2 Guests viewing this page
Hidden 11 yrs ago Post by Doedie
Raw
GM

Doedie

Member Seen 4 mos ago

...every surviving civilization is obliged to become spacefaring — not because of exploratory or romantic zeal, but for the most practical reason imaginable: staying alive.
-Carl Sagan, Pale Blue Dot

In early 2118, mankind made first contact with an extraterrestrial civilization.

It was not peaceful.

The Two Year War ended with a stalemate and the retreat of the aliens.

Seventeen billion humans died in the nuclear holocaust. 85% of the human population.

The survivors struggle daily to survive in the middle of a brewing civil war between the surviving human governments.

Humans are a race under threat of extinction.

Welcome to Exodus, the post-apocalyptic science fiction nation roleplay! Prepare to enter a world of pain, suffering and human tragedy as you participate in the days following a catastrophic war which left the human race without a home, making every day a struggle for survival. The Supernations of the solar system have collapsed, giving way to dozens of smaller scattered remnant groups with only one common goal: the continued survival of the human race. The universe of Exodus is not one of joy or hope, but one of human endurance and ingenuity. In this new dog-eat-dog world, the only strategy is to adapt.

Now you too can control the fate of a fraction of the galaxy's last three billion humans, cramped in damaged ships with barely enough food and water to survive for a few months. Industry will have to be rebuilt from the ground up. Mankind will have to find a new place to call home, but whether it will do so in unity or war is up to you.
A decade-long survey published by the United Nations Statistics Service in January 2100 had proved that which was widely known: the widespread use of technology on Earth and its colonies in the solar system had doubled the life expectancy, reduced human suffering, combated hunger and disease and allowed the twenty billion humans in the Sol system to live comfortable lives. The scars of the Third World War, the limited nuclear exchange that had left much of the Middle East an uninhabitable radioactive wasteland, had healed long before. Several key discoveries during the 21st century, such as commercial nuclear fusion and the invention of the Einstein-Rosen Spacetime Bridge Drive (commonly referred to as the 'Jump Drive') had allowed mankind to expand the frontier of exploration to three adjacent star systems. It was a golden age.

It started with disappearing expeditions in the frontier, beyond Alpha Centauri. A few missing probes at first, then the occasional exploration ship. Within five years, the disappearances had escalated: entire destroyers had gone missing, their quantum entanglement signals disappearing as if they had been wiped away in an instant. The conspiracy theorists cried wolf, the governments tried to cover it up. The incidents became legends, stories to be told at children at night in border colonies to keep them quiet. But on one fateful night in 2118, contact was lost with the Alpha Centauri colony. A few days later, Wolf 359 went silent.

Humanity was unprepared for the invasion.

Charon Outpost lost contact with Earth at 19:29 Standard Earth Time, March 18, 2118. A French destroyer, the Surcouf, was closest to the outpost and made the short jump in Charon's gravity well. Half an hour later, the destroyer jumped dangerously close to the Gandhi Fleet Yards in orbit of Mars, scorched, crippled and missing much of its starboard side. Over half of its 1,000 crewmen had been lost. In the debriefing, the Surcouf's commanding officer spoke of a massive alien fleet that had deployed a nuclear weapon against Charon Outpost and then turned on the destroyer after using an electromagnetic pulse to disable its systems; it had taken almost ten minutes on emergency power to restore jump capability, and by then, the ship's entire starboard side had been devastated by the continued barrage.

Humanity had made first contact.

For the next two years, a losing battle was fought against the alien enemy: the fleets of humanity fell back all the way to Earth before the tide started to turn thanks to the mobilization of the human military-industrial complex. The war ended with over seventeen billion casualties for the human side: Earth, Mars, the colonies, they were all cleansed by nuclear fire and turned into dead wastelands incapable of sustaining life. The green paradise had been reduced to a ruin. The United Nations won the war, but they lost the solar system; the alien fleet retreated, leaving the humans to lick their wounds.

The three billion humans who had survived the onslaught, a fraction of the original population, were left without a home to go to. Most had fled into space using civilian transports or overcrowded military warships of their respective governments. They had limited supplies, limited fuel, limited medicine... Almost half of the survivors were suffering from advanced radiation poisoning, and thousands died every day from either their injuries or the chaos. The United Nations as an organisation nearly ceased to exist as each country focused on the protection of its surviving civilians.


October, 2120. Most of the survivors of the apocalypse have fled to the massive fleet in Low Earth Orbit while the governments struggle to meet the day-to-day needs of their citizens. Currency has collapsed, industry has been halted. The fleets of each nation have either banded together in alliances or keep their distance from the others to protect their remaining supplies. The human race faces extinction via starvation. The alien threat remains ever present, leaving the fleets vulnerable to a finishing attack.

An emergency session of political and military leaders has been called aboard neutral ground: the International Space Station, a relic of the early 21st century that was boosted into a high orbit to serve as a museum. Delegates from each Alliance have been invited to discuss the future of humanity.
Any sufficiently advanced technology is indistinguishable from magic.


