Khalen Deidarc
Perk: The combination of pre-existing Ornthos archaotech, Fehnin scientific prowess and the Praven Industrial Complex allowed the Coalition to build a fast, lightly armed and moderately armored transport Carrier.
Flaw: Rushed Production- The Einspar was built hastily after extensive Coalition analyzation of the ONA Calypso. As such it is rife with operational issues, running the engines at full burn will quickly blow them out, firing weapons too frequently will overheat them and the ship's energy core is apt to short out when put under too much strain, leaving the crew breathing off of auxiliary power.
Name: FWCN Miral
Class: Coalition Tender (Converted Transport)
Weapons: One 'Sarbrand Slayer' Burst Cannon.
Captain: Hisha Buri
Perk: The Miral is a specially modified transport hulk. Split open by the Pravens this ship is bristling with mechanical arms tipped with various tools and mechanisms. The Miral is capable of field repairing any ship in the Coalition fleet given the time.
Flaw: Lightly armored and very lightly armored (the ship is essentially a bridge attached to a massive repair platform) and its only means of defense is a single burst cannon.
Name: FWCN Ishira
Class: Coalition Transport Hulk
Weapons:Two Dual linked 120mm rail guns.
Captain: Cairi Himeru
Perk: Powerful engines and heavy armor make this transport a tough nut to crack.
Flaw: Rushed production- Power grid issues due to rapid construction mean that the Ishira can either run its engines or fire its weapons, it must choose between its defenses.
Name: FWCN Mirakai
Class: Strip Miner (Converted Transport Hulk)
Weapons: Dual linked 120mm rail guns, four mining lasers with magnetic grapples, planetary scanners.
Captain: Kira Cylin
Perk: The Miracca is built for long excursions. Well trained engineers, simple systems and effective life support systems mean it can go without logistical support for long periods of time.
Flaw: The Miracca and its primarily Praven crew has been the target of several terrorist attacks since the formation of the Coalition. As such they have a tendency to bug out at the first sign of danger, sometimes even dumping their cargo to gain speed.
Name: FWCN Karas
Class: Strip Miner
Weapons: Dual linked 120mm rail guns, four mining lasers with magnetic grapples, planetary scanners.
Captain: Hesh Motec
Perk: An Ornthos captain is an unusual sight on a mining vessel, but one that may have saved the lives of the Coalition Senate. Hesh Motec was one of the few captains who commanded a ship in the immediate vicinity at the time of the Battle of Fehnin. Hesh and his miners fulfilled the role of basic fire support for Coalition fighters and managed to delay the pirates long enough for Heisha Sarbrand and the Warseeker to arrive. Since that event Hesh and his crew have operated with military precision, not afraid to fight off lesser threats, the Karas's crew is able to push the ship beyond its base capabilities.
Flaw: Captain Motec has been known to take unnecessary risks to fulfill his lust for battle. He will often remain in an engagement much longer than required for no reason other than to keep his crew 'in practice'.
Name: FWCN Stadtsil
Class: Fehnin Corvette
Weapons: Dual linked 100mm rail gun battery
Captain: Jens Reicker
Perk: Enhanced Engines - While not as fast as the near legendary Sieghein, the Stadsil boasts powerful engines that allow it to outrun most other ships.
Flaw: The Stadtsil was heavily damaged during the Battle of Fehnin and is still under repair.
Name: Project Revenant
Class: Prototype Stealth Carrier and fighter/bomber wings
Weapons: ECM Suite*, Kabira LDEM launcher (10 missiles), room for four fighter/bomber wings** [Other systems still in R&D stages]
Captain: TBA
Perk: [Pending completion and field testing]
Flaw: [Pending completion and field testing]
*ECM Suite based of off the systems integrated into the FWCN Seigein.
**Estimated value pending testing, actual effective capacity may be lower.
* * * * * *
Major Characters:
Name: Heitha 'The Adjudicator' Sarbrand
Species: Ornthos
Skills: Unrivaled military leader, brilliant, unquestioning strategist and tactician. Immense combat skill and leadership capability. The only known member of the Coalition to receive unilateral support and respect from all houses of Senate. Commands untold loyalty among loyal Ornthos and grudging respect from rebels.
Personality: Heitha is a vicious, unforgiving warrior. A veteran of the Clanwars, Heitha is fiercely loyal to those that she believes deserve her respect and flagrantly disrespectful to those who she deems unworthy. She is a dominant leader and unwavering politician, a symbol of the strength of the Ornthos and the Coalition as a whole. She is a passionate, free willed and wild individual, regularly indulging in all forms of carnal indulgence outside of combat. She regularly holds grand parties at her palace on Ornthos and possesses a harem of male and female Ornthos that tend to her needs.
Short History: Heitha Sarbrand was born in the heat of the Ornthos Clan wars. Her father was killed in the wars before her birth. Raised by her warrior mother, Heitha quickly grasped the way of the warrior. She challenged the chief of her clan for the title of leadership at the age of fifteen (quite young even for the Ornthos, who are thrust into military service at ten). She defeated him and took control of the small clan she grew up in. In her clan's wanderings they battled many smaller clans. Heitha was a unique clan leader among the Ornthos, taking any surviving warriors of the opposing clan and extending an offer to join her clan rather than die. While this quickly expanded the size of her clan, many within believed her weak for sparing opposing warriors. Finally one decided to challenge her. Heitha brutally dismembered him before even accepting the challenge, leaving the warriors decaying limbs on poles attached to the side of her wartruck for weeks. Eventually her travels brought her to a grounded but mostly operational heavy frigate from the Golden Empire. The ship was inhabited by a small clan of archaotechs. Heitha was filled with covetous desire, she wanted the ship for her palace. After days of heavy fighting, (essentially Heitha and her warriors running themselves against the frigates guns), Heitha managed to personally infiltrate the ship in the dead of night with a small team of her warriors. Impressed by the archaotechs ability to hold out for so long against her army she spared all of them, with the exception of their leader, who she brutally killed in a public display. Heitha's clan had found it's home. They no longer wandered, instead holding a massive expanse of land using the artillery guns on her frigate-palace to wipe out any who entered while staging incursions into rival clans' land. Some years later, Heitha was graced with a strange sight, an Ornthos peacetalker. He presented an offer from the largest clan on Ornthos, the Scarra. In exchange for fully repairing the frigate to working order, Heitha and her clan would join clan Scarra, taking a place in leadership second only to the head of the Scarra family. Heitha agreed, and soon after her ship was restored to working order declared the whole planet property of clan Scarra, a move that at first mortified her new allies. They soon came to realize however, that with and army and a ship, Heitha was capable of backing her claim. In a few short years Heitha had pacified most of the planet, with only small, scattered clans allowed to exist outside of Scarra territory. With the formation of the Coalition, Sarbrand was given a new title. She was made grand admiral of the Ornthos National Armada. At first the Coalition saw the unwavering loyalty she inspired in the Ornthos (one that overrode even the Ornthose Senate Leader) as a threat, but Grand Admiral Sarbrand soon proved her loyalty when a wandering fleet of scavenger pirates raided the poorly defended Fehnin Prime only a month after the formation of the Coalition. The Warseeker was the first ship to respond, jumping into the system in the nick of time. Sarbrand's Warseeker shredded several of the poorly armed corvettes before engaging their frigates and flagship. While other ships arrived later, most of the fragile scavenger fleet was destroyed or captured by the time Coalition reinforcements arrived. Since then even Praven and Fehnin Senate houses respect the word of Heitha Sarbrand.
TL;DR: Heitha wandered the desert for a long time fighting rival clans before finding and restoring a heavy frigate to operation, eventually saving the Coalition Senate from certain destruction and earning their trust and respect.
Name: Majority Leader Aftein Kedra
Species: Fehnin
Skills: Unsurpassed diplomat and political leader. Aftein Kedra is both the leader of the Fehnin senate house and the senate majority leader. He is the most universally recognized and respected figure in the Coalition, though many would argue that it was in fact Heitha Sarbrand. He is responsible for the formation of not only the now obsolete alliance, but the Coalition as well.
Personality: Aftein a cool headed, charming Fehnin who has never been known to raise his temper. He keeps an impressive countenance in the public eye and surprisingly, has shown no signs of scandal or corruption in his professional or personal life. The first to make the necessary concessions for the good of the Coalition, he sets the good of all three of the founding species at the forefront, unlike many of the politicians of the Coalition, which has garnered unprecedented respect among the Senate.
Short History: Aftein was a quiet, honest, mostly unknown member of the Fehnin Republic Senate at the time of first contact with the Pravens. First contact proved to be exactly the springboard his career needed. When it came time to choose a diplomat to approach the Pravens and reveal the fact that there was more to the galaxy than hiding in industrial complexes and hoping the monsters wouldn't get them, Aftein fought tooth and nail for the position. After a series of heated debates and elections Aftein was chosen. His remarkable progress with the Pravens earned him his place as permanent ambassador to the Praven nation. When he secured the foundation of the Alliance it was he who drafted the terms of the alliance and hosted the summit at which it was signed. Aftein was elected chairmen of international affairs and resolved dozens of critical disputes between the Fehnin and Pravens. His career was again boosted by contact with the Ornthos. His careful resolution of the Deadspace Standoff laid the foundation for the Free Worlds Coalition. He later took his place by popular vote as senate majority leader of the FWC, where he presently resides.
Name: Nuvai Ornthi Atu Scarra
Species: Ornthos
Skills: Proficient warrior and politician.
Personality: Unusually calm for an Ornthos, Nuvai is one of the few of his kind who can be reasoned with, to a point. His ambition is second only to Aftein Kedra of the Fehnin. He has tried to overtake Kedra in several elections, but always falls short. While this irritates him he believes it will only be a matter of time before the people realize that his place is at the head of the senate. Nuvai holds a grudging respect for Kedra, seeing him as a worthy rival and well of strength among the Fehnin.
Short History: Kih Talis was born in the midst of the Ornthos Clanwars to the powerful Clan Scarra. He was the son of common warriors, but dreamed of more. From his fifth birthday when he was gifted his hekhai he planned to use it to become the ruler of all of the Ornthos. He underwent vigorous training, claiming his first kill at the age of seven. When he was twelve he challenged and killed the newly crowned chief of the Scarra clan in a duel. Taking the mantle of chief as his own he adopted the name Nuvai Ornthi Atu Scarra, translating roughly to Scarra, King Among the People. He took his title seriously, and set to uniting the clans under one banner, his banner. His dreams were realized when his emissary returned alive from his meeting with Heitha Sarbrand.
*Will update as characters come into relevance.
Last edited by RacoonJones; 02-24-2013 at 12:02 AM.
Generation 14: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
One a' you is gonna fall, and die, and I am not picking it up! -Malcolm Reynolds
"I play a stormtrooper, in a walker, who's trying to shoot down my own bloody plane."
―Ian Liston, referring to double role as Wes Janson and a stormtrooper
Hey man, got a couple of quick questions I wanted to shoot by you before I decide if I would want to take part in this.
First, Are we required to be based on a planet/planetoid or are we able to be a fleet-based race? Supposing that we could be a solely space/fleet-based civilization, how much liberty would one be able to take with their sole ship?
Second, how restricted are we in terms of point-of-origin? For instance, while I understand that it is more convenient for all the races to be in one generalized area, what about one of them coming from the edges of the galaxy?
Third, are our societies required to have had contact with the Golden Empire at some point in their past? Or, is it allowed for them to have never had contact with humans, much less the Golden Empire?
Finally, supposing that the last two are generally open, how would you feel about non-organics? Of course, I got a lot to back up each of the points, should they be allowed, but would be willing to work through what is and is not allowed.
All in all, very interesting concept, I am quite interested in seeing what comes of this. Anything that you feel necessary to discuss with me personally, please, feel free to PM me.
Thrawn >.>
I'm watchin you....
Generation 14: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
One a' you is gonna fall, and die, and I am not picking it up! -Malcolm Reynolds
"I play a stormtrooper, in a walker, who's trying to shoot down my own bloody plane."
―Ian Liston, referring to double role as Wes Janson and a stormtrooper
1) Yes, you are required to be planet-based. Starships need logistical supply chains to operate and a solely fleet-based society would be absolutely tiny in comparison to other nations, even if based on cruisers.Hey man, got a couple of quick questions I wanted to shoot by you before I decide if I would want to take part in this.
First, Are we required to be based on a planet/planetoid or are we able to be a fleet-based race? Supposing that we could be a solely space/fleet-based civilization, how much liberty would one be able to take with their sole ship?
Second, how restricted are we in terms of point-of-origin? For instance, while I understand that it is more convenient for all the races to be in one generalized area, what about one of them coming from the edges of the galaxy?
Third, are our societies required to have had contact with the Golden Empire at some point in their past? Or, is it allowed for them to have never had contact with humans, much less the Golden Empire?
Finally, supposing that the last two are generally open, how would you feel about non-organics? Of course, I got a lot to back up each of the points, should they be allowed, but would be willing to work through what is and is not allowed.
All in all, very interesting concept, I am quite interested in seeing what comes of this. Anything that you feel necessary to discuss with me personally, please, feel free to PM me.
2) As a species origin, that works. But all the nations we play as are all in the same sector.
3) There is no way a species would not have had some form of knowledge of the Golden Empire or have been made aware of them. They were quite literally a galaxy-spanning empire. No contact with humans or actual living members of the Golden Empire is plausible though, but theres no way to avoid tripping over the ruins of the Golden Empire even if you are a newcomer species.
4) Non-organic species will likely be a minor race only. AI-tech has regressed to mostly "human" levels and robots have equal perks as well as flaws compared to organics, limited reproduction and precision manufacturing requirements being the most common problems. Unless you have some other form of non-organic species in mind.
Last edited by Trent01; 02-11-2013 at 12:54 PM.
"The Draconian race was forged in the merciless crucible of war. It is all they know. War defines them, and their quest for dominion drives them ever onward. The weakling and the fool have no place among the Draconian. Victory is all that matters, and it must be achieved by any means and at any cost."
Species Name: Draconian
Life span: No one has known a Draconian to die of old age as most die either in battle or a rare few continue on for many decades.
Average Eye Description: Red or gold
Average Eye Description: Reptilian like eyes
Average Height Range: 6'2" - 6'8"
Average Physique: Heavily built
Weight: 220 - 320 lbs
Race: Humanoid
Hair: On the back of the head a crest of hornlike scales form what resembles a mess of ropy hair.
