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Hidden 10 yrs ago Post by null123
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Legion X51 said
It's still not quite finished, but it's getting there.Name of nation: The Empire of the Drow (Known to the Drow as The Imperial State)Species: The Drow of the Subterranean, The Coalition of the Zarterri (client state)Empire size: 14 systems, controlling 57 planets and a further 78 planetoids, including satellites, asteroids and comets.Description of government:Once ruled by a Council of the six most powerful houses on Renorchu'tgera, the Drow government had been subverted by a rising Imperial movement demanding the creation of an Empire as they expanded to the stars. The First of Six, Jhulva Aleaniryn, was selected to be the new Imperial head of state, however she immediately abdicated in favour of her descendant, Vierinissa, who accepted the new role. Under Vierinissa's rule, the Imperial State has been transformed from a sprawling, bureaucracy-choked morass into a sleek, efficient system, well-ordered and well-disciplined. The actual government of the Imperial State is equally ordered. The Empress rules the whole Imperial State, and devolves power to regional governors, often the heads of powerful Houses such as House Koslenko, House Kilath and House My'athar. These regional governors have near-total authority in their sector of space, and can only be overruled by the Empress herself. The sole exception is the system of Renorchu'tgera and the eponymous planet that is the Drow homeworld, which is ruled by the Empress and the Empress alone. The regional governors further devolve power to system governors and planetary supervisors, often members of the same House - some argue that gives the Houses tremendous power. This is solved by placing the armed forces of the Imperial State under the command of the Empress and the Imperial Council.Description of military:The Imperial State uses antimatter reactors as its main source of power generation. These reactors contain a hydrogen-antihydrogen annihilation reaction chamber which generates copious quantities of energy in the form of heat and light - the antimatter and the reaction are contained by powerful magnetic fields that are generated from huge electromagnets that ring the reaction chamber. The heat from this reaction is used to heat water to steam, which turns a turbine in much the same manner as a fusion or fission reactor would do on 21st century Earth, but on a much larger scale. Power generation from these reactors is similarly on a much larger scale, and Imperial State shipbuilding technology incorporate both antimatter reactors for main power and cold fusion reactors for secondary power generation. Whilst the antimatter reactor serves its purpose admirably, the Imperial State is researching into even more efficient and effective methods of powering its cities, industries and starships. In addition to antimatter reactors, the Imperial State uses cold fusion reactors as secondary power generators throughout the Empire. Safer, less expensive and easier to produce, cold fusion reactors do not require the production of antimatter, instead relying on the tried and tested fusion of tritium and deuterium to form helium-4 to produce energy at room temperature.The Imperial State's primary ship-based weapons are known as 'Directed Antiparticle Arrays' to scientists. They are, in effect, antiparticle beam weapons, using the principles of a particle beam but applied to antimatter. These antiparticles are accelerated to 0.25c using gravitic impellers and fired down a 'barrel' which acts as a guidance system for the beam. Almost all warships of the Imperial State carry these weapons in varying sizes and quantity, but they are no less dangerous. The AP cannons are augmented by quadruple-mounted particle beam turret arrays for anti-missile and anti-fighter duty on all but the smallest warships of the Imperial State.The standard missile of the Imperial State is the M12-10A, a missile carrying an antimatter-matter annihilation warhead containing somewhere in the region of 3-3.5 lbs of antimatter, creating a missile with a standard blast yield of approximately 54 megatons of explosive force. The M-10A is designed with a kinetic penetrator which allows the missile to penetrate the hull of the hostile starship and explode either inside the armour or even inside the hull for maximum damage potential. Most small craft of the Imperial Navy is outfitted with M12-10A launchers as well as light defence armaments, which render even the smallest of Imperial warships a very dangerous foe.The largest of all of the missiles ever created by the Imperial State is unquestionably the M12-50B. It has been referred to by many names; the Planet-Cracker, the Hand of the Gods, even the Doomsday Missile. Those on the receiving end of the planet-cracker have a right to fear. Armed with 12 high-yield 50B warheads containing approximately 300 pounds of antimatter and matter to react (hence the name, M12-50B), the estimated blast yield of one missile is on the order of 70 gigatons, whilst a full volley of 16 missiles will deliver something along the order of 1.12 teratons of explosive force. The M12-50B is used for planetary bombardment first and foremost - use against enemy shipping is highly inadvisable according to naval tacticians. However, there have been instances (such as the Attack on Zarterrus Prime) where the M12-50B has been successfully used against hostile starships, in particular the Zarterri dreadnought which was hit by a single missile from the Drow cruiser , vaporising the almost instantly, throwing the Zarterri centre into disorganisation - the was the admiral's ship in defence of Zarterrus Prime, and with the 's destruction, command and control collapsed and the Imperial State was victorious.Imperial defensive technology is largely based on the development of shielding and stealth fields. The hulls of Imperial warships are armoured in a thick metal alloy of iridium and titanium, into which is woven layers of thermally superconductive materials such as carbon nanotubes and other fullerenes to defeat laser and thermal-based attacks, including plasma weaponry. Inside the ship, structural reinforcement fields operate almost as a second layer of shielding, reinforcing areas of the hull that are under great duress from enemy fire or spacebound hazards. However, Imperial ships are not built or designed to take damage for extended periods of time on the hull, preferring instead to allow the shields to absorb incoming fire.Imperial shield technology incorporates a bi-phasic defensive system. The first is a deflection field that operates by projecting an equalising force against incoming projectile weapons, such as missiles, railgun and coilgun slugs and cannon shells. Though the deflection fields are powerful, they have the risk of being overloaded by a large quantity of incoming projectiles, which means the ship in question must fall back on the mainstay of Imperial shielding - the modular force field array. The shields used by Imperial ships convert energy of incoming attacks (be they kinetic, laser, particle or plasma-based) into heat and electrical energy, allowing for not only partial 'regeneration' of the shields after each hit, but ship captains can also direct energy from hits on the shielding to weapons, engines or sensors should the need arise. However, such an act is dangerous and carries a risk of shorting out some areas of the ship's systems due to the unexpected power of some shots absorbed by shielding. In this instance, it is advised that ship captains allow the shield generators to work as normal, maintaining shield regeneration rather than redirecting power to alternative systems. An example of this was when the battlecruiser was hit by a Zarterri spinal plasma beam, which the captain of the battlecruiser unwisely opted to convert to extra power for the engines. Instead, the engines shorted out, leaving the battlecruiser a sitting duck for follow-up fire. Fortunately, the 's shields were able to hold up under the Zarterri fire long enough for the battlecruiser to defeat the enemy.-IMPERIAL STEALTH TECHNOLOGY TO COME-Cultural Overview:History:Other:


