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Hidden 9 yrs ago Post by thorgili
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thorgili

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Imperium of man...


I'll Krump you humies!
Hidden 9 yrs ago Post by Orcus
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Orcus Lord of the Undead

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Will probaly post a NS as either the dragon reborn from WoT or Lelouche's Brittania from code geass
Hidden 9 yrs ago Post by Avalant
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I will continue to twiddle my thumbs, dammit!
Hidden 9 yrs ago Post by Willy Vereb
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Excuse me for the slowness of me processing all the various factions and you still have to wait a bit before I properly evaluate them.
Until then I have an important announcement.
The profiles are overall good but you all miss an important part. That is the military section. Unless you are a natural born diplomatic prodigy this game would feature a lot of fighting. This and because the result of these battles will be decided by the GMs it means you need some effort on your military section.

First off, army size.
As I said in the OP this will be at first directly dependent on your population count. Unfortunately I have yet to rank most of your factions (Man, I'd really need a co-GM or two here) so instead do the following:
Assume everybody has 100,000 soldiers now. It won't be like this after my evaluation but with a bit of math you can scale down the numbers accordingly.

So you have 100,000 soldiers for now.
That's nice but I need more information. You basically need to break down how many units you have.
For example depending on how mechanized you are a modern army has 2-10% of their soldier count in military vehicles (2000-10,000 vehicles total)
10-20% of the vehicle count are tanks (so 1000-2000 tanks out of 10,000 military vehicles)
Air force varies from 0.1% to 1% of your soldier count (100-1000 aircraft for an army of 100,000)
10-20% of these are fighters, roughly half of them are transport planes and only a small fraction of the air force are usually heavy bombers (if any).
Naval force in warships is roughly 0.1% or less of one's soldier count.
You aren't obliged to explicitly use these but can help for certain players.
Aside from vehicles you can mention your special units (cavalry, elite soldiers, mages, war beasts, etc) a well a your heroes (special individuals with great powers compared to any other soldier)
Let's take the Soviets from RA2 as an example:


So yeah, give this a try. Even if you can't make a truly comprehensive army list I appreciate whatever effort you put into this.

@ActRaiserTheReturned@Nerevarine@Avalant@Inkdrop@6slyboy6@datadogie@rush99999
Hidden 9 yrs ago Post by datadogie
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I'll be trying that. By the way, I'm probably going to end up doing a CS overhaul to the UNSC of Halo, instead, since my Ghost Recon knowledge is bad, and my Halo knowledge is superb compared to it.
Hidden 9 yrs ago Post by datadogie
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Faction Name: UNSC
Origin: Halo
Faction Type: Military
Faction Rank: (work in progress, the GM will give you this)
Color: Light Blue (To replace old faction)
Assigned GM: (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area: I2 (Replacing old faction)

Faction Introduction:
The UNSC is the main space navy of the Humans in the Halo series. Their weapons and equipment are advanced than modern day weapons, not to mention the development of Artificial Intelligences and interstellar travel by the way of Slipspace. They have a large variety of exoatmospheric and atmospheric vehicles, both air, land and water (however not so much on water). The UNSC has a variety of secret projects that have been developed, some of them released to public knowledge, and has a specialized intelligence committee known as ONI (the Office of Naval Intelligence).

Whilst expanding some more of their colonies, a pair of phoenix-class colony ships and a phoenix-class assault ship along with a few escorts accidentally ran into a slipspace anomaly while en-route to another planet, accidentally arriving at Adaebis. After realizing what had happened, they began to land in force onto the planet, and set up a colony base.

