There's a lot of antimatter missiles floating about, which is interesting. I guess a lot of sci-fi series use them.
@Queen Raidne OK I will think of some, but I figured it being unarmed except for escort craft was a significant disadvantage.
...true. I hadn't thought of that. Okay then, your sheet is good in theory, except I notice you haven't filled out the crew section yet. @Mataus Looks great! Go ahead and post that in the characters section.
So I got interested and decided to make a ship form 40k but I tried to find ways to scale it back. And honestly, I'm pretty happy with how it came out; I like to think I found a balance between nerfing the ship and some black humor while still making it viable for the RP overall.
REQUIRED: Name of Ship:Oath of Salvation Home Universe/Name of Franchise: Warhammer 40,000 Role: Merchant Freighter and Transport Physical Description/Image:
First commissioned as the Iron Faith, the ship was built for Battlefleet Pacificus over the Forge World of Panjur IV. It would eventually be mothballed and put in storage until one Artorias Talyvrne was granted a Warrent of Trade by the Administratum did it see service once more. Hailing from a poor but highly communal world, Talyvrne swore and oath that he would bring enough wealth into his home planet so that it could better serve the Imperium beyond being a mere backwater rock, thus renaming the vessel the Oath of Salvation. Years passed and Talyvrne proved to be a capable captain, massing a tiny fleet of other similarly sized ships making regular trade runs and transporting Imperial Guard regiments. However, during a voyage to the Haradum Expanse, the fleet was attacked by Chaos Raiders. Forced to make uncalculated Warp Jumps or face destruction, Talyvrne pulled a maneuver which involved him jumping into the Warp before immediately jumping back out and then going back in blind at full speed in the hopes of loosing the raiders. The only ship to survive the maneuver, the Oath of Salvation now finds it in uncharted space in a universe where the light of the God-Emperor does not shine and nothing is how the crew remembers it.
Notable Crew:
Crew Name: Rogue Trader Captain Artorias Talyvrne Crew Role: Captain Crew Description: Once a noble scion from the backwater world of Karabyr, Talyvrne managed to some how get his hands on a Warrant of Trade. He is a driven individual looking to find some way of making a name for his otherwise poor homeworld but isn't above enjoying the wealth and power of his position. He definitely tries to have a "tough, roguish, brave, badass captain" persona but cracks do show as he is responsible for the many thousands of people on board his ship, many of which are entire families who volunteered to live aboard his fleet due to them sharing the idea of improving Karabyr.
Crew Name: Magos Errant Thalmar XI Crew Role: Senior Engineer Chief/Chief Techpriest Crew Description:Every ship needs techpriests to serve its many systems and carry out its many rituals and rites of usage. Thalmar XI has sworn an alligence to Talyvrne after he was accused of techno-heresy. Although he was aquitted of the charges thanks in part to the Rogue Trader, he cannot return to his home world because of the incident and his new reputation thus he and his followers now tend to the Oath of Salvation
Crew Name: Sir Gwain the Valient Crew Role: Master of the Ship's Guard Crew Description: The Karabyr Tercio is the name typically given to the few Imperial Guard regiments raised on the world of Karabyr; Talyvrne has equipped those aboard his ship with some particularly fine weapons and armor to protect his fleet. Sir Gwain was a reputable knight, skilled in pike and lasgun, on Karabyr whose family had served the Talvyrne Dynasty for many years and is a distant cousin of Artorias Talyvrne.
Crew Name: Anmari Bellas Crew Role: ??? Crew Description: No on is actually sure what Anmari Bellas does on the ship but its commonly known that she was once part of the harem that usually warm Talvyrne's bed. Although she's proven to be capable in remembering names, numbers and other information, dozens of rumors surround her and why exactly she's seen so often on the bridge of the ship ranging. They range from as mundane as she simply speaks for the other girls and acts as window dressing to she's a demonic being trying to corrupt the captain with her position on the bridge as proof of it.
