Welcome to A Galaxy Divided! The year is 3575 and life has blossomed across the cosmos. The center of the galaxy is ruled by the Galactic Empire, a consortium of nobles, megacorporations, and client states all beholden to Emperor Arctan IV. Technically the head of the Galactic Empire, Arctan IV is at odds with his vassals eager to expand their own power and foreign powers ready to topple him. Play as an imperial faction and choose a side in the inevitable civil war or become an exterior power and prey on the fallen empire. The choice is yours.
(Placeholder- A map is going here once it's done) This is the Galactic Map, every known faction is represented here by hexes of their own color. Blue- Galactic Empire, Arctan IV
Rules: 1. After two weeks of inactivity your empire becomes vulnerable, able to be attacked and destroyed without your intervention. This is to make sure the NRP doesn't die if one person drops. 2. No planet killing weapons from the start. They can be researched and built later on but nobody starts with them.
Combat is decided between the involved parties and the GM.
I'm still in the process of building a good post zero so if you're interested in joining, ask here, or go to our Discord. Discord: discord.gg/wCD7XhG
@Corax Far as I am aware there is no limit in place so we are potentially always recruiting (at least till the official 'start' of this thing) and most in the discord are still working on their sheet. join the discord if you are interested.
It isn't quite finished but hopefully this gives you an idea of what I'm going for
The Sinnsyk Star Network
Imperial/Non Imperial: The Star Network profits from chaos, and will side with whatever side will keep the chaos going. Ideology/Political System: The Star Network is a criminal regime, set up by warlords from beyond the reach of Imperial law.
Population Demographics: Estimated 65,000,000,000 Technological level/Unique technologies: Currently controlled important planets: Sinnsyk - 9 billion - The Network's founding planet, Sinnsyk occupies the same niche in its solar system as Earth does ours. Fertile soil, warm temperatures and a naturally breathable atmosphere made this a prime piece of real estate. Originally, Sinnsyk was colonised by a company looking for somewhere to hide all its dirty money, as colonising a planet was the perfect money-laundering scheme. When the company was caught, its assets were seized. The colony was sold off to another company, but the people there declared their independence, and have been fighting against the Empire ever since.
Luo - 20 billion - _TBC
Akadia - 11 billion - Once upon a time, Akadia was a refuge for fleeing refugees escaping purges and pogroms. Fear of reprisal created a suspicious, paranoid culture that slowly warped the planet from a peaceful sanctuary to an authoritarian police state. Their membership in the Network came about due to a mutual hatred of the empire, and they remain the source of its most ardent fighters.
Kide - 3 billion - Kide is still young. Its surface has not fully solidified, the atmosphere is full of toxic gas and it hosts only simple single-celled organisms that have just begun the process of photosynthesis, so its entire population lives on space stations orbiting the planet. These features would normally disqualify a planet from positions of importance, but Kide is rich in ores, minerals and crystals, and the money it brings in to the Network more than makes up for its tiny population
Meri - 7 billion - Meri was passed up by colonisers for being too far away from other, more central planets. It has a breathable atmosphere, is warm enough to support human life and has a thriving ecosystem. However, Meri is also 90% surface water, which made it prohibitively expensive for a corporation considering how distant it was to other civilised worlds. The Network, of course, didn't have this problem, and occupies the great cities that float on this planet's vast oceans.
Vantage - 9 billion - Vantage is a rogue planet. Rather than orbit around a star, it floats off on its own in the cold darkness of space. Lacking a star for heat, it stays occupied through a series of domed cities that generate and trap heat and oxygen.
Hel - 6 billion - An ironically named little planet, Hel is an iceball sitting just outside the Goldilocks Zone of its solar system. A mega-corporation tried to colonise it once, but when they realised they weren't going to turn a profit on it, they abandoned the people there to freeze. They still haven't forgiven their betrayal.
Military Strength: Estimated 325,000,000 Military roster:
Territorial Claims:
(Awaiting Map)
Species: The Network was founded by, and mostly consists of, regular human beings.
Population: 65,000,000,000 non-members are under direct Network control. An estimated 325,000,000 members.
Culture: What can be said about the Sinnsyk Star Network? It is a spectre, a ghost that haunts government officials the way the boogeyman haunts misbehaving children. Most have heard it's name, but few can say they have ever come in contact with the organisation directly. The Network certainly seems active. It's practically a cliche that every time there's a terrorist attack or a violent insurrection for someone to blame it on Network meddling, to the point that plenty of people don't even believe the Network exists. In the eyes of a the public, "the attackers were connected to the Sinnsyk Star Network" is just shorthand for "we don't know who caused this and we refuse to acknowledge our own failings".