Faction Strengths:
-Interstellar tech, ballistic weapons, rare laser weaponry
-Spartans (Specialized, augumented troopers)
-Has an ability to call in ODSTs anywhere on the planet
-Has orbital reinforcements

Faction Weaknesses:
-The civilians are worried about being on a planet on their own
-The interstellar technology cannot really be used, as they do not know where they are in comparison to their planets, nor where other planets are to go to.
-ODSTs from pods cannot be used often, as the pods need to be replaced.
-Spartans are not in as vast numbers as marines.
Hidden 9 yrs ago 9 yrs ago Post by Orcus
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Faction Name:Armies of the Dragon Reborn
Origin: Wheel of time
Faction Type: Loose conglomeration of nations led by the dragon reborn,
Faction Rank: (work in progress, the GM will give you this)
Color: Gray
Assigned GM: (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area:B7

Faction Introduction:
http://wot.wikia.com/wiki/Tarmon_Gai'don#Forces_of_the_Light

The name of the world is unknown to most of it's own inhabitants but what is known, about the world is that it was in a state of disarray before the dragon reborn showed up on the scene, he not only united the feuding nations against the dark one and the blight, but he also managed to enter a very fragile alliance with the Seanchan in his time (One of the most powerful empires to ever exist in this world right behind Artur Hawking who they are descended from.) Now while they aren't as advanced as some nations they more than make up with it with the one power. This is the magic in the universe and it's separated into two halves. Saidar which is the female half of the one power, which is described as a loving embrace by the Aes Sedai who channel it, and Saidan or the male half of the source which is described as a fight to the death and before Rand cleansed it from the taint the dark one put on it, drove the men who channeled it insane but still males who can channel are still treated with disdain and not trusted.

While there aren't many channelers about 1700 Total (both males and female) they are basically one man armies, with some of the more powerful ones being able to make use of baelfire, which is used to wipe things out of existence entirely to the point where the victim of baelfire's actions will be reversed, but it has a downside that it makes a baelscream and warps reality and time itself causing very very large problems for them so it's normally avoided.

To compliment the small amount of channelers the armies of light bring with them various nations and their armies, including Mat Cauthon and the red band, and Perrin Abrydra and the wolfguard being two armies of note.

The way the armies of light came into the world were through Gateways, with the armies of shadow defeated it led to a boom in technology (crossbows, and cannons called dragons. After the dragon reborn himself.) But also a lot of research into the one power and the true power (a small part of the source used by the dark one himself but very very powerful, only one the forsaken who are now dead, and Rand Al'thor can use it.) This led to research of the waygates and led to a new world. When the news came to Al'thor himself he and his armies marched through looking for someplace new to form a nation away from the after effects of the last battle.
Faction Strengths:





-as you can tell they are able to field vast numbers of troops
-Strong in the use of magic, examples of their magic includes teleportation through Gateways as long as they've seen the land around it, and even using those gateways as weapons called Deathgates
-Possible ability to bring reinforcements through the waygates?

Faction Weaknesses:
-Very ill trained troops with some seeing too many winters or some too few (Had to throw that in there don't hit me.)
-A lack of channelers so they might not be able to keep up with races that can field more magic users than them
-most of the nations before the dragon reborn were at each others throats and with the last battle over old rivalries can be exploited and turned against them
-A lack of sophesitcated technolgy to keep up with some of the more advanced factions, Examples being the lack of flight, and gunpowder.

My bad, didn't see the ops second post limiting us to 100,000 soldiers i am editing currently.
Edit 2: I think i numbered it in the 100,000 range i just wish to ask @Willy Vereb if i can bring reinforcements through the waygates.
Hidden 9 yrs ago Post by rush99999
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Hidden 9 yrs ago Post by Sovi3t
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Sovi3t Obamacare

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Diamond Dogs from MGS 5 or NCR from Fallout New Vegas hmmm
Hidden 9 yrs ago 9 yrs ago Post by 6slyboy6
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So here I have made a not so brief description of my army. Given the starting size of 500.000 for a tier 7 nation, with the fact of my nation crossing the rift solely on the purpose to conquer and colonise, I will use the army size of 200.000 (rest being actual settlers and working robots) Of course I can always halve it and so on. Also these are numbers, that went through the portal.

Flame Dawn Legion:
Biigest army branch, with a total of 100.000 soldiers. Equipped with SMG-s and a sword, they utilize the basic design of the Flame Dawn's Exo-Suit. They are trained to kill, and have high morale. They fight with suicidal mind, victory being the only option. (they are like spartans)
They are briefly trained for all terrains.

