Geography: Stepped plains dominate the landscape in Shindong. Grasslands and forests mark the north and western regions. The southeastern border with the Maleki Caliphate has a hot dry desert with some sparse scrub the further northwest a person travels.
Climate: The climate is warm and humid near the coast and hot and dry towards Maleki. Temperatures range between 50(F) and 140 (F).
The Tunid Confederation
Click on the map to see a larger crisp copy of this map
Naming Conventions: Southwestern European; French, Spanish, Italian, Portuguese, etc. Provinces:
Fragnoli Oso Renseleur Romero Salanca San Javier
Major Cities:
Bitolia Carati Galeatea Manziana Pativa Pescara Porto Cello Remino Scalone Sigiorno Terra Termoli Vasta
Geography: The northern regions are mountainous covered in triple canopy jungle. There are several foot paths through the mountains into Duron to the north. There are only three paths wide enough for a caravan of wheeled vehicles to get through: east, west and center. The central and southern regions are rolling forested hills. In the winter time, the southern regions are covered in snow, but experience a mild climate in fall and spring.
Climate: The northern regions is very hot with temperatures climbing to 130 (F). In the wintertime, it may drop to 60 (F). The southern regions drop to 0(F) in the winter and may climb to 90 (F) in the summertime. It is a very comfortable climate.
Army
The Tunidian Army is based off Western European Armies (Franco-Italien). The Army is organized into Brigade Combat Teams with 3-5 Regiments per BCT. Each Regiment consists of a maneuver battalion and a support battalion. The support battalion consists of a mortar platoon, recon platoon, AT platoon, Administrative & Logistics platoons, Maintenance platoons, mess platoons, support platoons, Medical platoons & ADA squads.
16th Brigade Combat Team - 2x Motorized Infantry Regiment, 1x Armor Regiment, 1x FA Battalion (155mm SP), 1x Attack helicopter battalion & 1x Forward Support Battalion (FSB)
17th Brigade Combat Team - 2x Motorized Infantry Regiment, 2x Armor Regiment, 1x FA Battalion (155mm SP), 1x Attack helicopter battalion & 1x Forward Support Battalion (FSB)
18th Brigade Combat Team - 1x Motorized Infantry Regiment, 1x Light Infantry Regiment,1x Armored Reconnaissance Regiment, 1x FA Battalion (MLRS), 1x medium Lift helicopter battalion, 1x Attack helicopter battalion & 1x Forward Support Battalion (FSB)
5th Division (Gobonne) 19th Brigade Combat Team - 2x Mechanized Infantry Regiment, 2x Armor Regiment, 1x FA Battalion (155mm SP), 1x Attack helicopter battalion & 1x Forward Support Battalion (FSB)
20th Brigade Combat Team - 1x Mechanized Infantry Regiment, 2x Armor Regiment, 1x FA Battalion (155mm SP), 1x Attack helicopter battalion & 1x Forward Support Battalion (FSB)
21st Brigade Combat Team - 2x Motorized Infantry Regiment, 1x Armor Regiment, 1x FA Battalion (155mm SP), 1x Attack helicopter battalion & 1x Forward Support Battalion (FSB)
22nd Brigade Combat Team - 1x Motorized Infantry Regiment, 1x Light Infantry Regiment,1x Armored Reconnaissance Regiment, 1x FA Battalion (MLRS), 1x medium Lift helicopter battalion, 1x Attack helicopter battalion & 1x Forward Support Battalion (FSB)
Special Operations Command 1st Special Air Services Regiment 2nd Special Air Services Regiment 9th Airborne Division 10th Air Assault Division 54th Commando Regiment 55th Commando Regiment 260th Special Operations Aviation Regiment 264th Special Operations Aviation Regiment
Military Police Command The Military Police Command provides civilian random police patrols in the cities and towns of Tunid. An MP Brigade is organized into four battalions; three line and one Special Activities Battalion.
The Tunid Air Force borrows equipment from the French Air Force. The Tunidian Air Force has 8-ship squadrons with 2-5 squadrons per group and 2-5 groups per wing.
IV Transport Wing 10th Transport Group 29th Transport Squadron (A400) 30th Transport Squadron (A400) 31st Transport Squadron (A400) 32nd Transport Squadron (A400)
11th Transport Group 28th Transport Squadron (A330) 33rd Transport Squadron (A500) 34th Transport Squadron (A500) 35th Transport Squadron (A500)
12th Transport Group 36th Transport Squadron (A500) 37th Transport Squadron (A500) 38th Transport Squadron (A500)
V Transport Wing 14th Transport Group 39th Transport Squadron (D-17) 40th Transport Squadron (D-17) 41st Transport Squadron (D-17) 42nd Transport Squadron (D-17)
15th Transport Group 43rd Transport Squadron (D-130) 44th Transport Squadron (D-130) 45th Transport Squadron (D-130)
16th Transport Group 46th Transport Squadron (D-130) 47th Transport Squadron (D-130) 48th Transport Squadron (D-130)
VI Training Wing 18th Training Group 51st Training Squadron (Alpha) 52nd Training Squadron (Alpha) 53rd Training Squadron (Alpha) 54th Training Squadron (Alpha)
19th Training Group 55th Training Squadron (Alpha) 56th Training Squadron (Alpha) 57th Training Squadron (Alpha) 58th Training Squadron (Alpha)
20th Training Group 59th Training Squadron (Alpha) 60th Training Squadron (Alpha) 61st Training Squadron (Alpha) 62nd Training Squadron (Alpha) 63rd Training Squadron (Mirage 2000)
VII Support Wing 17th Support Group 49th AEW Squadron (Observer AEW2) 50th Fueler Squadron (KC-33A Tanker)
o Systems controlled: The Magnus Confederation is home to Nine (9) star systems containing only one planet containing life.
Brattunach has a single main sequence star at its center. The first two planets are dense rock with the one closest to the star being the smallest. These planets are not inhabitable, yet the second planet appears as though it may have teamed with life a very long time ago. The third planet, also known as Brattunach, is the only planet in the system that can sustain life. This is an underdeveloped planet, currently under the eyes of the Magnus Confederacy. The Brattunch Accords restricts interaction with the indigenous population of the planet. Its resources are mined by people from the other eight worlds of the Confederation. This planet is inhabited by a population of semi-nomadic hominins (homo sapiens) who occupy one of the two southern continents only. There are more land masses in the three northern continents which contain large deposits of iron, copper, aluminum, and precious gems and metals including gravitonium. Gravitonium is a metal imbued with properties capable of resisting gravity. It induces a hover on any vehicle it is manufactured with. Several mining companies have set up operations on these continents which do not contain the Brattunch hominins. The Brattunch Accords state no external race shall interfere with the natural progression of the Brattunch hominins and no contact whatsoever will be made with these people. These people are at the technological level of humans on earth around 10,000 BC. The people live off the land. A few have taken to agrarian pursuits, but most will move with their food source as the seasons change. The fourth planet of Brattunach is also made of dense rock and appears is may have sustained life a very long time ago. The fifth and sixt planets are both gas giants. the fifth planet has a moon, almost the size of the third planet which also has several deposits of gravitonium. It does not however have an atmosphere. The Caesari have established an underground colony on the moon and named it, "Grummond".
Dornier has a single main sequence star at its center. The first three planets are dense rock. These planets are not inhabitable, yet the second planet appears as though it may have sustained life a very long time ago. The fourth planet has all the right stuff for an inhabitable planet, but the atmosphere was burned off eons ago. Minerals such as iron, copper, aluminum, and precious gems and metals including gravitonium can be found under the surface. The Gaullian humans of the fifth planet have a mining colony on this planet known as "Riens". The fifth planet is a large blue and green marble capable of sustaining life. This planet is the governmental center of the Magnus Confederation, the Gaullian Humans have called the planet home for several thousand years. At some point in their history, they actually sent colonists out into space to colonize a distant planet. They did and settled on Goff and Lenser. These planetary civilizations have blossomed and developed quite well. All three planets share an excellent relationship as well as culture similarities. Dornier has seven sattelites (Moons) named Toupère, Frija, Donner, Defeiros, Tyus, Vanadis, and L'enfer after the seven Gods of their pantheon. Toupère sustains life and is used as a military installation primarily for training purposes. Mining companies have established operations on the moon as well. An asteroid belt exists where the sixth planet should be. The Gaullian Humans conduct extensive mining of Gravitonium in this asteroid belt. The seventh through tenth planets of Dornier are gas giants ranging in size from 38,000 km diameter to 75,000 km diameter. These planets are primarily composed of Helium and Hydrogen. The eleventh planet of the system is an ice rock measuring 18,000 km at its diameter and consisting primarily of Nitrogen ice.
Geldoz has a single main sequence star at its center. The first four planets are either dense rock or loose soil with minable minerals below the mantle. The moon of the third planet can sustain life and has been taken as home to a very large colony of pirates with races coming from several different systems. There are no Fydler on this moon, dubbed "Brandor" by the Eldari of the fifth planet. The fifth planet is a life sustaining world and home to the Eldari. A thousand years ago, the Eldari sent a colony ship out into space with the intention of establishing a colony on a distant world. The scientific community assumes the vessel was lost because there has never been contact with that ship since then. The remaining three planets of Geldoz are ice giants consisting of Helium, Hydrogen, Methane gasses, water, rock, silicate and due to the immense pressures of the climate, diamonds. The atmospheric pressure of these planets is 100,000 times greater than that found on earth. A biological lifeform would perish inside the atmosphere of these giants which measure between 72,000 Km and 135,000 km diameters.
Goff has a single main sequence star at its center. The first planet has dense rock with the second containing loose soil with minable minerals below the mantle. The humans of the third planet have a mining colony on this second planet. The third planet, also known as Goff sustains life and was first settled by Gaullian humans more than nine hundred years ago. Goff developed at a standard pace given the advanced technology and the two worlds enjoy peaceful relations. The fourth and fifth planets are similar in structure to the third planet, but have no viable life or signs of any minable substance; at least nothing of value to the humans of Goff. The sixth and seventh planets are gas giants containing Helium and Hyrdogen as well as water, methane gases and silicates. The two planets measure their diameters at 43,000 Km and 122,000 Km respectively. The two gas giants have several satellites, but nothing of value.
Harton has a single main sequence star at its center. The first planet is made of dense rock with no minable minerals. The second planet is composed of loose soil; clay and sand mix with no atmosphere or life. There are no moons around the first two planets. The third planet is home to the Baku. Eight hundred years ago, the Baku, who originated on Jaltyr sent a colony ship out into space with the intention of establishing a colony on a distant world. The ship found Harton, landed and established a colony. THe first few years were challenging, but the Baku thried regardless and established a vast community covering all or most of the continents. The next three planets of Harton are composed of a sand and clay mixture soil. The fifth planet has deposits of iron, aluminum, gravitonium and other precious metals. The Baku have established mining colonies here, but there is no atmosphere. The seventh through Ninth planets are ice giants consisting of Helium, Hydrogen, Methane gasses, water, rock, and silicate. These planets measure between 62,000 Km and 157,000 km in diameter.
Jaltyr has a single main sequence star at its center. The first three planets are made of dense rock with no minable minerals. The second planet has a moon composed of dense rock with no minable resources. The fourth planet is home to the Baku. Eight hundred years ago, the Baku, sent a colony ship out into space with the intention of establishing a colony on a distant world. The ship found Harton, landed and established a colony. The two planets share more than just the same race and culture, but they share technology and resources as well. Jaltyr has a moon known as "Tsuki" by the Baku. The fifth planet of Jaltyr is composed of a loose soil mixture with no atmosphere. This planet has deposits of iron, aluminum, gravitonium and other precious metals. The Baku have established mining colonies here. The sixth and seventh planets are ice giants consisting of Helium, Hydrogen, Methane gasses, water, rock, and silicate. These planets measure between 95,000 Km and 138,000 km in diameter. The ninth planet of the system is an ice rock measuring 22,000 km at its diameter and consisting primarily of Nitrogen ice.