The Network, of course, does exist.
To prove they exists, you don't need any high-profile leaders giving their confessions, nor do you need to see ships emblazoned with their sigil handing out weapons to rebels. You just need to go into the poorest regions, and you'll see the scars of their influence. Pallid, sickly addicts with bags under their eyes living in bullet-hole ridden slums in areas dominated by gang violence; that is their doing.
The Network thrives on unrest and chaos, and will go to great lengths to keep the uncertainty going in order to suck the money out of the poor suckers they affect. To this end, they will partner up with anyone who gives the legitimate government the side-eyes. They'll back fascists on Venus and communists on Mars, sell bombs to anarchists and guns to monarchists. Chaos is their best friend, and stability their worst enemy. Nothing will drain their influence like a stable government with few enemies; thankfully for them, those seem to be few and far between.
There is one more thing, something that puts the Network head and shoulders above any of its competitors; the Network is extremely proud and well-organised. A local meth-head's product is rife with impurities and a regional arms-dealer is flakey and unreliable, but the Network's stuff is of the highest quality and arrives exactly when it is expected to. Their reputation for quality is doubtlessly what has allowed them to get ahead of their rivals, but has come with the hefty premium that you would expect from a high quality product.
Today, the Network remains one of the biggest threats to Galactic stability out there, and it's pacification will be necessary before the galaxy knows peace. Whether it can be befriended permanently remains to be seen, but if it can't, any future conqueror will have to dismantle it.
Government: Information on the leadership of the Network is scarce. The exact chain-of-command is unknown to those outside the Network, and what information is available is sketchy at best.
What is known is that the Network is highly decentralised, with regional leaders having
History:
(TBC)
Economy: A criminal syndicate like the Network has its place in the Empire's economy, albeit one that few would admit to interacting with openly. One would be hard pressed to find a black market in the Empire that didn't have the Network's sticky little paws all over it. They work in all sectors; guns, drugs, whores, hitmen, forged papers, money laundering, illegal robotics, back-alley doctors and harvested organs all feed the Network's finances. Counter-intuitively, the more contraband there is and the harsher the laws for carrying it, the more money the Network is able to make. No act is too depraved, no law to harsh and no crime too far. If it's against the law, you can guarantee the Network is doing it. They leech from the economies of more legitimate nations like a parasite, and the more unrest there is, the more they can drain.
The two biggest sources of Network income have to be two of their most heinous crimes: drugs and people.
Tetroin-6c, commonly known as "Panda", is an exceedingly rare and potent chemical, and it's presence is as close to a guarantee of Network activity as you can get. It is odourless, tasteless, clear and looks no different from regular water in its liquid form, making it easy to smuggle. It is the bane of any drug agent and it alone makes the Network a fortune. Outside of Panda, the Network sells other more common drugs, both illegal and medicinal, which provides the day-to-day gains to the Network's finances
A far less common, but far more profitable crime is people-smuggling. The Network doesn't care who you are, or what you want. You could be a fugitive fleeing from the law, an impoverished worker looking for a better life, or even a repressed minority escaping a pogrom; the Network aids all who can pay. For those in truly dire straits who don't have the money for the trip, the Network will take them to their own labour camps.
Army: On the surface, it doesn't look like the Network has an army. What it does have are thugs. Lots and lots and lots of thugs. Unlike professional soldiers, these witless gadabouts don't need a garrison, 6 months of rigorous training and a steady chain of command, they just need a gun and a grudge against authority. Many of them don't even need direct commands to be effective - after being introduced to several of their fellow wastrels, a small cache of weapons and bombs, and the promise that they can keep whatever loot they take, these budding recruits are happy to form their own terrorist cells and street gangs, only tangentially related to the main body of the Network.
But sometimes, a more surgical approach is necessary. Drowning your foe under a tide of disgruntled youths with something to prove is certainly effective, but they aren't always willing or capable enough to hit the really important targets. For these more delicate affairs, the Network retains an elite force known as the Black Legion. The Black Legion is not an army. Not even close. They are far too small and their training too unconventional to make them typical front-line infantry troops. Rather, the Black Legion can be compared to the special forces of other nations, trained in covert operations and unconventional styles of warfare, appearing as if from nowhere to strike at the most vulnerable parts of the enemy war machine, before disappearing without a trace. They are highly skilled, but completely untrained for regular combat, and are no replacement to regular infantry, which the Network seriously lacks.
