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Hidden 11 yrs ago Post by Keyguyperson
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Keyguyperson Welcome to Cyberhell

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For many thousands, even millions of years, members of hundreds of different species spread across thousands of star systems have looked up into the sky. Some dreamed of peace and prosperity, others of conquest and war. A few dreamed of exploration, of the wonders that would be uncovered in the sky. It was those dreamers that pushed their species forward. Inventing new technologies, taking the reins of nations, helping others, and doings things nobody else would do. About 5 years ago, a great war swept through the tiny sliver of the cosmos which included the entire local group of galaxies. This horrific war began when the Earth Alliance and Equestrian Empire joined forces to do the unthinkable: attack a Draconian planet. The Draconian empire controlled dozens upon dozens of galaxies, and the common belief was that they were invincible. However, those two empires managed to take that first planet with all technology and defenses intact through a bloody battle that spanned the entire system. When the Draconian Empire got news of the attack, they launched an invasion of the entire Milky Way. However, they made the mistake of destroying a civilization the Triarian Collective practically worshiped in the process, and thus they fought with extreme vigor. The combined forces of the Milky Way brought down the Draconian Empire, with the help of species they liberated from their control. Now, the war is over and the dust is settling. The Draconians have been defeated, and are considered extinct, courtesy of the Triarii. The nations occupied by the Draconians are being set free with the Milky Way nations, which now have extremely advanced Draconian technology to reverse-engineer. Will the local group enter a golden age, or will it fall into chaos after the war?

This is a continuation of the Star Empires RP reboot, so history before the war can be found here: http://www.minecraftforum.net/topic/2183422-star-empires-reboot/(note, first few pages are not the best)

=Applications=
Normal App
Name of nation:
Species:
Description of government:
Description of military
History:

Original player app
Name of Nation:
Summary of events after thread was moved:

Your government can be as strange as you want it to be, it could even be a democracy in which minority always wins! Your species can also be human, provided you have a detailed explanation of how you got out of the solar system and at least 300 light years away before the official government did.

=Rules=
NO godmodding
NO metagaming (knowing secret stuff the enemy is doing) (unless you have spies)
NO isnta-stuff
Make an interesting history, no "It exists" histories.
Explain most of the history of your species, not just the space part. ((I didn't do that because we already know it and the only major event after now was WW3))
NO powergaming (taking control of other nations, specifying enemy casualties by number fall under this)
Put OOC in double parentheses, like this: ((I so totally won that battle despite having only five ships!))
Also, the stranger and more interesting your species is, the better!

My app (I made it in full format to give new players an idea of how to do it):
Name of nation: Earth Alliance
Species: Human, normally peaceful, but when attacked they show their nasty side, they can be very ruthless if provoked. Especially if the enemy started the war over religion, in which case the enemy would be lucky if a single member of their species survived.
Description of government: The EA is a democracy, they count every citizen's vote and use them alone. Majority always wins. The economy can best be described as pseudo-socialist.
Description of military: The EA ground and air forces are huge, with trillions of soldiers and vehicles in them due to the extreme strength of the Draconian equivalents. Their space forces are one of the largest in known space, also due to the war. Unlike the ground forces, which are now occupied with absolutely nothing, their space forces are constantly exploring, looking for new species to ally with.
History: After the 3rd World war in 2031, the remaining nations of the earth bound together to form the EA (earth alliance). In 2057, at a secret EA facility in Antarctica, the EASS Galileo was launched. The first ship to use the new negative energy warp drive, the Galileo was able to reach star systems up to 200 light-years away from earth within a few short years. This ushered in a new era of space travel, the EA began producing large numbers of starships and by 2123 they controlled every star system withing 200 light-years of earth. The EA had debated moving out further, but every time someone put the notion forward it was rejected, as most of the citizens were afraid of contact with hostile aliens. Finally, in 2133, they were able to get the idea through the paranoia of the citizens, the vote was on the side of expansion, with just enough people voting for it for it to pass. The EA began construction of a faster FTL and by 2137 they were able to reach out further and faster. The EAS Hawking was launched with this new FTL. During the Draconian War, the EA was a major player. They are credited with getting the nations of the Milky Way to ally and build up their military through multiple unorthodox ways, one of which was acting threatening so that the other nations would prepare for war. As they despised the Draconians the most (before the attack on the Aetherii), they now have an insanely large military. However, during the war Earth was destroyed by the Draconians. While this had little actual impact due to most of it's surface already being scorched, it was a great blow to the morale of the EA.

Wiki: Void of the Stars Wiki
Yes, it's supposed to say Star Empires Reboot, it's the original wiki.

