A simple thread, bascially all you have to do here is post your nation sheet here. I must stress, however, that just because your NS is posted here, does not mean you are accepted! I shall critique your NS's via messages in the OOC, VMs, and/or PMs (whatever you prefer). Also, only post ONCE in this thread! This is simply a place for a reference sheet!
Last edited by DEMoGorgon47; 10-29-2013 at 05:15 PM.
Finishing the military and geography; posting what I've got.
Nation Name: Yulovakia; officially the Holy Yulovakian Combine
The symbol at the left of the flag is known as the Solarni Krst and serves as an important religious motif. It adorns the Combine's medals, armored vehicles, banners and more.
The anthem of the Combine isn't so much an anthem as it is an old religious hymn dating back some thousands of years. It details the rise of the Solar God at the beginning of the universe and the triumph over the void. As well as giving thanks to each new day, it declares the Sun as the supreme ruler of the heavens.
Motto: "One Pantheon, One Law, One Order." Nation's Location: http://imageshack.us/a/img824/5351/kfzi.jpg - HYC Demonym: Yulovakian Race: Human Description of Race's Perks and Nerfs: Perks:
-Fanatical: The Combine's population is firm in their faith, and boasts a steely resolve. Due to their religious mindset, the soldiers of the Combine have near-unshakeable morale.
-Technological Prowess: The Combine utilizes some of the best and highly-advanced tech available, and their engineering prowess is evident in their machines.
-Baseline Humans: As the Yulovakians are simply human, they bear no special physical traits.
-Intolerant: Yulovakians see most other non-humans as sacrilege; an unnatural affront to humanity and the Sun (with some exceptions). They will not cooperate with most anthropomorphic animal-men.
Form of Government: The Combine can be described as a unitary ecclesiocracy - it is a single-party state led by a branch of individuals with both religious and secular power, called Coordinators. Both lesser monks and state employees answer to the Coordinators, making them the undisputed heads of the Combine. There are only eight Coordinators at any given time, and they hold office until they become too old to properly lead, or by a unanimous vote to drop a member. The reason for eight Coordinators is to represent the four cardinal and intermediate directions of the world. Coordinators come from a variety of backgrounds, but all have been ordained monks at some point in their lives, with few exceptions. Each Coordinator has a specific aspect of government he or she presides over, usually related to that individual's past experiences and positions. Should a gap in the leadership open, the present Coordinators elect someone to fill the empty seat based on merit and a list of pre-determined requirements.
Nation Size: Medium Population Scale: 65.9 million National Geography: Yulovakia is slightly cooler in climate than Narubia, though is still largely plainsland. To the Northwest lay many rocky, mountainous formations, where the Combine mines for coal and other minerals. The very northern tip of the Combine is desert, and covered in sand dunes.
Capital: Esktova is the capital of the Combine, where the Coordinators convene and lead the masses of Yulovakia. It is the holiest city in the Combine, and to live there is indicative of high social status and favor with the state.
"Aresh; the prehistoric home and birth place of the Narubian kingdom used to stretch far north and comprised of a steadily advancing culture of sun and moon worshippers. As the religion expanded, two real groups began to form, the lower kingdom that started to hold more secular views where as the upper continued to view it as the law. The lower continued to bend the laws, walking the fine line between heresy and over a thousand years, it had caused a deep chasm between the two groups.
Even with their differences, the two groups worked together and prospered but the when soon to be king Amon I came to power, it almost led to full civil war. His views was that his family was the high born, the chosen of the sun god to lead rather than the general will of the people. This was it and the north succeeded from Narubia entirely. The event led to the peaceful occupation where for two hundred years, the upper kingdom was under strict ruler ship from the south. Things finally changed when Amon III came to power and seemed to go back the nations roots.
Even though he still believed the entire kingdom should bow before the throne. He took one last walk through the north and made a decree that if the north wanted to solely answer to the sun god, he would allow it. That day marked the peaceful separation of the Upper and Lower kingdom and the birth of Yulovakia. To this day the nations peoples still have close ties because of their heritage but neither government answers to the other. Regardless of the nations sad history, Narubians are still fiercely protective of their northern brethren."
The inhabitants of Upper Narubia have since formed new a dialect and culture, although retains the core worship of the original Narubian pantheon. However, the Yulovakian sect refutes the existence of a holy being on the earth, and the Combine does not see the Lower Kingdom's monarchs to be legitimately divine. Whereas the Lower Kingdom worships the Solar God as a martial deity of war and kings, Yulovakians hold the Sun to be patron of much more general aspects, like life and the natural cycles of the world. Despite their differences, it is a close ally and partner with Narubia, on account for the background they share.
Nation's Economy: Yulovakia's economy is dirigisme - it focuses on private initiative and property; however, these are dependent on the state itself. The state essentially determines production and allocation of resources, and in addition, it maintains many of its own services and industry. Private competition is encouraged, as it is thought to empower the best and brightest, however, all economic activity must contribute to the Combine at large.
Social classes are seen as positive to the Combine, encouraging class-collaboration and mediating the relations between them. While not strictly a caste-based system, Yulovakia's social inequality generally determines what manner of economic involvement individuals have.
Heavy foreign trade is not particularly desirable, as the Combine favors economic self-sufficiency. However, it cannot just produce everything and anything all by itself. Involvement in international trade is inevitable, but kept to a minimum, as to not turn the Combine dependent on foreign capital.
Major Imports: Leveefka (from the Narubian Kingdom), Luxury goods, Lumber, Spices Major Exports: Coal, Metals, Salt, Minerals, Machinery
Yulovakian soldiers wear fatigues in colors that match the terrain they're operating in, utilizing complex camouflage patterns to break up their silhouettes. These uniforms are marked with the Solarni Krst badge of the Combine on the left breast pocket and rank tabs on the collar. Metal breastplates are issued to elites and shock troops. Exact uniform styles vary slightly between different regiments, though all equipment tends to get distributed evenly.
A. A 12-gauge, pump-action combat shotgun; used by shock troops for clearing out trenches and buildings.
B. A 20 mm anti-tank rifle, fed by a 10-round magazine; effective against light armor and most structures.
C. A standard-issue 9 mm sidearm.
D. A six-round .38 revolver, commonly seen in officers' possessions.
E. A submachine gun normally issued to shock troops and squad leaders. Fires .45 rounds.
F. A lightweight, 88 mm anti-tank launcher; used against armor to great effect. Fires a fin-stabilized rocket which can penetrate 100+ mm of armor.
G. The standard, semi-automatic service rifle used by the Yulovakian Armed Soldiery. Fires 7.62 mm rounds from 5-round clips.
H. A steam powered automatic carbine, firing 5.56 mm rounds.
Not Shown: The Combine military uses a 7.62 mm machine gun much like the Narubia's.
These serve as the Combine's main medium tanks. The first revolves around a lighter, chassis, using mobility to engage other armor and sloped armor for defense. It mounts a 76 mm main gun, accompanied by a trio of 7.62 mm machine guns: one in the turret, one in the forward hull, and one mounted facing the turret's rear. The second machine is a tad heavier and fitted with a 137 mm howitzer, with which it is able to bombard enemy formations. It sports three 7.62 mm machine guns, as well as a larger, pintle-mounted anti-aircraft gun (which can be fitted on all Combine tanks). The Combine's tanks feature the Solarni Krst roundel on the sides of the turret.
The Combine's main heavy tank is based on its lighter brothers, retaining similar aspects like sloped armor and chassis design. It is armed with a 122mm main gun and multiple machine guns, one of which is located in the turret's top cupola.
The Combine uses infantry support guns in a variety of calibers. Shown above is a 37 mm light anti-tank gun. It features a co-axially-mounted machine gun for anti-infantry duties. Common infantry support gun calibers include 37, 45 and 76 mm.
The 10 cm M-59 field gun is a 105 mm towed artillery piece used as an anti-personnel or counter-battery weapon. Other field guns in calibers ranging from 77 to 135 mm and higher can also be found in the Combine's batteries.
The Mung 7.5 cm Model 1027 is an odd howitzer. It fires 75 mm shells from its quadruple barrels. The downside of the gun is its long reload time, should each barrel fire at once. However all four rounds striking simultaneously is capable of yielding a great effect on targets. Alternatively, their fire can be staggered - a battery of Mungs firing this way would put out a considerably long barrage before needing to reload.
The 21 cm Kuj 34 heavy howitzer was designed for siege use. It fires 211 mm shells at a high arc. 105, 120 and 150mm are other popular calibers in different howitzer models.
Combine airships use leveefka imported from the Narubian Kingdom when possible, resulting in lighter weapon and armor loads than many contemporary ships. However, this makes them nimble and a fleet of Combine air vessels can outmaneuver their heavier counterparts with little effort.
16x 254 mm (10 in) guns (8x2); three of these are mounted on the underside, in an ai bombardment position.
12x 119 mm (4.7 in) guns
8x 76 mm (3 in) AA guns
24x 40mm AA guns
12x 12.7mm machine guns (6x2)
6x 254 mm naval guns (3x2)
8x 40 mm AA guns (4x2)
6x 20mm guns
10x 12.7 machine guns (5x2)
6x 127mm (5.0 in) guns (3x2)
9x 40mm AA guns
9 x 20mm guns
6x 12.7 mm machine guns (3x2)
As a whole, the Combine Navy is smaller than that of many other nations because only a small portion of the state actually touches water. It's more suited to defensive and policing roles because of this, but is unrestricted by the design of its ships. If required, the Combine Navy can go on the offensive.
9× 460 mm (18.1 in) main guns (3×3)
6× 155 mm (6.1 in) guns (2×3)
24× 127 mm (5.0 in) guns
162× 25 mm (0.98 in) AA guns (52×3, 6×1)
4× 13.2 mm (0.52 in) AA machine guns (2×2)
8x 356 mm (14 in) naval guns (4×2)
16x 152 mm (6.0 in) naval guns
8x 76 mm (3 in) naval guns (8×1)
4x 6.5 mm (0.26 in) machine guns
8x submerged 533 mm (21.0 in) torpedo tubes
10x 203 mm (8 in) naval guns (5x2)
8x 119 mm (4.7 in) high angle guns
66× 25 mm AA guns
16x 610 mm (24 in) torpedo tubes
7× 140 mm naval guns
2× 80 mm naval guns
8× 533 mm (21.0 in) torpedo tubes (4x2)
48 naval mines
Demonym: Mannowarrian Race: Mannowarrian General Race Description: Mannowarrians are a feline like large bipeds, with retractable claws on their hands and feet. Female Mannowarrians are up to 2.0 meters tall, while adult males ranged up to 2.2 meters. They are covered in gray-white to black fur, often with more colorful spots or stripes. They have extremely dense bone tissue, allowing them to endure greater physical trauma than beings with similar physiques. they have a lifespan of up to 79 human years. Mannowarrian value strength and honor above anything else, and defeat is considered a big disgrace. they are very loyal to their leaders and clans and will fallow them to the death. they begin training to be warriors at a young age, and can appear to be very hard on their children, but they do generally care for their children. their reason for training to be warriors are more for honor and individual betterment. They wear very medieval type clothing such as tunics and robes. both men and women always are equipped with their own personal sword wherever they go for self defense and as a symbol of themselves, a Mannowarrian's sword is as precious to him as his family, and if it breaks they will mourn it like a lost loved one. They worship war gods who they believe gave them the secret of forging swords and crafting with Mannowarrian iron. Even though every Mannowarrian is given the title of warrior, the Mannowarrians do not all join the military and do the many tasks and labors to make their country great.
here are some photos to get an idea of what they look like
Description of Race's Perks and Nerfs: Pros: very strong and amazingly agile and natural ingenuity in warfare, they are also have a big sense of honor, cat like senses. Cons: They are irrational when angry, prone to violence, and very stubborn, they also hate being deceived. They can get really sick from nickel entering their bloodstream, and some gases can be hazardous. vegetables are also something they cannot ingest or they will become rather ill. Nation Size: large Population Scale: 79 million
National Geography: forests, mountains, plains and tundra Political System: Mantanorr is ruled over by monarchy and a council well experienced Mannowarrians. warfare, sciences, economics and social order is overseen by a council of nobles, generals and the top minds in the country. the council has to come to an agreement on all the matters that come before them, and they must get the king to pass the laws and reforms. the Mannowarrians are proud and love their monarchy, it has led them through many years of turmoil. The economy has a socialistic like system in which the poor are look after by taxes and donations from the richest families in the country. Religion: the Mannowarrians are polytheistic and animistic in spiritual belief, they worship gods of war, wisdom, honor and nature. they believe that everything including the rocks and trees have a spirit, and that nature is sacred. They believe that nature must be respected, and honor is more important than being greedy. holidays:
Saovyn: it is one their most celebrated holiday of the year and it happens in autumn. The holiday celebrates the harvest and the spirits of the dead. it is believed that on the day of Saovyn the borders between the living world and the spirit world become thin and that the dead can interact with the living. On this day the people of Mantanor dress up as dark and monstrous warriors to scare away the malevolent spirits that cross over with the good ones. Another fun aspect of the holiday is the giving of treats to those who travel from house to house knocking upon doors, they are called Treat Seekers. The representative of the holiday is a black ghost like cat with flaming red eyes, he is said to travel from house to house seeking to punish those who do not respect the dead and is accompanied by a pumpkin with a carved scary face that burns fire.