Lenser has a single main sequence star at its center. The first two planets are dense rock with the one closest to the star being the smallest. These planets are not inhabitable, yet the second planet appears as though it may have teamed with life a very long time ago. The third and fourth planets are composed of a mix of dense rock and loose soil with no appreciable deposits or atmosphere. The fifth planet, Lenser, is the only planet in the system that can sustain life. It is home to Gaullian humans who departed Dornier over nine hundred years ago. The human population have thrived ever since and are natural allies with both Dornier and Goff. THe planet has all the natural resources necssarty to survive including gravitonium. THere are two moons, Jandier and Bypass. The sixth planet of Lenser is also made of dense rock and appears is may have sustained life a very long time ago. The seventh and eighth planets are both gas giants. The seventh planet has a moon, almost the size of the third planet which also has several deposits of gravitonium. It does not however have an atmosphere. The humans of Lenser have established an underground colony on the moon and named it, "Skopi".
Rylarot has a binary star system with a main sequence star at its center and a dwarf white star at its center. The first two planets are dense rock with the one closest to the star being the smallest. These planets are not inhabitable, yet the second planet appears as though it may have teamed with life a very long time ago. The third and fourth planets are composed of a mix of dense rock and loose soil with no appreciable deposits or atmosphere. The Fourth Planet, also named Rylarot, is the home of the Fydler. Rylarot has three satellites (moons), Hubbard, Jares & Klatu. Hubbard is composed of a mix of dense rock and arable soil, unfortunately the atmosphere is composed of an inordinate combination of harmful chemicals to sustain life. Mammals, fish, plants and insects would all perish in this environment. The Fydler have established a mining colony on the moon, Hubbard to extract resources to be used on Rylarot. The fifth and sixth planets of this system are ice giants consisting of mostly Helium and Hydrogen. The diameter of these planets are 66,000 km and 116,000 km respectively. between the sixth and seventh planets is an asteroid belt containing significant iron and copper deposits. The Fydler conduct regular mining operations in the belt. The seventh planet is an ice rock measuring 23,000 km at its diameter and consisting primarily of Nitrogen ice.
Swenton has a binary star system with a main sequence star at its center and a red dwarf star at its center. The first two planets are dense rock with the one closest to the star being the smallest. These planets are not inhabitable, yet the second planet appears as though it may have teamed with life a very long time ago. The third Planet, also named Swenton, is the home of the Caesari Dwarves. Swenton has three satellites (moons), Pa’zia, Gixia & Reniphon. Reniphon has all the necessary resources to sustain life, yet there is no developed ozone layer. Mammals could not live in this atmosphere. Pa’zia has a large quantity of Gravitonium that is being mined by the people of Swenton. The fourth and fifth planets consist of arable soil, yet does not have an atmosphere necessary to sustain life. There are minable resources on this planet including iron, copper, and other precious minerals. The sixth, seventh and eighth planets of this system are ice giants consisting of mostly Helium and Hydrogen. The diameter of these planets are 66,000 km, 116,000 km and 145,000 km respectively. between the sixth and seventh planets is an asteroid belt containing significant iron and copper deposits. The Fydler conduct regular mining operations in the belt. The seventh planet is an ice rock measuring 23,000 km at its diameter and consisting primarily of Nitrogen ice.
o Population: 59,968,945,800
o Government Type: Confederation; weak central government with stronger state (planetary) governments. The members of the Magnus Confederation have agreed upon a series of Accords or concessions during the establishment of the Confederation. The Confederation establishes an executive and a legislative branch of government, but no judiciary.
The executive branch consists of a Council of Representatives of the eight participating worlds. The Council maintains an empty ninth chair for the people of Brattunch. No one expects the chair will ever be occupied in their lifetime, except maybe the Fydler Councilman. The members of the Confederated Council elect a Council President and Vice President for a term of four years. This person comes from among the Council members. Each planet member elects a councilman once every four years. There is a term limit set at four. Each planet member expects its Representative to stand up for the wishes of its constituent citizens.
The legislative branch consists of a Board of Representatives made up of fifteen representatives from each planet member for a current total of one hundred twenty (120) Representatives. The Board of Representatives handles matters of Interstellar concerns or disputes between two or more planets. Their authority extends to planetary surface only when the interstellar concern is taken to that level.
The Accords
Brattunach Accords External interaction with the indigenous population of the planet, Brattunach is hereby restricted. The indigenous population of Brattunach number approximately 600,000 souls and are contained to one of two southern continents. The semi-nomadic hominins (homo sapiens) are of a similar technology level as humans on earth around 10,000 BC. The population primarily lives off the land. A few have taken to agrarian pursuits, but most will move with their food source as the seasons change. External races shall not interfere with the natural progression of the Brattunch hominins, and no contact whatsoever will be made with these people. The planet contains large deposits of iron, copper, aluminum, and precious gems and metals including gravitonium which are mined by the citizens from the other eight worlds of the Confederation. Mining operations are restricted to the three northern continents of Brattunach. Any race that interferes with Brattunach will be fined an appropriate sum of credits to be determined by the remaining members of the Council of Representatives. Failure to make proper compensation could result in military action.
Gravitonium Accords Gravitonium is a metal imbued with properties capable of resisting gravity. It induces a hover on any vehicle it is manufactured with. Several mining companies from the eight planets have established operations in all nine systems of the Magnus Confederation for the extraction of gravitonium. The Gravitonium Consortium Association (GCA) establishes marketable costs per ton which applies equally to all mining companies approved by the GCA. Eligible companies must register with the GCA in order to gain mining rights anywhere in the Confederation. No unapproved companies are permitted to extract gravitonium from any system in the Magnus Confederation. The GCA has the authority to impose monetary penalties to any company who violates this accord.
Brandor Accords Within the Geldoz system exists a colony of refugees who are struggling to create their home on the moon of the third planet. The Brandori Refugees are protected by this accord from governmental or military intervention by any member of the Confederation. According to the Eldari, they have had a difficult existence and require a vast amount of lattitude and support in order to survive.
- Nation Size: Medium
- Nation Specialty: Balanced
o Nation History: TBA
o Species: There are five different races that make up the citizens of the Magnus Confederation: Gaullian (Human), The Baku (Hominid), Eldari (Dark Elves), Caesari Dwarves, and The Fydler
Gaullian Humans originated on Dornier and evolved by colonizing TWO other planets (Goff & Lenser). They are the same humans we know on earth with a variety of races including African, Asian and Caucasian races as well as other combinations of indigenous species. Gaullian Humans also exist on Brattunach, but evolved naturally rather than from Dornier colonization.
The Baku are a bipedal humanoid race with blue skin. The tone of the skin varies from very light blue, almost white to very dark blue, almost dark purple rather than black. The average Baku has a medium shade of blue with only small minorities of the population blessed/cursed with dark blue or light blue skin. People who do have the dark blue/light blue skin tones are considered the more attractive members of society. They tend to possess an elevated degree of magnetism/charisma due to their skin tone. It is not uncommon for a Baku man and woman who have four children with one of the four blessed/cursed with the dark blue/light blue skin tone. Formally, this translates into the dark and light Baku result in finding themselves in the hierarchy of society.
Baku eyes are almond shaped with either yellow or green tinted iris. A rare few Baku possess blue or even rarer few possess a violet-colored iris. As in the skin color, those who have violet or blue eyes tend to be considered more attractive than yellow or green-eyed Baku. Irrelevant of skin color and eye color, one thirty-second (3.125%) of the population is gifted with an empathic ability.
The Eldari (Dark Elves) are bipedal humanoids with ashen colored skin from light gray to charcoal grey. The Eldari Elves have either red- or violet-colored eyes with hair varying from white to medium blue to light violet in color. They are typically thin and stand at full height anywhere from 5’ 10” to 6’ 7” tall. They have pointed ears and benefit from the ability to see in the dark. The Eldari do not sleep but must spend 4-8 hours in deep meditation every 24 hours in order to recharge their energy and grow.
Caesari Dwarves are bipedal humanoids with light colored skin (Caucasian) and almost always bearded. They stand anywhere from 4’ 2” tall to 5’ in height. Their build is stocky with concentrated dense muscle sinew (very strong). These people are very hardy, with resistance to most viruses and to fire. Their beards are normally braided or at least trimmed neatly. Female dwarves do not grow beards.
The Fydler are bipedal humanoids with ashen light grey skin color similar to the Eldari. Their skin color may be white, but only progress to a burnt grey rather than charcoal. Not as dark as some Eldari. They are thin and stand between 6’ 6” to 8’3” tall. The Fydler are very cerebral creatures with excessive intelligence and a perceived inability to express emotion. They appear somewhere between sociopathic to simply unemotional. They mate when it is practical. Many of their decisions are based on logic and efficiency. The Fydler do not have a protruding nose like humans do, it is flat against the front of their face with sinus slits for breathing (Think Voldemort). Their mouth hides beneath a skin flap extending from the sinus area. Their eyes are large black vertical ovals rather than the small horizontal ovals of humans. Their ears also do not protrude from the sides of the head but are merely holes in the sides of their heads. The Fydler are amphibian but spend most of their time above water. The webbing that once occupied the area between fingers and toes disappeared more than 5,000 years ago. Some Fydler can breathe underwater even today, most can hold their breath for up to ninety minutes. The Fydler have no body hair.
o Culture:
Dornier (dorn – YĀ’) Diameter = 26,034 Km Area: 2128.195 million sq km Land: 615.048 million sq km (28.9%) Water: 1513.147 million sq km (71.1%) Satellites (moons): total: 7 (Toupère, Frija, Donner, Defeiros, Tyus, Vanadis, and L'enfer) Toupère sustains life and is used primarily as a military installation for training purposes. Population: 15,198,345,800 Race: Gaullian Humans
Religion: Franktism (Pagan); the creatures of the forest, the trees and the plants are all sacred beings of the Gods. A person can take from the forest only what they intend to use, no more. The seven moons of Dornier are named for the seven Gods of the Franktism pantheon. They are the Guardians of the Realm: Toupère – The all-father or primary god of the pantheon. He is the god of wisdom, healing, death, royalty, the gallows, knowledge, war, battle, victory, and poetry. Frija – the wife of Toupère. She is the goddess of marriage, prophecy, clairvoyance and motherhood. The remaining five are children of Toupère and Frija. Donner – god of thunder, weather, wine, party and having a good time. Defeiros – god of the oceans and sailors. Tyus – goddess of war and strategic planning. She is the goddess of soldiers and those who defend. Vanadis – goddess of love, beauty, fertility, sex, harvest, crops, and gold L'enfer - goddess of the underworld, of death and of travellers.
Culture: The Dornier people are a proud race who speak the Dornier language (French), the Romanic language (Latin) and the Common tongue (English). The Romanic language is reserved for the home (family life) and for private legal conversations. The Dornier language is the public language used everywhere else except for international dealings. Then the Common tongue is used.
Dornier men will dress in tailored suits with solid-colored shirts with a vibrant colored silk ascot and vest. The shirt’s collar is high, standing 1” above the shirt around the throat. Dornier women wear silk or satin ankle length dresses made with vibrant colors often matching the color pattern of their partner’s ascot and/or vest. The dresses are rarely billowing, generally tight or loose fitting depending on the wearer. A woman’s hair is generally done up very well in attractive styles.
