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The War in Heaven
Year 2101:
The Moon is colonized and Terraforming begins.
Year 2158:
Humanity discovers Faster than Light travel.
Year 2162:
Mars is Colonized and Terraforming begins.
Year 2167:
Ganymede is Colonized and Terraforming begins.
Humanity completes the first set of Intrasystem Jump Gates, linking the Moon/Earth and Mars,
allowing travel of smaller or non FTL-Capable vessels between colonies.
Year 2204:
Jump Gates by Jupiter are finished.
Europa is Colonized and Terraforming begins.
The United Nations of Earth Reorganize into the Terran Federation.
Year 2206:
Delta Serpentis System reached by explorers.
Year 2207:
First Intersystem Jump Gate built.
Year 2251:
New Colonies in Delta Serpentis, Antares, Ribos, Beta Aquilae, and Alpha Centauri Systems finish developing.
Year 2292:
New Colonies established in Deneb, Vega, Tau Sigma and Sirius Systems finish developing.
Year 2315:
More colonies are established in several other systems, including Altair, Beta Cygni, Phi Eridani, and Capella; and are developed.
First Contact with intelligent alien species made December 21st by a science vessel.
Science vessel is destroyed by alien ships half an hour after first contact.
Diplomatic parties are sent to try and establish peaceful relations.
Year 2317:
Intermittent raids against Federation ships and convoys reported.
First alien captured and interrogated.
Alien species identified as part of the Varaxian Empire.
Year 2318:
Varaxan Empire fleet attacks and destroys the Federation colony in Tau Sigma.
The Terran Federation formally declares war against the Varaxian Empire.
The Moon is colonized and Terraforming begins.
Year 2158:
Humanity discovers Faster than Light travel.
Year 2162:
Mars is Colonized and Terraforming begins.
Year 2167:
Ganymede is Colonized and Terraforming begins.
Humanity completes the first set of Intrasystem Jump Gates, linking the Moon/Earth and Mars,
allowing travel of smaller or non FTL-Capable vessels between colonies.
Year 2204:
Jump Gates by Jupiter are finished.
Europa is Colonized and Terraforming begins.
The United Nations of Earth Reorganize into the Terran Federation.
Year 2206:
Delta Serpentis System reached by explorers.
Year 2207:
First Intersystem Jump Gate built.
Year 2251:
New Colonies in Delta Serpentis, Antares, Ribos, Beta Aquilae, and Alpha Centauri Systems finish developing.
Year 2292:
New Colonies established in Deneb, Vega, Tau Sigma and Sirius Systems finish developing.
Year 2315:
More colonies are established in several other systems, including Altair, Beta Cygni, Phi Eridani, and Capella; and are developed.
First Contact with intelligent alien species made December 21st by a science vessel.
Science vessel is destroyed by alien ships half an hour after first contact.
Diplomatic parties are sent to try and establish peaceful relations.
Year 2317:
Intermittent raids against Federation ships and convoys reported.
First alien captured and interrogated.
Alien species identified as part of the Varaxian Empire.
Year 2318:
Varaxan Empire fleet attacks and destroys the Federation colony in Tau Sigma.
The Terran Federation formally declares war against the Varaxian Empire.
It is the year 2321. Humanity has made its first steps into the stars around them and have begun claiming homes in the planets populating these systems. The resources and riches from their new colonies have ushered in a rapid age of technological development and advancement. Developments such as artificial intelligence and cybernetics replace aging machines, and powerful terraforming techniques turn even the suitable planets into thriving biospheres. Starships of massive proportions were built, floating worlds in space were created, and massive Utopia cities on lush green planets were erected.
Humanity has also met their first extraterrestrial counterparts in the stars around them. Known as the Varaxian Empire, theirs is a species of similar technological development as the Terran Federation, but are considerably more aggressive. Open firing upon Terran ships within half an hour of contact, the Varaxians began a campaign of raids against human vessels that would continue for several years, even as the Terran Federation attempted to attain a peaceful relationship with the Empire. This culminated in the Massacre at Tau Sigma, where a sizable Varaxian force bombed colony 'Arden's Hope' from orbit, decimating 70% of its population before landing and enslaving the survivors. This atrocity finally spurred the Terran Federation to aggression, and in 2318 the Terran Federation declared war against the Varaxian Empire.
3 years later and the Terran Federation remains on the defensive. After a successful retaliation against the Varaxian Empire in the Tau Sigma system, the Federation is able to liberate Arden's Hope, only to lose it a month later as the Varaxian Empire returned in force. The Federation have faced massive defeats in the Capella and Phi Eridani Systems, and dozens of colonies and millions of humans are enslaved across the Federations frontier worlds. The Deneb and Vega systems are currently engulfed in conflict, as the Terran Federation fights to hold off the Varaxian advance into the core worlds.
The War in Heaven is truly underway.
To the new pilots joining us, welcome to the TNS Galatia- serve her with valor, and she shall treat you well. My name is Captain Marcus Knight, commander of the 144th Direwolves. I will be your liaison to the quarterdeck, and will be giving you briefings and debriefings for each of your sorties.
The 144th have been assigned to the 7th Battlegroup as we launch a counteroffensive into the Vega System. We have been given the honor of being assigned to the TNS Galatia, one of the finest and most technologically advanced carriers in the Federation Navy, so appreciate the luck that you have for being assigned to us. The 144th Direwolves have a record for success that we have built over the years, and while the names of our pilots may change, our traditions do not. I expect each and every one of you to fly to the best of your abilities, and I will tolerate no insult to the squadron's name.
We have some time before arriving in the Vega System. Until then, take some time to familiarize yourself with the Galatia's onboard fighters and bombers- we will likely be using all manner of strikecraft in the times to come. Versatility and Adaptability: this is what separates us from the rest of the pack.
Also, be sure to review and submit an updated form of your dossier, there was a data transfer error at the Mars relay, and we don't have the time to turn back and have them send it again.
Hello everyone! Welcome to the OOC for "Stellar Fleet: The War in Heaven"! This is- if you couldn't tell- a sci-fi RP inspired and influenced heavily by space-sim games such as Wing Commander and Freespace. This particular RP will follow the adventures of a group of men and women from the Federation’s 144th Squadron. I will be accepting up to four other players- not including myself or any co-gms, so this is not first come first served. Expect space combat, melodrama, a sprinkling of political intrigue, and gray morality as we try and save the galaxy- or at least part of it.
Database
- Terran Federation - Originating as the United Nations, the Terran Federation has since extended into an extra-solar governing system linking the human worlds together in an alliance of cooperation and mutual prosperity. Before the war began, the Terran Federation focused on expansionism and development, with the Terran Systems Navy primarily tasked with fending off pirates and maintaining peace. Now, the Terran Systems Navy takes the forefront of the government, with volunteer rates reaching 700% higher than that of several years ago.