Species Description
Due to the brutality of their surroundings on their home world, natural selection has played a significant role in the evolution of the Draconian, as they possess remarkable ability to heal the most severe wounds, and have evolved axillary organs in the case of massive trauma. Unlike most species, Draconian eyes are wide-set - on Earth this is distinctive of prey animals, and in this case it gives the Draconian 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Draconian can also reproduce and mature at an astonishing rate. They also stand on average between 6'2" and 6'8", making Draconian impressively tall with a heavy weight to match, commonly possessing a mass between 220 and 320 lbs. Draconian feet are ended with three strong talon-like claws with a fourth claw in the back as are their hands, with the replacement of the rear claw with one thumb on each hand. A Draconian's head features a blunt snout, a strong brow, and reptilian frills on the cheeks and ears. On the back of the head a crest of hornlike scales form what resembles a mess of ropy hair. Draconian eyes are usually red or gold in hue.
Draconian resemble in many ways what their name suggests: humanoid reptiles (or dragons). Draconian exhibit many draconic features, including a scaly hide and the capacity to use breath like flames. The scales a Draconian wears are scarlet, gold, rust, ocher, bronze, or brown in hue, usually identified by it's clan. The scales are typically in their greatest concentration around forearms, lower legs, feet, shoulders, and thighs, with a very fine leathery covering over the rest of the body.
Young Draconian, grow at an impressively rapid rate, much faster than most other races, reaching the equivalent maturity of a human child of 10 by age 3. However, this rate of maturation slows dramatically within a few short years and Draconian are not considered physically mature for another fifteen years. Once they do reach adulthood, like most reptile equivalents, will continue to slowly grow throughout their life time.
Draconian are often mistaken for reptiles but are in fact warm-blooded draconic creatures. In fact, the internal body temperature of the Draconian is warmer than that of most similar races, being so hot as to seem feverish to the human touch. While this might seem disadvantageous the lack of hair and large mouth allow the Draconian to displace body heat at an effective rate, meaning Draconian are comfortable in cold climates while remaining no more vulnerable to heat than humans.
Draconian nurse their hatchlings for several months before teeth begin to come in. A Draconian will then slowly introduce soft food and then move towards normal Draconian eating habits, which contain more meat than is typical of most other races.
Majority Species Traits:
Born Soldiers
Draconian are known to have a high tolerance to pain, and their immune system is something to behold, and it has not been known for a Draconian to remain sick for more then a day and for severe cases two days. Draconian are also far larger and stronger then most humanoids and grow to be heavily built, Draconian Warriors are also vicious predators whose very bodies have evolved to maximize their fighting potential in close combat and survival, which allows them to adept to even the most harsh of conditions. Their bony crests and tough, scaly hides can turn aside the surest of blows. Even unarmed, Draconian Warriors are formidable foes, with sharp claws and teeth capable of tearing out throats and biting off limbs, along with a powerful tail that can smash a man's rib-cage. Though it should be noted not all Clans and species of Draconian's a born with tails, in fact only those of the Blood Legion. Their reptilian heritage has also grants them the capability to regenerate lost limbs, albeit very slowly, over the course of several days. Though this is most true of those in the Ash Legion who can regrow limbs in even shorter time. Draconian's also possess incredibly durable hides well suited for battle, older Scar-veterans (500-600 years old) have been known to have scales as hard as rock and Oldbloods (800-1200 years old) grow to have hides so strong they can deflect glancing fire from smaller arms fire. Draconian also, however this is extremely rare, can sometimes grow very long and strong pair of leathery wings allowing those few lucky ones limited flight and gliding abilities. Most are known to be able to spit a caustic substance that once it hits the air ignites into a flammable burning liquid, effectively giving Draconian's the ability to breath fire like the legendary dragons of old in human myths, while those of the Ash legion spit a caustic substance like acid. Modern day battlefields have turned this into more of a psychological weapon. Draconian's also are quite durable and when injured have an inner strength that can push them to accomplish even more than when they are at their best. Draconian's also heal more easily than other humanoids, making putting one out of a fight difficult in most cases. Some Draconian have additional abilities. For instance, while most Draconian have vision comparable with humans a number have enhanced vision to see in low-light conditions. Some Draconian learned to shrug of wounds and enter into what has been widely known as Draconian rage, which gives gravely injured Draconian the resolve to get back on their feet and keep fighting for a little longer however they become incredibly reckless.
Draconian Warmachine
The Draconian Imperium has a highly trained, disciplined, and powerful army thanks to their warrior culture, and easily hold one of the most powerful military in their collective star cluster, if not most feared. They are well equipped and well funded, there are few armies with the zeal and ferocity of the Draconian Imperium's soldiers. The Draconian are also very highly industrious by nature, Building massive Forge Plants that build quality arms, and are renowned and feared for their military technology — weapon development, war machines and mass production. Their rifles and pistols, though still technically primitive when compared with rail gun or energy based weaponry of other nations, are still particularly finely made and have numerous weapon load outs.
Disadvantages
Divided we stand
The Draconian suffer from lack of an real central government, Since the death of the Great Khannat, none among their kind have risen up to unify them, they fight among themselves more then anything else and the different clans and High Legions find it difficult to near impossible to ever work together. Not to say they will not unit against a foe that endangers them as a whole, but such alliances are short lived until such enemies are defeated.
Feral instincts
Draconian well natural warriors, but are also quite primitive, they are easily angered and go into fits of rage over the smallest or imagined of slights, making them easily baited. Their technology is fairly backward, as they still widely use slugthrowers over more advanced energy weapons. Draconian code also dictates that fighting at a distance is cowardly, and often favor combat in close quarters. It is known that Draconian see scars, and mended wounds to be a badge of honor and treat scars from battle like trophies, they show that one was grievously wounded but has survived through skill or determination. They are also very racily divided and are only extremely loyal to another Draconian if they are of the same warband or clan. However these same mannerisms and attitudes make it difficult for them to make allies.
Trust no one: Xenophobic
Due to past grievances caused by the first intelligent alien race they came across, Draconian's by and large find it hard to trust other alien power's. Specially ones that are vastly different from them, such as none humanoids. For this reason their usual order of business went met with another alien power is to assume hostility and at worst cases shoot first and ask questions never.
Racial Psychology
Draconian's have a well-known dedication to honor and how deeply rooted this trait is remains debatable. However, all Draconian tend to view all living things, even hated enemies, as deserving of courtesy and respect. To Draconian's, honor is more than a word and is often considered more important than life itself. Cowardice is not simply undesirable amongst Draconian's, it is considered outright repulsive.
Part of the roots of this honorable attitude lies in the Draconian's drive for self-improvement. The Draconic nature of Draconians gives them a strong self-consciousness and a tendency for strong emotions. Both of these combine to make a Draconian particularly wanting of the approval of others. Draconian's place great value on the skill of an individual, including themselves. Failing at a task is anathema to Draconians and as a result they can sometimes push themselves to unhealthy extremes of effort. This aspect of the Draconian mind means few of the race take a laidback approach to any skill or ability, striving ever to become the masters of a particular skill and Draconians respect those among other races that approach life in the same manner. As a result most Draconian's mercenaries come to their way of life through a desire to prove themselves and win respect from their brethren.
Other races may see Draconian's as proud or even arrogant because of this dedication to excellence and high standards. It is true that Draconians are typically proud of their race's accomplishments. However, Draconian's are also more than willing to recognize with respect the accomplishments of other races in turn, whether or not the race in question is an ally or enemy.
More so than other races, Draconian's often wear their hearts on their sleeves, typically hiding neither anger nor joy. Draconian's are enthusiastic about life, particularly success, and brooding about failure for only a short time before their disappointment is shaped into a strong drive for improvement. Only a handful of Draconian's actually demonstrate traits that might be considered timid or reserved and the vast majority of the race have no qualms asking for what they need or taking time to improve themselves. Trust is a major factor in the lives of all Draconian's and each expects others to be just as open and forthcoming with them as they are.
Perhaps paradoxically given the often rigid conditions of their society, Draconians have a strong sense of independence and self-worth. Most Draconian's however do not view this as a need to break away from society or their clan as other individuals might, but rather to shape it for the better through their own unique strengths and weaknesses. Likewise, Draconian's see themselves as responsible for those around themselves, the group ultimately reflecting on the individual. In this way the successes and failures of each Draconian are the failures and successes of the group they associate with, giving Draconian's a very collective sense of self while retaining their individuality. Ultimately, Draconians hold themselves accountable for their choice of allies and poor judgment is considered no excuse for failing to uphold the standards all Draconian's hold themselves to.
Most of the Draconian's race's history is shrouded in war and violence, more often then not the race has been at war with something. When they lack enemies to fight they will usually turn inward and the many Tribes would often war with one another.
It is said that long ago when the Draconian had been new to interstellar travel that their home world was lost in a great struggle. Early in their infancy as they came into the space age, the Draconian first contact with another sentient race had been a violent one. The war with the Sorian, what the Draconian's called those of the Golden EMpire, had almost annihilated the Draconian race and brought them to the edge of extinction. The Sorians had come in with force seeking to possibly wipe out the Draconian's in order to then use the Draconian's as soldiers for the Golden Empire. The Sorian invasion force were large and had far more advanced technology then the Draconian's, and they steadily lost ground, soon The Golden Empire had all but enslaved the Draconian race. In the next few centuries the Draconian's would be blatantly used as shock troopers and soldiers in the Golden Empire. They were mentally conditioned to be the best and most trained, and genetic imprinting coupled with their natural advantages made them virtual living war-machines.
However it was countless decades later, after forceful gene manipulation and slavery, that the Draconian Rebellions began. The uprising begun began first with outer-rim worlds of the Golden Empire. While they had been able to quell their violent tendencies to an extent, they had been unable to break their spirit, in the late stages of the rebellions one Draconian rose to power having united many other tribes under him. In the wake of the war, this Draconian, Sil'izza, took advantage of the weakness of several key tribes bringing them under his control. Though did not have undisputed claim of all Raptora and it's outer colonies, he quickly earned his place as leader in the battle of Seven Stone, a great battle in the rocky swamp hinterlands on the Draconian home world. With this victory the remaining tribes united under his banner, an event that had never happened before in their history, and with his united force was able to push the Sorian off the Draconian's home world. Soon they brought the fight to the Sorian on one of their main colony worlds and in a last desperate effort by the Sorian, they activated and launched a powerful super weapon.
The thermal charged warhead impacted on the home world of the Draconian's killing untold millions. Before impact many had been evacuated, though the warning may have come to late for many other souls. The weapon rendered most of the planet uninhabitable. So though they had won the war and the Draconian Rebellions had come to a bloody end, beating back the Sorians from their home system, they had lost their own planet in the process. The Draconian's learned an important lesson that day, that has stayed with them to present time. Though the Draconian's where able to migrate to a new world, in another star cluster in order to escape the long arms of the crumbling Golden Empire, and adopt a planet as their new home word, Tyranus, the Draconian's would never be the same again and to this day have a deep hatred for the Sorian race and find it difficult to trust foreign alien powers.
Over the course of many countless years, the Draconian have spread around their new home system, and have come to dominate them to an agreeable level. In recent times Draconian' have sated their warlike ways by selling themselves as mercenaries and bodyguards and are still some of the best warriors in the galaxy.
Faction Overview
Faction Name: The Draconian Imperium
Faction Core World Name: Tyranus
Core World Description:
Tyranus is a high-gravity planet located in the Tyranus system of the Atican sector. It had rugged terrain and is covered with thick swampy forest and vast dense jungles. Life grows in fierce abundance under the F-class star Ragnaroka (a Blood Legion clan word meaning "Eye of Wrath"). Tree analogs grow in thick jungles, their roots growing out of shallow silty seas. The terrain of Tyranus was rough; there were many rocky hills, mountains, and vast desert plains, with thick lush jungles covering much of everything else of the landmasses. Much of Tyranus remains untamed wilderness, with thick jungle foliage soon choking any trails blazed through it. The jungles were full of indigenous creature predators, many large and dangerous, it also houses natural and toxic flora, including man eating planets and dense impenetrable groves of sallap trees. Much of Tyranus surface is covered by large oceans, while murky swamp lakes dot the landmasses and rivers of white-water vicious rapids cross the landscape.
Dominant Economic Activity: Industrial
Secondary DEA: Harvest: The Natural flora of Tyranus is plentiful in unique plants which are very beneficial for medical purposes.
Nation Perks:
Masters of Ground warfare
As per Draconian doctrine, the race and nation as a whole have mastered the art of ground warfare, thanks in large part to their cutting edge power armor technology. It is in their blood. On the ground, it is often joked, a single unseasoned Draconian is worth five men of any other nations or races soldiers. This is specially true of their older Scar-veterans, who practically make war a living art form to a religious practice. Only for any true Draconian's, their church is the battlefield and their choir are the cries of battle and the booming of guns.
Nation Flaws:
Fear the Witch
Well Draconian Imperium has a powerful ground army and a adequate navy. However the Draconian's have a deep fear and hatred for psionic's. Well they realize how effective they are and how useful such beings can be, the Imperium has a strict anti-psionic mandate. This, and the fact few Drake's understand psionic's itself, and the fact they hold racial discrimination against such individuals'. Means The Imperium will sooner kill psionic's then allow them to infect their nation, or god's forbid, ally with them. Draconian's themselves, well disciplined, can sometimes still be ruled by their more feral instincts. This means they lack the mental discipline to use psionic's properly, once more due to their own inability. They see it's use as for those who are weak or weak of will. Thus psionic users are seen as cowards.
Outposts are lifeblood of the factions. Critical sources of resources, archeotech, manpower, trade, and military bases
Each faction starts with four outposts, each of which contributes a unique asset to a faction. This could be a major industrial site, a key military base, ancient ruins, a local ship junkyard, or simply a very large population base. Losing these outposts is a major blow to a faction, and establishing new outposts takes time and resources.
Outpost Name: Gargh
Planet Summary: Gargh has a large diameter but light gravity and dense atmosphere. With a weak magnetic field, harsh solar radiation storms and massive sandstorms are common, and on occasion mass extinctions occur. The most persistent surface organisms were humble red rock algae. The planet consisted of a diminutive molten core with a rocky mantle forming a rocky, desert world subject to flash floods that carves great highland canyons. Water makes up 5% of the surface. A major underground Citadel of the Iron legion can be found on the planet, also Known as the Gamma Foundries.
