History has a sickening way of repeating itself. So many species survived the threat of annihilating themselves via nuclear war on their homeworlds, only to point those same weapons at their neighbors the moment they colonized space. Quaint ideas such as fascism and monarchism reappeared. War, it seems, is inevitable regardless of the era.
Welcome to Galaxy Aflame! Here we have a prety large and spacious galaxy full of story and adventure, but let's get to the specifics. There are currently three known civilizations (since you guys have yet to make any [not your fault, there are no sheets :O].) One civilization that I will call the Feds (Sigma), one I will call the Empire (Spoon) and one I will call the Daisan Order, or Order (Gold).
So for many generations there had been rumors of entire civilizations disappearing in the outer rim of the galaxy, the causes were attributed to legends of internal strife, civil wars, and classic hubris... but what we of the shallow space didn't know was that none of that was true. Many years ago a species set off to protect their own chance of survival and turned on their political allies and friends, their war machines revved and factories were erected. Soon a massive droid army took over all neighboring systems, with each planet being cored to build even more war machines or colonized through intense terraforming, indigenous species were annihilated. Entire systems and civilizations have been stripped and cored, or blasted to such a degree they are unrecognizable. Dead planets began popping up, and crazy contraptions began to spread from the rim... and we had no idea.. until five years ago.
On an Urban planet owned by the feds, a quiet summer morning heralded a event that would shake the galaxy. As people commuted to work, hollered out their goods, and talked with their friends and family, the Deep space menace came without warning. A massive metallic spike ripped through the atmosphere, scarring the plumb morning sky with streaks of fire. As it crashed into the urban center a massive explosion erupted and soon more spikes plummeted from space, pounding the planet. Those that survived the impacts soon realized that these spikes were factories, and they had already begun pumping out terrifying droids of horror and battle, the planet was quickly conquered. Only after the fall of a few more planets in a similar fashion did the Feds get a name for their antagonist: The Daisan Order... the label clearly printed on the breastplate of a destroyed battle droid.
Quickly the Empire sprung into action, with it's impressive armada and massive military backing the feds the two managed to hold off the massive droid hordes. For five years the two civilizations slowed the process of the Order, but now civil war has broken out in the Empire: will this be the final push the Daisan order needed to secure it's place in Total Domination, or will other civilizations rise to meet the challenge of a foe so dangerous and so mysterious, we don't even know what they look like? And what of elsewhere in the galaxy? Is the Order alone in its homicidal tendencies or are their others that share its aspirations of galactic dominance?
Rules 1) Don’t be a child. Seriously, if you can’t act like a reasonable human being then this simply isn’t the RP for. 2) You are expected to post 1-2 times every 7 days (Collabs count, just make sure all involved are given credit in the post somehow). If you do not make a post within 14 days with no prior warning you will be dropped from the RP. 3) This is an advanced RP. I expect you have to correct grammar and spelling in your posts, at the very least. One or two mistakes per post is fine, and expected, but if I see ten “teh”s in your post we will have a problem. 4) Please don’t join if you are going to disappear after one or two posts. You know who you are.
The Aurolian Federation, once a defensive pact between A loose collection of colonies, now is among the Great Powers in the known Galaxy. The Federation is home to numerous species both native and migrated from afar, lending it's strength in such a strong brotherhood and those who wish to join it.
You don't outright require to make these but they are fun so here's a good example.
Official Name: Federation of the Aurolian Stars Common Name: Aurolian Federation, the Federation Government: Federal Republic Dominant Species: Humans Capital: Aurolia Prime, Aurilus System.
History
The Federation's beginnings can be traced over three centuries ago, in the early 23rd Aurolian Century. Upon the day of Gulsin 15th of the year 2317, the humans of the former colony of Aurolia had finally accomplished a great deed, the creation of their own FTL drives. Within several weeks of hyperspace travel, a Multi-National Exploration Team had touched down on the surface of one of Aurolia's sister worlds of Murani for the first time, and with this monumental event for the Aurolians, so began a new Golden Age of Exploration. For eons, theses colonists had prospered on their lost paradise, but have dreamed of once again traversing the stars just as their Predecessors once did.
From 2320 to 2360, the Nations of Aurolia embarked on a Space Race unlike any other, fleets of cargo and colony ships moving in droves to the barren world of Murani as domed cities were erected on the once dead and quiet landscape. By 2382, over 2 Million humans now called Murani home. And as the years pass by, even more projects were in the works, Mining Companies had begun to lay claim to the Asteroid Fields surrounding the system, the various moons, and many more as now untapped resources once out of reach of the Aurolians were now all theirs for the taking. Dozens of independent parties had constructed Sleeper Ships to set out far beyond the Aurilus System, and explore and colonize alien worlds, and decades later, reestablished contact with Aurolia.
The 24th Century would prove to be the Century of Discovery, Change and War. It all begun in 2400, an Aurolian scout vessel had made first contact with the Hammerheaded Aldzir of Nasj, a Garden Moon that orbits a Gas Giant, communication was shaky with the tribal natives, the colonists having a difficult time to decipher their language, but the two groups lived a relativity peaceful co-existence, but were mostly left to their own devices, the two groups often trading in knowledge or in technology.
By 2424, Humanity would be the ones visited as they came into contact with the Ishkaan, a repto-avian species that had recently reached their own space age, like the Aldzir, the two groups kept into contact, but also kept to themselves, human and ishkaan colonies even traded in what technology was need for their respective worlds to prosper. Despite the occasional border dispute and skirmish between colonies, the general region now dubbed the Aurolian Star Cluster, was functioning with little large scale conflict.
However, this would change for better or for worse in the year 2450, the three interconnected species of the star cluster would come into contact with the Nerkin, an aggressive insectoid species that saw little value in any talks of diplomacy, and caught the scattered colonies off guard as the Nerkin Empire launched a full scale assault on the star cluster, the initial stages of the war were devastating. By the fourth year of the war, the colonies and homeworlds properly organized themselves to form a united front against the Nerkin Empire, whatever differences the Ishkaan or Humans had were put aside to defeat this dire threat.
The war would continue on for another six years before the Nerkin were finally driven off the last occupied colony world. No treaty was signed, the Nerkin did not make any offers of peace nor had their ships returned for a good year after the battle, the war seemed to be over.
Although the war itself was devastating, the reconstruction efforts estimated to take some decades, the Humans, the Aldzir and Ishkaan grew more close, a sense of brotherhood growing among the three, as such, something was to be done in order to become better prepared for the next interstellar conflict.
On the moon of Nasj, Representatives of Aurolia, the native Aldzir tribes and the Ishkaan of Janar, gathered. It was on the Moon of Nasj, in the year 2463 A.C. that the Articles of Federation were drawn, leading to the creation of the Federation of the Aurolian Stars. The nations and colonies soon merged under the sovereign banner of this new Federation, guaranteeing safety and unity against all threats from beyond their borders.
Starmap Information
Galactic Location
(This is for the galaxy map with your location highlighted somehow. The galaxy is gigantic so even a small dot can mean a lot. Don't be discouraged by your size!)
Major Holdings
(This is kind of optional, you are given a chance to describe various places of interest. This can be a planet, star system or even entire star sector. Or even something else. Feel free to list them!)
Social Information
Demographics
Aldzir: A mammalian species native to the garden moon of Nasj. The Aldzir are among the more bizarre species in known space, possessing a vaguely humanoid shape, with the exception of their upper bodies, with long curved necks and T-shaped heads. On both sides of an Aldzir's neck is two silts, these silts both function as two separate, if interconnected mouths. As noted, despite being separate, when a Aldzir speaks, vocals from both orifices resonate in stereo. Regarding gender, it can be quite difficult distinguishing between a male and female Aldzir, sharing little differences besides the tone of their voice, Females having a higher pitch tone.
Aldzir language has traces of a semi-aquatic origin, "singing" similarly to various whale-like animals of various worlds. The language barrier, for the most part, is quite difficult to breach, few Aldzir are capable of speaking the common human tongue, and most often are forced to rely upon translation implants or devices.
Ishkaan: Native to the Arid World of Janar, the Ishkaan are a hardy Avian species of a vague humanoid shape, their bodies covered in a hardened carapace, and most notable for their horned crests and mandibles. Ishkaan, like the Nalloth, uncharacteristic of avians, can give live birth to young. Similar to the Aldzir, male and female Ishkaan do not differ greatly in physical appearance, with the small exception of tone of voice and females lacking horn crests.
Society
Culture in the Federation is rather complicated, and differs greatly from planet to planet, each contain a unique culture and society born from it's people and surroundings. However, the Worlds of the Federation share quite a few common values, one of individualism, self-determination and liberty for the various peoples of different creeds and species. Such Human ideals had slowly, but surely spread to the non-human citizens of the Federation, both local and migrant alike, and many had grown to adopt such ideals as their own.
The Federation Military is held to a high standard and respect in the Federation, seen as the ever watchful defenders of a fragile civilization against far off Powers that seek its total submission and destruction.
Freedom of Religion in the Federation is also a scared right, and just as diverse, many Human and Alien Religions begun spreading the word of their respective Gods once missionaries left offworld, and to the surprise of most, have acquired many converts not of their own species.
Government
A Federal Republic, the Aurolian Government is split between Three Branches, the Executive Branch, that being the Office of the Federation President who is both the Head of the Senate and the Commander-in-Chief of the Federation Armed Forces. One of the many tasks of a President consist of the creation of Laws, the signing of articles of diplomatic importance such as treaties, to appoint judges for the Interstellar Court and so on.
The Legislative Branch, that of which being the Senate. The Senate's main tasks consist of the passing of laws brought forward by the President, passing or vetoing Legislation by the President, and are to give consent to enact a Declaration of War. And finally there is the Interstellar Court, who are responsible for the enforcement of the Laws created by the President and passed then enacted by the Senate. IC Judges are appointed by the President.
Star Systems within the Federation are partially autonomous entities who are responsible for both maintaining worlds and installations within, and to maintain its own defense with their local System Defense Force to act as its shield.
Technological Information
Technology Overview
(Describe your civilization's technology in general)
Military Information
Military Overview
Space Forces
Peacemaker-class Assault Carrier
Valiant-class Dreadnought
Liberty-class Carrier
Victory-class Battlecruiser
Defiant-class Heavy Cruiser
Length: 330 Meters
Independence-class Light Cruiser
Length: 330 Meters Role: Gunboat, Capital Ship Escort
Resolute-class Destroyer
Length: 250 Meters Role: Torpedo ship, Capital Ship Hunter
Length: 163 Meters Role: Deep Space Reconnaissance Developed a few years before the Dasian War, the Shadow Stealth Corvette was something of a personal project, far removed from the Military. The Shadow-class was instead, commissioned and designed by Federation Intelligence for use in any Black Ops by their agents or their Psi Operatives. The Shadow's creation came at the right moment as the war begun, it's limited stealth capabilities perfect to function as a deep space reconnaissance craft, this ships often sent into Dasian Held territory prior to any counteroffensive.
Ranger-class Corvette
Length: 160 Meters Role: Patrol Ship, Scout, Anti-Fighter/Torpedo Screen Originally employed by the various System Defense Forces as police ships, the Ranger-class Corvettes in their pre-war careers were under-equipped, armed enough to fend off any small time raiders or criminal elements within the federation. In the Outbreak of the Dasian War, the Ranger Corvettes found their new calling, as thousands of Rangers were recalled by High Command for refits. Now the Ranger functions as an integral part of any Federation Warfleet, with their new refits, serving as excellent, if vulnerable, Anti-Starfighter Platforms.
Starhawk-class Space/Air Superiority Fighter
Javelin-class Bomber
Havoc-class Interceptor
Navy Doctrine: Like the ground forces, the Federation has developed a sort of Combined Arms strategy concerning spaceborne threats. Federation Battlegroups tend to be clustered together, heavy capital ships forming the necessary center, and the escort screens forming the outer defensive layer, shielding the capital vessels and taking most of the enemy's fire.
Ground Forces
The Federation Army are one of four branches of the Armed Forces, they're main expertise being land-based military operations, and often are found working alongside with the Marine Corps and ground elements of the Systems Defense Forces. The Federation Army is most often primarily tasked with garrison duties, the Marine Corps typically deployed in expeditionary operations across known space in conjunction with the Federation Navy. However, there are a few occasions in which the Army are deployed alongside the marines in expeditionary operations, such as planetary invasions.
Iskhaan Trooper Armor
Snow Camo Trooper with Helmet
Alszir Trooper Armor
Humanoid Trooper Armor
The System Defense Forces are responsible for both the defense and policing of the Federation's territories and holdings. Each Star System within the Federation possess an SDF, each SDF are tasked with defending and keeping the civilian population under control from threats both internal and external. Whilst they're less heavily armed and equipped then their Army, Marine and Navy counterparts, the men and women of the local SDF are more then capable to respond to any incident and threat with vigilance and are not a force to be taken very lightly.
SDF Militiamen
Alternate SDF Militiamen
The Aurolian Federation Marine Corps, like its many now defunct predecessors, is an Elite branch of the Federation Armed Forces responsible for conducting land-based expeditionary operations, using the mobility provided by the Federation Navy to rapidly deliver ground troops in conjunction with the Army. Marines are primarily charged with the defense of Federation Navy vessels and installations from hostile forces, the Marines may occasionally be given command of their own vessels within any Expeditionary Fleet.
Ishkaan Marine Armor
Aldzir Marine Armor
Humanoid Marine Armor
Marine Heavy Armor
Gazai-series Modular Armored Vehicles
Farov Utility/Strike Vehicle
Yazdu Main Battle Tank
Robotic Armored Labor and Ground Operations System
Models Alpha, Delta, and Beta
Taysh Gunship
Rish Dropship
Ground Doctrine: The Nerkin War and the current Dasian War have taught the Federation one thing, to meet an enemy head on with all assets. Federation ground troops train for combined arms tactics, in that no nmatter what, the branches and units within will support each other. Infantry will always be under the guidance of close by armored and aerial support units and vise versa.
Disregard. I've decided not to participate in this particular RP.
Psions
General Information
Overview
Psions have no actual name for themselves, but the word 'Psion' is perhaps the most apt, as every Psion is a psychically active organism that is part of a far greater psionic singularity that functions essentially like a singular, massive, interplanetary organism. Depending on how any particular civilization might see them, Psions could be anything from infestation-brewing pests to a kind of psionic super-entity that might be likened to god by a fervent group. They take a myriad of shapes and forms, using nothing that could be clearly defined as "inorganic," as even their "starships" are simply large organisms.
Their exact nature is largely unknown to the galaxy as a whole currently, but Psions result in a psionic effect that can cause disruptions far across space. En masse, Psions can be felt by regular organic Psionics at incredible distances bridging that of stars. Approaching a Psion mass could be likened to trying to slam a million rock band sound speakers into one's ear, all playing a different song. If it doesn't drive a Psionic mad, it may result in something else...
You don't outright require to make these but they are fun so here's a good example.
Official Name: The Singularity has no name for itself. Common Name: Psions Government: Psionic Singularity Dominant Species: Psions Capital: No current name. Systems Owned: 1 Planets Owned: 1 Population: Indeterminable.
History
Psions arose from a species in a distant, forgotten galaxy that pushed psionic power to the absolute limit, hoping to achieve nirvana and essentially circumvent death by uniting their minds together.
The result was initially a paradise. Initially. Soon though, an emergent phenomenon began to form within the psionic singularity, like an avalanche that eventually took on a mind of its own. The original species found itself being submerged by this emergent phenomenon, totally losing their individuality as it began to look outwards at the stars with wonder. In machines, it saw only weakness, and so it bent the very bodies of the species that birthed it into twisted, horrid shapes, experimenting for an untold period of time until the resulting myriad of forms no longer held any similarity to their predecessors.
Throughout this time, Psions spread throughout their native galaxy, subsuming all of the native galaxy's organisms through its ability to coordinate in a way that regular organics simply couldn't compete on, commit to unending total and complete war, and adapt rapidly to new situations. It did this out of a sense of curiosity, an intense desire to bring all things into the 'nirvana' of its existence and acquire all knowledge. In the end, however, there was nothing left to do anymore in its native galaxy as it stood alone against the vast dark Deep Space that stretches between clusters of distant stars, staring into the abyss via psionic impulses that traveled faster than the speed of light, forming a galaxy-sized psionic brain.
It looked out into the Abyss, and felt only sadness. In its intense desire to bring all things into its manifold, it had eliminated the essence of all things. Having begun consuming many of the native galaxy's stars for energy, the Psions eventually decided to enter a state of hibernation to await the heat death of the Universe, but not before rewriting much of their code and sending out pollination spores into Deep Space, spores that would hopefully not repeat the mistakes it made before.
One such spore found its way into the southwest rim of the current galaxy.
Starmap Information
Galactic Location
Psions currently exist on a single planet in the southwest rim of the galaxy. Later on, they will likely grow and expand with tremendous and intimidating speed. Currently, their size could not be given by even a pixel on a galactic map.
Major Holdings
Will be written more extensively as more worlds are subsumed.
Social Information
Demographics
Psions are not like any species known to the galaxy. They do not reproduce on an individual level. More common forms will be listed elsewhere in this form most likely.
Society
Psions are essentially one organism, even across planets and star systems. Due to the limited speed at which psionics travel, however, what this really means is that Psions are an innumerable number of organisms or 'cells' in a sense, all talking to one another and moving based on each other. What this essentially results in is an overall planetary 'organism' that functions based on the time it takes psionics to travel the distance of a world, with increasingly small 'subdivisions' that do not actually exist yet nonetheless can be 'identified' by outside observers on a more local level. These 'subdivisions' could be likened to the squads of normal organics for instance, communicating with each other far faster than with the overall planetary or even interplanetary organism.
Government
There is no Government, there is only the Psionic Singularity, an ever-swirling torrent of psionic thoughts and energies that somehow results in an emergent intelligence. Communication with it is possible, if rather difficult.
Technological Information
Technology Overview
All 'technology' that is 'used' by Psions is essentially organic and fundamentally biological in nature, though an argument could be made that Psions are simply sufficiently advanced machines that appear biological at this point due to their ability to somehow alter the biochemical nature of every Psion. Of course, it could also be argued that conventional biological organisms are simply biochemical machines.
Major Techs
(Kinda optional section to describe your most important pieces of technology. If you think a simple overview above is enough, skip this.)
Industry
(Again, kinda optional. Do you wish to share with us how amazing your industry can be? This is the section for it! Major industrial methods, complexes and such can be also mentioned here.)
Military Information
Military Overview
(Describe your military in general. For a select few types of civs this might be alone enough.)
Space Forces
(Describe your space fleets in more detail. You can also list your important ship and other unit types but nobody is forcing you. But keep in mind, no Death Stars!) Navy Doctrine: How does your navy operate in a general sense? What are the strategies and tactics commonly employed? What design philosophies are used and how are the affected by your country’s strategies. In short: what can we expect to see from your country’s navy? Bonus points if you give your doctrine a real name such as fleet-in-being.
Ground Forces
(Describe your ground forces, too. This is especially important in this RP since ground/planetary combat will enjoy a spotlight. So we do suggest you to take extra attention to this section.)
Ground Doctrine: How do your ground forces operate in a general sense? What are the strategies and tactics commonly employed? What design philosophies are used and how are the affected by your country’s strategies. In short: what can we expect to see from your country’s ground forces? Bonus points if you give your doctrine a real name such as human wave.
…. Five years ago the Daisan came to the Federation door step. Days prior to the surprise attack on the Urban Planet Anaria, word reached the fringe colonies of more mysterious activity in the deep space rim worlds; between governments collapsing and general panic, the center galaxy civilizations could only guess intense internal struggles, but little did they know.
Two days after the Anaria Star-Wide Gazette published their theory on the general unrest of the rim worlds a peculiar slipspace rupture was reported. In a matter of minutes a massive fleet appeared around the planet and launched massive factory spikes into the atmosphere, the fleet escort destroying any chance of space resistance. The spikes landed with such explosive power the touchdowns destroyed entire urban sprawls.
Quickly floods of battle droids exited the spikes and began to clean the planet of sentient life, construction and salvage droids quickly following. After the short battle of Anaria, little knew what happened next, the only escaping frigate barely able to give a believable report to the next Federal system over.
Soon more battles broke out between this unknown menace and the Federation, and soon the name “The Daisan Order” was leaked from military personnel despite never actually finding organic life behind the droids, with only subtle clues to makers and pilots.
Five years have since passed and only the combined might of the Empire and the Federation managed to slow down the progression of the Deep Space Menace, but where resistance was weak, they quickly washed over, leaving only completely cored planets and harvested suns in their wake, hives of space fighters and factories, and even strangely colonized planets. Demonstration of the assault on Anaria
You don't outright require to make these but they are fun so here's a good example.
Official Name: The Daisan Order Common Name: The Daisan, The Order Government: It unknown what sort of Government the Daisan even follow. Dominant Species: There are only hints of a organic dominant species: The Daisan Capital: It is assumed the Daisan have a capital to conduct such extensive conquests from: The Daisan Home System Systems Owned: From a sprawling territory in deep space to a growing territory in known space, the Daisan ownership is ever growing.