By 2118, human technology and science had advanced far beyond anything the science fiction authors of the 20th and 21st centuries could imagine. Commercial fusion, faster than light travel, cybernetics and artificial intelligence, these inventions were just the tip of the iceberg when it came to showing off the technical prowess and ingenuity of man. Before and during the War, human factories formed a gigantic network of production facilities that could fuel the United Nations war machine and satisfy the needs of the twenty billion humans that needed to be fed, clothed, housed and entertained.

But the War changed that. Human industry is in shambles, and while the technology still exists on a theoretical level, producing it in a commercial level has become impossible. Below you can find some information about man's advances in several vital fields.

Power Generation: Ships, factories, weapons, televisions and children's toys all require one thing in common to function: energy. In the 20th century, coal and petrol covered most of humanity's needs for electricity, but the exponential rate at which power requirements grew presented the need for a more drastic source of energy: the atom. Crude fission reactors evolved to Thorium Salt Fission, a safe and abundant energy source, but it wasn't until 2030 that the first commercial Helium-Helium reactor was activated. Its primary fuel, an isotope of Helium with an atomic mass of 3 (commonly referred to as Helium-3) was abundant throughout several moons and gas giants in the Sol system. The tremendous energy density of the fuel and the relative safety of its use over fission have rendered it the primary method of power generation in human domain.

Solar power, geothermal power, wind turbines, radio-thermo-electric generators and combustion engines have remained in some use, but have mostly been phased out. Research into antimatter has yielded promising results, but the focus of the project was shifted to producing antimatter-catalysed nuclear weapons during the opening weeks of the War.

Space Travel: Although chemical rockets remain in use for transferring payloads to Low Earth Orbit and beyond, scientists used the tremendous power of fusion reactors to power electrical propulsion systems such as ion drives (used aboard small automated probes, with amazing fuel efficiency but low thrust) and nuclear thermal rockets or VASIMR engines. These advances reduced travel times between planets in the solar systems to a few days or weeks, but faster-than-light travel was the invention that allowed humans to explore the rest of the solar system and the ones adjacent to it.

The Einstein-Rosen Spacetime Bridge Drive was invented on 2053. Even though the details of its operation have been kept a tightly guarded secret by the corporations and militaries that produce the device, mostly everyone serving aboard a space-faring vessel is aware of its basic function. The desired set of coordinates relative to star constellations and the distance from the nearest gravity well, as well as the projected mass to be transported, are crunched into a supercomputer which calculates the necessary settings for the jump drive to use. Jump accuracy follows the law of diminishing returns, but most jump drives will refuse to jump without precise calculations. Jumping into a nearby planet, or a star, or a planet, are a very real possibility without accurate survey data. The complexity of the jump calculations increases with distance and mass. A dreadnought jumping to an adjacent solar system may take over twenty minutes to 'spool up' its jump drive, including the process of charging the capacitors, while a shuttle ferrying cargo from Earth to Mars may only take a couple of minutes. At the end of the calculation and charge cycle, the jump drive produces a 'bend' in space-time that for an instant makes the two points, the origin and the destination, coexist in the same area of space. The ship crosses the threshold and releases the energy from the drives as heat, radiation and electrical charge that has to either be stored in a capacitor or discharged in the atmosphere of a planet or a starbase.

In short, jumps are instant, but may take a variable amount of time to calculate the jump settings.

Ships: When commercial space travel became a reality, most ships were still based on the spaceplane model: taking after the Space Shuttles of the 20th century, hybrid craft that could fly both in-atmosphere and in space were built to ferry people and cargo both to orbit and destinations beyond. After the first shipyards were constructed in Low Earth Orbit, however, ships that were designed purely for travel in space were designed. They were based on the 'submarine' model: compact frames with tight corridors, heavy armor to protect from asteroid fragments and radiation and reaction control systems to turn around and make micro-maneuvers in space. Design and aesthetics were thrown out of the window in favour of practicality. Artificial gravity was provided by rotation until the invention of the Jump Drive, which gave humanity another significant boost in its travels: the pseudo-Higgs field that the jump drive generated could be focused over a small area (such as a ship) to provide the sense of weight at roughly Earth-level acceleration, but at a significant energy cost.

Military warships were not constructed until the late 2060s, but when they did, the militaries of Earth turned to two types of people to help design them. Naval captains and pilots. The former were arguably the most familiar with the risks of fighting in a deadly environment, especially submarine commanders. A single breach in the hull posed a huge risk to the ship itself. Pilots were far better acquainted with fighting in three dimensions. The result were ships that were almost literally carved out of blocks of metal for their frames, usually some light alloy of aluminum with carbon nanotube supports, and had armor tacked on slots that could be exchanged after damage. Although most military ships above the fighter or shuttle size were not built to be aerodynamic, they tend to follow the shape of a submarine to minimize their profile and thus the chances of getting hit by enemy fire. The bridge, unlike a sea-faring vessel, is dug deep into the ship's armor to protect it from weapons fire.