Finally, no good criminal syndicate would be complete without a gang of mercenaries at its beck and call. The Network rarely hires mercs of its own volition, finding them too pricey for a gang dedicated to making money, but is more than happy to introduce them to their allies for a price.
▼ R A C E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Foundry Shells: 1,920 Automated Foundry Units: 19,600,000,000 Total: 19,600,001,920
F O U N D R Y S H E L L S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Built for one specified role, or a variety of jobs, the Foundry Shells serve as a body for those that are converted by the Foundry. These units are almost always Military, but some are Civilian classes. These shells can perform a variety of tasks a normal humanoid cannot. Rather than food and water to keep them sustained, these units run only on power, and must be repaired from time to time. They also have stronger durability, can have augments and attachments installed much easier than a normal biological body, and are stronger, faster, and do not experience signs of fatigue, tiredness, mental effects such as headaches, and can even enable or disable pain. Best of all, if a Foundry shell is put offline or is beyond functionality, the person's consciousness inhabiting the shell will be sent to the core and then to a new connected shell that is currently empty. In this way, those within a Foundry shell are immortal. However, they are disillusioned by images and false thoughts and sounds to make them believe what they are seeing is an enemy. So a shell can be shown that innocent civilians are threats that must be taken down or imprisoned. Other times, Foundry shells that realize or find out what they are doing is wrong, they are put into a coma-like sleep while an Automated Foundry Unit takes the original person's place, until the consciousness can be moved into a Service Frame.
Foundry shells have coolant, rather than blood. Coolant is a light blue fluid that is quite cold. Coolant keeps the shell's body cool to make sure the shell's systems don't overheat. A coolant pump is used like a heart. It pumps the coolant around the shell's body and cools down the coolant again so it may be used consistently.
A U T O M A T E D F O U N D R Y U N I T ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Like Foundry shells, the Automated Foundry Unit is a shell that has been given an Automated unit to operate it. These units are disposable and are easy to replace. These units can be hacked, hijacked, or reprogrammed however, so all shells have a special self-destruct sequence in them. When the shell detects corrupted or unknown encrypted files being added into their systems, they self-destruct. They also do this when they are destroyed beyond useful functionality, to make sure the tech doesn't fall into enemy hands. Any bodies left without self-destructing are cleaned up after a battle. Making sure the tech isn’t used by anyone but the Foundry is a top priority.
Automated Foundry Units are not just military, but they make up the entire workforce of the Foundry. Even the factories are automated by these units.
Military Power: Power: 20,000 Armies: 1
Fleet Power: Power: 0 Fleets: 0
▼ C I V I L I A N C L A S S E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Foundry Worker Class Unit (WCU):
These small worker classes are used to perform basic workforce tasks such as transport goods, civilians, or materials. Harvest resources, build structures, construct or repair other units, e.g.
Foundry Civilian Class Pilot Unit (CCPU):
These basic Pilots are programmed with the most basic Piloting skills and are directed to pilot small vessels such as Civilian transports, Cargo transports, and other shuttles.
Foundry Worker Class Cargo Unit (WCCU):
A basic and simple worker designated to haul, carry, and load cargo from point A to point B. They are all AI’s, and have simple but impressive automated pathfinding, coordination, and cargo preservation programming. They have a form of self preservation program, but only if it is carrying cargo, and if the cargo route is at risk.
Foundry Civilian Class Operator (CCO):
The CCO is a Civilian class set to operate specific machines such as fabricators, factories, systems, interfaces, terminals, e.g. It is rare but possible for a CCO to be found piloting civilian class vehicles.
Foundry Civilian Frame (CF):
A CF is a frame used only by Conscious beings that have been integrated through assimilation willingly. The main reason most Civilians would want this is because CF’s need no food or sleep, and can survive in almost any environment, even vacuum.
Foundry Service Frame (SF):
A SF is a frame used by Conscious beings who have debt to pay off. They are put into a virtual simulation where they control the Service Frame. There, they work off their debt through labor. SF’s can be controlled almost anywhere in the galaxy away from the pilot. The SF has no ability to speak. Disobedient SF pilots will be given real world punishment such as body shocks or pain.