Crew Name: Xantol Krakenson Crew Role: Pilot Crew Description: Raised on a feral, tribal world, Xantol has never once touch a ship before being taken in by Talyvrne. Instead, he was a skilled beast master of the flying beasts on his homeworld and has managed to some how transfer the skills of dragon riding to flying a ship. Has come into much disagreement with the techpriests onboard because he insists on calling the ship's Machine Spirit a "Wild Iron Soul". Currently has a list of over one hundred titles he made himself that he goes through daily ranging from "the Brave" to "Slayer of the Nine Head Star Demon King" to "of the Wild Winds and Mystic Dragon Rider of the Furthest North Star".
Crew Name: Korg Ratatatata Crew Role: Master Gunner Crew Description: An Ogryn Bonehead, Korg's Bonehead procedure left him with a remarkable ability to predict enemy ship movements and aim guns, often going as far as beating his war drum so that the crew can load and fire the massive guns in sync. However, he is still an Ogryn and communicates as well as one meaning that for all his brilliance in aiming cannons, he can barely tell the others what to actually put into the system and has gone to the medical bay no less than 19 times for trying to ingest one of Thalmar XI's smaller limbs.
Optional, but helpful: Unique Technology:
Warp Engine - Lets the ship go FTL by literally going through space-Hell
Macro-Cannon Battery - Giant kinetic cannons fired like a broadside that fire huge shells
Navigator - Normally a psyker that guides ships through the Warp; current passed out and mumbling about polar bears
Crew Size: 4,221 Crewmen with 730 Karabyrian Tercio Phalanxes to guard Class: Custom Model with Custom modification, tentatively called the "Oathsworn-Class Frigate" Faction/Operator/Owner: The Imperium of Man, Talvyrne Dynasty
Completely useless, but fun, fluff Last meal served: Corpse-Starch Rations Last mechanical failure:
Warp Engine unresponsive, potential power line failure
Some walls in levels 21-28 reported to have faces and are currently screaming obscenities to passerbys
Macro Cannon #5 is Jammed
Levels 1-11 report no power
Life system failed in Communal Living Quarters on Deck 31a
Fire reported in the Officer's Shrine
The Machine-Spirit of an automatic turret in Deck 108c has gone rogue and killed 4 people, techpriests are trying to fix
Augur Array offline
Port-side Airlocks have trapped three dozen crewmen in sections of the ship
That one fucking pipe is still leaking
Fuel reserves (roughly): 60% Motto: "For the Glory of the Emperor, for the Future of Karabyr."
Weird Error: There is this one pipe that runs the entire course of the ship that is always leaking somewhere despite all attempts to fix it; has pissed off many techpriests.
Last Shore Leave Incident: Two crewmen attempted to mess with an Ogryn using a broken lasgun, a lawnchair and a jug of Rotgut; two crewmen burried shortly after due to multiple blunt force trauma wounds.
Last two crewmembers romantically involved: Discounting Talyvrne's budding harem, a flight deck officer and a munitions officer announced they were expecting a child and are getting married by the ship's clergy.
Last two crewmembers to get in a fight: Xantol and another techpriest over once again on how best to treat the ship's Machine Spirit/Iron Soul.
Alcohol reserves (or local equivalent): Not enough for this shit Snark reserves (roughly): Snark reserves and Alcohol reserves are constantly in an inverse relationship Major religion: Imperial Cult with a Machine Cult minority among its techpriests Last incident of racial tension: A fight broke out among the crew involving reports of rations stolen by a Ratling; 4 humans and 17 Ratlings sent to Medical. Power behind the Captain: Debatable, shifts day to day with politics; some days the Captain just doesn't take anything from anyone
Captain's rival: Anyone of significance with major issues against the Captain is promptly introduced to Mr. Airlock or Mr. Torpedo Tube in most cases.
History concerning the existence of AI: Machine Spirits > AI, Machine Spirit =/= AI (totes) Culture regarding the existence of aliens: SUFFER NOT THE XENOS TO LIVE... so long as someone is looking
Last horror movie trope experienced: Going through the Warp and loosing the light of the Astronomicon; the walls contorting into faces and screaming at you, a demon materializing on the ship before being met in hand-to-hand combat with the Master Gunner.
Crew jumpiness from: A solid 6, despite everything going on, its actually a fairly normal day aboard the ship minus the arriving in a new universe thing.