Alvulis: the holiday is the second most celebrated holiday of the year and happens in the early winter. The holiday celebrates the time when families are needed as much as courage, and charity and kindness towards each other which helps form bonds. The Holly tree is the symbol of the holiday, and on the eve of Alvulis families put presents that they got for another around a small holly tree. On the morning of Alvulis, the presents are opened and then there is a big feast. The representative of the holiday is the wise and red robed god of winter and charity Borryn. He too is a warrior like many of the other gods, but he fights for the protection of the family and the spirit of the holiday.
Day of The Sword: It is a very beloved holiday that happens on the first day of spring. It celebrates the sword and the birth of knew warriors. Young Mannowarrians receive their first swords on this day and by rite are made warriors. The day is usually celebrated with big feasts and contests of warrior skill such as sword fighting, unarmed combat, and foot racing.
Oran: It is Mantanorr's largest port city
Korr: It is Mantanorr's second largest city next to Oran and is south of the larger city
Norgard: Norgard is the only city in the northern tundra, and is ten miles from the western sea.
Gorr: The city is located on the great plains of the country, and is smaller than the coastal cities but a little bigger than Norgard
Capital: Jorninir is the largest city in Mantanorr and is a walled city to defend it against invasion. It has a great castle at the center of it
Nation's History: The country started out as a confederation of clans who warred with each other and many thousands died because of their love of war. Some prayed to their mighty war gods for a time when they would be united as one country ever since they discovered that they weren't the only intelligent race in the world. eventually a king from the most powerful clan at the time dreamed of uniting the clans, but it was at the cost of many lives in the unification wars. After many years, he succeeded in the task, but it was at the end of his reign that he finally saw his dream come true. Now after centuries, the Mannowarrians have become a great military power, trying to compete with the world's growing civilizations while holding on to their heritage. even with the inclusion of the gun into their arsenal, they still worship the sword the sword as a gift from their gods.
contact with the Gesture Sovereign
Years ago the Mannowarrians entered a war with the sea faring nation known as the Gesture Sovereign, and after five years of fighting, it ended in a draw. The war showed the Mannowarrians that their neighbors had great technology at their disposal, and that they needed to advance to keep from being run over by their powerful neighbors.
contact with the Republic of Karlsland
Twelve years ago after so many years of trading and advancing, the Mannowarrians came into contact with the Empire of Karlsland who had lived to the east on the other side of the mountain range. They offered the Mannowarrians weapons as gesture of goodwill, but the Mannowarrians' natural distaste for greed made them look upon their neighbors offers with indignation and relations between the two nations became sour. Despite their distain for the Karlsland Empire, they did not make any acts of war, it was wise to attack a nation that they had known so little about. Relations became even worse when the empire began to expand southward to increase their farmland, the Mannowarrians saw the act as one of greed and they felt the time for war had come, but they chose to wait until the time was right to strike. It came when the Karlsland Empire fell into civil war and attention shifted away from Mantanorr, and they planned to take the mountain ranges by force. They had underestimated the Empire's strength even when caught in a civil war, and the battles became bloodbaths. the Karlsland Empire managed to repel the Mannowarrians and many warriors were shocked by their defeat. After that the Mannowarrians became paranoid about retaliation from the Karlsiland Empire, but it never came. After the empire fell from the Mannowarrians were still reluctant to trade with Karlsland remembering their defeat, but in the end they found it necessary for their nation to keep on expanding. But they do not forget their defeat by the Karlsanders, and old wounds can still sting.
Now with trading, they have become more advanced, and guns and steam are becoming a nessicary power in their country to compete with their neighbors. When they win a war the Mannowarrians do not always conquer, they strip the nation of its recourses and have them pay a huge indemnity tax to pay for the war they also take plans and weapons for their scientists to analyze and recreate. Over the last four hundred years they have been developing their philosophy on life and honor, and a class of warrior philosophers have become prominent in the country. They hope to one day spread their philosophy and ideals around the world.
Nation's Economy: it has expanded greatly thanks to trading gold, silver and Mannowarrian iron. Unlike other nations, the Mannowarrians trade out of necessity instead of greed, to them greed is a sin against honor and ultimately destroys nations.
Major Imports: food, livestock, weapons and inventions
Major Exports: fish, metal crafts, weapons, gold, silver and Mannowarrian iron.
Military: their entire force is 2,370,000 to protect their borders and make war when the time comes. Mannowarrians use their brute force for their military strategy, and use aggressive strikes when using warships and tanks, and will charge very ferociously at their enemies, though most of their strategy depends on how well their general's orders are. they like put most of their power into a first charge to scatter their enemies and destroy them, but they will use stealthy gorilla warfare. they have rifles and automatic guns, but most prefer to use long-swords made from Mannowarrian iron, thanks to Bordan Vo, their great reflexes allow them to be incredibly skilled swordsmen with their blades, it takes a great amount of training to master the martial art. they have developed massive canons for extra firepower and their tanks are very sturdy and powerful. They do not fear death and love the thrill of battle. the most skilled warriors are the Clawed Crusaders which are said to fight almost like war gods. they have a great Navy as well as incredible land forces that make them a force to be reckoned with. They wear plated armor made of Mannowarrian iron which protects them from gunfire, but it is more meant for sword combat. They have had plans for creating a fleet of airships, but they are still in the planning stage of development.
The Clawed Crusaders are the elite and most powerful class of warriors in the Mannowarrian military, many say that they cannot be defeated. There are over ten thousand of these amazing warriors, they are experts in combat, both with swords and guns. The Clawed Crusaders are used for very special missions and in war. It will take almost five years of training and tests for a warrior to try and join the Crusaders. Their armor is more durable than most other warriors and can withstand gunfire from most handheld guns.
In service: 50
In service: 60
In service: 55
in service: 65
in service: 50
In service: 150
In service: 100
In service: 95
these are what they will have as an airforce when they develop them Skyclaw
Blue lines - River Routes
Black Lines - Rail Road Tracks
Blue Dots - Port Cities
Orange Dots - Land Locked cities
Red Circle - Capital City
Orange Line - Eastern Border
Naval Base - Provides a midway between the homeland and any invading naval and Air Forces, Large cannons are installed on the island to bombardier any unwanted fleets. There are barracks for troops as well.
Refueling Port - It provides a rest stop for any traveling fleet, Fuel is traded here to any vessel needing it as well as a docking station for when storms hit.
Trade Port - Wydred Goods are sold here to passing merchant vessels as well as bought. This has developed the bases to the point that civilians have permanently settled on them though the ports were originally for military and basic trade use.
Naval Dock - Provides a docking station for military naval fleets..
Tor'ek : Minotaur race with four legs, they stand at an average of twelve feet with the common hide color of black. They are also the alphas, leaders in both the civil and military of their country.
Mer'oen : Two legged minotaur. They are the basics of the empire, manual labor and the average citizen. They stand at an average of nine feet and have a variety of horns as well as races.
Hu'lien : The rabbit folk stand at an average 5'6, they are the thinkers.
Description of Race's Perks and Nerfs:
Strong: All but the Hu'lien, which make up only a querter of the population, are physically strong. Though they must eat a lot they tend to work just as much as they eat giving them iron hard muscles, amazing stamina, and great agility.
Smart: The Hu'lien which settled in peacefully with the minotaur races provide the lacking intellect of the nation. They are the engineers, scientists, and academic leaders in all things.
Peaceful: The reason the Hu'lien settled in with the minotaur races was the fact that not only they were provided the safety of the minotaur strength but the warm welcoming of their mild natures. The minotaur races are generally peaceful by nature, though they are highly territorial, so long as no one tries to push them or take from them what they consider theirs you wont have a problem with them. This has allowed for the Hu'lien to develope the nation in engineering and its sciences without being disturbed and have in fact received the helping hand of the minotaurs in building modern cities, ports, and a modern army.
Limited Race Resources : the Tor'ek, the strongest and tallest of the bunch are also the least common numbering at only 2.3 million. Their cousin races are all much smaller and are unable to compare.
Strained Relations : Though the Hu'lien hold the majority of the nation's wealth and businesses they feel as though they are reduced in terms of rights. The Tor'ek alpha is king of the nation and decides what is what, even in the Hu'lien wished to rebel their physically weakness when compared to the minotaur races made that decision a bleak one. Not only could they not hold their own, all minotaur are loyal to the Tor'ek alpha, if he told them to go jump off a river that river would soon be clogged with minotaur corpses. So even though they hold the wealth and businesses of the land all of that could change in a moment from a single command given by the Tor'ek alpha.
Over Population : the recent massive increases in population have put a strain on agriculture and have sparked more than a few territorial disputes among minotaur clans.
Nation Size: medium
Population Scale: 72 mill.
National Geography: Very mountainous, covered in rivers and large dense forests with very fertile plains lining the coasts and most of the northern half.
Capital: Regis, large city surrounded by mountains within a cove where the Dry-docks for both the Air and Naval forces are most concentrated.
Since the beginning the Wydred Nation has had good relations with Karlsand, peace has reigned and trade has prospered. The Rabbit Kind hold an admiration for the ears of their race and the Minotaur kind have held a peaceful relation with them. A pact between them was formed in an agreement that both nations don't raise arms against each other and continue to prosper with peaceful trade.
Tense but peaceful.
Tense but peaceful. Contact has been avoided to prevent unnecessary bloodshed.
- Gesture Sovereign
Neutral, LOLZ. There is peace and there has always been peace between the two.
Trade partners with a signed non-aggression pact
Nation's Economy: Engorged. Monetary gains mean nothing to the minotaur, it is displays of strength and bravery that matter to them. They are satisfied with a roof over their heads, plentiful bounty of food, and a satisfying job(needed for them to vent their natural abundance of physical energy)
Major Imports: Coal, food stuffs, textiles.
Major Exports: Labor and Mercenary Leasing, Metals and high quality Metal Works, lumber and Wood Crafts.
PERCENT OF PERSONEL IN THE ARMED FORCES : 3%
350,000 Trained Engineers and Military career personnel
1,810,000 Standing forces (the regular Joes) divided amongst the three military branches (army, navy, air-force)
Number in Service: 10
Number of Crew: 1150
Purpose: Guard Major cities and population centers
Number in Service: 200
Number of Crew: 200
Purpose: Intercept invasions
Number in Service: 200
Number of Crew: 40
Purpose: They ram into enemy ships piercing the gas chambers and sinking Air ships, they are held within the interceptors and released when needed. The back rotor is wound and provides a short but very effective burst of high speed needed for both a quick and decisive attack as well as piercing strength. The Blade of the ship is detachable.
Number in Service: 150
Number of Crew:250
Purpose: the Patrol Ships of the kingdom
Number in Service: 80
Number of Crew: 400
Purpose: The war Ships.
Number in Service: 10
Number of Crew: 800
Purpose: Anti-Naval Force Designed to carry ship killing hybrid subs.
Number in Service: 80
Number of Crew: 10
Purpose: These are dropped from the carriers and glide down towards the water below where they submerge and engage in combat with naval vessels. They are armed with ship sinking torpedoes.
Number in Service: 160
Number of Crew: 8
Purpose: To protect the Carriers from other ships, they are sacrificial pawns as the Carriers are always escorted by Heavy Cruiser Detachments.
Number in Service: 120
Number of Crew: 125
Purpose: The Watch Dogs of the Seas, stealth attack, ship sinkers, and sub-to-sub fighters.
Battle Ship (big Ship from the top pic)
Number in Service: 80
Number of Crew: 750
Purpose: Escort Commercial Freighters.
Small Fighter Carrier (the Bottom pic Carrier)
Number in Service: 80
Number of Crew: 400
Purpose: Provide Support for the Battleships.
Number in Service: 3200
Number of Crew: 1
Purpose: These fighters are small and piloted by the rabbit folk, the fighters are disposable with safety pods meant to be detached once the fighter is shot down or has served its purpose. The Fighter is laced with Explosives for Kamikaze Drops, rockets that shoot our blinding gas that jams radar, and a small torpedo for a last kick in the face against opposing naval vessels. The Fighters are pre-wound and are ejected via gas propulsion to save the short wound-up burst for lift and short flight. They are the primary shields of all battle ships.
Refuel Tanker (from the Top pic)
Number in Service: 80
Number of Crew: 150
Purpose: Refueling battleships and other naval vessels.
Commercial Freighter (from the Top Pic)
Number in Service: 1000
Number of Crew: 16
Purpose: Provide long range bombardier support.
Number in Service: 5000
Number of Crew: 2
Purpose: Fast attack tanks, lightly armored and manned by rabbit kind for the reduced weight and greater speed.