Asset: The Gamma foundries were massive subterranean weapon and war-machine factories, located on the planet of Gargh deep in a desert under a large mountainous region. The Gamma wastelands are an indisputable and hostile region even Draconian's have a hard time of surviving in, and that is otherwise unremarkable and undesirable, the planet as a whole is. Aside from that fact it houses a large couch of natural resources and is actually the sight of a crashed ancient Golden Empire warship. Thanks to the buried and now excavated Imperial warship, The Draconian's have unearthed advanced technology, most of which is currently beyond their understanding. Part Lab and mostly a industrial factory, The Imperium creates some of it's most quality and advanced arms here. Gargh is ideal as a base for weapon foundries in many regards: it was home to a technologically-advanced but lost warship, which inner workings would aid in weapon production; its rugged, forbidding terrain more or less isolated it from outsiders, and its large underground caverns provided excellent camouflage against prying eyes. Another prime benefit of locating the foundries on Gargh is the planet's mineral-rich ring-system, used to provides the factories with ample raw metal and alloys
Outpost Name: Versvesh
Planet Summary:
Versvesh, is a young planet with an age of no more than one billion years, compared to the 4.6 billion years of Earth, Versvesh is also remarkably geologically stable. Versvesh is also larger than Earth, having a diameter of 15,273 kilometers, compared to the 12,756 kilometers diameter of Earth. Mostly a rugged and harsh wilderness fills the towering mountains, deserts and weather-beaten forest, Versvesh's surface is also pockmarked with meteor impact craters, some of these forming large seas. Versvesh is also located near a small nebula, which has a visible effect on the planet and its moons, casting an "aura" similar to the Aurora Borealis, though this could be caused by a stronger magnetic field.
Asset: A large military base and training facility exist on Versvesh, it is also one of the Blood Legions largest Citadels. Here most legions have set up their most intense training programs and maintain a strong presence. Versvesh is one of, if not the most important headquarters for the The Draconian Imperium and the main supplier of military and civilian spacecraft, and the location of the TDI's largest and most active shipyard. It was also where the TDI's most elite troops, are trained, as it is the site of many of their rites of passage. Versvesh's purpose is not solely military however; the surface of the planet also features farmland for cattle, and civilian towns and districts for many clans. The largest cities on Versvesh are Tokeq, Quezon and Versa.
Outpost Name: Finrai
Planet Summary: A common methane-ammonia gas giant, Finrai is best known for the infamous Kal'thor Camp. Established on the ice moon of Gesiska, Kal'thor was a Ash Legion hostile environment training facility run by a decorated Oldblood who first started the Special Intervention Unit operators. Several years ago a cluster-wide scandal broke out when it was revealed that the mortality rate of recruits sent to the camp might be as high as 18 percent. Gesiska has a thin atmosphere of carbon dioxide and ethane. Its first geological surveys were performed by the Ash Legion, and suggested areas of great mineral wealth. Iron Legion mining concerns spent billions of Sceel's hustling to the distant system and sinking test bores to claim the planet for themselves. But Gesiska had only an average level of mining wealth – valuable, but hardly worth the rush and expense. Iron Forge Legion Industria, a large Iron Legion company hoping to strike it rich in their first extrasolar mining venture, left much of their mining equipment and base behind. It was later taken by the Ash Legion and reformed into a small training base.
Asset: The Ash Legion military has a special forces division known as the Special Intervention Unit. All that is known about the SIU is that their training program is brutal. An investigation by agents in the Burning Legion into the camp found that the mortality rate was as high as 18%.
Outpost Name: Yor 4
Planet Summary: Yor 4 is composed of a molten metallic core with a thick, immobile low-relief silicate crust. The surface is made up of four continents which accounts for sixty-seven percent of the moon's surface. These continents were mostly covered in large sprawling tropical jungles with tall canopies though there were also a few mountain ridges like the Yunteh Mountains, dominated by volcanoes such as the Hexlith and Borundi Peaks. Yor 4 also has six interconnected oceans which covers the remaining thirty-three percent of the moon. There is also a large landlocked sea on the moon. As a relatively young satellite, the tiny jungle moon experiences a considerable amount of geothermal activity. Large rivers flow dramatically from volcanic heights and then follow a more meandering pace through the jungles. It orbits Tyranus and is the planets fourth moon.
Asset: Advanced research labs of the Burning Legion labs, they house a powerfully defended Citadel here partly hidden in the great volcano Helxith.
Government: The various clans and Legions within Draconian space are not currently united but is currently ruled by on and off warring tribal High legions. The High Legions are the four primary legions of the Draconian race and hold the highest form of organization within Draconian society. After the first Khan-Tarr's death, the leadership of the Draconian was split into the four large legions, each led by one of the four children of the Khan-tarr. They are named after the primus warband of each legion and each is led by an imperator, who are direct descendants of the Khan-Ur. The High Legions are the Ash Legion, Blood Legion, Flame Legion (now mockingly called the Gold Legion or the Burning Legion), and Iron Legion.
The Iron Legion: The Iron Legion is one of the Draconian's four High Legions. They pioneered the development of the engineering profession, discovering the Golden Empire warship and it's technology, and so are recognized for their mechanical prowess, preferring to overwhelm their opponents in battle with huge Siege weapons or mighty battle ships. Their capital is the Black Citadel, with Smodur the Unflinching as their imperator. They rule 25% on average of the planet.
The Burning Legion: The Flame Legion, also known as the Burning or Gold Legion by their foes due to their fierce characteristics and burning passion for conquest and tendency to leave burning ash in their wake, along with their excessive use of re-engineered technology and more "modern" tactics, is one of the four Draconian High Legions. Resident in the citadel of Hrangmer and or "The Flame Citadel", they are religious zealots, highly disciplined, trained, and are the masters of flame weaponry among the Draconian's, the only known to be able to use basic forms of plasma. The Legion during the time of the Khan-tarr where set out as the elite among the other Legion's, many of it's warlords fighting, training, and learning from the Khan-Tarr, acting as his personal elite guard.They still hold significant advantage in discipline over other Legions. They have been known to make use genetic upgrades and they are easily one of the most powerful legions and control at times 30% of the Planet and have a great influence within the Imperium.
The Blood Legion: The Blood Legion is one of the four High Legions in Draconian society. They are known for their prowess in traditional battlefield combat They make heavy use of combined arms, and as they were first established in the harshest environment of Tyranus and this harsh foundation shows in the quality of their warriors. The Blood Legion have become experts in the craft of close quarters combat and a formidable foes in urban, desert, and jungle warfare. Bangar Ruinbringer is their imperator, and are also among one of the largest Legion's, controlling 45% of Tyranus currently and second most powerful only to the Flame Legion.
The Ash Legion: The Ash Legion is one of the four High Legions of the Draconian's. They are famed for their spies, stalkers, and assassins, supporting surprignly advanced stealth tactics and technology. Their imperator is Malice Swordshadow. Being masters of stealth and subterfuge, they are seen as dishonorable and cowards by the other larger legions. Their clans belonging to a sub-species of Draconians that are built much slighter and smaller they are well suited for their chosen tactics, and none can argue their effectiveness, and if any of the other legions need something done that needs a more clandestine touch, the Ash legion are always the first to be called upon, their usefulness has proven their saving grace, and as of yet, no single Legion has seen fit to wipe them out, a turely diffcult task, as their main Citadel is located in a thick swamp, which forms a natural defense. They are smallest of the High Legion's however, controlling just roughly 7% of outer colonies on Tyranus.
Economy:
Sceel is an Draconian word for Scales. A Draconian's Scales are grown and lost several times a year, quickly recycling to compensate for the hard time many Drakes are put through. As well as performing these roles, Sceels are also an important part of a Draconian's status. The larger and harder a Drakes scales, the more important he is, and the better he can handle himself in a fight. However, probably the most important role Scales play is the one of Draconian currency.
Draconian's settlements and trade thrive on Sceel. Sceel are the lifeblood of Draconian commerce and a one of the most important factors in Draconian hierarchy. In Drake society only big, hard, stone-like Scales of Drakes have any real value. Sceel usually have a consistent trade value as anyone who demands more Sceel's than something is worth is asking for a beating. The standard Drake prices are:
1 Scale- a good meat pie and a tankard of Ryncol.
2 Sceels- a decent Slugthrower.
20 or more Sceels - a basic suit of body protection such as Aegis Armour.
A big flashy T5- "Chimera" could cost a Warlord hundreds of Sceels.
As Drake Sceel's are grown and shed on a regular basis, every Drake has a stable source of income. In times of dire need he can painfully extract a couple of Sceels prematurely. Sceel's of the Ash Legion clans grow faster then Sceel's, of any other Legion or clan and they are famous as the richest Drakes, who can afford the most advanced gear. Despite these properties, if not purposefully crushed, Drake Sceels will eventually disintegrate and fall apart, making sure that even the richest Drake’s hoard will never last him forever. Because of it, Drakes don’t save their Sceels, they have to spend them fairly quickly, and this keeps the market’s dynamics working evenly and sustains the whole Drake community. This simple approach to an issue most civilizations agonies about is a good example of Draconian approach to most problems.
Religion/Culture:
The Draconians are a military culture and their society, economy, technology and relationships are very much focused on supporting war, thus almost every Draconian is technically a warrior within their clan. Society is built around war clans which Draconian become a part of from childhood. Non-military tasks, such as farming and trade, can be left to the young, retired, injured, and slaves. But no matter a Draconian vocation they are always viewed as a soldier and view life like a soldier. Weakness and foolishness from individuals is viewed with particular contempt, some of such acts can result in a Draconian becoming a gladium, or in a worse case, the Draconian's name being struck from the race's history, specially if they have dishonored their clan by going back on a oath made. Draconian society is broken down into three main groups, each Draconian belongs to a warband numbering some sixteen members, each warband makes up and belongs to a clan that usually numbers somewhere into a fifty to a hundred warbands, and finally warbands are organized into a Legion numbering some a thousand individual clans or often more.
Draconian on occasion mate for life, but most relationships are more casual than that. Families are recognized but adult Draconian have very little contact with their parents or offspring, but sometimes keep tabs on each other for events which could reflect back on the family’s reputation. As soon a hatchling is born they enter a fahrar of one of their parents legion. The fahrar is the hatchlings first warband and they are trained as a military unit under supervision of an adult and are considered an adult when the warband no longer needs supervision.
The hatchlings are taught to unify and define their own social structure and the warband shares a root name, adopted from their clans, which they incorporate into their surname. While ancestry is known and acknowledged, the parents have little to do with the raising of the hatchling, and as such warbands are viewed as a Draconian's family and the bonds of loyalty and kinship formed between them stronger than those of other races' families. Though some Draconian's leave or change warbands, these strong bonds usually leave a deep impact on the Draconian; Draconian changing warband must change their name and fit in quickly if they are to survive. Male and female Draconian are viewed as equals and male and female Draconian do not differentiate themselves through wearing differently tailored or styled clothing.
The Draconian are highly industrious, despite their warlike ways, their forging superior to even most other races, and are renowned and feared for their military technology — weapon development, war machines and mass production. Their rifles and pistols, though still technically primitive when compared with mass effect or energy weapons of other nations, are still particularly finely made. However, not all of their advancements involve weapons—they also make some of the finest vehicles and space crafts in the Galaxy.
Some of their planets has been converted to ranches and fields for herding and growing of feed for the animals. Cattle, Semia, dolyaks, and devourers are their primary sources of food. The Draconian are known to have "meat festivals" as a type of cultural celebration.
Military:
Under the Khan-Tarr are his imperators, rulers of an entire legion, under each imperator are his primary commanders, the tribunes. A legion rarely has more than ten tribunes, and this office oversees an entire theater of war or large swath of controlled territory. Beneath the tribunes are centurions. Each centurion commands a number of warbands called a tarannen (a "company") and coordinates maneuvers on a broad scale within the tribune's authority. In areas where multiple centurions are coordinating, a primus centurion might be appointed—the "first among equals" of the centurions. The primus centurion leads an active assault force of 3-5 large tarannen; this is smaller than the numbers encompassed by the tribune's authority, but still sizable.
Each warband has its own legionnaire. The legionnaires are the true heart of the legions. They lead their warbands (typically a group of 6-16 Drakes) on missions, guide them to victory, and provide individual leadership to the squad. Under their command are the pure and mighty arytiss of each legion –the warband members who are the rank and file of Draconian strength. (Arytiss is the Drake word for 'warrior')
There are also ranks within the structure of the High Legions that do not contribute to the direct chain of command. A brevet is a temporary field command used in times of emergency. Quaestor is the legion title for quartermaster, a position typically held by an older soldier whose skills on the field have lessened, but whose experience and administrative guidance are extremely valuable. Scrapper is the catch-all term for a warband on punishment duty, no matter what their official rank.
"Primus" is the title for an adult instructor at a fahrar. As hatchlings are born, they are brought to their legion's fahrar to be educated and raised in a warband composed of the hatchlings of that year (or close to it). The primus provides education and guidance, preparing the young warband for life as soldiers in their legion.
The bottommost rank in the High Legions is the gladium. A gladium is a Draconian without a warband; they are the lowest grunts, given little respect or responsibility—regardless of their previous titles or rank. Without a warband, a Draconian is not trusted. It is every gladium’s duty to rejoin a warband as quickly as possible. Until they do, they are seen as a black mark on the legion’s record and are looked down upon.
There is a concrete difference between gladium and Draconian who have been assigned away from their warbands. The former have no support and no place in the hierarchy, except on the very lowest rungs. The latter are simply performing a task or solo mission away from their units. It is acceptable for Draconian to be away from their warbands for a long period, when duty and need require it. But Draconian on independent duty, unlike gladium, always have their units to call on and return to when their missions are complete. The Draconian Imperium has an active force of 518,000 strong split between the four ruling High Legions, however thanks to their warrior culture they can call on over twice as many soldier's when needed.
Weapons Mounted to Vehicles
Official Name: Fire Drake Machinegun
Common Name: Slugthrower cannon, Spite fires
Ammunition: Standard Slugs
Price: varies
Use: For Light vehicles and aircraft
Designer: Gorge Bloodfire
Manufacture: TBG Inc (The Blood Gorge)
Description:
Designed and invited by Gorge of the Blood Legion, The Fire Drake Machinegun is a basic projectile weapon that propels bullets at high speeds. It is used by the Draconians. It is a characteristically weak weapon with low armor piercing capabilities, high rate of fire, and low muzzle velocity. This light weapon is used only on light platforms. The Fire Drake Machinegun is used by the T7's, and a lighter version, used by (to-do).