▼ M I L I T A R Y C L A S S E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Foundry Standard Class Infantry Unit (SCIU):
The SCIU is a standard infantry unit of the Foundry military. Built with cheap materials and armed with poor weapons and disposable equipment, these units make up for their poor damage and armour with numbers. Thousands upon thousands are given to Foundry armies to support them with a swarm of firepower on the battlefield. These units are also lightweight and easy to maintain, meaning their upkeep and costs are very low, and they can move quickly across a battlefield. No army is an army without an SCIU squad.
Foundry Service Class Infantry Unit (SeCI):
SeCI’s are Units controlled by conscious beings forced into service as slaves, or people with debt to pay off. Like the SF, the controller is locked into a virtual reality headset and forced to do actions in their SeCI’s to help with war efforts. The frames are given laz pistols, laz rifles, or laz submachine guns.
Foundry Infantry Unit (IU):
The IU is a stronger version of the SCIU. Armed a little bit better, and some given Anti-heavy/Anti-Vehicle weapons too, while also given slightly better armour and built a bit sturdier than the SCIU, these units are common, but not as abundant as the SCIU. They can also be found piloting stolen civilian class vehicles or enemy vehicles they hijack.
Foundry Heavy Infantry Unit (HIU):
The HIU is a larger and tougher unit, equipped with R9 - 13 Copper Tier Railguns, and B17 Laz Assault Rifles. The thicker armour of the HIU makes them a tough enemy to kill in melee combat, but a bit easier with guns and Anti-Tank class weapons. HIU’s tend to support Artillery squads, High value units, or accompany larger vehicles and mechs as bodyguards. They may also be involved with breacher teams and heavy class assaults to deal more damage.
Foundry Elite Infantry Unit (EIU):
The EIU is a much stronger version of the IU. It is a mix of the HIU, IU, SCIU, and BIU. They are exceptionally expensive, but are mobile, strong, durable, smart, powerful, and fast. Able to scale with mechs and even the best trained soldiers. Their pilots are almost instantly trained with programming and memory programs, almost entirely cutting off training time.
Foundry Breacher Infantry Unit (BIU):
The BIU was built to breach enemy lines and fortifications and deal as much damage as possible during these suicide missions. They are accompanied by EIU’s and HIU’s occasionally. They tend to stick with or load inside of fast vehicles such as AIT’s, AMT’s, or AiIT’s.
Foundry Sniper Infantry Unit (SnIU):
The SnIU is an infantry class with a Sniper class or Railgun class weapon. They are their own squads, or may accompany Artillery squads, Spec-Ops squads, or High value escorts. They may also be found guarding High value assets such as locations, camps, or vehicles.
Foundry Command Unit (CmU):
CmU’s are units that keep command and control of a battlefield. They set up small camps or go straight into the battlefield. They develop advanced tactics and strategy, while learning from the enemy and using the best possible counter on everything the enemy has. They call in reinforcements, build up fortifications, and order units to do its bidding in the name of Directive 24 and the Core. Although rare, CmU’s can also be Conscious beings too. Given enough trust, loyalty, and ranking, a Conscious can become a CmU, leading squads up to entire armies and divisions.
▼ W E A P O N I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Name: R1 Copper Tier Laz Pistol
A common weapon used by all forms of Standard Infantry. These are cheap and effective anti-armour weapons with medium-long range capability. Military only.
▼ W E A P O N I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Name: F27 Copper Tier Laz Railgun
A common weapon used by Anti-Infantry Ground forces. Weak against tanks and long range enemies, but powerful against infantry at close quarters. Military Only.
▼ W E A P O N I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Name: M18 Gold Tier Laz Sniper Rifle
Used by Spec-ops and Sniper Infantry, these snipers are used for taking out High Value Targets from a distance, or as an Anti-Tank infantry, as each pulse is enough to pierce through 15 inches of Plated Titanium and still have enough charge to vaporize a target's chest. Military Only.
▼ W E A P O N I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Name: R31 Silver Tier Laz Chaingun
Due to its size and weight, the R31 Laz Chaingun can only be mounted on Light or Heavy Mechs. The firepower the R31 Laz Chaingun provides is difficult to match, while its weight and size makes it impossible for standard enemy infantry to carry, unless they are abnormally large or piloting some form of Mech.