- 144th Direwolves - In service to the Terran Federation since 2254, the Direwolves are one of the Terran Systems Navy's many strike squadrons. A squadron notable for its versatility and ability to adapt to a rapidly changing battlefield, the 144th first made their name known in 2274 when their pilots rescued an entire convoy of colonists who crashed onto an asteroid, and then again in 2293 when they stopped a growing pirate insurrection in the Vega System.
- Varaxian Empire - A despotic empire that seems to be made up of multiple races- with the aforementioned Varaxians holding most key positions of power, with a few other races holding lesser ranks within Varaxian society. Operating off a type of caste-system, Varaxian society is built upon the idea of honour and the strength of the individual. Their society is incredibly class-based, with a nobility that holds absolute power over those below them. Their culture is one of a warrior's culture, and Terran intelligence have noted that the Varaxians themselves are rather poor when it comes to spy or sabotage operations, generally leaving those duties to the lesser races within their dominion.
A large and warlike race, the Varaxians are reptilian in nature, with extremely tough gray skin and digitigrade legs. The average Varaxian stands at about 8 feet/2.5 meters in height and has incredible muscle density. Their skin is incredibly tough, with the tensile strength of kevlar, and their powerful muscles and clawed hands could conceivably rip a human in half.
They are believed to have evolved from pack-hunters, and are very aggressive and brutal, though seem to adhere to a militaristic code comparable to old earth Chivalry or Bushido. Though well versed in both conventional and guerrilla tactics, Varaxians seem to show an inability, or at least an unwillingness to back down from challenges unless clear that it is a trap. It is to be noted that while they are quite physically gifted, Varaxians are by no means stupid- in fact, they appear to be quite intelligent, particularly in regards to military tactics. They use other races to perform more technical work or to take on tasks they deem too inferior for them.
Unlike their Varaxian overlords, Harridans are conversely rather small and docile in nature with skin of similar composition to humans and other earth mammals and plantigrade legs- also similar to humans. The average Harridan stands at around 5'6"/1.6 meters, and have varying stripe patterns across their skin. Most notably, Harridans have 6 eyes, with a 220 degree field of view, they also have incredibly dense brains and remarkable manual dexterity.
Both intelligent, and capable of considerable feats of engineering and dexterity, many often wonder why the Harridan may be content with being put under the thumb of the Varaxian. Analysts believe the solution to this issue lies in their inherent demeanor- the vast majority of Harridans are incredibly docile and obedient. Many Harridan prisoners have expressed little to no ill-will towards their apparent oppressors in the form of the Varaxians, and seem to be in the belief that their service to the Varaxians are simply the way things are meant to be. It is notable however, that as Harridans come into contact with humans, more and more of them appear to be expressing sudden interest in other races and their current state of being- Terran strategists believe that exploiting this sudden interest could destabilize the Varaxians or even bring Harridans into the Terran fold as allies.
Already, several Harridans- POW or otherwise, have defected from their Varaxian overlords and have joined the Terran Systems Navy- mostly as engineers, where their natural skills seem to surpass even our most educated and experienced engineers.
'Pretia libertatis est lex'
Developed by Boeing Aerospace Industries, the Orion-Class battlecarrier is one of the largest series of ships to ever be developed. The Orion-Class was developed when the Naval Procurment department called for a 'Bastion of defense, a defensible, and heavily armed ship with sufficient firepower to intimidate pirates and ward off another major power.' With exceptionally high development and production costs, the Orion-Class is a powerful ship with limited production numbers, often serving as flagships for fleets. Due to its high cost and production value, production of the Orion-Class battlecarrier has largely been superseded by the Callisto-class, which while smaller and less effective overall, is considerably cheaper to produce. Due to its cost and the prevalence of Callisto carriers, only 7 Orion-Class ships have ever been built, with another 3 currently in production.
Layout:
Large and spacious, the Orion-Class is considered a luxurious and 'cushy' assignment, with transfer requests often reaching into the hundreds. Its hallways are functional and wide, and it has the space to offer small, but individual bedrooms for officers on board the ship- such as its pilots. The ship itself also features three recreation rooms- a gym, an officer's bar, and an observation room. It should be noted that, due to its size and to conserve power, the Orion-class, like most vessels, has no gravity in most locations, save the recreation rooms and optional gravity fields for officer quarters.
The heart of the Orion-Class is its Phobos Fusion Reactor. With deuterium tankage for eight months, tied to an efficient mag-grav sweep system, the Phobos can sustain The Orion-class for up to fifteen months of minimal activity before fuel reserves will run low. At that point, it can refuel from any planet with a hydrogen/helium rich atmosphere using the 'drag scoop' maneuver to skim the atmosphere for fuel. Aft of the reactor section and the tankage is the ships Impellor drive, rated for 2.2G of continuous acceleration, though fleet trials have pushed this to 2.5G with a low payload mass. The drive section can also deploy solar panels to provide additional power when in range of a star.
Nestled between the Impellor drive and the Reactor is the ship's Kearnsky-Fuchida Warp drive. By bridging two points in space the drive can rapidly move the Orion-class up to 50 light years, cutting the travel time to a few hours. This requires significant charging, with a jump delay of 48 hours, much slower than the fleet norm, which is currently 42 for most cruisers and battleships.
Astride the drive and engineering spaces is the Docking Collar. A pair of mounts equipped to handle up to 2 destroyers each, the Docking collar allows the Orion to bring 'Tag along' ships which lack jump drives of their own. Standard TSN doctrine is to pair the Orion-class with an escort squadron of two Wolf-Class Destroyers, a Deimos Long Range Frigate, and a Halcyon AWACS ship.
At the front and rear are the entrance of the ship's massive flight deck. Cavernous hangars, equipped to handle several dozen small craft, the Flight deck also houses the Marine Barracks, the engineering crew quarters, and holding bays for approximately 100 strike craft. The hangar is connected by a series of tramways, and it's superstructure is built to be extremely durable to make up for the natural weakness of having a giant gap through the center of the ship.
Sitting at the midship is the bridge and CIC, a tall structure, reinforced with armor and support struts. The CIC itself is multilevel, and has metal blast shields lowered over the glass during combat. Sitting on top of the bridge is the observation deck.
Weapons:
In order to fulfill its requisition order, the Orion-Class, while designed to work as a support unit for fleet actions, is armed to the teeth and sports enough weaponry to smash through any smaller ship it comes across. Though its onboard weapon systems are impressive, the most important aspect of the Orion-class is its ability to project power in the form of strike craft to incredible ranges.