Over the years, militaries realized that building many small ships was inefficient because of how fragile they were. Material engineering allowed for larger vessels to be built, with sizes dwarfing those of 21st century aircraft carriers. Ships are usually divided into one of several categories:

Fighters (and Bombers) are plane-sized spacecraft, usually with endo-atmospheric capabilities.

Frigates, Destroyers and Cruisers are smaller ships about 100-300m at their widest point, and are usually used as patrol craft or escorts for larger ships. However, their power should not be underestimated. A destroyer with its full armament has enough firepower to wipe out a large city within a few hours, and that is without counting its nuclear arsenal.

Battleships and Carriers are ships 400-600m at their widest point, and serve as the main combat unit of most navies.

Dreadnoughts and Supercarriers are ships that can be up to 1000m at their widest point, and only a handful of them have survived the war. Their tremendous power makes them a force to be feared in any engagement; during the War, they were the primary targets of aliens. Dreadnoughts and Supercarriers also serve as strike group command ships, mobile hospitals, troop transports and nuclear missile silos.

Weapons: Weapons technology is the point where technology developed by man diverges massively from the predictions of science fiction authors. Instead of creating complicated weaponry that could only be explained through technobabble, the engineers of Sol focused on the most raw forms of energy and on the most efficient ways to use it against the enemy. Weapons are divided into three categories, each with its own distinct advantages.

Kinetic Energy Weapons are the simplest weapon that anyone could imagine: hit the target with an object of sufficient momentum and kinetic energy to penetrate its defenses and destroy its vital systems. From the most basic explosion-powered bullets of the 20th century to the advanced railguns of the 21st, no weapon beats the Kinetic Energy Weapon in brute force and simplicity. It is not strange that the bulk of weaponry is based on railgun solutions.

Energy Weapons are a whole different beast: lasers in various spectra can melt away enemy armor, and even though they lack the problem of leading the target because of the speed of light, their range is limited enough that they are usually kept for anti-fighter defense and brawl-range combat. They are extremely wasteful weapons, with efficiency in the low 0.2s, and the waste heat needs to be either radiated into space or stored into heatsinks for venting in a planet's atmosphere. The extreme bulk of the chemical laser and FEL devices limit the use of the weapons to either point defense or the main batteries of capital ships; anything in the middle, and you end up with a waste of space.

Missile Weapons were first used by Nazi Germany during World War II, and have since remained the weapon of choice for aerial and space combat. They range from dumb-firing rocket pods to AI-guided warheads, and their payloads can be anything from a small explosive, to incediary mixtures, to biological weapons, to the devastating nuclear warhead. Missiles are usually launched vertically by Vertical Launch System pods or missile launcher arms, although fighters can mount them under their wings to save space.

Nuclear Warheads: The people of Hiroshima and Nagasaki were the first to witness the power of the atom in 1945, but they were certainly not the last. The massive arms race during the Cold War left humanity with a vast arsenal of nuclear armaments, but they were only used in early 2034 during a nuclear exchange between Israel and Iran that left both countries in shambles. Pakistan and India joined them a few hours later, transforming the area into a nuclear wasteland for decades to come. But despite the insistence of several of the world's peace organisations, no further regulations were imposed on the research and development of nuclear weapons.

That unwillingness to let go of the weapons of mass destruction may have been the very fact that saved the human race from complete extinction. During the Two Year War, mankind expended over 90% of its stock of nuclear weapons, both ship-to-ship warheads and MIRVs. Old silos found new use in the Battle for Earth, damaging the alien fleet enough for humans to force a stalemate.

From tiny RPG-sized kiloton weapons to the gigantic ICBMs stored in nuclear missile silos, no weapon surpasses the raw energy that nuclear weapons release. Weapons as high as 100 Megatons in TNT-equivalent yield were built before and during the war, two times as powerful as the Tsar Bomba of the 20th century, but all of them were used up fighting the aliens. Although nuclear explosions in space work differently, since there is no air to propagate the shockwave, the heat and radiation is enough to melt entire ships into submission or deliver a fatal dose of radiation to the crew. The most effective means of taking down a ship is a direct hit by a nuclear weapon: the shock propagates through the hull itself, ripping entire sections of the ship apart, the heat melts off a wide area around the impact site, the electromagnetic pulse can take out vital systems such as life support, and the radiation will make damage control a one-way trip for most crewmen.

Getting a nuke through is tricky though: the radiation signature of a nuclear warhead is easy to detect in space, and point defense computers will almost always prioritize shooting down any inbound radiation signatures.
Nation Name: The formal name your nation, fleet or self-governing entity are officially known for, accompanied by 'initials' (e.g. USA, UK) and a location code (eg. US, EN).

Population: The total population of your nation, fleet or self-governing entity (henceforth referred to as 'nation'). Remember that the total human population is three billion; no nation should have over 2,5% of that on their application. A high population may seem like an advantage because of the sheer capacity of getting stuff done, but people need to be fed, clothed, entertained and kept safe. Hauling around a hundred million hungry refugees may not be that good of an idea.