Forum: Void of the Stars Forum

Special thanks to Sukui for making the amazing logo!
Hidden 11 yrs ago Post by null123
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null123

Member Seen 10 mos ago

Name of Nation:Equestrian Empire
Summary of events after thread was moved:The Equestrian Empire was one of the first to suffer major losses during the Draconian War. The first invasion of the Draconian world resulted in the death of Princess Luna, one of the heads of state of the Equestrian Empire. However unlike the destruction of Earth for the EA it only strengthened the resolve of the Equestrians to put a end to the Draconians once and for all. They threw everything they could at the Draconians, often developing new weapons and using there own technology to defeat them. With the destruction of the Aetherii the Triarians came and began helping the Equestrians and EA fight the Draconians. It was at that point that the EA, Equestrians, and Triarians would become the victors of The Great Draconian War, as it had been referred to by many who had seen the destruction it had been causing to the Milky Way Galaxy. Towards the end of the war the Equestrians furthered there expansions into other galaxies, and by its end the Equestrians were using the Draconians technology to bring there galaxies and the Milky Way into a New Golden age, hoping for peace and prosperity in the future.

Note to newbies:Equestrians is used to refer to anyone who is apart of the Equestrian Empire, the empire it self consists of multiple races.
Hidden 11 yrs ago Post by darkwolf687
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Member Seen 4 mos ago

Name of Nation: Triarian Collective
Summary of events after thread was moved: After two years of the Great War, the Draconians attacked and destroyed the Aetherii Remenant as it seemed the Triarian Collective were about to enter the war and the Aetherii Remenant posed the problem that the Triarian Collective might get even more advanced technology. The Triarian Collective, filled with rage, sent a message to the Draconian Empire
"This is not war, this is pest control! You are superior in one respect, you are better at dying!"
The Collective quickly joined the fray, mobolising their entire fleets. Asteroids filled with Corruptelae Insectum were flung at Draconian Space, some managing to slip past Draconian defences and infest entire worlds, killing indiscriminately. As soon as the Triarian Collective were able to lower the defence grid of a planet, Energy Projectors were used to burn the planet to glass. Any captive Draconians were quite literally used for parts, being used to build Synths. Civilians made up the bulk of captive Draconians, men, women and children.
After the Destruction of the Draconian Empire, genocide by the Triarian Collective ensured that the Draconian race was sent into extinction and any surviving Draconians are hunted down by Triarian Ghost and Spectre forces, and any Draconian found was sentenced and summarily executed. Spectre and Ghost became the nightmares of Draconians, capture often involving undue force that would cause extreme pain. Often, execution would be performed through the most brutal means the Collective could find. Females were restrained against rocks in hive worlds and infected by Corruptelae Insectum and Males would have their minds destroyed through Psionics and their bodies then taken to be genetically repurposed. The Children were killed and turned into food to be fed to the troops. If the Draconians were lucky, they would be simply shot by their captors, but this was much rarer than the more elaborate former punishments
Hidden 11 yrs ago Post by Keyguyperson
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Keyguyperson Welcome to Cyberhell

Member Seen 7 mos ago

darkwolf687 said
Name of Nation: Triarian CollectiveSummary of events after thread was moved: After two years of the Great War, the Draconians attacked and destroyed the Aetherii Remenant as it seemed the Triarian Collective were about to enter the war and the Aetherii Remenant posed the problem that the Triarian Collective might get even more advanced technology. The Triarian Collective, filled with rage, sent a message to the Draconian Empire"This is not war, this is pest control! You are superior in one respect, you are better at dying!"The Collective quickly joined the fray, mobolising their entire fleets. Asteroids filled with Corruptelae Insectum were flung at Draconian Space, some managing to slip past Draconian defences and infest entire worlds, killing indiscriminately. As soon as the Triarian Collective were able to lower the defence grid of a planet, Energy Projectors were used to burn the planet to glass. Any captive Draconians were quite literally used for parts, being used to build Synths. Civilians made up the bulk of captive Draconians, men, women and children.After the Destruction of the Draconian Empire, genocide by the Triarian Collective ensured that the Draconian race was sent into extinction and any surviving Draconians are hunted down by Triarian Ghost and Spectre forces, and any Draconian found was sentenced and summarily executed. Spectre and Ghost became the nightmares of Draconians, capture often involving undue force that would cause extreme pain. Often, execution would be performed through the most brutal means the Collective could find. Females were restrained against rocks in hive worlds and infected by Corruptelae Insectum and Males would have their minds destroyed through Psionics and their bodies then taken to be genetically repurposed. The Children were killed and turned into food to be fed to the troops. If the Draconians were lucky, they would be simply shot by their captors, but this was much rarer than the more elaborate former punishments