Mounted underneath the ship and powered by its own reactor and capacitor system, the Orion-class mounts a 'Ship-Buster' 150mm Rail Cannon System. Known by the crew as the 'red button', this weapon system consists of two 150mm barrels- one underneath the other. The first barrel propels a solid depleted uranium slugs at high speeds to incredible distances. The second barrel fires a more conventional weapon- a nuclear warhead cased in a tungsten shell. The initial slug is capable of punching clean through the shield (and often times the hull) of any ship in Terran space, allowing for the nuclear warhead to impact on the softened, unshielded hull of the opposing ship. Such a weapon system is rarely found on non-battleship vessels, and is often regarded as 'overkill' in most situations.
Instead, the primary armament for the Orion-class is a set of 6 twin-barreled 105mm Plasma Beam Cannons mounted on the dorsal line above and below the ship. These heavy beam cannons make short work of most smaller vessels, and ward off close range attackers, but can also be a threat to larger capital ships. Unlike traditional Mass-driver cannons, the Orion's beam cannons are considerably more accurate, but trade the superior tracking and accuracy for raw punching power and range.
Four Trebuchet missile bays carry 50 anti capital missiles each, supplementing the main guns. With a secondary magazine located in the hold holding another 200, the ship has enough missiles for 5 minutes of sustained fire. These missiles are remote piloted by operators in the CiC, but can revert to on-board guiding if they are jammed. Configurable for a variety of targets, these missiles are also the primary means of attacking a surface target the Orion-class has. The Orion also features 12 smaller Stiletto missile launchers- these missile launchers are 12-racked launcher systems that can deploy a variety of smaller missiles, such as the popular Harpoon or Spitfire missiles, for anti-fighter/bomber purposes.
Finally, the Orion-class mounts a staggering 160 heavy rail cannons in 40 four gun 'ball' turrets, which retract and are covered by blast shields when not in use. Designed for AA work and interception, these cannons provide a murderous hail of tungsten slugs designed to fill local space around the ship with an expanding 'cone of death', that should shred any missile or drive off any fighter that gets too close to the ship. In addition to Tungsten slugs, the rail cannons can be outfitted to fire proximity detonating flak shells for short-ranged saturation fire.
Defenses:
Along with the aforementioned rail cannons, the ship mounts almost a meter of Durralex Nano-plasteel armour plate, reinforced with Cobblestone Reaction ceramic ablative plate. Able to withstand direct hits from nuclear weapons, the Cobblestone is a more recent addition as part of the last round of upgrades, and detrimentally affected the ship's handling. To quote one Commander 'She handled like an iron bathtub full of water before. Now she handles like an iron bathtub full of concrete, covered in grease'. ECW defence includes several dedicated ECM defence nodes, located on top of the bridge and observation deck. Finally, a set of powerful reflex shield generators allows the ship to deflect conventional and plasma attacks.
In addition to its armor, the Orion-class also features 14 VelCan Point Defense Turrets. These point-defense variants feature 6 barrels instead of the standard 3, and are programmed to target incoming missiles, only firing at enemy fighters when there is a lack of missile targets. The Orion also mounts 8 Buckler Missile launchers. The buckler missiles launchers are fast targeting missile systems that can rapidly target incoming torpedos and large missiles and launch a small but fast missile that seeks out and destroys the oncoming missile.
Like all capital ships of her size and construction, the greatest threats come from bigger, meaner capital ships, concentrated attack by destroyers or close range 'skin dancing' attacks by Strike craft. An attack ship penetrating into the ships hangar and internal engineering spaces could easily destroy an Orion in a single attack, and the best defense for a carrier is often its own strike-craft compliment.
Flight Deck:
A marvel of engineering, the flight deck and associated hanger bays have stowage for about 125 small craft of various types. The typical Orion-class- such as the TNS Galatia carries of 24 F-87 Aegis II Aerospace fighters, 16 B34 Redeemer Aerospace bombers, 48 T-22 Dirk Interceptors, 12 Albatross heavy assault ships, and 5 marine assault gunships. Fighters are deployed via magnetic catapult on the flight deck and can be recovered using the same equipment. The ship also carries 4 shuttles for general shipping duties, 1 bulk lifter and 6 SRR(Search-Rescue-Repair) craft. 9 T-88 Seer class scout ships round out the ships compliment.
Crew Compliment:
The ships company runs to 3600 over all ranks and specializations, including a dedicated security detachment. Attached to the Galatia is the 144th 'Direwolves' Aerospace Squadron, and the 132nd 'Waxers' Aerospace Squadron. The combined airwing has a compliment of about 1000 crew, including pilots, and the Marine Battalion aboard numbers 400.
Other Capabilities:
The ships computer systems are managed by Eva, a gestalt LV 3 Virtual intelligence. Not true AI, she instead is an exceptionable personable interface program designed to ease crew interactions with the ships systems, function as a organizer and statistician, and provide ready advice and information for the command crew. Capable of independent management of many of the ships defensive systems and day-to-day management of the ships immediate Battlespace, she is designed to both take, interpret and redistribute orders.
Statistics:
Length: 1150m
Mass: 500,000 metric tons
Crew Compliment: 5000~
Jump Range: 50 light years
Jump delay: 48 hours
Endurance: 8 months
'fortior simul, seorsum infirmior'
Developed to fulfill a contract laid out by the Terran Systems Navy, the Wolf-class is a workhorse destroyer designed to support fleet operations in an atmosphere and in space. With only a small crew and no jump capability, the Wolf-class destoyer needs to operate in part of a larger task group to be truly effective.
Layout:
At the centre of the ship is a WhiteStar class fusion reactor, with deuterium reserves for three months of operation. This part of the ship is heavily armoured, with only its fuel line for the reactor and the rear service hatchways providing any chinks in the armour belt. Equipped with a pair of oversized impellor drives for its mass, the Wolf can reach acceleration speeds of 4.8 Gs. In atmosphere, it can achieve Mach 1 as a cruising speed, depending on local gravity and atmospheric density and conditions. Its high speeds and small size make it excellent for closing the distance on enemy ships and engaging at close range. It can also react quickly to changes in the battlescape and move accordingly.
Fore of the drive and engineering spaces is the docking point. Mounted at the bottom of the ship and linking into the tankage system, this docking point is designed to interface with docking collars found on capital ships like the Orion-class battlecarrier and the smaller Castillo-class carriers. Opposite of the docking point is the bridge and CIC
Weapons:
An assault ship designed to support fleet actions, the Wolf is fast and well armed for close range operations and self defense, but is still too small to think of engaging enemy capital ships without support.
Two Armstad missile bays carry 50 anti capital missiles each. These missiles are remote piloted by operators in the CiC, but can revert to on-board guiding if they are jammed. Configurable for a variety of targets, these missiles are also the primary means of attacking a surface target.
For close in ship attack, 4 75mm Mass Driver turrets sit on the top of the hull to provide accurate, rapid fire with medium power- though a heavy capital ship or true battleship will easily muscle through that fire. These weapons are designed to punch through and overwhelm shielding systems, so its more powerful weapons can deal damage.