Number in Service: 500
Number of Crew: 6
Purpose: Armored Tank Killer, defensible fortress killer, and general Pounder OF all Armored Things.
Number in Service: 2000
Number of Crew: 4
Purpose: Blitz Tank Mop up crew.
Armored Battalion Tank
Number in Service: 2000
Number of Crew: 4
Purpose: Being much slow than the medium tank and a snail when compared to the Blitz tank the ABT is a general Foothold Tank, means that it is designed to keep a conquered area from being reconquered.
Stationary Death From Above Fortress (Artillery/munitions and maintenance side vehicles(3))
Number in Service: 4
Number of Crew: 80
Purpose: City Killers, they are designed to pound and reduce any city fortifications and are also equipped to shoot down low flying Air-Ships.
Motorized Unit Rovers
Number in Service: 20000
Number of Crew: 2
Purpose: Medic and general Troop transport with a trailer usually attached behind it to carry the wounded or dead.
Last edited by riprofsuls; 4 Weeks Ago at 01:23 AM.
Anyway, if you really saw something like that, I'd have gotten into gear right away. not just right away, but like right NOW. like one... two...,...threeGO!
Like I would have trouble putting my stuff on because of all my SHTF stuff I just put on. I would have been ready to go so quick that I would have forgotten baby wipes to clean up the shit I took in my pants 'cause I went to get my stuff on before I went to the bathroom after a sighting like that.
I would have been ready quicker than spongebob on monday morning.
I would have been ready to go like Mario kart on the count of 3.
I'd be so gone, The minutemen would look late.
Zero to 88.8 miles per hour in about 2 seconds.
I would have been more ready to go than a 8 year-old kid in the mall going to find his mom in Macys in the lengerie department.
I would have been ready to go like a grenade with the pin pulled.
I would have been out the front door quicker than a pig out of mcdonalds.
I would've been out of there so fast it would make your head spin.
I would probably be airborn off my front steps with a one-way ticket going anywhere.
I'd be ready to go quicker than our mom on friday night.(sorry, i couldnt resist)
My feet would be moving so quick, my boots would tie themselves.
I'd be out of there quicker than on the last day of school(that is REALLY fast)
I'd be going to fast, the EPA would ban me.
I'd be on the move like a whole heard of wildebeest wrapped up into one supersonic package.
Nation Name: Confederate Republic of Gesture Sovereign or Gesture Sovereign.
Nation's Location: Light Blue
Demonym: Ouizatten (As a people) Sovereign (As the Countries People)
General Race Description:
Humanoid fish. Who have adapted to land, with the ability to breath with lungs and gills. Webbed hands and feet are common. Ouizatten's want to feel more accepted as a Nation, so to feel more "normal", they have adopted a rather strange naming system. Its a combination of they're own language and the Human language. Resulting in rather, unique names. To the Ouizatten, though, it is perfectly normal.
The average lifespan of a Ouizatten is 90 Human years. They come in a variety of colors and styles. Some special traits because of their type of fish, like poisonous spines, natural camouflage.
With mainly four major houses:
Fou; Leader: Bonseil Neon
A species of calm, peaceful Ouizatte. The are commonly adorned with lights on their bodies and ribbon-like fins they shape into hair. Mostly comprised of Herbivorous kind. Wester; Leader: Jacki Bo
The dying clan, the most primitive of the four they are very sensitive to natural light and need purified air to breath in. Coming in colors of brown, grey and black. They are seen as the lowest class of Ouizattens. Larriette; Leader: Mataero King
The more carnivorous and ravage group of Ouizattens. They are predators and have bodies adapted to hunt. For instance, Sharp teeth, claws, sharp scales or other natural hunting mechanisms that can be totally unique to that Larriette Paom; Leader: Lues Catch
The most evolved of the four, resembling humans almost to a "T". The only posses special eyes, skin and gills to breathe under water. Paomen are the most socially accepted and powerful in the Confederacy. But due to their more evolved status they cannot live underwater like their three counterparts, but few still can live under and above water. This House is Omnivorous.
~ Armada of Gesture Sovereign: Ouizatten's are supreme in naval combat, with possibly one of the best Navies in the world. Adding to the fact they can breathe and live underwater
~ Physically strong: Since they are excellent swimmers their bodies are strong.
~ Good traders: They have access to unique trinkets and minerals not found above ground, making them one of the popular Nations in the trading business.
~Defense: They have an excellent Naval defense with a near wall of tanks guarding their land entry.
~ Weak Lungs: Most of the Ouizattens have weak lungs. Because of this they cannot travel into the air where oxygen grows thin. Though some Larriette and Paom can travel into the air, they are weak. For this reason they also hire Mercenaries to work in their military. (Ouizattens cannot run long distances so they hire others who can)
~ Political Turmoil: Gesture Sovereign still clings to its Confederate heritage, segregating itself into Four Houses. This causes some major backlash on the Republics legislative process from time-to-time.
~ Crime: Because the Nation frequently tightens its defenses in fear, local security runs low, giving way to various crimes. The most common being theft, murder. Even Cannibalism happens often, causing small disputes between households.
Nation Size: Medium-large
Population Scale: 50.1 Million
National Geography: Aside from their Land Settlements, Gesture Sovereign also has cities in the ocean, they stick along the coast, having settlements even outside Gesture Sovereigns immediate borders.
Capital: Mother Prime; located in the waters offshore of the Nations land. It is a city that is built both above ground and below it.
Daughter 1: The only Daughter city on land and the youngest of the four.
Gesture Sovereign started out many, many years ago as the species of fish, each in different houses. These tribes would wage war on each other in an effort to rule the sea region, or the sea as a whole. Before common government and practical thinking, they honored their God. and In the name of God they would wage war, until only Four Major Houses stood.
They slowly evolved, still feuding and waging more covert battles, tribal politics, plagues. Diplomacy soon made its way into Ouizatten culture and one after another they put down their arms, signing it. This would grow to become the First Ouizatten Confederacy. To hinder anymore internal violence, such as war the Confederacy formed a Republic to guide itself into the Industrial Revolution.
Even after the Nation was formed, many Ouizatten's chose to stay out in the sea, living outside of the Nation, but still accepted as Gesture Sovereigns people. houses are everywhere in the sea, but they tend to keep out the public eye.
Before the industrial Revolution hit, in the age of Sail, Gesture Sovereign happened upon the Narubian Kingdom. By pure accident A Ouizatten had been caught in their fishing lines. The incident would spark a war that would last four years, casualties growing larger on each side, it would come to a peace agreement. Though relations at first were rocky, they rounded out nicely, to become good trade partners with the Kingdom.
For generations the Confederate Republic has lived on, slowly growing more friendly, opening trade routes, sharing their Ocean paths with others. though still skittish they wage war on anyone who over-steps their boundaries. Having several major wars in the past, including the war with the Kollective. It would be one of the first to prove their Land weakness. The Administration at that time failing to protect one of its greatest inventions, A Foot of God. The war over a cluster of Mine deposits would soon end, and a treaty was signed.
The Second War would be waged with the Mantanorr, as with the Kollective, Gesture Sovereign would once again prove its Naval superiority over it, but also is inferiority on land.
These conflicts and obstacles only made Gesture Sovereign into the mighty force it is today, both bulking its Confederate Armada and opening its arms to outsiders through trade and immigration. It would become a turning point in the Nations history that would change forever how it is shaped.
Because Gesture Sovereign is laid across two different terrains, Water and Land, each have its own working body. Ocean cities are mainly Mining colonies for Ocean minerals and its Mainland counterpart is big on Production of Non-essential goods. (For example; Clothing, Jewelry, etc.) Since it has a wide array of materials to use from both Land and Ocean regions
Major Imports: Hired hands (Mercenaries), Lumber, Metals, Food, Gasses (for their small airforce), Luxury items.
Major Exports: Non-essential goods, Armada Security, Ocean minerals, Fish
Gesture Sovereign Unique goods:]
Coral: different species of Coral represent different brands of product.
Punk Solid: The anniversary of the Ouizatten Confederations birth.
Gesture Sovereign's Culture influence comes from it's old, primitive tribal stages. Before the Confederation was formed, tribes ruled the Ouizatten race. Giving birth to unique tribal ways. These ways live on to today through dances, songs, jewelry. Both cultures are different above and below water giving Gesture Sovereign a mighty ray of cultural background
A Confederate Republic.
The Confederate Republic of Gesture Sovereign is headed by two main political powers, The Head of The Confederacy, Gile Isabel, who heads the four Houses of Ouizatten Confederacy and Head of Government, Prime Minister Lues Catch.
Confederate Republic of Gesture Sovereign (GCFS):
Head of the Confederacy: President Lugus Isabel
Elected every Seven Years
Head of Administration: Prime Minister, Lues Catch
Appointed by the President of the Confederacy.
Council of Ministry:
The Cabinet serves as the inner circle for the Prime Minister and is personally selected by him and only him. Prime Minister has the power to elect more members to the Ministry or terminate a current members seat.
Prime Minister, Lues Catch
Minister of War, Mataero King
Minister of the Interior, Jackie Bo
Minister of Commerce and Finance, Bonseil Neon
Minister of Foreign affairs, Lues Catch
Minister of Justice, Donson Hue
Minister of Information, Carter Masdien
Minister of Land Management, Otta Beadmech
Minister of Immigration, Vickers Lobby
Parliament of Gesture Sovereign.
The Parliament of Gesture Sovereign is run by a single house of Legislature.
The Confederate Armada of Gesture Sovereign:
GS prides itself on its Navy, making it one of the best in the world, standing among the other great Naval forces.
The Confederate Armada is 1,252,500 strong. In-service and reserve.
Main Body of the National Armada is the Council of Armada Operations, which is headed by an Admiral, who holds the title of Director and reports to the President, Prime Minister or Minister of War.
Current Director: First Admiral Basilisk Archibald.
The Skyfleet is anything but. It's a sprouting arm of the Military, comprised of mainly scouting ships and light transport, to heavy transport.
Most ships are kept in the National Armada, attached to carrier ships that can detach them at will to send them onto land.
First Fleet: Captial Ship the GSS Phoenix
Admiral: Basilisk Archibald.
Vice-Admiral: Ghrail Jise
The First Armada Fleet is stationed in between Mother Prime and Daughter III. It surveys the open bay of Gesture Sovereign. Given the title of "Stone Wall" Basilisk's First Fleet has proven itself as a force to be reckoned with many times.
Second Fleet: Lead Ship GSS Ifrit
Admiral: Ma'dam Trist M'joue
Vice-Admiral: Adam Bau
Based near Daughter II She closely protects the narrow water way between Gesture Sovereign and the opposing Continent.
Third Fleet: Lead Ship The GSS Masquerade
Admiral: Opie Zero
Vice-Admiral: Match Gordon
Based in Daughter IV. Opie's fleet guards the waters of the west and watches all incoming traffic.
Fourth Fleet: Lead Ship the GSS Etiquette
Admiral: Mr. W
Vice-Admiral: Quinn Marshall
Based in Daughter V. Mr. W's Fleet is surveys waters South-East of Gesture Sovereign and provides support for both the First and Second Fleet if need-be.
Fifth Fleet: Lead Ship the GSS Hindrance
Admiral: Bernard Skye
Vice-Admiral: Izzy Qae
Main support for First Fleet and also sent out on smaller missions around the world. Her location changes with incoming orders
Sixth Fleet: Lead Ship the GSS Suicide
Admiral: Kitkutter Gusvch
Vice-Admiral: Sweet Cirbust
The sister Fleet to the Fifth. If one goes out on a Security Mission, the other stays home, but they are almost one fleet because they work so closely with each other and combine their efforts.
The largest ships in the fleet. Only two were ever made, Ifrit and The Phoenix. One is stationed in the First Fleet and the other in the Second. They are the power house of the Aquatic Armada.
In Service: 8
Under Construction: 2
Queen-Class Mountain Flower:
The second to strongest ship in the Armada. It goes into the fray along side the Battle-Bust as the Blade of a Fleet
In Service: 27
Under Construction: 1
Main source of long range combat. They carry weapons called Tinkerboxes. Small clockwork aircraft that are used like missiles to Kamikaze enemies. Though being unmanned they are hard to aim perfectly and in its early stages.
In Service: 19
Under Construction: None
The brunt force of the Armada. They hold the best defense for the Mountain Flower and Abomination.
In Service: 75
Under Construction: 1
The most valuable ship in the Armada, it can create the ideal ambush in Naval combat. Not only that, it also can sneak up to land easier making Beach assaults faster than with a whole Fleet. The best soldiers are kept on the Tinfish and sent into assaults until the rest of its Fleet arrives.
In Service: 28
Under Construction: 4
One of the Lightest and most numerous ships in the Armada. It's used on the front lines and for secondary firing array.
In Service: 107
Under Construction: 3
On of the smaller more numerous ships in the Armada, It is helpful in front line combat and support. But not listed as a Main ship
In Service: 156
Under Construction: 11
The most numerous ship in the Armada. It is Prime in Submarine defense and helps with main naval support. Not listed as a Main ship
In Service: 251
Under Construction: None
A unit made of four Massive tanks that guard the land border of GS.