duck55223 said
Name of Nation:Equestrian EmpireSummary of events after thread was moved:The Equestrian Empire was one of the first to suffer major losses during the Draconian War. The first invasion of the Draconian world resulted in the death of Princess Luna, one of the heads of state of the Equestrian Empire. However unlike the destruction of Earth for the EA it only strengthened the resolve of the Equestrians to put a end to the Draconians once and for all. They threw everything they could at the Draconians, often developing new weapons and using there own technology to defeat them. With the destruction of the Aetherii the Triarians came and began helping the Equestrians and EA fight the Draconians. It was at that point that the EA, Equestrians, and Triarians would become the victors of The Great Draconian War, as it had been referred to by many who had seen the destruction it had been causing to the Milky Way Galaxy. Towards the end of the war the Equestrians furthered there expansions into other galaxies, and by its end the Equestrians were using the Draconians technology to bring there galaxies and the Milky Way into a New Golden age, hoping for peace and prosperity in the future.Note to newbies:Equestrians is used to refer to anyone who is apart of the Equestrian Empire, the empire it self consists of multiple races.


((Both accepted! Two more and we can start!))
Hidden 11 yrs ago Post by darkwolf687
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Member Seen 4 mos ago

You did inform our other players that we've moved, right?
Hidden 11 yrs ago Post by null123
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null123

Member Seen 10 mos ago

Yeah theres a link in the old thread
Hidden 11 yrs ago Post by CommandoKhan
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CommandoKhan

Member Offline since relaunch

Do I have to do the original player's app considering mine just got accepted yesterday and I haven't done any RPing?
Hidden 11 yrs ago Post by null123
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null123

Member Seen 10 mos ago

It might be better to just copy and paste your app from the original since you never got to get around to RPing, unless you want yours introduced during the Drac War.
Hidden 11 yrs ago Post by CommandoKhan
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CommandoKhan

Member Offline since relaunch

Application

Name of Nation: Zurosh Empire

Species: Orcs, a violent, savage, war mongering species. Despite their crude nature, the Orcs are still an intelligent species. Orcs can be described as having green skin, an usually ugly face, large sharp teeth, and an extremely muscular body. Orcs range from six feet to seven feet and their weight can be anywhere from 250 pounds to 350 pounds.

Description of Government: The Orcs have a hereditary monarch, known as the Chieftain, that serves as the main ruler, but the clan overlords form a council that the monarch will take advice from when the monarch makes any major decisions. The only real power that the clan overlords own is the ability to govern their own clans and the ability to take the monarch out of power with a majority of the council of clan overlords voting for the removal of the monarch. The overlords are normally allowed to govern their own clans in their own way, but the monarch has the right to overrule any decisions that the overlords make that the monarch doesn’t agree with. The main role of the monarch is to keep the clans unified and to guide the empire as a whole in times of emergency.

Description of Military: The Orcs are experts in the art of war due to their culture being centered on the creation of fierce warriors. The Orcish military is composed of a very basic ranking and organizational system with clear boundaries on who is who.

The Chieftain – The “commander and chief” so to speak. The Chieftain is the absolute ruler of the military and it is he who makes the final decisions for the entire Orcish military.

The Overlords – The leaders of the clans are not only political leaders, but also military leaders as well. They take their orders from the Chieftain and only the Chieftain. The Overlords are well versed in military tactics and strategies, more so than anyone else except the Chieftain.

The Warlords – The field commanders who lead the grunts and fight with the grunts. They take their orders from the Overlords and they carry them out in the best fashion possible. The Warlords are selected by the Overlords based on their bravery, strength, and intelligence.

The Grunts – The backbone of the Orcish military, the Grunts are the standard soldiers that do the majority of the conventional fighting. They are well-trained in the arts of combat and they follow their leaders’ orders without question.

Ground Forces: The Orcs excel in ground combat which includes combat on planets, inside ships, and other forms of fighting that don’t include the use of airborne vehicles. The Orcish military do have ground vehicles but the majority of the Grunts prefer to use their wide variety of weapons and tools to wreak havoc on the enemy. The senior Grunts make up the majority of those who use the vehicles and other mechanical combat devices due to them being a little weaker in actual combat compared to the new, younger Grunts.

The Roggurk – The standard infantryman is referred to as a “Roggurk”. They are the Grunts that do the ground fighting rather than the combat between ships in space. The typical Roggurk is equipped with body armor covering the whole body, head to toe. The body armor is made of a strong material and has its own shield system which allows for the armor to withstand small arms fire without suffering injury, but should the shields be taken down then the armor would only be effective at stopping shrapnel from harming the user. For the weaponry, the Roggurk is issued a ranged plasma weapon of their choice and an energy axe for close range combat. The axe is the preferred weapon of choice by the Orcs and they will attempt to use it every opportunity they have.