Name of Ship: ORE - The Forge Home Universe/Name of Franchise: EVE Role: Capital Industrial Physical Description/Image:
Physical Size (roughly): 14,500,000 m³ Armament/Complement (roughly): Escort support (see below) History of the Ship: Commissioned by the ORE corporation to expand mining operations in the power vacuum left after the fall of a hugely powerful alliance. spent several years strip mining the asteroids in deep space until an ambush and a strange jump failure sent the ship into an unknown universe
Notable Crew:
Crew Name: Captain Adam Crew Role: Fleet Commander Crew Description: Captain Adam is the commander of the industrial flight group and escorts, he is quite laid back as a commander due to the size of his ship and quite formidable escort fleet, few pirates dare tangle with him and thus he is generally allowed to mine in peace. Beyond that he is used to patrols of powerful capital ships to ensure the areas he is mining to be clear of hostiles. However he can become a very stoic commander when things grow dire, and is often a clever commander capable of escaping danger more easily than others might.
Crew Name: Executive officer Desai Crew Role: First officer Crew Description: XO Desai is the back bone of the group. While she does not desire total command of the fleet her iron will and stern attitude keeps the fleet in line however she is an unimaginative commanding officer and rarely thinks up creative solutions to problems.
Crew Name: Captain Bishop Crew Role: Mining Barge captain Crew Description: Bishop commands the mining barge and is of a size to match his ship. While he is a lackluster commander very little ever needs done other than keeping his engineers and technicians working to rake in the ore. Now that most of his mining barge peers are lost he is the senior industrial officer not aboard The Forge
Crew Name: Captain Geroh Crew Role: Escort fleet Commander Crew Description: Geroh is an accomplished combat commander, and since the loss of his commanding officer aboard the Dominix battleship and his other escort wing command has fallen to him. He had gotten his start as a combat leader as a piracy gang loosely connected to the Serpentis pirate faction before being hired on to the ORE payroll
Crew Name: Lieutenant Zan Crew Role: Covert ops pilot Crew Description: Zan is a skilled stealth ship pilot spending many years exploring deep into uncharted wormhole space and pirate territory, with nerves of steel she can run a gate blockade or lurk in enemy territory keeping tabs on movements and provide a safe rout through.
Crew Name: Lieutenant Khaz Crew Role: Covert ops pilot Crew Description: Khaz is a skilled stealth pilot more well versed in finding and exploiting gaps in enemy security to set up ambushes or allow heavy capital ships into dangerous territory and destroy star bases, he is with The Forge only because he was being reasigned to another fleet and was provided scouting services while the convoy traveled.
Optional, but helpful: Unique Technology: Clone vat bay - contains clones of certain important crew members and officers to be awoken upon death, clones have same skills and memories within several nanoseconds of death. Ore compression - Grinds materials down into microscopic particles to be compressed into hyper dense blocks for refining and manufacturing Jump drive - capable of jumping 10 LY in mere minutes so long as there is a beacon to lock on to Warp drive - 1.5 AU/s sustained speed
Crew Size: 10000 - mostly engineers and technicians to keep the industry moving inside the ship
I was thinking about antimatter some more, and combined with how "squishy" the science is in many of these franchises *coughStargatecough*, I think a couple of guideline is in order. The first being - fights will be narratively-decided, not physics number-crunching. If you're going up against a single enemy frigate - say, an Al'Kesh - with a fleet, then you'll probably win, no problem. If you're going up against a named bad guy, then you should probably be in peril at least once, unless I've RP'd the bad guy that... badly. If your fleet is up against another fleet, then the outcome should legitimately be in question.
Unless, of course, you've taken the time to narratively establish why your ships have been put into a position of superiority. If there isn't evidence in the RP that would explain why your ships can dominate enemy ships in a particular context, then you should have to work for it.
Of course, at the beginning, when nobody knows anyone else's capabilities and adapted for them, you'll be able to exploit the element of surprise... and have it exploited on you.
Below is a list of everyone who's responded to the interest checks or this thread, just for my own organizational needs. If you aren't on this list, I don't know you exist, and you should speak up!
I've been working on the first IC post; it should go up on Wednesday, May 16th. If your sheet isn't ready by then, don't worry, you can finish up after the 15th. However,
I would like all sheets to be finished on Friday, May 18th, at the latest.