Official Name: Gauss Cannon
Common Name: Gauss Cannon
Ammunition: Vengeance Rounds
Price: varies
Use: Largely used by Naval vessels, Heavy armor, and Orbital defenses.
Designer: Sith Ironboar
Manufacture: Iron Forge Works
Description:
The Gauss Cannon is the mainstay weapon of The Draconian Imperium, firing an explosive round at high speeds via some form of magnetic propulsion. Common attributes include average damage, average range, low firing randomness, average rate of fire, low muzzle velocity, and an uncommonly high firing arc. The Gauss Cannon is used by the Fire Drakes, and Thunderhead Class. The Leviathan Class, Behemoth Class, and other Warships use Gauss Cannons with extended range and increased damage. A Gauss Cannon explosive round resembles a white bullet with a red ring around it.
Official Name: Hells Fury Riot-Gun
Common Name: Khans Fury
Ammunition: Vengeance Rounds
Price: varies
Use: Heavy crafts
Designer: Gorge Bloodfire
Manufacture: The Blood Gorge
Description:
The Hells Fury Riot-Gun, a weapon that rapid-fires a stream of projectiles at the target, possesses a very high rate of fire and is, but does not have a damage radius. This weapon is best suited at attacking slow-moving targets or low armored ones. Based on the heavy Sluggun.
Official Name: Linked Railgun
Common Name: Railgun
Ammunition: Kraken Penetrator Rounds/Vengeance Rounds
Price: Varies
Use: Used by most Starships or vehicles
Designer: Sith Ironboar
Manufacture: Iron Forge Works
Description:
The Railgun is one of the most powerful weapons and widely used by the Draconians. It fires a magnetically-accelerated hypervelocity projectile to destroy heavily armoured vehicles. It can be used in conjunction with a Markerlight to make it even more accurate. The Railgun mounted on Hammerheads will easily punch through most armor aside from the most advanced. However, it will not penetrate the same spot on a Chimera, though it may cause some minor damage against the side armour. It may also fire a special bundle of submunitions designed to take out a larger number of smaller targets such as infantry.
Official Name: Autocannon
Common Name: Autocannon
Ammunition: Kraken Penetrator Rounds/Vengeance Rounds
Price: Varies
Use: Found on most heavy vehicles
Designer: Sith Ironboar
Manufacture: Iron Forge Works
Description:
Autocannons are rapid firing weapons able to use a wide variety of ammunition, from mass-reactive explosive to solid shells. Autocannons are usually either mounted on weapon carriages or vehicles because of their great weight. Due to their high rate of fire and sufficient killing power, they are effective against large infantry formations and light armored vehicles. They are also useful against heavy infantry such as Space Legions, although their power armour has been known to stop autocannon rounds. Autocannons are used by the Imperium Legions for most of their heavy armor and vessels.
Official Name: Phalanx Anti-Missile
Common Name: Phalanx AM's
Ammunition: Standard Slugs
Price: varies
Use: Anti-missle defense, for most naval units
Designer: Corgun Ironfield
Manufacture: Iron Forge Works
Description:
As tactical missile defense weaponry, the Phalanx Anti Missile has a high rate of fire and uses fired slugs at high volcites to destroy incoming missiles at extreme range, making it quite effective against sustained enemy fire. It's drawback though is that it takes some time before the Phalanx Anti Missile starts shooting, and the missile is actually destroyed. Because of this, the Phalanx Anti Missile will have a tough time protecting anything in its forward perimeter.
Official Name: Hellstrike
Common Name: Hellstrike
Ammunition: Missiles/warheads
Magazine Capacity/Clip Capacity: Depends on aircraft
Price: 30000
Use: Imperium aircraft
Designer: Corgun Ironfield
Manufacture: Iron Forge Works
Description:
Hellstrike missiles are air-to-surface anti-tank missiles with a solid fuel core and high-explosive warhead. They operate in a similar manner to Hunter-killer missiles, but are larger and fired at a higher velocity (given the aircraft is already traveling at high speed when it is launched). They are a common armament on Imperium Aircraft.
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Equipment/Scientific Inventions
Name: HK-Jet Pack
Manufacture: Iron Forges
Designer: Tragon Steelhide
Common Nicknames: Jump packs
History/Description: A Jump Pack is a back mounted device containing turbines or jets powerful enough to lift even a user in Power Armour. They greatly enhance a Draconian warrior's mobility by allowing him to travel quickly across the battlefield, this combined with the natural wings some Draconian grow allows them unparalleled mobility and control, making great bounding leaps over obstructions and launching themselves into the melee of close combat which they excel in. Its roaring engines allow a user to slow his descent when leaping from low-flying aircraft, allowing him to Deep Strike with relative safety directly into the fray. Any model equipped with a Jump Pack also counts as Jump Infantry.
Artificial Meat Production
History:
Raising animals for meat is an ancient form of farming that dates back to the transition of cultures to settled farming communities rather than hunter-gatherer lifestyles. Effective as a food source it may be, it however may only occur in rich pasture land or utilise otherwise marginal land through area-extensive pastoral techniques. As such, animal rearing is a rather unsuitable choice on smaller worlds and ships. Meat production generally uses more energy input to produce a given amount of consumable food than other forms of agriculture, although the meat products produced have very high nutritional value. While genetically engineered, low maintenance food animals has been around for many millennia, it however fell out of favor with the arrival of a new contender, a evolutionary invention by the Burning Legion. The new contender to the food industry was cultured or vat-grown artificial meat that is produced using the same basic techniques as other forms of printed tissue culture.
Process:
To achieve the goal of meat production, muscle and other flesh cells are grown on a specially constructed biopolymer scaffold, which replicates the natural extracellular matrix found in living animals. Cultured cells are then implanted into the scaffolding, and these cells are induced to bind together into muscle-like or vascular tissue. Once the meat block, known as `slab', is established, the tissue is supplied with nutrients and allowed to grow by as much as 400% by volume before harvesting. To ensure the slab has a healthy texture it is stimulated into regular contractions, simulating exercise; the slab is attached at each end to strain gauges to measure the force of contraction. Each slab is connected to a generous supply of nutrient fluid often closely resembling blood.
Planetary Weaponry ProductionDescription: The Planetary Weaponry Production plan, or P.W.P was an idea many within the Iron Legion thought of, but only one Draconian managed to make it came true. The P.W.P use is to construct several miniature factories that is only operated by a All Terrain Builder Drone (ATBD), not only the factory itself uses planet resources production capable of disassembling and reassembling at a different location in a short period of time. The PWP does not only utilize war machine, but also capable of producing infantry weapons, and varies munitions that varies from the smallest to the largest such as from the 10 mm used in Sidearms to 225 mm howitzer round.
Multi-Purpose Construction Drone
The Multi-Purpose Construction Drone or M.C.D is the TDI standard purpose construction drone used to aid military construction projects for Legions such as establishing bunkers, bridges, trenches and other installation. The drone has a tracked base for all-terrain movement, it also has built-in low class computer artificial intelligent and carry highly compressed raw material. Alone, it can lift object weighting minimum of 15 tons and be fitted with different construction tools. Another features the MCD have is that it capability to fix and repair almost anything, whether it be weaponry or military vehicles. Being expensive and fragile, the MCD is commonly found at “secured” TDI construction site, repair depot, armory and so on.
Stealth Drone
The Stealth Aerial Utility Reconnaissance Equipment Type 21 or nicknamed as “SAURIV” (meaning 'eye) is the The Draconian Imperium's Ash Legion standard UAV equipment limited issue for recon, scouts, special force and snipers within the Ash legion. The SAU-21 is remotely controlled up to a limited range of 3 km. The SAU– 21 due to its small size, cannot be armed but however is made up for its multi-functional capabilities recon equipment such as scramble, jammer and spotter. The SAU-21 is lightly armored and can be easily shot down, to counter this problem, most SAU-21 are equipped with a early generation cloaking device similar to Gekko armor, but one drawback is the immense heat signature given off.
Demolition Pack
The Demolition Pack or Drake-Pack is the The Draconian Imperium standard issue kit for a Burning Legion demolition expert and a downgraded pack for the general infantry. As such, the kit includes whatever tool required for demolition purposes. Within it are the items stated bellow
The M-224 Anti-Personnel Mine or better known to both the TDI as a “Rorkmore” (named after a dangerous predator on Tyranus) is the TDI's standard issue anti-personnel mine to all enlisted arytiss (Drake word for Soldier). The "Rorkmore" is a directional explosive device that is activated by either remote denotation or trip laser. It has an effective range of 40 meters and includes extremely dense material coated white phosphorous that are known to cause intense burn to anything that comes into contact with it. While the majority of this Anti-Personnel Mine is included in every Combat Kit, a minority of this can be found in the TDI demolition pack.
The C-12 Plastic Explosives or just simply C12 are the TDI's multi-purpose adhesive explosives. It can be molded into different sizes and shapes and be able to be placed anywhere. The C-12 is very stable, will not detonate even if dropped or shot at. It requires a specific electric charge from a detonator to activate via remote control or timer. As such, the C-12 is generally easy to defuse, which the only requirement is the removal of the detonator. The C-12 is stored in a rectangular metal container commonly found inside the Demolition Pack, although sometimes they can also be found carried independently.
The weight for five standard slugs would weigh 1lb. and cost 1 Sceel a piece. Ammunition only fits slugguns of the same size and weight.*
Standard Slug:
The standard slug is the standard-issue antipersonnel ammunition for the Sluggun. It is designed to penetrate a target and detonate, causing horrific injuries. It uses the statistics written above.
Kraken Penetrator Rounds:
Kraken penetrator rounds are potent, more power armor-piercing rounds than the standard bolt. The uranium core is replaced by a solid adamant core and uses a heavier main charge. Upon impact, the outer casing peels away and the high-velocity adamant needle accelerates into the victim, where the larger detonator propels shards of super-hardened metal further into the wound. These are effective against heavily-armored infantry.
Inferno Slugs:
Inferno Slugs are designed to immolate their targets and destroy them with superheated chemical fire. The uranium core is replaced with an oxy-phosphorus gel, known as Promethium. However, due to the decreased projectile mass, armor-piercing capabilities are compromised.
Hellfire Slugs:
Hellfire Slugs are designed for use against organic targets, specifically the Orakian. The core and tip are replaced with a vial of mutagenic acid and thousands of needles. When the round enters the target's body, the vial shatters and the needles pierce the victim's flesh, pumping the acid into the target. Almost the same as the Inferno bolt but does obviously not set the target on fire.
Metal Storm Frag Slug:
In the metal storm frag slug, the mass-reactive fuse of the standard bolt is replaced with a proximity fuse, and the uranium core and diamondback tip are replaced with increased high-explosives and a fragmentation casing. This means the slug explodes when it nears an enemy, creating a lethal hail of shrapnel. This bolt is capable of inflicting casualties on multiple lightly-armored targets, but its effectiveness is dramatically reduced when facing heavily-armored foes in Mechanized Armor.
Stalker Silenced Shells:
Stalker Silenced Shells are Slug rounds with low sound signatures, meant for covert fighting. They are often used in conjunction with an M40 Targeter System, an extended barrel, and a stock to create a sniping weapon system. A gas cartridge replaces both the propellant base and main charge for silent firing, but this sacrifices muzzle velocity as a result. A solidified mercury slug replaces the mass-reactive warhead for lethality at sub-sonic projectile speed. These rounds are used when stealth and precision are required. These rounds allows for catching the target off guard. These rounds cost the same as Standard Bolts and weigh the same.
Vengeance Rounds
Vengeance Round bolts were created using unstable flux core technology that makes them hazardous to use but extremely potent at penetrating through heavily armored targets. As their name implies, these slugs were developed by Draconian's specifically to target medium armored and heavily armored foes. These round gives the Sluggun the vicious power to pierce most known armor. These rounds cost the same as Standard Bolts and weigh the same.
Dragonfire Slugs
Dragonfire Slugs are hollow-shelled bolts that explode with a gout of superheated gas that can eliminate the value of cover for enemy troops. These rounds cost the same as Standard Bolts and weigh half as much.
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Small arms section
L2-Slugthrower
L3-Slugthrower
Official Name: Slugthrower
Common Name: Slugthrower
Ammunition: Standard Slug
Magazine Capacity/Clip Capacity: 80
Price: 1,500 credits
Use: Standard infantry
Designer: Warmac Nerblood
Manufacture: The Blood Gorge
Description:
The Slugthrower is a large, .75 caliber assault rifle and unlike more advanced weapons of the time still uses slugs (as the name implies) and lack mass accelerators. It has a much greater mass than most standard-issue rifles such as the M-8 Avenger, although it is slightly shorter in length. Unlike most rifles, it lacks a stock, resulting in a grip much like a pistol's or a sub-machine gun's. A Draconian's bulky powered armour would make shouldering a stock an awkward experience, but the natural strength of a Draconian alone is often also able to compensate for vibrations and oscillation, making a stock redundant. Stocks are sometimes used, however, with an extended barrel and an M40 Targeter System to transform the Slugthrower into a sniping weapon system, however these are rare since Dragonites prefer close range combat. These sniper-Slugthrowers are most often used with Stalker Silenced Shells. The Slugthrower is complex to produce and requires dedicated maintenance. Draconian's also wear massive suits of power armour that further enhance their control over the powerful recoil of the weapon, and aid the already prodigious skill of the individual Draconeon warrior with autosense uplinks and suit-integrated targeting systems. The Slugthrower is simply far too heavy to be wielded effectively by the average human being.The Slugthrower also is far less susceptible to being fouled by dirt and mishandling than more advanced weapons, however despite it's capabilities it is still quite a primitive weapon in compression.The Slugthrower need for physical ammunition demands far more logistic organization than the standard weapons of the era, and Draconian Legions have been known to go through a small stockpile of rounds in a single campaign.
Stock:
Stocks increase accuracy of Slugguns by a good margin.
Extended barrel:
Increases the range by 30 ft (to a total of 160 ft.). Costs 25 credits.
Double barrel
Also known as the Storm Sluger variant. The Storm Sluger is a compact double-barreled version of the Slugthrower. Resembling two Slugguns attached side by side, the storm sluger is capable of withering fire without hindering maneuverability, enabling the bearer enormous individual firepower. Storm Slugers are popular with older Draconian forces, specifically Oldbloods and Scar-veterans.