The Dorrak – The combat vehicle preferred by the majority of the Orcs. It is a tank equipped with dual cannons that can fire a wide variety of ammunition for different situations and enemies. The Dorrak is effective against both ground and air vehicles due to the advanced nature of its targeting systems and the power that the cannons unleash. It has strong armor that can withstand small arms fire as well as most anti-armor infantry equipped weapons. Its weak spot is located all on the top side of it making it vulnerable to air vehicles.

The Komarod – The armored personnel carrier used to transfer Orc troops when the drop ships are unavailable. The Komarod is equipped with a small cannon to provide covering fire for any infantry units that may be entering or exiting the vehicle. It has decent armor that protects it from small arms fire, but an anti-armor weapon should be able to punch a hole through it should it hit the right spot. The Komarod is able to carry eight Orcs plus the driver and gunner making it a total of ten Orcs including weapons and supplies.

The Mog – The command vehicle used by the Overlords and the Warlords to communicate with each other and their troops. It is a well armored vehicle with no armaments with the sole purpose of it to keep the leaders in a safe, mobile location that they can give and receive orders from. The armor is able to withstand small arms fire, anti-armor infantry equipped weapons, and air vehicles need to hit the command vehicle with a lot of ordnance in order to destroy it.

Space Forces: The Orcs have a large number of ships with many good qualities and a few bad ones as well. The Orcish navy is composed of ships with excellent armor and shielding that is capable of taking an enormous amount of beating while still being able to function a hundred percent properly, however, the ships only have mediocre weaponry that isn’t too powerful, but it is accurate and hits what it means to hit. The weaponry is able to take out frigates or smaller ships with less armor and shielding with relative ease, but anything stronger is hard to destroy. To make up for the weak weaponry, the Orcs have become experts in the boarding of ships and the combat that goes on within them. Orcish ships also have only mediocre engines that can’t go as fast as other races, but their slipspace drives enable them to travel extremely fast to certain locations, nevertheless, the Orcs are still slow in battle and slipspace drives don’t change that.

Gulrok Drop Ship – The Gulrok is a drop ship used to transport troops, supplies, and vehicles in atmosphere, but it is also still functional in space so it can be used to board ships by using the hangar area as the entry point. It is swift and agile with armor, but only minor shields that make no real difference except for when small arms fire does no damage to it. The Gulrok can carry 16 fully geared Orcs and a single vehicle or supplies. It is armed with a nose mounted plasma cannon with the intent of it being used as support fire for ground troops.

Buzga Boarding Ship – The Buzga is a swift and agile troop carrier used to board enemy vessels. It works by attaching to the enemy ship from the outside then burning a hole into the interior of the ship where the Orcs can enter the ship. The Buzga usually creates an entry point in the weak points of the ship such as exterior windows. The boarding ship has just enough armor and shielding to survive a few hits from various fighters and turrets until its troops are deployed within the enemy ship. It has no armaments whatsoever as its main goal is to get the troops in and not to engage the enemy.

Thuldur Fighter – The Thuldur is a swift, maneuverable, and small fighter used for both space combat and in atmosphere combat. It has armor and shielding capable of withstanding a decent amount of punishment from enemy fighters. The Thuldur is equipped with forward firing plasma cannons and several ship to ship missiles for use on other fighters.

Agronak-Class Light Frigate – The Agronak is a troop carrier and is used to hover and/or land in atmosphere to deploy troops on the ground. The frigate is armed with mostly plasma based weaponry with the exception of its nuclear missiles and Ludan Missile pods, which are used to deal with unshielded foes in space or on the ground.

Gomoku-Class Heavy Frigate – The Gomoku is a vessel used for fleet support and is meant to engage in ship to ship battles. The frigate is armed with mostly plasma based weaponry with the exception of its nuclear missiles and Ludan Missile pods, and the heavy frigate contains a weaker version of the energy projector used on other larger ships. The weaker version of the energy projector has reduced range, less powerful beam, and isn’t able to stay on for very long.

Zugrad-Class Destroyer – The Zugrad is a warship used to support larger ships in a fleet with its larger array of weaponry than the frigates. The destroyer is armed with once again plasma based weaponry in the form of turrets, nuclear missiles, and Ludan Missile pods. The destroyer has a slightly stronger energy projector than the Gomoku, but it is still weak compared to the larger ships such as the cruisers. The armor on the Zugrad is much more compared to the frigates due to the fact that the destroyers were meant to face and destroy the enemy.