Flame Dawn Aspirants:
The first to arrive. They are equipped with a small boost jet, and a tesla spear. They have a slightly lighter Armor, to help them maneuver around better. There are 20.000 Aspirants in the army.

Flamw Dawn Knights:
An elite fighting force of the Flame Dawn legion. They are highly disciplined, and well armed. They utilize Assault Rifles, and Heavy variants of the standard armor. They are the ones who carry out the low drag missions, or carry out the booms in the battlefield. There are 10.000 Knights in the army.

Flame Dawn Helios:
They are the best avaible for the Flame Dawn. Only those who have faced death, and punched it in the face can be part of the Helios. They have varying equipment of the best quality, often choosing a shield and an SMG with a small flamethrower. They have an armor made especially for them, that utilizes advanced alloys. There are 3000 members of the branch.

Sun Melters:
The sun melters, are a group of lightly armored infantry group. They are equipped with flamethrowers, and a light mechanized exoskeleton, that fits on their armor and grants extra protection (Like hellbats from SC). There are 7000 Melters in the army.

Flame Scorpion:
These are the basic light armored tanks of the Flame Dawn. Lightly armored and very agile, they also have an excellent gun, that has a very good RoF. There are 5000 of them in the army, most still under maintenance after escaping through the rift, from the Warpath.

Molten Mammoth:
These are the hevy hitters of the army. Big tanks with 4 different tracks, that all rotate on different axis if needed, they can cross rough terrain. They have excellent armor, and a big gun thta can easely shatter anything from far away. They are very slow thought. There is currently 3000 of them in the army, but all are in bad shape, after being pounded by the Warpath, then their sensors fried by the unstable rift. none is in a Driveable condition.

Fire Giant:
The pride of the army. A big Mech that utilizes big guns, and gatling guns to mow down the enemies. They have thick armor, and this makes them quite slow. They are also used as mobile artillery. There are 2000 of them in the army, half of them under construction, the rest is waiting to be repaired.

Hellriders:
A light mechanized division. They use Quad's that have a repulsor field to make them hover slightly above ground. Extremly fast and equipped with machine guns, they are deadly to basic infantry. There are 10.000 Quad's avaible for use.

Battle Drone:
These drones are familiar to the ones that the Genesis use, with slight modifications. They are not using the same laser technology, instead they have Automatic 20mm cannons. They hover, but are not so fast. They have good armor, that can protect them from most small arms. There are 5000 bots avaible.

Scouting Drone:
These are heavely used by the Genesis, and shipped to the Flamne dawn in great numbers. However most of them were sent back to maintenance when the rift closed. It left about 5000 of these flying search bots for the Flame Dawn.

Hydras:
The carriers of the army. They are flying gunships, each equipped with 200 fighter drones for protection. They can also carry 30 normal fighters to a mission. They are heavely armored, and armed. They can fly at the altitude of 20km at max. There were only a few intended for utilization, but they are also the navy force of the army, so there were more sent than planned. There are now 500 of them in use, but all need maintenance.

Cottontail:
The basis of the Fire Giants, but unmanned. There are only 500 avaible, but they are all avaible for use. They share almost all properties with the Giants, but utilize Gauss weaponary, slightly raising their damage. They however have no blueprint avaible, making their usage restricted. Also like most other Genesis droids, their sensors are fried for now.

Phoenix/Mosquito:
These are the hitting force of the army in many ways. They are attack VTOL-s, that also serve the fighter role. The Phoenix as the Flame Dawn modification, it has better gunship skills, and the mosquito being the original Genesis tech, it is better at fighting skills. There are 9000 of them in use, divided into 2 equal groups. It means 4500 of each.

Trackers:
Unmanned tanks, with a very low proflie. Small and agile, equipped with 20mm autocannons. They have armor that can withstand light small arms fire. Very cheap and unmanned, they are an effective fighting force. There are 10.000 in the army, all with currently scrambled sensors.