History
For hundreds of years the Daisan have been at their interstellar conquest. Five years ago they finally reached us, and their momentum is unbearable.
Starmap Information
Galactic Location
Major Holdings
Social Information
Demographics
Mood music Social findings about the droids armies of the Daisan, as recorded by Federal Researchers and Combat reporters:
“Interestingly enough, some of the Daisan droids exhibit social behaviors such as verbal communication, laughing, and to some extent comradeship (depending on the model). We aren’t too sure why they do any of these things, since we have salvaged wireless transmitters from the droids, showing they are capable of relaying suggestions to other droids. One theory is they have learned communication skills to be able to conduct dialogue with organic or verbal speaking life forms; however, there is no recorded incident where a Daisan droid has attempted to communicate with a non Daisan construct.”
Society
Regards to a possible Daisan Society, as recorded by a Federal Professor.
“...It would seem possible for the Daisan to have or have had a society. Their droids clearly have a hierarchy, meaning their creators knew of at least primitive social constructs. The fact that the models are split into roles, and have different functions shows the ability to delegate and use tools. Whether or not the Creator Daisan still exist or not, there should be no question that they had formed a complex society of hierarchies, departments, and understood job delegation and efficiency.
I will admit it is hard to paint a picture of a homeworld Daisan’s life when all we have to go on is the obvious highly controlled military present. Whether or not home-life would be as rigorous as their military represents is definitely a question not easily answered.
However, I can propose a few theories on the creator Daisan’s absence: either they are dead, and the machines on autopilot, or they are alive and avoiding contact.”
Additional conclusions from Federal Professor.
“...in regards to IS there even a creator Daisan figure, I say yes. I do not believe these droids came upon themselves. Evidence suggesting a creator is evident in a few key areas which I will now demonstrate.
Found usually in larger invasion vehicles or starships, are ‘inserts’. These are potential cockpits or control centers, made uniformly seven feet tall and four to five feet wide, the all have four large holes in the back wall each four inches in diameter and six one diameter holes near the base in two groups of threes. Sensitive technology is found all along the walls of these holes and stretch about four feet back into the vehicle up top and a foot in the smaller holes. In in the front wall of these inserts are numerous potential displays and valves of all sorts, some oddly connected to the exhaust directly.
Oddly enough there is biomatter found on vehicles with inserts as well as in the air samples produced by the factory spikes (may the brave souls who collected these vital samples forever be remembered), it appears to be a bacteria unknown to our logs. While we are hesitant to allow someone full contact with these microorganisms in a control setting, some of our soldiers have come back from battles with the bacteria on their uniform or in their own system. Symptoms of infection vary but on the common human, the body tends to treat it almost like pollen, making pollen sensitive individuals cough or sneeze, but without any interior detriment to the body. Some species show no reaction to the relatively benign bacteria, but those with less developed or differently developed immune systems have in some occasions come down with common cold like symptoms but are easily treated with antibiotics. The gravity of this discovery means that even if the Daisan Creators are not present, there is an organic lifeform being transported and cultured alongside the droid army, leading me to believe it is being done purposely, but for what purpose is only speculation. This evidence none the less leads most to believe in an organic run home-world.
Another piece of evidence is the verbal and written language present, used by the droids and machines, but what makes this important is that we are aware that new models of droids are currently still being produced and ever changing (evidence in itself), all with the ability to use this language, which leads me to believe that the master race is still alive and well, that or the droids have really taken to the elusive creator language of the Daisan.
Nonetheless, the search for the creator Daisan continues, and with only the images of the droids to assume their physiology, we have yet to know who we are indeed fighting, if anyone.”
Government
(Describe your government here in detail. If you use something generic or just feel like there isn't enough to say you can merge this with the Society section under "Government/Society" and describe both here.)
Technological Information
Technology Overview
(Describe your civilization's technology in general)
Major Techs
Chemical Decomposition Beam: The CDB is also known as a disintegrator ray by the Federation forces, and is sometimes deployed on specialized Daisan floaters (often paired with energy bubbles) or in larger installations on vehicles and tripods. The beam is known to disrupt, destabilize and destroy chemical bonds in fractions of a second on impact, usually leaving no sign of impact other than heat scarring and scorching on the peripherals of the impact, or carbon dust on carbon based organics.
Industry
(Again, kinda optional. Do you wish to share with us how amazing your industry can be? This is the section for it! Major industrial methods, complexes and such can be also mentioned here.)
Military Information
Military Overview
(Describe your military in general. For a select few types of civs this might be alone enough.)
Space Forces
(Describe your space fleets in more detail. You can also list your important ship and other unit types but nobody is forcing you. But keep in mind, no Death Stars!)
Ground Forces
The Base Model Soldier Droid of the Daisan army is affectionately called “Clankers” by the Imperial and the Federal armies. The droid stands around six feet tall and are humanoid in shape, except for their kite shield shaped heads and strange ankles. These are the most common seen soldier and the most readily modified. Capable of improvisation and some thought, they are able to form strategies and adapt to battlefield conditions.
Unmodified, they have a empty slot on their back, and are usually seen carrying the standard Daisan Battle Rifle, ion grenades, plasma grenades, and a side arm (usually a pistol). Some usual modifications take the form of long range assassins, pilots, anti-vehicle, commando, engineer, and all other sorts of mix and matched equipment sets.
They are made out of a blast and space resistant metal, and have heavily protected wiring and power cores, resistant to EMP’s and the anomalies of space. Their limbs and joints allow them greater strength for carrying and overpowering in hand to hand combat. In short the base model soldier is a very modifiable and adaptable droid, capable of taking on many different faces.
Earning the Federal nickname “Reapers”, the Destroyer Droid is a chilling sight on the battlefield. These strange droids have three phases, movement, deploy, and attack. In the movement stage the droid is tucked into a oblong sphere, capable of fast speeds while rolling to its target. As soon as the target is found or it enters range it deploys itself, unfolding from the ball shape into a three legged crab like droid with two “arms” ending in powerful dual blasters. As they begin their onslaught, a personal shield generator is activated and covers them in a protective bubble, capable of taking intense punishment before being oversaturated and being forced into cool down.
Many engagements end when Reapers roll onto the battlefield, bubble up, and begin their devastating assaults. Some variants have even more blasters and weapons attached to them, or have slightly altered shields to protect more against certain ballistics or other factors.
During the initial engagements with the Empire, the Daisan droids must have carefully catalogued any defeats by the famous plasma sword wielding knights of the Imperials, because soon after came a product of their own to counter such attacks.
The Daisan Melee Droid, or “Myrmidon” as the Imperials so heartfully nicknamed it, is a unique droid in all its own. While similar in shape to the Base Soldier Droid, these tend to be thicker in limbs, and capable of a form fitting energy shield to specifically deflect superheat and plasma. Also to note is that they have four tendrils sprouting from their backs similar to pilot droids, although the reason for this isn’t completely known; however, Melee Droids have been found to pilot vehicles and of complex thinking and strategy planning.
They themselves wield an assortment of different weapons, but the most common is a blatant rip off of the Imperial plasma sword, with a Daisan twist added to its aesthetic. Another notable weapon are super heated dual whips formed out of scorching and almost rope like plasma. Some have even been seen carrying hard light shields to face the Imperial sword wielders. With it being such a new model, we aren’t sure we have seen everything this droid has to offer, unfortunately.
The Daisan Floater Droid (Also known as “Swarmers” by the Feds) is one of the easily most overlooked droid by new recruits, and most looked out for Droid by hardened veterans.
These spheres float around at extremely fast speeds and their sole purpose is recon and to calculate shots to exterminate the enemy, which they happen to be very good at. Being small in size, around a foot to a foot and a half in diameter, these little fuckers are not only annoying and difficult to hit from a distance, but have no qualms in blasting your comrades in fast moving swarms or being sent as tiny assassins.
Most have decent blast armor, and the most deadly have energy bubbles, but all hurt, and all shoot and in the worst cases are equipped with a self destruct protocol.
A relatively new contender to the galactic field, the United Artanin Governments have been observed to be a rudimentary space faring nation. Their ships are unshielded and lack basic technologies other nations consider as commonplace. Their ground forces are unremarkable, relying heavily on underpowered and outmatched weaponry, their colonies are underdeveloped and lack proper funding to grow, and their "United" government seem to be constantly at odds with one another and manage to seldom get anything worth noting done.
Official Name: United Artanin Governments Common Name: The UAG Government: Parliamentary Republic Dominant Species: Artanese Capital: Vesta Systems Owned: 22 Planets Owned: 15: Salus, Vesta, Minerva, Fides, Tellus, Flora, Janus, Pales, Lucina, Fons, Quirinus, Terminus, Salus, Cybele, and Ceres Population: 171 Billion
History
It's not all that big but just so it looks nicer I've put it in a hider.
Originating on the Apline world of Salus, much of the early history of Artanin civilization is pock marked in wars over lands that in present day are barely inhabited or over crowns that no longer hold any meaning other than in museums and history books.
The interesting parts of Artanin history begin with the successful first attempt at settling a suitable alpine world which would come to be known as Fides nearly six hundred years ago by the then government of Salus the Artanin People's Republic. Following the successful colonization the Artanin people began to turn their eyes toward the other stars around them and quickly colonozed five more systems in the span of one hundred years (Tellus, Minerva, Fons, Juno, and Pales). For nearly two hundred years following the initial rush of colonizing alien worlds, the government on Salus put a freeze on all colonizing of alien worlds as it attempted to stabilize it and its colonies.
After a one hundred year period of relative peace and stability on the Artanin worlds three colonies of Salus would break off and form what would become known as "The Artanin People's Liberation Front", these colonies being Fons, Juno, and Tellus. These rebelling systems would immediately cut all communication from the Artanin People's Republic and all Artanin ships that attempted to enter their systems were pulled from slipspace long before entering the systems gravity wells and threatened with destruction if they did not immediately turn back. As the Artanin People's Republic began to spiral into disarray and infighting over what to do about the rebelling colonies, the two colonies of Pales and Fides would also declare independence from the Artanin People's Republic and form the "Artanin League of Planets". Almost all faith in the ability of the Artanin People's Republic current administration to carry out their job they would be replaced and their efforts to keep the only remaining colony of Minerva in line were doubled.
After brutally putting down an attempted military coup on Minerva by trying all officers involved in televised show trials and publicly executing them all after "proving" them guilty, the Artanin People's Republic core world of Salus would move into seclusion along with Minerva. For another fifty years the three separate Artanin governments exchanged no communications and rarely strayed into the others borders until the Artanin People's Republic launched a massive two front invasion of its former colonies that would spark the war known as "The War of Unification". The war that ensued would see all three Artanin governments fighting against the other for domination, over 12.7 billion total dead, and the signing of the Articles of Unification which were proposed by Fides following the loss of half of its population by a widespread orbital nuclear strike carried out by the Artanin People's Liberation Front. The Articles of Unification promised each planet a specific benefit and an end to the war by creating a once again united Artanin government with equal representation for all planets that signed as well as ensuring the destruction of those that refused by the new Artanin government. All planets signed the Articles of Unification except for Pales who after a year long blockade of the planet by the now unified Artanin government woudl crumble under pressure by from its people and sign the Articles.
The period following the signing of the Articles is known as the Long Peace. Technology has advanced considerably, eight more planets have been completely colonized, and the conditions of living in the UAG following the brutal war of unification have long since been forgotten. There are still hard-line groups of Artanin of Pales and a few of the newer colonies that believe they should be once again independent, a few of these groups carry out terrorist bombings and attacks and are currently the primary concern of the Artanin military.
Starmap Information
Galactic Location
Waiting on the officially completed star map.
Major Holdings
Planets below are deemed of high strategic importance to the UAG and tend to have large Artanin military presences both on the planet and in the space above. All planets below have orbital defense grids of Orbital Super MAC stations coupled with ground based MAC emplacements and Surface-to-Orbit missile systems.
Salus, Antervorta System Designated as the Capital World of the United Artanin Governments. Salus is the fourth planet in the Antervorta system and it is for the most part an alpine world with a large sprawling desert covering the entirety of the equatorial region flanked by an ocean on the Southern half of the desert. Salus is the richest of the fifteen planets that make up the UAG and the most populated of all the fifteen planets, Salus was given the opportunity to become the center of Government for the UAG in exchange for signing the Articles of Unification of which the then independent Salus government quickly accepted. Massive cities dominate large portions of Salus, the most important being the capital of the UAG, Postverta. Postverta is a sprawling city nestled on the edge of a great lake known as "Futuro", Postverta houses the many governmental institutions of the UAG and is home to a population of over 28 million.
Minerva, Metis System The military center of the UAG, Minerva is an alpine world nearly three times the size of Salus, fourth planet in the Metis system, and the fifth planet to sign the Articles of Unification. It serves as the central planet for all military branch Headquarters, a central staging ground for the Artanin Marines and it serves as the only planet that all military recruits are shipped to in order to undergo basic training. Large swathes of Minerva are claimed as Federal property and used extensively by the military for everything from basic training to military focused research and development. On top of the large population of Artanin Military forces on Minerva there is a civilian population of over twenty three billion.
Juno, Cicero System The planet of Juno was the second planet to sign the Articles of Unification and is the second richest planet in the UAG due in large part to its massive industrial presence. Juno is the heavy industry heart of the UAG. The third planet in the Cicero System, it is flanked on both sides by two massive and ore rich asteroid fields which it owes for most of its success. Juno has heavily settled the asteroid belts of the Cicero system, turning them into massive essentially unending sources of metals used in the industry on Juno itself. Due to the abundance of metal ores in the relatively near space around Juno it is also the center for most shipbuilding in the UAG. This is not to say that other planets of the UAG do not have shipyards, as many do with the second most amount of shipyards being around Minerva, but Juno has the most orbital and ground based shipyards in the UAG.
Social Information
Demographics
The United Artanin Government worlds have a demographic made up entirely of Artanese. This is due to the fact that that Artanin have not been players in the galactic stage long enough to gain sizable populations of alien citizens and most importantly the Artanin are largely still against the idea of allowing other races to join the UAG for the time being.
Society
The society of the UAG is very much the same across almost every planet that is part of the UAG, with three clearly defined societal classes; Upper, Middle, and Lower class.
The UpperClass are the wealthy corporation owners, those in advanced fields such as medicine or law, and more than a handful of politicians. These are the Artanin that for the most part run the country. They employ the masses, provide services to those incapable of providing for themselves, set laws and regulations that keep the lesser classes safe and functioning.
The MiddleClass are the average workers of the UAG. Most members of the military are considered to be grouped into the Middle Class. As the bulk of the UAG, the Middle Class have the largest voice when it comes to the direction that the Council is heading in terms of running the UAG, whether having the largest voice counts or not is not very hard to figure out when you wonder just how those politicians have made their way to the Upper Class.
The Lower Class is relatively small in the UAG. With vast employment opportunities stemming from the still ongoing colonization of Lucina and Quirinus, most who were once Lower Class have been able to pick up and go on the federal dime in programs that source laborers and other specialized professionals to the colonies in order to help them grow. Those that are still stuck in the Lower Class are either stuck their due to unfortunate circumstances, or crippling debts.
Government
Unicameral Parliamentary Republic The UAG is broken up into two separate larger branches, that being the Legislative/Executive Branch and the Judicial Branch.
The Council of Ministers is both the Legislative and Executive branch of Government. Consisting of fifteen pairs of elected officials and one elected Prime Minister, with each pair representing one of the fifteen worlds that make up the UAG and elected by said planets population, they serve for two years with a maximum of allowed amount of four years. This body makes legislative debate and carries out action in the name of the United Artanin Governments fifteen planets on anything from enacting laws to declaring war. Notorious for the constant squabbles of the Council members, many of which seem set on advancing their own planets instead of the nation as a shole.
The Prime Minister of the UAG is in fact just a ceremonial position, and is usually elected from within the Council itself out of a group of influential but soon to be no longer eligible to be on the Council members, elected more as a show of faith by their fellow members of the Parliament, the Prime Minister carries out diplomatic visits on member planets and is the public figure of the UAG for their one year term as such.
The Judicial Branch, or High Court of Artana as it is known, consists of fifteen appointed judges. Each judge is appointed by their planets pair of parliamentary members and serve a life commitment on the Court until they either retire or pass away. This court upholds the laws of the UAG and settles disputes that lesser courts are unable to tackle.
Technological Information
Technology Overview
Still a fledgling space faring nation, the Artanin have only mastered slipspace technology in the past ~600 hundred years. With a rudimentary understanding of Gravity generation, the Artanin have been able to create and place gravity generators in ships starting one hundred and seventy years ago, which was heralded by a radical shift in their space vessel designs that saw a move from that of designs resembling a skyscraper and utilizing thrust gravity to a more standard seafaring vessel with a constant down.
The UAG still relies heavily upon kinetic weaponry and missile technologies although it has recently begun to branch out into the fields of energy and particle application in warfare which has resulted in the comparatively crude although groundbreaking Energy Lance.
Major Techs
Slipspace Drive - WIP Gravity Generators - WIP Energy Lance - WIP Orbital Super MAC Stations - WIP
Industry
Will do eventually as I build it IC.
Military Information
Military Overview
The UAG consists of two forces that can be further broken up into more specific entities, the United Artanin Ground Forces or AGF for short, and the United Artanin Naval Forces or ANF. The AGF can be split into the AGF Army and the AGF Marines, while the ANF can be split into the ANF Navy and the ANF Merchant Marine.
Space Forces
Official Designation: Pious Class Battleship A true Capital Ship, the Pious Class Battleships are the "newest" battleships of the Artanin Navy. First commissioned twenty two years ago, the Pious Class Battleships are few and far between in the Artanin Navy due to their high construction costs and similarly high maintenance demands. Pious Class Battleships tend to be kept in Inner-Colony fleets as Flagships or in Defense Fleets of highly valuable worlds of the UAG. Armed to the teeth to take on other larger ships, the Pious Class Battleships lack in point defense and are heavily reliant on the smaller ships of the fleet to provide close-in defense for it.
Weapons & Defense:
1x keel mounted Heavy Energy Lance
2x centrally mounted Heavy Magnetic Accelerator Cannons
Official Designation: Omniscient Class Fleet Carrier The fourth generation of Artanin Fleet Carriers, the Omniscient Fleet Class has thicker armor, a higher ordinance capacity, more defense systems, and is capable of housing 37% more strike craft than its predecessor. The Omniscient Class Fleet Carriers are considered a true Capital ship of the Artanin Navy although they lack the standard offensive capabilities of other Capital ships.
Weapons:
8x Triple-Mount Point Defense Cannons
40x Twin-Mount Heavy Flak Cannons
The Twin-Mount heavy Flak Cannons are capable of laying down a flak "cone" around the Carrier, effectively shielding the carrier from small craft and missile attacks from above, below, and to both sides but it does not cover the bow or stern of the ship leaving an open area for attack. The cone is much like a soda can with the top and bottom cut off.
3x Sinbad Anti-Ship Missile Interception Systems
Sinbad Anti-Ship Interception Systems are missiles specifically designed to intercept incoming Torpedoes. Equipped with a rather impressive array of sensors and computing equipment, each missile has as much processing power as a standard Artanin Corvette and is capable of intercepting Torpedoes traveling at immense speeds.
Official Designation: Minor Class Heavy Cruiser Considered the start of the Capital Ship designation of warships within the Artanin Navy. The Minor Class Heavy Cruisers boast a surprisingly high amount of defensive and offensive capabilities for it's size. Striking a sweet-spot between the Artanin line of Cruisers and Battleships, the Minor Class Heavy Cruisers are capable of going toe-to-toe with small patrol fleets on their own, but are no match in the presence of any size fleet containing a true Capital Ship or an overwhelming number of smaller vessels. Best utilized in combined groups, the Minor Class Heavy Cruiser is a tool for the Admiral in need of both firepower and survivability rivaling that of the heavier Capital Ships. Minor Class Heavy Cruisers are very often found in use as Flagships whenever found within a fleet within the Artanin Navy
Weapons & Defense:
2x centrally mounted Heavy Magnetic Accelerator Cannons
1x keel mounted Energy Lance
The Artanin Energy Lance is a weapon normally found on Battleships and Capitol Ships, but is mounted on the Minor Class Heavy Cruiser due to the ships power output. The output of the Energy Lance is far less than that of an Artanin Battleships Energy Lance but still a formidable weapon system nonetheless. It is able to sustain fire from the lance every seven minutes with a required cooling period after every three uses of up to thirty four minutes depending on the proximity to the nearest star.
Official Designation: Rapid Class Light Cruiser Only slightly smaller than the Minor Class Heavy Cruisers, the rapid Class packs less punch than the Minor Class and with less survivability and yet it is the most numerous ship of the Artanin Navy second only to the Ardent Class Frigates. Rapid Class Light Cruisers are the most numerous of Fleet Flagships in the Artanin Navy due to their higher numbers when compared to the larger Capital Ships. Able to carry out a large amount of roles, from Fleet Screening and Fleet Engagement to Troop Tranpsort, the Rapid Class of Light Cruisers is well liked by their crews and even better received by any Artanin Marines that get to call her home for a deployment after spending time on an Ardent Frigate.