For Anti-ship warfare, the Wolf-class sports a heavy torpedo bay in the front of the ship. Capable of launching a variety of different types of warheads, from 4 torpedo tubes, the torpedoes are slow and easy to outmaneuver, but are much more durable and resistant to point defense weapons than missiles. The Wolf-class typically carries a single clean-fusion nuclear torpedo, as well as a quartet of plasmatic-explosive torpedos, and a pair of 'Armor-Buster' torpedoes. Along with the torpedo bay, the Wolf Class has a single twin-barreled 105mm Plasma Beam Cannons mounted underneath the bow of the ship. The largest gun on the ship, the 105mm PBC is a powerful and effective weapon for general purpose work.
Finally, the Wolf mounts 32 heavy rail cannons in 8 4-gun 'ball' turrets. Designed for AA work and interception, these cannons ward off oncoming threats and can be loaded with flak shells as well as tungsten slugs.
Defences:
Along with the aforementioned rail cannons, the ship mounts about .75 meters of Durralex plasteel armour plate, reinforced with Cobblestone Reaction ceramic ablative plate. The Wolf as a result is quite heavily armored for its size and weight class. The ship can also project a limited reflex shield, which while less powerful than a capital ship field, provides solid defense against laser weapons for short periods of time.
Crew Compliment:
120 across all ranks and classes, with a short company of marines (50)
Other Capabilities:
Designed to operate with a larger vessel, the Wolf is a cramped, difficult posting reminiscent of the submarines of Earth in the 21st century. The toughness of the vessel is small comfort, as its relative size makes it vulnerable to larger ships and heavily armed strike craft alike. It works well as a system defense ship for inner worlds, and makes an excellent escort for any large capital vessel. able to operate as a capable super heavy bomber in atmosphere, it is also well designed to support Marine landings and operations on a planetary surface. Its computer are very advanced, largely automated integrated systems that only need a few human operators. Defensive systems are largely automated, freeing up crew for maintenance and fire control.
Statistics:
Length: 150m
Mass: 10,000 metric tons
Crew Compliment: 170
Jump Range: N/A
Jump delay: N/A
Endurance: 2 month
The T-22 Dirk is the standard interceptor of the Terran Systems Navy. Designed by BlackRock Avionics, the Dirk is the one of the fastest mass-produced interceptors in the Terran Navy. These fighters are fairly cheap to produce, and lack major shielding or a Jump drive. The Dirk Interceptor is designed to be fast and nimble, and is able to rotate 180 degrees in just a few seconds. Developed for interception and escort missions, the Dirk excells in shooting down bombs and bombers, and serves as the primary defense craft of most vessels. Due to its high speed ratings, pilots of exceptional skill are required to take full advantage of the vessel's speed, and agility- and the many an unprepared pilot have crashed their fighter on the launch deck shortly after launch. Despite this, the Dirk remains the standard fighter for most rookies.
The T-22's HL-7 Raptor-Interrex Engines are among some of the most powerful thrusters in production- and the T-22 has two of them. The HL-7 Engines are powered by plasma thrust, in a manner similar to current generation engines. As a result, the vessel presents a number of challenges to new pilots, and its full mobility function is often deactivated in order to allow it to perform like typical fighters and be more controllable- its inertial dampening system has to be manually deactivated. Pilots have to adjust carefully control their ship- as its rapid turning ability could easily cause a near uncontrollable spin-out should the pilot not be careful.
The T-22 has rather powerful Inertial Dampeners, allowing it to more easily stop unwanted motion while activated. Inertial Dampeners can also be deactivated to allow the T-22 to "glide" along its current vector and turn in any direction without altering its trajectory. Unlike most strike craft, the T-22 is not equipped with a Jump Drive, and its relatively small fuel capacity means its confined to short range missions, deployed from its mother carrier.
The T-22 has a single gimballed hardpoint underneath the chin of the craft for direct combat. Additionally, the Dirk has a total capacity for 4 Missile units- 2 under each wing.
Vital Statistics:
Guns: 1
Missiles: 4
Speed: A
Shields: D
Armor: D
Maneuverability: A
Jump Capable: No
The T-88 Seer Scout fighter is the standard for recon and intelligence gathering craft for the Terran Systems Navy. Based heavily off the T-22 Dirk Interceptor, the Seer utilizes a more recent iteration of the same hull, but still shares a 80% parts commonality with the interceptor, allowing them to be easily repaired with spare parts. Like its cousin the Dirk, the Seer is relatively fast and nimble, and shares most of the advantages and disadvantages the T-22 has. Though capable of interception and escort work, the primary role of the Seer is to perform reconnaissance missions, and can increase the effective range of a battlegroup's sensors threefold. Unlike the Dirk, the Seer loses out on some of its maximum speeds, and due to the increased bulk of its sensor equipment is slightly less agile, and its delicate systems can be disrupted by weapons fire relatively easily. Most notably, the Seer is painted black and gray to help blend in with deep space, and features an advanced emissions-suppression system, allowing it to temporarily disappear from enemy sensors- though visual detection is unaffected.
The T-88, like the T-22 sports a pair of HL-7 Raptor-Interrex Engines and is still quite fast compared to most fighters. However, its more delicate systems necessitate a limiter on the Seer's turning capacities, and it cannot make rapid turns like its cousin. It also has considerably reduced speed while using its Emission-Suppression system, as powerful bursts of its plasma engines would render any emission suppression moot.
Like most fighters, the Seer has powerful Inertial Dampeners, allowing it to more easily stop unwanted motion while activated. Inertial Dampeners can also be deactivated to allow the Seer to "glide" along its current vector and turn in any direction without altering its trajectory. While capable of defending itself, the Seer is not equipped for combat heavy situations, and it trades considerable secondary capacity for an extended fuel tank for longer ranged missions, and advanced sensor systems, capable of pinpointing heat signatures even within dense asteroid fields.
The T-88 has a single gimballed hardpoint underneath the chin of the craft for direct combat. Additionally, the Seer has a total capacity for 2 Missile units- 1 under each wing.
Vital Statistics:
Guns: 1
Missiles: 2
Speed: A
Shields: D
Armor: D
Maneuverability: A
Jump Capable: Yes
A marvel of engineering, the F-87 Aegis II Space Superiority Fighter is one of the newest designs in the Terran Navy. Replacing its older brother, the effective but outdated Aegis I, the Aegis II is a powerful assault craft designed to combine maneuverability with a potent weapons package. Fast and powerful, the Aegis II is Jump Capable, and represents the Terran Navy's ability to reach out and strike at enemy formations, and while designed primarily to fight other strike craft, is still a credible threat to smaller naval vessels. For a fighter, the Aegis II has more armor, and an impressive shield system that protects its pilots for longer periods of time.