Predecessor/Origin: Some nations may be Sol powers-in-exile (e.g. survivors from the European Union and its fleet), others may be military remnants from UN task groups that met up with refugees, or they could just be a group of people who banded together to survive. Should include a brief history of the nation.
Government: Information about how your nation is governed: is it a constitutional monarchy? A ruthless junta? A 'Democratic People's Republic' that is only 'Democratic', the 'People's' and a 'Republic' in name?
Ethnic Groups: Ethnic groups in percentage of population (e.g. 30% French, 30% British, 14% Australian, 7% Martian).

Civilian Fleet: Information on the size, composition and status of the civilian fleet. Should include any noteworthy vessels such as fuel refineries, fuel tankers, factory ships, auxiliary drydocks and mining ships.
Military Fleet: Detailed composition of the military fleet. Although no hard limit will be placed for the sake of variety, a recommended starting size for a large military fleet is 1-3 capital ships, 3-10 battleships/carriers and 9-20 frigates/destroyers/cruisers, plus any military ships serving a non-combatant role or hybrid such as electronic warfare cruisers, troop or munitions transports. Many of the ships should be damaged from the war.
Military Details: Size of active, reserved and paramilitary/police forces active in your nation. Be aware that even the most heavily militarized nations today (2014) have less than 4.5% of their population serving active duty (North Korea). Also remember that a huge fraction of the human military was decimated during the war. Should include any noteworthy military assets such as the number of tanks, vehicles, powered exoskeletons and nuclear warheads (both anti-ship torpedoes and ground-strike missiles).
Noteworthy Assets: Any noteworthy assets available to your nation at the start of the roleplay, such as large quantities of a valuable commodity or a colony ship.
Supplies (approx.):
Water: x Days/Weeks/Months
Food: x Days/Weeks/Months
Air: x Days/Weeks/Months

Fuel: x Lightyears (Jump Capacity)

Left freeform, just an approximation. Larger fleets naturally consume their supplies faster. Supplies can be gained from a variety of sources, from scavenging destroyed cities, to purifying irradiated salt water, to hydroponic and aeroponic farming aboard ships.
Hidden 11 yrs ago Post by Doedie
Raw
GM

Doedie

Member Seen 4 mos ago

(Placeholder)
Hidden 11 yrs ago Post by Doedie
Raw
GM

Doedie

Member Seen 4 mos ago

(Placeholder)
Hidden 11 yrs ago Post by Skylar
Raw
Avatar of Skylar

Skylar

Member Seen 5 yrs ago

Nation Name: The Martian Colonial Coalition, MCC, Mars

Population: 100,000

Predecessor/Origin: WIP

The MCC is made of the survivors of the Martian mining colonies. Former corporate workers, military forces, researchers, miners. Mars was rapidly becoming the industrial powerhouse of the solar system until the Aliens came.

Government: A joint autocracy between Admiral Piter Suvorov and President Serina Greywind. While in theory a democratic government, the Martian constitution and old government have been suspended and the fleet is under nominal martial law. Suvorov leaves Greywind to run the civilian fleet while he runs the military and determines the overall course of the fleet, but often consults the politically savvy president. Its a benevolent dictatorship, but few complain about it.

Ethnic Groups: 65% Martian (assorted sub-minorities from Earth origins), 10% Asteroid Belters, 10% American, 7% Japanese, 5% AI, 3% assorted others.

Civilian Fleet:

1x Capital Star-class Long Range Colony Ship "Vanderbilt"
1x Alaska-class Superheavy Mining Ship "Clockwork"
3x Light Fleet Repair Auxiliaries "Vulcan" "Where's the Gravitas?" "Angel Forge"
1x Heavy Fleet Repair Auxiliary "Alchemist"

12x Civilian cargo ships
6x Civilian passenger ships
4x Civilian Liners
2x Fuel Tankers

Military Fleet:
Flagship Supercarrier "Enterprise"
Battleship "Colossus"
Carrier "Liberty"
3x Cruisers
4x Destroyers
3x Scout Frigates
2x Invasion Transports

The Enterprise is the center of the remaining Martian fleet, and the supercarrier has seen better days. A large gaping hole is torn into its portside that has yet to be patched, let alone repaired, where its lower hanger deck was supposed to be. Furthermore it is running on only a partial air wing, less than a third of its original sizable complement of fighters and bombers. Its command systems are still intact though, and usage of AI's has bolstered the strength of the remaining air wing assets.

Colossus was a battleship of the wall salvaged out of a graveyard by the Martians to get some heavy firepower. Miraculously, they have restored most of its weapons, but its engines and internal systems are still in a very poor state and is undermanned.

The Liberty is a standard fleet carrier, and still retains most of its air wing and shuttle complement despite the hard fighting. But many of its weapon systems have been cannibalised to repair the other capital ships, and its not running on its ideal crew strength as battle damage tore out many automated systems that have yet to be repaired.