Weapons & Defense:
1x centrally mounted Heavy Magnetic Accelerator Cannon
Official Designation: Respite Class Escort Carrier A standout in the ANF, the Respite Class Escort Carriers fulfill the role of bolstering fighter and bomber numbers in a naval engagement and are capable of acting as dedicated Electronic Warfare vessels for a fleet. The Respite's odd position as an Escort Carrier has left it relatively lacking in offensive weapons and armor while containing a large amount of volume in order to store and refit and rearm escort craft. Taking advantage of its voluptuous design parameters, the ANF has managed to squeeze in quite a bit of extra systems and even a few offensive capabilities to add to it's limited bag of tricks. The three dishes on the Respite give the ship excellent battlefield awareness and are able to work in tandem with other Respite class vessels systems in order to better execute and calculate attack trajectories, firing solutions, and fleet maneuvers. As an added bonus the design team even managed to fit in two rows of nuclear missile tubes, making the Respite carrier one of the only ships in the ANF capable of delivering a nuclear payload. However the Respite is not suited for direct combat and instead remains in the back of the fleet. The Respite classes are hailed as excellent Command and Control platforms by any Naval officer worth their weight in salt, although most tend to stick to ships with a bit more survivability than a Respite they still tend to rely heavily on it's sensor abilities to help coordinate a battle.
Weapons & Defense:
10x Manta Class Bombers
80x Lion Class Fighters
8x Point Defense Cannons
15x Harpoon Torpedo Pods
12x Nuclear Tipped Warheads
3x Grendal Class Dropships
0.9 meters Grade-A Titanium Armor
Helios Advanced Combat Suite
The three large search and navigational RADAR/LIDAR systems on the hull of the Respite are high powered and capable of tracking, plotting, and combating countless objects at once. The key to the Respites ability to coordinate efforts, the Helios ACS is capable of working in tandem with other ships equipped with the Helios ACS system and is capable of slaving ships that are not equipped with the Helios ACS and using their less effective systems as extra computing power although with less efficieny.
0.5 meters Ablative Outer Layer
Official Designation: Devotion Class Destroyer One of the first ship designs to grace the modern Artanin Navy, the Devotion class Destroyers are what one would classify as a brute of a warship. Capable of both dealing and receiving huge amounts of punishment, many Devotion Class Destroyers have proven themselves in engagements during the outer-colony Rebellion against Rebel forces far outnumbering their own.
Weapons:
1x centrally mounted Medium Magnetic Accelerator Cannon
8x Heavy Railguns
15x Twin-Mounted Point Defense Cannons
28x Harpoon Torpedo Pods
4x Grendal Class Dropships
1.0 meters Grade-A Titanium Armor
0.9 meters Ablative Outer-Layer
Length & Width: 608 meters Crew Compliment (Navy Personnel Only): 1,232 Other: The Rapid Class Destroyer is the second and last atmospheric capable warship of the Artanin Navy, capable of reaching speeds in excess of +1200 kph in atmosphere.
Official Designation: Ardent Class Frigate
Born out of the Artanin Navies necessity for a maneuverable and capable ship to fill in the anti-aircraft and torpedo role, the Ardent Frigate is one of the most numerous and versatile of ships among the Artanin. Capable of being outfitted for Ship-to-Ship combat, Force Deployment, Special Mission Packages, and Interdiction Load-outs, the Ardent Class is undoubtedly the workhorse of the PMN.
Weapons and Equipment Configurations:
Ship-to-Ship
1x centrally mounted Light Magnetic Accelerator Cannon
4x Medium Rail Guns
34x Twin-Mounted Point Defense Cannons (25mm tungsten alloy rounds)
8x Harpoon Torpedo Pods each pod contains 30 missiles.
Harpoon Torpedoes are high yield plasma torpedoes capable of engaging and destroying ships up to and including Destroyers and Light Cruisers with an average of four hits.
Harpoon Torpedoes are self guided and capable of plotting new intercept trajectories during flight.
4x Sinbad Anti-Ship Missile Systems
2x Grendal Class Dropship
0.6 meters Grade-A Titanium Armor
0.22 meters Ablative Outer-Layer
Force Deployment
Most of the Ardents Harpoon Torpedo Pods are removed leaving a massive amount of space within the Frigate due to removal which allows for the Ardent class to function as a transport still capable of offensive space combat as well as having the ability to transport one Marine Company.
4x Medium Rail Guns
34x Twin-Mounted Point Defense Cannons (25mm tungsten alloy rounds)
3x Harpoon Torpedo Pods each pod contains 30 missiles.
4x Sinbad Anti-Ship Missile Systems
8x Grendal Class Dropship
4x ZT-104 "Firefly" Heavy Transport
8x M9A5 "Goliath" Standard Tank
Artanin Marines (Not including tank crew or dropship crew)
Length & Width: 433 meters Crew Compliment (Navy Personnel Only): 714 Other: Ardent Class Frigates are one of only two combat oriented ship types of the Artanin Navy capable of atmospheric flight with a top speed of +1300 kph at sea level.
Official Designation: Solemn Class Assault Ship The standard Assault Carrier of the ANF, they have the capability to carry with them a Martian Marine Expeditionary Unit and all of their goodies. Very lightly armored when compared to other ships in the ANF it is not a combat ship and is meant to be brought in following an initial battle to gain control of local space or blockade to establish a heavier presence on the ground.
Weapons:
4x Quad-Mount Medium Railguns
20x Twin-Mount Point Defense Cannons Cargo Capability:
2,500 Marines
20x M9A5 "Goliath" Tanks
34x M4 "Ample" IFVs
4x ZT-107 "Firefly" Heavy Transports
100+ SAFU Variants
Equipment and Supplies to sustain all of the above for 2 months
Length & Width: 450 meters Other: Capable of atmospheric flight at +800kmh
Official Designation: Grendal Heavy Dropship The Grendal Heavy Dropship is the premier dropship of the Artanin Military. In use by the Artanin Marines, Army, and Navy the Grendal is able to fill the role of an able Tactical Dropship and general duty cargo transport effectively reducing the requirement for two separate air frames. In service for the last eight years, the Grendal is loved by it's pilots for it's reliability and hefty survivability and hated by its passengers for the shit ride and is destined to remain in service for the foreseeable future.
Specs:
3 Crew - Pilot, Co-Pilot, Crew Chief
Seating for 8 Fully-Loaded Marines
1x Nose Mounted 25mm Autocannon
Nose Mounted Optical Suite
Heat and Radiation Shielding Protects Occupants as well as allows orbital entry and exit
Official Designation: Firefly Heavy Lift Transport The ugly cousin of the Grendal, the Firefly is the Heavy Lift Transport of the Artanin Military. Capable of transporting double the amount of troops of a Grendal or one of any number of military ground vehicles, the Firefly gets a bad rep for being comparatively slow, unarmed, and more lightly armored then the Grendal, but even the ugly ducklings have their moments to shine.
Specs:
3 Crew - Pilot, Co-Pilot, Crew Chief
Seating for 16 Fully-Loaded Marines when Passenger Pod is attached
Nose Mounted Optical and Electronic Suite
Heat and Radiation Shielding Protects Occupants as well as allows orbital entry and exit
Carry Capacity for x1 Heavy Armored Vehicle if passenger pod is removed
Official Designation: Mk V Lion Space Superiority Fighter The standard space superiority fighter of the Artanin Navy and Marines. The Lion is a reliable and elegant piece of engineering capable of both in atmosphere flight and flight in space. A two-seater design allows for one pilot who controls the craft while the Electronic Systems Operator manages its assortment of countermeasures and electronic warfare equipment as well as providing valuable situational awareness to the pilot at all times. The Lion is currently in its fifth iteration, having undergone considerable changes since its introduction to the fleet, most notable being the addition of newer and more powerful power plants and more responsive maneuvering thrusters. The Mk III and IV Lion fighters still make up the majority of the fighter compliments on most ships but are schedule to be phased out within the next two years.
Specs:
2 Crew - Pilot, ESO
2x Forward Mounted 30mm Mass Drivers with 800 rounds each and a fire rate of 15 rounds per second.
Internal rotary hard point for six missiles
Body Mounted Optical and Electronic Suite
Heat and Radiation Shielding Protects Occupants as well as allows orbital entry and exit
4x rear mounted engines
Capable of reaching 9,000 kph in vacuum, 1,803 kph in atmosphere
Official Designation: Manta Long Range Bomber The bomber of the Artanin Navy, the Manta has been in service for just over ten years. A reliable air frame coupled with its ability to be upgraded with little effort have kept the tried and true bomber in production and on the forefront of Artanin combat since its inception wtih no end in sight.
Specs:
1 Crew - Pilot
2x Forward wing-tip mounted 35mm Mass Drivers with 400 rounds each and a fire rate of 3 rounds per second. Most pilots opt for HE or APHE rounds although mroe combinations exist
10 external, wing mounted hard points allow for mounting of large munitions for anti-ship warfare
Body Mounted Optical and Electronic Suite
Heat and Radiation Shielding Protects Occupants as well as allows orbital entry and exit
1x rear mounted engines
Capable of reaching 8,500 kph in vacuum, 1,200 kph in atmosphere
Length & Width: 8 meters in length with a 16 meter wingspan Crew Complement: 1 Other: None
Navy Doctrine: The ANF Navy, not yet adapted to the technologies of the other races around them, rely heavily on their now outdated strategies. Their ships are designed to engage at ranges that far outstrip their own kinetic weapons and instead rely heavily on a large missile volley to overwhelm and destroy as many ships as possible while relying on their own point defense and countermeasures to evade or destroy as many incoming missiles as possible. Following the initial missile volleys the remaining ships of the fleet would then continue to close the distance with the enemy fleet and engage them in close combat where they would be able to use their large compliments of kinetic weapons with devastating results.
Capable of protecting user from small arms fire and shrapnel
Suit enhances strength to twice that of a normal Artanin
Capable of use in vacuum albeit with limited oxygen supply (20-30 minutes depending on user)
Capable of sealing in harsh and hazardous environments
Face plate moves up over head to allow user to not use it if necessary
Artanin Marine Corps Semi-Autonomous Fighting Unit IFRIT (IFRIT SAFU)
Coming in at just over double the height of an average height Artanese male, the IFRIT SAFU possess a rudimentary AI capable of carrying out less complicated tasks in combat without user input. Normally one Artanin Handler is in at least indirect control of two IFRIT SAFUs.
3.4 meters tall
Semi-Autonomous, can carry out decision making on its own but requires user input for more complex situations
Lighter loadout than larger Semi-Autonomous Fighting Units. Two main guns with a standard caliber of 12.7mm, can be fitted with one anti-armor rocket (shoulder mounted)
Artanin Marine Corps Semi-Autonomous Fighting Unit MARID (MARID SAFU)
The slightly larger counterpart to the IFRIT SAFU, the MARID SAFU is considered the heavy variant of SAFU in use by the Artanin Marines. With the ability to lay down far more fire than the IFRIT and receive more damage in turn the MARID is an invaluable asset in situations requiring a larger presence than the IFRIT or a standard infantry unit can emulate.
3.9 meters tall
Semi-Autonomous, can carry out decision making on its own but requires user input for more complex situations
Heavier load-out than lighter Semi-Autonomous Fighting Units.
Arm-Mounted 25mm Gauss Cannon (600 Rounds Total)
Belly-Mounted 12.7mm machine gun (1100 rounds)
12x Smoke Grenade Launchers
2x Wire Guided Anti-Armor Missiles
6x Anti-personnel Cluster Munition Launchers (Effective range of 800 meters area target)
Ceramic Composite Shield
Artanin Marine Corps Mobile Armor AZAZEL (AZAZEL)
The largest and newest edition to the line of bipedal walkers in use by the Artanin Marines and the only one to possess a pilot instead of a Semi-Autonomous Combat AI, the AZAZEL is loved by its pilots and looked up to by the Marines it walks alongside. Coming in at 5.0 metes tall the AZAZEL is a sizable presence on the battlefield. Well armored and armed to the teeth the AZAZEL has the ability to change the tide of battle when deployed in sufficient enough numbers but as of yet is still being distributed to the Artanin Ground Forces.
5.0 meters tall
One Pilot
1x Head mounted 12.7mm Gauss Cannon
1x Standard Gauss Rifle
Ability to carry an assortment of larger weapons ranging from a Gauss Cannon, Magnetic Accelerator Cannon, Missile System, and a still experimental miniaturized Energy Lance (Zero Successful Tests, all have resulted in loss AZAZEL Unit and Test Pilot)
1x Multipurpose Vertical Missile Launching system (6 Missiles)
6x Smoke Grenade Launchers
Ceramic Composite Armor
1x Railgun Main Cannon
The main gun of the Goliath is essentially a close-in defense railgun found on the Ardent Class Frigates, and is capable of punching through most ground based armor.
Ground Doctrine: The Artanin Ground Forces, or AGF, are made up of two separate parts. The first being the AGF Marines.
The Artanin Marines are, for all intents and purposes, the real heavy lifters of the ground forces. Ferried in by the Artanin Naval Forces, the Marines are the ones to assault planets and lay siege to fortresses. Using a combination of conventional vehicles (tanks, IFVs etc) and bipedal mechs that are present in every squad and controlled either by a pilot or an Artanin Handler. With these assets the Marines use a combination of combined arms warfare and superior firepower to first soften enemy positions before advancing with highly mobile combat units and support elements to strike hard, fast, and continuing on moving once all is said and done. AGF Marines also play pivotal roles onboard every ship of the ANF, acting as shipboard security as well as both anti-boarding and boarding parties.
The AGF Army, the far more paranoid and less attractive brother to the AGF Marines, arrive second to the fight, if they're even required. With far less of the high-tech goodies of the Marines, the AGF Army; normally if called upon; act as the occupying force following a successful Marine invasion or as a backup force to assist Marines that are being held up as the Army is notorious for bringing with them an immense amount of firepower no sane Artanin would ever deem necessary. Focusing on the idea that bullets are far cheaper than a soldier, the Army tends to be the slower and far more logistically intensive portion of the AGF as they bring with them tens of thousands of artillery pieces and enough mobile rocket systems to put Macross to shame. When not backing up the Artanin Marines by blotting out the sun with 155mm shells, the AGF Army is normally found on Artanin Colony worlds and fully developed worlds as peacekeepers and planetary defense groups, which is the actual primary job of the AGF Army. On every Artanin world the AGF Army tends to have anywhere from 3-30 major base complexes (depending on the world and its importance/how new of a world settled world it is) that are mainly subterranean with relatively small surface footprints compared to their underground complex. As the Chief of Staff of the Artanin Army once put it, "No shell can reach you if you are beneath two hundred and fifty meters of good, solid bedrock". The AGF Army on colonial planets spend most of their time dialing in large fields of fire for their artillery or building more entrenched bunkers, base complexes, and emplacements scattered across the planet "just in case".
Special Forces Groups do exist within the Artanin Military and will be expanded upon as they make their appearances.
The Itharian Harmony is an ancient nation, noted for its pacifist nature and advanced sciences and cultural practices. Long since stabilised in its territorial extent, the Itharian stewards maintain most of the worlds in its immediate vicinity - and it is not uncommon for their work to conflict, albeit mildly, with up and coming nascent star nations. Some reflect that if it were not for the dynamic nature of the Ithari, the Itharian would of stagnated into a dying empire perhaps millenia previously.
Official Name: The Harmony of Ithari Pods. Common Name: Harmony, Itharian Harmony. Government: A "commonwealth" of "States" organised under a Federal system. Dominant Species: Ithari. Capital: Tua'lon Station, Arillia Orbit, Vantara System. Systems Owned: 38~ (Provisional). Planets Owned: ~ WIP. Population: 245bn~ (provisional)
History
The development of Itharian civilization on Aprathia was a story often told amongst the multiple emergent civilizations of the galaxy. Tools, writing, husbandry, agriculture, taxes - civilization. That the nascent Itharian civilization did most of its developmental feats in the sparkling azure oceans of Aprathia was less common, but by no means unheard of in the grand history of all that was and will be.
For Millenia, the Itharian species developed a society that, despite technological limitations and the vastness of the depths, was global, thanks to the far reaching thoughts of the elders, and near entirely pacifistic - at least when it came to the pods of early Ithari. The threats came from outside - the large, lurking monsters of the deep, and the reef colonies and deep sanctuaries worked together against such threats until such a time came where all but the smartest predators had succumbed to their prey.
From such beginnings the Ithari came, but were not limited. In time, they came to evolve further, and in doing so dominate the few small continents of Aprathia - home to only a few creatures that had developed in their isolation. It would take many more centuries of idyllic peace before the Ithari turnt to the stars - and then they did so with wanton abandon.
The Itharian people took to their first true starships decades after that - traversing a new deep to the worlds of the home star, Danae. New oceans were found under the light of Danae, and they too were brought to order and soon enough, peace, as new pods of Ithari took to their currents and mastered new frontiers.
It did not take long from this, in the grand terms of our civilization, to break the barriers that prevented our access to the various isolated shoals of interstellar space. However, with mastery of FTL travel - the ability to jump, dependant on our ability to calculate such feats of dimensional transport to far away stars - we repeated what we had found to be our calling. We found worlds upon which life different from what we knew had developed, upon some, the Itharian people found life with true inklings of sentience, different, but evident. From here, our stewards began their work - protecting those who did not know of the stars until the time was right.
However, as the pods became separated by such vast distances, we made a mistake - we stopped listening to each other, to our revered elders, for their voices could not reach so far, and we grew fractious. It took many centuries, but from such mistakes only misery could result.
We, as a species, knew murder, and with our minds so attuned to the essence of our people, we punished it severely, but we did not know war, and war we could only abhor in the most strongest terms. The losses of our first, and only, "civil" war, were vast in their material cost, but more than that they were a mark upon our very collective psyche. Such things could only continue until we descended into madness, and so from the brink of that abyss, we turned back. From this, the Void Swimmers came, and for their sacrifice we must all be honoured.
We formed a new greater pod, to which all others could belong, and where we could hear, if not truly feel, all voices, and especially our elders, whilst maintaining the new and diverse cultures and ways that we had developed. And so we returned to our order, and our peace, and for countless millenia we have defended such peace from those we have encountered along the way with a passion - and a fear. For when Ithari kill, there is now a note missing from the song, and for that, we are all guilty.
-Revered Elder La'alei of Tu'at. "The Song as I Remember It".
Starmap Information
Galactic Location
N/A ?
Major Holdings
-Aprathia, Danae System
Aprathia is the homeworld and birthplace of Itharian civilization. Its well tended and largely unspoilt, if small, continents leave one to thing that only a small Itharian presence is immediately obvious upon the world - though the immense amount of orbital traffic would leave one perplexed if they did not know better. Its lustrous deep oceans are a hive of activity - long since pacified and turned into the shining heart of the Itharian culture. Though governance has long since moved away, the economic importance of Aprathia and the colonies of the home system cannot be understated, and billions of Ithari - including some of the most ancient, are found here.
-Arillia, Vantara System Arillia is one of the younger "core" worlds, and has a much larger landmass than the homeworld of Aprathia - with a much heftier Itharian presence. Though the Itharian government holds its seat in a station above the world, its shallower, purple oceans are still home to the most cosmopolitan melding of Ithari pods found in the entire Harmony. Its status as a world open to such things and its reputation as a centre of learning, especially for foreign visitors and emigrés, has secured its status as the de facto capital and a new beacon of culture in the Harmony.
Social Information
Demographics
The Harmony is largely, though not necessarily by intent, homogenous. While there is diversity in the Ithari genome particularly with the advancement of technology and the settling of diverse worlds, the Ithari overwhelmingly make up the bulk of the populace in the Harmony. As such, most notable concentrations of non Ithari are either races under stewardship - and largely unaware of the Ithari at all, or concentrations of foreign students or ex-pats that have been granted leave to remain by the Ithari.
The Ithari, are however an unusual species in more ways than one. Their bodies are sleek and dynamic, allowing for fast movement in water. Although they appear completely smooth, their skins are in fact coated with a layer of dense, fine fur. Fur patterns and colors will vary with the individual. They, like mammals, bear live young. Yet all members of the species are hermaphroditic, possessing both male and female sex organs. The majority of Ithari are capable of both fertilizing as a male or bearing young as a female, but only the very oldest Ithari can do both at once; it is normally impossible for a Ithari to impregnate as a male while carrying an offspring itself.
Ithari take on gender pronouns to indicate the dominant pursuits of the phase of existence through which they are passing. A Ithari who is gestating, birthing and nursing young, for example, considers herself a "she" since her existence is devoted to her feminine side. An Elder who has ceased to function as a female is most definitely a "he." Since Void Swimmers have cut themselves off psychologically from the aspects of their character which create and nurture life, a death-dealing Void Swimmer's feminine side, although still present, is not in ascendance. Void Swimmers as such are referred to as male.