▼ W E A P O N I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Name: H26 Gold Tier Heavy Laz Cannon
Variants: H26 Iron Tier Heavy Laz Cannon (Stats x1.2), H26 Steel Tier Heavy Laz Cannon (Stats x1.5), H26 Platinum Tier Heavy Laz Cannon (Stats x2)
Used only and exclusively on Mechs, The only models that can use these formidable cannons are H26 Mechs, H25 Mechs, and R26 Dropsuits. The cannon is attached to the arms of these mechs. They can and will not operate without the specified Laz Core Coolant Suppression System (LCCSS) within the H26, H25, and R26. Otherwise the first shot the Cannon makes will cause it to overload and destroys itself and most likely the user. The cannon itself is formidable and even up to scale with V81 Platinum Tier Cannons and railguns. Firing normally, these cannons can pierce through 20 inches of Titanium plating, and with overcharge, can peirce through 40 inches of Titanium.
▼ W E A P O N I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Name: I191 Steel Tier Ion Railgun
Used only by Titan classes, the I191 Ion Railgun is a massive cannon that is nearly impossible to outmatch. The firepower of these railguns are enough to leave 30 meter deep craters in a planet's surface and reduce even the largest of machines to slag and rubble. Built as a serious Anti-Tank and siege weapon, these Railguns are only given to Artillery mech squads. They may only be equipped by I39 Titan Mechs, as they are the only mechs capable of carrying such a weapon.
▼ V E H I C L E I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Civilian Class Land Transport (CCLT)
Length: 15 Meters
Max speed: 170 Km per hour
Engine: Copper Tier Engine
Frame: Scrap Tier Frame
Armour: Scrap Tier Armour
Shields: N/A
Max Crew: 30
Max Cargo: 1.5 Tonnes
Used as a standard form of Civilian Transit. These bus-like vehicles are built for civilian class transport from point A to point B. They are normally paid to use for civilians with no other form of long distance transport. They are capable of small levels of cargo transport. The CCLT is quite fast for its size, but is not much tougher than a tin can, and is unarmed entirely. It is rare but possible to see military forces driving these vehicles in desperate times. The CCLT is normally piloted by CCPU’s.
▼ V E H I C L E I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Civilian Class Light Land Cargo Transport (CCLLC)
Length: 18 Meters
Max speed: 80 Km per hour
Engine: Copper Tier Engine
Frame: Silver Tier Frame
Armour: Copper Tier Armour
Shields: N/A
Max Crew: 5
Max Cargo: 10 tonnes
Built for long range small quantity landborne cargo transport, the CCLLC is an excellent fit for mass transport. They are normally found in groups of 3-10 transporting the same or similar loads from the same or similar point to another. These cargo transports are weak and fragile, but can transport a good deal of cargo for its size. Normally able to avoid combat through speed. They are almost always piloted by a CCPU, accompanied by 4 WCCU’s, WCU’s,or SF’s.
▼ V E H I C L E I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Civilian Class Heavy Land Cargo Transport (CCHCT)
Length: 32 Meters
Max speed: 60 Km per hour
Engine: Copper Tier Engines
Frame: Gold Tier Frame
Armour: Copper Tier Armour
Shields: N/A
Fuel type: Energy
Fuel capacity:
Max Crew: 10
Max Cargo: 30 tonnes
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Lightweight Transport (LiT) Total value: 100,000-150,000 credits
Length: 60.7 m
Max Speed: 700 Km per Hour
Atmo Speed: 400 Km per Hour
Engines: Silver Tier Engines
Navsystem: Copper Tier Navsystem
Reactor: Silver Tier Reactor
Shielding: N/A
Sensors: N/A
Tar Systems: N/A
Armaments:
N/A N/A N/A N/A
Complements:
N/A
N/A
Max Cargo: 30 tonnes
Crew: 3-6 Crew
Built for lightweight long distance transport, the Light transport shuttle is an excellent choice for transporting goods across points quickly and effectively. Though unarmed, they can usually escape a fight before it even begins.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Heavyweight transport (HvT) Total value: 350,000-500,000 credits
Built to transport large quantities of goods across short distances, the Heavy transport is lightly armed to keep itself safe while still able to transport resources.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Strike Fighter (SF) Total value: 1500-1600 credits
Used as cheap quick strike forces, Strike Fighters are the first to enter an airborne or spaceborne fight, and are the last to leave. Quick and agile, their speed is usually outmatched as they speed across the battle to harass enemy vessels and confuse their targeting systems.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Light Combat Fighter (LiCF) Total value: 2,000-3,000 credits