Launcher:
An attachments that allows allows a launcher to be equipped instead of a knife bayonet. Allowing the use of frag and plasma grenades to be launched.
M40 Targeter System:
This scope and laser dot sight allows far greater accuracy and effective range for Slugguns to double their effective range.
Bayonet:
Well most L1-Slugthrowers came with the stranded knife attachments, it was found hard armor of modern battle fields where to thick for it to be of much use. Thus the L2-Heavysluger comes with a chainsaw bayonet. The chainsaw consists of razor-sharp, carbide-tipped blades powered by a variable-torque motor, and is capable of killing an enemy in seconds.
Tripod:
Due to its bulk and weight, Imperial Draconian infantry operate Heavy Bolters using a two-man team, mounting the weapon on a tripod. This helps create a stable firing platform when prone increasing accuracy.
Ammo belt protection:
That Draconian Marines heavy Slugthrowers have the ammunition belt feed protected by a tough, flexible feed chute.
Can be bought for additional 200 credits and removes the chance of jamming, but increase the weight by 20Ibs.
HB-Lair 149
Official Name: HB-Carbine 149
Common Name: 49, HB
Ammunition: Standard Slug
Magazine Capacity/Clip Capacity: 30
Price: 1,000 credits/ 5 Sceels
Use: Longer range support
Designer: Kargon Burnpyre
Manufacture: Burning Heart Forges
Description:
Well the L2 and L3 are the go to weapon of choice for heavy fire suppression, their high fire rate made them difficult to use at long range, even with auto targeting, and maintenance overall make them a poor choice for extended campaigns. The Burning Legion, unable to keep to match the industrial might of the Iron Legion sought a more resource friendly alternative. The 'HB-Lair 149 rifle' is a result of a number of improvements made on the L2 and L3 Assault Rifles, such as the addition of an extensive recoil control system, a longer barrel with a larger bore for higher caliber bullets, a completely reworked action for receiving and ejecting cartridges, and a rudimentary iron sight on top of the receiver. The raised areas of the rifle are called "lands," which make contact with the projectile (often a standard slug), imparting spin around an axis corresponding to the orientation of the weapon. When a projectile leaves the barrel, this spin lends gyroscopic stability to the projectile and prevents tumbling, creating a surprisingly accurate weapon perfect for med to long range action and their short design is perfect for urban combat. Flexible weapon, they are also better economically as their low rate of fire (semi-auto, three round burst, and single fire options) and low mag size assure Draconian warriors avoid "Spary n Pray" tactics.
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Official Name: LT7-Kaback
Common Name: Kaback
Ammunition: Vengeance Rounds
Magazine Capacity/Clip Capacity: 200
Price: 1,450
Use: Police
Designer: Bhergav Burnpyre
Manufacture: Burning Heart Forges
Description:
The LT7-"Kaback" Battle Rifle is modeled after the L1-Slugthower series in terms of size and power. But is tailored made for peace keeper units mainly police forces. Thanks to it's high rate, with a selection between semi-auto and full-automatic fire, it's reliance and ability to be easily repaired and maintained it is a popular choice among Legions. It uses .45 rounds instead of the larger .70 caliber, but holds a rate of fire of 585 rounds a minute with a effective range of 1,000 m and a muzzle velocity of 847 m/s. It is however not as modular as the L1 or L2 thus does not benefit from the same attachments. But is equipped with tactical silencer which and be activated when needed and a red dot to increase accuracy. It also benefits from having a much higher then normal ammo count thanks to a duel built in box and the ability to be belt fed. Making it some fairly heavy.
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Official Name: "Harbinger" G290
Common Name: Slugthrower cannon, G290
Ammunition: Typically Kraken Penetrator Rounds
Magazine Capacity/Clip Capacity: 200 Rounds
Price: 10,000 Credits
Use: By Scar veterans and Oldbloods in Dreadnought armor
Designer: Gorge Bloodfire
Manufacture: The Blood Gorge
The "Harbinger" G290 is a heavy, automatic anti-personnel weapon commonly used by Dreadnought armoured Draconian. Its most notable feature is its incredibly high rate of fire, easily eclipsing that of the autocannon it replaced. It is a medium-calibre rotary autocannon, with 6 barrels cycled by an electric motor past a single chamber. The weapon was developed after the Sorion war as a replacement for the autocannon. This weapon is the standard alternative to the heavy Storm sluger as a Warbands special weapon. Its design has changed little, retaining the distinctively long, cylindrical, rotating barrels. Although it lacks the range of most other heavy weapons, the assault cannon is a fearsome weapon when used in the close range role it was designed for. The weapon is prone to overheating and jams due to its high rate of fire - the number of rounds fired per second are counted in the hundreds. The barrels and other firing components are made of a heat-dispersing ceramic/metallic alloy, helping the weapon to withstand the intense heat generated by its high rate of fire. Despite this, the barrels still reach temperatures of over 300°. Due to the high rate of wear on the barrels, the barrels are replaced after every mission. Motor and barrel failure are common problems with the assault cannon, making the weapon prone to jamming during sustained bursts. The weight and complexity of the mechanism, and the heavy recoil generated means that the assault cannon requires a stable firing platform. The weapon is not considered man portable, however the powerful servos, recoil compensators and stabilizers built into Dreadnought Armour suits allows the elite Draconian warbands to carry the weapon into battle. The assault cannon is well suited to the battlefield role of Dreadnought Armour squads, providing a massive rate of fire which often compensates for the enemies' vast superiority in numbers. In confined environments providing long corridors of fire, such as space hulks and urban alleyways, the assault cannon is invaluable. The high rate of fire makes the assault cannon unsuitable for extended engagements when used by Dreadnought's, as the ammunition carried is quickly exhausted. This drawback is negated in vehicles, where ammunition storage capacity is far greater. The standard ammunition fired is a cased round, comprising a dense metallic core covered in a non-metallic composite sheath with a diamantine tip. This provides excellent penetration capabilities against light and medium armour.
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Official Name: SCRAW
Common Name: Chain blade
Ammunition: N/A
Magazine Capacity/Clip Capacity: N/A
Price: 1,000 credits
Use (Who Uses It):
Designer: Sikako Ironstone
Manufacture: Iron Forge Works
Description: A Chainsword is a common form of chain weapon which is essentially a sword with powered teeth that run along the blade like that of a chainsaw. Most versions make use of monomolecular-edged or otherwise razor sharp teeth. The weapon makes an angry buzzing sound as the teeth spin around, intensifying into a high pitched scream as they grind into armour. There are also known to be Axe variations as well. It has been named the SCRAW due to the sound it produce's sounding like that of a predator on Tyranus.
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Official Name: T9-Tarkka
Common Name: T9, Tarkka
Ammunition: Vengeance Rounds
Magazine Capacity/Clip Capacity: 30
Price: 900
Use: Infantrymen
Designer: Gorge Bloodfire
Manufacture: TBG
Description:
The T9-Tarkka is the state of the art pistol with the advantage of a modest rate of fire of 8 shots per second on full burst. The rounds are however smaller then those of Sluggun rifles, 10 mm, but still do descent damage from mid to short range with a good deal of penetrating power.
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Official Name: L4-Heavy Slugthrower
Common Name: Heavy Slugthrower, HS, Back Breaker, Bruiser
Ammunition: Vengeance Rounds
Magazine Capacity/Clip Capacity: 120
Price: 5,000 credits
Use: Heavy infantry
Designer: Warmac Nerblood
Manufacture: The Blood Gorge
Description:
The L4-Heavy Slugthrower is an enormous version of the Sluggun. Of much larger size and weight, the Heavy Slugthrower fires powerful armor-piercing fist-sized bolts at the enemy with a staggering rate of fire.
The L4-Heavy Slugthrower is generally used for anti-infantry or fire support roles, also known as the "Back Breaker" or the "Bruiser" by the crew who have to carry it because of its great weight - but also because of the heavy punishment it can deal out to the enemy. It fires a round considerably larger than that of the standard Sluggun shell, with more propellant and longer range and higher stopping power, making it capable of destroying light vehicles. Because of its high rate of fire, jamming is often a problem. Like all Slug weapons, Heavy Slugthrower require regular maintenance. It is seldomly seen outside military organizations.
The most modern version of the Heavy Slugthrower in wide spread use is the Legions. The weapon goes through rounds very quickly using either a disintegrating belt or 120 round high capacity pod magazine.
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Official Name: T87-Inferno gun
Common Name: Flamer, Flamethrower, Burner, Incinerator
Ammunition: Fire
Magazine Capacity/Clip Capacity: worth 40 burst of flame
Price: 7,000 credits
Use: Infantrymen
Designer: Kermec Blackflame
Manufacture: Burning Heart Forges
Description:
T87-Inferno guns are flamethrower weapons, unleashing a liquid incendiary chemical that bursts into flames as it leaves the weapon. Similar flame-based weapons have been used by several races and armies. They are valued for their ability to destroy many enemies at once, regardless of any protective cover. Both flamers and the more compact hand flamers are considered assault weapons due to their relatively short range.
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Official Name: Meltagun
Common Name: fusion guns, melters, Cookers
Ammunition: Main Battery
Magazine Capacity/Clip Capacity: 12 shots
Price: 14,000 credits
Use: Anti-armor units
Designer: Bhergav Burnpyre
Manufacture: Burning Heart Forges
Description:
Melta Weapons are heat-based weapons which work by sub-atomic agitation of the air. Targets on the receiving end are heated to the point of being vaporised. The effect on flesh is fearsome to say the least, while vehicles can be reduced to molten slag. Most melta weapons use highly pressurized pyrum-petrol gases with a two part injection system which forces the gases into a molecular state, which will vaporise just about anything. Unfortunately, due to the high power consumption and range dissipation, the weapon is only effective over very short distances, but anything caught in the blast is likely to be destroyed.
Although short-ranged and slow to fire, they are prized for their power against armoured vehicles. Besides the roar of the explosive vaporising of the target's moisture, melta weapons themselves make little noise when firing. Given their fairly quiet and very effective nature, infiltrating parties of Draconian's make use of melta weapons to destroy enemy vehicles before they get a chance to fight on the battlefield.
Official Name: Lightning Claw
Common Name: Claw fist, Power Claws
Ammunition: N/A
Magazine Capacity/Clip Capacity/Etc. (If Applicable):
Price: 12,000 credits
Use: Elite units
Designer: Sikako Ironstone
Manufacture: Iron Forge Works
Description:
A Lightning Claw is a Draconian invented weapon, it is a piston-driven pincer comprising of two to three snapping blades. These blades are sheathed and surrounded by an energy field that disrupts solid matter and can effortlessly ignore any armour, but cannot defeat most personal shields as easily. It is also large and slow in combat, and so the bearer must be willing to take damage before they can strike back.
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Official Name: Heavy Ordinance Projectile Platform
Common Name: ThunderDragon, Hoppers (HOPP)
Ammunition:
Frag Missiles are designed to explode on impact with any surface, raking the immediate area with lethal shrapnel. Primarily an anti-infantry weapon, it can be used against light vehicles with some success. Frag Missiles are often ineffective against heavy infantry.
Krak Missiles are primarily designed as anti-vehicle weapons, Krak Missiles contain a high strength, low blast shaped charge, causing massive damage to anything it hits with minimal collateral damage. Also very effective against heavy infantry, bunkers and other armored targets.
Other Types: Missiles are extremely versatile and can potentially carry any conceivable type of payload. Examples include: Anti-Plant, Virus, Vortex, Smoke, Gas, Tanglefoot, Haywire, Stasis, Plasma and Photon Flash.
Magazine Capacity/Clip Capacity: 1 rocket
Price: 9,000 credits
Use (Who Uses It): Anti-armor infantry
Designer: Grey Ironhide
Manufacture: Iron Forge
Description:
The standard Imperial Missile Launcher has a built in targeting device and is fired from the shoulder. It is a single round weapon, and cannot be fired on the move. Standard Legionnaire doctrine is for one Draconian to carry aim and fire the missile launcher, whilst a second Draconian carries the ammunition and re-loads the weapons. A well-drilled fire team can maintain a formidable rate of fire, enough to daunt the bravest of tank commanders. Draconian Oldbloods and Scar-veterans generally carry their own ammunition, being easily strong enough to hold the missile launcher in one hand whilst re-loading with the other. Note also that whilst an Legionnaire will generally fire from a kneeling or prone position, Draconian enhancements grant them a superior aim even when standing.
HK-Jet Pack equippable
Official Name: NS-Cast V2
Common Name: Aegis Armour, Crusader Armor
Weight: 60 Ibs
Though Aegis Armour provides the same level of protection as suits worn by the Space Legions, the lack of a Black Carapace means the wearer cannot fully interface with the armour and so lacks the same strength enhancement and other advanced life-support features found in other Draconian power armour. Still, Aegis Armour, does improve the user's strength and allows them to better handle heavy weapons more easily.
The 'Sabbat' Pattern Draconian Helm has been a standard part of this power armour since the Sorian wars. In addition to a comm-link and rebreather unit for limited operation in a total vacuum, the helmet includes a full-spectrum filtering and psycho-oculal buffering to assist the younger Draconian mind from being rendered insensible by battlefield conditions.
Being made of plasteel with added protection of cermite weave bonds, further enhanced by composite material. Aegis Armour, is relatively lighter than most suits, providing excellent protection and increased strength at negligible loss to the user's mobility and agility.
Faction: Draconian Imperium
Designer: Sigfred Ironcast
Manufacture: Iron Forge Works
Price: 2,500 credits
This model dates from the Sorian wars waged close to the galactic core. Many of these worlds were the Draconian Homeworlds, which were not pleased to find themselves the object of galactic conquest. The Draconian's independent and stubborn nature along with the conditions of the fighting spurred the creation of this new armour type first by the Sorians then was copied and reversed engineered for Draconian forces. This armour was ideal as it offered Draconian's even further protection and survivability.
Official Name: NS-Rock V5
Common Name: Rock Hide, Crusader armor
Weight: 130 Ibs
The helmet was a completely new design, the basic shape inspired by the sweeping front of the V.III. In V.IV and later versions the helmet is much more flexible, and moves with the wearer's head faster. This represented the constructors increasing experience with neural connector gear and the new materials which flooded into the Draconian workshops as the Sorian war progressed.