Military Details: 4,000 Sailors, 5,000 Soldiers and Marines, 1,000 police and military police, plus aprox 25,000 militia that can be called up if necessary.

While small in numbers, the Martian troops have a disproportionate number of tanks and powered exoskeleton battle armor for their remaining troops onboard their invasion transports. The invasion transports also have onboard machine shops to maintain and even make more small arms and armor if needed.

The Civilian Militia, divided into a number of brigades, is a blurred force of former pirates, civilians, mercenaries, deserters from the national armies, and reservist Martian forces assembled as a contingency force to back up the near-destroyed Martian military. Despite their rag-tag composition, they are determined and ruthless fighters after Mars was sacked, and will fight hard to protect whats left of their homes. Training efforts to "promote" militia into the regular armed forces are ongoing but difficult due to shortage of simulators and space to train.

AI-driven warmachines are a rapidly growing factor in the Martian defense forces. AI-driven drones, fighters, tanks, the Martians are willing to grant major combat autonomy to these artificial intelligences and fully recognize them as comrades in arms rather than just equipment to be expended. As well as more easy to keep alive, as they can be transmitted from chassis to chassis.

Noteworthy Assets:
* AI Mothers- The Martians retain a trio of AI's capable of creating new AI's as resources and time permit. These "Mother-type" AI's are some of the oldest and most knowledgable AI's left, and serve both as advisors to the fleet and mothers to the fledgling AI's rapidly becoming an invaluable part of the fleet.

* Alaska-class Superheavy Mining Ship "Clockwork"- A mining mothership from the asteroid belt, meant to be a home away from home for 5,000 Rockhounds and their heavy mining equipment and refining equipment. While beaten to hell and back and most of its onboard fabbers and refining plant is offline, its still a critical asset to the MCC because of its large fleet of mining shuttles for passenger hauling and mining and experienced industrial crew.
* Capital Star class Long-Range Colony Ship "Vanderbilt"- A massive supercarrier-sized colony ship that was under construction for a planned long-range colonial expedition prior to the invasion. Against all odds, it survived the burning of Mars and the MCC have been rushing to finish it as best they can. It retains hydroponics and water recycling systems for self-sustainable existence in space for extended voyages for a colonization force of 15,000. For the whole of the Martian Fleet, its far from enough to cover even a fraction of their needs for food, water, or air despite ongoing expansion efforts of its facilities. But its a critical seed for any colonization effort as it comes with prefab structures and deployable outpost-factories to make a head-start on a new world.

Supplies (approx.):
Water: 1 Month
Food: 1 Month
Air: 2 Months

(Crew aboard Vanderbilt can theoretically live for a decade on self-sustaining assets, but its output is dispersed across fleet)

Fuel: 25 Lightyears
Hidden 11 yrs ago Post by Doedie
Raw
GM

Doedie

Member Seen 4 mos ago

Looking good so far!
Hidden 11 yrs ago Post by Boss_Dude
Raw

Boss_Dude

Member Offline since relaunch

Saving this Space! This looks very fun.

Also, I guess I'm claiming the moons of Saturn?

Nation Name: United States of Saturn

Population: The population of The USS is about 10 million, spread out across all the moons. The population capital is currently Titan, where there is a large government-funded refugee camp for the individuals.

Predecessor/Origin: The USS was originally the Clean Fuel Initiative, started by the collective Old-Sol governments to collect Helium-3 for usage as a clean source of energy. As people flocked to Saturn's moons, and Saturn itself, they discovered the abundance of the element there, and it quickly became a power of its own, giving out Helium-3 to all the other systems. When the alien fleet came, Saturn got hit hard, with over 700M people dying. Thankfully, the planet and moons themselves are in good enough shape.

Government: The government is a business. There's no doubt about that. The whole thing was meant to be. The USS now considers itself a meritocracy, where everyone is considered an employee, and everyone must try their best for everyone to succeed. Those who don't try, and simply laze away are forced into manual labor, building more ships for the effort.

Ethnic Groups: Ethnic groups in percentage of population 10% British, 20% French, 30% American, 20% First Gen. Satons, 20% Second Gen. Satons. (Like you call someone a Briton?)

Civilian Fleet:

1x Harvester-Class Mining Ship "Hi Ho, Hi Ho"
5x Light Repair Ships, AI Controlled "Repair Drones #1, #2, #3"
3x Scythe-Class Mining Ships "To The Moon" "Pipeline" "Got the Funk"
1x Station-Class Helium-3 and Fuel Refinery "Pump it Up"
1x Station-Class Vehicle Dry-Dock "Taris"

9x Civilian Fuel Tankers
5x Civilian Cargo Vessels
12x Civilian Mining Ships
2x Mobile Refineries

The Civilian fleet is mostly fine, since nobody tried converting any of the civvie ships into more fighters for the cause. They were stockpiled in a few moons, and are now being recovered. There are multitudes of tankers for carrying Helium-3, along with a few mobile refineries, and quite a number of mining ships. The USS has reclaimed all these vehicles for use to getting it back on its feet.