Battlesuits:
These are androids made for combat. Fairly armored, and equipped with assault rifles, they can do various combat tasks. They are all in unoperatable states, just like the Trackers. There are 9500 of them.

Heaven Guards:
The pride of the Genesis tanks. Hover tanks, that are issues to all the commanders in the army. They have good armor and mobility, and are equipped with Gauss Cannons. They are hard to replace, but are also hard to destroy. There are 500 of them in the army.

Sun's Ray:
A gargantuan robot, that is one of a kind. It was hevaely influenced with the newfound repulsor technology, that was avaible with material from the Untamed world, and that can be found here also. It could carry hundreds of Phoenixes and Hydras, with the ability to rip parts of the ground out, and carry them. It would look like a giant squid. It would have enormous armanent, and could easely protect itself from most harms. It only exists on Blueprints thought, that were stored in the Rift facility, and were taken here for safekeeping. It would require signifacnt effort to build it, and would take a long time, but once finished, it would be a hard task to take it down. Only counted as a maybe in the future, depending on situatuion

PS: Note that as time changes I might add more types of units, if the context allows, and needs it. Ergo I can think up new units, that I would have to actually manufacture. I know that Sun's Ray is OP, but it is a huuuge task, only possible once most nations will already have significant landmass.

Hidden 9 yrs ago Post by Nerevarine
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

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The Makuta army is a bit odd, like its really underwhelming compared to the Makuta themselves. Like, Imagine a state ruled by 100 beings just shy of being gods, they are protected by personal teams of elite soldiers (ala, Green Berets, SEALS, Spetznaz, etc). But the rest of their army is more or less bears and big cats armed with rocket launchers being let loose with really smart apes giving them complex orders for a wild animal; plus some mind control from the makuta themselves.

I'll get a more detailed list of Rahi and weapons later, but yeah.
Hidden 9 yrs ago Post by 6slyboy6
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@Nerevarine Now it painsme that I missed your NS. It is truly fascinating. And really weird. Couldn't you make a less crazy nation XD
I mean cats with rocket launchers do sound amazing O_O
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

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@Nerevarine Now it painsme that I missed your NS. It is truly fascinating. And really weird. Couldn't you make a less crazy nation XD
I mean cats with rocket launchers do sound amazing O_O


That was more alegory than anything. There wont be litteral cats with guns. It was to draw a parralel between our world and the Makuta's weaponized Rahi
Hidden 9 yrs ago Post by 6slyboy6
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@Nerevarine aww..What a bonerkill :/
Hidden 9 yrs ago 9 yrs ago Post by Durandal
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(forgottenrealms.wikia.com/wiki/Waterdeep I think utilizing the larger number for population would be prudent given it is both more recent and published directly by Wizards of the Coast. Would you mind if I made some arbitrary decisions as to the number of mages and priests given the rather fixed population so that I maybe able to compete on a larger scale or should some sort of strange composite Waterdeep be formed which hosts many more people from varying time periods?)

Faction Name: Waterdeep
Origin: The Forgotten Realms
Faction Type: City-State
Faction Rank: (work in progress, the GM will give you this)
Color: Dark Purple
Assigned GM: (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area:
D4

Faction Introduction:
The City-State of Waterdeep hails from Faurûn on the planet Toril, one of the largest and most influential cities on the continent. Through its ports ran countless ships hailing from the north and south, east and west. Caravans and trade markets were to be found throughout the city, and numerous guilds and organizations called the magnificent city home. Despite losing some of its fame during the Sundering and being replaced by Baldur's Gate in regards of importance, Waterdeep is nevertheless a cosmopolitan city full of wonders and darkness.

Ruled over by the Lords of Waterdeep, a secretive council which rules openly but hides the identities of its members, an efficient City Watch, soldiery, and Magisters maintain order in the city very efficiently, making order among what would otherwise be chaos. Although the Lords rule in technicality, one could say that it is the guilds of Waterdeep that truly control the city.