V.5 armour was envisioned at the time to be the ultimate and final type of Legionary armour, able to offer the best protection in a variety of conditions. Many of the Marine Legions were entirely or partially re-equipped with it, although the order of which Legions received the armour would shortly prove to be of significance.
Crusade Armour is fully plated in plasteel, and the legs are also power armoured. The plates are arranged into articulated hoops, for increased maneuverability. The chest coils, which were kept on the outside of the armour plating on Version 2 armour for cooling purposes, have now been placed on the inside of the chest plates and exterior, so that they are better protected, thanks to more efficient cooling mechanisms.
Faction: Draconian Imperium
Designer: Nilrock Dake'ski
Manufacture: Ash'n Smoke Forge's & Iron Forge Works
Price: 3,000 Credits
Technical secrets recovered on newly conquered worlds allowed the forges on the planet Ridrick to develop this more efficient armour, improving the quality of protection and reducing the suit's weight at the same time. Improved armoring of the power cables allowed the main arm and chest supply to be safely relocated to the exterior of the armour, while the use of new material reduced the size and number of cables. Amazingly enough it was he Ash'n Smoke Forge's of Ridrick of the Ash legions that had a great hand in creation of the armor, with help of the Iron Forge Works of the Iron Legion.
Official Name: NR-Corvus V.8
Common Name: Corvus Armour
Weight: 130 Ib
The V.8 features clean, sleek lines, due to the routing of power cables under the exterior armour plate (abdominal covering of these was one of the suggestions made by the Ash Legion) and the increased sloping of the helmet design. The initial suits did indeed use the ablative technique pioneered in prior suits, as paucity of supplies during the Sorian wars meant that some sacrifices still had to be made, even with a new armour design.
Material: Plasteel, and ceramite bonds
Faction: Draconian Imperium
Designers: Bazack Steelscale & Tragin Greysmoc
Manufacture: Iron Forge Works & Ash'n Smoke Forge's
Price: 8,000 credits
The V.8 suit prototype design was field-tested by Legionaries of the Ash Legion, whose experiences and comments resulted in improved design features in the finalized armour mark. V.8 armour offered no better protection-levels than the V.5, but incorporated more efficient internal systems where power-routing and auto-sense were concerned. Power systems were given back-up redundancies with no increase in weight, while both olfactory and auditory sensors were improved. Additionally, the armour featured the best stealth capabilities of all power armour marks so far designed, as well as a new method of compartmentalizing components that allowed them to be swapped out with pieces from previous Versions with ease. The finalized armour Version was named Coruvs Armour in honor of Corvus Darkstar, Tribunes march of the Ash legion.
Official Name: Dreadnought Armour
Common Name: Iron Hides
Weight: 290 Ibs
Like marine armor, Dreadnought Armour is fully enclosed with life-support functions, and includes an array of sensors including radiation monitors, biological detectors and self-diagnostic scanners. Dreadnought Armour also incorporates many more auxiliary systems than normal armour, including motion sensors and threat detectors. The armour's sensorium, based upon tendril sensors, links directly into the wearer's own awareness (adaptive surgery is necessary to make this possible). The sensorium allows the wearer to use a vast number of scanners and detectors without conscious thought. Sensoriums can also be linked together, allowing every Warband member to see exactly the same view of the battle as his comrades, though often only the legionnaires suit will broadcast pict-signals. Also comes with autosense uplinks and suit-integrated targeting systems along with that the helmet is fitted with automatic sensory devices developed on Tyranus, this allows the wearer to see and hear as though not wearing a helmet, and, since all information is transmitted to a computer in the helmet before being transmitted directly to the wearer's brain via neural link, blinding lights and deafening noises can be muted so that they don't harm the wearer. The wearer is also able to see in the infra-red and ultra-violet spectrum, images can be zoomed in and magnified while noises can be enhanced. The suit is also equipped with an accelerator that allowed the user to make quick movements across terrain, leaving a trail of flames in his path.
Like most power armour of other races, Dreadnought Armour suits have an outer shell of ceramite-bonded plates powered by electrically-motivated fibre bundles, it also benefits from a shield system called a 'kinetic barrier', Kinetic barriers are repulsive mass effect fields projected from tiny emitters implanted into the wing's of the wearer, allowing them to shield themselves while freeing up their hands. These shields safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles. Plates of heavy plasteel further armour the ceramite sections, especially on the front of the suit. This extra armouring provides a level of protection that is far superior to Heavy Titan Armor; not even a ML-77 Missile Launcher will penetrate the suit's breastplate. It also contributes to the immense weight of the suit, making the wearer less maneuverable and slower. External adamantium ribs also help support this weight, while the inclusion of suspensors help the suit carry heavier support weapons.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Works
Price: 150,000 Credits
Dreadnought Armour is the toughest and most powerful form of personal armour Draconian have ever developed. The scarcity and expense to maintain Dreadnought Armour suits means they are available only to the elite troops from the scar-veteran companies of the Legions. Only the members of the 1st Legions of the Khan-Tarr have full access to the rare and extremely resilient Dreadnought armour. All suits have built in teleportation devices which allow them to deploy anywhere via deep strike, although more often they are deployed using Land Raiders. Squads consist of a Terminator sergeant and between 4 and 9 Dreadnoughts.
Official Name: NR-"Gekko" V9
Common Name: Gekko, CamoScreen, Gekko Camo
Weight: 80 Ib
Gekko Camo is a form of smart camouflage that can, within moments of coming into contact with almost any surface, replicate both its pattern and texture. Preset patterns and textures can both be loaded and saved to memory for later use. It applies thermal technology to regulate the temperature of the suit to better blend with what the suit is mimicking, allowing the user to stay as hidden as possible even under thermal imaging. A muscle suit is also built in, increasing the physical strength of the user somewhat. It was inspired by the mimicking abilities of the Lizard indigenous to Tyranus, hence the name.
Material: Artificial muscle fibers, made of synthetics, in the suit can withstand chops from a sword making even cutting the wearer in half unlikely because of sensors stretching between the interior and the surface of the suit comparable to a neural network that, upon detecting an impact, will instantaneously react by automatically contracting and diffusing the damage.
Faction: Draconian Imperium
Designer: Camolin Darkscreen
Manufacture: Ash'n Smoke Forges
Price: 10,500 credits
History/Description:
An adaptation of the V.8 improving on it's stealth capabilities even further, it is a marvelous and recently developed technology and is primarily used by and for the Ash Legions.
Official Name: NR-"Hellfire" V10
Common Name: Doom bringer, Cursed
Weight: 130Ib
The NR Version 10 is the first major upgrade of the system and introduced two revolutionary technologies for battlefield purposes: Improved energy shielding, providing the user added protection against even plasma weapons, and with these kinetic shielding as with all energy shielding, it is very good at absorbing damage from projectile weaponry. and the ability to link a Draconian and a AI together to provide the soldier instant intel in the field, along with other functions. In addition to major changes from the Version 8 and 9, hundreds of other technical improvements are incorporated into the Mark V: for example, the fusion packs used to power the suits are half again the size of their predecessors.
Material: The outer shell of the Hellfire armor is comprised of a fairly thick titanium alloy. This plating covers the chest, arms, hip, legs, calves, feet and hands. This alloy is very resilient, can take significant punishment, and is nearly impervious to small arms fire. While enough shots from armor piercing rounds will breach the outer shell, the suit can take a few glancing blows from them without compromising the armor. The outer shell of the all Hellfire suits is covered with a refractive coating to help disperse the heat experienced from energy weapons. However one or two direct hits from any Plasma weapon at close range will compromise the armor plating.
Designer: Reddyer Steelscale
Manufacture: Iron Forge Works
Price: 11,600 credits
History/Description:
The battlesuit is constructed in overlapping layers. It is a sealed system, capable of extravehicular activity or operations in toxic atmosphere. It is hardened against EMP and radiation, and has filters that are completely effective at removing toxins and bacteria from local atmosphere.
The armor's outer shell is composed of a multilayer alloy of remarkable strength and has been augmented with a refractive coating capable of dispersing a limited amount of energy weapon strikes. Each Draconian being has a molecular fiber network called the nervous system within their brain. An upgrade to the standard Neural Interface is issued to all high ranking officers; another modified version of the neural lace is issued to all Scar-Veterans and Oldbloods within the Legions. This network translates electrochemical signals to digital code and routes them through an interface connection at the rear of the skull. Through this interface, the user's thoughts command the armor's movement and weapons; and input from the on board sensors comes directly to the user's mind. The synthesis of machine and mind is so fast that it is almost impossible to chart reaction time. Version ten was created and based of the strengths of Dreadnought armor combining it with the lightness and maneuverability of lighter versions.
Official Name: T7- "Fire Drake"
Common Name: Fire Drake, T7's
Weight: 62 ton
T7-"Fire Drake" take the form of a large tank which is conventional apart from its distinguishing features: twin barrels, four sets of tracks, auto-targeting systems, and able to attach an array of weapons. Secondary systems, such as life support and electrical systems run from the internal generator.
They are also characterized by their extreme power, toughness and sluggishness. In a direct, head-on confrontation, they were always the most powerful conventional tank (or ground unit) of their time if not outright the most powerful tank of all.
Material: The T7 is very robust with a reinforced cast plasteel hull and twin turrets, likely to withstand most incoming fire, especially on the forward facing armour. The side armour is similarly heavy, but rear armour is much lighter. This allows the engines to move the chassis without overloading, overheating or overstraining. The common Ridrick Alpha pattern of chassis is used throughout Imperium vehicles but the design, however, is more for performance, not comfort and it is cramped, smelly and noisy within the vehicle.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Works
Price: 10,000 credits
History/Description:
The T7- "Fire Drake" Tank is a very basic and easily replicable design that stresses strength and versatility while sacrificing comfort and ease of use for efficiency. The T7- "Fire Drake" is the primary battle tank of the Draconian military. Large hyrdraulic tread pods enable it to traverse rugged terrain, giving it a unique advantage amongst other armored vehicles. Armaments include a 120mm anti-tank weapon, or Auto cannon, as well as a turret-mounted .50 caliber heavy Fire Drake machine gun. Some would go so far as to say that it is the most successful tank design in history, and it is safe to say that it is the most numerous battle tank by far in the Imperium. It has little in the way of advanced technology but can operate in any type of terrain and environment. It is also quite slow, but its engine will run on just about anything put in it, allowing it to work for extended periods away from supply depots, although it does have a reduced efficiency with poor fuel.
Official Name: T5- "Chimera"
Common Name: The Chimera
Weight: 342 tonnes
The Chimera is armed with three twin-linked Heavy Slugers, two autocannons, a Gauss Cannon, a Searchlight, and Smoke Launchers. It may be upgraded with a Hellfire Missile and pintle-mounted Heavy Stubber/Storm Slugger. It may also add two extra sponsons, each with one Autocannon and one twin-linked Heavy Bolter or twin-linked Heavy Flamer. It may instead choose to remove its sponsons in order to reinforce its side armour.
Material: Uses similar reinforced cast plasteel hull and twin turrets, with added titanium plating.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Works
Price: 15,000 credits
History/Description:
A Chimera is a derivation of the famous Fire Drake, modified to carry the Gauss Cannon instead of a AutoCannon. The power of the Gauss Cannon, combined with the armour of a super-heavy, has established the Chimera as the pinnacle of Imperium siegecraft. Many Imperium tribunes would be willing to exchange two regiments for a single Chimera ; such is the reputation of this tank. Indeed, Imperial combat doctrine holds an honoured place for the Chimera.
Official Name: T1- "Stormlord"
Common Name: The Stormlord
Weight: 230 ton
The Stormlord's secondary armanent consists of two sponson-mounted Heavy Flamers/Heavy Slugerthrower, two sponson-mounted autocannons and a frontal Twin-linked Heavy Slugthrower. It is often equipped with the pintle-mounted Storm Slugger/or Hellfire missile. Just like the Chimera, it is always equipped with the Searchlight and Smoke Launchers.
The Stormlord is able to redirect the power normally supplied to the engine to double the Vulcan Mega-Sluger rate of fire. It is also rare among other Draconian armor that is uses leg carriers to help it traverse almost any terrain.
Material: Uses similar reinforced cast plasteel hull and twin turrets, with added titanium plating.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Works
Price: 9,000 credits
History/Description:
The Stormlord is a rarer variant of the Fire Drake because it is a variant that is not designed to hunt Armor but instead geared towards the destruction of infantry, and with a Vulcan Mega-Sluger, it can administer to that need with a vicious hail of fire. Although it may lack the heavier guns on its brethren, it's normally deployed alongside the Armor Hunters as "pest control", its massive amount of anti-infantry firepower is the bane of light troops everywhere but its most widely regarded ability is troop transport of which its older counterparts cannot achieve.
Official Name: T10- "Shadowswords"
Common Name: The Shadowswords, Destroyer
Weight: 316 tonnes
Much of the tank is taken up with the internal capacitors required to fire the duel Railgun and is also equipped with advanced logic engines and targeting systems to make each shot count.
For defense, the Shadowsword has the sponson armament of Twin-linked Heavy Slugthrower/Heavy Flamers as well as two Autocannons. In addition to this, many crews install pintle-mounted Storm Slugger, an extra Twin-linked Heavy Hells Fury Riot-Guns and/or Hellfire missiles. Finally, all Shadowswords are equipped with Smoke Launchers to increase survivability, and with a Searchlight for night-fighting.
Several Swadowswords are known to swap the sponson weaponry for improved side armour. On others, the sponson Lascannons are replaced with targeters to ensure that Gauss Cannon shots will not go to waste. Finally, some Swadowswords maximise firepower with 2 extra sponsons (4 in total).
Material: Uses similar reinforced cast plasteel hull with added titanium plating.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Works
Price: 13,000 credits
History/Description:
The Shadowsword is an Imperial Draconian Armor-hunter super-heavy vehicle. It is designed on the same technology as the Fire Drake with the exception of its armament; a super Twin-linked Railgun. Each shot is sufficiently powerful to cut through the toughest ground armor but requires a good deal of time to recharge. Because the Shadowsword can do such a damaging blast, it is only produced on Forge Plants. Each super-heavy tank is sent to an armored regiment where fighting enemy Armored divisions is high The Destroyer is most effective against enemy armour and as such is usually held at the rear battle lines where it is used as a form of sniper tank or tank destroyer, as the Destroyer has a very long range.