The Harvester-Class Mining ship huddles in a close orbit around Saturn, close to the rings, and uses what amounts to pipes to extract Helium-3, along with whatever else they pick up. Once it has extracted enough, it seperates the Helium-3 from the other gases, and sends to to ‘Pump it Up’ for refining and preparation. Other gases are put to use, such as Oxygen (The Harvester gets all it’s oxygen from the surface)

The Stations are larger structures that are sitting within the rings, where they are safe from asteroids and are kept in a stable orbit. ‘Pump it Up’ performs most refining of Helium-3 within the Saturn system, mostly from government ships, though that may change. Taris is also government run, but would repair anything, provided it had the money.

Military Fleet:

2x Battleship “Destructo” “Varios”
2x AI driven Destoyers
1x Carrier “Hatchback”
-3x Cruisers
-1x Destroyer
-1x Scout Ships

The AI driven destroyers were purchased from Defense and Security Solutions, Co, in an effort to get humans out of the military and back to mining. They worked for the most part, but started disobeying orders and did the equivalent of running for safety when the main alien fleet approached. Some effort is being put into recovering them.

The battleships Destructo and Varis are strange in that they were efforts to increase the efficiency of energy weapons by putting them into practice and seeing what the crew would do to improve it. Since they are based around a huge energy exporter, it isn’t a problem for them. Currently, the efficiency achieved is about .22, a little better, but not much. Railguns are installed as backups.

Military Details: About 10,000 active and serving military members, with 15,000 unfit to serve. Privateers and mercenaries number at about 5,000.

Most of the military was absolutely destroyed when the aliens came along, with the exception of a few ships that hid away, including the AI ships that aren’t responding to orders. We’re not sure on the stability of the systems within.

All military units, including freelancers, are under the payroll of the USS and will be so until it’s deemed that there isn’t any chance that there is going to be another attack, from anyone.

Noteworthy Assets: Thanks to the original purpose of the Saturn colonies, the USS has fuel. Lots of it. Mining is resuming, and the refineries are getting turned back on. It’s only a matter of time till it resumes exporting a majority supply of Helium-3 within the system.

Also, with the variety of moons, there is a solid delivery system established (Fedex Space essentially) that essentially catapults packages back and forth.

Supplies (approx.):

Water: 1 month liquid, probably a couple million years worth of water vapour in Saturn. The Harvester ship is working on stronger and deeper extraction methods to retrieve it.

Food: 2 months. Slightly slowed down by some farms, but it’s decreasing. Wants to re-establish trading with a farm planet.

Air: Infinite, as far as we’re concerned. Oxygen is easy to extract from Saturn.

Fuel: 213 lightyears of fuel left over from the stockpile. The USS has yet to resume full mining efforts.

((I understand that this may be unbalanced, but I’m trading it off with a pretty small military and an imported food source. I can change if necessary.))
Hidden 11 yrs ago Post by Boss_Dude
Raw

Boss_Dude

Member Offline since relaunch

Do we have an idea of how many people we're going for this? 5-6?
Hidden 11 yrs ago Post by FortunesFaded
Raw
Avatar of FortunesFaded

FortunesFaded Yam

Member Seen 6 mos ago

I may be interested, if this is still going on.
Hidden 11 yrs ago Post by Boss_Dude
Raw

Boss_Dude

Member Offline since relaunch

FortunesFaded said
I may be interested, if this is still going on.


Just people joining right now. Hop on, as far as I'm concerned.
Hidden 11 yrs ago Post by Doedie
Raw
GM

Doedie

Member Seen 4 mos ago

Still here, aye?
Hidden 11 yrs ago Post by Boss_Dude
Raw

Boss_Dude

Member Offline since relaunch

Of course! Just waiting to get things started!
Hidden 11 yrs ago Post by Doedie
Raw
GM

Doedie

Member Seen 4 mos ago

Nation Name: United Jovian Colonies (UJC/JV)

Population: 8,917,198,
Predecessor/Origin: After the ice moon of Jupiter, Europa, was colonized in 2037, it quickly became one of the fastest growing settlements in human domain for one simple fact: its access to water. With an entire ocean and a nuclear reactor available, not only was the colony capable of producing food through hydroponics, but it could cheaply synthesize rocket fuel in the form of liquid oxygen and hydrogen. Where others had to literally freeze the fuel, 'Europans' could use the freezing ice. Within five years, its population had grown to five thousand. The rest of the Jovian moons followed suit as the nations of Earth tried to claim a piece of the pie, but Europa continued to dominate the region under the control of the European Union. In 2071, however, the eight million humans in the Jovian system (most of them from a generation born and raised on the moons) peacefully voted to 'evict' the foreign governments and form their own. Europa, one of the few exporters of Helium 3 in the area, became the capital of the new United Jovian Colonies. The Jovians raised the prices on Helium 3 massively, holding the rest of the solar system hostage under threat of a fuel shortage. The United Nations 'gifted' them with several destroyers to defend their planets, and the fuel crisis was miraculously resolved.