Powered by a pair of Raptor-Interrex HL-8M Engines, the Aegis II is capable of achieving appreciably high speeds given the weight of its weapon package and armor, and its sizable fuel take lets it outrun almost any other craft in the galaxy in a distance sprint at full afterburn. While not as mobile as its smaller counterpart the Dirk, the Aegis II also has a powerful Inertial Dampening system, allowing it to make more complex maneuvers than unequipped craft.
The Aegis II sports a whopping 4 hardpoints for weapons- 2 at the nose, on either side of the cockpit and 1 on the midwing of each wing. The 2 nose hardpoints have a rigid gimbal, allowing for slight adjustment of aim, and the cockpit glass is specially polarized to prevent the flash of the weapons from blinding the pilot. The Aegis II also has space for a single missile unit under each wing and another two under the belly.
Vital Statistics:
Guns: 4
Missiles: 4
Speed: B
Shields: B
Armor: C
Maneuverability: B
Jump Capable: Yes
The F-90 Albatross is a rugged and durable design, used extensively by the Terran Systems Navy. One of the older designs in the Navy, the Albatross is a heavy assault ship, designed to deliver large amounts of munitions across a long distance. Jump capable and heavily armored, the Albatross can serve as a strike bomber- a middle ground between fighters and bombers- or an assault gunship and is a credible threat to naval vessels, and is capable in a dogfight.
Utilizing a pair of Aeolus-III Engines, the heavily armored Albatross lacks both the maneuvering and top speeds of its cousins the Aegis and Dirk, but has incredibly long fuel capacity and is jump capable. Like its other fighter cousins, the Albatross uses an Inertial Dampening system- though the Albatross' system is a bit older, and due to the weight of the ship, is rarely used in its intended function.
The Albatross features two hardpoints for cannons underneath its chin- typically a light cannon for dogfighting and a heavier one for slower targets, and sports six spaces for missile units- two under each wing and two underneath the belly. Also seated behind the cockpit is another seat for a gunner to sit in a defensive turret.
Vital Statistics:
Guns: 2+1 Turret
Missiles: 6
Speed: D
Shields: B
Armor: A
Maneuverability: D
Jump Capable: Yes
The B34 Redeemer is an elegant bomber design, notable by its folding wing engines, and is the fastest bomber in the Terran Systems Navy. The Redeemer serves the Navy as a light Strike Bomber, sacrificing a larger weapons pool for more speed and maneuverability. Jump Capable and relatively fast for a bomber, the Redeemer is favored by bomber pilots for its speed and relative protection, and is often the preferred bomber for pilots that primarily fly fighters, due to its similar handling.
One of the newest designs in the Navy, the Redeemer is most notable by its folding Raptor-Interrex X-1 Engines, which allows it to maintain a surprising amount of speed and maneuverability despite its bulk and armor. Due to the manner of its folding engines and its role as a bomber, the Redeemer features a cut down version of the Inertial Dampening system, merely using it as an enhanced brake rather than a unit for advanced turning maneuvers.
As far as weapons go, the Redeemer has a single mount underneath the cockpit's chin for cannon weapons, and features eight cycling missile units in its central fuselage. The Redeemer also features two gun turrets, one on the top of the ship, and the other below the chin.
Vital Statistics:
Guns: 1+2
Missiles: 8
Speed: C
Shields: B
Armor: B
Maneuverability: D
Jump Capable: Yes
Guns
The M-202 High Velocity Plasma Cannon, or VelCan (pronounced Vulcan), is the primary weapon for most fighters. Produced for a Terran Navy requirement for a cheap, modular intercept weapon, the VelCan is a light repeating plasma weapon, excellent at intercepting warheads and can make short work of shields and the craft beneath under sustained fire. The VelCan uses a rotary style design with three barrels and can attain a firing speed of 1,500 rounds per minute. The VelCan has relatively light recoil despite its high fire rate, and its plasma bolts are colored a white-blue for pilot recognition. The VelCan has a range of approximately 1,500 meters before the energy bolts begin to to decay and lose power.
Ammo Count: 900
The M-180 Gatling is a 6 barreled gatling cannon designed as a primary weapon for fighters. Unlike its energy based counterpart, the M-180 uses 20mm mass-driven autocannon rounds and can make short work of armor, and due to its high rate of fire is still effective against shields- despite their resistance to non-energy weapons. While considerably more powerful than its cheaper cousin the VelCan, the Gattler is typically more expensive and less used by rookie pilots- who tend to lay more heavily on the trigger- and typically only carries 900 rounds of ammunition, and has a firing speed of 1,200 rounds per minute; amounting to 45 seconds of sustained fire. Mass based rounds have no maximum range and keep travelling through space until it hits something. Like most physical weapons, the Gattler has noticeable recoil, and extended fire will cause the ship to jostle around, making longer bursts inaccurate.
The M-180 Gatling is a 6 barreled gatling cannon designed as a primary weapon for fighters. Unlike its energy based counterpart, the M-180 uses 20mm mass-driven autocannon rounds and can make short work of armor, and due to its high rate of fire is still effective against shields- despite their resistance to non-energy weapons. While considerably more powerful than its cheaper cousin the VelCan, the Gattler is typically more expensive and less used by rookie pilots- who tend to lay more heavily on the trigger- and typically only carries 900 rounds of ammunition, and has a firing speed of 1,200 rounds per minute; amounting to 45 seconds of sustained fire. Mass based rounds have no maximum range and keep travelling through space until it hits something. Like most physical weapons, the Gattler has noticeable recoil, and extended fire will cause the ship to jostle around, making longer bursts inaccurate.
The P-180 Plasma Lance is a heavy plasma weapon with a relatively low cyclic rate of fire and good performance against both armor and shields. A large bore plasma cannon, the Lance lacks the high rate of fire of the VelCan but compensates with considerably higher base damage due to its large size and excellent excitation and packaging systems, and is capable of melting through shields and armor with ease. Considerable utility against bombers and targets that demand snap deflection shots for effective engagement. The Lance fires bright yellow bolts at a rate of 600 rounds per minute, with an effective range of 2,000 meters. It is notable however that the projectile speed of the Lance is slower than most cannons, and requires some target leading.
Ammo Count: 60
The G-11 Gauss Cannon is a powerful mass-driven cannon. Like its energy based brother, the Plasma Lance, it has a low cyclic rate of fire, but good performance against armor and shields. Firing a 30mm shell, the Gauss Cannon can reach out and stab at enemies from almost 7,500 meters- the general limit for accurate adaptive-rangefinding by flight computers. Capable of punching clean through unshielded targets, the G-11 Gauss is great for intercept work, and is also effective against bombs due to their typically predictable trajectory. Gauss Cannon projectiles are also among the fastest that can be mounted on Strike Craft. The G-11 Gauss Cannon is a semi-automatic weapons platform that carries 60 rounds of ammunition and has a maximum firing speed of 20 rounds per minute. The recoil from the weapon is quite noticeable and can often requires the re=acquisition of target before firing again.
