@SigmaNo prob.The fact others weren't so active in the past days means it went on without your attendance. So long there are enough people and you're also up for it that's all good.
@SkepicHow would Avalia think about White Corps? You're apparently fine with humans so as long they don't send alien employees or representatives aside from humans, avalians and perhaps those who look like them it wouldn't be a problem IMO. Tech-wise they don't need to flaunt it and offer you products which you want rather than shaking you up with tech your civilization may be completely alien with. White Corps can be subtle if desired and has self-control. Still they can be a worthy business partner without a doubt. Just ask what you want.
Hey, would love to apply, just gotta tailor one of my NS's for this. Couple questions though:
In general, what's the status of the orbitals? I'd like to have naval conflicts going on as well, so it would be sort of neat if the space around the planet was in a similar sort of ongoing conflict as the surface below, factions constantly vying to secure orbit and deploy reinforcements or execute tactical bombardments, etc.
Also a question about my faction in particular @Sigma; the one I'm thinking of using has a fairly effective system of immortality via reincarnation. When one of them dies, their mind returns to a hive mind and can be inserted into a new body to live again. Usually, the new bodies are designed to the individual's specifications, and soldiers are rotated away from conflict zones. But in this case, after such a long conflict they don't bother with the niceties, simply sticking the same minds into whatever bodies they have lying around. Tl;dr I'm envisioning an occupation force of increasingly traumatized/psychotic soldiers and officers inhabiting bodies they don't even recognize, fighting an endless conflict where they don't even have the luxury of dying. That sound alright?
Still sorting out a few last details, the important stuff is done though.
The Ashtar Dominions
Species Name Biologically, Herkress hatanis, but more commonly, the Ashtar
Species Description The Ashtar are a species of reptilian humanoids with pale blue skin composed of soft, supple scales. They possess hair on their heads, but nowhere else, and their features tend to be very angular. Whenever possible, Ashtar conceal their faces from outsiders: communicating with audio only, wearing helmets and hoods, even using telekinesis to shroud their faces. In general, Ashtar are cold, formal, and distinctly arrogant. They’ll never say they’re better than you, but they’ll certainly think it.
It is important to note that the Ashtar have highly developed telepathic and telekinetic abilities, a skillset they refer to in general as psionics. This permits them to read the thoughts of other beings, communicate with their thoughts, even attack the mind of an opponent and destroy their sanity. Their telekinetic powers let them move objects with their minds, though this is a tiring process. More skilled Ashtar are capable of manipulating objects at the molecular or even subatomic level, permitting them to create fireballs, blasts of energy, or variety of other things; such feats require a tremendous understanding of the universe and a large amount of psychic power.
Another distinctive feature of the Asthar is their Union, a vast psychic network between every individual of their species, sharing all thoughts and feelings. When they die, their minds retreat into the Union, and may enter to a new body to live again. Thus, death becomes a learning experience.
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Nation Name Lo Ashtar al Mishri, also referred to as the Ashtar Dominions
Nation Size In their home galaxy, the Ashtar have established a unified galactic civilization with thousands of worlds and countless billions of citizens.
Nation Description The Ashtar are an older species who have been puttering around the stars for several thousand years, accumulating a lengthy and elaborate history. Unfortunately for them, they are currently embroiled in a massive intergalactic conflict; allied with a Coalition of smaller nations, they fight off the looming threat of the Sakturi Imperium in a conflict that shows no sign of stopping.
Nation Involvement Originally, a small task force was deployed to Anuria to investigate suspected Sakturi activity; a clear violation of the Prosperos Treaty concerning interference with intra-galactic civilizations. The original task force rapidly became embroiled in the conflict, and reinforcements were deployed. Ninety years later, the Ashtar on Anuria can still sense the psionic presence of Sakturi agents, but are no closer to finding them. Standard procedures for minimum intervention were discarded long ago, along with basic luxuries. No longer do the Ashtar soldiers retire from the front; their fixation on unearthing their ancient enemy is all consuming. They die, immediately return to whatever bodies are available, and fight on, constantly taunted by the quiet whispers of the Sakturi presence.
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Ashtar technology is in some respects extremely sophisticated, while in others it remains brutally simple. Their FTL systems, for example, demonstrate a highly refined mastery of gravity and dimensional physics. On the other hand, their weapons systems are primarily based around simple but highly destructive particle beams.