Its seems good so far but im gonna wait for the cultural overview and history to be finished before I make any final judgements.
Hidden 10 yrs ago Post by King Solterra
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Armor and weapons do not guarantee victory, they only increase the chances.
Hidden 10 yrs ago Post by King Solterra
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ASTA, how would the Vul'kruun react to the Esurienti? In space and on their planet (not a Hive on the planet, just some of them ahot down onto the planet)
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Cale Tucker said
ASTA, how would theVul'kruun react to the Esurienti? In space and on their planet (not a hove, just some of them ahot down onto the planet)


They'd slaughter everyone and consume the dead bodies.

When dealing with vul'kruun, it's imperative that one takes heed of their inhuman psychology. They have difficulty in coming to rational conclusions. Additionally, they cannot register alien vocal, chemical, acoustic, or bodily language very well because vul'kruun communication is all that they know; their strong instinctive urge to flag other sapient life as prey and would-be foodstuffs doesn't help either, and their inherent aggressive demeanor and fierce opposition to territorial encroachment makes things worse for civilizations that may want to contact them for whatever reason. Coming to them with open arms and proclaiming your peaceful intentions is a terrible idea in all honesty, because they'll probably perceive it as an immediate threat and react to it accordingly.

Here's an alternative: Use sufficiently-advanced technology. Vul'kruun have excellent skill with harnessing the potential of the atom despite being a species that's currently experiencing their technological equivalent of the [1950s-1960s] Atomic Age, while their weapons technology exceeds that of modern and near-future Earth. However, their computing prowess is lacking in the digital department (they use sophisticated analog computers and fiber optics, which makes them immune to EMP weaponry--something that was a strong asset on a planet plagued with cosmic radiation, frequent solar flares and nigh-eternal nuclear warfare), so they don't have much in the way of 'universal translators' or other apparatuses that would make dealing with a foreign people easier.