Length: 36.2 m
Max Speed: 700 Km per Hour
Atmo Speed: 600 Km per Hour
Engines: Gold Tier Engines
Navsystem: Silver Tier Navsystem
Reactor: Copper Tier Reactor
Shielding: Silver Tier Shields
Sensors: Silver Tier Sensors
Tar Systems: Silver Tier Tar Systems
Armaments:
Heavy Gold Tier Railgun Heavy Silver Tier Machine gun x3 N/A N/A
Complements:
N/A
N/A
Cargo Cap: 1 Ton
Crew: 1-2 Crew
Though not very fast, these small ships use their Heavy Railgun to take down larger enemies and obliterate hostile strike craft with their Heavy Machine Guns. These ships however, are weak and easy to take down, as their armour is weak and light.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class Heavy Combat Fighter (HvCF) Total value: 5,000-6,000 credits
Length: 41.5 m
Max Speed: 500 Km per Hour
Atmo Speed: N/A
Engines: Gold Tier Engines
Navsystem: Gold Tier Navsystem
Reactor: Silver Tier Reactor
Shielding: Silver Tier Shields
Sensors: Silver Tier Sensors
Tar Systems: Silver Tier Tar Systems
Armaments:
Heavy Gold Tier Railgun Heavy Silver Tier Machine gun x4 Light Silver TIer Machine gun x3 N/A
Complements:
N/A
N/A
Cargo Cap: 1.2 tonnes
Crew: 2-3 Crew
Heavy and slow, these fighters are true powerhouses compared to other fighters. Their heavy armour makes them difficult for even Railguns to take out, while they fire in volleys with their assarnal. Due to their weight, these ships cannot enter orbit, as they would be pulled down.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Armoured Fighter (AF) Total value: 13,000-15,000 credits
Length: 60 m
Max Speed: 200 Km per Hour
Atmo Speed: N/A
Engines: Gold Tier Engines
Navsystem: Silver Tier Navsystems
Reactor: Silver Tier Reactor
Shielding: Gold Tier Shields
Sensors: Silver Tier Sensors
Tar Systems: Silver TIer Tar Systems
Armaments:
Heavy Gold Tier Machine gun x2 Heavy Silver Tier Machine gun x4 Light Silver Tier Machine gun x2 Heavy Flak gun x4
Complements:
N/A
N/A
Cargo Cap: 10 Tonnes
Crew: 4-6 Crew
These fighters are excruciatingly slow, even with a Gold Tier Engine system, they still can only move 200 Km per Hour, which is generally slow for a fighter. Still, they make up for this with their heavy firepower and armour. Cannon fire and Railgun hailstorms are the only effective ways to take these out, or to shut down their engines so they cannot move.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Warp Fighter (WF) Total value: 150-200 M credits
Capable of warp travel, these fighters can move extremely fast, while also being able to fire Warpstike Railguns to take out high priority targets from a system away, these things are painful to deal with, and are naturally deadly to even cruisers and battleships. Thankfully, these ships are greatly expensive, requiring the rare Warptide cristal to create their Railgun ammunition.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Bomber (Bb)
Length: 113.2 m
Max speed: 100 Km per Hour
Atmo speed: 100 Km per Hour
Engines: Iron Tier Engines
Navsystem: Gold Tier Navsystem
Reactor: Silver Tier Reactor
Shielding: Bronze Tier Shields
Sensors: Silver Tier Sensors
Tar systems: Iron Tier Tar Systems
Armaments:
Space Bomb payload x2 (May drop 2 times) Orbital Bomb payload (May drop 1 time) Atmo Bomb payload x3 (May drop 3 times) Light Silver Tier Flak gun x2
Complements:
N/A
N/A
Max Cargo: 15 tonnes (mostly explosives and ammunition)
Crew: 10-15
Armed with a variety of different bomb types to fit range, damage, and accuracy needs, these bombers are precision strikers that can deal devastating damage to enemy fortifications, orbital ships, or ground forces by dropping payloads of bombs. These bombs vary in drop speed, accuracy, damage, and range, but the most used bomb type is typically the Atmo bomb.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Light Corvette (LiCt) Total value: 200,000 credits
The Light and Heavy Corvettes are used to protect higher value assets such as a cruiser, battleship, or capital ship as escort craft.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Light Frigate (LiF) Total value: 10-15 M credits
Length: 291.5 m
Max Speed: 95 Km per Hour
Atmo Speed: 60 Km per Hour
Engines: Gold Tier Engines
Navsystem: Iron Tier Navsystem
Reactor: Gold Tier Medium Reactor
Shielding: Gold Tier Shields
Sensors: Silver Tier Sensors
Tar Systems: Silver Tier Tar System
Armaments:
Heavy Gold Tier Cannon x2 Light Silver Tier Machine gun x12 Heavy Silver Tier Flak gun x6 N/A
Complements:
N/A
N/A
Max Cargo: 12 tonnes
Crew: 16-24 Crew
The Light Frigate is commonly used as firesupport or standard firecraft. These ships are deadly in bigger numbers, as they may cause Cannon firestorms that are formidable to even battleships if they group up and focus fire on a specified target.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Heavy Frigate (HvF) Total value: 50-80 M credits