A newborn Ithari is very small, less than half a meter in length and weighing only 8 to 10 kilograms. By the time they reach the age of majority, a period of roughly fifty years, a typical Ithari will be around 3 meters long and weigh approximately 120 kilograms.
There seems to be no natural end to the potential life span of any given Ithari. Throughout their lives, they never stop growing. Some records have notes of Elder Ithari over 60 meters long, massing many tons, though no such Elder is known to exist today. If size is not deftly controlled, the end of an Ithari life is typically the point where cell revitalisation requires more energy than the individual can provide through their intake. Largely painless, an individual will simply began to become more lethargic over the course of years until the point where vital organs begin to fail.
The most unusual feature of the Ithari race is not the shape of their bodies however, but the power of their minds. Ithari do not have opposable digits, tentacles or any other physical means of manipulating objects; they employ a limited form of telekinesis instead. A deft Ithari can use several tools at once, and can often operate many simple machines simultaneously. With some concentration they can also hurl objects with astonishing force and the spear was a traditional hunting weapon among the Ithari for many centuries.
Although they have large, light-sensitive eyes, the frequency range of Ithari vision is limited. They have a very refined sense of taste and a sophisticated array of sound-producing and sound-receiving equipment however, which more than compensate for the lack of sight. Ithari echo-location is good enough to allow Ithari to draw very sophisticated schematics of any machine or device simply by “singing” to it and reading the sound waves that bounce back.
The Ithari, as noted, communicate largely by telepathic means, although they do have some very rudimentary sound-signals that convey strong but simple emotions—being startled, amused, frightened, angry, etc.
Ithari are conscious breathers, like earthly cetaceans humans would be familiar with. They can never be fully unconscious, or they die. They fulfill their need for sleep by allowing one lobe of the brain to doze at a time, in three hour cycles, while the other two lobes remain awake and active.
While Ithari are more than physiologically capable of violence and their harmonious society certainly has never extended to all other species, They have never been Buddhist in their dietary habits, for example—they are omnivores who are known to raise and herd aquatic life forms for their own sustenance without guilt or shame. However, their nature as a telepathic minded and decidedly empathic species makes the taking of sentient life incredibly traumatic to the unprepared.
Society
Ithari Society has stratified itself into two noticeable classes since the ascent of the Ithari into space for a number of reasons, primarily, however, the one that is tied into the Ithari view on living things. Until the civil war, the Ithari understood but barely endured the concept of Murder - let alone War, and were deeply affected by it and its connotations. The schism in the way the Ithari think and behave, in terms of what other races would see rational has many striking examples. A lesser example of this would be the Ithari's technological prowess in bio-technology. The Ithari, while having a great knowledge in the field that could be employed to great effect, rarely, if at all, modify themselves either through enhancements or genetic tampering.
Overall, however, As a society, the Ithari are now made up of those who know nothing of war and those who sacrifice all that they are to protect those who remain blissfully serene and untarnished. The "Void Swimmers" - those who take to the stars to defend the Ithari worlds, form a consequent parallel class to the main element of civilian society, though not regarded as lesser or elevated. These "Void Swimmers" effectively die, in a social sense, and are reborn as instruments of death rather than life. Few are ever likely to be reintegrated. As such, these classes of society vary, but essentially denote the civilian and the military.
It is, in most aspects, their becoming space faring and subsequent civil war that has made its mark on Ithari Society. The Ithari certainly have mixed feelings about the "Fracture" and all events that have followed since their traumatic first true war. There is definitely a schism between the civilian struggle to cope with this aspect of their history–which, due to their tendency to live long lives and a telepathic story telling tradition, is very much a "Holocaust survivor" syndrome among them—and the military response.
Becoming a Void Swimmer, for some Ithari, was very much like becoming a hunter of those who caused such pain. For others it is plain and simple fear for their homeworlds and loved ones that drives them into the Void Sea. Thanks to their oral-telepathic traditions it is literally impossible for the Ithari as a species to ever forget the way death can come from above...and the humiliation, pain and loss of life that they suffered under their own madness has become a very dark and ugly scar.
There is a certain amount of tragedy in military service for the Ithari. The Ithari are aware of that they may involved in genocidal wars against other sentients, and could be forced to kill the entire civilian population of an enemy world. The Ithari, from their experience, know what sort of affect it can have on individual Ithari and their society overall. Often the answer for how its people cope is "not well". The truth is that, in some cases, a Void Swimmer crew who have seen too much of the wrong kind of action will never return home. When they are no longer needed by their people, they may well choose to "decommission" their own vessel by piloting it into the corona of the nearest star. They understand that they will never be able to become Ithari again. In this way, they are still protecting their home from the horrors of war.
Because of their empathic and telepathic abilities the Ithari are always keenly aware of the sufferings of others and they take no joy in causing pain, fear or anger. They revere life and harmony and abhor needless death or destruction. Nonetheless, they also value their own lives and over their ancient history they have come to embrace survival as a necessary virtue. The Ithari value of life is not to be misunderstood however, as they separate life, sapient life and sentient life. While, as they understand, all life is sacred - particularly sentient and to some extent, sapient life, this has not precluded them from animal husbandry and consuming such reared animals as a food source. To them, this is part of life and not necessarily abhorrent. It is from such a thing that has also lead to the separation of the Ithari military from the civilian population.
Government
The Itharian Harmony operates three primary elements of guidance in order to facilitate the smooth running of the state, while the Ithari recognize the establishment of their nation as being the moment they became aware, the first true state was established by the formation of the Council as was necessary in the space age, and subsequently the Harmony itself after the Fracture. The Harmony has grown to encompass 38~ star systems, with some densely inhabited, with vested interests throughout several others.
The Eldest
The Eldest, though also referred to by Ithari as "The First Voice of Aprathia" is, as the name would imply, the eldest Ithari currently in existence, thus judged to the be wisest and greatest amongst them as both a guardian and a teacher, but the strongest telepath, the deepest of voice and accomplished as a singer in the great universal song. While the First Voice of Aprathia has traditionally guided the Ithari, the advent of the space age and the creation of a form of interstellar government to guide the pods necessitated a formalization of the position. Such a position is only locked to the Eldest of Ithari age - not to a particular planet, and such it is likely in many years to come a Ithari from one of the many colonial pods could lead the state.
The Ithari handle government differently, of course. The Eldest serves only to make decisions where the Council cannot - and their main role remains, as throughout the Elder portion of a Ithari's life, to teach and to guide, but the Eldest is rarely prone to give orders - that is for those elevated to such specific positions and the agreement of a Council. As such, the Eldest is largely a figurehead, though the Eldest's importance, not only on a cultural and social level, but in the Harmony itself is not to be understated.
The Council of Elders
The Council of Elders consists of the First Voices of the colony worlds. While the Eldest is elevated to a slightly higher position, he is but one among near equals. These many near equals form the main form of interstellar governance needed by a state that spans more than one ocean. These First Voices meet only when situations require, as each guides their own world or worlds individually as they desire. For the most part, decisions are spoken about and considered, a consensus reached and guiding principles decided without the Council ever being convened in person.
The difficulty in transporting the largest of the Elders means that when such a council is convened, something of dire import has surely occured.
The Pods
The Pods are the Ithari themselves. Each world is considered such, and with the open hearts and minds, and few guarded thoughts of the Ithari there is always open discourse among the pods. While the First Voices of each pod guide and enforce the will of the pod, it is the greater pods themselves throughout the day that reach decisions and debate the merits of actions at all possible times. The pods effectively govern their own worlds in a form of direct democracy, though the pod's trust in each of their Elders, and the First Among each group of Elders, to make their decisions reality - and to work with the Void Swimmers - themselves an independent pod, to ensure the safety of their oceans.
The Pods in function:
The pods are known by the name of each of their worlds or hub world, but each holds equal importance to the harmony of the Harmony. Each effectively functions as their own state but unified as a people and as part of the Universal Song. The Void Swimmers, that is, the Ithari military, by necessity functions as its own separate choir with its own First Voice, though it is beholden to the will of the choir's it has been created to protect. Traditionally, the First Voice will assume the name "Ocean" - as the Ithari spread to other worlds, these First Voices would sometimes assume the name of the Ocean they now guided.
WIP
Technological Information
Technology Overview
The Ithari have been spacefaring for millenia, and have long since refined elements of bio-science, energy and gravity manipulation, construction, and many things from simple agriculture to advanced particle physics - much of which, however, remains theory. However, the Ithari application of many of these fields in regards to the making of war is lacking, though largely by intent.
Because of their empathic and telepathic abilities the Ithari are always keenly aware of the sufferings of others and they take no joy in causing pain, fear or anger. They revere life and harmony and abhor needless death or destruction. Nonetheless, they also value their own lives and over the past several centuries they have come to embrace survival as a necessary virtue. It is also a sad circumstance that even a single soldier who has seen such needless death and destruction can poison an entire pod with his burdens, his unrestrained thoughts. This is what lead to the creation of the Void Swimmers.
There is a great deal of debate, angst and soul-searching among the Ithari general population over the actions of their military. There are many Ithari who have never embraced the changes that came with their creation and genuinely would have preferred to find some peaceful way of resisting the wanton destruction inherent in war. They argue that mass suicide would have been a better answer than embracing the ways of those who commit such atrocities.
The Void Swimmers Ithari who join the navy often do so against the express wishes of their families, friends and elders. Sometimes they are disowned and ostracized entirely. More often, a Ithari who decides to become a "swimmer in the void" goes through a death ritual before he enters the service. He lies very still in the water; his loved ones circle him, sometimes for hours, singing mournful songs and touching him one last time, as is their habit when a Ithari dies. Then the funeral procession carries his unresisting body to the Naval base and he is remanded to the custody of the Void Swimmers.
It is universally understood that he is no longer Ithari from that point onward. He will not behave as a Ithari would; he will learn the ways of the void sea and carry out missions which no living Ithari could countenance. These Ithari retain their old name, although it is likely to have a bittersweet irony. A new name would come if they were ever able to leave the service--such an event is considered rebirth, and would involve a new name to commemorate the occasion, and allow the past to be left behind.
If he ever returns, and wishes to become a Ithari again, he must go through a re-birthing ceremony and he will slowly to be re-integrated into Ithari society by use of a long process of purification. The horrors he has seen and done must be cleansed from his body and soul; he must learn to swim and sing again as a Ithari. The elders will help him in this process. They are considered strong enough to bear his burdens and each of them will hear one of his battlesongs as a confession and keep the sin of it for him. The heart of an elder is so massive, the long ages of beauty and joy it has lived are so powerful, that one Ithari's grief, guilt and rage cannot overshadow it.
This is however not always a possibility, If the Swimmer is relatively young, neither too old nor too far gone to heal his war wounds and go on with his life. Such a thing is expected, for many, it is not.
Most of the cleansing rituals have to do with being physically close enough to your victims to absorb their death agonies. For a Ithari, being within "shouting" distance of a kill is incredibly visceral and devastating. It's hard to put this in human terms without sounding almost deranged--but taking the life of a thinking, feeling sapient being for a Ithari is as intimate and terrible as it would be for a human being to drive a short sword into the belly of a close relative, feel that person's fluids rain onto your skin, and stare intimately into the victim's face as life left the body. They not only have to empathize with the death, but taste every shade of pain and rage and despair and fear as that experience devours someone's consciousness. Not only this - they go through this knowing that they've caused it. Sadly, They may even have to face the fact that some part of them enjoyed it.
A swimmer is brutal not out of efficiency but out of fear. Ithari do not breed like flies, nor do they have the ability to marshal their entire population as soldiers - Most Ithari go to their drowning day out of concern for their race A void swimmer does not destroy an enemy world as his opening gambit. It is done as a last resort. It is no condolence to those who perish, but it is as it is
Unfortunately, not every Void Swimmer is able to reintegrate back into society. The truth is that, in some cases, a Void Swimmer crew who have seen too much of the wrong kind of action will never return home. When they are no longer needed by their people, they may well choose to "decommission" their own vessel by piloting it into the corona of the nearest star. They understand that they will never be able to become Ithari again. In this way, they are still protecting their home from the horrors of war. New events have lead to the possibility of giving oceans to those who would guard them - but they could never be open to Ithari who have not lived a soldiers life.
The Void Swimmers as such have sacrificed nearly everything to protect all they hold dear. They are not the Ithari people expect, and perhaps, in that, they find an even greater advantage.
Seers of the Song Intelligence is paramount in any operation, and the Ithari would be foolish to not take this idea to the fore. The Ithari Intelligence Service is known simply as Seers of the Song, they are few and largely untested, for the Ithari have made no notable enemies nor is it largely possible to infiltrate other states. Their diplomatic counterparts, the "Singers to the Deaf", do some work in this regard, though not much. The Seer's of the Song are however trained to do what many Ithari themselves do as a game - ferret out thoughts, irrespective of the mind that holds it, and bring the note of the song to the fore, so that the harmony of the song can be preserved.
Space Forces
The Void Swimmers maintain a diverse force of military space craft, centred upon core units such as carriers and "battleships", but overwhelmingly prefer to dispatch lighter forces for harassing and hit and run manoeuvres. Ithari ships are surprisingly agile due to their use of gravity manipulation (once a necessity, due to the liquid water contents often required) and given Ithari energy generation techniques, able to power more than reasonable banks of energy weaponry.
Navy Doctrine: Void-Pod Hunt.
The Void-Pod Hunt typically employs squadrons to harass, surround, and bring down "predators" - either squadrons of lighter ships or the many smaller void craft typically referred to as strike craft by other species. In situations of overwhelming numerical superiority, the Ithari will even employ their nimble capital ships in such a fashion, rotating through their banks of energy and particle weapons in a broadside fashion. Where such tactics are not possible, the fleet will form a "greater pod" and hunt as one, large, all encompassing force - smashing the opponent with a wall of battle if no other options are presented.
Ground Forces
The Ithari, understandably, rarely take to the field of combat personally. While the dramatic image of an enraged Ithari, utilizing the combination of kinetics and technology to hover over the battlefield unleashing its own minds power upon the enemy has been popularized in some Void Swimmer circles, it is far from the norm.
While the Ithari will do such things, potentially with devastating effects, the lions share of ground facing weaponry and tactics have been outsourced to modular, adaptable technological constructs - and in some rare cases, willing mercenary forces.
…. Five years ago the Daisan came to the Federation door step. Days prior to the surprise attack on the Urban Planet Anaria, word reached the fringe colonies of more mysterious activity in the deep space rim worlds; between governments collapsing and general panic, the center galaxy civilizations could only guess intense internal struggles, but little did they know.
Two days after the Anaria Star-Wide Gazette published their theory on the general unrest of the rim worlds a peculiar slipspace rupture was reported. In a matter of minutes a massive fleet appeared around the planet and launched massive factory spikes into the atmosphere, the fleet escort destroying any chance of space resistance. The spikes landed with such explosive power the touchdowns destroyed entire urban sprawls.
Quickly floods of battle droids exited the spikes and began to clean the planet of sentient life, construction and salvage droids quickly following. After the short battle of Anaria, little knew what happened next, the only escaping frigate barely able to give a believable report to the next Federal system over.
Soon more battles broke out between this unknown menace and the Federation, and soon the name “The Daisan Order” was leaked from military personnel despite never actually finding organic life behind the droids, with only subtle clues to makers and pilots.
Five years have since passed and only the combined might of the Empire and the Federation managed to slow down the progression of the Deep Space Menace, but where resistance was weak, they quickly washed over, leaving only completely cored planets and harvested suns in their wake, hives of space fighters and factories, and even strangely colonized planets. Demonstration of the assault on Anaria
You don't outright require to make these but they are fun so here's a good example.
Official Name: The Daisan Order Common Name: The Daisan, The Order Government: It unknown what sort of Government the Daisan even follow. Dominant Species: There are only hints of a organic dominant species: The Daisan Capital: It is assumed the Daisan have a capital to conduct such extensive conquests from: The Daisan Home System Systems Owned: From a sprawling territory in deep space to a growing territory in known space, the Daisan ownership is ever growing.
History
For hundreds of years the Daisan have been at their interstellar conquest. Five years ago they finally reached us, and their momentum is unbearable.
Starmap Information
Galactic Location
Major Holdings
Social Information
Demographics
Mood music Social findings about the droids armies of the Daisan, as recorded by Federal Researchers and Combat reporters:
“Interestingly enough, some of the Daisan droids exhibit social behaviors such as verbal communication, laughing, and to some extent comradeship (depending on the model). We aren’t too sure why they do any of these things, since we have salvaged wireless transmitters from the droids, showing they are capable of relaying suggestions to other droids. One theory is they have learned communication skills to be able to conduct dialogue with organic or verbal speaking life forms; however, there is no recorded incident where a Daisan droid has attempted to communicate with a non Daisan construct.”
Society
Regards to a possible Daisan Society, as recorded by a Federal Professor.
“...It would seem possible for the Daisan to have or have had a society. Their droids clearly have a hierarchy, meaning their creators knew of at least primitive social constructs. The fact that the models are split into roles, and have different functions shows the ability to delegate and use tools. Whether or not the Creator Daisan still exist or not, there should be no question that they had formed a complex society of hierarchies, departments, and understood job delegation and efficiency.
I will admit it is hard to paint a picture of a homeworld Daisan’s life when all we have to go on is the obvious highly controlled military present. Whether or not home-life would be as rigorous as their military represents is definitely a question not easily answered.
However, I can propose a few theories on the creator Daisan’s absence: either they are dead, and the machines on autopilot, or they are alive and avoiding contact.”
Additional conclusions from Federal Professor.
“...in regards to IS there even a creator Daisan figure, I say yes. I do not believe these droids came upon themselves. Evidence suggesting a creator is evident in a few key areas which I will now demonstrate.
Found usually in larger invasion vehicles or starships, are ‘inserts’. These are potential cockpits or control centers, made uniformly seven feet tall and four to five feet wide, the all have four large holes in the back wall each four inches in diameter and six one diameter holes near the base in two groups of threes. Sensitive technology is found all along the walls of these holes and stretch about four feet back into the vehicle up top and a foot in the smaller holes. In in the front wall of these inserts are numerous potential displays and valves of all sorts, some oddly connected to the exhaust directly.
Oddly enough there is biomatter found on vehicles with inserts as well as in the air samples produced by the factory spikes (may the brave souls who collected these vital samples forever be remembered), it appears to be a bacteria unknown to our logs. While we are hesitant to allow someone full contact with these microorganisms in a control setting, some of our soldiers have come back from battles with the bacteria on their uniform or in their own system. Symptoms of infection vary but on the common human, the body tends to treat it almost like pollen, making pollen sensitive individuals cough or sneeze, but without any interior detriment to the body. Some species show no reaction to the relatively benign bacteria, but those with less developed or differently developed immune systems have in some occasions come down with common cold like symptoms but are easily treated with antibiotics. The gravity of this discovery means that even if the Daisan Creators are not present, there is an organic lifeform being transported and cultured alongside the droid army, leading me to believe it is being done purposely, but for what purpose is only speculation. This evidence none the less leads most to believe in an organic run home-world.
Another piece of evidence is the verbal and written language present, used by the droids and machines, but what makes this important is that we are aware that new models of droids are currently still being produced and ever changing (evidence in itself), all with the ability to use this language, which leads me to believe that the master race is still alive and well, that or the droids have really taken to the elusive creator language of the Daisan.
Nonetheless, the search for the creator Daisan continues, and with only the images of the droids to assume their physiology, we have yet to know who we are indeed fighting, if anyone.”
Government
(Describe your government here in detail. If you use something generic or just feel like there isn't enough to say you can merge this with the Society section under "Government/Society" and describe both here.)
Technological Information
Technology Overview
(Describe your civilization's technology in general)
Major Techs
: The CDB is also known as a disintegrator ray by the Federation forces, and is sometimes deployed on specialized Daisan floaters (often paired with energy bubbles) or in larger installations on vehicles and tripods. The beam is known to disrupt, destabilize and destroy chemical bonds in fractions of a second on impact, usually leaving no sign of impact other than heat scarring and scorching on the peripherals of the impact, or carbon dust on carbon based organics.
The Droids themselves all have installed protocols and access to a wireless communication link (of various levels: local, system, inter system, depending). Each protocol varies on the droid, its job and the model, but all are protected by internal systems active both when the droid is activated and when the droid is deactivated or in hibernation. Upon tampering with the droid without authorization, the droid’s Internal Protocol will either destroy all the internal hardware and software, or outright self destruct (depending on the Droid). Depending on the droid these safety protocols have more than one transponding location to maximize internal safety in case a part is severed in battle and later retrieved.
Should a droid be kept intact through quick action and forethought, the communicator and other internal functions can be manipulated, and other safety protocols will be taken into effect. It has been made clear that even through a manipulated communicator, other Daisan droids are aware that the signal is not coming from a Daisan, but a tampered communicator, probably due to coding, identification or fluxes from the tampered droid, the shutdown Internal Protocol, variance of droid ranks, location, and even perhaps due to a recognition software we are unaware of.