Roughly 200 men operate each tank and 200 more guard it. That comes to 1,600 in total
The actual Foot of God is three times this size
Confederation land Battalion:
Saying that this finishes off the military each Battalion would consist of 145,000 soldiers. But each Battalion not only contains soldiers to become mere cannon fodder. They also make up Small Guerrilla units too, including the Imported Mercenaries.
Cavalry Units and Foot Units use the same weapons
Standard Swords for soldiers are Rapiers with Parry Shields fitted to their opposite arms to deflect opposing offensive blows, because of their physical prowess they can take the heaviest of blows
Main firearm of the Confederate military.
Standard sidearm in the Military. Main arm of Cavalry, instead of Lances.
"I am the body of the Nation, individuality is deception. We are one before we are our own. To serve Gesture Sovereign is my heart and soul and to die for her safety is my Anthem. I am Gesture Sovereign."
Ever soldier take this oath while becoming part of the Confederate Armada. All Soldiers wear the same exact uniform, sporting respiratory masks of either two kinds (Air or water) They take this oath to inflict a psychological split in the enemy. To appear infinite as an Army and to drive them to the breaking point.
These guys are the go-to guys when main infantry are in a pinch. Because most Fou and Wester, even Lariette cannot wear these heavy suits because of their weaker lungs, Paom are mostly fitted with them. But some Lariette can wear the lighter gear.
These Soldiers are a class above the rest. They are provided with guarding the Commanding officer, including Commodores and even political figures such as the President and Prime Minister. They rarely venture onto the front lines, often sent on covert missions accompanied by a unit of Heavy Infantry (if requested.) They get the job done.
Most Officers, including Commodores wear formal attire, with masks that either filter water or air to their faces.
Centipede Mark III:
These serve as safe transport for soldiers and are often sent in behind tanks. When deploying soldiers they turn sideways creating a wall while soldiers pour out the other side and prepare for combat.
The toybox is another vehicle of transportation, but it also functions as heavy support. It's a massive machine. Within its hull are dozens of Clockwork military cars. It has a loading bay which winds them up. The side opens and releases them, closing to set the next wave up.
Each car is used like Cavalry, to swoop in and attack quickly with its mounted guns and hurry back to the Toybox. They can also be used like battering rams to open holes in defenses.
Infantry Weapon, mounted Machine Gun
Commodore: Fyre King
The first Battalion is run by Mataero Kings Second Son.
The First Confederate Battalion guards the boarder of the Foot of God, giving it top priority over the other two Battalions, which are (for now), set as Support.
Commodore: Lock Holder
Commodore: Walter Residente
Last edited by BanalityPanda; 3 Weeks Ago at 11:40 PM.
Demonym: Karlslander, Karlslandic
The Kavanian People
The Kavanian race is a very huminiod species, with usually the only differences in terms of outward appearance is their hawk like ears and tail. While males only have the ears, females usually exhibit both ears and tail. They have a variety of hair and eye colors, most commonly found is brown hair with blue eyes, but there are some rare cases when one may have bright yellow eyes. The Kavanians can hear and see much better than your normal human, though their most noticeable mental ability is their reaction time and ability to multi task with greater skill on average than a normal human can. One of their weirder traits that has yet to be explained is the presence of the highly toxic substance known as Ensenuim. This substance that is commonly used in Karlslandic Airships is normally highly toxic for most living things, yet it is heavily present in the bloodstream of a Kavanian. Due to Ensenuim's properties, the Kavanians are usually not very heavy because of lighter than air substances in their bloodstream. In simple terms: Under normal circumstances, Kavanian man would weigh around 220 pounds, but because of the Ensenuim in the blood, he weighs around 170 pounds. So considerably less, but won't get blown away in the breeze. Stranger yet, even with Ensenuim present in their bloodstream, it is still very toxic for them to breath like any other living thing.
Description of Race's Perks and Nerfs:
Better hearing and sight
Faster reaction time and great multi tasking skills
Natural affinity towards flight, can breath easily at high altitudes
With Ensenuim in the bloodstream, they are not heavy hitters
Average strength, nothing special, but typically not bulky or broad
Nation Size (Based on territory): Somewhat Large
Population Scale: 41.4 Million
The official form of government is a Representative Democracy that posses three branches: A legislative branch, an executive branch, and a judicial branch.
The Legislative branch is made up of a congress, known as the Großen Versammlung, that consists of 40 members, 2 from each region. These representatives, or governors, hold office for five years and can be reelected indefinitely. This congress votes one bills and proposes laws as well as determine the nation's budget. This is then passed to the executive branch for approval.
The Executive Branch contains the president of Karlsland and his cabinet as well as the vice president. The Karlslandic President or Vorsitzende, can propose laws as well as veto them, sending it back through the system for review. The Vorsitzende may be allowed to take complete control if the congress fails in some way and collapses. The Vorsitzende is also the only one who can officially ask approval from congress on declaring war on another nation, and also usually acts as the face of the nation towards other countries. Each Voristzende is elected into office by a combination of popular vote and congressional approval and stays in office for roughly five years before being reelected. Though a Voristzende may only run one more time before leaving office entirely.
8 municipal courts controlled by the Supreme Court of Karlslandic, judges must be appointed by the Vorsitzende. These judges serve for life and all laws that are created by the Großen Versammlung or the Vorsitzende must be judged by this branch in order to determine if it is lawful and reasonable.
There are three different major political parties in Karlsland, there is the Centralist Party, the Empirist Party, and the Decorate Party. The Centralist Party believes in a stronger central government, even holding on to a few old political beliefs from the days of the Empire, but maintain the need for an elected congress. The Empirist Party also supports a stronger central government, but believes the executive branch should hold most of the power, holding on to some old pro monarchy beliefs from the days of the Empire. Finally there is the Decorate Party, who support opposite views, often pushing for more power for the 20 regions than the central government.
People of interest:
Political Party: Centralist, but moderate
Short Bio: Alika is the first female to hold office in Karlsland, but this has yet to really affect her position or public opinion. This is mainly due to her personality. Carrying one the standards set by the first Vorsitzende, she has a strong and straight forward attitude while remaining smart and quick witted. She carriers a strong and friendly air about her, and seems to have an amazing ability to get people to compromise on matters. Over all she is beloved by the people of Karlsland and currently is the youngest Vorsitzende ever elected.
Current Vice Vorsitzende:
Political Party: Decorate
Short Bio: In a surprising turn of events, when Alika was asked to nominate essentially her right hand man and successor, should the need arise, she chose someone from the opposite party. Though it soon became apparent why she did so. Rafalic was a very worldly man and had much knowledge about the outside world's various politics as well as much more experince in global affairs, but he was never an ambitious man and is very soft spoken and gentleman like. Thus he made to be a good complement to Alika's cabinet.
To the North lay a small snow covered mountain range that eventually turns into an open Tundra that leads to the Northern Coast. As you further south, tundras slowly grow into grasslands and eventually some temperate woods. The border is made up of a large mountain range known as the Kasandic Mountains that goes from the coast to coast, but gets less extreme along the southern section near the coast. Overall the land is very hilly with a few large valleys and open tundras. The region is experiences cool summers and freezing winters. Agricultural land is mainly located in the south and along the coast due to the more mild and stable weather patterns and temperatures as well as more fertile ground.
The way a town or city looks/built is based on location and population. Typically towns that have higher, denser populations and are located near resources that are mined are very industrious. For example, the major industrial town of of Muchinstein is located in the Kasan Mountains, where there are large strains of Ensenuim. With the combination of both the Ensenuim and the growing population, it produces a very industrious city. On the other hand there is the city of Fardon located in the southern low lands or know as Sutherland. Here in the Sutherland, Fardon is the only major population center where the harvest of the surrounding farmlands is brought and exported to other cities or to the ports to be taken to far away lands. Speaking of which, the handful of major sky ports vary in style, mainly due to population. The largest is located in the north western area of Karlsland called Harfernburg, where large dry docks construct the Karlslandic Himmel Marine and where huge cargo ships make their stops for maintenance and repairs. Along the south western coast is the major sea harbor known as Shavenstein, which houses dry docks and large shipyards, acting as a major trading port for Karlsland.
One of largest population centers in Karlsland, the capital of Salvia has been the capital for Karlsland ever since its unification during the days of the empire, though the great city has changed since then. Now many of the statues and memorials of the Empire have been torn down and the city has actually turned into an economical hub rather than an industrial powerhouse that it was in the days of the Empire. Though old structures still linger, such as the slopped concrete walls that surround the city, the governmental citadel in the center where the chancellor used to reside, but now it serves as the capital building where the Großen Versammlung convene and the Vorsitzende live. The large military parade ground and academies still stand and continue to provide the brightest and greatest generals and officers for the Karlslandic Military. Though there is a new addition to the Military/Parade sector, that is the Strike Witches Academy, founded after the formation of the republic. Now the buzzing sound of striker units in the distance is a common noise in the city. Where the industrial sector used to be is now a large airship airport complete with a few large hangars, and open landing area, and a docking tower that towers over the city, all located within the city walls.
The Republic of Karlsland is a newer nation, formed when is larger predecessor, The Empire of Karlsland, collapsed after a long and dragged out civil war. Even then the region has had a long and bloody history of civil unrest. In the beginning, many city states and small kingdoms were scattered across the land, constantly fighting one another for any number of reasons. Then many years later, this constant infighting came to a dramatic close when one nation called Karlslandia from the north began a massive conquest that united the region for blood and iron. The newly established nation was known as "The Empire of Karlsland". This new empire at first experienced an amazing growth of prosperity and nationalism that covered that nation. The government became more relaxed, becoming a Constitutional Monarchy and maintaining order for many years. Though this peace would soon come to a violent end. Chancellor Wolk Schick the third along with Prime Minister Axia Rogner were assassinated when their airship suddenly exploded due to a timed bomb on board. The Chancellor's son soon quickly took power and abolished the constitution, claiming the nation was in need of a stronger central government, and that the people were to weak to govern themselves. A war broke out between people who cried for freedom, and people who agreed with the Chancellor. For ten years the war raged, the advantage seemingly always switching between the two sides. It finally all came to an end when the Chancellor was killed and the capital taken by the freedom fighters. A new government was installed, and at first the nation seemed to be on the knifes edge of slipping into another civil war, but a strong leader named Rovo Davar became president of the new republic and began to win the people's support with his strong attitude and friendly demeanor. Now almost a decade later, the nation has finally stabilized itself and rebuilt its own economy and military. What will the future hold for Karlsland?
Nation Interaction History:
- The Kaiserreich -
Karlsland and The Kaiserreich have been allies for a very long time now. They were always sort of friendly rivals, sometimes engaging in arms races, but ultimately would come to one another's aid if they needed it. This did not change when The Empire of Karlsland collapsed into civil war. The Kaiserreich supported the faction that fought for freedom, thus when they eventually won the war and took power of Karlsland, they did not forget such great help. Now the two nations benefit open trade and interaction as well as being strong allies with each other. Karlsland even has certain deals that grant The Kaiserreich discounts on Ensenium and certain arms, due to their help in the civil war.
- Mantanorr -
Since the time before the empire, the natural mountain range that defines the land borders of Karlsland, the Kasandic Mountains, essentially isolated the nation from Mantanorr, with very little interaction between the two regions. Though once the city states where unified in Karlsland and the Empire was in full swing, Karlsland still acted as silent observers of Mantanorr, from the fortresses along the eastern border in the mountains. Then when the time came for Mantanorr to modernize, the Empire jumped on the opportunity and attempted to become the major supplier of arms and even some training with heavier weaponry to the nation. Mantanorr, naturally, was suspicious of the Empire, and to put it simply, took the message the wrong way. With Mantanorr valuing honor and hating greed, the feline nation felt insulted by the gesture and while not declaring all out war, relations became tense and hostile. This was not helped at all when The Empire expanded further south for farmland, as this was seen as an act of the greedily Karlslanders gobbling up more territory for themselves. Though Mantanorr knew an all out war on The Empire of Karlsland would be very costly at best and would be a hollow victory. When the civil war in Karlsland burned the nation, Mantanorr tried to seize the opportunity to take the mountain range that had served as Karlsland's wall against them, but the large scale assault failed horrendously, as it was still early in the civil war, and The Empire still had troops to spare in defending the mountains. This catastrophic failure essentially prevented any more considerable attacks due to the amount of dishonor and shame that came from the failure. Now with the New Republic at the reigns, relations still remain quite hostile, as both sides have not forgotten the past, yet there is a chance for hope. This new government of Karlsland presents the opportunity for change as they are much different than the former empire's chancellor, but whether the nation of Mantanorr realizes this chance for peace can only be seen in time.
- Gesture Sovereign -
The two nations enjoy a good trade relationship with the Gesture Sovereign trading mainly tobacco, medicine, Jewelry, and many other goods in exchange for Karlsland's heavy machinery and metals. They both also promise to aid each other in a time of need if a great tragety is to befall one of their great nations.