Length: 316.2 m
Max Speed: 80 Km per Hour
Atmo Speed: 50 Km per Hour
Engines: Gold Tier Engines
Navsystem: Silver Tier Navsystem
Reactor: Gold Tier Reactor
Shielding: Iron Tier Shields
Sensors: Silver Tier Sensors
Tar Systems: Silver Tier Tar Systems
Armaments:
Heavy Iron Tier Cannon x2 Heavy Silver Tier Machine gun x4 Heavy Gold Tier Flak gun x2 Light Silver Tier Flak cannon
Complements:
N/A
N/A
Max Cargo: 18 tonnes
Crew: 30-42 Crew
Made as an elite escort craft, these ships are not as aggressive as the Light Frigate, but may still defend higher valued assets.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Destroyer (D) Total value: 200-300 M credits
Length: 592.7 m
Max Speed: 65 Km per Hour
Atmo Speed: 40 Km per Hour
Engines: Gold Tier Engines
Navsystem: Iron Tier Navsystem
Reactor: Iron Tier Reactor
Shielding: Gold Tier Shields
Sensors: Iron Tier Sensors
Tar Systems: Iron Tier Tar Systems
Armaments:
Heavy Gold Tier Cannon x10 Heavy Iron Tier Cannon x5 Elite Iron Tier Railgun x4 Elite Silver Tier Flak Cannon x4 Silver Tier Orbital bomb payload x3 (may drop 3 times)
Complements:
Strike Fighter x3
N/A
Max Cargo: 20 tonnes
Crew: 60-90 Crew
As a hellfire vessel, these ships rain true terror over enemy vessels. Built only to destroy high value targets, obliterate large groups of enemies, and to take down planetary fortifications from orbit, these ships are a true hell to deal with.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Light Cruiser (LiC) Total value: 500-600 M credits
Length: 851.3 m
Max Speed: 50 Km per Hour
Atmo Speed: N/A
Engines: Gold Tier Engines
Navsystem: Gold Tier Navsystem
Reactor: Iron Tier Reactor
Shielding: Iron Tier Shields
Sensors: Gold Tier Sensors
Tar Systems: Iron Tier Tar Systems
Armaments:
Elite Iron Tier Cannon x10 Elite Silver Tier Railgun x5 Elite Flak Cannon x5 Gold Tier Orbital bomb payload x2 (may drop 2 times)
Complements:
Strike Fighter x5
N/A
Max Cargo: 30 Tonnes
Crew: 65-70 Crew
The cruisier is like the destroyer, but it is better armed, better armoured, and better shielded. Still slower, these ships can rain hell on ships and planets alike. Due to lower security for its size, these ships are more vulnerable to boarding than most ships.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Heavy Cruiser (HvC) Total value: 700-800 M Credits
As a larger cruiser model, it exceeds most firepower in battle, whilst also holding speed, armour, shields, and having little to no weaknesses, these ships are highly expensive. Their total values in construction lead up to 700-800 million credits each.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Battlecrusier (Bc) Total value: 5-6 B credits
Length: 1192.4 m
Max Speed: 120 Km per Hour
Atmo Speed: N/A
Engines: Steel Tier Engines
Navsystem: Steel Tier Navsystem
Reactor: Steel Tier Reactor
Shielding: Iron Tier Shields
Sensors: Iron Tier Sensors
Tar Systems: Steel Tier Tar Systems
Armaments:
Elite Steel Tier Cannon x20 Elite Iron Tier Cannon x15 Elite Iron Tier Anti-Heavy Cannon x5 Elite Steel Tier Machine gun x30 Heavy Gold Tier Machine gun x60
Complements:
Light Combat Fighter x5 Strike Fighter x20
Max Cargo: 100 Tonnes
Crew: 800-1000 Crew
Probably the second best heavy ship in the fleets beside the battleship, these massive ships are close to 1.2 km long. The firepower, strength, and shields are nearly unmatched by most, if not all ships in other fleets. These ships are rarely seen, and are only used in necessary emergencies, or full on massive scale wars.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Light Carrier (LiC) Total value: 1-3 B credits (without payload)
Used to carry fighters where they could not normally reach due to their small reactors and battery, these ships are able to carry multitudes of firepower within their hulls.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Heavy Carrier (HvC) Total value: 8-10 B credits (without payload)
Armoured Fighter x15 Heavy Combat Fighter x30 Strike Fighter x60
Bomber x15
Max Cargo: 140 tonnes
Crew: 1000-1300 Crew
These ships might as well be called mobile fortresses. Able to repair and build new fighters while supplying them with ammunition and battery, these things should be killed right away.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Battleship (B) Total value: 500-900 B credits (without payload)
The true command vessel for all important characters such as commanders, fleet admirals, or ground force leaders. These ships are rarely found in a battlefield, but if they are, they obliterate the enemy with their vast firepower, and their shields keep them mostly untouched by enemy fire at the end of a battle, even against a force many times larger than its own.