A note on psytech: Converting psionic power into useable physical energy was one of the Ashtar’s greatest scientific achievements, and it now forms an integral part of much of their technology. A particular type of synthesized carbon isotope crystal is able to conduct psionic energy; it can be used as a transmitter and receiver, or shaped to hold particular warp forms, which only require a trickle of psionic energy to activate. Sensors and C&C systems in particular make heavy use of the Ashtar’s inherent psionic powers. Psytech weapons are horrifically powerful, and are forbidden except for the smallest of infantry devices.
Power Generation: The basis of much Ashtar technology is a handy little particle derived from metallic state xenon referred to as “Omega” particles. Usually highly volatile, careful manipulation can push the particles into a self sustaining stable configuration that generates vast amounts of useable power; this is usually done in devices called harmonics chambers. Harmonics chambers require power to sustain them, but generate much more than they consume. Great stress, caused by weapons fire, for example, destabilizes the Omega particles and causes a massive explosion, providing an extremely effective self-destruct sequence for Ashtar ships. The destructive potential of Omega particles is widely used in Ashtar weapons systems.
Gates: The primary Ashtar method of FTL travel, Gate drives are essentially wormhole generators. They bend and then cut through space and subspace, cutting a razor thin hole through spacetime. The other side of the Gate ends up being in another location. Gate generators mounted on ships can travel great but still limited distances, and take time to recharge. To compensate, any ship larger than a corvette will have at least two generators. Gates are extremely elaborate metaphysical constructs, and are therefore vulnerable to disruption by extreme gravity and other anomalies.
Graviton Jump Drives: An older method of FTL travel, jump drives are sturdier and more reliable than their newer counterparts. Recently brought back into common use, jump drives comprise the secondary FTL systems of Ashtar ships. Jump drives involve using intense gravitational bursts to move an object from point A to point B near instantaneously. The Ashtar have refined the technology to be useable on even small objects such as fighter craft and missiles, granting a huge amount of tactical flexibility. Jump drives trade range for rapid recharge times, leaving Gate drives responsible for long distance travel.
Corvette Sheiding: 4 shield generators create a skin that follows the contours of the ship. Conventional weapons will have their energy absorbed by the shields and fed into the ships power batteries. The 4 shield generators will rotate, so that no one generator is submitted to more stress than any other. Even more useful is the fact that the system will automatically divert power to any point of impact.
Cruiser and Capital ship shielding: On larger Capital Ships, as many as 50 shield generators will function in unison to create two layers of. shielding. In short, nothing will get through, other than constant pounding with powerful weapons. These shields are the same as corvette shields, though infinitely more powerful, and they also create an outer shield bubble as well as a conformal shield skin.
Armor: Ashtar ships have from 1 to 30 meters of armor plating on top of the already highly resilient hull. Plating is constantly active, is capable of absorbing and distributing tremendous force, and is also backed up by an energy field. Plating is a misleading term, as Ashtr armor is a continuous shell rather than many plates.
Shipboard Artificial Intelligence Constructs: It quickly became clear to the Ashtar that conventional computer systems could not manage their massive capital ships, even with psionic interfaces. A highly sophisticated AI system was developed to manage the more complex systems of the ship. The AI has direct control of the entire ship, permitting Captial ships to operate with a significantly reduced crew. The AI usually takes care of the more complex controls of the ship, such as the rotation and automatic compensation of the shields, the energy absorption functions of the shields, the control of the thousands of point defense weapons, the control of lighter ship-to-ship weapons, internal security, and many other things, though a crew is still required. Curiously enough, the Ashtar gave each respective system aboard each respective ship it's own distinctive personality and appearance and name, making the AI almost a person. As well as appearing on display screens, the AI can project an interactive hologram of itself. The AI also has control over many service androids, and 1 highly sophisticated android known as an Avatar. This Avatar shares the AI's appearance and personality. In case of contamination or internal error, the entire AI can be shut down remotely with a unique psionic command from the Ashtar.
Psionic Interface: As well as the AI, Ashtar ships are also equipped with psionic interfaces, allowing any number of Ashtar to directly control various functions of the ship with their minds. This is what gives Ashtar corvettes their incredible maneuverability, and what gives all ships their pinpoint accuracy.
While Ashtar ground forces leave much to be desired, their vessels of war truly fearsome. Powerful shields and weapons combined with advanced technologies and highly versatile FTL mean that even the pathetic remnants of the Sacred Armadas are a force to be reckoned with. The Ashtar fleets don’t adhere to traditional models; they lack heavier ships such as battleships and dreadnoughts, and instead have absolutely colossal capital ships that completely eclipsed the competition, even among Coalition nations. Conventional Ashtar strategy involves dispatching a single capital ship and a support fleet of cruisers and corvettes to problem areas, and letting the capital ship’s immense firepower and vast hangars solve the problem while the cruisers and corvettes fill support roles.