- The Wydred -
The Wyrded and Karlsland have always enjoyed a peaceful relationship and trade partnership. When the new government took power, a defensive pact of sorts was signed, promising that if one of them came under attack unprovoked then the other would aid them in however they see fit. WIP
Major Imports: Fruit, gems, timber, corn, spices, sugar, and exotic goods. Major Exports: Rich Processed Ensenuim, iron, heavy machinery, arms, civilian airships, assorted metals, coal.
A note about Ensenuim:
Ensenuim is a material found deep within the earth. Through a complex chemical process, it can be refined into Ensenuim gas. This gas is an incredibly light gas, lighter than Hydrogen, that allows major airships to be reality for Karlsland. It is also a safer alternative to Hydrogen, as it is far less flammable and explosive, though it is still a dangerous gas. There are three major downsides to Ensenuim. First is that while it is common, it is only found deep in the earth, making mountains a much more ideal place to mine it. Second, it takes large processing plants to turn it into a usable resource as the raw material does not produce as much gas as the refined version. Finally, it is incredibly toxic to breath for most species, thus it is handled with care.
Total Numbers: 1,452,500
The Karlslandic Military is broken down into three branches. First is the Erde Branch, which consists of ground forces including tanks, heavy infantry, and Land Witches. The second is the Himmel Marine branch or the "Sky Marine" branch, which of course deals with airships and Strike Witches. Due to the nation's location among other things, Karlsland has developed a heavy affiliation with Aviation, particularly airships. This branch also has airborne type infantry. Finally is the Korsan Branch, or navy. This branch deals with most naval operations and patrols. The navy of Karlsland is rarley used as an offensive tool and is usually just their for protecting its own trade routes if the trading nation cannot.
1: The typical uniform for a foot soldier, officers often where helmets instead of caps.
A: M903- A standard issue bolt action rife that fires a .308 round. A durable, easily manufactured rifle with good range and reliability make it one of Karlsland's highest selling guns.
B: M8-12- A fairly reliable semi automatic rifle used more commonly with officers and soldiers in the Himmel Marine. It tends to jam more often than the bolt action when placed in muddy environments. This weapon is not sold.
C: W97 Trenchgun- This is a pump action shotgun used by Erde infantry in close quarters. Works well at close ranges, but is practically useless at long ranges as it cannot fire slugs. This weapon is not sold
D: Auto 5: The assault rifle of the Karlslandic military that is used by many branches. Its large, bulky, and somewhat heavy, but fires a 6.5x55mm round. It is surprisingly reliable and durable, but because of its weight, its hard to fire accurately from a standing or crouched position.
E: TH 7: This submachine gun fires .45 rounds automatically. Due to its high firing rate and poor accuracy, it usually has a large drum magazine. This weapon is sold by Karlsland
F: M991 Pistol: This is a semi automatic pistol that fires .45 rounds. It is a favorite among many because of its durability and easy maintenance. They are also easy to produce, making it a pistol that is commonly sold around the world by Karlsland.
G: MK19 Revolver: This 6 shot revolver fires a .38 round. Never jams, but is a hassle to reload. The revolver is usually only used by officers. This weapon is sold my Karlsland.
This is the standard issued machine gun in the military, fires a 7.9mm round with a very high firing rate. Though after long periods of extended fire, the barrel must be changed.
These soldiers are specially trained for going behind enemy lines and wreaking havoc with demolitions. Often used for disabling heavy defenses and deep recon missions.
-Mechanized Infantry/Armored Vehicles
A unique unit to the Karlslandic Military, both Land and Strike Witches serve a common goal: To hit hard and fast. This role in the military is majorly made up of woman, earning the Land Witches nick name, "The Iron Maidens"
This is the L type striker unit. Equipped with a high powered anti armor rifle, this unit's purpose is to disable enemy armor and take out light armored units like heavy infantry or armored cars. They wear a steam canister on their back that powers their mechanized legs, allowing them to move fast while remaining very nimble and mobile. The downside is that they are just as vunlerable to machine gun fire as any other infantry unit. They also can carry light machine guns to use against infantry
This is the H type striker unit. This is more like a mechanized armored body than the L type which just enhanced the users speed. The H type is designed to engage slower moving tanks and harass mobile fortresses. Armed with a powerful 88mm cannon as well as a machine gun in the other arm, the H type units can usually take on enemy tanks. While their is the added protection against machine gun fire, they cannot take a direct hit form anything above a 20mm cannon and are still vary reliant on speed instead of armor. The H type also comes with a large melee weapon that is essentialy a spiked piston that acts almost like an armor piercing lance of sorts.
This is the only real dedicated tank in the Karslandic Military as the homeland terrain provided little options for heavy armor. This very large tank is heavily armed and armored like many of the time and, of course, very slow. This tank is mainly used in taking out heavily fortified positions and is more often transported by railroad than on its own speed.
Designed with Karlsland's native terrain in mind, the crawler is a well armored tank that is only vulnerable on the bottom and rear. With it can walk with four legs if any two are damaged, and its mechanical legs give it excellent mobility on rough terrain, and provide a considerable speed boost too. Though the legs prevent it from entering forested areas, as it cannot knock down trees like normal tanks. Same goes for strong walls or barriers. The tank is armed with two machine guns and a 88mm cannon.
A large landship that is heavily armed and armored. This behemoth moves at a neck breaking 5 miles an hour on flat, open, rocky terrain. Only two of these monsters of machinery exist as the military is focusing more on mobility versus slow moving tactics of war. It's few vulnerabilities are its exposed frontal and rear tracks as well as its lightly armored radiators on its flanks.
This is the most common and widespread artillery piece in the military. Its 88 cannon can fire a variety of ammunition, including gas canisters. It is also light weight(relatively, still not two people can pull it) and can be towed around the battlefield.
Another commonly featured artillery piece is the 37mm howitzer that is much lighter than the M-2, allowing it to be moved around by soldiers. It also has a faster firing rate. This piece is also sold to other nations.
This is a mobile artillery platform that fires 95mm rounds. (Just imagine it with a bit more of a steampunk flair to it.)
These massive artillery pieces were created during the civil war by the last Chancellor. There rounds are so large, small vehicles could easily drive down the barrels of these guns. There are only five them in existence, located at the largest fortress in Karlsland, The Kavstan Citadel located in the Kasandic Mountain range. These guns have only fired once, during the small war with Mantanorr when they attempted to seize the mountain range. They take nearly an hour to load and cannot be moved from the fortress.
The Himmel Marine Branch
-Airships and Infantry
These are massive airships that are heavily armed and armored with huge 575mm cannons as the highest calibur on board. They can deploy 20 Strike Witches at once and drop thousands of bombs upon ground targets as well as pound them with the ships massive guns. They are flying monsters of machinery, but there are only two in existence.
This is airship serves as a patrol craft, lightly armed with only two 37mm cannons and a handful of Gatling guns. Though it is quite fast and maneuverable.
Designed to be an anti airship weapon. It is armed with both big and small guns and is well armored. It handles like a battleship when it comes to maneuverability, but is much faster in a straight line.
The main ship of the line for the Himmel Marine, it is heavily armed and armored with four large turrets that house three 325mm cannons as well as smaller batteries scattered about the ship. This airship can lay waste to both enemy airships and ground units, but is much slower compared most airships.
A light destroyer of sorts that is moderately armed and fairly nimble and fast. Though it lacks in good armor. Usually can launch 4 Strike Witches at a time.
The latest and greatest for the airship armada in Karlsland. This airship is a battle cruiser of the sky, being heavily armed like a battleship, but much faster and more manuvarable. Currently this ship class is replacing the battleship's place in the Marine.
This is a balanced airship being moderately armed, armored, and having an okay speed and maneuverability rating. They are mainly used as escort and support ships as well can launch Strike Witch units from the airship.
A multi purpose cargo airship that is used in both the military and civilian branches to transport cargo. It is a rugged, yet elegant machine that even has a luxury version for the transportation of VIPs.
The Himmel Marine infantry are there to both protect against boarding parties and to be boarding parties. Usually carry semi automatic rifles as opposed to their ground brethren.
These are Strike Witches, predominantly made up of woman, they serve as very fast and light flying infantry. Usually they're job is to take out key components of enemy ships such as engines or control surfaces as well as provide tactical support like recon flights and direct artillery fire. They are very fast fast and highly maneuverable with leg units powered by steam. Now, the big question is, how? Well instead of having the boiler and everything on board the striker unit, they are powered by a mixture of clockwork mechanisms that use small amounts of steam that is released from canisters. This allows them to have a flight time measured in hours than minutes. Of course, their draw backs is that while they maybe hard targets for AA gunners to hit, they are very soft targets, making them very vulnerable to high concentrations of flak or machine gun fire. These units are trained much more rigorously than their land based sisters, as it takes much skill and discipline to use A type strikers effectively and relatively safely
-The Korsan Branch
The most modern ship of the Karlslandic navy, it is a battlecruiser with big guns, okay armor, and fast speed. Though it is vulnerable to air attacks.
The most common naval ship in the navy. It is a well balanced frigate that is swift in the water. Mainly used as escorts and patrolling trade routes for aggressors.
This is a patrol boat used by the coast guard to counter any sort of piracy. Usually has a small amount of infantry on board.
**** As this is a semi-modern NRP, most of the nation's, if not all, would have had contact with each other in one form or another. As such, I would like to have all the histories have some sort of collaboration and correlation between each nation. Whether it be wars, trade agreements, or a mutual agreement to leave each other alone, there will still some form of contact that shaped your history and current relation. Please try to include some of this within your history account.
Last edited by Kilo6; 10-29-2013 at 09:37 PM.
Attention to those I RP with! Due to some bad home problems, I will not be able to post significantly for awhile (maybe a week or less, maybe). So I leave it to the GMs to decide to let any of my characters go or move one without me. I totally understand in any case so please, don't hold up the story just because of me. I hope I can return to the Guild with a working computer soon and a less than hectic home life. Until then, Good luck to you all!
Who says you cannot have your toast and eat it too
Narubian Kingdom //Narubia
- Nation's Location:
Narubians / Nubians
- General Race Description:
Typical humans, most have a darker tan due to the outdoor life and hotter temperatures of the nation.
- Description of Race's Perks and Nerfs:
Craft and adaptable.
Very faithful to their gods and the king himself.
Sometimes too over zealous, often leading to reckless behavior to say the least.
Seeing as they are human, there are no special physical traits.
- Nation Size:
- Population Scale:
- National Geography:
Narubia is majorly plains with mountains peppered around. Rolling hills and steppes encroach into the flat land at seemingly random locations. The country itself is quite warm year round. It has a natural four season cycle like the rest but winters are rarely worse than early fall conditions.
These are the four major cities,
Jachim- Major city to the south, Large port and naval base
Olmos- Large army base, headquarters of the Air forces.
Ichket- Large army base
Karkoa- Large trade hub
The city of Aresh is thousands of years old and really reflects this in its structure. Looking like it has been rebuilt over a hundred times with newer materials and methods, it really is a hodgepodge of building styles. The city is enormous, being bigger than all four other cities combined.
- Current leader:
- Nation's History:
Aresh; the prehistoric home and birth place of the Narubian kingdom used to stretch far north and comprised of a steadily advancing culture of sun and moon worshippers. As the religion expanded, two real groups began to form, the lower kingdom that started to hold more secular views where as the upper continued to view it as the law. The lower continued to bend the laws, walking the fine line between heresy and over a thousand years, it had caused a deep chasm between the two groups.
Even with their differences, the two groups worked together and prospered but the when soon to be king Amon I came to power, it almost led to full civil war. His views was that his family was the high born, the chosen of the sun god to lead rather than the general will of the people. This was it and the north succeeded from Narubia entirely. The event led to the peaceful occupation where for two hundred years, the upper kingdom was under strict ruler ship from the south. Things finally changed when Amon III came to power and seemed to go back the nations roots.
Even though he still believed the entire kingdom should bow before the throne. He took one last walk through the north and made a decree that if the north wanted to solely answer to the sun god, he would allow it. That day marked the peaceful separation of the Upper and Lower kingdom and the birth of Yulovakia. To this day the nations peoples still have close ties because of their heritage but neither government answers to the other. Regardless of the nations sad history, Narubians are still fiercely protective of their northern brethren.
After the great split, social classes began to form but without a strict poor class as some odd hybrid socialism under a theocracy formed. This government and economy quickly snapped into high gear as the lower kingdom started to become a more militaristic state. They pushed southwards, conquering everything in their path until they created the borders that exist today. A new factor came in to play during their age of sail though when they encountered the fish folk from the Gesture sovereign. It started off as a fishing 'accident' that led to a full blown four year conflict. It was during the age of sail and the Ouizatten had a clear advantage. Early engagements were very one sided in the fish folks favor but the Narubian war machine was beyond measure and ships began pumping out in ridiculous numbers. Towards the end of the war, hundreds of ships lay wrecked at the bottom of the sea and thousands of sailors from both nations were dead. A cease fire was announced and a fragile peace ensued.