By 2118, the twenty million people of the Jovian moons, the population bolstered by people seeking to escape the oppressive government of Mars, had became a superpower in Sol. Their military fleet, while not exactly massive, had enough supercarriers and dreadnoughts to keep their fuel-hungry neighbours at bay. That all changed during the war: Jupiter's position in the solar system lengthened the response time of the UN's Rapid Reaction Force, and the Jovians lost most of their fleet in the opening attack. More than half of the population was killed when Europa City, Callisto Prime and Io City were destroyed with three fifty megaton nuclear warheads.

For two years, the Jovian fleets, a shamble of their former glory, continued to protect the smaller cities on Jupiter's moons and took significant losses while doing so. The CNS Galileo Galilei, first of the Galilei class of Supercarriers and flagship of the fleet, was destroyed protecting Ganymede from an alien assault group. With it it took most of the fleet's high command, including Fleet Admiral Peter Connor, Chief of Staff of the Navy, and President Richard Gaulle. The fleet fell into disarray as the bulk of its command structure was annihilated.

Admiral Elizabeth Maxson assumed command of the fleet with a simple broadcast transmitted over all local channels: Admiral Maxson, Commanding Officer, Supercarrier CNS Europa, assuming command of fleet. All surviving civilian and military units report on encrypted channels. Have hope. A few hours later, then-Attorney General William Shatner was sworn in as President in a government bunker deep beneath Ganymede. By the end of the day, the Jovian Colonies had a new command hierarchy amassed in two locations: the CNS Europa and Area 8, the bunker on Ganymede.Then Rear Admiral Maxson was promoted to full Admiral by the President in a brief video conference ceremony.

The change in tactics was almost instant: instead of assuming the stationary defense doctrine Fleet Command had stuck to throughout the war, Admiral Maxson split the fleet into two groups. The first was to buy the people of the Jovian system time: the surviving 21st CSG along with elements from the 11th, 13th and 24th CSGs attacked an inbound alien strike group several hours away from Jupiter, and while they took significant casualties, they bought the second group several days to complete their task. The other half of the fleet focused its efforts on evacuation and rescue: crews ran 24/7 shifts as the destroyers scoured the local area for any stranded civilian ships or vessels in hiding while the carriers ferried refugees aboard every ship with their shuttles and transports. Anything that could fly was scrambled, including ships a dozen years past their 'expiry date'. By the end of the week, the bulk of the surviving Jovian population had been evacuated. The first batch of survivors fled to Earth under the protection of the last active dreadnought and its escorts.

The battle of Earth was just starting when the refugees arrived, and the commanding officer of the dreadnought strike group cleverly hid the refugee fleet behind the dark side of the moon for the duration of the engagement as the Jovian warships joined the rest of the United Nations fleet. Several days later, after the battle ended, most of the fleet joined the dreadnought in Earth orbit after having left a single destroyer taskforce behind to search for more survivors or assets that could be salvaged.

Government: Federal Presidential Constitutional Republic. The UJC's system of government was based on that of the United States and the European Union. It is headed by the President, who is also the commander in chief of the military, even though the decisions are always left to the Department of Defense and Fleet Command. Legislation is provided by the Congress, while the Supreme Court handles judicial affairs.

Each of the 67 Jovian moons and the eight Semi-Autonomous Territories are represented by four Senators each in the Colonial Senate. A President has to win both the popular and electoral vote to be sworn in. One little-known fact is that the Joint Chiefs of Staff have the right to veto any non-supermajority Senate vote if they feel it compromises national security; in the short history of the Colonies, that right had been exercised exactly twice. Since the destruction of the Galileo Galilei, however, Admiral Maxson has vetoed over ninety separate votes by the Colonial Senate, some of them involving seemingly unrelated matters such as food distribution.

Ethnic Groups: 81% Jovian, 17% Martian, 2% Other.

Civilian Fleet: The Jovian fleet is disproportionally focused on fuel tankers and cargo transports; almost 800 large ships make up the bulk of the fleet formation, while several smaller shuttle sized craft carry single families or serve in a cargo transport function. Almost 60% of the larger ships are civilian luxury liners, passenger transports or cargo ships modified to carry people; the fleet continuously deals with overpopulation problems. The rest of the ships are a mix of mining ships, repair ships, fuel tankers and refinery platforms.

Military Fleet:
CNS Europa: Galilei-class Supercarrier. Fleet flagship. 18th Carrier Strike Group. Minor damage to starboard hangar deck.
CNS Io: Galilei-class Supercarrier. N/A. Still under construction during the war, was hastily patched up and made combat ready. Mostly.
CNS Ganymede: Galilei-class Supercarrier. 21st Carrier Strike Group. Severe damage to main battery.