Industry
(Again, kinda optional. Do you wish to share with us how amazing your industry can be? This is the section for it! Major industrial methods, complexes and such can be also mentioned here.)
Military Information
Military Overview
(Describe your military in general. For a select few types of civs this might be alone enough.)
Space Forces
Ground Forces
The Base Model Soldier Droid of the Daisan army is affectionately called “Clankers” by the Imperial and the Federal armies. The droid stands around six feet tall and are humanoid in shape, except for their kite shield shaped heads and strange ankles. These are the most common seen soldier and the most readily modified. Capable of improvisation and some thought, they are able to form strategies and adapt to battlefield conditions.
Unmodified, they have a empty slot on their back, and are usually seen carrying the standard Daisan Battle Rifle, ion grenades, plasma grenades, and a side arm (usually a pistol). Some usual modifications take the form of long range assassins, pilots, anti-vehicle, commando, engineer, and all other sorts of mix and matched equipment sets.
They are made out of a blast and space resistant metal, and have heavily protected wiring and power cores, resistant to EMP’s and the anomalies of space. Their limbs and joints allow them greater strength for carrying and overpowering in hand to hand combat. In short the base model soldier is a very modifiable and adaptable droid, capable of taking on many different faces.
Earning the Federal nickname “Reapers”, the Destroyer Droid is a chilling sight on the battlefield. These strange droids have three phases, movement, deploy, and attack. In the movement stage the droid is tucked into a oblong sphere, capable of fast speeds while rolling to its target. As soon as the target is found or it enters range it deploys itself, unfolding from the ball shape into a three legged crab like droid with two “arms” ending in powerful dual blasters. As they begin their onslaught, a personal shield generator is activated and covers them in a protective bubble, capable of taking intense punishment before being oversaturated and being forced into cool down.
Many engagements end when Reapers roll onto the battlefield, bubble up, and begin their devastating assaults. Some variants have even more blasters and weapons attached to them, or have slightly altered shields to protect more against certain ballistics or other factors.
During the initial engagements with the Empire, the Daisan droids must have carefully catalogued any defeats by the famous plasma sword wielding knights of the Imperials, because soon after came a product of their own to counter such attacks.
The Daisan Melee Droid, or “Myrmidon” as the Imperials so heartfully nicknamed it, is a unique droid in all its own. While similar in shape to the Base Soldier Droid, these tend to be thicker in limbs, and capable of a form fitting energy shield to specifically deflect superheat and plasma. Also to note is that they have four tendrils sprouting from their backs similar to pilot droids, although the reason for this isn’t completely known; however, Melee Droids have been found to pilot vehicles and of complex thinking and strategy planning.
They themselves wield an assortment of different weapons, but the most common is a blatant rip off of the Imperial plasma sword, with a Daisan twist added to its aesthetic. Another notable weapon are super heated dual whips formed out of scorching and almost rope like plasma. Some have even been seen carrying hard light shields to face the Imperial sword wielders. With it being such a new model, we aren’t sure we have seen everything this droid has to offer, unfortunately.
The Daisan Floater Droid (Also known as “Swarmers” by the Feds) is one of the easily most overlooked droid by new recruits, and most looked out for Droid by hardened veterans.
These spheres float around at extremely fast speeds and their sole purpose is recon and to calculate shots to exterminate the enemy, which they happen to be very good at. Being small in size, around a foot to a foot and a half in diameter, these little fuckers are not only annoying and difficult to hit from a distance, but have no qualms in blasting your comrades in fast moving swarms or being sent as tiny assassins.
Most have decent blast armor, and the most deadly have energy bubbles, but all hurt, and all shoot and in the worst cases are equipped with a self destruct protocol.
The soldier turned the corner, immediately raising his rifle. Nothing. He let out a shallow breath of relief. A gloved hand patted his shoulder from behind.
"It's okay rookie," the gruff voice betrayed the ever familiar accent of the Federation. The two stood point, ten men behind, and the dark shell of a bombed out apartment complex in front. As the rest of the soldiers scurried in, the group continued as a spear head through the first floor of the complex.
The ripped up floor tiles scattered under the boots of the commandos, and their footwork avoided fallen lights, glass, and other obstructions. The distinct taste of iron hung in the air, but on a planet that has been passed between the Daisan and the Federation for two years, that smell is nothing new.
"Fuck." a soldier cursed under his breath, unable to comprehend the gorey stains and human shaped shadows on the walls as they walked by. There was a clatter and everything fell silent. The troops stomachs tightened as they held their breaths, guns swinging back and forth.
Switching on his nozzle flashlight the captain of the group aimed his rifle down at a rolling candle stick. Ritzy.
His eyes focused, something was strange. Something didn't feel right. Suddenly the darkness before him glitched like it was a reflection in a pond that someone had tossed a rock into.
The captain squinted and seven more glitches appeared out of the corner of his eyes. There was a soft clicking.
"DAISAN!" Someone yelled and suddenly the room filled with the sound of assault rifles blaring. There was a loud thunderous clap and a storm of plasma ropes erupted from the darkness.
The rifles stopped. Body parts richoteted off the walls and bodies crumpled to the floor.
"SheeeyyykSheeeeeeyyykSheeeeeeeykSheeeyk"
An automated voice laughed as seven heavily armored droids appeared out of thin air, tendrils of pure plasma waving from their backs, and four mechanical arms holding an assortment of weapons.
"HHhhhhehssssyyyk"
"Hhhhkkksssss-rgr-rgr"
The Elite Soldier Droid, otherwise known as “Ghosts” by the Federation is a relatively new droid, built upon the Melee droids and the Commando droids of the base soldier model.
Though it currently remains a mystery as to whether or not the Daisan Order is wholly synthetic behind their Droid armies, they would not be the first non-organic life to inhabit the Galaxy; that honor possibly goes to the Crodvan Unity, a stellar empire of synthetic lifeforms that live off the principles of industrial progress and efficient design. Having abruptly ceased their colonization efforts after a period of rapid expansion outwards from their capital planet of Ratvar, the Crodvan's are reclusive isolationists that seek to build an efficient, machine-like state that would effectively further their mysterious goal known only as the "Crodvan Imperative."
Official Name: Crodvan Unity Common Name: Crodvans, The Unity Government: Totalitarian Oligarchy Dominant Species: Crodvan Capital: Ratvar, Yagrozsch System Systems Owned: ~200 Planets Owned: Unspecified. Population: Also unspecified and meaningless. Could be over 700 billion.
History
Starmap Information
Galactic Location
(This is for the galaxy map with your location highlighted somehow. The galaxy is gigantic so even a small dot can mean a lot. Don't be discouraged by your size!)
Major Holdings
(This is kind of optional, you are given a chance to describe various places of interest. This can be a planet, star system or even entire star sector. Or even something else. Feel free to list them!)
Social Information
Demographics
(This is where you can describe the one or myriad of races inhabiting your glorious civilization. With multiple races you can also talk about demographics for real. What are your major races? Where do they live? And so on.)
Society
(Your unique civilization has unique society. What are the lives of your people be like? How are they thinking? Are there any social classes? Etc.)
Government
(Describe your government here in detail. If you use something generic or just feel like there isn't enough to say you can merge this with the Society section under "Government/Society" and describe both here.)
Technological Information
Technology Overview
(Describe your civilization's technology in general)
Major Techs
(Kinda optional section to describe your most important pieces of technology. If you think a simple overview above is enough, skip this.)
Industry
(Again, kinda optional. Do you wish to share with us how amazing your industry can be? This is the section for it! Major industrial methods, complexes and such can be also mentioned here.)
Military Information
Military Overview
(Describe your military in general. For a select few types of civs this might be alone enough.)
Space Forces
(Describe your space fleets in more detail. You can also list your important ship and other unit types but nobody is forcing you. But keep in mind, no Death Stars!) Navy Doctrine: How does your navy operate in a general sense? What are the strategies and tactics commonly employed? What design philosophies are used and how are the affected by your country’s strategies. In short: what can we expect to see from your country’s navy? Bonus points if you give your doctrine a real name such as fleet-in-being.
Ground Forces
(Describe your ground forces, too. This is especially important in this RP since ground/planetary combat will enjoy a spotlight. So we do suggest you to take extra attention to this section.)
Ground Doctrine: How do your ground forces operate in a general sense? What are the strategies and tactics commonly employed? What design philosophies are used and how are the affected by your country’s strategies. In short: what can we expect to see from your country’s ground forces? Bonus points if you give your doctrine a real name such as human wave.
The Kingdom of Amucia is notorious for strong ethno-nationalism, rapid breeding, vast cities and even more vast farmland. Their borders tightly controlled to make sure nothing gets through without permission, with Amucians rarely knowing much of what happens beyond their nation unless it spins the Kingdom in a positive light. Colonization is heavily supported due to the overpopulated and densely packed nature of Amucian cities, as well as how quickly them become so thanks to the swift population growth. Almost all colonies are located on cold, vegetated planets, minus a few mining colonies in a distant asteroid or on a desert world. Colonies also receive much more freedom from the government's control and gives farmers the right to make or buy guns and ammo.
You don't outright require to make these but they are fun so here's a good example.
Official Name: The Kingdom of Amucia Common Name: Amucian Kingdom, Amucia Government: Monarchy Dominant Species: Amucians Capital: Amucia Systems Owned: The Important ones are; Amucia, Habda, Bersdun, The Stretch and Grasslands. Planets Owned: Important ones: Amucia & Dresel (Amucia), Habda, Bersdun, Ursa 1 and Ursa 2 (Grasslands) Population: Estimates are around 30 Billion and increasing.
History
The Kingdom's founding was not a convetional political victory.
A ceaseless war. After a forever of being confronted by numerous foes, the remains of a great nation had been burned to the ground. In these times a nobleman had risen with an idea not too uncommon with history, one he met with great success. A ethno-nationalist society built around the Amucian people was presented, at the time it was nothing more than another rabble of terrorists who sought to subvert the norm. Little was it known by both these fighters and the remaining citizens that this ideology would catch on with ease, with the mere wars over territory evolving into the survival of a species, or so was claimed.
In the end, they had won over the majority of the Amucian population, especially as every territory claimed would offer a unusually optimistic fervor about the future. Once victory had been achieved and control of the territories wrangled over, those considered unfit for survival in the new age were executed en mass or forced into distant mountains or thick swampland. The nobleman who had been commanding these forces swiftly crowning himself as king, finding his old mansion on his homeworld fit to be refitted into a palace. A century on, past a population boom, rewriting of history, two other kings and a leap in technology, the Amucian Kingdom sits in silence, watching the borders with a long standing hatred for those beyond.
Starmap Information
Galactic Location
(This is for the galaxy map with your location highlighted somehow. The galaxy is gigantic so even a small dot can mean a lot. Don't be discouraged by your size!)
Major Holdings
Amucia & Dresel
A place of cities so densely packed and active that it is increasingly rare to find a empty street. Both planets share their rarity in wildlife or natural environments, nearly everything having been touched by the Amucians at one point or replaced by buildings entirely. They are the beating heart of the Kingdom, bustling with activity as ships never cease in their deliveries from the furthest colonies to the closest continents. It is truly a place of awe, especially with the structures dating back thousands of years still standing tall, as if time itself wouldn't dare touch them.
Habda
While seeming nothing more than a farm world with a minimal population, the reality is always more important. Science facilities built deep into the ice cold mountains have personnel working consistently to bring about something new to support the kingdom's efforts in expansion and colonization. While their efforts are done with much dedication and plenty of seeming unsolvable challenges being prodded, results are more often noting more then a too small of a solution to a gigantic problem. Nonetheless, research continues...
The Grasslands Ursa 1 and Ursa 2
The planets weren't named or originally colonized by the Amucians- but after removing the previous populace, they treat it as if it were their own. With a eagerness to utilize nature to their advantage, the untamed lands of both planets are utilized to produce much of the food needed to keep the Kingdom alive. The Grasslands are the second most important system in the entire territory, the navy having a strong presence with constant patrols. If both worlds were to fall, it'd have nearly apocalyptic consequences instantly for the entire Kingdom itself, never mind a year into the future.
Social Information
Demographics
Amucians are humanoid- two ears, eyes, legs, feet, arms and hands.
The average Amucian is around 6'0ft, with a snout and two pointy ears as well as a thin layer of fur covering their flesh. The color of their eyes are a blue or brown, with any human-like hair being either blonde or brown and fur being largely lightish-tan, brown, a mix of both or pure white. These colors can darken over time if Amucians are exposed to the sun long enough, much like humans tanning. Those genetically modified have access to red, purple and green eyes, as well as a slightly different lighter/darker tone in fur. Females and males are both similar to humans as well, including internal organs. Despite what could be implied from appearance, they do not seem harbor little or zero relation to animals.
The demographics ethno-state is (unsurprisingly) majority Amucian, near one-hundred percent. The only aliens holding back that 100% are those who either had ancestors originally live on the planet and by Amucian law, have the right to remain settled without citizenship, or those who are enslaved and work in prisons, mines, farms and factories.
Society
The Amucians are a very species-focused society, finding unity and beauty in their physical similarities to each other. This focus on looks is incorporated into their relations with other races, Amucian hostility assuredly apart of their stereotype. Though aliens do exist to a degree, they are purely underground and if ever found, they're never seen again. It isn't uncommon in the Kingdom to have a paranoia for potential "intruders" who have bypassed the border. If the navy have been watching out for anything these past decades, it has indeed been these intruders.
For the average Amucian life is nothing more then work towards a greater goal in mind. In this case, united, they all work towards a bigger, stronger, safer and better Amucia, but individually they're quite the people with ulterior motives in mind. From the lowest menial workers to the noblemen, all suffer from their obsessive need to climb the ladder of progress by any means. Accusations of sabotage are common the higher you find yourself, a few deaths abound eventually. Despite these actions there is very little issues between Amucians, the acts of sabotage having been merged too well with culture itself.
Though this group-minded culture has even made situations in the military dire. The navy is treated as a distant cousin in contrast with ground forces, where all the naval personnel must rely on themselves first to get anywhere alive. Meanwhile the generals keep their bloated army budget, unwilling to cooperate with admirals on the merest of things while extra resources get dumped to the ground forces, who will continue to stockpile endlessly.
Militarism is rampant as one could imagine, with soldiers taking a regular place among civilians in day-to-day life. The military itself is unsurprisingly worshiped and seen as a viable long term job opportunity for males. Women are regulated to a housewife role, though they undoubtedly take place as workers in both urban and rural life if beneficial. Rural life is a whole other category- to be living on a farm to deal with alien wildlife running amok and possibly killing family, or deadly unknown diseases coming by wind. Those who have lived outside of major cities are almost considered a whole ethnicity in of themselves with how generations have passed, adapting to the wilderness over time and easing into the dangerous lifestyle.
Government
The entire nation's fate is decided by a king, what they decree being the most important in all of the Amucian society. Being given the status of King is no mere act of nepotism either- there is an entire complex bloodline dedicated to maintaining a heir to the throne in case the present leader dies too early. In cases of peace (as it has been) these relatives- no matter how distant or close -will fight in a multitude of ways to make their claim to be the closest to the throne. Once the King falls, those with the most influence and ties to the recently deceased leader will make their claim to the title of King. This system is purely patriarchal, the title confined to a male only.
Technological Information
Technology Overview
In comparison to civilizations with shields, lasers, cloning technology and advanced robotics, Amucia is very primitive indeed.
If anything, Amucia represents a mid-1900s with the ability to utilize exoskeletons, a slight amount of genetic engineering and obviously, spaceships. Certainly their civilian technology has upgraded as well, but people still follow a very specific routine relating to outside work, with little artificial help and still reliant on factories being manned by people over being controlled by robots. Almost all vehicles are still pinned to the ground, using tracks and wheels in order to get around environments. A odd combination of old and new, with a lot of the new stuck with the military.
Genetic engineering and exoskeletons are perhaps the most advanced technology, with genetic engineering being a (mostly) civilian appliance. Even then, it is confined by laws- the best one could do is modify certain colors of their body to a slight degree. Exoskeletons meanwhile are the embodiment of the military might, with soldiers in the Army equipped with exoskeletons with metal plating attached, bulky, but able to handle any spare weight added.
Then, there is the borderline technological apartheid with the those below the middle class and the Militia. Those too poor to afford genetic engineering can be seen with inferiority, unable to "Perfect the Amucian form." as some nobles have put it. Hatred against other Amucians over purity is a taboo- but like all taboos, there are those who embrace it with an unwavering mind. And then there is the Militia who unlike the Army, don't get exoskeletons or advanced weapons. Instead, they wear mere flak jackets and run about with conventional guns that have little worth to a armored target.
Industry
Products are primarily man-made, with factories lacking the help of robot workers. Instead, entire city blocks can be placed under the employ of a single factory owner, who'll have vast complexes dedicated to the production of products that the workers themselves will buy or use in their lives. It isn't a perfect system, but with the propaganda constantly fed through the system to tell people to work for their race first, their individual lives second, the factory workers have been able to work at a decent enough rate with total obedience. And as the population grows, more factories are made with more exploration into the wilderness, utilizing fresh resources to make something new for the next generation. A cycle without end, one very reliant on the population to be alive.
Military Information
Space Forces
Ships can be placed in three categories:
Escorts Thin hulls, large cannons, nothing more than a mere frigate in size.
To be a crewman of an escort is to embrace the title of cannon fodder and understand expendability. This doesn't just apply to how the ships are utilized in combat- serving aboard one of these vessels isn't an experience worth having, with the pay being absolutely low, numerous hazards that threaten to kill, a constant lack of the intelligent or skilled and having to learn how to be resourceful with your own supplies. Many find themselves often stuck with this job forever, unable to garner enough money to truly retire as much of their income must be spent on repairing their own ship in any drydock, civilian or military. Those old enough to be considered unfit for service often aren't let go by a crew if they wish to stay around, despite any disadvantages it may bring, for those who know the ship like home often know much more then any designer of this class of vessel.
It isn't without benefit however, those who serve aboard these ships- be it the marines stationed aboard, crewmen doing the day-to-day jobs or officers trying to deal with logistics, they all have a brotherly bond due to the demanding nature of being the cannon fodder of the navy. If anything holds true to the Amucian military as a whole, the most experienced will often be found in the worst positions.
Dreadnoughts Bizzarely, frigates armed with large cannons is all there really is combat-wise, aside from these beasts.
There are only a total of 5 dreadnoughts in service. Amucia's Hand The Flawless Thunderstrike Destroyer G-013 (Gamma)
Even with their limited number, only two have every been active at the same time. The expenses of keeping even one of these ships hovering doesn't make the taxed populous any happier, so most of the time all of these ships are sitting in a drydock waiting to be cleaned up and used for war.
When one of these monsters end up floating (if they ever do) they're a disturbing sight. Gigantic enough to be a nightmarish logistical mess, but with enough firepower to make up for it when a threat comes knocking. These ships are armed with three mighty frontal cannons, rows of turrets on left and right side of the hull, as well as a hangar and numerous missiles. It doesn't lack in the electronic warfare department either, with even the most abandoned and inactive ships being regularly updated and given upgrades to their technology. They also serve as transport, capable of carrying a small unit of soldiers with enough supplies to keep a moderate skirmish going for a week.
Transports
The most important class out of the entire navy and what the entire doctrine revolves around. Due to the navy lacking any variety or actual chance of winning, victory seems only achievable by ground.
Transports are the blood of the navy, there is no purpose of a fight without a transport abound. Either carrying troops for an invasion, critical supplies for a world under siege or providing room for scavenged material post-battle. Without these large boxy ships, there'd be no point for the Amucians to have a navy in the first place. They're the only vessels with a hull worthy of holding itself up against a few rounds, but their only useful weapon is the large crew. Boarding enemy vessels is the most common form of counter attack.
Navy Doctrine: Due to the lack of experience and how horribly unorganized most of the navy is, a doctrine is non-existent. The most common form of attack is just sheer unfocused brute force, unloading all the ammunition they can into an enemy before their ship blows up. It isn't smart, but it has worked against the stray ship drifting in space.
Ground Forces
There are a variety of units and branches that can be described in thorough detail. Due to the bloated budget of the ground forces, they have more then ample supply of both manpower and equipment.
Conventional The standard military is what could be expected out of any. Armored personnel carriers, heavy tanks, bombers, fighters, footsoldiers, etc. It isn't a very outlandish, or unique aside from the infantry utilizing exoskeletons. There are a diverse range of powerful weapons for infantry as well, though their power comes out of their capabilities to eliminate targets through sheer force. When compared to lasers, shielding and the alike, a lot of Amucian technology can seem primitive. Training is quite the same- it spans years, but compared to those with the experience of fighting many empires or rebellions, the military is lacks the ability to keep up. Perhaps the only benefit is the average soldiers' obedience and loyalty to Amucia, which is only instilled through the culture's prioritization of species first.