The G-11 Gauss Cannon is a powerful mass-driven cannon. Like its energy based brother, the Plasma Lance, it has a low cyclic rate of fire, but good performance against armor and shields. Firing a 30mm shell, the Gauss Cannon can reach out and stab at enemies from almost 7,500 meters- the general limit for accurate adaptive-rangefinding by flight computers. Capable of punching clean through unshielded targets, the G-11 Gauss is great for intercept work, and is also effective against bombs due to their typically predictable trajectory. Gauss Cannon projectiles are also among the fastest that can be mounted on Strike Craft. The G-11 Gauss Cannon is a semi-automatic weapons platform that carries 60 rounds of ammunition and has a maximum firing speed of 20 rounds per minute. The recoil from the weapon is quite noticeable and can often requires the re=acquisition of target before firing again.
Missiles
Ammo Count: 3
The GM-19 Harpoon is one of the newest missiles in the TSN tactical arsenal. It boasts a fast-locking "fuzzy logic" guidance computer, a powerful thruster, and high agility. The end result is a missile that space superiority squadrons will most certainly be seeing a lot of during their career.
In addition to the obvious advantage of intercept ability, the Harpoon is also a rather compact weapon. A single missile unit can fit three of these warheads. With its powerful explosive, a direct missile hits will usually severely damage most fighters, and can cripple or destroy lighter fighters. Range: 2,000 meters.
The GM-19 Harpoon is one of the newest missiles in the TSN tactical arsenal. It boasts a fast-locking "fuzzy logic" guidance computer, a powerful thruster, and high agility. The end result is a missile that space superiority squadrons will most certainly be seeing a lot of during their career.
In addition to the obvious advantage of intercept ability, the Harpoon is also a rather compact weapon. A single missile unit can fit three of these warheads. With its powerful explosive, a direct missile hits will usually severely damage most fighters, and can cripple or destroy lighter fighters. Range: 2,000 meters.
Ammo Count: 12 (3 volleys of 4)
The GM-17 Spitfire is a tried and true missile system of the swarm variety. Firing four smaller, more agile missiles at a time, the Spitfire can almost guarantee at least a 50% hit ratio with its missiles, and can easily down an unshielded fighter. Unfortunately, while the Spitfire can achieve an aspect lock and track most fighter sized targets, it lacks the speed to chase down faster fighters such as the Dirk or a particularly tenacious Aegis pilot. In situations against these faster craft, it is advisable to attack with spitfires from an intercepting pattern rather than a tailing pattern. Range: 1,500 meters.
The GM-17 Spitfire is a tried and true missile system of the swarm variety. Firing four smaller, more agile missiles at a time, the Spitfire can almost guarantee at least a 50% hit ratio with its missiles, and can easily down an unshielded fighter. Unfortunately, while the Spitfire can achieve an aspect lock and track most fighter sized targets, it lacks the speed to chase down faster fighters such as the Dirk or a particularly tenacious Aegis pilot. In situations against these faster craft, it is advisable to attack with spitfires from an intercepting pattern rather than a tailing pattern. Range: 1,500 meters.
Ammo Count: 20
The GM-7 Hailstorm rocket is a small, fast moving, dumbfire rocket. It excels against slower targets, from bombers and heavier ships, to even naval vessels, as even the heaviest armor can only withstand a continued volley of rockets for so long. These light missiles can be densely packed into a missile unit, with 20 being carried at a time, and while they have low explosive damage individually, can easily overwhelm most defenses. These missiles are commonly mounted on heavy assault ships as secondaries and often used in conjunction with primary weapons while attacking bombers and naval vessels. In close range, very few pilots can react or move fast enough to escape a flurry of Hailstorm rockets. These short range rockets explode on contact or upon reaching 600 meters.
The GM-7 Hailstorm rocket is a small, fast moving, dumbfire rocket. It excels against slower targets, from bombers and heavier ships, to even naval vessels, as even the heaviest armor can only withstand a continued volley of rockets for so long. These light missiles can be densely packed into a missile unit, with 20 being carried at a time, and while they have low explosive damage individually, can easily overwhelm most defenses. These missiles are commonly mounted on heavy assault ships as secondaries and often used in conjunction with primary weapons while attacking bombers and naval vessels. In close range, very few pilots can react or move fast enough to escape a flurry of Hailstorm rockets. These short range rockets explode on contact or upon reaching 600 meters.
Ammo Count: 2
The GM-10 is a Fire-and-Forget heat seeking missile. Using Infrared and semi-intelligent tracking the GM-10 chases targets based on the specified heat signature set by its pilot. The GM-10 will always attempt to attack a target that is determined to be hostile by the onboard computer of any TSN combat vessel, thus ensuring a higher kill rate, should the pilot find himself in a heated battle situation where precise aiming might be difficult. These missiles have a smaller payload than a harpoon, but can be fired faster and without needing an aspect-lock.
The GM-10 is a Fire-and-Forget heat seeking missile. Using Infrared and semi-intelligent tracking the GM-10 chases targets based on the specified heat signature set by its pilot. The GM-10 will always attempt to attack a target that is determined to be hostile by the onboard computer of any TSN combat vessel, thus ensuring a higher kill rate, should the pilot find himself in a heated battle situation where precise aiming might be difficult. These missiles have a smaller payload than a harpoon, but can be fired faster and without needing an aspect-lock.
Ammo Count: 1
The GM-18 Ballistae is a long range missile designed to target bombers and other slow vessels. A heavy missile developed to assist guarding vessels in the interception of bombers at maximum range before they can deploy their torpedoes. With a targeting range of 5 km, this missile has the longest reach of any fighter-compatible missile and can inflict devastating damage even to the heaviest of bombers.
While few bombers are nimble enough to even think about evading an incoming Ballistae, the missile does not stand a very good chance of hitting ships at medium and close range and is not fast or agile enough to successfully target most fighters. The missiles are also relatively large, severely limiting the number of missiles that can be mounted on each fighter. Some pilots have reported a high degree of success using this weapon as a light tactical torpedo of sorts. Its range and payload being a boon, despite lacking the pure punching power of an actual torpedo.
The GM-18 Ballistae is a long range missile designed to target bombers and other slow vessels. A heavy missile developed to assist guarding vessels in the interception of bombers at maximum range before they can deploy their torpedoes. With a targeting range of 5 km, this missile has the longest reach of any fighter-compatible missile and can inflict devastating damage even to the heaviest of bombers.