The two nations didn't talk much for near a decade but just out of the blue, the two nations began open trade and things started to stabilize. and both nations had learned much from the war. Narubia began pushing its navy and air forces to the extreme with the clear intent of never losing another naval war with anyone but the actual rivalry with the Ouizatten seemed to subside. To this very day, many naval officers have a deep respect for the fish folk for their prowess in combat.
All of these events has led Narubia to its current state of affairs. The war drums are still ready to be beaten at a moments notice but as the world becomes small and smaller, great care is no taken to ensure the safety of Narubians as war isn't going to solve all the problems anymore.
- Nation's Economy:
The Narubian economy is based around the basic mining and agriculture setup. Their economy has been doing well for the past four years and so far there is no signs of slowing down. There are some major coal stores in the south but the majority of coal is important from the coal rich north.
Narubia has a rich deposit of a mineral that when refined, produces Leveefka. It is a deep earth element that can be rather hard to reach and is also a very dense stone, making it difficult to 'refine'. It requires several treatments with other gasses to turn it into standard Leveefka, creating a potent, lighter than air material that is by far safer than the other dense material 'Ensenium. It however, cannot support quite as much weight per square inch as Ensenium which explains the thinner, 'smaller' airships of the navy. Major Imports:
The import large amounts of coal from the Holy Yulovakian Combine. other imports are refined metals and various foods.
- Major Exports:
Leveefka gas is exclusively traded with the Holy Yulovakian Combine. other exports are raw metals and various foods and luxuries like furniture. exports some basic weaponry as well.
2391000 active and reserve forces.
- Ground forces
Individual soldiers are all equipped with fabric uniforms, with elites having metal plates woven over the vital areas. All are issued a helmet, simple trench knife, and two grenades
Machine pistol- a 5.56mm assault weapon. Even though its classified as a pistol, most refer to it as a sub machinegun.
Carbine- A fully automatic 5.56mm assault rifle. Has excellent accurate at range but is a little unwieldy due to the large drum magazine
20mm Anti-tank rifle- A typical anti armor heavy rifle.
Revolver- A regular 9mm side arm, most officers carry these.
Light machinegun- A 7.62mm machinegun with a excessive rate of fire. Has to be used in short bursts to achieve any degree of accuracy.
Anti tank rocket- A steam powered single shot shaped charge launcher. they are single man portable and once fired, the tube is just discarded. at a 90' angle, can penetrate in excess 170mm of armor. inaccurate at mid range to long range.
Not pictured is a 7.62mm bolt action service rifle. It is a accurate long range gun but its terrible rate of fire have seen it phased out. They exist today as marksman and 'parade' weapons.
The tank has had a troubled history as due to the coal furnace large size often makes them massive behemoths. To defend the massive plains of the nation, a new platform had to be designed to counter the increasing threats from the east. By doing a lot of armor removal and stream lining of a boiler system with an internal coal tender, they created a low profile tank with lighter guns but a higher speed. The lack of heavy armor is offset by the angular armor plates. The tank is armed with a single 76mm cannon, a 12.7mm heavy machinegun on the the turret, as well as coax and hull mounted machineguns. Max speed is 21mph Over 4,800 have been produced
The Heavy tank is another tank on a long line of assault vehicles designed to combat land battleships, fortifications and other tanks. It carries a internal boiler and compressor system similar to the cruiser tank but just on a bigger scale. The tank has not only heavy armor but heavily sloped as well, giving it a natural boost to the defensive capabilities.
The tank isn't as fast as the newer and copied Cruiser tank. A shame really but regardless, this beast is just the newest in the line of power houses that has taken part of most military operations Narubia has partook in. Even as this vehicle is newer in this line, there is already a new version planned with a larger boiler for better speed.
x1 122mm Heavy Naval cannon, shortened slightly for tank use.
x1 12.7mm Heavy machinegun, turret mount
x1 7.62mm machinegun, coax
x1 7.62mm machinegun, hull mount Max speed is 15 mph with over 1,200 constructed.
The basic field gun is a 76mm cannon. Requires setup to fire but its light weight is a benefit.
The Howitzer is the primary heavy artillery of the Narubians. It fires a 247mm shell over a decent distance but the biggest benefit is its relative quick setup and teardown time, giving it excellent mobility.
Some people consider this the complete opposite thinking as Narubians seem to be more mobile but this thing is a perfect spearhead or heavy defensive monstrosity. It carries a single 403mm Heavy cannon, three 247mm cannons, five 122mm cannons, six dual 40mm anti air cannons, and twenty 12.7mm Heavy machineguns. This can service up to six Dune runners at one time. Max speed is 9mph
Rails mounted on a steam truck loaded with high explosive steam pressure rockets. Fires 32 rockets with high dispersal, giving it a very big area of effect. Has a mid range and takes a long time to reload.
- Air forces
The Rapier is a highly advanced ornithoptor geared towards anti airship warfare at long range and harassment on ground forces. Having a impressive top speed, it finds itself entering the thick of situations and with its twin 20mm auto cannons tipped with armor piercing rounds, poses a significant threat to most lighter aircraft or the weak parts of the big heavy hitters. For those heavily armored targets, it operates two Javelins which a literally just that, giant javelins that are designed to explode after penetration. They have a huge downside though, very short range though many pilots have gotten smart and attack from above, using gravity to give the Javelins better range and more force from impact. It has a very light frame which gives it a natural advantage with lift but with that comes lack of advanced armor. It does have a layer of metal around the areas that are most likely to be hit but other than that, routine maintenance and good care when flying can make these deadly. (Craft is a little smaller than picture)
x2 20mm Auto cannon fixed forward
x4 12.7mm heavy machinegun fixed forward
Crew= 2 (pilot, Javelin gunner/ Navigator)
Speed- 210 mph max
The Scimitar is the primary ground attack aircraft employed by the Narubians. It is a nimble aircraft with a decent speed but its real power is the heavy armor on the underside and front, giving it an chance when dealing with ground and naval forces. It has been dubbed a flying tank by the Narubians that have partook in trials and actual combat against enemy nations raiders. Like the Rapier, it has good range but requires constant maintenance and good care when flying.
x1 56mm Cannon fixed forward (limited fire arc)
x4 12.7mm Heavy machine guns, fixed forward
x2 20mm Auto cannon, lower turret. (limited elevation but decent depression.)
x2 Rocket racks carrying a total of 12 high explosive rockets.
Crew =3 (Pilot, Cannon loader/ Navigator, Turret gunner)
Speed= 145 mph max
Airships are all based around a similar design, like a swooping falcon. The long hulls are offset by having a very slim profile. Armor is usually thinner on Narubian ships compared to most nations but the heavily sloped armor makes up for it. Sizes are different of course. A sad drawback of the air fleet is the super light gas 'Leveefka' isn't as strong as some other elements which makes most of the Narubian airships slimmer as they cannot support as much weight so armor is usually thinner on most ships. Their thin profile however, is the balance needed as the steep angles are excellent for deflecting shells at a variety of angle and in some cases, actually offering more protections than the heavier, thicker armor of past designs.
The frigate is fairly quick and armored for its size. This is also the most common airship in the air navy. Carries four Dune runners
x4 20mm auto cannon turrets
x6 dual 40mm anti aircraft turret
x8 12.7mm Heavy machinegun
x3 two-gun 122mm cannon turret
Top speed is 71mph
the cruiser, like its navy equivalent, is the primary offensive airship for the navy. it is pretty average for speed but has heavy armor.
x10 20mm auto cannon turrets
x20 dual 40mm anti aircraft turret
x20 12.7mm Heavy machinegun
x3 two-gun 247mm cannon turrets
Top speed is 65mph
Though paling in comparison to the naval equivalent, this ship is still a powerful contender in the skies.
x5 three-gun 247mm heavy cannon turrets
x6 two-gun 122mm cannon turrets
x12 20mm auto cannon turrets
x26 dual 40mm anti aircraft turrets
x20 dual 12.7mm heavy machineguns
Top speed is 62mph
- Naval forces-
Total fleet size is ships.
The Wave Runner is a fast attack escort boat for the fleet. These do submarine hunting duties and harassment on larger ships, all thanks to their heavy torpedoes
x4 12.7mm Heavy machineguns
x2 Depth charge launchers
Speed is 35 knots
Number in service is 122
The most common actual war ship makes up the bulk of the Narubian fleets. They are moderately armed and armored but that weren't intended to be battleships. They can handle two Rapiers and one Scimitar. They have a decent top speed as well as submarine countermeasures.
x4 122mm cannon turret
x4 105mm Flak dual purpose cannon
x4 quad 20mm auto cannon turret
x2 dual 40mm auto cannon turret
x10 12.7mm heavy machinegun mount
x4 dual torpedo launcher
x5 depth charge launchers
speed is 36 knots
Number in service is 86
The cruiser is the real offensive might of the fleets as they have replaced multiple ship types already. They have good speed, good armor, and excellent weapons along side submarine countermeasures. They can handle up to six Rapiers and four Scimitars.
x3 three-gun 247mm cannon turrets
x4 two-gun 122mm cannon turrets
x6 105mm Flak dual purpose cannon
x10 dual 12.7mm heavy machineguns
x4 quad torpedo launcher
x6 depth charge launchers
x6 7.62mm light machineguns
x8 quad 20mm auto cannon turret
x6 dual 40mm auto cannon turret
speed is 38 knots
number in service is 62
Narubian battleships are hammer of the navy. They are quite literally the single most expensive piece of hardware the entire military wields. It can handle fourteen Rapiers and six Scimitars but those are only a meager addition to this ships ridiculous firepower and armor. Speed is its biggest drawback but these are never usually seen in combat as they operate as naval artillery, sending huge shells from many miles away with deadly precision. Years of practice and drills has honed these dedicated ship crews to be the best the navy has to offer. Though they are awe inspiring, powerful and a very deadly tactical asset, they are too few in number to pose a strategic threat at this time.
x4 three-gun 508mm Heavy cannon turret
x8 two-gun 247mm cannon turret
x10 two-gun 122mm cannon turret
x12 two-gun 105mm Flak dual purpose cannon
x40 dual 40mm anti aircraft turret
x25 quad 20mm auto cannon turret
x28 dual 12.7mm heavy machineguns
speed is 37 knots
Number in service is 7
The ships; HKN (holy narubian kingdom)
The newest addition to the fleet is the third generation attack submarine, these are nimble and have a decent submerge time at 50 hours
x8 torpedo launchers 4 forward, 4 aft
x2 dual 12.7mm heavy machineguns
speed is 21knots surfaced, 16 knots submerged.
Total in service is 80
Disclaimer, All photos are not exacts. All pictures represent the general shape and look of the object they are chosen to represent.
Current pacts: AristoCrap-Holy Yulovakian Combine= Complicated alliance, brethren. Imports; Coal, Domestic goods//Exports; Leveefka, Domestic goods
Nation Name: United Kingdom of Allion and Temaria/ Empire of Allion.
General Race Description: The people of Allion are fair skinned and are generally brown haired. Citizens of Allion are very duty focused and are told to strive to put the nation above their own individual needs. Duty, honour and a stable family are also core Allion values.
Description of Race's Perks and Nerfs: Human.
Although Allion society due to being a Fascist nation is highly militarised thus most men have had some military training.
Population Scale: 65 million
National Geography: The islands of Allion are generally very hilly and the northern areas of the island are very cold so snowfall is common. areas of the islands are covered in pine forests although the majority of these great forests are swiftly being cut down to satisfy Allion's ever growing industry.
Settlements:The capital and largest city in the United Kingdom is Allion, the center of the city is composed of grand gothic spires and architecture that has been preserved since medieval times. The outskirts of the city though are comprised of hastily built housing estates built for the workers of the massive factory complexes that are on the edges of the city, these factories complexes pump out smog that generally settles over the outskirts of the city. Allion is also a major trading port and people and ships from all over the world can be found in it's dock district.
Alchester is the second largest city in the country and has the distinction of being the home to the largest continent of the Royal Navy. The massive drydock and naval base of Alchester is protected by the very small opening into the bay of Kings. Alchester is massive and sprawls out quite far inland and the largest single source of employment in the city and surrounding area is the military drydocks that produce the largest ships in the Allian arsenal.
Nation's History: Initially divided into several warring Kingdoms, over the course of the medieval era the Island became split between two powerful kingdoms, the Kingdom of Allion and the Kingdom of Temaria.
Many wars were fought between the two but eventually their Royal families intermarried until eventually the King of Allion inherited Temaria, thus the United Kingdom was born.
Government: The Empire of Allion had since it’s unification under King George the Great two hundred years ago been heavily militaristic. Under the current Emperors recently deceased father, the Empire expanded its military massively, it’s Navy was increased tenfold aiming to dominate the worlds seas.
Naturally dissent is not tolerated and is punished with maximum force, only human immigrants are allowed and at that very few are allowed to settle. The people of the Empire see themselves as superior to all others especially non-humans. Crime is punished severely with most offences carrying the death penalty.