Dornier people play a sport similar to Soccer (Futbol) with fifteen players per team instead of eleven and a bit larger field. Physically tackling an opponent is allowed if the player possesses the ball. The sport is called Voetball.
Government type: Confederation Capital: August Executive branch: chief of state: President head of government: Prime Minister Legislative branch: Parliament Judicial branch: Supreme Court of Appeals
Geldoz Diameter = 15,745 Km Area: 778.422 million sq km Land: 228.078 million sq km (29.3%) Water: 550.034 million sq km (70.7%) Population: 9,000,000,000 Satellites: 1 Moon (Peyton)
Race: Eldari Religion: Aeldari Faith (Pagan) The Aeldari Pantheon of Gods consists of: Peyton - goddess of the harvest, fertility, life, healing and growth and the divine mother. Kunmar – god of the hunt, husband to Peyton. Reyna – ruler of the Aeldari, disinterested in the ways of the Eldari people. Has relinquished decisions to Peyton once he learned of Mantua’s dream, vision of the Eldari people causing his downfall. Kratok – God of War, brother to Reyna. Mantua – goddess of dreams and fortune, daughter to Peyton and Kunmar. Raulti – God of artisans and craftsmanship Idina – Goddess of the dead and the underworld, The Realm of Chaos. Krag Domeni – God of tricksters, art, music and artists. Also known as the Laughing God, as well as the "Great Harlequin," the "Great Fool" and the "First Fool." Moria Dorn – Goddess of maidens, mothers and mystics. Often referred to as the Crone, she is depicted as an old hag, second in line of the female goddesses behind Peyton.
Peyton is the Aeldari goddess of the harvest, fertility, life, healing and growth and the divine mother of the Eldari on Geldoz. She is the mate of Kunmar, the god of the hunt. The only truly benevolent member of the Aeldari pantheon, it is said that it was Peyton who intervened and created all non-Eldari life in the universe once Reyna, the ruler of the Aeldari pantheon, no longer took an active interest in his creations and their solitude.
It was also Peyton who pleaded on behalf of the mortals when the Aeldari god of war, Kratok, attempted to slaughter the Aeldari. The war god heard from Mantua, the goddess of dreams, that she dreamed the Aeldari, the mortal children of Peyton and Kunmar, would one day cause his downfall.
It was Peyton, too, who secretly continued to guide the Eldari when Reyna, leader of the pantheon, sought to blunt Mantua's rampage by forbidding any further direct contact between mortals and gods by separating the Ethereal Plane from the Material Plane.
Culture: The Eldari are a matriarchal society with women rising to power in government and the military. They pray often to Peyton, the Divine Mother. She is the savior of the Eldari people.
People on Geldoz, dress in tunics and robes with colorful sashes. The wealthy or upper class citizens dress in silk and satins while the working-class dress in cottons and wools. Orange and Purple are colors associated with wealth on Geldoz.
The theatre is the center of entertainment with plays re-enacting stories of the Gods as being the popular genre.
The people speak the Eldari language (Norwegian) at home, but the common tongue in public.
Government type: Empire Capital: Tenetry City Executive branch: chief of state: Emperor head of government: Viceroy Legislative branch: Parliament Judicial branch: Supreme Appellate Court
Goff Diameter = 12,180 Km Area: 465.826 million sq km Land: 134.158 Million sq km (28.8%) Water: 331.668 million sq km (71.2%) Satellites: No Moon Population: 5,680,000,000 Race: Gaullian Humans
Religion: Franktism (Pagan); the creatures of the forest, the trees and the plants are all sacred beings of the Gods. A person can take from the forest only what they intend to use, no more. The seven Gods of the Franktism pantheon are considered the Guardians of the Realm: Toupère – The all-father or primary god of the pantheon. He is the god of wisdom, healing, death, royalty, the gallows, knowledge, war, battle, victory, and poetry. Frija – the wife of Toupère. She is the goddess of marriage, prophecy, clairvoyance and motherhood. The remaining five are children of Toupère and Frija. Donner – god of thunder, weather, wine, party and having a good time. Defeiros – god of the oceans and sailors. Tyus – goddess of war and strategic planning. She is the goddess of soldiers and those who defend. Vanadis – goddess of love, beauty, fertility, sex, harvest, crops, and gold L'enfer - goddess of the underworld, of death and of travellers.
Culture: The Goff people are a proud race who share the Dornier languages (French), the Romanic language (Latin) and the Common tongue (English). Their dialect is slightly different than natives from Dornier. On Goff, the Romanic language is rarely used. The primary language is the Dornier language except for international dealings. Then the Common tongue is used.
Goff men will dress in tailored suits with solid-colored shirts with a subdued or dull colored silk ascot and vest. The shirt’s collar stops at the base of the throat. Goff women wear silk or satin ankle length dresses made with subdued/dull colors often matching the color pattern of their partner’s ascot and/or vest. The dresses may be billowing, tight or loose fitting depending on the wearer. A woman’s hair is generally done up very well in attractive styles or straightened depending on personal preference.
Goff people play Voetball and compete in an intergalactic league.
Government type: Confederation Capital: Romal Executive branch: chief of state: Chancellor head of government: Viceroy Legislative branch: Senate
Harton Diameter = 12,390 Km Area: 482.028 million sq km Land: 140.27 million sq km (29.1%) Water: 341.758 million sq km (70.9%) Satellite: No Moon Population: 4,290,000,000 Race: The Baku
Religion: Corkeshi (literally “the way of the gods”) is the Baku belief system and predates historical records. The many practices, attitudes, and institutions that have developed to make up Corkeshi revolve around the Baku land and seasons and their relation with the inhabitants. Expressions of Corkeshi beliefs toward nature include the recognition of a divine spirit (kami) in venerable old trees, large mountains, and tall waterfalls, as well as celebrations of the highlights of each season. This reverence is often expressed by the placement of a small shrine next to the natural element being celebrated or garlanding it with a blue rope. Traditionally, Corkeshi also involves purification rites and customs to overcome the polluting effects of death and decay. However, Corkeshi does not espouse a moral code, lacks religious scriptures, and does not conceive of a life after death.
In contrast to many monotheistic religions, there are no absolutes in Corkeshi. There is no absolute right and wrong, and nobody is perfect. Corkeshi is an optimistic faith, as humans are thought to be fundamentally good, and evil is believed to be caused by evil spirits. Consequently, the purpose of most Corkeshi rituals is to keep away evil spirits by purification, prayers and offerings to the kami.
Corkeshi shrines are the places of worship and the homes of kami. Most shrines celebrate festivals (matsuri) regularly in order to show the kami the outside world. Corkeshi priests perform Corkeshi rituals and often live on the shrine grounds. Men and women can become priests, and they are allowed to marry and have children. Priests are aided by younger women (miko) during rituals and shrine tasks. Miko wear white kimono, must be unmarried, and are often the priests' daughters.
Important features of Corkeshi art are shrine architecture and the cultivation and preservation of ancient art forms such as Yawe theater, calligraphy and court music (gagaku), a dance music that originated in the ancient courts about 1200 years ago.
People seek support from Corkeshi by praying at a home altar or by visiting shrines. A whole range of talismans are available at shrines for traffic safety, good health, success in business, safe childbirth, good exam performance and more.
Many wedding ceremonies are held in Corkeshi style. Death is considered an impurity and not dealt with in the Corkeshi ways. Consequently, there are virtually no Corkeshi cemeteries, and most funerals are simply a means of saying good-bye to loved ones. The body is merely a vessel and the spirit moves on.
Major Kami of Corkeshi
Oda Ayumi – is the goddess of the sun as well as the purported ancestress of the Imperial Household of Baku. Her name means “the great kami who shine from Heaven". For many reasons, one among them being her ties to the Imperial family, she is often considered (though not officially) to be the "primary god" of Corkeshi.
Yada Hoshie – Commonly called Yada, she is the goddess of dawn and revelry in Corkeshi.
Tanji Hikaru – Also known as Kaze-no-kami, he is the Baku god of the wind and one of the eldest Corkeshi gods, said to have been present at the creation of the world. He is often depicted as an oni with a bag slung over his back.
Jin Sakutaro – is the god of war and the divine protector of Baku and its people. Originally an agricultural deity, he later became the guardian of the Hiroki clan. His symbolic animal and messenger is the dove.
Kugo June – The god or goddess of rice and fertility. Their messengers and symbolic animal are foxes.
Yamasaki Shihi – A god of nation-building, farming, business, and medicine.
Moto Yachi – The deity of wisdom and intelligence, who is always called upon to "ponder" and give good counsel in the deliberations of the heavenly deities.
Tominaga Shusake – is the god of thunder and lightning and is often paired with Tanji. As with the latter, Tominaga is usually depicted as an oni.
Fukunaga – is a dragon, as well as god of the sea.
Kuniyoshi – The God of Water.
Culture: Culture: Muchado – “The Way of the Warrior” In ancient times the Baku were a militaristic society. How they approached life, death and honor had to do more with the Code of Honor of the warrior; what is referred to as Muchado. The society and culture have deviated from that focus within the past century, but many in the Baku culture retain these ancient traditions.
The warrior spirit and the virtues can still be found in Baku society. Notable Baku consider muchado an important part of their culture. Certain people use aspects of muchado as a way of life.
Muchado affects myriad aspects in Baku society and culture. In addition to impacts on military performance, media, entertainment, martial arts, medicine and social work, the muchado code has catalyzed corporate behavior. It is the mode of thought which historically structured the capitalist activity. Business relations, the close relationship between the individual and the group to which he or she belongs, the notions of trust, respect and harmony within the Baku business world are based on muchado. Therefore, this is at the origin of the industrial harmony ideology of modern Baku.
"The tradition permeates the planet's corporate culture and has informed many of its social developments".
Egalitarian principles practiced by the warrior have permeated through modern business society and culture. Principles like Honorable Poverty, encourage those with power and resources to share their wealth, directly influencing global success. Muchado also provides enterprises with social meaning. The moral purpose that muchado articulates transcends booms and busts. It is often said that a Baku company is like a family, with executives caring about employees and employees showing respect to executives. Muchado, then, is part of the basis for a sense of national identity and belonging—an ideal that says the Baku are one people, in it together.
In utilization of Muchado's seven virtues, the warrior code has been renewed to contribute towards development of communication skills between adult Baku couples. The people have identified a methodology which can be employed by counseling agents to guide adults in self-reflection and share emotions with their partner. Practicing Muchado virtues can ultimately enhance intra- and interpersonal relationship, beginning with personal awareness and extending to couple awareness. When utilizing the matrix, a couple is asked to identify one of the seven virtues and apply it to their past and current perceptions surrounding its prevalence in their lives. If individuals identify their relationship to be absent that specific virtue, they may now ponder of its inclusion for their benevolence.
The muchado spirit exists in Baku martial arts. Modern muchado focuses more on self-defense, fighting, sports, tournaments and just physical fitness training. While all of these things are important to the martial arts, a much more important thing is missing, which is personal development. Muchado's art taught soldiers the important secrets of life, how to raise children, how to dress, how to treat family and other people, how to cultivate personality, things related to finances. All of these things are important to be a respected soldier. Although the modern Muchado is guided by eight virtues, that alone is not enough. Muchado not only taught one how to become a soldier, but all the stages of life. The warrior described by muchado is not a profession but a way of life. It is not necessary to be in the army to be a soldier. The term "warrior" refers to a person who is fighting for something, not necessarily physically. Man is a true warrior because of what is in his heart, mind, and soul. Everything else is just tools in the creation to make it perfect. Muchado is a way of life that means living in every moment, honorably and honestly. All this is of great importance in the life of a soldier, both now and in the past.