The planetary garrisons do make a standout however- not in a good way. The Militia as they're known are the planetary garrison of each world. They're armed with mere flak jackets, primitive (to Amucian standards) weapons and have incredibly bad organization, their large numbers not helping. Despite all that can happen and the specialized responses that are needed against such happenings, the Militia always find themselves to be the first to go in if its an option. Their purpose is merely to keep planets under control, nothing more.
Government Organizations, Special Agents, Honor Guard Secrets are plentiful and dangerous, so there must be those that are quite the same. The unconventional and mysterious, these are as expected as well. Clad in black uniforms or dressed in heavy armor that hides their identities behind a layer of thick protective metal. It is not common for them to be deployed, though when they are it is entirely normal to assume something has gone awry.
Ground Doctrine: Mass infantry and guerrilla warfare, making the enemy lose through attrition and striking at key targets. There is a degree of combined arms- such as a reliance on heavily armored vehicles to escort convoys, or spacecraft to clear the skies of threats -but almost all work is expected to be started and finished by infantry.
Still very much a work in progress, but here's what I've been working on.
Humankind Empire of Astrana
General Information
Overview
The Humankind Empire of Astrana is a human-centric country that, while legally ruled by an emperor, is controlled by a fascist political party called Humanity United. This led to the outbreak of a civil war between the fascists and a coalition of constitutionalists, democrats, and alien nationalists.
Official Name: Humankind Empire of Astrana Common Names: Astrana, the Empire, the Astrana Empire De Jure Government: Constitutional Monarchy De Facto Government: Fascist Dictatorship Dominant Species: Humans Capital: Truica, Floyn Thal System Controlled Systems: 317 Total Population: 5.4 Trillion
Humanity United: Humanity United is a fascist pro-human supremacy group that currently controls the Imperial parliament. Their power is greatest in the Empire’s core systems and northern territories with the southern territories having widely resisted its attempts to exert control to this point.
The Coalition for Imperial Constitutionalism: Commonly shortened to the Constitutionalists, this group was the first of the rebellious groups to rise up and is also the strongest. The Constitutionalists are made up of planetary governments, viceroyalties, and military officers who wish to have the monarch’s power brought back and the Constitutional rights of the citizenry upheld by the rightful and legal government.
The Alliance for Liberty: Made up of the remnants of the Liberty Party, the political party in power before Humanity United, the Alliance for Liberty is now considered a fringe group in the Coalition for Imperial Constitutionalism. The Alliance for Liberty is significant in that it wishes to not only defeat the Fascists, but also replace the monarchy with a fully democratic power, or at the very least see the parliament empowered after Humanity United is defeated.
The Nerkin Nationalist Front: While fighting alongside the Constitutionalists, the Nerkin Nationalist Front has the end goal of either achieving independence or at the very least being recognized as a semi-autonomous state within the Empire. While comparably weak now, and operating with little to no supplies, the Nerkin Nationalist Front has the potential to become fairly powerful should they receive supplies and training.
The Viceroyalty of Cormyral: A powerful viceroyalty and home to the Nalloth species, the Viceroyalty of Cormyral has thus far remained officially neutral in the conflict while providing material, logistical, and intelligence support to the Coalition for Imperial Constitutionalism. Home to a large industrial base, not to mention one of the largest shipyards in the Empire, the Viceroyalty of Cormyral has the potential to tip the balance of power in the Constitutionalists’ favor given enough time and should it enter the conflict in full. Unfortunately the native Nalloth species fears the Nerkin Nationalist Front enough that, should they grow in power, the viceroyalty may withdraw its support for the Constitutionalists and attempt to achieve independence for itself.
The Imperial Guard: Another faction that could make a difference in the outcome of the conflict is the Imperial Guard. While comparably small in size, the Imperial Guard is well trained and equipped, even possessing a small fleet of its own that contains a few battleships. The Imperial Guards answer only to the Imperial family, thus are not required to aid Humanity United. Only time will tell if the Imperial Guard will cave in to pressure from Humanity United, aid the Constitutionalists, or continue to watch from the sidelines.
Order of the Magi: Once under the control of the Emperor, this military order of psionic warriors have become a semi-autonomous group of human supremacists. While generally supportive of Humanity United, the Order of the Magi have somewhat distanced themselves from the political party after a large number of human protesters were gunned down. Currently the Order of the Magi focus the bulk of their energy in the north fighting against the Daisan.
The Paladins of the Holy River: A religious military order, the Paladins of the Holy River view it as their duty to spread life to new worlds and to defend “living worlds”. While some of their activities involve terraforming barren worlds, for the most part the paladins have been concentrating on aiding the Federation in their fight against the Daisan.
History
(Imma do this later cause I'm a lazy fuck)
Starmap Information
Major Holdings
Truica, Floyn Thal System: The heart and sole of the Empire, Truica serves as the Imperial capital. It is host to a number of important institutions include the Imperial Palace, the Imperial Navy Academy, Imperial Intelligence, and the Imperial Center for Scientific Pursuit. On top of all this Truica’s planetary ring station hosts the third largest shipyard in the Empire and the system itself is the center of all trade in the Empire. Within the Empire, it can be said that all roads lead to Truica.
Atrar, Cormyral System: Homeworld of the Nalloth species, Atrar is a major industrial center in the Empire and home to its second largest shipyard. Atrar has long been considered as a lynchpin in the Empire’s defensive position towards the Federation and thus serves as an important logistical point for military operations in the region.
Odrela, Voflain System: Home to the Empire’s third largest shipyard, Odrela is considered to be, in many ways, the Imperial capital in the south. It is an economic and logistical hub in the region and has long served as a major naval base. Odrela itself is home to the Imperial family’s vacation palace, which has historically served as a place to host members of the Imperial family during times of crisis to ensure the continuation of the bloodline. It currently serves as the de facto capital of the rebellion.
Social Information
Demographics
Nalloth: The nalloth are the natural inhabitants of the Cormyral System. They have six legs, each of end in what can serve equally as both foot and hand. They exhibit characteristics of both mammals and reptiles: they have scaly skin that they regularly shed, but are warmblooded and give live birth. They have four small eyes and a mouth that is literally filled with razor sharp teeth.
Nalloth commonly partake in various drugs for both recreational and ritualistic purposes. Their language consists of a series of shrill whistles, whines, and grunts with small differences in pitch and tone having a small effect on the meaning of a 'word'. While a human is capable of understanding a majority of the native Nalloth language they cannot hope to speak it and Nalloth can, at best, imitate some of the same words as humans use. Commonly nalloth make use of a form of sign language to communicate with those who can't speak their language.
Nerkin: An insect-like race, nerkins are carnivores with a voracious appetite. They have six limbs, four of which are traditionally used as arms, although they can run on all six with incredible ease and speed. Surprisingly they are natural linguists, able to speak and comprehend most languages very easily, although their mandibles make a very distinct clicking noise whenever they speak. Nerkin are known for their somewhat violent tendencies, which are caused by their stronger fight-or-flight instincts; nerkin rarely attack creatures the same size as them unless threatened, although it is very easy to make them feel threatened.
Nerkin are commonly viewed as being dull and slow, although this isn’t entirely fair, the sentiment is not without merit. They struggle with rapid change and are slow to make decisions. Despite this they are remarkable craftsmen, able to finish just about any large construction project far quicker than most other sentients.
Society
There are three generally accepted classes in Astranan society: the royal family, the nobility, and the commoners. As the name indicates, the royal family is the ruling class in the empire. The nobility is made up of viceroys, military officers, and those given a permanent title by the monarch. While technically anyone can become a noble, more often than not positions held by the nobility remain in nobility. The commoners are a bit different from the other classes as they are easily subdivided into other classes that include indentured servants, business entrepreneurs, and high level politicians.
Constitutionally xenos are to be treated the same as humans, and in most places in the empire this is true. However with the rise of Humanity United prejudices against xenos has risen in the imperial capital and northern territories.
Government
The government is ruled by the reigning monarch, whose powers are limited by a constitution. A parliamentary body, elected by individual planetary populations, helps with the administration of the government while ensuring that the needs of the citizens are met without infringing upon their constitutional rights. The reigning monarch assigns viceroys to govern over star systems and individual planets; these viceroys in turn have a counterpart parliamentary body that deals with the system or planet’s laws and taxation. These viceroy assignments are held until the viceroy either dies, retires, or is recalled by the monarch.
That is, of course, according to the constitution. In reality a fascist pro-humanity political party known as Humanity United has control over the Imperial parliament and has used its immense influence to essential usurp power from the Emperor, while keeping him on the throne as a figurehead. Parliamentary elections at every level has been suspended until the “xeno menace” has been handled, leading to a civil war.
Technological Information
Technology Overview
The technology of the Empire is much what one would expect from a major power in the region. They possess fairly advanced energy weapon in the form of particle beams which can even be used in strike craft and armored vehicles. Shielding for spacecraft is commonplace and even some infantry possess personal shields.
Major Techs
Cyberware: A broad term, cyberware refers to essentially any machine or hardware that is implanted into an animal. Cyberware can be divided into two categories: interfaces and prosthetics. Interfaces are implants that are used to interact with other machines, usually wirelessly, or store information. Specialized interfaces are used by the military to allow soldiers to link with their hardware to achieve better control or gather more information quicker. Interfaces are also used to accelerate the learning process. Prosthetics are hardware used to replace limbs or re-enable their use should they or the nervous system be damaged. A darker side to this technology involves replacing limbs with prosthetics to increase a soldier’s physical capabilities or use interfaces as a means of surveillance and control.
Defensive Smoke: By placing a charge on the particles created by a zero point generator and then dispersing those particles in an area a magnetic field can be generated. These particles essentially form a “cloud” of plasma that can vaporize projectiles and cause intense diffusion and blooming in energy weapons that go through it. It is important to note, however, that defensive smoke isn’t as effective of a defense as shields generally are and that multiple attacks will cause it to disperse. It is also important to note that a sufficiently powerful attack can punch through defensive smoke, although it will lose some of its strength in doing so. A ship technically has an unlimited amount of defensive smoke to employ, however using defensive smoke means there are less particles available for other applications such as propulsion or weapons. There have been instances of defensive smoke being used offensively as well in a sort of “shotgun” attack against strike craft or larger ships that got too close, although this is comparable rare.
FTL Catapult: Essentially the way a FTL catapult works is that it “hurls” a smaller craft into hyperspace. The craft requires only the most basic of functions, as all it has to do is “drop” out of hyperspace at the correct time to reach its destination. FTL catapults are typically viewed as highly efficient systems, as the craft expends none of its own energy to enter hyperspace and very little to exit. Most commonly FTL catapults take the form of massive space stations that are used to launch civilian and even military craft into hyperspace; however, carriers and even smaller specialized ships are equipped with FTL catapults and can launch smaller craft than themselves. Fighters are commonly deployed by FTL catapults and research has even allowed specialized “FTL torpedoes” to be developed.
Imperial Swords: Soldiers in the Imperial military have access to a variety of melee weapons called swords. While named after an archaic weapon, these swords have been updated for use in the modern battlefield and range from having plasma based blades to monomolecular blades.
Particle Beam Weaponry: These weapons function by taking the particles produced by a zero point generator, giving it a charge, and then accelerating these particles with a circular accelerator to produce a beam. These weapons are useful as they have more impact damage than lasers and possess greater penetration. On the flip side they have far less range, about one light second for the largest and most advanced models. Advancements in the miniaturization of the circular accelerator have resulted in even fighter craft being equipped with these weapons, although they are much weaker and have far less range than the models found on larger ships. Particle beam weaponry effectively have unlimited ammunition due to how the zero point generator functions, but this means that there are fewer particles available for other applications. Continual use can also overheat the weapon, decreasing its effectiveness.
Personal Energy Shield: Some of the more expensive suits of infantry armor used by the Empire, usually those used by elite forces, are equipped with energy shields capable of protecting the user from a variety of attacks. While effectively useless against large calibre/power attacks, these do provide some additional protection from small arms fire and shrapnel.
Q-thruster: Short for quantum vacuum plasma thruster, Q-thrusters are a type of drive used to propel almost all of the ships used by the Empire. Q-thrusters make use of the virtual particles produced by a zero point generator by charging the particles, effectively turning the particles into plasma. The particles are then exposed to a crossed electric and magnetic field which induces a force on the particles. As the particles are expelled in one direction an equal force is applied on the rest of the ship, thus propelling it in the opposite direction. Because of the way they function Q-thrusters do not require fuel, thus saving space in the ship and eliminating the risks inherent with many conventional fuels.
Squire AI: Squire AI are specialized AI designed to push human capabilities beyond their natural limit. Usually these AI are integrated into a piece of equipment such as a strike craft, warship, or armor and interact with its user via their implant. Squire’s are set up in a way that they are intended to make it as if the equipment they are installed in is a part of the user’s body; but it does more than that. The AI helps process large amounts of data for its user and supplements its user in a way that greatly increases their decision making abilities and reflexes. Some high ranking officials even have these AI permanently installed in their cyberware, although this is somewhat rare. Commonly Squire AI are simply referred to as ‘Squire’, however some users decide to give them a real name.The use of limited purview and sophisticated moral and reinforcement coding ensures that Squires do not become a threat to those who made and use them.
Zero Point Generator: Using the dynamic Casimir effect, two reflective flat plates are placed a few nanometers apart. These plates are then manipulated in such a way that they osculate, producing particles and energy in the process. The zero point generator first saw use in space craft, which they were used to power and propel without fuel. Later developments allowed for the construction of massive zero point power plants that provide power for entire cities. While the virtual particles produced by a zero point generator are inherently useless, due to ceasing to exist after a short amount of time, by charging these particles they can be made usable for a wide variety of applications. It wouldn't be an understatement to declare the zero point generator as the foundation of modern Imperial technology.
Industry
Fueled by an unimaginably large stockpile of resources locked in asteroids and a truly massive workforce, the Empire is an industrial machine always churning out massive amounts of goods. Ship building is a particular emphasis of Imperial industrial might, with the output of entire planets dedicated to the construction of ships, both civilian and military. While, by Imperial decree, all inhabited planets are required to be able to produce their own basic necessities, massive shipments of raw resources and finished products are still continually moved from planet to planet to ensure the production of less basic goods can be produced efficiently.
Military Information
Military Overview
The Imperial military is a well trained and equipped force that prefers firepower and mobility over defense. As a rule of thumb both the ground forces and navy prefer close-in engagements.
Space Forces
Command of the Stars Doctrine: The Imperial navy’s doctrine revolves around maintaining complete dominance wherever it operates. This is achieved by either finding and crushing hostile forces in traditional battle or attacking and destroying their logistical base. Towards these ends Imperial ships are made to be both fast and powerful.
Tribal-class Corvette
Length: 159 meters Role: Planetary patrol craft, Ground support craft Description: The Tribal-class corvette is a low endurance ship designed primarily to patrol the area around inhabited worlds and star bases. Although small and comparable weak, the Tribal-class’s primary armaments are very accurate. Mix this with the craft’s ability to enter a planetary atmosphere and the Tribal-class is more than capable of supporting troops on the ground. Later modifications allowed the Tribal-class to be refueled and armed by larger ships, allowing it to operate as part of battlegroups and to partake in planetary invasions. Although small in size, the Tribal-class has been used as a troop transport and can ferry supplies to ground forces. Tribal-class corvettes are also designed to carry a single fighter craft, on the outside of its hull, to aid it in its duties, although the corvette lacks the ability to rearm and properly service these fighters.
Leopard-class Frigate
Length: 213 meters Role: Anti-fighter/torpedo screen, Scout ship Description: Originally designed to replace the Tribal-class as a patrol ship, the Leopard-class frigate’s design was quickly altered after the outbreak of conflict with the mysterious Daisan Order. It possesses far greater endurance than the Tribal-class, allowing it to easily support battlegroups. Oversized engines makes it one of the fastest combat ships around, although this has resulted in them being fairly exposed and prone to damage. Despite this potential weakness, Leopard-class frigates have shown themselves to be excellent scout craft. While generally lacking in offensive weaponry, its surplus of close-in-weapons systems allows it to fairly easily swat fighters and torpedoes out of the sky. Like the Tribal-class, Leopard-class frigates are designed to carry two fighters on the outside of its hull, although like the Tribal-class it is unable to rearm its fighters.
Huntress-class Destroyer
Length: 248 meters Role: Torpedo ship, convoy raider, capital ship hunter Description: The Huntress-class destroyer was designed to be a true ship killer. It packs heavier weaponry and greater mobility than ships of similar size, although its defenses are generally weaker, especially its armor. This ship is not to be underestimated; although its torpedoes can, and often are, destroyed before reaching their target, they have been known to instantly destroy battlecruisers. Some of the more recent variations of the Huntress-class also come with FTL catapults for launching their torpedoes into FTL. Besides their torpedoes, Huntress-class destroyers have four particle beam cannons that can be used to great effect against frigates, cruisers, and even capital ships. Unfortunately these ships are comparably fragile, with few point defenses and comparably weak armor, although their shields are fairly decent. Like Leopard-class frigates, the Huntress-class is designed to carry two fighters on the outside of its hull, although like the Leopard-class it is unable to rearm its fighters.
Tiger-class Light Cruiser
Length: 312 meters Role: Gunboat, Flotilla flagship Description: Tiger-class light cruisers are designed to destroy any frigates or destroyers that come too close to the fleet. These warships are armed with an array of particle beam cannons that can seriously damage smaller ships in a single volley. As for most Imperial ships, the Tiger-class is quite fast for its size and can keep up with the Huntress-class destroyer fairly well, resulting in it commonly being the flagship for destroyer flotillas. These ships carry a complement of four fighters and, unlike smaller ships, can rearm their missiles, although their hangers have room for only a single fighter at a time. Unfortunately the Tiger-class is quite a fragile ship. Its point defense are lackluster at best and it's armor is no thicker than that of the Huntress-class.
Warden-class Shielded Cruiser
Length: 320 meters Role: Capital ship escort, Anti-fighter/torpedo Description: Rushed into service after the outbreak of hostilities with the mysterious Daisan, the Warden-class shielded cruiser was designed to fix some of the shortcomings of the Empire’s capitals: namely their comparably weak defenses and inability to handle swarms of Daisan fighters. These cruisers are bristling with close in weapons systems and point defenses and have proven themselves even better at swatting fighters and torpedoes out of the sky than the Leopard-class frigate. On top of this the Warden-class possesses capital ship class shield generators which can over an area roughly three times its size around it. These ships are intended to act as physical shields for the fleet’s capital ships and they are well suited for this task. Despite these strengths, the Warden-class has been criticized for its lack of large calibre armaments, fighter carrying capability, and general difficulty to produce. On top of this the only shipyards that produce these cruisers are those of the Cormyrean Viceroyalty.
Hawkins-class Heavy Cruiser
Length: 380 meters Description: The Hawkins-class was designed to fit the roles of convoy protection and ground forces fire support, all while still retaining the ability to act as a capital ship in combat; this all required a solid combination of good cruising range and speed as well as independent fighting capabilities.The Hawkins-class is notable for being a generally well rounded ship and a go to for just about any task. Eight torpedo launchers, mixed with its variety of railguns and particle beam cannons ensured that the Hawkins-class was a threat to any ship it came across. It was also designed with two small hangar bays with a combined capacity of eight fighter craft. Unfortunately the Hawkins-class did have its fair share of issues. The largest issue of which was its needless complicated particle beam turrets which were originally designed with the requirement to be able to provide anti-aircraft/torpedo fire, despite the end result having the inability to train and elevate quickly enough to track such targets. However this does not mean the the Hawkins-class is unable to engage torpedoes and fighters: it has a fairly sizeable battery of point defenses at its disposal. The Hawkins-class has proven especially valuable in battle against the Daisan, as it has proven to be just small enough to slip through their shield systems while possessing enough firepower to cause serious damage once inside.
Revenge-class Assault Cruiser
Length: 400 meters Role: Heavy gunship, boarding ship Description: Originally a modified class of civilian ships used by the rebellion, the Revenge-class assault cruiser was so successful during the civil war that the Imperial rebels defined the design and tasked the majority of their shipbuilding capabilities to producing them. Heavily armed and armored, these ships were intended to get close to enemy ships and either blast them into oblivion with their particle beam cannons or conduct a boarding action in order to capture the enemy ship. These ships could carry up to a battalion of soldiers, as well as possessed hanger capacity for several transports, and two fighter squadrons.
Illustrious-class Escort Carrier
Length: 452 meters Role: Carrier Description: A comparatively small class of carrier, Illustrious-class escort carriers were initially intended to escort convoys or act as the flagships of patrol squadrons. This all changed when the Daisan appeared. Suddenly there was a massive demand by battle groups for these carriers and the fighters they came with. The Illustrious-class was up armed to deal with the Daisan threat, sporting six torpedo launchers and an absolutely obscene amount of point defenses. While it is able to launch its fighters conventionally, it also has a single FTL catapult for deploying its fighters further out for scouting purposes. Due to its cheap cost and ease to produce, Illustrious-class escort carriers have been built in massive numbers to help combat the Daisan threat and later fight in the Imperial civil war. It has a total carrying capacity of 112 fighters. It can also act as a sort of assault carrier, aiding in the transportation and deployment of ground forces for planetary invasions, in which case it would only carry half or even a quarter of its capacity in fighters.