The government of Allion is a Fascist Autocracy/Monarchy, there are two main positions of importance in the government of the Empire. First there is the Emperor the Emperor is also high King of Allion and Temaria, he holds near absolute power…In theory in practise it is much different, the Emperor delegates the day to day running of the Empire to the governors of the various territories that make up the Empire. The Emperor has unlimited power to make and pass laws however, the Emperor appoints the best man available for the job of Fuhrer. Generally the Fuhrer is responsible for the day to day decisions of governing the country and has near absolute power delegated from the Emperor (or Empress).
The there is also the the cabinet of representatives, these people are chosen by the Fuhrer and the Emperor jointly. They are meant to represent the concerns of the people of their area, they have no power apart from pitching ideas and giving advice.
Industry is heavily regulated and most media is aimed at giving the message the government desires.
Religion: Allion is a religious nation with high church attendance. Their religion is a monotheistic religion that worships a god known as the One. The way of the One calls for it's followers to act selflessly and help those in need, it was long ago incorporated by the state as it helped teach people to put the whole before the self.
Nation's Economy: The nation's economy is booming, Allion is sometimes referred to as the workshop of the world it makes everything from tanks to lamps. This massive industrialization is not without drawbacks however massive smog clouds cover parts of the major industrial cities of Allion.
While Allion exports happily it tries to import as little as possible, and follow a policy of Autarky as much as it can. The largest corporations are those that make armaments, and these days these corporations have basically been nationalized. Massive factory complexs pump out weapons and military equipment of all shades and caliber.
Major Imports: Foodstuffs, exitoic furits and spices, natural Gas, civilian cars and airships.
Major Exports: Weapons, Coal, metals, household items and heavy machinery.
Military: Military strength 2,500,498.
There are four branches to the armed forces of Allion, these branches are as follows.
The Imperial army, these are the land forces of the Empire (infantry, cavalry armoured vehicles etc.) The doctrine of the Allion miltiary is closely aligned to the navy as any action by the army off of Allion's shores require a naval presence, thus because of this the army is one of the best military in regard to naval landing in the world. Once an Allion army has gone out of range of the guns of the fleet, the air arm and the land ships of the army come into play. The military recruiting age is sixteen and a system of national service is in effect where at the age of sixteen every able bodied male is required to serve for at least three years in the military.
The Royal Navy (RN) is the sea warfare branch of the military and sometimes referred to as the senior service. The navy ensures Allian dominance of the seas with superior fire power. Allion fleets are generally centered around heavy dreadnaughts with screening fleets of destroyers and cruisers as well as the recent invention introduction of submarines. The Imperial Marine corps is also apart of the navy and acts as Allian fast maritime striking force. The Royal Navy is considered to be the largest and one of the best trained navies in the world.
The Royal Navy is the most well funded of the three branches owing to Allion being an island nation dependant on trade, and the navy has a special part in the national psyche.
The Imperial Aviation Corps (IAC). The IAC is the military branch of the military that utilizes airships and other flying vehicles, mainly comprised of heavily armoured airships, the IAC also utilizes fast Zeppelins that carry the Imperial Dragon regiment. The Dragon regiment are soldiers that are stationed on airships and are dropped into combat or behind enemy lines via a large steam propelled jet pack, this jet pack has limited fuel however and has to be disregarded once the troopers have landed.
In recent times the IAC has worked closely with the navy IAC craft will usually accompany any large fleet action by the Royal navy, the IAC also plays a crucial role at sea they act as submarine hunter killers that carry depth charges.
In conclusion the Imperial military is centered around power projection, they are considered to have one of the most highly trained and effective navy and marine forces in the world. These two factors ensure that when trouble flares up in a hot spot Allion is able to get there and deploy quickly and effectively.
(As Drake said in his NS,these photos are not exact they simply give you an idea of the general shape.)
-Army & Marines.
Although usally the horses will be heavily armoured
Armed with Q 17 pounder guns and four machine guns, and has 150mm armour plating.
Viper walkers are fast moving steam walkers that are armed with either a single heavy machine gun or two, they are used to support rapid advances of infantry and are quite fast, however they are very lightly armoured. They can also be armed with a Ordnance Qf 17-pounder autoloaded anti-tank gun. (Imagine them with a sealed cockpit)
The Hammer siege landships are slow moving behemoths designed to smash enemy fortifications. (Imagine it with giant vents at the back to let out steam).
Armed with two machine guns and a Q 25 pounder cannon or alternatively in a tank destroyer role armed with a 8.8 cm calibre gun, it is slow and heavily armoured with 170mm armour plating.
The walker is armed with two BL 7.2 inch Howitzers, a single 8.8 cm calibre gun and four Trefors 40mm guns.
Designed to carry supplies and troops over a battlefield and be relatively protected the Rhino is powered by two large steam engines. There is also a Command and control variant that carries radio and telegraph equipment.
The Troops of Allion can have widely different uniforms depending on what regiment and part of the country they are from, inter regimental rivalry is commonplace.
Has an effective range of 23,000 feet, and a rate of fire of 120 rounds a minute, can be used duel and the 20mm variety is used in quad.
Can hit targets as high as 39,000 ft, and has a rate of fire of 10/20 rpm (depending on crew).
The Longbow is equipped with an much larger and up gunned version of the standard BL 7.2 inch Howitzer frame, it's range is around 17,000 meters and it's sturdy frame helps reduce recoil.
Combining high rates of fire with a reasonably lethal shell in a highly mobile piece the QF 25 pounder is one of the main stays of Allion's artillery regiments. It has a range of over 12,000 meters. It is widely considered to be on of the best artillery pieces in use and is regularly sold to nations friendly to Allion.
The Mattress rocket system is designed to cover a large area with rockets very quickly, it has a range of 7,000 meters and can fire a rocket every four seconds. It is also able to be mounted on naval landing craft to support beach landings.
The ordnance qg 6-pounder is the primary anti tank gun of the Allian military, it can be loaded and fired in quick sucession, thus if it is manned by experienced crew it can fire quite quickly. It's effective range is 1,500 meters although it's shells can go as far as 5,000 meters.
The Bison hunter as the name suggests was originally designed to hunt the Bison of northern Allion, however it has been marketed as a side arm to the military and is used by many officers as a side arm, it's cartridge holds four 44 magnum rounds. It has quite a kick, and unless you are used to it it is hard to aim properly. Normal soldiers are issues with a 9mm pistol as a side arm.
A pump action shotgun that can use 12, 16 and 20 gauge cartridges, the shotgun is designed to be used to clear out emmines in trenches and buildings.
4 quadruple BL 18 inch Mk IV naval gun turrets, 2 fore and 2 aft. (Effective range 37,000 meters.)
10x triple 15.5 cm/60 Type naval gun, 5 port & 5 starboard.
16x double 15.5 cm/60 Type naval gun, 8 port & 8 starboard.
16x duel mounted 90 mm AA Gun M3
35x Wasp class naval Trefors 40mm gun mounted in duel emplacements.
50x Trefors 20mm gun in quad emplacements.
Ships in service: Six with a further two under construction.
(Two under construction.)
Designed to secure unquestioned Allian superiority of the seas, the Leviathan class are the largest and most powerful ships in existence, they are also equipped with the most advanced anti-aircraft technology the armour has available. The Leviathan class is the culmination of years of planning and construction, designed to completely dominate the seas.
3 quadruple BL 18 inch Mk IV naval gun turrets, 2 fore and 1 aft. (Effective range 37,000 meters.)
6x triple 15.5 cm/60 Type naval gun, 3 port & 3 starboard.
8 x double 15.5cm/60 type naval gun, 4 port 4 starboard.
16x duel mounted 90 mm AA Gun M3
35x Wasp class naval Trefors 40mm gun.
50x Trefors 20mm gun.
Ships in service: 19 Imperial class in service.
HMS Royal Sovereign
Displacement: 66,460 tons at Full Load
Length: 875 ft (227.1 m)
Beam: 103 ft (31.4 m)
Draught: 32.6 ft (9.9 m)
Installed power: 128,000–134,000 shp achieved in service
Armour: Belt: 12–14 in (305–356 mm)
Deck: 3–8 in (203 mm)
Barbettes: 11–14 in (279–356 mm)
Turrets: 13–17 in (330–432 mm)
Conning tower: 8 in (203 mm)
Bulkheads: 10–12 in (254–305 mm)
Ships in service: 18. (For all intents and purposes these are the G3 battle cruisers.)
HMS Princess Royal.
Last edited by ArtoriasLion; 10-31-2013 at 06:03 AM.
"Next to a battle lost, the greatest misery is a battle gained".
Duke of Wellington
WIP Nation Name: The Tsardom of Alta. Nation's Location:
Demonym: Altans. Race: Wargs. Political System: Constitutional Tsardom - The Great Batukhan Chotek is currently Tsar and ruler over all of Alta. Although he has control over minor issues and the day-to-day running of the nation, he must remain within the guidelines of the Altan Constitution. Any major decision, such as declarations of war or similar, must be put through the Senate, and gain majority vote. The citizens of Alta have almost no control over the decision making process in running the nation. Current Regime Personalities:
Tsar - Batukhan Chotek.
Minister of Defence - Norbu Sükh.
Commander of the Horde - Odval Tinley.
Commander of the Shield - Naranbataar Wangchuk.
Commander of the Air Service - Tenzin Chuluun.
Commander of the Hand - Bayarmaa Khongordzol.
Minister of Foreign Affairs - Thekchen Sonam.
Minister of the Economy - Narantsetseg Tashi.
Minister of Internal Affairs - Sangye Yama.
Head Treasurer - Chesa Brosay.
Minister of the Diplomat Corps - Dache Ketan.
Minister of Health/Education - Hariti Ekadzati.
Minister of Land Management/Environment - Ketu Lha-mi. General Race Description: Wolf-like bipedal humanoids. Wargs are on average slightly shorter and less heavily built than humans. They are covered in a thick fur that can range in colour from black through grey to white. Their feet are paws, however their hands are more human. Description of Race's Perks and Nerfs:
Riders - Wargs are superb riders and horsemen.
Scouts - Wargs are very good at scouting and hunting.
Head for heights - Wargs have excellent air-sense and enjoy flying.
Poor swimmers - Wargs are very poor at swimming and try to avoid it where possible.
Mechanics - Wargs were slow to take to using steam and metalwork, and there are few Warg mechanics.
Heat - With their thick fur, Wargs prefer colder temperatures, and are far more susceptible to heatstroke than other beings.
Nation Size (Based on territory): Large. Population Scale: 72 million. National Geography: Alta is characterised by its wide open grassy steppes. There is also many mountains throughout Alta, as well as many large forests, particularly to the north. Stretching across Alta is the Külüng River, a huge mass of water, believed to be the widest river in the world. Capital: Neislegül - this city lies between the two tallest mountains in Alta, and is built on the edge of a large cliff face. Although it is the capital, and the home of the senate and of the Tsar, it is not the largest or most populated city in Alta. However, it does host a large airbase.
Kündü - the largest and most populated city in Alta, Kündü rises out of the Altan steppes. It is a huge sprawling mass of a city, with most development spreading outwards rather than upwards. Kündü owes its size and rapid growth due to its strategic location as a major transport hub, as most roads, railway lines, and airship routes pass through the city.
Agsur-Abu - a port city on the eastern coast of Alta. Much of Alta's trade passes through this city.
Tebkele - this city lies on one of only two bridges across the Külüng River, which is too wide and too deep to ford. The city is relatively small and compact, and the bridge is the only point of interest.
Balgu - another steppes city, Balgu guards the north-east coastline of Alta. It is home to the largest airbase in the country.
Amatai - this city lies on the mouth of the Külüng River. It lies on the other bridge across the river. The city also functions as a port.
Onila - this city is the most northern in Alta. It is nestled in the north face of the Bicigan Mountains. Nation's History: The history of Alta is not a particularly interesting one. The nation was formed out of hundreds of separate Warg tribes, that came together to form a coalition after the signing of the Treaty of Keretai. This coalition government led Alta for hundreds of years, successfully ending the infighting between tribes. However, it was mostly interested in internal affairs, and rarely dealt with other nations. As a result, Alta lagged severely behind the rest of the world, economically and socially. This changed a mere 47 years ago, when a warg named Temujin Khasar led a revolution against the coalition government and, after a bloody two year civil war known as the Orcilang War, successfully tore down the government and became the first Tsar of Alta. Under Khasar, Alta was ruthlessly forced into the modern age, with machines, steam engines, and economic reforms. Although the economic benefits were huge, the common wargs suffered under an authoritarian regime. After Khasar's death, protests began to prevent his son Guyuk Khasar from taking the throne. The protests were ruthlessly oppressed, and threatened to spark another civil war, until Guyuk Khasar was assassinated. A new Tsar, Jelme Chotek, took control under promises that he would decrease the amount of control in the hands of the Tsar. In this way, the Altan Senate was formed, the Altan Constitution was signed, and the Chotek family became the Tsars of Alta. Nation's Economy: The economy of Alta is still mostly agricultural, particularly cattle, sheep, deer, and horses. The nation's industrial sector is still rather small, however it is expanding rapidly. Mining also makes up a large part of the economy, particularly for iron, stone, and gold. Finally, the forestry section is also important in the Altan economy. Major Imports: Machinery, technology, coal. Major Exports: Foodstuff, lumber, iron. Military: The Military of Alta has the capacity to reach a level of 1,900,000 members, however currently only 450,000 are active.. It is split into a number of sections:
-The Altan Land Army, more commonly known as The Horde, is very heavily dominated by cavalry units. Horsemen of the Horde fight in small divisions and are armed with rifles, sabres, lances, small machine guns, and explosives. Their usual tactics are quick darting raids and encirclements.