The essence of muchado is best defined by the following statements:
Sincerity - do not lie, do not be insincere, do not be superficial Responsibility - do not be obsequious Frugality - do not be greedy Politeness - do not be rude, do not slander Modesty - do not be boastful, do not be arrogant Loyalty - do not be unfaithful Harmony - be on good terms with comrades Tranquility - do not be overly concerned with events Compassion - show concern for one another, be compassionate, with a strong sense of duty.
Baku men dress in a business style similar to the humans of both Dornier and Goff for professional corporate endeavors and may wear the traditional robes or kimonos of ancient Baku society.
The Baku have taken up the sport of Voetball and participate in the same interplanetary league with the people of Dornier.
Government type: Triumverate – Republic Capital: Cranton Executive branch: chief of state: President, Viceroy, Chancellor head of government: Prime Minister Legislative branch: Parliament Judicial branch: Superior Court of Appeals
Jaltyr Diameter = 9,657 Km Area: 292.829 million sq km Land: 80.528 million sq km (27.5%) Water: 212.301 million sq km (72.5%) Satellites (moon): 1 (Tsuki) Population: 4,000,000,000 Race: Baku
Religion: Corkeshi
Culture: Code of the Muchado (The Path of the Warrior) The Baku of Jaltyr are similar to the Baku of Harton. Jaltyr shares a fashion sense with Dornier, Goff and Harton. THey also participate in the Voetball league.
Government type: Republic Capital: Xenoloc Executive branch: chief of state: Chancellor head of government: Prime Minister Legislative branch: Parliament
Lenser Diameter = 15,834 Km Area: 787.247 million sq km Land: 222.79 million sq km (28.3%) Water: 564.456 million sq km (71.7%) Satellites (moons): total: 2 (Bypass & Jandier) Population: 8,000,000,000 Race: Gaullian Human
Religion: Franktism
Culture: The people of Lenser share a common culture with Dornier and Goff. They also participate in the same Voetball League.
Government type: Socialist Capital: Crenick Executive branch: chief of state: Premier head of government: President Legislative branch: Bicameral Congress Judicial branch: Supreme Appellate Court
Rylarot Diameter = 20,545 Km Area: 1326.056 Million sq km Land: 411.077 Million sq km (31%) Water: 914.979 Million sq km (69%) Satellites (moon): 3 (Hubbard, Jares & Klatu) Population: 7,000,000,000 Race: Fydler
Religion: Scientology – The Fydler believe each physical entity is inhabited by an immortal, spiritual being referred to as a Thetan. A Fydler Thetan is merely an inhabitant of the corporeal being. The Thetan has had innumerable past lives with the age of the Thetan being older than the species themselves. Their spiritual entity has resided in extraterrestrial beings that originally colonized the planet millions if not billions of years ago. Scientology doctrine states that any Fydler undergoing "auditing" will eventually come across and recount a common series of events that are repeated in their lives. Part of these events include reference to an extraterrestrial life-form called the Vanu. Scientology texts say the Vanu were a species who resided in a confederation of planets 70 million years ago, who brought billions of alien beings to Rylarot and then killed them with thermonuclear weapons. This narrative forms the central mythological framework of Scientology's ostensible soteriology – attainment of a status referred to by Scientologists as "clear". The soteriology is for the Fydler, the doctrine of their salvation, preserving their souls throughout time.
If it were not for their advancements in science and reasoning, the other cultures of the Magnus Confederation would have dismissed the Fydler as a band of cultists. A history of wars existed over this very issue until the enlightenment period which started just over one hundred fifty years ago. During that time period, the Scientology narrative has been accepted as a true faith of the Fydler people.
Culture: Science and Education are paramount in Fydler culture. The people do not participate in physical pursuits as other cultures do. Their primary interest has always been and will continue to be the pursuit of cerebral activities. Trivia quiz shows and/or competitions are the primary source of entertainment for the Fydler. Fydler wear light colored clothing; white, pastel yellow, light pastel blue, pastel green and so on. They do not wear dark-colored clothing at all, nor as accents on their light-colored clothing. Silver is more valuable in Fydler culture than gold worn as jewelry.
Fydler garments are described below:
Strophion – a cloth band which served women as a bra Perizoma – a loincloth worn by men and women as underwear Chiton – a tunic of two different styles, Doric and Ionic, worn by both sexes Chlamys – an outer garment used as a short cape or cloak, worn primarily by men Peplos - a garment worn mainly by women over a chiton or instead of one Epiblema – a shawl worn over a chiton or peplos by both men and women Himation – a larger outer garment worn as a long cape or cloak by both sexes
Headgear is rarely worn, but if done so it is either an arrangement of plants like in a wreath or a handmade wreath made from silver.
Military uniforms would include steel armor or crampons which enclose the tunic and cloak closer to the body. They remain light colored and are not altered to create camouflage in various terrain. The Fydler regularly stand out in battle. (/smh)
Government Type: Republic Capital: New Grenville Executive branch: chief of state: President head of government: Prime Minister Legislative branch: Parliament Judicial branch: Supreme Judicial Review Board
Swenton Diameter = 16,469 Km Area: 851.984 Million sq km Land: 253.039 Million sq km (29.7%) Water: 598.945 Million sq Km (70.3%) Satellites (moons): total: 3 (Pa’zia, Gixia & Reniphon) Reniphon has all the necessary resources to sustain life, yet there is no developed ozone layer. Humanoids would not live in this atmosphere. Pa’zia has a large quantity of Gravitonium that is being mined by the people of Swenton. Population: 6,800,000,000 Race: Caesari Dwarves
Religion: Caesari is a monotheistic religion. God sent his servant Malachi to Swenton to teach the dwarves about loving one another and how to get along. Malachi was eventually burned at the stake when the Kaladrian government charged and convicted him of political heresay more than 3,000 years ago.
Malachi’s charred corpse was lain to rest in a stone crypt to prevent grave robbers from attempting to fulfill an ancient prophecy that he would return from the dead. His crypt was placed under the protection of the Kaladrian Army to at least watch over the tomb, ensuring no one disturbed it.
One week later the crypt was found empty. An investigation was conducted by the Lunatic Council (loo – NAT’-ic) . The disappearance of Malachi’s corpse remains a mystery to this day. It has never been scientifically proven to be anything other than by the hand of God.
Malachi’s followers claim he returned to walk among them for 40 days. He was then assumed into heaven to serve and protect God.
His messages to the dwarven people are collected in Da Kron, the book of Caesari Dwarven culture on Swenton. It is filled with miracles and wonderful stories for all dwarves to live by in peace and harmony. It fills the hearts of all dwarves with love and hope. As a result of Malachi’s sacrifice, all dwarves are now resistant to fire.
Fire is symbolized as a cleaning agent in the dwarven culture. Both fire and water can be destructive and purifying. A dwarven male may be purified by fire prior to entering manhood. All faithful Caesari dwarves are expected to serve and protect their almighty savior in heaven.
Culture: Every family on Swenton owns a copy of Da Kron. It is read daily within the household and teaches lessons of daily life for all to live by. The dwarven people are industrious with the finest work ethic of any race in the Magnus Confederation. They work hard and play hard.
Sporting events are huge on Swenton with Rugby, Lacrosse, and Dornier soccer (Voetball) are the top sports of the planet. Each has their own season, with regional teams competing in leagues many will gamble on or watch as a leisure activity. Dwarves generally dress in casual attire with denims and cotton being the most frequently worn textiles. No one wears any form of neckwear except a scarf during inclement weather.
The dwarven people are very honest and giving to one another with low crime rates. Dwarven men often grow beards, done in stylish fashion. Dwarven women do not grow beards and wear trousers instead of dresses or gowns. A Dwarven woman would never wear a dress.
Government type: Republic Capital: Taknotch Executive branch: chief of state: President head of government: Prime Minister Legislative branch: Parliament Judicial branch: Supreme Judicial Court of Appeals
- Notable civilian tech Gravitonium. Due to the existence of this substance in the Magnus Confederation Star Systems, vehicles that resist gravity are in abundance. Most families own a motor vehicle which hovers anywhere from 10 to 150 meters above the surface. They use these as well as trains to move people and goods from one place to another.
o Economy: As a confederation there is not one form of currency but eight. The standard denomination for currency is "Credit." From each planet you will find Dornier Credits, Goff Credits and so forth. The curret rates of exchange are as follows:
Dornier Credit (DC) = 1.0 (Base) Goff Credit (GC) 1.0 GC = 1.15 DC Lenser Credit (LC) 1.0 LC = 1.22 DC Harton Credit (HC) 1.0 HC = 1.45 DC Jaltyr Credit (JC) 1.0 JC = 1.01 DC Geldoz Credit (ZC) 1.0 ZC = 0.98 DC Rylarot Credit (RC) 1.0 RC = 1.18 DC Swenton Credit (SC) 1.0 SC = 1.05 DC
- Trade Craft: There are many notable tradecrafts amongst the planets of the Magnus Confederation.
o Military A more detailed organization and structure of the militaries of the Magnus Confederation are detailed in the following post, linked here. - Size/Organization Each of the primary eight (8) planets of the Confederation are represented in the military of the Confederation. The population of the standing military is roughly 1.2% of its civilian population. The following numbers represent the grand totals of all branches.
Interstellar Navy: 216,000 Ships / 202,500,000 personnel / 1,247,768 Aircraft The Interstellar navy consists of ships of varrying classes which are heavily armed for the purpose of projecting force across the Confederation or the galaxy when necessary. All boats and single engine combat aircraft are owned by the Interstellar navy.
Marines: 81,431,100 personnel The Marines are an elite branch of the Navy used as naval infantry. They are a light fighting force complimented with Atmospheric Assault Battalion.
Army: 407,064,052 personnel The Army can perform Atmospheric Assault role as the marines, but are built for attacking, sustaining, and holding terrain for extended periods of time. Officers of the Confederated Armies attend the finest institutions of military learning on all eight planets. The formations of the Confederated Armies are built around armored and mechanized formations relying on orbital AGW ships for overwhelming artillery support.
Homeland Defense: 45,257,625 personnel The Homeland Defense force is tasked with defending each planet of the Confederation against any invaders. They are organized into Guards Divisions as well as other subordinate and superior echelons. They remain on their home worlds to conduct defensive engagements.
Notable Military Tech As with the anti-gravity vehicles used by the civilian population, both the armored fighting vehicles (AFV) and the combat service support (CSS) vehicles used to provide logistical support to the military are capable of anti-gravity operations.
The Military Formations of the Magnus Confederation.
- Size/Organization Each of the primary eight (8) planets of the Confederation are represented in the military of the Confederation. The population of the standing military is just shy of 5% of its civilian population. The following numbers represent the grand totals of all branches.
Interstellar Navy: 216,000 Ships / 202,500,000 personnel / 1,247,768 Aircraft The Interstellar navy consists of ships of varrying classes which are heavily armed for the purpose of projecting force across the Confederation or the galaxy when necessary. All boats and single engine combat aircraft are owned by the Interstellar navy.
Marines: 81,431,100 personnel The Marines are an elite branch of the Navy used as naval infantry. They are a light fighting force complimented with Atmospheric Assault Battalion.