While few bombers are nimble enough to even think about evading an incoming Ballistae, the missile does not stand a very good chance of hitting ships at medium and close range and is not fast or agile enough to successfully target most fighters. The missiles are also relatively large, severely limiting the number of missiles that can be mounted on each fighter. Some pilots have reported a high degree of success using this weapon as a light tactical torpedo of sorts. Its range and payload being a boon, despite lacking the pure punching power of an actual torpedo.
Ammo Count: .5 (requires two missile units)
The GM-12 Goliath was developed specifically to engage and destroy enemy warships. With this weapon, a single bomber wing possesses firepower that can easily neutralize a frigate, possibly even a cruiser given enough tenacity. The Goliath is unsurprisingly heavy and large and is one of the most powerful fighter-deployed tactical weapon in production.
Moving slowly, with an extensive aspect lock sequence and long reloading cycle, there's more to deploying a Goliath than simply getting into range and pushing the button. The gunners of anti-fighter defenses are often trained to shoot down incoming torpedoes, and the bombers that launch them. One must be very cautious in choosing the optimum approach angle, to avoid as many anti-fighter defenses as possible. While the Goliath has maximum range of about 5km, its effective range should be considered to be about 500 meters or less. By releasing your weapon this close to the target, the enemy flak has a much smaller chance of disabling your torpedo in flight. If possible you should get even closer, launch the weapon at the last second, then pull up sharply and use your burners to escape the blast radius.
Due to the size and weight of the torpedo, the GM-12 Goliath requires two missile units and can only be loaded onto Redeemer bombers and Albatross assault ships.
The GM-12 Goliath was developed specifically to engage and destroy enemy warships. With this weapon, a single bomber wing possesses firepower that can easily neutralize a frigate, possibly even a cruiser given enough tenacity. The Goliath is unsurprisingly heavy and large and is one of the most powerful fighter-deployed tactical weapon in production.
Moving slowly, with an extensive aspect lock sequence and long reloading cycle, there's more to deploying a Goliath than simply getting into range and pushing the button. The gunners of anti-fighter defenses are often trained to shoot down incoming torpedoes, and the bombers that launch them. One must be very cautious in choosing the optimum approach angle, to avoid as many anti-fighter defenses as possible. While the Goliath has maximum range of about 5km, its effective range should be considered to be about 500 meters or less. By releasing your weapon this close to the target, the enemy flak has a much smaller chance of disabling your torpedo in flight. If possible you should get even closer, launch the weapon at the last second, then pull up sharply and use your burners to escape the blast radius.
Due to the size and weight of the torpedo, the GM-12 Goliath requires two missile units and can only be loaded onto Redeemer bombers and Albatross assault ships.
Character Sheets:
Due to a fault with the Mars Infonet Relay, most of your dossiers have been corrupted. Luckily, most of your vital medical data has been preserved so you're lucky. Just fill in the blanks and submit it before we exit hyperspaace, and I'll get you back on the flight Roster.
- Marcus Knight, 144th Direwolves.
A note on Callsigns: A callsign is a name given to you by the rest of the squadron (whether you want it or not). There are very few people that will be willing to unironically call you "Archangel" or "Kingslayer". Nicknames and Callsigns should be short, sweet, easy to call out, and referencing either tendencies people observe you doing or quick shortening of your names: IE "Brit" because you have a strong english accent, "Twitch" because you tend to look around a lot/rapidly, "Kanga" because your last name is Roo, etc. If you're a brand new pilot, or haven't been around long enough- or notable enough- to have an established callsign, you won't have one- or in the case of the newbie: "Noob", "Rook", "Rookie", "FNG", etc.
Name: Last name, First name
Age: The minimum age of a pilot fresh out of training is 20
Gender: Your pilot's gender
Origin: Your pilot's birthplace/nationality
Craft Specialization: Your pilot's preferred strike craft
Callsign/Codename: Nickname/Alias your Pilot goes by in combat
Kills: Your pilot's kill record. Obviously a fresh pilot should have pretty much no kills, whereas a veteran should have more. 'Ace' status is earned at 50 kills..
Psychological Analysis: Fancy talk for 'Personality'. Give me a good paragraph or so describing your character's personality. Rule of thumb: the more detail, the better.
Military Record: Your Character's background. Again, give me a few good paragraphs describing your character's history. Again, the more detail, the better.
Age: The minimum age of a pilot fresh out of training is 20
Gender: Your pilot's gender
Origin: Your pilot's birthplace/nationality
Craft Specialization: Your pilot's preferred strike craft
Callsign/Codename: Nickname/Alias your Pilot goes by in combat
Kills: Your pilot's kill record. Obviously a fresh pilot should have pretty much no kills, whereas a veteran should have more. 'Ace' status is earned at 50 kills..
Psychological Analysis: Fancy talk for 'Personality'. Give me a good paragraph or so describing your character's personality. Rule of thumb: the more detail, the better.
Military Record: Your Character's background. Again, give me a few good paragraphs describing your character's history. Again, the more detail, the better.
Player Roles
I am a personal fan of smaller scale RPs, as such, I will only be accepting 4-5 other players to join me in this adventure. While you are free to make your character however you like, acceptance to this RP will be judged by me, and is not on a first come, first served basis. This also means, not everyone and their mother should be an Ace. While not necessary, there are several roles I would like to see filled:
- The FNG (The Fucking New Guy) - This player should be among the youngest members of the team, as well as the least experienced. S/He has many roles, such as serving as the pseudo focus of the RP as the 'impressionable youngster', as well as likely having a brighter, likely more positive outlook than the rest of the gritty, scarred veterans that make up the rest of the team. S/He also serves as a convenient reason for characters/npcs to explain and describe the lore that, while known to the characters in the world, is otherwise new or unknown to the players themselves. S/He will either be broken down mentally and physically and reforged into a newer, stronger person through the fires of war, or serve as a beacon of hope for the rest of the team.
- The Wing Leader - This player will be relatively new to leading his/her team but will likely have been a part of the squadron for at least a little while. This player will have responsibilities as the leader of a wing, and will have to manage and deal with the clashing personalities of the squad during missions- as well as the difficulties some of the NPC pilots may give him/her. This person may be privy to plot relevant information before the others, and will be expected to take on a bit more responsibility than the other players.
The rest of of the roles will be normal squad members, with preferably varied personalities and backgrounds to keep this RP fresh and unique.
Who's game?