Zunhurtz-Class Light Cruiser – The Zunhurtz is a toned down version of the Gromagash in both size and weaponry. The Zunhurtz has the plasma turrets, nuclear missiles, Ludan Missile pods, and an energy projector weaker than those found on a Gromagash. The light cruiser can serve as a flagship in smaller groups of ships, but the heavy cruiser is the preferred flagship by most fleets as it is more powerful.

Gromagash-Class Heavy Cruiser – The Gromagash is a ship capable of many different roles both on and off the battlefield with the roles ranging from being a flag ship to a troop carrier to being the escort of a larger ship. Despite its many uses, all Gromagashs have the same armaments with having plasma turrets, Ludan Missile pods, and a powerful energy projector. The armor and shielding is quite strong on this vessel as it is used commonly in naval engagements.

Thulkash-Class Carrier – The Thulkash is a troop, supplies, and fighter carrier that is a necessity in planetary invasions as well as large naval engagements where the mass deployment of fighters is necessary to combat the enemy. The carrier has no armaments except for Ludan Missile pods and a weak energy projector which is really only used as a last resort. It has strong armor and shielding as a good defense is really the only offense in this situation.

Grinaz-Class Super Carrier – The Grinaz is basically a larger version of the Thulkash that is able to carry more troops, supplies, and fighters. It is also able to carry more Ludan Missile pods and its energy projector is stronger. The armor and shielding is also much stronger than the Thulkash.

History: The Orcs are a race whose history started roughly 950,000 years ago on the planet of Brukkash in the Garnosh Galaxy not too far away from the Milky Way Galaxy. The Orcs were created in a lab by an intelligent race that is only known by the majority of Orcs as “the Kamurs”. The Kamurs were an advanced race with space capabilities, like the modern-day USA in real life. The Orcs were a special project of the Kamurs in an effort to create a superior fighting force that would be capable of obliterating their enemies. The Kamurs did succeed in creating that force, but after a few hundred years, the Orcs became too powerful and too smart for the Kamurs to handle which then led to the Orcs breaking out of the lab and wreaking havoc on the Kamur society. The Orcs quickly took over Brukkash and annihilated the entire Kamur race using their superior intelligence and strength. The Orcs quickly found out how to reproduce using the information that the Kamur lab rats had recorded, and this caused the boom in the population of Orcs on Brukkash. Clans were able to form due to the increased population and development of the social side of Orcs. These clans were both beneficial and detrimental to the Orc race. The Orcs were able to advance their technology faster as those within the clan worked together to achieve things quicker, however, the clans divided the Orcs up and created separate groups which conflicted with each other. The clans fought amongst each other for a few hundred thousand years and all the while technology was still advancing. During those few hundred thousand years of fighting, true space technology was created that enabled nearby planets to be colonized. The major clans moved out of Brukkash and to their own separate planets which halted fighting somewhat, as the Orcs still continued to fight amongst each other whenever they came in contact with one another clan. The fighting continued until a great overlord arose from the Zurosh clan, a powerful clan that was the center of conflict most of the time. Shagul, the overlord of the Zurosh clan, was a wise overlord who ended all conflicts between the clans through negotiations based on logic and reasoning. The powerful, major clans decided to form a pact that stopped the fighting that had existed for so long. With peace restored to the Orc race, significant technological accomplishments were achieved due to the team work that was possible thanks to Shagul. This pact advanced itself to an official form of government for the entire Orc race which the clan overlords in the pact decided, and it is still the current form of government in use today ((See Description of Government)). The Orc race now had an even more organized society which enabled them to do great things such as creating a fierce empire that spans over one million planets located in the Garnosh Galaxy. This conquest of over one million planets took them until now to do. The current Chieftain requested that a new galaxy be discovered in order to expand the empire, and he has assigned an extremely large colonial fleet to find it then colonize it.
Hidden 11 yrs ago Post by Keyguyperson
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Keyguyperson Welcome to Cyberhell