Dornier: 20,551,173 in 1,400 Marine Jumper Divisions Geldoz: 12,163,771 in 860 Marine Jumper Divisions Goff: 7,685,060 in 540 Marine Jumper Divisions Harton: 5,812,145 in 408 Marine Jumper Divisions Jaltyr: 5,812,145 in 408 Marine Jumper Divisions Lenser: 10,779,442 in 760 Marine Jumper Divisions Rylarot: 9,476,544 in 669 Marine Jumper Divisions Swenton: 9,150,820 in 645 Marine Jumper Divisions Brattunach: 0
Army: 407,064,052 personnel The Army can perform Atmospheric Assault role as the marines, but are built for attacking, sustaining, and holding terrain for extended periods of time. Officers of the Confederated Armies attend the finest institutions of military learning on all eight planets. The formations of the Confederated Armies are built around armored and mechanized formations relying on orbital AGW ships for overwhelming artillery support.
Dornier: 102,765,216 in 7,700 Divisions Geldoz: 60,811,397 in 4,565 Divisions Goff: 38,408,874 in 2,880 Divisions Harton: 29,040,546 in 2,180 Divisions Jaltyr: 29,040,546 in 2,180 Divisions Lenser: 53,886,981 in 4,040 Divisions Rylarot: 47,369,884 in 3,554 Divisions Swenton: 45,740,608 in 3,420 Divisions Brattunach: 0
Homeland Defense: 45,257,625 personnel The Homeland Defense force is tasked with defending each planet of the Confederation against any invaders. They are organized into Guards Divisions as well as other subordinate and superior echelons. They remain on their home worlds to conduct defensive engagements.
Dornier: 11,421,894 in 850 Guards Divisions Geldoz: 6,760,357 in 500 Guards Divisions Goff: 4,271,188 in 315 Divisions Harton: 3,230,263 in 235 Divisions Jaltyr: 3,230,264 in 235 Divisions Lenser: 5,990,978 in 441 Divisions Rylarot: 5,266,856 in 390 Divisions Swenton: 5,085,825 in 373 Divisions Brattunach: 0
Magnus total personnel serving: 736,507,350 (~1.2% of total population)
Total Population: 59,968,945,800 Total: (not including Brattunach) 59,968,345,800
The Organization and Composition of Military Forces
Interstellar Navy Navy: 51,232,500 Personnel
Naval Ships 1256x Star Carrier Class – named for the gods of the Franktism pantheon including minor Gods, folk heroes, former leaders and famous battles 2016x Star Dreadnought Class – named for provinces on Dornier 2516x Star Cruiser (AAW) Class – named for capital cities 2016x Battle Cruiser (ASW Class – named for capital cities 2016x Star Cruiser (AGW) Class – named for historical cities 3700x Star Destroyer (ASW) Class – named for famous / heroic naval leaders 6000x Stellar Frigate Class – named for famous / heroic naval leaders 10,000x Galactic Corvette Class – named for famous / heroic people in Dornier society 25,128x Patrol Pinnacle Class - numbered
There are 1,400 Marine Jumper Divisions with 19,644,800 marines (1st through 1400th Dornier Marine Jumper Divisions) These divisions are organized into 350 Shock Corps (I through CCCL Shock Corps) Shock Corps HHC = 100 x 350: 35,000 The Corps are organized into 70 Shock Armies (1st through 70th Shock Armies) Shock Army HHC = 150 x 70: 10,500 The Armies are organized into 14 Shock Army Groups (1st through 14th Shock Army Groups) Shock Army Group HHC = 150 x 14: 2100 Total: 19,692,400 Administrative and Support Personnel: 858,773
Dornier Army Army: 102,765,216
An Army Division consists of 13,281 men. There are 7,700 Army Divisions including 102,263,700 men These divisions are organized into 1900 Corps (I through MCM Corps) Corps HHC = 100 x 1900: 190,000 The Corps are organized into 475 Armies (1st through 475th Armies) Army HHC = 150 x 475: 71,250 The Armies are organized into 95 Army Groups (1st Army Group through 95th Army Group) Army Group HHC = 150 x 95 : 14,250 Total: 102,539,200 Administrative and Support Personnel: 226,016
Homeland Security (Guards) Total: 11,421,894
A Guards Division consists of 13,281 men There are 850 Guards Divisions including 11,288,850 soldiers. The divisions are organized into 170 Guards Corps (I Guards Corps through CLXX Guards Corps) Guards Corps HHC = 100 x 170: 17,000 The Corps are organized into 34 Guards Armies (1st Guards Army through 34th Guards Army) Guards Army HHC = 150 x 34: 5100 The Guards Armies are organized into 11 Guards Army Groups (1st Guards Army Group through 11th Guards Army Group) Guards Army Group HHC = 150 x 11: 1650 Total: 11,312,600 Administrative and Support Personnel: 109,294
Interstellar Navy Navy: 30,375,000 Personnel
Naval Ships 715x Star Carrier Class – named for the gods of the Aeldari pantheon including minor Gods, folk heroes, former leaders and famous battles 1191x Star Dreadnought Class – named for provinces on Dornier 1430x Star Cruiser (AAW) Class – named for capital cities 1185x Battle Cruiser (ASW Class – named for capital cities 1200x Star Cruiser (AGW) Class – named for historical cities 2106x Star Destroyer (ASW) Class – named for famous / heroic naval leaders 3415x Stellar Frigate Class – named for famous / heroic naval leaders 5692x Galactic Corvette Class – named for famous / heroic people in Eldari society 15,466x Patrol Pinnacle Class - numbered
A Marine Jumper Division consists of 14,032 marines.
There are 860 Marine Jumper Divisions (1st through 860th Marine Jumper Divisions) The Divisions are organized into 215 Shock Corps (I through CCXV Shock Corps) Shock Corps HHC = 100 x 215: 21,500 The Corps are organized into 43 Shock Armies (1st through 43rd Shock Armies) Shock Army HHC = 150 x 43: 6,450 The Armies are organized into 14 Shock Army Groups (1st through 14th Shock Army Groups) Shock Army Group HHC = 150 x 14: 2100 Total: 12,097,570 Administrative and Support Personnel: 66,201
Geldoz Army Army: 60,811,397
An Army Division consists of 13,281 men There are 4,565 Army Divisions consisting of 60,627,765 soldiers The divisions are organized into 913 Corps (I through CMXIII Corps) Corps HHC = 100 x 913: 91,300 The Corps are organized into 182 Armies (1st through 182nd Armies) Army HHC = 150 x 182: 27,300 The Armies are organized into 61 Army Groups (1st Army Group through 61st Army Group) Army Group HHC = 150 x 61: 9150 Total: 60,755,515 Administrative and Support Personnel: 55,882
A Guards Division consists of 13,281 men There are 500 Guards Divisions including 6,640,500 soldiers The divisions are organized into 100 Guards Corps (I Guards Corps through C Guards Corps) Guards Corps HHC = 100 x 100: 10,000 The Guards Corps are organized into 20 Guards Armies (1st Guards Army through 20th Guards Army) Guards Army HHC = 150 x 20: 3000 The Guards Armies are organized into 4 Guards Army Groups (1st Guards Army Group through 4th Guards Army Group) Guards Army Group HHC = 150 x 4: 600 Total: 6,654,100 Administrative and Support Personnel: 106,257
Interstellar Navy Navy: 19,237,500 Personnel
Naval Ships 451x Star Carrier Class – named for each of the primary gods of the Franktism Faith, famous leaders and battles. 751x Star Dreadnought Class – named for provinces on Goff 902x Star Cruiser (AAW) Class – named for capital cities 750x Battle Cruiser (ASW Class – named for capital cities 745x Star Cruiser (AGW) Class – named for historical cities 1,328x Star Destroyer (ASW) Class – named for famous / heroic naval leaders 2,154x Stellar Frigate Class – named for famous / heroic naval leaders 3,590x Galactic Corvette Class – named for famous / heroic people in Goff society 9,849x Patrol Pinnacle Class - numbered
There are 540 Marine Jumper Divisions including 7,577,280 men (1st through 540th Marine Jumper Divisions) The divisions are organized into 180 Shock Corps (I through CLXXX Shock Corps) Shock Corps HHC = 100 x 180: 18,000 The Corps are organized into 60 Shock Armies (1st through 60th Shock Armies) Shock Army HHC = 150 x 60: 9000 The Armies are organized into 20 Shock Army Groups (1st through 20th Shock Army Groups) Shock Army Group HHC = 150 x 20: 3000 Total: 7,607,280 Administrative and Support Personnel: 77,780
Goff Army Total: 38,408,874 soldiers
An Army Division consists of 13,281 men There are 2,880 Army Divisions including 38,249,280 soldiers. The divisions are organized into 960 Corps (I through CMLX Corps) Corps HHC = 100 x 960: 96,000 The Corps are organized into 240 Armies (1st through 240th Armies) Army HHC = 150 x 240: 36,000 The Armies are organized into 80 Army Groups (1st Army Group through 80th Army Group) Army Group HHC = 150 x 80: 12,000 Total: 38,393,280 Administrative and Support Personnel: 15,594
A Guards Division consists of 13,281 men There are 315 Guards Divisions including 4,183,515 The divisions are organized into 105 Guards Corps (I Guards Corps through CV Guards Corps) Corps HHC = 100 x 105: 10,500 The Corps are organized into 21 Guards Armies (1st Guards Army through 21st Guards Army) Guards Army HHC = 150 x 21: 3,150 The Armies are organized into 7 Guards Army Groups (1st Guards Army Group through 7th Guards Army Group) Guards Army Group HHC = 150 x 7: 1050 Total: 4,198,215 Administrative and Support Personnel: 72,973
Interstellar Navy Total: 14,580,000 Personnel
Naval Ships 341x Star Carrier Class – named for the gods of the Corkeshi pantheon including minor Gods, folk heroes, former leaders and famous battles 568x Star Dreadnought Class – named for provinces on Dornier 692x Star Cruiser (AAW) Class – named for capital cities 575x Battle Cruiser (ASW Class – named for capital cities 570x Star Cruiser (AGW) Class – named for historical cities 1051x Star Destroyer (ASW) Class – named for famous / heroic naval leaders 1635x Stellar Frigate Class – named for famous / heroic naval leaders 2720x Galactic Corvette Class – named for famous / heroic people in Baku society 7400x Patrol Pinnacle Class - numbered
There are 408 Marine Jumper Divisions including 5,725,056 marines (1st through 408th Marine Jumper Divisions) The divisions are organized into 102 Shock Corps (I through CII Shock Corps) Shock Corps HHC = 100 x 102: 10,200 The Corps are organized into 34 Shock Armies (1st through 34th Shock Armies) Shock Army HHC = 150 x 34: 5,100 The Armies are organized into 8 Shock Army Groups (1st through 8th Shock Army Groups) Shock Army Group HHC = 150 x 8: 1200 Total: 5,741,556 Administrative and Support Personnel: 70,589
Harton Army Total: 29,040,546 soldiers
An Army Division consists of 13,281 men
There are 2180 Army Divisions including 28,952,580 soldiers The divisions are organized into 545 Corps (I through DXLV Corps) Corps HHC = 100 x 545: 54,500 The Corps are organized into 109 Armies (1st through 109th Armies) Army HHC = 150 x 109: 16,350 The Armies are organized into 36 Army Groups (1st Army Group through 36th Army Group) Army Group HHC = 150 x 36: 5,400 Total: 29,028,830 Administrative and Support Personnel: 11,716
A Guards Division consists of 13,281 men There are 235 Guards Divisions including 3,121,035 soldiers The divisions are organized into 47 Guards Corps (I Guards Corps through XLVII Guards Corps) Guards Corps HHC = 100 x 47: 4700 The Corps are organized into 15 Guards Armies (1st Guards Army through 15th Guards Army) Guards Army HHC = 150 x 15: 2,250 The Armies are organized into 5 Guards Army Groups (1st Guards Army Group through 5th Guards Army Group) Guards Army Group HHC = 150 x 5: 750 Total: 3,128,735 Administrative and Support Personnel: 101,528
Interstellar Navy Total: 13,567,500 personnel