Working on Sheet: Burning Kitty - Star Trek - Obviously and definitively not asassains Dnafein - Babylon 5 - White Star eemmtt - n/a - n/a Lmpkio - Godzilla? Star Wars? OC? - n/a Flamelord - n/a - Probably not a capship?
Yeah in my case my ship has so few missile "bays" compared to larger ships that it'd be fair to assume point defenses/counter measures can shoot down most if not all of the missiles, especially if launched from range :) at least that was a weakness I thought about but didn't express in the CS. @Queen Raidne
Interesting. So, probably, yes, it would work on SG. Although, if the Tau'ri encounter it, they'll definitely be interested in how it works. The Goa'uld would, of course, hold the Idiot Ball and only seek to destroy it. Unless you had someone clever. The Tok'Ra would just be mad they hadn't thought of it first, and then explain how it's obviously a spectacularly bad idea - because they hadn't thought of it first - and surely they'd have used it if it wouldn't upset the balance of power in the galaxy or something. The Asgard would have time to be almost impressed that something came close to matching their ships' software if the Asgard weren't too busy fighting off the Replicators in another Galaxy to care.
@Burning Kitty Nah it's fine, I think I've found something else I'd like to use.
@Queen Raidne I was just referring to the possibility that two players might go with the same universe, that's all. That being said I kind of would most like to use the Icarus from your last multiverse RP. If that's a no-no I'll go with a Farragut class battle cruiser from Elite Dangerous.
Wait, do you mean the BC-305 Helios? Or. Hmm, hold on. *digs into the archives* Or do you mean the Icarus, from Halo, from an RP four years old?
...I tried trawling OldGuild, but I didn't have the patience.
While we're on the subject of the Warp, I must ask if we should really keep it in this RP's universe. I'm asking mainly because its more than just a spooky FTL-hell but because its also the home of many, many things that whisper sweet nothings into your ear and will try to turn you to Chaos. 40k characters and ships won't have much issue with it because of blind faith and experience, but I'm worried about all of the other universes who have no experiences with it.
Well. I don't think the EVE ships travel through the warp like you do and could say they either travel kinda like the tau... or through a non-hell dimension. Or break the light speed limit a totally different way because our universe doesn't have the space hell.
Edit: or... since SG doesn't have space hell either you will have to jury rig your ship with a different FTL drive
you will have to jury rig your ship with a different FTL drive
I'll add that to the giant list of things that the Oath needs fixed. Hopefully they manage to replace it without it exploding and taking what remains of the ship with it.
But, this is a different Universe's Warp. So, what does the Warp look like in the Stargate universe?
The Warp is the reflection of psychic energy of the sentient inhabitants of the galaxy, which in this case, are a lot of humans, Goa'uld, and a few other aliens. At the same time, the Ancients ascended to a higher plane of existence. Just before you reach ascension, you gain (essentially) psychic powers.
My thought is that the Ancients harnessed the Warp to their own ends and imposed order and rules - that is, ascended beings live in the warp. This also fits with the Ori, who gain power with worshippers, and the Warp's general ability to create self-sustaining entities through belief.
I wonder if there's "shadows" of Goa'uld living in the Warp? They do force entire worlds to worship them, after all.
Alternately, maybe the Warp is just a lot... calmer. This is the Warp long before even the Dark Age of Technology, and there are no Eldar nor Orks.
Well eve warp is weird too. We have a warp that uses some kind of Nav computer to plot a course that doesn't collide us with things and lands a certain distance from it. Now our warp is just moving our ship super super fast. It's not like creating a portal in Halo or in 40k, we can still crash and burn although the ship's Nav computers avoids this. Going very far distances like a new solar system is impossible since warping uses our Capacitor and it does not hold a large enough to do it in a single warp it could take years which obviously we don't have IC. We don't really warp lightspeed, just move fast(Even though the measurment of AU uses lightspeed). Its like a slower warp than Startrek as the normal human eye can see where their physically at space and we don't just burst into a place, we land. Stargates shoot us warpspeed by "Jumping" us. Although both our Capital ships have Jump drives and we can jump systems if we have a cynosural generator/field.
@Queen Raidne I think we should just allow the EVE ships to warp lightspeed or we need to have Cyno's or something like it in universe.