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CommandoKhan said
ApplicationName of Nation: Zurosh EmpireSpecies: Orcs, a violent, savage, war mongering species. Despite their crude nature, the Orcs are still an intelligent species. Orcs can be described as having green skin, an usually ugly face, large sharp teeth, and an extremely muscular body. Orcs range from six feet to seven feet and their weight can be anywhere from 250 pounds to 350 pounds.Description of Government: The Orcs have a hereditary monarch, known as the Chieftain, that serves as the main ruler, but the clan overlords form a council that the monarch will take advice from when the monarch makes any major decisions. The only real power that the clan overlords own is the ability to govern their own clans and the ability to take the monarch out of power with a majority of the council of clan overlords voting for the removal of the monarch. The overlords are normally allowed to govern their own clans in their own way, but the monarch has the right to overrule any decisions that the overlords make that the monarch doesn’t agree with. The main role of the monarch is to keep the clans unified and to guide the empire as a whole in times of emergency.Description of Military: The Orcs are experts in the art of war due to their culture being centered on the creation of fierce warriors. The Orcish military is composed of a very basic ranking and organizational system with clear boundaries on who is who.The Chieftain – The “commander and chief” so to speak. The Chieftain is the absolute ruler of the military and it is he who makes the final decisions for the entire Orcish military.The Overlords – The leaders of the clans are not only political leaders, but also military leaders as well. They take their orders from the Chieftain and only the Chieftain. The Overlords are well versed in military tactics and strategies, more so than anyone else except the Chieftain.The Warlords – The field commanders who lead the grunts and fight with the grunts. They take their orders from the Overlords and they carry them out in the best fashion possible. The Warlords are selected by the Overlords based on their bravery, strength, and intelligence.The Grunts – The backbone of the Orcish military, the Grunts are the standard soldiers that do the majority of the conventional fighting. They are well-trained in the arts of combat and they follow their leaders’ orders without question.Ground Forces: The Orcs excel in ground combat which includes combat on planets, inside ships, and other forms of fighting that don’t include the use of airborne vehicles. The Orcish military do have ground vehicles but the majority of the Grunts prefer to use their wide variety of weapons and tools to wreak havoc on the enemy. The senior Grunts make up the majority of those who use the vehicles and other mechanical combat devices due to them being a little weaker in actual combat compared to the new, younger Grunts.The Roggurk – The standard infantryman is referred to as a “Roggurk”. They are the Grunts that do the ground fighting rather than the combat between ships in space. The typical Roggurk is equipped with body armor covering the whole body, head to toe. The body armor is made of a strong material and has its own shield system which allows for the armor to withstand small arms fire without suffering injury, but should the shields be taken down then the armor would only be effective at stopping shrapnel from harming the user. For the weaponry, the Roggurk is issued a ranged plasma weapon of their choice and an energy axe for close range combat. The axe is the preferred weapon of choice by the Orcs and they will attempt to use it every opportunity they have.The Dorrak – The combat vehicle preferred by the majority of the Orcs. It is a tank equipped with dual cannons that can fire a wide variety of ammunition for different situations and enemies. The Dorrak is effective against both ground and air vehicles due to the advanced nature of its targeting systems and the power that the cannons unleash. It has strong armor that can withstand small arms fire as well as most anti-armor infantry equipped weapons. Its weak spot is located all on the top side of it making it vulnerable to air vehicles.The Komarod – The armored personnel carrier used to transfer Orc troops when the drop ships are unavailable. The Komarod is equipped with a small cannon to provide covering fire for any infantry units that may be entering or exiting the vehicle. It has decent armor that protects it from small arms fire, but an anti-armor weapon should be able to punch a hole through it should it hit the right spot. The Komarod is able to carry eight Orcs plus the driver and gunner making it a total of ten Orcs including weapons and supplies.The Mog – The command vehicle used by the Overlords and the Warlords to communicate with each other and their troops. It is a well armored vehicle with no armaments with the sole purpose of it to keep the leaders in a safe, mobile location that they can give and receive orders from. The armor is able to withstand small arms fire, anti-armor infantry equipped weapons, and air vehicles need to hit the command vehicle with a lot of ordnance in order to destroy it.Space Forces: The Orcs have a large number of ships with many good qualities and a few bad ones as well. The Orcish navy is composed of ships with excellent armor and shielding that is capable of taking an enormous amount of beating while still being able to function a hundred percent properly, however, the ships only have mediocre weaponry that isn’t too powerful, but it is accurate and hits what it means to hit. The weaponry is able to take out frigates or smaller ships with less armor and shielding with relative ease, but anything stronger is hard to destroy. To make up for the weak weaponry, the Orcs have become experts in the boarding of ships and the combat that goes on within them. Orcish ships also have only mediocre engines that can’t go as fast as other races, but their slipspace drives enable them to travel extremely fast to certain locations, nevertheless, the Orcs are still slow in battle and slipspace drives don’t change that.Gulrok Drop Ship – The Gulrok is a drop ship used to transport troops, supplies, and vehicles in atmosphere, but it is also still functional in space so it can be used to board ships by using the hangar area as the entry point. It is swift and agile with armor, but only minor shields that make no real difference except for when small arms fire does no damage to it. The Gulrok can carry 16 fully geared Orcs and a single vehicle or supplies. It is armed with a nose mounted plasma cannon with the intent of it being used as support fire for ground troops.Buzga Boarding Ship – The Buzga is a swift and agile troop carrier used to board enemy vessels. It works by attaching to the