-Although there are few machines in the Altan Military, the exception is for The Shield. This is the only non-cavalry section of the Horde, and exists to form a last-resort defensive line against enemy attacks, should the main part of the Horde be defeated. The Shield also maintains most of the artillery sections.
-The Altan Air Service is the pride of the Altan Military. There are huge numbers of airships in service, ranging from small lightly armed cruisers to huge heavily armed and armoured leviathans. The tasks of the Air Service ranges from aerial combat, to attacking ground targets, to mass bombings, to scouting, and even supplies or troop movements. In a war, the first step for the Altan Military is to try and gain air superiority over the opponent. There are also some ornithopters in service, as well as some specially designed carrier zeppelins for them, however they are mostly used for scouting and flares.
Leviathan - These are the heaviest class. They are huge, heavily armed, and heavily armoured, but also rather slow. There are currently 12 in service.
Dreadnaught - Third heaviest class, behind the Kondor (see below). They have fewer guns and less armour than Leviathans, but are faster and cheaper. There are 73 in service.
Cruiser - Most common class. They are smaller versions of the Dreadnaught. There are 151 in service.
Hunter-Killer - These are small, lightly armed and lightly armoured. They serve only to combat other airships. There are 90 in service.
Kondor - Second heaviest class. These have no deck guns, only machine guns, but have a large storage capacity. These are used as bombers, as well as supply ships and troop transport. They are also used in the merchant fleet. There are 74 in service with the Altan Military, as well as hundreds more in the merchant fleet.
Kondor-C - Variation of the Kondor class. These are also lightly armed, but are refigured and the weight distribution is changed in order to carry ornithopters. Each Kondor-C can carry 20 ornithopters, plus the necessary supplies. There are 10 in service.
-The Hand, although under the jurisdiction of the Altan Military, performs mostly non-combat roles. The Hand encompasses both land and air units, and performs essential tasks such as medics, supply lines, communications, battlefield clean-up, fire fighting, and other roles.
“I am a citizen of the state. From this day onwards, I am a citizen before being a man. I am a citizen before being a king. I am a citizen before a servant to god. As a citizen I shall live honorably, faithfully, humbly, loyally, and aware of my responsibility as a citizen to my society and state, for I shall respect my place among my state, defend my state, and work to ensure its prosperity. I shall put the needs of the many before the needs of the few, the needs of the state before my own, so that I may receive the protection and benefits of the state and may pass security and prosperity on to generations to follow.”
-State Citizen’s oath, as written in the Kollective Manifesto of Citizen's Rights and Duties.
Nation Name: The Kollective Mitra States
Demonym: Mitrans. "Kommies"
General Race Description: A feline-like humanoid species with a mix of variants. Pure-blood's are like bipedal animals, while half-breeds with humans are human-like with some animal traits. (tail, ears, claws, slight traces of fur) On average they stand around six feet tall with slender builds.
Description of Race's Perks and Nerfs:
* Sharpshooters- The Mitra have had a history of superb archers and markswomen with quick reflexes and sharp vision, and the advance of technology has only served to bolster the abilities of the infamous rifle corps and snipers of the State.
* Industrial Revolution- the Mitra have adapted to the industrial revolution to a massive extent, with the middle class industrialists rapidly laying down railroads and heavy industry to exploit a booming economy and make major industrial complexes while skilled workers apply themselves to industrialism.
* Time of Heroes- The State has begun to see the meteoric rise of some truly talented individuals working to advance the state and its society.
* Don't like heights- The Mitra simply lag behind in aeronautical development and experience compared to other states due to racial disinclination towards air-power. This has led to a small and average-skilled air force mostly limited to scouting and air-support as a subdivision of the army rather than its own branch.
* Physically weak- Besides the lion-Mitra, most citizens of the state don't have as much physical strength compared to humans without major exercise regimes, prompting mechanization to make up for a lack of raw muscle, and more expensive alternatives to endurance-based activities.
* Time of Villains- The State faces great threats from within as several legendary figures seek to reshape the state into their own designs. From the fallen General Drakon "The Traitor Warlord" to ex-colonel Lethe "the chessmistress", the State now has to fight its own.
Policitial System: Fascist Autocratic State
Nation Size (Based on territory): Medium
Population Scale: 25 million
Nation's History: (WIP, want to talk to others about having some previous wars.)
Nation's Economy: In a nutshell: booming. The Kollective State economy has only grown stronger since the industrial revolution, with the establishment of corporations such as Daumau Steel-and-Rail and Keffu Agricombine becoming vanguards of industrial progress. The economy is fundamentally rooted in agriculture and mining, with rich veins of ore in the mountains and large forests for timber. The primary difficulty lies in transporting goods from point A to point B in a timely manner, due to frontier roads and a railway network only covering half the country despite major industrial drives. Manufacturing is becoming a major aspect of the nation's economy, with factories voraciously consuming labor and resources with nonstop work to fuel both the army and a growing economy.
However a booming economy is not without its faults. A few rich tycoons control major industries and strategic resources, and a lack of anti-monopoly laws mean aggressive corporate tactics are common, if not outright war between major corporations and cartels. There is also a serious wealth divide between the rich and the poor, and there is little to stop an ambitious tycoon except his fellow tycoons. So long as the businesses do not interfere in military or government activities and pay their due taxes, the government lets them play their power-economic games. This also attracts foreign businesses and corporations that seek to evade restrictive business laws. However the average worker does make a decent living wage due to both a shortage of labor and because of some unwritten moral standards even the Tycoons hold themselves to. (In part because they don't want to lose good workers)
Right now the largest issues of the Kollective economy are labor, iron, and coal. The Mitra simply lack the large unskilled working laborer masses of other nations for grunt work, and their industry has an insatiable demand for raw iron despite local mines clockwork-increasing output. Coal is also simultaneously commonly available yet in eternal shortage due to the demands of the State and its people. High-grade anthracites in particular are in great demand.
Major Imports: Labor, iron, coal (In particular high-energy low-smoke anthracite), ideas, rare minerals.
Major Exports: Timber, industrial goods, culture, high provender food, canned goods, military surplus arms.
750,000 standing army soldiers.
The State Guard- The bulk of the army is made of the SG, a mix of volunteers, militia, and conscripts depending on the needs of the state. The Guard are issued a combat ax and a submachinegun or bolt action rifle, with squad-level rifle-grenadiers and mortar teams mixed in as organic fire support. Service in the Guard is often a prerequisite to joining any other division of the army.
The Trencher Corps- Originally a dumping ground for the most insubordinate and hard-headed recruits, the trenchers have a reputation of being the most hard-ass and tough as nails division of the State military due to harsh conditioning and training. Armed with bolt-action rifles, clockwork chainguns, and protected by little more than hastily dug trenches and sandbags, they are the first on a battlefield ahead of the main army, and the last to leave the trenches they dig. It is a given that they will take heavy casualties in every battle, but they will hold the line.
* 1st Trencher Company "1st and Only"
* 15th Trencher Company "The Black Hand Gang"
* 21st Trencher Company "Ragnar's Roughnecks"
* 95th Trencher Company "Trench Hounds": Even among Trenchers, the members of the 95th Trencher Company are notably legendary for their determination and skill. Led by Colonel Garwe, erstwise known as the most hard-ass and toughest Mitra in the world for leading the fight from the trenches, the 95th are hardened urban fighters paired with some of the best hardware available to Trenchers. Tales of Colonel Garwe's exploits have inspired thousands of young recruits to apply for the Trenchers in hopes of fighting beside him.
The Rifle Corps- The infamous Kollective Rifle Corps history dates back to the time of the bow and arrow, where legendary archers fought to expand the borders of ancient kingdoms. With the dawn of the musket, and then the bolt-action rifle, the rifle corps has expanded from not just expert "widowmaker" sniper teams, but to training squad marksmen for the State Guard, and even equipping entire platoons of soldiers with revolver long-guns for mass long-range rifle fire.
Landship Corps- Receiving the lions share of attention and funding, the landship corps are predominantly made of tread-based mobile fortresses, supported by a lighter tanks for mobile support. At its core are the seven mobile fortresses that first founded the corps and have been continuously overhauled and upgraded as time and technology move on. The Original Seven
* Dauntless Knight- "The First and Only"
* Astarte Venture- "The Knight"
* Bright Dawn- "The Thundercloud"
* Valkyrian Tempest- "The Elite"
* Ravens Nest- "The Haven"
* Ironclad Fury- "The Berserker"
* Guardian Mechanum- "The Aegis"
The Kollective Navy serves as the naval support arm for the army, often playing second string with less funding and glory than their land based counterparts. Most of its capital-grade ships are landship landing craft, capable of hauling the behemoth land-fortresses across the seas. The bulk of the navy is made of cruisers for general patrolling and anti-piracy ops with some submarines for scouting and raiding. With the enemies of the State forming their own powerful modern navies, a "Steel Fleet" modernization plan has been pressed forward by the newly appointed Admiral Kol to upgun cruisers with heavy batteries and lay down battleship hulls, as well as a chain of cheap cargo ships to bolster supply lines. So far progress is limited but still ongoing as naval power is becoming recognized as a major battlefield for the conflicts to come.
The mainstay workhorse of the Kollective Navy, the Nomad class cruiser was built with speed and firepower in mind, mounting a set of heavy 300mm guns and a powerful steam engine. However the design is aging and suffers from a lack of armor for speed.
Centurion-class Heavy Armored Cruiser
A stopgap measure under Admiral Kol's Steel Fleet plan to fill in the need for heavier warships is the development of the Centurion, a heavily refitted and upgunned Nomad. Heavier armor, along with a forward-mounted 400mm siege cannon, go a long way to meeting the State's need for heavier firepower. However the main cannon is fixed with limited traverse, and the extra armor have eliminated most of the Nomad's speed. Furthermore the heavy siege gun and additional crew required to maintain its clockwork workings heavily cut into the ship's stores, reducing effective range.
Avenger-class Heavy Cruiser
The planned mainstay ship of the Steel Fleet Plan, the Avenger takes a step back in armaments in favor of multiple smaller turrets with several barrels. Using clockwork autoloading systems that use the recoil of one cannon firing to reload the other, the Avenger can maintain a sustained high rate of fire.
Lancer Bolt-Action Rifle (Mark Four)
Serving the needs of the state for over a century, only minor modifications have been made to a time-tested weapon of the State. Despite the advancement of automatic and clockwork weaponry, the Lancers remain a staple because of their reliability and ease of production, as well as high accuracy. Many marksmen of the state prefer Lancers with scopes or iron sights rather than bulky anti-material rifles because of this, and is widely used by Trenchers for its neigh-invincibility in trench-fighting conditions.
Marza Semi-automatic Pistol
Carrying a powerful .44 magnum round, Marza pistols are well prized by officers and soldiers over their traditional revolvers due to the high stopping power of the gun, although its complexity hiders widespread use and production.
A pre-clockwork heavy machinegun, Sluggers are derided by their crews due to their weight and low rate of fire compared to most machineguns due to use of oversized bullets, and have been largely made obsolete and relegated to second-line units. However some hard-ass trenchers, such as Colonel Garwe, make personal use of sluggers, and take advantage of the Slugger's oversized round to punch holes through armor.
Metal Storm Clockwork Chaingun
Powered by a clockwork kink-spring, the Metal Storm chaingun is a lethal executioner of the State's will with a massive fire-rate and high reliability under intense combat conditions. Due to its weight and ammunition expenditure, their usage is limited to vehicles and lion-mitra heavy trooper squads. Trenchers also make use of cut-down versions as squad automatic weapons.
Marza MG-03 Clockwork Submachinegun
A recent innovation in stamped clockwork parts makes the Marza MG-03 an exceedingly easy to produce weapon, and has been rapidly adopted by State Guard forces to equip conscripts on short notice, although adoption among Trenchers has been slower due to fowling risks in the mud of the trenches.
Parnov "Biter" Anti-Material Heavy Rifle
The notorious signature weapon of the Kollective Rifle Corps Widowmakers. With a five-shot .50 cal magazine, this rifle is a danger to all kinds of infantry and light vehicle. Due to the high recoil and weight of the rifle, Widowmakers often carry around bipods or weapon stands to use it, but that rarely hinders expert marksmen and women in using it to a lethal extent.