Courageous-class Battlecruiser
Length: 468 meters Description: Designed to serve as “enhanced” heavy cruisers, the Courageous-class battlecruiser was originally outfitted with comparably weak armaments for a ship of its size. After the outbreak of hostilities with the Daisan it was refitted with some of the largest armaments ever used by the Imperial navy excluding spinal mounted weapons. More recent retrofits further enhanced the Courageous-class’s power source. These ships were fast, even for a battlecruiser, but possessed only a few heavy armaments in the form of particle beam cannons. A small hangar allows the Courageous-class to carry and service four fighters.
Invincible-class Battleship
Length: 602 meters Description: The Invincible-class battleship is something of an oddity in the Imperial navy as it tries to more evenly balance speed, armaments, and armor, even putting a slight emphasis on defensive capabilities. The Invincible-class’s spinal particle beam cannon has become somewhat iconic of its class and has proven to be invaluable in the few naval engagements that these battleships have participated in. Numerous other particle beam cannons and close-in-weapons systems makes this a very powerful warship. It was once said that the Invincible-class was the “most successful class of capital ship ever designed.” At first glance this may seem to be an accurate statement as no Invincible-class has been destroyed in battle; however all ships of this class that has participated in battle have been significantly damaged, especially in battles against the Daisan. There has also been complaints about the Invincible-class’s slow speed, in comparison to other Imperial warships, as well as its complete lack of fighter carrying capacity.
Audacious-class Carrier
Length: 732 meters Role: Fleet Carrier Description: In what some may say was a sign of desperation and others a stroke of genius, Imperial rebels repurposed several large cargo ships into fleet carriers. These ships are fragile, relying almost exclusively on shields and point defenses for protection, but carry an astounding amount of fighters. These ships can carry up to 300 fighters, although they can struggle to launch all of them quickly, and possess all the facilities needed to maintain those fighters.
Albion-class Interdictor
Length: 800 meters Role: Mobile FTL Inhibitor Description: A wise Imperial Admiral once asked the questions “What will stop my opponent from simply flying past me and once I’ve caught him, how do I prevent him from scurrying away into Hyperspace?” The Albion-class was the Empire’s answers to those questions. The Albion-class is a large ship, but while sporting fairly substantial armor, lacks in offensive armaments. All of its power capabilities expended giving it a large field through which it can detect and identify ships in FTL and deploy an FTL inhib field. The inhib field itself is not intended to pull ships out of FTL, although if an Albion-class is positioned correctly it can do that. Instead the field is intended to prevent enemies from fleeing and protect the fleet from incoming FTL weapons. Instead the Albion-class is equipped with specialized missiles that, upon explosion, release a very brief FTL inhib field that will pull any ship in either Hyperspace or slipspace back into plain space. The Albion-class is equipped with a specialized missile launch tube for launching these missiles as well as six torpedo launch tubes all of which are equipped with an FTL catapult.
Ground Forces
Manuever-Firepower Doctrine: The combat doctrine of the Imperial ground forces revolves around incapacitating the enemy’s decision making ability through shock and disruption. This doctrine revolves around punching through enemy lines, or outmaneuvering the enemy, in order to strike their command structures and logistical bases.
Black Shirts
Originally a paramilitary group, the black shirts aided Humanity United in its rise to power and is loyal only to the party. The black shirts are comparatively poorly trained and equipped, but make for it in having high morale. They are usually employed only in cities and act as police, military police, and, at times, basic infantry.
Imperial Infantry
The bread and butter of the IGF, Imperial infantry are well trained and decently well equipped soldiers. They are notable for being great marksmen. These soldiers are equipped with railguns, usually a semi-auto variant, and a monomolecular blade. Imperial Infantry are organized into sections of eight soldiers, which can be further divided into fire teams of four. Each fire team has one soldier equipped with a heavy weapon that can be anything from an LMG to an anti-armor rocket launcher.
Imperial Knights
These heavily armored soldiers serve as elite shock troops, focusing on breaking through enemy lines and destroying vital targets. Imperial knights are equipped with powered armor that are further enhanced by a personal energy shield and squire AI. These soldiers are stereotyped as using beam swords, but also make use of grenades, rockets, high rate of fire railguns, and just about anything else that will help them complete their missions.
Praetorian Guard:
Originally established as an organization tasked with protecting the Imperial parliament, the Praetorian guard’s role has expanded to protecting all high level government officials and the Imperial capital of Truica. They excel on the defense, but aren’t equipped or trained for offensive operations. While it is common for them to work alongside the Imperial Guard, the Praetorian Guard are neither part of the Imperial Guard nor required to follow the Imperial Guard’s orders.
Order of the Seraphim Knights
Known commonly as seraphim knights or simply the seraphim, the Knights of the Seraphim Order are effectively a special forces unit made iconic by their armor capable of sustained independent flight. They are trained to operate in any environment, be that in atmosphere or the void of space, but excel in supporting ground forces. They are commonly equipped with a plasma sword, long range railgun rifle, and array of support equipment depending on what their mission is.
Order of the Magi
The Order of the Magi was initially formed by the Emperor to serve as a proof of concept unit for the creation of psionic capable troops and to develop tactics to employ these troops. One hundred years later, after Humanity United seized power, the Order of Magi broke ties with the Imperial throne and declared itself a semi-autonomous order. The order now pursues a generally nationalistic, pro-humanity agenda.
Paladins of the Holy River
The Paladins of the Holy River are a religious military order dedicated to the spreading of life and the protection of living worlds. These soldiers are well equipped and trained, and considered some of the most experienced Imperial soldiers at combating the Daisan. Paladins are outfitted with powered armor equipped with a personal shield generator for defense. While armaments change between individual knights, each paladin can be expected to carry some kind of melee weapon, a sidearm, and a railgun into battle.
Imperial Guard
Tasked with protecting the Imperial family and Imperial Capital, Imperial guards are well trained and equipped, but typically serve a ceremonial role more than anything. They take orders from the Imperial family alone and are not technically even part of the IGF. Imperial guards are equipped with the highest quality infantry armor outside of powered armor, and even have personal shield generators. They possess large shields capable of emitting a directional shield as well for added protection.
Heavy Knight
Standing at four meters tall, Heavy knights act as both infantry and armor. Their heavy armor, equipped with shield generators, grants them the durability of conventional armor, while allowing them to retain much of the flexibility of conventional infantry. Most of the time heavy knights will be equipped with a particle beam cannon, although heavy anti-armor railguns are also common.
Heavy Imperial Guard
Imperial Guards outfitted with mechanized armor that stand at six meters tall, Heavy Imperial Guards are a more combat oriented version of the Imperial Guards. Like their infantry comrades, Heavy Imperial Guards are tasked with the protection of the Imperial family and Imperial capital world. Historically they have been tasked by the Emperor to oversee battles and act as elite soldiers on the battlefield, although this has fallen out of practice recently. The mechanized armor of Heavy Imperial Guards are equipped with a shield general, is capable of prolonged independent flight, and there are even some variants made specifically for use in the void of space. Like their lesser armored brothers, the shields these soldiers carry are capable of producing a direction shield for added protection. These soldiers are commonly equipped with a plasma sword and heavy particle beam rifle.
Tetrarch Tankette
The Tetrarch tankette is a tiny tank with a single person crew. Strictly speaking it is a tank-walker hybrid vehicle, capable of switching between the two modes during battle. It was designed to support infantry in combat and serve as a reconnaissance vehicle. Towards this end the Tetrarch tankette has good top speeds, acceleration, and agility. Its main cannon is capable of loading a variety of different types of rounds ranging from high explosive and armor piercing to shrapnel and EMP; it is important to note that even with armor piercing rounds the Tetrarch tankette struggles to pierce the armor of any vehicle larger than a light tank. On top of this the Tetrarch tankette’s armor is very thin, so much so that some of the larger infantry based rifles can pierce it given the right circumstances. The Tetrarch tankette is capable of being dropped into combat both from the air and orbit. Because of its drawbacks the Tetrarch tankette sees a lot of use in an auxiliary and logistics capacity instead of actual combat. Even so these vehicles excel in rough terrain and urban environments and should not be underestimated as they are a potent tool when used correctly.
Scorpion Light Hover Tank
The Scorpion light hover tank is small sized, thinly armored hover tank intended to serve as an armored reconnaissance vehicle, artillery observer, and skirmisher. Its main cannon is almost identical to the Tetrarch tankette’s and is capable of loading a variety of different types of rounds ranging from high explosive and armor piercing to shrapnel and EMP. Although the Scorpion possess superior armor to the Tetrarch, the Scorpion is also a much larger target. In addition to its main cannon the Scorpion has one anti-air missile and two anti-armor missiles.
Striker Anti-Air Artillery
The Striker is an old, almost ancient design, even so it has more than proven to be a highly reliable piece of equipment. Originally outfitted with ballistic flak guns, most modern Strikers have either railguns or particle beam cannons. The Striker excels at destroy hostile aircraft. More importantly some of the particle beam variants, when equipped to an outside power source and extra cooling systems, have been able to hit objects in low orbit, including both satellites and starships. In addition to destroying aircraft, the Striker is quite good at engaging infantry and can even fight head to head with light armor.
Chariot APC
The Chariot APC is a hover transport designed to carry two full squads into combat. These combat transports possess decent armor and speed. Their only armament is a heavy machine gun, meaning they can not engage other armor. Chariots also serve as logistics vehicles, carrying ammo or serving as a combat medical vehicle.
Crusader IFV
The Crusader IFV was designed to replace the Chariot as the Empire’s primary ground combat transport. While this certainly hasn’t occurred, due to a variety of issues, the Crusader is still a widely used vehicle in the army. The Crusader has two different variants: the Crusader IFV and the Crusader Tank Destroyer (picture above). The IFV variant is equipped with a railgun and can carry a squad of soldiers into combat. The tank destroyer variant sacrifices its ability to carry troops in exchange for a heavy particle beam cannon capable of destroying even the most heavily of armored vehicles. While reliable, the Crusader doesn’t handle rough terrain as well as the Chariot and, due to having wheels, is prone to be knocked out when moving out rough terrain.
Warrior Hover Tank
The Warrior tank serves as the Empire’s main battle tank. It is noted as possessing phenomenal mobility and firepower, but at the cost of armor. Typically, the Warrior is outfitted with a railgun for its main armament, however particle beam cannons are not uncommon. Because of its comparably light armor, the Warrior suffers in engagements where it is close to its foes. There have been known instances of light tanks or IFVs disabling or destroying a Warrior at close range. Despite this the Warrior excels at long range battles, where its superior cannon often times outranges those of contemporary main battle tanks and its comparably superior mobility allows it to better dodge incoming fire. Even with these comparative advantages the Warrior struggles against contemporary main battle tanks, especially in defensive engagements.
Conqueror Heavy Tank
The Conqueror is an old but reliable tank. The use of treads allows the Conqueror to keep a low profile, especially for a vehicle of its class, increasing survivability. These tanks possess one of the largest particle beam cannons in use by a ground vehicle and are more than capable of fighting one on one with any other tank currently in use; in fact battlefield experience has shown that in many situations fighting the Conqueror head on is suicide. Despite these strengths, or perhaps because of them, the Conqueror is extremely slow and vulnerable in the rear, making it easy for lighter tanks to swarm it. A high cost to produce also ensures that Conquerer numbers will also remain low.
Titan-class Planetary Assault Ship
The Titan-class planetary assault ship is a specialized warship designed to operate in any environment. Titan-class ships are roughly the size of the average corvette and can operate in space; however, they are designed primarily to function within a planet’s atmosphere. Their primary purpose is to transport troops and equipment to planetary battlegrounds and support those troops in battle. Titan-class ships possess a single heavy particle beam cannon, missile launchers, railguns, and a variety of point defense systems. In many ways Titans act simply as a premade bases or airfields, however they can also serve as a large scale transport or supply depot.
Aerospace Forces
There is no official aerospace branch of the Imperial military, instead the strike craft that would make up such a branch operate under the control of the Imperial Navy and Imperial Ground Forces.
TSF-6 Tempest
Role: Aerospace Interceptor Description: Originally designed to counter the Federation’s Phoenix fighter, the TSF-6 Tempest is a small fighter notable for its high agility and ability to perform well in both atmosphere and void. While decent in a dogfight, the Tempest distinctly lacked durability and firepower, thus wasn’t useful against full ships or even larger strike craft. Its original design called for it to help screen the fleet or ground forces from strike craft assault, which it did a decent job at. It possessed a single anti-fighter particle beam cannon and a single hardpoint that could be used to store either fuel or an anti-fighter missile. After the arrival of the Daisan it was quickly replaced and regulated to a role as an interceptor.
TSF-7 Hurricane
Role: Navy Multirole Fighter Description: Designed to replace the Tempest, the Hurricane is more durable and possesses more firepower while retaining much of the Tempest’s agility. It is outfitted with two anti-fighter particle beam cannons and three hardpoints. Two of the hardpoints can carry anti-fighter missiles or small bombs, while the center one is designed to carry an anti-ship torpedo or bomb.The Hurricane is capable of entering and exiting a planet’s atmosphere and providing close air support to troops on the ground.
TSF-8 Sabre
Role: Aerospace Multirole Fighter Description: Designed alongside the TSF-7 Hurricane, the Sabre was designed to ensure that the Empire maintained air and space supremacy around a planet. Its agility, speed, and reliability have made it a mainstay of the IGF and widely sought after by the Imperial planetary defense forces that have to deal with the threat of the Daisan. While intended primarily to operate within a planet’s atmosphere, the Sabre does have the capability to exit the atmosphere and operate in the void of space, although it lacks the endurance to go very far. Its armaments include two railguns and six missile hardpoints.
TSF-9 Swordbreaker
Role: Aerospace supremacy fighter Description: Designed from the ground up to utilize Squire AIs to their fullest extent, the TSF-9 Swordbreaker is considered a far superior fighter to the Hurricane and Sabre. First and foremost the Swordbreaker has far superior processing power than the Hurricane or Sabre, allowing for a much more powerful Squire. This greatly enhanced Squire grants its pilot even greater reflexes and battlespace awareness. The Swordbreaker also comes with modular internal bays that allow for easy upgrading and the installation of processing and Ewar modules to name a few. While not a durable fighter, it does come with a fairly weak shield generator. However it relies on its phenomenal agility which is so great that a limiter had to be placed on it so the fighter didn’t snap itself in half while operating in an atmosphere. The Swordbreaker has two forward facing particle beam cannons and two weaker rear facing particle beam cannons, all of which are gimbaled. It also has an interior bay that can hold four missiles. Each wing has two hardpoints that can carry a number of objects including anti-air missiles, bombs, fuel tanks, and particle beam cannons, and even extra zero point generators. A single reinforced hardpoint on the underside of the fuselage can carry a torpedo, heavy anti-ship particle beam cannon or two missiles. All of this comes at an incredibly high price, making the Swordbreaker a fighter reserved for the most elite of pilots. Interestingly the vast majority of those produced find themselves in the hands of Imperial rebels.
TRF-2A/V Stiletto
Role: Reconnaissance Fighter Description: The Stiletto is a specialized reconnaissance craft is packed with sophisticated sensors and can carry specialized reconnaissance missiles and sensor suites on its hardpoints. Not intended to partake in actual combat, it is lightly armed and armored. It has two variants: one of use in the void of space and one for planetary environments. The void variant is noted for being very fast, whereas the planetary variant is highly agile, but comparatively slow. Both variants have four hardpoints that are intended for recon missiles, but can be loaded with anti-fighter missiles or even unguided bombs if necessary. The void variant possesses a single anti-fighter particle beam cannon while the planetary variant has two anti-fighter railgun cannons.
TSA-3 Strike Sabre
Role: Close air support, Forward air controller, Bomber Description: Designed exclusively for use within an atmosphere, the Strike Sabre fighter is a close air support craft capable of attacking armored vehicles and tanks, and providing quick-action support against enemy ground forces. It can also direct other aircraft to provide air support to ground forces with a degree of accuracy they would be incapable of achieving on their own. The strike sabre is a very durable aircraft, capable of shrugging off blows that would down most other fighters. Its equipped with two railgun cannons and eight missile hardpoints.
TSA-4 Tornado
Role: Torpedo bomber, Strike Fighter, Close air support Description: The naval cousin of the Strike Sabre, the TSA-4 Tornado was designed first and foremost as a torpedo bomber. Its primary purpose is to close with the enemy fleet, launch its torpedoes, and then return to the fleet. Towards this end the Tornado was made with speed, above all else, in mind. Its four large engines ensures that it's one of the fastest craft in a fight. The Tornado is also capable of entering and exiting a planet’s atmosphere and, it's been noted to the surprise of many, its agility in an atmosphere approaches that of a dedicated fighter when it's hardpoints are empty. This has resulted in the Tornado being used in CAS missions when Strike Sabres are unavailable. The Tornado also has some ability to act as a fighter, although this is mostly in atmosphere and more of an act of last resort than anything else. The Tornado is armed with two particle beam cannons and four hardpoints, each capable of holding either a torpedo or two missiles/bombs.
TST-3 Kukri
Role: Gunship/Transport Description: The TST-3 Kukri is the workhorse of the Imperial military. It's the Empire’s main gunship and transport for all environments.There are two main variants of the Kurki, the gunship and transport. Both variants quite durable, although the gunship variant is certainly more so. The transport variant can carry up to three squads of soldiers into battle.
@SantosGabriel77 Awesome to have your interest! Just letting you that before posting the sheet itself in that reserved spot, to first finish it up here in the OOC, once that's done with, then you're set to post it up on the CS again. :)
Remade the whole sheet that's right! I got this feeling that a nation could not last long and be all about peace so remade the republic
The Great Republic of Oshela
General Information
Overview
(Introduce your civilization here in brief, preferably one or a few paragraphs. You can also have an info sheet here about your basic stats like population, government type and so on.)
You don't outright require to make these but they are fun so here's a good example.
Official Name: The Great Republic of Oshela Common Name: Oshela, Oshela Republic Government: Parliamentary Democracy Dominant Species: Makarian Human Capital: Oshela Prime, Makari System Population: 10,345.890.200 and increasing
History
225 years before the current events.......... The federation was not yet formed. A group of 3,000 led by Dave Oshera went south looking for a new home a new place to call their own. They found Makari they started colonizing...2 Planets were stripped of everything the rest were terraformed and suited to satisfy the needs of the people.The biggest planet was named Oshela in Dave's honor. They made contact with vir'laks 8 years later, Unique resources were found on the system traders started rushing to buy materials. The people made a republic based around the laws of freedom and peace.
The vir'laks allied with them the made contact with another species named the curen, Cat like people they are brave warriors and smart engineers.67 years later the population increased and because of prolonged exposure to the star of makari they evolved they became 2x stronger that normal humans they are now called 'Makari Humans' and years later the systems they own increased many planets colonized now as the Daisan Order expands its territory Oshela is in the brink of war.
Starmap Information
Galactic Location
(This is for the galaxy map with your location highlighted somehow. The galaxy is gigantic so even a small dot can mean a lot. Don't be discouraged by your size!)
Major Holdings
Oshela Prime: Capital of Oshera, 24% of the people here are vir'laks and curen.Littered with skyscrapers and machines, The heavily terraformed planet is nothing but a big city and the star of Oshela.
Catalim: The home of the curen species. And the 2nd biggest planet, Filled with military base and big shipyards, This is the trading capital of the republic. 35% of the population are humans and vir'laks.
Teren-5: Home of the vir'lak species filled with asteroid miners and shipyards, This is the main source of military equipment for the republic's navy.
Social Information
Demographics
Makari Humans
Due to prolonged exposure to the Makari star they became more stronger than a normal human being.
Vir'lak
The species skilled in piloting and mining, Vir'laks are the industrial species of the republic, Residing at dome like structures with 4 eyes and green skin.
Curen
The curen are hard working 'People' they look like cats thus gaining their name,'Curen'.
Society
There are three classes in the Oshelan society. The rich,The nobility and The commoner all classes are accepted in all planets rich nor commoner. The goverment values them all..
Government
Led by a chancellor the goverment has 3 branches. Homeland Defense,Natural Resources and Civil Affairs.Each has supervisor which represents the branches in the 'Oshelan Court' here they propose things they could add and other political matters system overseer also appears on the Oshela Court once a offer is at the table they talk about it then they will vote on what conditions about the terms.
Homeland Defense are connected to the police force and military, Natural resources are about asteroid mining and resources gathering and finally Civil Affairs are about dealing with problem within the planets.
Technological Information
Technology Overview
Due to high technology they are very advanced.
Major Techs
After 15 years of developing and researching holographic science the researchers of Oshela have developed holograms that looks like a normal person but can be easily identified due to the light being transmitted by the emmiter
The power of the Makari sun is high using this specialized pane they were able to harness the power as a powerful energy source.