▼ S H I P I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class: Capital Ship (CS) Total value: 10-15 T credits (without payload)
Length: 6921.5 m
Max Speed: 15 Km per Hour (Due to this ship being somewhat OP, I may only have ONE of these ships at a time, and they Atmo Speed: N/A require many years to build.)
Due to the nearly unlimited power of the Capital ship, it's nearly impossible to destroy this titan, allowing it to be able to hold a carrier and a few frigates. This ship also keeps people of administration such as generals and government leaders.
▼ P L A N E T S I N F O R M A T I O N ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Former name: Ca’ratar Current name: X21-481 Designation: ALPHA Planet stats:
Personal faction notes: ____________________________ - LOADING… - PLANET IDENTIFIED… - CATALOGING… - SCANNING… - PLANET STATUS: … - DEAD WORLD CLASSIFICATION ADDED… - SUBTERRANEAN RESOURCES IDENTIFIED… - DESIGNATING WORLD… - WORLD DESIGNATION: MINING CLASS FORGE WORLD… - CATALOGING… - NOTIFYING COMMAND… - SCANNING… - HIGH VALUE RESOURCE FOUND… - HIGH VALUE RESOURCE DESIGNATION 5... - CONCENTRATIONS OF: CIRADIUM, URANIUM, SIRADIUM COMPOUND FOUND… - NOTIFYING COMMAND… - COLONIZATION PERMITTED… PRIORITY 15 - END OF EXPEDITION 2761-591B
A former mining world. Minerals are abundant, but after Cataclysm H1B, the world has gone quiet. Ruined assets now lay abandoned, covered in layers of sand and dust.
_____________________________ Former name: Valora Current name: X61-712 Designation: ALPHA
Personal faction notes: ____________________________ - LOADING… - LOADING… - PLANET IDENTIFIED… - CATALOGING... - SCANNING… - PLANET STATUS… - LUSH WORLD CLASSIFICATION ADDED… - DESIGNATING WORLD… - HIVE WORLD CLASSIFICATION ADDED… - PLANET CONDITIONS SUTIBLE FOR HUMAN CIVILIANS… - NOTIFYING COMMAND… - SCANNING… - PRIMAL LIFE DETECTED… MONITORING… - PREDATORIAL LIFE DETECTED… (HOSTILE TO HUMANS?) - COLONIZATION PERMITTED… PRIORITY 261 - CATALOGING... - COLONIZATION COMPLETE… - END OF EXPEDITION 7129-712C
X61-712 Designation ALPHA was once a hive world, this planet was originally supposed to house organic residences. After Cataclysm H1B, the world is now full of scattered ruins and is currently under nobody's control. The semi-hostile alien life on the planet now uses the remains of the Foundary compounds and facilities as shelters. Plantlife now covers most of the dead robotic units and civilians, vehicles, ships, facilities, and other assets.
____________________________ Former name: Sorti Current name: X71-167 Designation: CORE
The original planet where --- took refuge from the ---. This planet served as the main base for all operations. After Cataclysm H1B, the core had been taken offline. This caused the total extermination and shutdown of Directive ---. This one incident brought the destruction of the entire Foundry. However, the core was only shut down, not destroyed. After 173 years since Cataclysm H1B, the core has been brought back online.
▼ H I S T O R Y ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
This is all for now! Tell me what you think in the discord! *THE FLAG IS NOT MINE! CREDIT TO THE ARTIST!*