enemy ship from the outside then burning a hole into the interior of the ship where the Orcs can enter the ship. The Buzga usually creates an entry point in the weak points of the ship such as exterior windows. The boarding ship has just enough armor and shielding to survive a few hits from various fighters and turrets until its troops are deployed within the enemy ship. It has no armaments whatsoever as its main goal is to get the troops in and not to engage the enemy.Thuldur Fighter – The Thuldur is a swift, maneuverable, and small fighter used for both space combat and in atmosphere combat. It has armor and shielding capable of withstanding a decent amount of punishment from enemy fighters. The Thuldur is equipped with forward firing plasma cannons and several ship to ship missiles for use on other fighters.Agronak-Class Light Frigate – The Agronak is a troop carrier and is used to hover and/or land in atmosphere to deploy troops on the ground. The frigate is armed with mostly plasma based weaponry with the exception of its nuclear missiles and Ludan Missile pods, which are used to deal with unshielded foes in space or on the ground.Gomoku-Class Heavy Frigate – The Gomoku is a vessel used for fleet support and is meant to engage in ship to ship battles. The frigate is armed with mostly plasma based weaponry with the exception of its nuclear missiles and Ludan Missile pods, and the heavy frigate contains a weaker version of the energy projector used on other larger ships. The weaker version of the energy projector has reduced range, less powerful beam, and isn’t able to stay on for very long.Zugrad-Class Destroyer – The Zugrad is a warship used to support larger ships in a fleet with its larger array of weaponry than the frigates. The destroyer is armed with once again plasma based weaponry in the form of turrets, nuclear missiles, and Ludan Missile pods. The destroyer has a slightly stronger energy projector than the Gomoku, but it is still weak compared to the larger ships such as the cruisers. The armor on the Zugrad is much more compared to the frigates due to the fact that the destroyers were meant to face and destroy the enemy.Zunhurtz-Class Light Cruiser – The Zunhurtz is a toned down version of the Gromagash in both size and weaponry. The Zunhurtz has the plasma turrets, nuclear missiles, Ludan Missile pods, and an energy projector weaker than those found on a Gromagash. The light cruiser can serve as a flagship in smaller groups of ships, but the heavy cruiser is the preferred flagship by most fleets as it is more powerful.Gromagash-Class Heavy Cruiser – The Gromagash is a ship capable of many different roles both on and off the battlefield with the roles ranging from being a flag ship to a troop carrier to being the escort of a larger ship. Despite its many uses, all Gromagashs have the same armaments with having plasma turrets, Ludan Missile pods, and a powerful energy projector. The armor and shielding is quite strong on this vessel as it is used commonly in naval engagements.Thulkash-Class Carrier – The Thulkash is a troop, supplies, and fighter carrier that is a necessity in planetary invasions as well as large naval engagements where the mass deployment of fighters is necessary to combat the enemy. The carrier has no armaments except for Ludan Missile pods and a weak energy projector which is really only used as a last resort. It has strong armor and shielding as a good defense is really the only offense in this situation.Grinaz-Class Super Carrier – The Grinaz is basically a larger version of the Thulkash that is able to carry more troops, supplies, and fighters. It is also able to carry more Ludan Missile pods and its energy projector is stronger. The armor and shielding is also much stronger than the Thulkash.History: The Orcs are a race whose history started roughly 950,000 years ago on the planet of Brukkash in the Garnosh Galaxy not too far away from the Milky Way Galaxy. The Orcs were created in a lab by an intelligent race that is only known by the majority of Orcs as “the Kamurs”. The Kamurs were an advanced race with space capabilities, like the modern-day USA in real life. The Orcs were a special project of the Kamurs in an effort to create a superior fighting force that would be capable of obliterating their enemies. The Kamurs did succeed in creating that force, but after a few hundred years, the Orcs became too powerful and too smart for the Kamurs to handle which then led to the Orcs breaking out of the lab and wreaking havoc on the Kamur society. The Orcs quickly took over Brukkash and annihilated the entire Kamur race using their superior intelligence and strength. The Orcs quickly found out how to reproduce using the information that the Kamur lab rats had recorded, and this caused the boom in the population of Orcs on Brukkash. Clans were able to form due to the increased population and development of the social side of Orcs. These clans were both beneficial and detrimental to the Orc race. The Orcs were able to advance their technology faster as those within the clan worked together to achieve things quicker, however, the clans divided the Orcs up and created separate groups which conflicted with each other. The clans fought amongst each other for a few hundred thousand years and all the while technology was still advancing. During those few hundred thousand years of fighting, true space technology was created that enabled nearby planets to be colonized. The major clans moved out of Brukkash and to their own separate planets which halted fighting somewhat, as the Orcs still continued to fight amongst each other whenever they came in contact with one another clan. The fighting continued until a great overlord arose from the Zurosh clan, a powerful clan that was the center of conflict most of the time. Shagul, the overlord of the Zurosh clan, was a wise overlord who ended all conflicts between the clans through negotiations based on logic and reasoning. The powerful, major clans decided to form a pact that stopped the fighting that had existed for so long. With peace restored to the Orc race, significant technological accomplishments were achieved due to the team work that was possible thanks to Shagul. This pact advanced itself to an official form of government for the entire Orc race which the clan overlords in the pact decided, and it is still the current form of government in use today ((See Description of Government)). The Orc race now had an even more organized society which enabled them to do great things such as creating a fierce empire that spans over one million planets located in the Garnosh Galaxy. This conquest of over one million planets took them until now to do. The current Chieftain requested that a new galaxy be discovered in order to expand the empire, and he has assigned an extremely large colonial fleet to find it then colonize it.