CNS Adrastea: Pioneer-class Dreadnought, 18th Carrier Strike Group. Mostly in good condition, damaged port nuclear missile bay doors.
CNS Callisto: Callisto-class Dreadnought, Inactive. Salvaged from the Europa low orbit scrapyard it had been deposited in for disassembly. Missing several weapons systems, but the main battery is intact.

CNS Valiant: Defiant-class Battleship, 18th Carrier Strike Group. Critical damage to starboard engine pod, reduced maneuvering capability.
CNS Valkyrie: Defiant-class Battleship, 18th Carrier Strike Group. Damaged during the Battle of Ganymede, taking some damage to her main battery.
CNS Achilles: Defiant-class Battleship, 18th Carrier Strike Group. One of the few undamaged ships in the fleet.
CNS Carl Sagan: Defiant-class Battleship, 21st Carrier Strike Group. Was undergoing upgrades to her jump drive when the attack on Ganymede happened.

CNS Olympus: Olympus-class Fleet Carrier. 21st Carrier Strike Group. Severe damage to port fighter launch tubes.
CNS Everest: Olympus-class Fleet Carrier. 21st Carrier Strike Group. Main battery and nuclear missile control offline.
CNS Indomitable: Indomitable-class Fleet Carrier. 21st Carrier Strike Group. Unfinished at the time of the attack, missing several systems.
CNS Steven Hawking: Olympus-class Fleet Carrier. 18th Carrier Strike Group. Mostly undamaged.

+7 Destroyers.

Military Details: During the war, all the reserves were called upon to defend the Jovian colonies. This leaves the Colonies with an almost disproportionate number of active troops compared to reservists: 320,000 active servicemen and 10,000 reserve. A vast majority of the Jovian Civil Protection Service and the Jovian Special Weapons and Tactics Service were also conscripted into the Marines to fill in gaps in the ranks of the military police. The Jovian military has held out better than most, having several surviving ships left and a large number of tanks, power armor suits and aircraft, but almost 70% of all servicemen are either in the Navy and Air Force. Jovians rely on mechanized solutions such as armored vehicles and powered exoskeletons to make up for their lack in numbers. In addition, they have a strong nuclear arsennal, maintaining at least 37 ground-strike MIRV nuclear weapons of various yields and approximately 68 nuclear ship-to-ship warheads in the single megaton range.

Noteworthy Assets:

CNS Europa: Before the war, the first pair of Galilei-class Supercarriers, the Galileo Galilei and the Nicolaus Copernicus, had just finished field trials and were on the fast track to being commissioned. These fifth-generation Supercarriers were each built to be a portable command facility, airport, battleship and support ship at once. Spanning 1,128 meters in length and with a mass two times that of the best Earth-built warships, they carried enough nuclear weapons with them to scorch the surface of a planet and enough ammunition to support their own personal war. A total of eight were built, tasked with replacing the older Einstein-class Supercarriers. During the war, all but two of these warships were lost. Military analysts concluded that the ships themselves were not the problem: it was numbers. The aliens often came with a massive size advantage, and while a Galilei-class and its strike group could take on the equivalent alien formations without much trouble, they often fought outnumbered 5:1. One by one the CSGs fell, leaving only two: the Europa and the Ganymede, with the Io still being constructed. With the Ganymede's main battery damaged, it has been kept behind the front lines until the completion of repairs. Thus, the Europa remains the most powerful ship in the fleet, and the most important one at the same time: with the government and the fleet's command using it as their headquarters, it remains at the center of the Jovian fleet formation.

Helium-3: Europa was a primary exporter of Helium isotopes before the war, but it had also accumulated a sizeable emergency deposit for times of either economical or material need. When the war struck, the fleet violently defended the 'Fuel Bank' on Europa, sacrificing most of the 16th carrier strike group so that the fuel could be 'evacuated' by the dozens of tankers.

Supplies (approx.):
Water: 2 Weeks
Food: 3 Weeks
Air: 2 Months

Fuel: 109 Lightyears (Jump Capacity)
Hidden 11 yrs ago Post by Red Fox
Raw

Red Fox

Member Seen 4 yrs ago

Any chance of still joining this masterpiece?
Hidden 11 yrs ago Post by Doedie
Raw
GM

Doedie

Member Seen 4 mos ago

Looks like it came stillborn, unfortunately...
Hidden 11 yrs ago Post by Red Fox
Raw

Red Fox

Member Seen 4 yrs ago

Any chance of try and bringing in, let´s say new players?
I really, really like the settings, and ... well, I like everything about it.
Hidden 11 yrs ago Post by Doedie
Raw
GM

Doedie

Member Seen 4 mos ago

I don't know if I can devote the time to a 'reboot' until my exams are over in eight weeks, but after that, I'd be up for starting a new and improved version!
Hidden 11 yrs ago Post by Red Fox
Raw

Red Fox

Member Seen 4 yrs ago

I do wish you good luck with your exams!
I will keep the subscription active in case anything changes.
↑ Top
2 Guests viewing this page
© 2007-2024
BBCode Cheatsheet