Or, you can go with AlienBastard's route and lure the vul'kruun's murders (the term used to designate one of their 'fleets' or 'squadrons', though squadron is probably more accurate because their spacecraft are not modeled after traditional space-capable maritime vessels) into assaulting someone that you don't care for.

If pointless warfare isn't your thing, I can always handwave a few things and say that a vul'kruun tribe found itself separated from the main species mass. Strange generic and neural engineering probably saw them take on a cooler and more rational temperament.
Hidden 10 yrs ago Post by WilsonTurner
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ASTA said
You wouldn't need coordinates or even a civilian to find the homeworld of a species. Just fish for the electromagnetic radiation that it's giving off. Such as radio signals. These would be noticeable from truly gargantuan ranges.The quality of the education system is subjective. It should be noted that a vast majority of people in the world only know a small amount of Earth's geography. They might know the major landmasses of the world, but as for the individual cities, states or countries? No.


But educated people know where they are from, no? I believe duck's people are educated, right? He likes those nations with perfect people.
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WilsonTurner said
But educated people know where they are from, no? I believe duck's people are educated, right? He likes those nations with perfect people.


Yes, but you'll know the name of the city/state/country and its approximate distance from where you're currently standing, not it's exact pin-point position on the globe. I have a rough estimate of how far Chicago, IL is from Houston, TX, but I won't know the exact distance mileage nor will I know the highways and roads to take if I want to go there unless I made use of a GPS system, the internet or if I asked for directions on the way.

Darkwolf is trying to get the exact (see: mathematical) orbits and positions of planetary bodies (things that an astronomer/cartographer would know) out of a random street urchin. You'd be better off breaking into a computer for that knowledge.
Hidden 10 yrs ago Post by King Solterra
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I swear I hit the submit button 30 times, dammit server.

I'm mostly looking for a civilization that won't entirely attack on sight and not currently close to the spore-like hive mind
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I swear I hit the submit button 30 times, dammit server.

I'm mostly looking for a civilization that won't entirely attack on sight and not currently close to the spore-like hive mind
Hidden 10 yrs ago Post by King Solterra
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I swear I hit the submit button 30 times, dammit server.

I'm mostly looking for a civilization that won't entirely attack on sight and not currently close to the spore-like hive mind
Hidden 10 yrs ago Post by King Solterra
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I swear I hit the submit button 30 times, dammit server.

I'm mostly looking for a civilization that won't entirely attack on sight and not currently close to the spore-like hive mind
Hidden 10 yrs ago Post by King Solterra
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I swear I hit the submit button 30 times, dammit server.

I'm mostly looking for a civilization that won't entirely attack on sight and not currently close to the spore-like hive mind
Hidden 10 yrs ago Post by ASTA
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Yes, but I'm going to assume that you lot aren't putting this much pointless effort into figuring out whether or not Duck's people know where they're from. Because infesting someone just to get that information (of which Darkwolf is supposedly going to use to locate the home world of Duck's species) is just flat-out stupid on so many levels that it makes me want to rope myself.
Hidden 10 yrs ago Post by King Solterra
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I swear I hit the submit button 30 times, dammit server.

I'm mostly looking for a civilization that won't entirely attack on sight and not currently close to the spore-like hive mind
Hidden 10 yrs ago Post by ASTA
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Yes, but I'm going to assume that you lot aren't putting this much pointless effort into figuring out whether or not Duck's people know where they're from. Because infesting someone just to get that information (of which Darkwolf is supposedly going to use to locate the home world of Duck's species) is just flat-out stupid on so many levels that it makes me want to rope myself.
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Yes, but I'm going to assume that you lot aren't putting this much pointless effort into figuring out whether or not Duck's people know where they're from. Because infesting someone just to get that information (of which Darkwolf is supposedly going to use to locate the home world of Duck's species) is just flat-out stupid on so many levels that it makes me want to rope myself.
Hidden 10 yrs ago Post by King Solterra
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I swear I hit the submit button 30 times, dammit server.

I'm mostly looking for a civilization that won't entirely attack on sight and not currently close to the spore-like hive mind
Hidden 10 yrs ago Post by ASTA
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This site is garbage.
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Test
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