Official Name: Hydra Flak Tank
Common Name: AA Guns, HFT's
Weight: 40 tons
The Hydra is a specialized mobile anti-air vehicle often seen defending important sites and columns from air assaults. Its autocannons are controlled by advanced tracking and targeting equipment and an automated turret, meaning it will track enemy aircraft with little difficulty. This, combined with a high rate of fire, often means the aircraft is doomed. Demand for Hydras always exceeds supply and they are often seen deployed with separate tank units. Many artillery (especially Basilisk) units have a Hydra or two permanently attached.
Material: Armor plating of hard steel and iron encasing.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Works
Price: 10,000 Credits
History/Description:
The Hydra Flak Tank is an Imperium Legion vehicle armed with 4 long-barreled autocannons, fulfiling the anti-air artillery role. It is capable of keeping up with armoured formations to ensure that they have anti-air protection and can also serve in the ground support role, in which it is effective against infantry and light vehicles.
Official Name: Basilisk
Common Name: Basilisk
Weight: 40 tons
Technology: Array links allow Laser guided targeting.
Material: Sheets of ceramite.
Faction: Draconian Imperium
Designer: Magaz Shieldheart
Manufacture: Iron Forge Works
Price: 7,000 Credits
History/Description:
The Basilisk is the main line artillery piece of Imperium Legion regiments throughout the Imperium. It is armed with an Earthshaker Tri-linked Rail gun and counts as self-propelled artillery. The main task of the Basilisk is to fire artillery barrages to support front-line units. They are directed by companies far forwards, often on the front lines, or by other high ranking Imperial Guard officers. Most shots fired are High Explosives, but other shells such as Smoke Shells, Incendiary Shells and Illumination Shells are sometimes used. Its high strength and range make it deadly for bombarding enemy positions and can be upgraded to fire from behind cover, making it an invisible killer.
Official Name: LV7- "Tauros Rapid Assault Vehicle"
Common Name: Tauros, TRAV
Weight: 5 tons
Technology: The Tauros employed by the Elysian drop regiments are further adapted to be lightweight and thus deployable from a Dragoon. The Standard Tauros is a 4x4 with either a dorsale mounted Heavy Flamer or Auxilary grenade launcher, manned by a gunner. All Tauros are equiped with Galvanic motor technology allowing them to press ahead even after taking damage to their traction.
Those used by the Ash Legions are built around and optical camo engine: Invisible, very fast, long vision range, thermal detection equipment for spotting stealth units, and a four passenger capacity. For these reasons they make ideal transport for Optical camo warriors, A.K.A units wearing Gekko armor.
Material: Plasteel, and light metals
Faction: Draconian Imperium
Designer: Tarcka Blackhide
Manufacture: Ash'n Smoke Forges
Price: 9,000 credits
History/Description:
The Tauros is a sturdy all-terrain vehicle used mainly on the frontier worlds of the Imperium. Some of which have been adapted to serve in specialized Imperium Legion regiments, notably the Ash Legions. Usually armed with a Fire Drake Machine gun.
Official Name: Tricera -T2
Common Name: Tricera, T2 carrier
Weight: 70 tons
Technology:At its most basic level the Tricera-T2 is an armoured carrier with repulsor technology and designed to cope with any terrain, and travel over water, as protect its passengers from harm. It is such a basic design, constructed from almost any material and powered by any semi-combustible material, that little has changed throughout its 10,000 year history. Such is its resiliency that damaged sustained in battle can often be repaired in the field by the crew themselves. It also has the ability to cloak making it invisible to enemy radar and optical sensors.
Material: The most common form of armouring is a bonded ceramite layer over a cast plasteel hull reinforced with Durasteel plates. However, other materials have been known to be used instead, from composite carbon compounds to conventional hardened steel.
Faction: Draconian Imperium
Designer: Grabreck Ironfist
Manufacture: Iron Forge Works
Price: 6000 credits
History/Description:
The Tricera is a tracked armoured troop produced by the Draconian Imperium. The military value of such a vehicle was discovered, and soon each planet in the Draconian's were sent to attack by the Golden Empire had its own customised versions of the Tricera, fitted with varying weapons. The earliest evidence of the Tricera in combat was at the Torben's Home World in battle against the indigenous alien population. During the attack, three hundred Tricera were deployed to the largest alien city. The speed of the assault meant the xenos had no idea of the coming of the humans and had not prepared any defenses. The Triceras poured their firepower into the flimsy structures and then deployed nearly three thousand warriors. The city was destroyed and, with the alien presence removed, the colonization proceeded easily. The news of this victory spread and the use of the Rhino was adopted more and more by other planets.
Official Name: MT-9 "REX"
Common Name: The Rex,
Weight: 40 tons
Once interred within the MT-9 "Rex", the Legionnaire cannot leave the metal womb and is destined for a life of endless battle until destroyed. Some are so ancient their memories may extend back to the founding of their Clan and its earliest history. Along with countless life systems, it also includes an array of sensors including radiation monitors, biological detectors and self-diagnostic scanners.
The armour suit also comes with sensorium, much like Dreadnoughts, based upon the same tendril sensor technology, which links directly into the wearer's own awareness (adaptive surgery is necessary to make this possible). The sensorium allows the wearer to use a vast number of scanners and detectors without conscious thought. Sensoriums can also be linked together, allowing every Warband member to see exactly the same view of the battle as his comrades. It also is equipped with thermal imaging, and night vision.
Material: Rex are armoured with ceramite and adamantium, their muscles are formed of electro-fibre bundles and magna-coils. They are usually armed with weapons to suit a particular role, such as destroying other heavy armoured vehicles.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Legion
Price: 50,000 credits
A MT-9 "Rex" is a large, walking tank, or Battlesuit, which carries both powerful guns and lethal close combat weaponry, armoured to withstand all but the most powerful of enemy firepower and often relied on by Space Legion forces to tear an opening in enemy defenses. Each MT-9 "Rex" contains a living being, permanently interfaced with the machine through a form of mind impulse unit. MT-9 "Rex" are surprisingly agile, able to walk and balance with the ease of a living creature.
The pilots within MT-9 "Rex" are Legionnaires who have suffered mortal wounds in battle, maimed and crippled beyond recovery or even their outstanding regenerative abilities - instead of being mercifully killed, the greatest heroes are instead given what is considered an honour of continuing to serve the Khan-Tarr past their normal life. The MT-9 "Rex" can be armed with a wide range of weaponry, both ranged and close combat. These include either one or two REX Close Combat Weapons, usually in the form of power claws, or twin-linked versions of autocannons, or Rail guns, heavy Fire Drake machine guns or individual multi-meltas, light Gauss cannons or assault cannons. Built into the combat weapons is often either a storm Sluger or heavy flamer and often come equipped with a missile launcher for Hellfire Strike missiles. They can come in all kinds of modules and sizes.
Official Name: MT-XV8 "Crisis"
Common Name: The Crisis
Weight: 2.5 tonnes
The XV8 is the standard-issue suit used by the Iron Legion, though other variants exist, the most common being the Broadside Battlesuit. The Crisis suit is packed with advanced technology, including a jetpack, recoil absorbers and targeting sensors. Information gathered from the Crisis' sensor suite can be transmitted to command units, providing them with updated battlefield intelligence. A nanocrystaline alloy armour is used, giving the suit superior protection while keeping weight at a minimum. Although the armour provides superior protection against most small arms, it is no defence against heavier weapons such assault cannons and autocannons which penetrate right through. The suit also has three hardpoints that allow it to accept any combination of weaponry, support systems and wargear.
Length 1.7m
Width: 1.9m
Height: 2.8m
Material: Crisis are armoured with ceramite and adamantium, their muscles are formed of electro-fibre bundles and magna-coils. They are usually armed with weapons to suit a particular role, such as destroying other heavy armoured vehicles.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Legion
Price: 60,000 credits
The XV8 Crisis Battlesuit is an advanced piece of Draconian technology. These Battlesuits are issued to Scar-veteran Warriors in order to provide the Draconian military with a highly-mobile weapons platform.
Official Name: MT-XV-88 "Terminator""
Common Name: The Terminator, Broadside Battlesuits
Weight: 3.8 tonnes
Broadside Battlesuits are only issued to Scar-veterans who have gained sufficient experience piloting Crisis Battlesuits. The jetpacks commonly found on Crisis suits is replaced with twin-linked Railguns, one of the most powerful anti-tank weapons available in the Draconian arsenal. Other armament includes either a twin-linked Smart Missile System or twin-linked heavy Slugthrowers Rifles, or Storm Sluger, along with a single Battlesuit support system.
Being one of the most well protected units in the Draconian arsenal, there are reports of Broadside battlesuits surviving direct hits from autocannon and Anti-armor fire, and they provide as much protection as a suit of Dreadnought Armour, but unlike the Dreadnought, the Draconian are able to manufacture such heavy suits in larger quantities.
Broadsides tend to be encountered supporting larger Draconian formations, where one or more three-member teams are tasked with providing fire support for entire Warbands regiments. Occasionally, a single Broadside is tasked with providing support for a smaller Draconian force.
Length 1.7m
Width: 1.9m
Height: 2.8m
Material: Terminatorare armoured with ceramite, adamantium, and duel layers of titanium alloy, their muscles are formed of electro-fibre bundles and magna-coils. They are usually armed with weapons to suit a particular role, such as destroying other heavy armoured vehicles.
Faction: Draconian Imperium
Designer: Bazack Steelscale
Manufacture: Iron Forge Legion
Price: 60,000 credits
The Broadside Battlesuit or XV-88 is the heaviest variant of the Crisis Battlesuit. Used by the Draconian's, these Battlesuits design is a effective compromise between offensive firepower, defensive protection, and tactical maneuverability.
Official Name: F50-Dragoons
Common Name: Dragoons
Weight: 15 tons
Length" 25.5m
Wingspan: 20.9m
Height: 6.8m
With advanced flight control and sensor gear, the Dragoons contains technology comparable to those found in Space Legion Vehicles, limiting their construction to sufficiently-advanced planets that posses a Forge Plant. In flight, the aircraft utilizes twin vectored engines in order to not only vertically take of and land, but also hover in mid-air, allowing for greater accuracy in deploying its sixteen passengers. The engines can be sealed, and an on-board oxygen supply employed, for when operating in hostile environments. Common methods for deploying from a Valkyrie range from simply jumping off (if the height from the ground is low enough) to fast-roping and rappelling. When unable to operate that low to the ground, deploying via high-altitude jumps using grav-chutes are possible, though highly dangerous.
Material: Plasteel, and light metals
Faction: Draconian Imperium
Designer: Grabreck Ironfist
Manufacture: Iron Forge Legion
Price: 37,000 credits
The Dragoons are able to fit a variety of roles depending on they load out.
The Scavenger is operated by the Imperium Navy and attached to Imperium Legion units, particularly Drop Regiments lacking heavy armour and artillery support. The Scavenger is operated by a crew of two, a pilot to fly the craft and a weapons operator to aim and fire its armament. A single Scavenger will typically fly in support of a flight Dragoons with their variable weapon configurations allowing a variety of missions to be fulfilled: anti-tank, infantry suppression or bombing enemy strongpoints. They often remain after the Dragoon's passengers have disembarked and the transports retreated to act in a direct air support role, aiding the drop troops in tougher fire fights. Although they can mount extra fuel tanks to accompany Dragoons on long-range operations, this does reduce their weapons payload.
The Vendetta Heavy Gunship are Dragoons attached to Imperium Legion units which, in addition to the increased armor, are equipped with three Twin-linked Linked Railguns, and used as a tank hunter after dropping off any unit being transported by it. Furthermore, it still retains the ability to mount 2 Heavy Fire Drake Machinegun door guns. It may also replace the two hardpoint mounted Twin-linked Rail gun on its wings for two Hellstrike Missiles. Despite their impressive firepower, Vendetta Gunships lack the flexibility of Vulture Gunships, which are chosen more often for deep-range attack, strafing and urban assault missions.
The Dragoons Sky Talon is a newer variant of the standard Dragoons airborne assault carrier. A support aircraft used for heavy lifting in combat theatres, the Sky Talon is armed for self-defense and to assist the other assault carriers as they clear drop zones of the enemy. Standard armament is a nose mounted Heavy Fire Drake Machinegun turret and two Hellstrike Missiles under the wings, which can replaced with two Rocket pods. Despite its armament, it is not usual for Sky Talons to be used in a battlefield role. Rather, they deliver their heavy cargo, typically a T7- "Fire Drake" or two Drop Sentinels, then quickly exit.
Official Name: F90-ThunderDrakes
Common Name: ThunderDrakes
Weight: 14 tonnes empty
Length: 14.2m
Wingspan: 16.06m
Height: 3.5m with landing gear down
The ThunderDrake is a tough aircraft to destroy, built around an armoured superstructure and cockpit. Twin F122v afterburning turbofans gives the ThunderDrake a good top speed in atmospheric flight, while a rocket booster engine allows it to operate in the vacuum of space and for fast take-offs when mounted on ground-based hydraulic ramps. The ThunderDrake should not be confused with a true "star-fighter" like the Raptor though, as its space capabilities are used primarily when deploying from an orbiting spacecraft into the atmosphere or likewise returning.
Quad nose-mounted Autocannons serve as the primary dogfighting and anti-infantry weapons, while a pair of twin-linked Railguns are normally used to engage enemy ground vehicles. Four pylons, two mounted underneath each wing, allow the fighter to carry up to four extra fuel tanks, Bombs, Hellstrike Missiles or, more rarely, air-to-air missiles. It can also mount additional equipment.
Material: Plasteel, and light metals
Faction: Draconian Imperium
Designer: Grabreck Ironfist
Manufacture: Iron Forge Legion
Price: 39,000 credits
The ThunderDrakes primarily serves as an air superiority fighter, given the task of hunting down enemy bombers or engaging enemy fighters in order to establish air superiority over the battlefield. However one of the chief advantages of the design is its versatility, allowing it to fulfill other types of missions. Thunderbolt fighters frequently serve as high altitude escort fighters for flights of Marauder Bombers. They can also be adapted to serve as low level fighter-bombers, night fighters and reconnaissance aircraft.
Official Name: F20-Lightning
Common Name: Lightning
Weight: 10 tonnes empty
Length: 10.8m
Wingspan: 13.75m
Height: 3.5m with landing gear down
The Lightning uses a swept-wing design and twin F100-XB afterburning turbofans to give it superior speed and better rate of climb and dive compared to the ThunderDrake, although it is lighter, less rugged and more demanding on maintenance crews. Like the ThunderDrake, it also features a rocket booster engine which allows for quick take-offs when using a "fast-launch" ramp and for limited operational capability in space, although it is not a true "star-fighter" like the Raptor.