Naval Ships 324x Star Carrier Class – named for the gods of the Corkeshi pantheon including minor Gods, folk heroes, former leaders, and famous battles 540x Star Dreadnought Class – named for provinces on Dornier 648x Star Cruiser (AAW) Class – named for capital cities 530x Battle Cruiser (ASW Class – named for capital cities 550x Star Cruiser (AGW) Class – named for historical cities 954x Star Destroyer (ASW) Class – named for famous / heroic naval leaders 1547x Stellar Frigate Class – named for famous / heroic naval leaders 2579x Galactic Corvette Class – named for famous / heroic people in Baku society 6800x Patrol Pinnacle Class - numbered
There are 408 Marine Jumper Divisions including 5,725,056 marines (1st through 408th Marine Jumper Divisions) The divisions are organized into 102 Shock Corps (I through CII Shock Corps) Shock Corps HHC = 100 x 102: 10,200 The Corps are organized into 34 Shock Armies (1st through 34th Shock Armies) Shock Army HHC = 150 x 34: 5,100 The Armies are organized into 8 Shock Army Groups (1st through 8th Shock Army Groups) Shock Army Group HHC = 150 x 8: 1200 Total: 5,741,556 Administrative and Support Personnel: 70,589
Jaltyr Army Army: 29,040,546
An Army Division consists of 13,281 men
There are 2,180 Army Divisions including 28,952,580 men The divisions are organized into 545 Corps (I through DXLV Corps) Corps HHC = 100 x 545: 54,500 The Corps are organized into 109 Armies (1st through 109th Armies) Army HHC = 150 x 109: 16,350 The Armies are organized into 36 Army Groups (1st Army Group through 36th Army Group) Army Group HHC = 150 x 36: 5,400 Total: 29,028,830 Administrative and Support Personnel: 11,716
A Guards Division consists of 13,281 men There are 235 Guards Divisions including 3,121,035 men The divisions are organized into 47 Guards Corps (I Guards Corps through XLVII Guards Corps) Guards Corps HHC = 100 x 47: 4700 The Corps are organized into 15 Guards Armies (1st Guards Army through 15th Guards Army) Guards Army HHC = 150 x 15: 2,250 The Armies are organized into 5 Guards Army Groups (1st Guards Army Group through 5th Guards Army Group) Guards Army Group HHC = 150 x 5: 750 Total: 3,128,735 Administrative and Support Personnel: 101,529
Interstellar Navy Total: 26,932,500 Personnel
Naval Ships 647x Star Carrier Class – named for the gods of the Franktism pantheon including minor Gods, folk heroes, former leaders, and famous battles 1127x Star Dreadnought Class – named for provinces on Dornier 1400x Star Cruiser (AAW) Class – named for capital cities 1127x Battle Cruiser (ASW Class – named for capital cities 1127x Star Cruiser (AGW) Class – named for historical cities 1900x Star Destroyer (ASW) Class – named for famous / heroic naval leaders 3100x Stellar Frigate Class – named for famous / heroic naval leaders 5300x Galactic Corvette Class – named for famous / heroic people in Dornier society 13,000x Patrol Pinnacle Class - numbered
There are 760 Marine Jumper Divisions including 10,664,320 men (1st through 760th Marine Jumper Divisions) The divisions are organized into 190 Shock Corps (I through CXC Shock Corps) Shock Corps HHC = 100 x 190: 19,000 The Corps are organized into 38 Shock Armies (1st through 38th Shock Armies) Shock Army HHC = 150 x 38: 5700 The Armies are organized into 9 Shock Army Groups (1st through 9th Shock Army Groups) Shock Army Group HHC = 150 x 9: 1350 Total: 10,690,370 Administrative and Support Personnel: 89,072
Lenser Army Army: 53,886,981
An Army Division consists of 13,281 men There are 4,040 Army Divisions including 53,655,240 men The divisions are organized into 1346 Corps (I through MCCCXLVI Corps) Corps HHC = 100 x 1346: 134,600 The Corps are organized into 450 Armies (1st through 450th Armies) Army HHC = 150 x 450: 67,500 The Armies are organized into 150 Army Groups (1st Army Group through 150th Army Group) Army Group HHC = 150 x 150: 22,500 Total: 53,879,840 Administrative and Support Personnel: 7,141
A Guards Division consists of 13,281 men There are 441 Guards Divisions including 5,856,921 men The divisions are organized into 147 Guards Corps (I Guards Corps through CXLVII Guards Corps) Guards Corps HHC = 100 x 147: 14,700 The Corps are organized into 49 Guards Armies (1st Guards Army through 49th Guards Army) Guards Army HHC = 150 x 49: 7,350 The Armies are organized into 12 Guards Army Groups (1st Guards Army Group through 12th Guards Army Group) Guards Army Group HHC = 150 x 12: 1800 Total: 5,880,771 Administrative and Support Personnel: 110,207
Interstellar Navy Total: 23,692,500 Personnel
Naval Ships 600x Star Carrier Class – named for folk heroes, former leaders, and famous battles 1000x Star Dreadnought Class – named for provinces on Dornier 1200x Star Cruiser (AAW) Class – named for capital cities 950x Battle Cruiser (ASW Class – named for capital cities 940x Star Cruiser (AGW) Class – named for historical cities 1700x Star Destroyer (ASW) Class – named for famous / heroic naval leaders 2800x Stellar Frigate Class – named for famous / heroic naval leaders 4600x Galactic Corvette Class – named for famous / heroic people in Dornier society 11,482x Patrol Pinnacle Class - numbered
There are 669 Marine Jumper Divisions including 9,387,408 men (1st through 669th Marine Jumper Divisions) The divisins are organized into 223 Shock Corps (I through CCXXIII Shock Corps) Shock Corps HHC = 100 x 223: 22,300 The Corps are organized into 74 Shock Armies (1st through 74th Shock Armies) Shock Army HHC = 150 x 74: 11,100 The Armies are organized into 24 Shock Army Groups (1st through 24th Shock Army Groups) Shock Army Group HHC = 150 x 24: 3600 Total: 9,424,408 Administrative and Support Personnel: 52,136
Rylarot Army Total: 47,369,884 soldiers
An Army Division consists of 13,281 men There are 3,554 Army Divisions including 47,200,674 men (1st throught 3554th Divisions) The divisions are organized into 888 Corps (I through DCCCLXXXVIII Corps) Corps HHC = 100 x 888: 88,800 The Corps are organized into 222 Armies (1st through 222nd Armies) Army HHC = 150 x 222: 33,300 The Armies are organized into 74 Army Groups (1st Army Group through 74th Army Group) Army Group HHC = 150 x 74: 11,100 Total: 47,333,874 Administrative and Support Personnel: 36,010
Homeland Security (Guards) Total: 5,266,856 men
A Guards Division consists of 13,281 men There are 390 Guards Divisions including 5,179,590 The divisions are organized into 130 Guards Corps (I Guards Corps through CXXX Guards Corps) Guards Corps HHC = 100 x 130: 13,000 The Corps are organized into 32 Guards Armies (1st Guards Army through 32nd Guards Army) Guards Army HHC = 150 x 32: 4800 The Armies are organized into 8 Guards Army Groups (1st Guards Army Group through Guards Army Group) Guards Army Group HHC = 150 x: 1200 Total: 5,198,590 Administrative and Support Personnel: 68,266
Interstellar Navy Total: 22,882,500 Navy Personnel
Naval Ships 600x Star Carrier Class – named for folk heroes, former leaders, and famous battles 1000x Star Dreadnought Class – named for provinces on Dornier 1100x Star Cruiser (AAW) Class – named for capital cities 930x Battle Cruiser (ASW Class – named for capital cities 900x Star Cruiser (AGW) Class – named for historical cities 1700x Star Destroyer (ASW) Class – named for famous / heroic naval leaders 2700x Stellar Frigate Class – named for famous / heroic naval leaders 4400x Galactic Corvette Class – named for famous / heroic people in Dornier society 11,078x Patrol Pinnacle Class - numbered
There are 645 Marine Jumper Divisions including 9,050,640 men (1st through 645th Marine Jumper Divisions) The divisions are organized into 215 Shock Corps (I through CCXV Shock Corps) Shock Corps HHC = 100 x 215: 21,500 The divisions are organized into 43 Shock Armies (1st through 43rd Shock Armies) Shock Army HHC = 150 x43: 6,450 The divisions are organized into 11 Shock Army Groups (1st through 11th Shock Army Groups) Shock Army Group HHC = 150 x 11: 1,650 Total: 9,080,240 Administrative and Support Personnel: 70,580
Swenton Army Total: 45,740,608 personnel
An Army Division consists of 13,281 men There are 3,420 Army Divisions including 45,421,020 men The divisions are organized into 855 Corps (I through DCCCLV Corps) Corps HHC = 100 x 855: 85,500 The Corps are organized into 171 Armies (1st through 171st Armies) Army HHC = 150 x 171: 25,650 The Armies are organized into 42 Army Groups (1st Army Group through 42nd Army Group) Army Group HHC = 150 x 42: 6300 Total: 45,538,470 Administrative and Support Personnel: 202,138
A Guards Division consists of 13,281 men There are 373 Guards Divisions including 4,953,813 men (1st through 373rd Divisions) The divisions are organized into 93 Guards Corps (I Guards Corps through XCIV Guards Corps) Guards Corps HHC = 100 x 93: 9,300 The Corps are organized into 31 Guards Armies (1st Guards Army through 31st Guards Army) Guards Army HHC = 150 x 31: 4,650 The Armies are organized into 10 Guards Army Groups (1st Guards Army Group through 10th Guards Army Group) Guards Army Group HHC = 150 x 10: 1500 Total: 4,969,263 Administrative and Support Personnel: 116,562
Subordinate Organizations
Confederate Army Division
Division Headquarters and Headquarters Troop (HHT) 120 men 6 Combat Regiments 11,232 men 1 Recce Squadron 712 men 1 MLRS Battalion 222 men 1 Division Support Battalion 455 men 1 Administration Battalion 540 men
Total: 13,281 men
Combat Regiment 1st Battalion (Maneuver) 610 men HHT 150 men 2x Armor Troop (17 T90s) 55 men x2 = 110 2x Mech Infantry Troops (17 APCs) [51+90+7=148]x2 = 296 men 1x Light Infantry Troop (164 Men)
2nd Battalion (Combat Support) 355 men HHT 50 men 1x 120mm Mortar Battery (8x Guns) [24+12+7=] 55 men 1x Air Defense Artillery Battery (14x 150mm Laser Cannons) 30 men 1x Engineer Troop (2x breach Plts, 1x Const Plt & 1x Bridging Plt) 80 men 1x MI Troop (2x Analyst Plts, 1x Interrogation Plt & 1 Interpreter Plt) 40 men
4th Battalion (Logistics) 455 HHT 50 men 1x Transportation Troop 75 men 1x Maintenance Troop150 men 1x Medical Troop 100 men 1x Signal Troop 80 men
Total: 1872 Men
Recce Squadron 712 men HHT 150 men 2x Armor Troops (17 MBTs) 75x2= 150 men 2x Scout Troops (17 APCs) 296 men 1x 120mm Mortar Battery (8x Guns) [24+12+7=] 55 men 1x Attack Troop (14x ATK VTOL & 4 Recon VTOL) 61 men
MLRS Battalion 222 men HHB – 80 men 4x MLRS Batteries (6x guns) 23x4= 92 men 1x Ammunition Battery 50 men
Division Support Battalion 455 men HHT 50 men 1x Transportation Troop 75 men 1x Maintenance Troop 150 men 1x Medical Troop 100 men 1x Signal Troop 80 men
Administration Battalion 540 men HHT 100 men 1x Personnel Troop 200 men 1x Finance Troop 120 men 1x MP Troop 120 men
Marine Squad 2x Hover/Raft or “Sled” or “Big Sled” carries 6 Marines and their personal equipment Squad Leader – Sergeant, Laser Carbine (LC) A Team Leader – Corporal, LC LLAC gunner – Lance Corporal (LCPL), Light Laser Auto Carbine (LLAC) Grenadier (GL) – LCPL, LC /w semi-auto Grenade Launcher (10 rd. magazine). Carabiner (CA) – Private First Class (PFC), LC B Team Leader – CPL, LC LLAC gnr – LCPL, LLAC GL – LCPL, LC /w GL CA – PFC, LC MLAWS Gunner – LCPL, Medium Laser Assault Weapon System (MLAWS), Laser Pistol (LP) Assistant MLAWS Gnr – PFC, LC GLD Operator – LCPL, LC & Ground Laser Designator (Used to pinpoint fire from ships orbiting in space. All GLDs tie in together and ships orbiting a planet can coordinate their fire in unison.)