Ah of course the classic forcefield but a little different Makari orgined forcefield are a little powerful but rumor has it that a specialized tune can penetrate it in seconds.
Classic laser weapons with mid damage and super fast fire rate.
Military Information
Military Overview
The power of the forces of Oshela is fair..High technology needs budget thankfully they due to rumors of the Daisan Order people bought tons of building materials from Oshela to protect themselves perhaps.Thus increasing the budget,According to calculations there are 10.000 ships in total under the command of Homeland Security Navy Division.
Space Forces
Hunter Class Cruiser with mid offensive measures
Royal Vanity Warship ]
Navy Doctrine: How does your navy operate in a general sense? What are the strategies and tactics commonly employed? What design philosophies are used and how are the affected by your country’s strategies. In short: what can we expect to see from your country’s navy? Bonus points if you give your doctrine a real name such as fleet-in-being.
Ground Forces
(Describe your ground forces, too. This is especially important in this RP since ground/planetary combat will enjoy a spotlight. So we do suggest you to take extra attention to this section.)
Ground Doctrine: How do your ground forces operate in a general sense? What are the strategies and tactics commonly employed? What design philosophies are used and how are the affected by your country’s strategies. In short: what can we expect to see from your country’s ground forces? Bonus points if you give your doctrine a real name such as human wave.
A republic ruled by a chancellor this republic may not have many systems under its name but it has hard working citizens.From humans to aliens the republic welcomes any sort of race known or unknown they are willing to trade with others and they are always looking for new allies.The military force of Oshela is fair.The republic has mid-priced starships due to lack of funds but the military force of Oshela can take on threats easily due to the strict trainings.
You don't outright require to make these but they are fun so here's a good example.
Official Name: The Great Republic of Oshela Common Name: Oshela Republic Government: Parliamentary Democracy Dominant Species: Humans Capital: Oshela Prime, Makari System Population: more than 10.000.000.000
History
Federation citizens left their homes to find a new place to live in.They found the Makari System they found a planet suitable enough it had potential the planet was so big that they can dig deep to make way for more homes.People who lived there made a small government 'Makari People' which traded many goods with traders coming from other systems it was peaceful.But sometimes peace is temporary
Civil war begun! Two groups the government and a full scale rebellion went to war...... It lasted for 11 months until one day a man named 'Dave Oshela' promised to bring peace he hosted a treaty on 'Makari Prime' later aliens named 'Vir'lak" appeared Dave got the idea to make a republic a government of peace...To be continued
Starmap Information
Galactic Location
(This is for the galaxy map with your location highlighted somehow. The galaxy is gigantic so even a small dot can mean a lot. Don't be discouraged by your size!)
Major Holdings
(This is kind of optional, you are given a chance to describe various places of interest. This can be a planet, star system or even entire star sector. Or even something else. Feel free to list them!)
Social Information
Demographics
(This is where you can describe the one or myriad of races inhabiting your glorious civilization. With multiple races you can also talk about demographics for real. What are your major races? Where do they live? And so on.)
Society
(Your unique civilization has unique society. What are the lives of your people be like? How are they thinking? Are there any social classes? Etc.)
Government
(Describe your government here in detail. If you use something generic or just feel like there isn't enough to say you can merge this with the Society section under "Government/Society" and describe both here.)
Technological Information
Technology Overview
(Describe your civilization's technology in general)
Major Techs
(Kinda optional section to describe your most important pieces of technology. If you think a simple overview above is enough, skip this.)
Industry
(Again, kinda optional. Do you wish to share with us how amazing your industry can be? This is the section for it! Major industrial methods, complexes and such can be also mentioned here.)
Military Information
Military Overview
(Describe your military in general. For a select few types of civs this might be alone enough.)
Space Forces
(Describe your space fleets in more detail. You can also list your important ship and other unit types but nobody is forcing you. But keep in mind, no Death Stars!) Navy Doctrine: How does your navy operate in a general sense? What are the strategies and tactics commonly employed? What design philosophies are used and how are the affected by your country’s strategies. In short: what can we expect to see from your country’s navy? Bonus points if you give your doctrine a real name such as fleet-in-being.
Ground Forces
(Describe your ground forces, too. This is especially important in this RP since ground/planetary combat will enjoy a spotlight. So we do suggest you to take extra attention to this section.)
Ground Doctrine: How do your ground forces operate in a general sense? What are the strategies and tactics commonly employed? What design philosophies are used and how are the affected by your country’s strategies. In short: what can we expect to see from your country’s ground forces? Bonus points if you give your doctrine a real name such as human wave.
Heyya, you should join the discord to talk with other players!
The Confederacy was formed after a massive galactic war nearly destroyed several systems. It was originally going to last for fifty years before dissolving back to their own civilization. However, the leaders decided that it was best if the Confederacy stayed permanently. Now that it has been fifty years since that terrible war, the Confederate Systems of Ethon (CSoE) is still rebuilding from the war. Their military and fleet were the first to be repaired and upgraded at the cost of delays on populated areas. They are nearly finished with the most populated and important areas of the CSoE.
You don't outright require to make these but they are fun so here's a good example.
Official Name: Confederate Systems of Ethon Common Name: Confederacy; CSoE Government: Confederal presidential constitutional republic Dominant Species: Humans Capital: Ethon Systems Owned: (Optional, mostly there for smaller multi-stellar civs to give us an impression of their size) Planets Owned: (Optional, has a similar role as the one above. Again, meaningless after a certain size.) Population: Fourty-three billion.
History
(This is where you can tell us the tale of your glorious empire! History sections are neat to offer plot bunnies for other players to incorporate about your civ. On the other hand we aren't forcing anyone to make this extra detailed. Just write down what you find necessary here. Oh, and if you happen to write mini novels please put it inside hider tags to not bloat up the entire page. Thank you!)
Starmap Information
Galactic Location
TBA
Major Holdings
Ethon: The capital of the Confederacy
Social Information
Demographics
(This is where you can describe the one or myriad of races inhabiting your glorious civilization. With multiple races you can also talk about demographics for real. What are your major races? Where do they live? And so on.)
Society
(Your unique civilization has unique society. What are the lives of your people be like? How are they thinking? Are there any social classes? Etc.)
Government
(Describe your government here in detail. If you use something generic or just feel like there isn't enough to say you can merge this with the Society section under "Government/Society" and describe both here.)
Technological Information
Technology Overview
(Describe your civilization's technology in general)
Major Techs
(Kinda optional section to describe your most important pieces of technology. If you think a simple overview above is enough, skip this.)
Industry
(Again, kinda optional. Do you wish to share with us how amazing your industry can be? This is the section for it! Major industrial methods, complexes and such can be also mentioned here.)
Military Information
Military Overview
(Describe your military in general. For a select few types of civs this might be alone enough.)
Space Forces
(Describe your space fleets in more detail. You can also list your important ship and other unit types but nobody is forcing you. But keep in mind, no Death Stars!) Navy Doctrine: How does your navy operate in a general sense? What are the strategies and tactics commonly employed? What design philosophies are used and how are the affected by your country’s strategies. In short: what can we expect to see from your country’s navy? Bonus points if you give your doctrine a real name such as fleet-in-being.
Ground Forces
(Describe your ground forces, too. This is especially important in this RP since ground/planetary combat will enjoy a spotlight. So we do suggest you to take extra attention to this section.)
Ground Doctrine: How do your ground forces operate in a general sense? What are the strategies and tactics commonly employed? What design philosophies are used and how are the affected by your country’s strategies. In short: what can we expect to see from your country’s ground forces? Bonus points if you give your doctrine a real name such as human wave.
Alright, here we go. Not my most organized CS but I hope I got the job done. Ready for review.
Kingdom of Amucia
General Information
Overview
The Kingdom of Amucia is notorious for strong ethno-nationalism, rapid breeding, vast cities and even more vast farmland. Their borders tightly controlled to make sure nothing gets through without permission, with Amucians rarely knowing much of what happens beyond their nation unless it spins the Kingdom in a positive light. Colonization is heavily supported due to the overpopulated and densely packed nature of Amucian cities, as well as how quickly them become so thanks to the swift population growth. Almost all colonies are located on cold, vegetated planets, minus a few mining colonies in a distant asteroid or on a desert world. Colonies also receive much more freedom from the government's control and gives farmers the right to make or buy guns and ammo.
Official Name: The Kingdom of Amucia Common Name: Amucian Kingdom, Amucia Government: Monarchy Dominant Species: Amucians Capital: Amucia Systems Owned: The Important ones are; Amucia, Habda, Bersdun, The Stretch and Grasslands. Planets Owned: Important ones: Amucia & Dresel (Amucia), Habda, Bersdun, Ursa 1 and Ursa 2 (Grasslands) Population: Estimates are around 30 Billion and increasing.
History
The Kingdom's founding was not a convetional political victory.
A ceaseless war. After a forever of being confronted by numerous foes, the remains of a great nation had been burned to the ground. In these times a nobleman had risen with an idea not too uncommon with history, one he met with great success. A ethno-nationalist society built around the Amucian people was presented, at the time it was nothing more than another rabble of terrorists who sought to subvert the norm. Little was it known by both these fighters and the remaining citizens that this ideology would catch on with ease, with the mere wars over territory evolving into the survival of a species, or so was claimed.
In the end, they had won over the majority of the Amucian population, especially as every territory claimed would offer a unusually optimistic fervor about the future. Once victory had been achieved and control of the territories wrangled over, those considered unfit for survival in the new age were executed en mass or forced into distant mountains or thick swampland. The nobleman who had been commanding these forces swiftly crowning himself as king, finding his old mansion on his homeworld fit to be refitted into a palace. A century on, past a population boom, rewriting of history, two other kings and a leap in technology, the Amucian Kingdom sits in silence, watching the borders with a long standing hatred for those beyond.
Starmap Information
Galactic Location
N/A, map in OOC.
Major Holdings
Amucia & Dresel
A place of cities so densely packed and active that it is increasingly rare to find a empty street. Both planets share their rarity in wildlife or natural environments, nearly everything having been touched by the Amucians at one point or replaced by buildings entirely. They are the beating heart of the Kingdom, bustling with activity as ships never cease in their deliveries from the furthest colonies to the closest continents. It is truly a place of awe, especially with the structures dating back thousands of years still standing tall, as if time itself wouldn't dare touch them.
Habda
While seeming nothing more than a farm world with a minimal population, the reality is always more important. Science facilities built deep into the ice cold mountains have personnel working consistently to bring about something new to support the kingdom's efforts in expansion and colonization. While their efforts are done with much dedication and plenty of seeming unsolvable challenges being prodded, results are more often noting more then a too small of a solution to a gigantic problem. Nonetheless, research continues...
The Grasslands
Ursa 1 and Ursa 2
The planets weren't named or originally colonized by the Amucians- but after removing the previous populace, they treat it as if it were their own. With a eagerness to utilize nature to their advantage, the untamed lands of both planets are utilized to produce much of the food needed to keep the Kingdom alive. The Grasslands are the second most important system in the entire territory, the navy having a strong presence with constant patrols. If both worlds were to fall, it'd have nearly apocalyptic consequences instantly for the entire Kingdom itself, never mind a year into the future.
Social Information
Demographics
Amucians are humanoid- two ears, eyes, legs, feet, arms and hands.
The average Amucian is around 6'0ft, with a snout and two pointy ears as well as a thin layer of fur covering their flesh. The color of their eyes are a blue or brown, with any human-like hair being either blonde or brown and fur being largely lightish-tan, brown, a mix of both or pure white. These colors can darken over time if Amucians are exposed to the sun long enough, much like humans tanning. Those genetically modified have access to red, purple and green eyes, as well as a slightly different lighter/darker tone in fur. Females and males are both similar to humans as well, including internal organs. Despite what could be implied from appearance, they do not seem harbor little or zero relation to animals.
The demographics ethno-state is majority Amucian, near one-hundred percent. The only aliens holding back that 100% are those who either had ancestors originally live on the planet and by Amucian law, have the right to remain settled without citizenship, or those who are enslaved and work in prisons, mines, farms and factories.
Society
The Amucians are a very species-focused society, finding unity and beauty in their physical similarities to each other. This focus on looks is incorporated into their relations with other races, Amucian hostility assuredly apart of their stereotype. Though aliens do exist to a degree, they are either forced to work or kept in tiny reservations that are purposefully constricting them of resources and then naturally, forcing them to leave. It isn't uncommon in the Kingdom to have a paranoia for potential "intruders" who have bypassed the border. If the navy have been watching out for anything these past decades, it has indeed been these alien intruders.
For the average Amucian life is nothing more then work towards a greater goal in mind. In this case, united, they all work towards a bigger, stronger, safer and better Amucia, but individually they're quite the people with ulterior motives in mind. From the lowest menial workers to the noblemen, all suffer from their obsessive need to climb the ladder of progress by any means. Accusations of sabotage are common the higher you find yourself, a few deaths abound eventually. Despite these actions there is very little issues between Amucians, the acts of sabotage having been merged too well with culture itself.
Though this group-minded culture has even made situations in the military dire. The navy is treated as a distant cousin in contrast with ground forces, where all the naval personnel must rely on themselves first to get anywhere alive. Meanwhile the generals keep their bloated army budget, unwilling to cooperate with admirals on the merest of things while extra resources get dumped to the ground forces, who will continue to stockpile endlessly.
Militarism is rampant as one could imagine, with soldiers taking a regular place among civilians in day-to-day life. The military itself is unsurprisingly worshiped and seen as a viable long term job opportunity for males. Women are regulated to a housewife role, though they undoubtedly take place as workers in both urban and rural life if beneficial. Rural life is a whole other category- to be living on a farm to deal with alien wildlife running amok and possibly killing family, or deadly unknown diseases coming by wind. Those who have lived outside of major cities are almost considered a whole ethnicity in of themselves with how generations have passed, adapting to the wilderness over time and easing into the dangerous lifestyle.
Government
The entire nation's fate is decided by a king, what they decree being the most important in all of the Amucian society. Being given the status of King is no mere act of nepotism either- there is an entire complex bloodline dedicated to maintaining a heir to the throne once the leader dies. In cases of peace (as it has been) these relatives- no matter how distant or close -will fight in a multitude of ways to make their claim to be the closest to the throne. Once the King falls, those with the most influence and ties to the recently deceased leader will make their claim to the title of King. This system is purely patriarchal, the title confined to a male only.
Technological Information
Technology Overview
In comparison to civilizations with shields, lasers, cloning technology and advanced robotics, Amucia is very primitive indeed.
If anything, Amucia represents a mid-1900s with the ability to utilize exoskeletons, a slight amount of genetic engineering and obviously, spaceships. Certainly their civilian technology has upgraded as well, but people still follow a very specific routine relating to outside work, with little artificial help and still reliant on factories being manned by people over being controlled by robots. Almost all vehicles are still pinned to the ground, using tracks and wheels in order to get around environments. A odd combination of old and new, with a lot of the new stuck with the military.
Genetic engineering and exoskeletons are perhaps the most advanced technology, with genetic engineering being a (mostly) civilian appliance. Even then, it is confined by laws- the best one could do is modify certain colors of their body to a slight degree. Exoskeletons meanwhile are the embodiment of the military might, with soldiers in the Army equipped with exoskeletons with metal plating attached, bulky, but able to handle any spare weight added.
Then, there is the borderline technological apartheid with the those below the middle class and the Militia. Those too poor to afford genetic engineering can be seen with inferiority, unable to "Perfect the Amucian form." as some nobles have put it. Hatred against other Amucians over purity is a taboo- but like all taboos, there are those who embrace it with an unwavering mind. And then there is the Militia who unlike most of the military, don't get exoskeletons or advanced weapons. Instead, they wear mere flak jackets and run about with conventional guns that have little worth to a armored target.
Industry
Products are primarily man-made, with factories lacking the help of robot workers. Instead, entire city blocks can be placed under the employ of a single factory owner, who'll have vast complexes dedicated to the production of products that the workers themselves will buy or use in their lives. It isn't a perfect system, but with the propaganda constantly fed through the system to tell people to work for their race first, their individual lives second, the factory workers have been able to work at a decent enough rate with total obedience. And as the population grows, more factories are made with more exploration into the wilderness, utilizing fresh resources to make something new for the next generation. Production has remained high with issues few in number, despite the reliance on maintaining a growing and youthful population.
Military Information
Space Forces
Ships can be placed in three categories:
Escorts Thin hulls, large cannons, nothing more than a mere frigate in size.
To be a crewman of an escort is to embrace the title of cannon fodder and understand expendability. This doesn't just apply to how the ships are utilized in combat- serving aboard one of these vessels isn't an experience worth having, with the pay being absolutely low, numerous hazards that threaten to kill, a constant lack of the intelligent or skilled and having to learn how to be resourceful with your own supplies. Many find themselves often stuck with this job forever, unable to garner enough money to truly retire as much of their income must be spent on repairing their own ship in any drydock, civilian or military. Those old enough to be considered unfit for service often aren't let go by a crew if they wish to stay around, despite any disadvantages it may bring, for those who know the ship like home often know much more then any designer of this class of vessel.
It isn't without benefit however, those who serve aboard these ships- be it the marines stationed aboard, crewmen doing the day-to-day jobs or officers trying to deal with logistics, they all have a brotherly bond due to the demanding nature of being the cannon fodder of the navy. If anything holds true to the Amucian military as a whole, the most experienced will often be found in the worst positions.
Dreadnoughts Bizzarely, frigates armed with large cannons is all there really is combat-wise, aside from these glass cannons.
There are only a total of 5 dreadnoughts in service. Amucia's Hand The Flawless Thunderstrike Destroyer G-013 (Gamma)
Even with their limited number, only two have every been active at the same time. The expenses of keeping even one of these ships hovering doesn't make the taxed populous any happier, so most of the time all of these ships are sitting in a drydock waiting to be cleaned up and used for war.
When one of these monsters end up floating (if they ever do) they're a disturbing sight. Gigantic enough to be a nightmarish logistical mess, but with enough firepower to make up for it when a threat comes knocking. These ships are armed with three mighty frontal cannons, rows of turrets on left and right side of the hull, as well as a hangar and numerous missiles. It doesn't lack in the electronic warfare department either, with even the most abandoned and inactive ships being regularly updated and given upgrades to their technology. They also serve as transport, capable of carrying a small unit of soldiers with enough supplies to keep a moderate skirmish going for a week. Their hulls are thicker then a frigate for sure, but they barely keep a hull breach away.
Transports
The most important class out of the entire navy and what the entire doctrine revolves around. Due to the navy lacking any variety or actual chance of winning, victory seems only achievable by ground.
Transports are the blood of the navy, there is no purpose of a war without transports doing something. Either carrying troops for an invasion, critical supplies for a world under siege or providing room for scavenged material post-battle. Without these large boxy ships, there'd be no point for the Amucians to have a navy in the first place. They're the only vessels with a hull worthy of holding itself up against a few rounds, but their only useful weapon is the large crew. Boarding enemy vessels is the most common form of counter attack.
Navy Doctrine: Due to the lack of experience and how horribly unorganized most of the navy is, a doctrine is non-existent. The most common form of attack is just sheer unfocused brute force, unloading all the ammunition they can into an enemy before their ship blows up. It isn't smart, but it has worked against the stray ship drifting in space.
Ground Forces
There are a variety of units and branches that can be described in thorough detail. Due to the bloated budget of the ground forces, they have more then ample supply of both manpower and equipment.
Conventional The standard military is what could be expected out of any. Armored personnel carriers, heavy tanks, bombers, fighters, footsoldiers, etc. It isn't a very outlandish, or unique aside from the infantry utilizing exoskeletons. There are a diverse range of powerful weapons for infantry as well, though their power comes out of their capabilities to eliminate targets through sheer force. When compared to lasers, shielding and the alike, a lot of Amucian technology can seem primitive. Training is quite the same- it spans years, but compared to those with the experience of fighting many empires or rebellions, the military is lacks the ability to keep up. Perhaps the only benefit is the average soldiers' obedience and loyalty to Amucia, which is only instilled through the culture's prioritization of species first.
The planetary garrisons do make a standout however- not in a good way. The Militia as they're known are the planetary garrison of each world. They're armed with mere flak jackets, primitive (to Amucian standards) weapons and have incredibly bad organization, their large numbers not helping. Despite all that can happen and the specialized responses that are needed against such happenings, the Militia always find themselves to be the first to go in if its an option. Their purpose is merely to keep planets under control, nothing more.
Government Organizations, Special Agents, Honor Guard Secrets are plentiful and dangerous, so there must be those that are quite the same. The unconventional and mysterious, these are as expected as well. Clad in black uniforms or dressed in heavy armor that hides their identities behind a layer of thick protective metal. It is not common for them to be deployed, though when they are it is entirely normal to assume something has gone awry.
Ground Doctrine: Mass infantry and guerrilla warfare, making the enemy lose through attrition and striking at key targets. There is a degree of combined arms- such as a reliance on heavily armored vehicles to escort convoys, or spacecraft to clear the skies of threats -but almost all work is expected to be started and finished by infantry.