Adding some NPC pilots for others to use as an example:
Name: "Elijah" - is a recognizable collection of sounds somewhere in the middle of his full name
Age: 22 Earth years - Harridan equivalent of middle aged
Gender: Male
Origin: The Polaris system
Craft Specialization: Aegis II Space Superiority Fighter
Callsign/Codename: Spock
Kills: 27
Psychological Analysis:
Eccentric and jumpy, Xi'raliajahna Hx'anaka'raha Merahnelha (approximate phonetic spelling) - better known as "Elijah" or "Spock" by his comrades, is truly an oddball amongst the 144th Direwolves. Unlike most Harridans, Elijah is neither docile nor obedient, and can be flighty and dynamic. Highly intelligent and curious, Elijah is still relatively new to Terran technology, and is unsocialized and relatively new to most human colloquialisms and interactions. Analytic and calculating, Elijah's brain processes information quite quickly and he has a very logical disposition. He appears to have a deep seated hatred of Varaxians and could be considered a freedom fighter amongst Harridans. In battle, he seems to relish the idea of shooting down Varaxian pilots- strike craft pilots being attributed to the Empire's warrior caste, and reserved exclusively for those of the Varaxian race.
Military Record:
A relatively new addition to the Terran Systems Navy, Elijah was originally an engineer on board a Varaxian cruiser. When the Varaxian battlegroup was defeated in combat, Elijah led his fellow Harridans as they defended themselves against Terran boarders. When the Varaxian officer onboard the ship demanded Elijah take his Harridans on a suicide mission to set up an ambush, Elijah refused, and surrendered himself and his fellow Harridans to the authority of the Terran boarders, where they were taken as prisoners of war.
While a prisoner with the TSN, Elijah was onboard the TNS Wellington as him and his fellow Harridans were being transported to a prison facility. During a Varaxian surprise attack against the Wellington, the ship's life support systems were damaged as the ship made its escape. Rather than taking advantage of the chaos, Elijah and his fellow Harridans aided the humans in repairing the ship's life support systems, and through his and his comrades ingenuity, were able to repair the Wellington's life support system.
As both a sign of gratitude and a necessity of being shorthanded after the attack, Elijah and the Harridans were added as auxiliary engineering crew on board the TNS Wellington. While working on the systems of the Wellington, Elijah came across a flight training sim. After his first flight, the commander of the 144th Direwolves Marcus Knight- currently stationed on the TNS Wellington- took an interest in Elijah. Taking him, and several other talented Harridans, Marcus Knight incorporated them into the support crew of the 144th Direwolves, with Elijah being the first Harridan pilot in the Terran Systems Navy.
Though a controversial decision, The TSN was stretched thin with the growing war, and the defecting Harridans were slowly incorporated into a few Terran military units. Elijah has spent the last year as a pilot of the 144th Direwolves, and has earned the begrudging respect of most of his wingmates. Elijah 'aka' Spock has thus far expressed no reluctance against shooting down Varaxian Empire strike craft- exlusively piloted by Varaxian pilots, though he views the destruction of Varaxian naval vessels- with his indoctrinated comrades- as necessary, but regrettable deeds. Over the course of his year alongside human pilots, Elijah has earned the nickname 'Spock', both due to his status as alien, as well as the fact that his four-fingered hands, in their resting position resemble the 'Vulcan salute' from a centuries old classic series.
Name: Knight, Marcus
Age: 34
Gender: Male
Origin: Oriana Station - Vega System
Craft Specialization: Albatross Heavy Assault Fighter
Callsign/Codename: Steel
Kills: 49
Psychological Analysis: Confident and mature, this light-hearted pilot is a generally good natured man with strong feelings of camaraderie towards team mates. Prideful and loyal, Marcus holds the pilots under his command to a higher standard than most, but would never ask his men to do something that he wouldn't do himself, and is unafraid to break protocol and regulations in order to support his subordinates. Level headed and quite confident, Knight likes to maintain awareness over every situation he's in and is quick on the ball and able to make snap judgements and react to a constantly changing situation. Capable of operating at peak efficiency, even during times of great stress, Marcus can be quite analytic and can be very perceptive and intuitive in regards to people. The respect he holds for himself and those around him, has earned him several fans both in and out of the Navy.
Military Record: A TSN Squadron Leader, Marcus was an only child, son to Admiral Knight and a civilian mother. With a strong military background, Marcus had a fairly rigid childhood, as his parents sent him to military academies for most of his youth, hoping to straighten out mischievous and troublesome tendencies- with limited results. As a youth Marcus was well known as the school clown and jokester, and made friends easily. Nevertheless, Marcus got good grades, and upon graduating from the esteemed U.S. Naval Academy, he was sent to Mars to become a Aerospace Pilot.
At the Mars Aerospace Academy, Marcus' humorous habits seemed to mellow out. Maturing into a fine flight officer, Marcus had a talent for quickly learning aerospace maneuvers, and a knack for making up more unorthodox, but effective techniques on the fly. With such high promise, Marcus graduated near the top of his class, with high levels of mastery for the Albatross, and the then-state-of-the-art Aegis I fighters. Marcus was assigned to the 24th Fighter Wing after graduating.
During his four year tour with the 24th Fighter Wing, Marcus was quick to make a name for himself, easily scoring 10 kills against various pirates within his first year. During this tour Marcus also qualified with the M-85 Osprey bomber as well as the PAF-41 Super Stinger, clocking in hours of both simulation and actual flight time. It was also during this tour that Marcus earned his callsign, 'Steel', for his resolve, as well as his last name.
After a short leave period, Marcus was reassigned to the 144th Direwolves, where he exclusively flew Aegis Is for the next three years. While with the Direwolves, Marcus took part in the Siege of Cerol. This was a battle which took place between the remnants of the 16th TSN battlegroup, consisting of a carrier, a cruiser and a pair of frigates, attempting to break through a massive blockade/siege by a combined coalition of pirate factions. Cut off from reinforcements and facing the destruction of both the battlegroup, as well as the TSN colony, the beleaguered TSN ships were forced into employing a risky plan. Using a diversionary tactic, the remaining frigates and cruiser rushed the enemy lines, while the carrier deployed a small unit of fighters to destroy enemy capital ships and key structures. Stripped of most of their armaments and equipped with nuclear warheads, the small flight of 144th Albatrosses flew wide around the enemy lines in an attempt to strike the enemy from the rear.
During the attack, Marcus and his flight launched a total of six nuclear warheads at the pirate fleet from close proximity. The success of the 144th resulted in the destruction of the the pirate flagship as well as several other capital ships. Without the leadership keeping the pirate factions in line, the resulting infighting and disarray allowed the remaining TSN ships to hold out long enough for a relief fleet to rescue them. While the fleet had been decimated and reduced to a single carrier and cruiser, the 16th Battlegroup was decommissioned and its remaining parts reassigned to other military groups.
Earning a medal for heroism, Marcus was granted several months leave to lick his wounds and heal his injuries, during which the Varaxians revealed themselves to the Galaxy. Returning to the 144th Direwolves, Marcus took part in several skirmishes against the Varaxian Empire before war was officially declared, and was present to watch the destruction of the Tau Sigma colony. Three years later, Marcus now commands the 144th Direwolves as they prepare to strike back against the Varaxians.