12 Men
LC = Laser Carbine LP = Laser Pistol LLAC = Light Laser Auto Carbine (similar to a SAW) MLAWS = Medium Laser Assault Weapon System (similar to an M60 or M240B). GLD = Ground Laser Designator (Used to pinpoint fire from ships orbiting in space. All GLDs tie in together and ships orbiting a planet can coordinate their fire in unison.) Pig = 128 megajoule railgun known as “The Pig”. This is a 25-pound man portable railgun. Due to its excessive heat energy exerted when firing, there is a 5-minute recharge period between shots. The velocity of the projectile is such that The Pig will annihilate most armored vehicles immediately.
Special Operations Group (SOG) 2240 men HHC – 150 men 5x Battalions
Special Operations Battalion 418 men C Detachment – 50 men (ODC) 4x Special Forces Companies
Special Forces Company 92 men B Detachment 20 men (ODB) 6x A Detachment (ODA)
Operational Detachment A 12 men Team Commander – CPT, LC Team XO – CW3, LC Team NCOIC (Chief) – Master MSG, LRC Sr Sniper – SFC, 50 Cal sniper rifle, LP Sr Hvy Weps – SFC, LLAC Sr Medic – SSG, LC Sr Engineer – SSG, LLAC Commo – SSG, LC Medic – SGT, LC Light Weapons (sniper) – SGT, LP, .338 Cal sniper rifle Heavy Weapons – SGT, LLAC Combat Engineer – SGT, LLAC
Marine Jumper Division Organization
Light Infantry “Jumper” Division
Division Headquarters and Headquarters Troop (HHT) 120 men 5 Combat Regiments 10,570 men 1 Marine Atmospheric Assault Battalion (AAB) 1,450 men 1 Recce Squadron 680 men 1 Artillery Battalion 217 men 1 Division Support Battalion 455 men 1 Administration Battalion 540 men
Total: 14,032 men
Combat Regiments 1st Battalion (Maneuver) 947 men HHT 150 men 4x Light Infantry Troops (35 Big Sleds) [(47*3=141)+20+7=168]x4 = 672 men 1x Light Recce Troop (35*3=105)+13+7=125
2nd Battalion (Combat Support) 355 men HHT 50 men 1x 120mm Mortar Battery (8x Guns) [24+12+7=] 55 men 1x Air Defense Artillery Battery (14x 150mm Laser Cannons) 30 men 1x Sapper Troop (2x breach Plts, 1x Const Plt & 1x Bridging Plt) 80 men 1x MI Troop (2x Analyst Plts, 1x Interrogation Plt & 1 Interpreter Plt) 40 men
4th Battalion (Logistics) 515 HHT 50 men 1x Transportation Troop 135 men 1x Maintenance Troop150 men 1x Medical Troop 100 men 1x Signal Troop 80 men
Total: 2114 Men
Recce Squadron 712 men HHT 150 men 2x Armor Troops (17 MBTs) 75x2= 150 men 2x Scout Troops (17 APCs) 296 men 1x 120mm Mortar Battery (8x Guns) [24+12+7=] 55 men 1x Attack Troop (14x ATK VTOL & 4 Recon VTOL) 61 men
MLRS Battalion 222 men HHB – 80 men 4x MLRS Batteries (6x guns) 23x4= 92 men 1x Ammunition Battery 50 men
Division Support Battalion 455 men HHT 50 men 1x Transportation Troop 75 men 1x Maintenance Troop 150 men 1x Medical Troop 100 men 1x Signal Troop 80 men
Administration Battalion 540 men HHT 100 men 1x Personnel Troop 200 men 1x Finance Troop 120 men 1x MP Troop 120 men
Company Headquarters Company Commander - Captain, LC & LP Executive Officer - First Lieutenant, LC & LP First Sergeant - 1SG, LC & LP Company Clerk - SPVT, LC Supply Sergeant - Sergeant, LC Supply Clerk - SPVT, LC Armorer - SPVT, LC
Confederate Ship Classes
Star Carrier Class The Star Carrier measures 2,000 meters in length, 1,200 meters in width and 500 meters in height. The ship carries 200 single seat fighter/attack aircraft, sixteen 100-ton Scout Ships, fifteen 50-ton Cutters and four ship's Boat. The bridge projects twenty meters above the dorsal side of the ship along its forward sloping hull, which is slightly tapered on both the starboard and port sides of the ship. Nine 150mm Laser cannons mounted in triple turrets are arrayed along the dorsal side of the ship. The fore battery is located a hundred meters aft of the bridge and the remaining two batteries are symmetrically located approximately 500 meters in front of the aft point of the ship. Eight twin mounted 50mm laser cannons are located along the outer edges of the dorsal side of the ship. Along the ventral side of the ship, the flight deck protrudes downward with fifty-meter-high openings along both the bow and aft ends of the hangar deck. Both openings of the flight deck are approximately 300 meters long and fifty meters in height. The flight deck bows slightly outward toward the outer edges of the ship at its mid-section. The hull tapers up towards the bow and aft toward the exhaust portals as well as along the ship's sides. Armaments on the ventral side of the ship consist of eight twin 50mm Laser turrets and twelve Anti-Air missile racks for Close In Weapon Support (CIWS). Along both the port and starboard sides of the ship are six Anti-Air Missile racks (CIWS), four aft and two towards the bow. This ship has sixteen decks including the bridge on deck one and the flight deck as deck sixteen. The ship is also equipped with 1200 Jump pods organized into twelve 100-pod banks with six located in the port bow along the ventral side and six located in the starboard bow along the ventral side. These jump pods are intended for use by Marine (Airborne) Jumper units stationed aboard the carrier.
Star Dreadnought Class 250,000 ton ship armed with 18x 300 mm Railguns 90x 150mm Laser Cannons 45x 30 mm Railguns 50x 50mm Laser Cannons CIWS 75x Missile Racks (AA) CIWS Also carries 8x 100 ton Scout/Courier Ships, 12x 50 ton Cutters, 3x 60 ton Ship’s Boat. Dreadnought has 6 Triple turreted Railguns that can decimate a ship-sized target. One shot from a 300mm Railgun is sufficient to penetrate shields up to 8 Terrajoule power and hull at a tremendous velocity exerting massive energy and damage to everything the projectile passes through. Since these large guns exert massive heat and energy the gun system requires a full 5 minutes to reload and fire a second round/volley. The Dreadnought measures 1,600 meters in length, 1,000 meters in width and 400 meters from top to bottom.
Battle Cruiser (AAW) Class 100,000 ton ship armed with 6x 30 mm Railguns 35x 150mm Laser Cannons 90x 50mm Laser Cannons CIWS 90x Missile Racks (AA) CIWS Carries 2x 100 ton Scout/Courier Ship, 5x 50 ton Cutter, & 2x 60 ton Ship’s Boat. The Anit-Air Star Cruiser is intended to provide protection from small aircraft. They have long range radar and are generally used to escort larger vessels. This ship measures 1,200 meters in length, 700 meters in width and 300 meters from top to bottom.
Battle Cruiser (ASW) Class 100,000 ton ship armed with 12x 150 mm Railgun 50x 150mm Laser Cannons 15x 50mm Laser Cannons CIWS 15x Missile Racks (AA) CIWS Carries 2x 100 ton Scout/Courier Ship, 5x 50 ton Cutter, & 2x 60 ton Ship’s Boat. The Anit-ship Battle Cruiser is intended to provide offensive protection for a fleet during Ship to ship fights. The Battle Cruiser (AS) carries 3 triple turreted 150mm Railguns which can penetrate 2 Terrajoule power shields or vehicles that have sustained heavy shield damages. Once the projectile is able to pass through a shield, it will penetrate a ship’s hull and inflict massive damage upon the interior of the vessel. This ship measures 1,200 meters in length, 700 meters in width and 300 meters from top to bottom.
Battle Cruiser (ASuW) Class 100,000 ton ship armed with 12x 150 mm Railguns 35x 150mm Laser Cannons 50x 50mm Laser Cannons CIWS 50x Missile Racks (AA) CIWS Carries 2x 100 ton Scout/Courier Ship, 5x 50 ton Cutter, & 2x 60 ton Ship’s Boat. The Anti-Ground Battle Cruiser is used in support of the Ground Forces Commander during surface operations. The Battle Cruiser (ASu) provides direct and indirect fire support as the Ground Forces Commander needs it. This ship measures 1,200 meters in length, 700 meters in width and 300 meters from top to bottom.
Star Destroyer (ASW) Class 60,000 ton ship armed with 1x 1200 mm Laser Cannon 12x 50mm Laser Cannons CIWS 5x 50 ton Cutter & 1x 60 ton Ship’s Boat. The Star Destroyer is cylindrical in shape with its gun comprising the forward 30% of the vessel and the engine the rear 30% of the vessel. The middle section is fuel, cargo and hanger space with the bridge and crew quarters spread across the top of the vessel. The Star Destroyer is intended to sit back in secure areas and fire long ranged shots from its powerful cannon to either disable enemy ships or attack surface targets. The impact from its one powerful cannon is devastating and consumes 50 tons of the ship’s fuel. The gun requires 30 minutes to refuel its firing chamber before firing a 2nd shot/volley. The Star Destroyer requires at least one Fuel tanker to escort it as well as a Star Cruiser (AA). This ship measures 750 meters from bow to stern and 90 meters in diameter.
Stellar Frigate (FF) 65,000 ton ship armed with 4x 150 mm Railguns 30x 150mm Laser Cannons 20x 50mm Laser Cannons CIWS 20x Missile Racks (AA) CIWS 20x Torpedo Tubes (Remote Controlled/Nuclear Capable) Carries 5x 50 ton Cutters & 1x 60 ton Ship’s Boat. The Stellar Frigate is an escort vessel for a much larger capital ship. It provides decent Anti-ship fire support. This ship measures 600 meters long, 185 meters in width and 135 meters from top to bottom.
Galactic Corvette (C) 50,000 ton ship armed with 2x 150 mm Railguns 16x 150mm Laser Cannons 10x 50mm Laser Cannons CIWS 10x Missile Racks (AA) CIWS 6x Torpedo Tubes (Remote Controlled/Nuclear Capable) Carries 5x 50 ton Cutters & 1x 60 ton Ship’s Boat. The Galactic Corvette is an escort vessel for a much larger capital ship. It provides decent Anti-ship fire support. This ship measures 400 meters from bow to stern, 120 meters in width and 115 meters from top to bottom.