Waterdeep arrived by chance, a reaction spurred by a series of events across the planes. With the Sundering, planar barriers weakened. A mispronounced spell b a lowly mage would cause one of these barriers to open. Unwittingly, a priest attempted a summoning and shuttled the city of Waterdeep through the barrier, depositing all in Ardessen. And so begins the story of Waterdeep.

Faction Strengths:
-Large number of magic users and priests with access to divine powers
-Abundance of trading vessels (assuming those in and around the port were transported with Waterdeep)
-Professional military and police force with access to magical equipment
-Surge of technological development due to the Spellplague
-Able diplomats, mages, priests, warriors, merchants, etc. available to Waterdeep
-DnD spells OP (do not take seriously...in most cases)

Faction Weaknesses:
-Minimal research into gunpowder, firearms considered collector's items and hazardous to use
-Disappearance of trade routes will harm city initially
-Lack of large-scale mobility due to lack of flight/steam vessels and teleportation being costly and usually limited in magnitude
-Low tech level




Edit: @Orcus All hail the Dragon Reborn, Lord of the Morning. Kudos.

Army list and such will come when I have a bit more clarification
Hidden 9 yrs ago Post by Zadubadabu
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I'd like to join this, but I'll be using a nation of my own creation. Does this mean I have to wait until the Original Faction Sheet is ready? If so, just keep a spot open for me. I'll probably be a tier 9 faction.
Hidden 9 yrs ago Post by Orcus
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@DurandalWaterdeep is a very good choice, as you can tell i also like D&D
Hidden 9 yrs ago 9 yrs ago Post by Sovi3t
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WIP

Faction Name: New World Republic
Origin: Mixture of NCR from Fallout New Vegas and the Alliance from the Mass Effect trilogy
Faction Type: A Country.
Faction Rank: (work in progress, the GM will give you this)
Color: Lime Green
Assigned GM: (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area:
(Where do you start? If you aren't good with photo-editing I can help)

Faction Introduction:
(What are you and how did you end up in the world of Ardessen?)

Faction Strengths:

Loyal and Strong!- ”Our boys take pride in what they serve in, they give 110% into whatever they do and will die on the battlefield if needed” - Sgt. Giovanni Fields , Forth Rangers

[b]

Faction Weaknesses:

Blood on the History Books - ”...The NWR isn’t an clean organization, various massacres, shady dealings and even assassinations are common…” - Historation Wallace. J . Brown

Change is Demanded - ” It’s fucking tough to be under the NWR for the first few months, we lost 10 people from the town, taxes are high and they fucking enforce their laws like it’s a fucking boot camp or some bull shit” - Local Hayden Robertson of White Creek

Political B.S - ”It’s a fucking mess I tell you, we raise our flag to helping lower taxes in one side and aiding the food crisis in the other and even helping a fucking liberation movement on the other side and we don’t get shit fucking done under this government! - Senator Wendall Clark, of Greg’s Valley

Drugs? What Drugs? - ” Want cocaine? Weed? Crack? I could name you 3 dealers, one of them with a convenience store as a racket for their drugs. The NWR doesn’t really give a damn, unless you pay them their cut - Anonymous Source in Torino Town

Local Corruption - ” The boy’s helping us stay alive are some clean and proud motherfuckers, I’ll give em’ that. But boy these local guys with the NWR? Are bent mofo’s. In Torino Town alone, I bet you fucking two thirds of the local police force are in my back pocket.”- Intercepted Recording

Run the Press - “ The press is free, but it really is controlled by puppet strings. If a story is bad or insulting someone the government values? Get rid of it. Talking trash about a Senator or even the President? Fired from your job” - Whistleblower for the Republican Free Press

Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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I like all these submissions but honestly, there's one huge issue.
I can only confidently mange 3-5 players or a bit more. I would require a few co-GMs to really make this game work. I mentioned this in the interest thread but I realized I forgot to say it here.
So yeah, who are willing to assist me with this game?
At times like this I wish there would be a thread for people asking help with larger RP projects.
Hidden 9 yrs ago Post by Nerevarine
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

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I can help with co GMing @Willy Vereb
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