Standard armament for the Lightning is a long barrelled ventral-mounted Autocannon and twin-linked Railguns on the wing tips. Four wing hardpoints allows it to carry up to four Hellstrike/Hellfire Missiles. Other standard systems includes a pair of Parallax tracking augers located in the nose section, while many will mount additional equipment.
The main role of the aircraft is to engage enemy craft and establish air-superiority over a battlefield, with a secondary mission of providing air escort for Marauder Bombers. For this reason they are often based on orbiting ships or forward air bases, where their rocket booster allows them to quickly take off and engage enemy air forces. Ground-based Lightnings can also benefit from hydraulic "fast-launch" ramps which, in combination with their rocket booster engine, provides better acceleration and faster take-off time than conventional VTOL craft. Standard practice has three to four Lightnings so poised in a constant state of readiness. Although not their primary function, Lightnings may also act as a ground attack aircraft, with free license to attack targets of opportunity.
Material: Plasteel, and light metals
Faction: Draconian Imperium
Designer: Grabreck Ironfist
Manufacture: Iron Forge Legion
Price: 39,000 credits
The Lightning is mainly used by the Imperium Navy for establishing air superiority due to its increased maneuverability over the ThunderDrake. It is often seen and heard plummeting from orbit or being scrambled from naval bases.
Official Name: P3-Marauder Bomber
Common Name: Marauder
Weight: 41 tonnes empty
Length: 19.2m
Wingspan: 24.6m
Height: 4.8m with landing gear down
Within its heavy armoured superstructure the Marauder Bomber carries an internal bomb bay which can carry up to 6000lbs of explosives. At maximum capacity it can carry up to twelve Bombs or six Heavy Bombs, while four wing mounted pylons allow it to carry up to twelve additional Bombs. For additional firepower it also carries a pair of twin-linked Railguns in the nose section, while two sets of twin-linked turret-mounted Heavy Slugthrowers, one in the tail section and the other atop the fuselage, serve as defensive armament. Instead of regular bombs the internal bomb bay may carry two Hellstorm bombs, large incendiary devices which convert an area into a destructive inferno. Like other Imperium aircraft, Marauder bombers can also receive further upgrades.
Material: Plasteel, and light metals
Faction: Draconian Imperium
Designer: Grabreck Ironfist
Manufacture: Iron Forge Legion
Price: 39,000 credits
The Marauder Bomber, with a long range and good maximum payload for its size, is the workhorse of the Imperium Navy. They are often based on orbiting spacecraft or, if in a prolonged campaign, on naval airbases established on the ground. Thanks to their capacious fuel tanks and powerful engines, these bases are located far from the frontline, even on another continent.
While capable of fulfilling a variety of roles, they are often used for one of three mission types:
Strategic bombing: long-range attacks on enemy cities and institutions while operating at high altitudes beyond most anti-aircraft weapons ranges and with Thunderbolt escort. While successful in this role, the Marauder is considered to have too small of a payload to be a truly effective strategic bomber unless in great number.
Free range interdiction: squadrons seek targets of opportunity such as supply dumps and convoys, which have been identified by aerial or orbital reconnaissance, before exfiltrating under cover from friendly fighters. While these missions are not performed in concert with ground troops, they are seen as the most effective use of Marauder bombers.
Dedicated ground attack and support: Very close assistance of friendly ground forces by engaging specific targets on the front lines. Seen as the riskiest type of mission, as the bombers must fly at very low altitudes and risk friendly fire. Though adequate, the Marauder is considered to lack the appropriate weaponry for a dedicated ground attack role.
Close support missions have the added difficulty of identifying targets in a constantly-changing battlefield situation, which Imperium tribunes solve in a variety of manners. Some regiments use previously-assigned visual markers, such as weapons fire or colored smoke, to designate enemy targets. Others incorporate forward air controllers to guide aircraft onto the targets. These Imperial Navy personnel, often experienced pilots themselves, will ride in communications vehicles that allow them to talk directly to the pilots overhead. A third method involves a coordinated withdrawal of ground forces prior to an air strike, decreasing the chance of any friendly fire. This is however a dangerous tactic as it requires disengaging from the enemy.
Official Name: MAP-D5 "Adjudicator"
Common Name: HQ, Big Moma, The Adjudicator
Weight: 800 tons
The Adjudicator has an Advanced Node Relay Array, that allows long range communication with different Legions. Radar Jamming soft ware, powerful Shield generators along with decoy flares offer's a wide range of defenses and tactical support.
Its armor is based on a new powerful and heavy metal called Durasteel armor more powerful then plasteel, this along with it's shields allows it to survive light orbital bombardment if need be.
The Draconian's had been researching this weapon for a long time and it was not until recently that they gained access to the technology but it still remains expensive to build but shockingly easy to maintain.
Material: Created with many heavy layers of Durasteel and inner plates of solid steel coated on iron weave.
Faction: Draconian Imperium
Designer: Morgon Coppar
Manufacture: Iron Forge Works
Price: 650,000 credits
The MAP-D5 "Adjudicator" is an immense super-heavy armoured transport and mobile command center utilized by the Imperium Legions. The Adjudicator, so named by troops since they often mock how it "educates" lesser race's in the art of war. The Adjudicator is equipped with searchlight's and smoke launchers, and armed with eight Heavy Fire Drake Machinegun and/or Hells Fury Riot-Guns, six Heavy Flamers, six Autocannons (two turrets in total) and a huge Gauss Cannon as it's main weapon. The Adjudicator has a maximum carrying capacity of thirty Warband units, and a dozen T7-Fire Drakes. The Mobile Assault Platform is essentially a land based capital ship featuring not only a fully functional ground operations command center but also a training complex for warriors which are dropped into the combat zone from the beast in pods which the R9-Shark lifts or lands using an advanced tractor beam, besides infantry it houses a small airbase for a few dropships and even a few gunships but no actual strikecraft. Its main weapon is its Gauss Cannon, it can target space and ground targets, the command center is equipped with the targeting computers to make this possible.
* * * * * *
Official Name: Leviathan
Common Name: Leviathan
Class: Cruiser
Weapons: (Work in Progress, still trying to calc weapon levels. Leave ready to change on notice.)
Captain: Wrathka Brimstone
Perk: Very powerful main cannon, and long range.
Flaw: Power at close range.
(The Leviathan is underproduction)
Official Name: Behemoth
Common Name: Behemoth
Class: Heavy Frigate
Weapons: (Work in Progress, still trying to calc weapon levels. Leave ready to change on notice.)
Captain: Barmoth Grimcleav
Perk: Extremely long range.
Flaw: Slow and ungainly.
History/Description:
The Behemoth's are a particularly large and dangerous Draconian Cruiser that was first seen during the early days of Sorian wars, when they took a terrible toll on the Sorian fleets. Like its smaller cousin (the Terror Ship) the Behemoth is built on the salvaged hulks of destroyed cruisers. Behemoths, however, are specifically built from the hulks of ships armed with Nova Cannons, the parts of which have been rigged up into a truly ingenious weapon: a launcher capable of being loaded with either torpedoes or bombardment canon shells. Behemoth class BattleFrigate are a favorite among tribunes's, who often take it as their flagship. This high status ensures that the Behemoth has gotten some of the best weapons and crews in the Draconian fleet, second only to the Levitation's, making it even more powerful opponents in a battle. (x2)
Model: HAI-14 Tarasque
Class: Corvette
Weapons: (Work in Progress, still trying to calc weapon levels. Leave ready to change on notice.)
Captain: Targom Khur
Perk: Fast and possess potent stealth system and jammers.
Flaw: Moderate armor, weak firepower (x2)
Official Name: Leviathan
Common Name: Leviathan
Class: Destroyer
Weapons: (Work in Progress, still trying to calc weapon levels. Leave ready to change on notice.)
Captain: Borgone Jackeel
Perk: Very powerful weapons
Flaw: Weak flanks
Official Name: Onslaught Attack Ship
Common Name: Thunderhead
Class: Destroyer
Weapons: (Work in Progress, still trying to calc weapon levels. Leave ready to change on notice.)
Captain: Traygore Mythcar
Perk: Heavy firepower, and nimble craft, with long range, excellent front armor.
Flaw: Weak armor, weapons have long cool downs, and is quite slow.
History/Description:
The Onslaught is slow and ungainly, poorly-armored on most quarters, and lacks any sort of broadside firepower, making it only suitable for head-on attacks. As many an enemy commander has found out, however, the Onslaught is very, very good at those head-on attacks, with incoming fire bouncing off its thick front armor as it charges in with its forward guns blazing. Hence why it has gained the nickname Thunderhead.
Official Name: Terror Ship
Common Name: Terror Ship
Class: Carrier/transport repurposed
Weapons: (Work in Progress, still trying to calc weapon levels. Leave ready to change on notice.)
Captain: Maraginda Darkast
Perk: Able to launch up to 50 fighters
Flaw: No effective Ship to ship weapons of it's own.
History/Description:
Terror Ships are a variant of the typical Draconian Kill Cruisers. Generally built long ago from from salvaged hulks like their cousins, Terror Ships forgo some of the usual broadside Heavy guns in favor of simply chopping large sections out of the hull to use as launch bays for Attack-Craft. Primarily associated with defense of the Cyclops Cluster, a good example of Terror Ships in action was an attack on a small resupply base at Mirrobel.
Official Name: 105X8
Common Name: Imperial Transport
Class: Transport
Weapons: (Work in Progress, still trying to calc weapon levels. Leave ready to change on notice.)
Captain: Zargoth Farflare
Perk: Transports large amounts of supplies large distances quickly.
Flaw: Easy to broad and almost defenseless without escorts.
History: Fuel Transports are a vital part of Draconian supply chains, as they ship fuel and other materials to Industrial centers and theaters of war when they are in need of supplies, as well as Imperium Legion army groups, and Imperium Navy fleets. These ships carry many smaller shuttles to ferry the fuel from ground refineries up to the Transports. Such shuttles are fairly large, and around 12 land at a time to acquire the fuel and offload supplies.
Official Name: R9-Shark
Common Name: Shark
Class: Transport
Weapons: (Work in Progress, still trying to calc weapon levels. Leave ready to change on notice.)
Captain: Brangoth Fleshbur
Perk: Heavy armor, fast and quick re-entry and large crago holds allow first and safe deployment of ground forces.
Flaw: Few defensive weapon armaments.
History: The R9-Shark Transporter is a logistical in nature and it is equipped with four massive magnetic clamping arms mounted on runners underneath the fuselage. These allow the Shark Transporter to carry two MAP-D5 "Adjudicator", or an under-slung pod for carrying ammunition, fuel, five tarannen's and their armor support and other supplies. These items can be loaded and unloaded in quick order, minimizing the amount of time the Transporter is vulnerable while one the ground. (x2)
(More TBD)
Name: Smodur the Unflinching
Species: Draconian
Skills: Engineer, inventor, polite, excellent merchant/ businessman
Personality: Smodur is a most interesting Draconian, who is seemingly obsessed in learning how things work. Curious by nature he is often seeking new tools and technology to further not only his own Legion but that of his race as a whole. He is likely among the greatest minds in the Imperium if not rivaling many higher brow race's of the galaxy.
Brief Character Summary: Smodur the Unflinching is the imperator of the Iron Legion.
Name: Bangar Ruinbringer
Species: Draconian
Skills: Warrior, solider, Commander
Personality: Bangar Ruinbringer is one always ruled by his more feral instincts, easily angered and fearing nothing. Bangar has been known to often act rashly, especially when dealing with Xeno races.
Brief Character Summary: Bangar Ruinbringer is the imperator of the Blood Legion, and the second youngest of the Khan-tarr's.
Name: Gaheron Baelfire
Species: Draconian
Skills: Commander, Leadership
Personality: Gaheron Baelfire is the ideal picture of Draconian honor. He is a creature of his word and is never known to go back on anything he has said or done. He leads his Legion by example and he is always highly composed and a calculating Drake, with fighting skills rivaling those of his nemesis, Bangar Ruinbringer.
Brief Character Summary: Gaheron Baelfire is a Draconian revered by the Flame Legion as a god, as is the oldest of the Khan-tarrs offspring. Due to this he has a strong claim to leadership of the Imperuim as a whole.
Name: Malice Swordshadow
Species: Draconian
Skills: Masterful ambusher, assassin, scout, sniper
Personality: Wise and kind, Malice is as mysterious as she is deadly, Malice is professional and always has an air of control about her. Every move she makes or word she speaks is calculated to achieve a desired effect. She makes use of spies and moles to keep one step ahead of any an all rivals.
Brief Character Summary: Malice Swordshadow is the imperator of the Ash Legion and youngest of the Khan-tarr's offspring. Despite this, her cunning and brilliance has allowed her to gain a sizable influence among the High Legions despite having the smallest tribe.
Name: Ragnarok
Species: Draconian
Skills: Excellent tactician, Marksmanship, Skilled warrior/solider
Personality: Straight forward and has little patience for foolishness on the battlefield.
Brief Character Summary: Ragnarok is an old Scar-veteran with a somewhat hunting past. (to be reveled IC) His skills in command and martial prowess are second to none within his own clan. He carries the Rank of a Legionnaire.
Last edited by GrievousKhan; 02-17-2013 at 10:50 AM.
^^Credited to Silux, the Mighty God Emperor!!^^
“Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty.”
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Your Birthday gift: 20 Free Bio-titans + Ridiculous Tentacle Impregnation trait (no real effects, besides excessive tentacles not being creepy)
Originally Posted by Greycat
Khan. You are evil.
Way I see it there is probably gonna be two ways fights play out for the rest of the story. Either the dwarf is going to auto-kill it or the dwarf is going to fail to auto-kill it and some other party member is going to assume that it wants to be their friend.
Targets already defeated or have yet to test my righteous fury in arena combat. If you are here...know I will come for you...one day..probably.
Ranged from Most wanted atop to bottom.
Lyzan (target found and marked)
Rilla
Guru
Asperser
Skallagrim (One day...one day...)
Sikako (He eludes me to this day...)
Silux (I will defeat you... Emperor :J)
Asura >:
whiteglint77
Melonhead (Judgment pending)
Draigh
Tetsue
Tasuke


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