((Accepted, just a formality in your case, as you have already been accepted.))
Hidden 11 yrs ago Post by null123
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null123

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Uh Keyguy, we don't need OOC brackets, theres separate things for OOC and IC.
Hidden 11 yrs ago Post by Keyguyperson
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Keyguyperson Welcome to Cyberhell

Member Seen 7 mos ago

Whoops, forgot.
Hidden 11 yrs ago Post by hacher5
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hacher5

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Name of Nation: Zonanese Empire
Summary of Events over the 10 year period: After the war against the sarkazjhit people, and the Trinity vowing not to mobilize for some time, the empire was faced by a new enemy, the Drughans. They were not powerful, and were quickly over-run and taken control of. They also held amazingly powerful metals, such as Dragun (A metal found in their worlds, which are far more powerful than metals the Haches used to have, possibly more powerful than other empires' ships). *Note* GarbageMan, the guy that made this empire, told me to destroy his empire on skype so he could restart a more powerful civ. However, the public was outraged from the attack. This led to a new Trinity to topple the original (Which is a legal issue if the majority of the public feels that the original trinity is not fit for leading). The new Trinity led the Empire into an age of expansion and research. Allying with the Equestrian Empire, the Haches used the human method of "selective borrowing", which allowed the Haches to research and produce better shielding, weaponry, and other significant powers. The Empire expanded their colonial system from 15 all the way to over 500 in such a short time, which vastly drained their economy and resources. The newer 400 are highly undeveloped, and will take a long time for the economy to be able to develop them into powerful money makers. The original 15 are all official planetary states of the Empire: Commune, Bunn, Domu, Renn, New Monstrude, New Gao, Allaegrae, Kamona, Callusin, Pollup, Grune, Allimone, Allimore, Spensor, and finally Reach. With the Empire in vast debt, the newer colonies suffer shortages from food, to basic supplies. This has led to rebellions within the newer colonies, and the unrest will only continue unless the Empire can find newer resources to help the situation.
Hidden 11 yrs ago Post by null123
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null123

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Accepted, nice to say everyone from the original returning.
Hidden 11 yrs ago Post by hacher5
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hacher5

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((If someone could tell me what dark energy does and is used for, that'd be great))
Hidden 11 yrs ago Post by null123
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null123

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I have no clue to be honest
I just know that the Triarians use it to generate energy
And again, we don't need (()) since we have separate IC and OOC sections now
Hidden 11 yrs ago Post by darkwolf687
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Dark Energy is pretty much exactly that. It's a highly advanced energy that can power weapons and such. It is also extremely dangerous if not handled correctly (seems the Draconians had that problem, seeing as one of their ships was damaged from it or something like that)
Hidden 11 yrs ago Post by hacher5
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hacher5

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my bad, I forgot, and ok, is it used for shielding?
Hidden 11 yrs ago Post by null123
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null123

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Probably, but I think it be difficult for the Haches to use. In 10 years I doubt they could research anything like that. Even the Equestrians would have trouble and they were well ahead of the Haches, and with Drac technology thats gap got even further apart.
Hidden 11 yrs ago Post by darkwolf687
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If you are asking can it be used to power shields, then yes, like any power source
If you are asking whether the dark energy can be shielding... Do you want a suit of Armour made out of lava?
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