Patrol Pinnacle Class (P) 400-ton Patrol Ship, streamlined for planetary travel. Armed with 4x single turret 30mm pulse laser for CIWS, 2x 150mm Laser Cannons; and 2x 30mm forward firing Auto Laser cannons controlled by the Pilot. Can carry a platoon of Infantry or Marines for security purposes.
This ship carries 1x 50-ton Cutter.
The Patrol Pinnacle is used as a security vessel in what is considered safe areas. They can carry up to a platoon or 50 combat soldiers to enforce the peace. Although it is not intended for long-distance travel it is capable.
Scout Ship Class Edison Class Scout Ship Scout Ship Class (PBR) PBR: Patrol Boat Reconnaissance 100-ton Scout Ship, streamlined for planetary travel. Armed with 2x single turret 30mm pulse laser for CIWS & 2x 30mm forward firing Auto Laser cannons controlled by the Pilot. This Boat carries 1 Air/Raft or “Sled” in the hangar. This is a hovercraft, used for surface reconnaissance. The hovercraft will accommodate a driver and three additional passengers. The Scout ship or boat is used as a Long range Reconnaissance vessel by capital ships in order to have eyes on objectives that are at great distance from the fleet. They can be used to scan targets in deep space or to conduct reconnaissance on the surface of planets. The Scout Ship can carry up to a Squad of Infantry or Marines with 2 additional “Sleds”.
Attack F-66 Stingray is a 10-ton single engine interceptor that has 4x 30mm forward firing lasers and 8 internal hardpoints. The Stingray can carry an assortment of munitions including:
AAW – Scorpion, moves at 800,000 MPH with a range of 50,000 Km. Computer guided. 1 missile will disable/destroy one 10T. fighter. Uses 1 hardpoint. ASW – Mammoth, moves at 800,000 MPH with a range of 50,000 Km. Computer guided. Mini-tactical nuclear warhead. Uses two hardpoints. ASuW – Eagle, moves at 600,000 MPH with a range of 20,000 Km. Computer guided. Equivalent to a 1000 Lb bomb. Uses 2 hardpoints.
The Stingray is General Purpose (GP) interceptor but more often used to carry bombs and torpedoes than perform interceptor missions. It has a flat convex appearance. Fighter F-85 Rattler is a 10-ton single-engine interceptor that has 4x 20mm forward firing lasers and 8 internal hardpoints. The Stingray can carry an assortment of munitions including:
AAW – Scorpion, moves at 800,000 MPH with a range of 50,000 Km. Computer guided. 1 missile will disable/destroy one 10T. figher. Uses 1 hardpoint. ASW – Mammoth, moves at 800,000 MPH with a range of 50,000 Km. Computer guided. Mini-tactical Nuclear warhead. Uses two hardpoints. ASuW – Eagle, moves at 600,000 MPH with a range of 20,000 Km. Computer guided. Equivalent to a 1000 Lb bomb. Uses 2 hardpoints.
The Rattler is a General Purpose (GP) interceptor but more often used in the Air/Space interdiction role than bombing/torpedo role. It has a needle shaped appearance.
Standard Cutter Class The Cutter is a 50-ton utility vehicle used by a Navy to transport personnel or Cargo from ship to surface and back again. It can also be used to transport fuel from a fuel source to the ship. It is a very versatile vessel. It is armed with 2x turreted 20mm Laser cannons. An empty cutter has a conical shaped bridge portion forward and a blunt engine in the rear. Between the engine and the bridge, there is a thin strip that houses wires feeding data between the engine and the bridge. Between the two is where one of the several different pod variants is attached. The pod is accessible via a door in the rear of the bridge cabin.
Pod Variants: Fuel – 30 tons of Fuel (7500 gallons). The Cutter can siphon fuel off its pod for long distance travel.
Passenger – Accommodations for 30 – 50 passengers with toilet, washroom and galley. The luxury passenger variant accommodates 20 VIPs with toilet, washroom, galley, bar and dining area. Some custom-built versions are used as mobile homes.
Vehicle Pod – This variant is used to carry military vehicles to the surface of a planet. One Cutter with this Pod can carry one Armored Fighting Vehicle (AFV), including crew/Infantrymen
Cargo Pod – 30 tons of Cargo maybe carried from ship to planet and vice versa.
Standard Ship’s Boat 30 tons Streamlined for planetary flight Cargo: 5 tons Fuel: 2 tons Shields 100 Gigajoules Crew: 2 (Pilot/Commander, Navigator) Armament: one 30mm laser turret for CIWS; integrated into the ship’s computer, but can be overridden by a crew member. Passenger – Accommodations for 30 passengers with toilet, washroom and galley. The luxury passenger variant accommodates 15 VIPs with toilet, washroom, galley, bar and dining area. Some custom built versions are used as mobile homes. The Ship’s Boat stationed aboard any Capital Navy Ship is the property of the Ship’s Captain. It is his vehicle intended for him to use as he sees fit.
Heavy Military Armed Transport
1,000,000-ton transport ship measuring 3,000 meters in length, 2000 meters in width and 500 meters from dorsal to ventril.
There are three variants of the HMAT 1. Lift Variant - Equipped with 2,000 Cutters and houses their crews 2. Heavy Lift Variant - Can Carry a Heavy Division to include Cutters needed to move the troops and equipment to the surface. 3. Light Lift Variant - Can carry two Light or Jumper Divisions to include Cutters needed to move equipment to the surface. The Light Lift is rigged with 3,000 jump tubes for orbital insertion of Light Infantry.
The HMAT is intended to accommodate a Division sized element of soldiers or marines. Many of the updated design features aboard the HMAT allow for the Weapon systems to be controlled by only a handful of weapon systems officers/operators in the CIC aft of the bridge. A few gunnery technicians are present on the gun decks to ensure the systems are maintained, but the weapons themselves are all centrally controlled. For the most part, the Close In Weapon Systems are controlled by a computer. The computer can be set to Weapons Tight (shoot at nothing); weapons Hold (shoot only at confirmed enemy targets, as mentioned in the target database) or Weapons Free (shoot at any known target in the area.)
"God grant me the serenity to accept things I cannot change, the courage to change the things I can, and the firepower to make the difference."
Name: Joseph Hooker (Nickname: Joe, Jo-Jo, or Hook) Age: 36
Physical appearance: Joe Hooker stands 6’ 1” tall and weighs 200 Lbs. He has dark African colored skin with black African hair and beard. He often wears dirty old blue coveralls or tan canvas trousers with cargo pockets, black T-shirt and work boots. He has a heavy dark brown corduroy jacket he prefers to wear on inclement planets with the necessary accoutrements, hat, gloves and goggles as needed. His appearance is not meticulous, nor slovenly; simply less than noteworthy.
Courtesy: Donald Glover
Skills: Joe is a hardworking man, focused on his assignments. Having been spit out on the wrong side of the Unification War, Joe Hooker or “Hook” as his comrades called him, learned many lessons on how to fight, from hand-to-hand combat to the use of rifles and pistols. Due to his lack of trust in most everyone he comes in contact with he maintains a small cache of weapons and ammunition including a Ruger Red Hawk stainless revolver chambered in .44 caliber, an M1 Carbine, .30 caliber with walnut stock, and an H&K 770 gas operated .308 caliber rifle with telescopic sight and walnut finish. On his duty belt he carries a K-Bar knife in a scabbard along with a multi-tool. Combat in the outer planets has taught him a few things about defending himself and others. He can identify many of the vehicles, weapon systems and methods of operations used by the Alliance soldiers of the inner planets. Joe Hooker has loaded and unloaded several cargo bays since the war ended, learning the most efficient way to stack supplies. He has learned a few things about chemical compounds to, what can be stacked near what and so on; at least the hazardous compounds the ship might carry. Before attaining adulthood, Joe spent time in the kitchen learning how to cook a few simple recipes and has been perfecting his culinary skills. He often doubles as a cook on the ships he works on.
Personality: Hook is a quiet man, keeping his thoughts to himself. He enjoys traveling and the menial labor as a deckhand is well suited for him. It is not that he doesn’t mind it, he actually enjoys menial labor, a rare breed indeed. Hook is suspicious of most people, keeping to himself. One of the reasons he is the cook, is because he doesn’t trust others to prepare a meal for him. Hook enjoys gambling, cards or dice. When intoxicated, Hook goes through three phases. First, he is a happy drunk dancing, yelling and telling the world anything and everything. Second, he becomes a mean drunk wanting to fight all takers, trash talking people and making disparaging comments about folk he knows or doesn’t. Third, if he drinks too much, he passes out and falls into a comatose like slumber.
Character Back Story: Hook never knew his parents. His earliest memories are on the farm on Hera. The farm was an orphanage. The boys who lived there, toiled the land as farmhands. Working the farm taught him a strong work ethic. It is a trait that has followed him into adulthood. He values hard work in those around him.
As a young boy, he received a minimal education; he can read, write and perform simple arithmetic. He is not a learned man but knows enough to get by.
Life at the farm / orphanage was tough for young, Jo-Jo. He had to learn to fight seemingly on a daily basis. As appearances are reality, the other boys liked to play and often they turned to fighting as a means of amusement. For Joe Hooker, fighting became a game. He learned various techniques from the other boys or ship’s crews who took the time to share their knowledge with the boys. Even though life was tough, he adapted well.
When the Unification War came to the border planets, Joe Hooker was already in his 20s. He and several of the boys from the farm, joined a local militia unit. The boys had grown accustomed to using firearms as taught to them by the McGinnis family who ran the farm and fed the boys. They appreciated the McGinnis Family, but received no love from them. It was only their brotherhood. Seven boys left the farm to fight for the Browncoats.
Hook, as he was called by his mates in the unit, was haunted by a few horrifying experiences during the war. Mainly, he blamed himself for surviving when his six brothers from the farm did not. It was a feeling he would never shake. He would remember Jake, Paul, Winston, Derek, Carl and Theo for the rest of his life.
When the war ended, he had not much left to his name, hiring onto a passing merchant ship as a deckhand. He worked the job for the next decade or more carrying boxes and whatever else the captain of the ship agreed to haul for the right price. He accumulated a small sum of cash and promptly spent it about as fast as he could earn it. He cooked meals for the crew using recipes he learned on the farm. Occasionally, he lost his money in a game of chance or at some distant brothel. Joe Hooker didn’t care if he had money. He had no plan for the future; just to work and make whatever money he could to satisfying his current urges. He did save enough for his weapons, ammunition and equipment he used on the ship.
Joe found himself on Persephone out of work, doing the duffel bag shuffle. He caught wind of a man named Calvin Strand looking for crewmembers for his ship, China Doll. “Ahm shore if it pays good, it’ll do.” Joe made his way to the berthing port for the Doll to introduce himself to Cap’n Strand.
The Tomb of the Forgotten Paladin. Pg. 58 Wondrous Longsword pg. 62. 4 ...timid and shy, hiding a furious temper. Thump, a Dwarven guide pg. 62 Jocelyn's minions - 11 skeletons Bald Rock Clearing encounter- 2 ...a dryad who defends this space from intruders. Summons 2 owlbears, 4 Giant boars, and 4 giant badgers Dark Hallways encounter - 3 ... a tripwire that requires each creature to make a DC13 Dex save or take 1d6 acid damage as a green liquid pours from the vents above. Waiting in the hallway - 4 ...a series of 1d6 pressure traps lining the narrow hallway. Each trap has a DC15 and, if triggered, the creature that triggered the trap must succeed on a DC12 Dex Save or take 1d6 piercing damage as a Spear shoots upwards from the stone floor.