Starships
Strelnikov class corvette Besides strike craft, these are the smallest vessels in the Sacred Armadas. Small, fast, and easy to build, these nimble craft are deployed in vast numbers. The standard loadout is four light yield pulsed Omega cannons, two DEL turrets, and a single omega torpedo launcher. In combat, Strelnikov’s either mass into screening formations to protect their assigned capital ship, or they form hunter-killer wolfpacks, and use their extreme speed to sweep through enemy fleets in formation and take down targets of opportunity. Strelnikov’s are small enough to operate in atmosphere as well, making them highly useful in multiple situations.
Archangel class cruiser The workhorse of the Armadas. The Archangel is an extremely versatile medium cruiser that strikes a good balance between offensive and defensive capabilities, as well as long range and short range weaponry. Multiple variations of this class exist for different combat situations, though the long range variant is more plentiful these days. It has a higher than usual number of missile launchers, and attempts to engage enemy forces at a distance. They also play an important role in providing point defence for capital ships.
Vigilance class assault cruiser A newer design than the Archangel that makes the fight up close and personal. The Vigilance is equipped with minimal point defence systems and missiles. Instead, it has a higher number of heavy ship-to-ship weapons, a greater number of jump drives, and heavier armour plating. The Vigilance is designed to use its FTL systems to jump right into the middle of enemy formations and unload its heavy weaponry on them, counting on its heavy armour to keep it intact until it can jump away again.
Capital ships Each and every capital ship is a unique work of art and a triumph of the Ashtar as a race. Part battleship, part carrier, part command vessel, each of these mighty vessels is built as close to perfect as possible and with loving attention to detail. There is no standard configuration; each fulfills a purpose, though there are some generalized types that have emerged. To provide a few examples, Combat variants bring as much heavy ship-to-ship weaponry to bear as they possibly can and back it up with immensely powerful shield generators. ECW variants trade some firepower for extremely advanced electronic warfare suites, permitting them to interfere with the targeting systems of entire enemy fleets. Carrier variants also sacrifice firepower in exchange for much larger hangars which they use to store colossal numbers of strike craft. Even among variants, no two ships are the same. Exactly 100 are in operation at any given time, making them rare, but even one of these massive ships can change the tide of battle. Any battle except Anuria, it seems. Originally the Ashtar deployed the combat variant Behold Our Wrath Given Form and Function and its support elements to Anuria, but it took heavy damage and had to retreat. Unwilling to divert extra capital ships away from the main front, the Ashtar instead dispatched the fleet support variant Perhaps it is Best to Redefine the Rules of Engagement. Instead of directly engaging in combat and risking a valuable asset, Rules of Engagement remains hidden in system, deploying and supporting cruisers and corvettes.
Another area where the Ashtar excel, Ashtar air forces grant their ground soldiers heavy fire support and high mobility. Strelnikov corvettes see a lot of action in Anuria’s atmosphere; they are small and fast enough to slip past enemy fleets in orbit. Their small size and aerodymanic profile also means they are not as resource intensive to operate in atmosphere as larger ships. Strelnikovs are used to bring heavy fire support against fortified positions.
Coralis gunship A perfect blend of performance and design, Coralis class gunships are mass produced for deployment all across the Sakturi front. Twin graviton turbines provide excellent mobility, letting the Coralis rapidly transport a surprising number of soldiers all across the battlefield. This mobility means reduced armor, but heavy shielding, decoy flares, and ECW tactics keep the Coralis in the skies. When acting as fire support, the Coralis boasts a number of weapon systems. Its primary armament is somewhat unusual for Ashtar craft; a pair of graviton “thumper” turrets, useful in any situations. Heavy firepower is presented by a dorsally mounted pulsed Omega cannon. Side mounted missile pods complete the Coralis’ armament.
Swiftwind fighter The newest space superiority fighter, the Swiftwind was designed with a variable geometry nanite hull, making it suitable for both vacuum and atmosphere. Rapidfire DEL cannons, an arsenal of missiles, and two pulsed Omega cannons make it well suited for almost any opponent. The nanite hull is not as robust as a solid counterpart, but decent shields keep the Swiftwind in the fight. Swiftwinds are remotely operated by psionic interface, so even at extreme ranges, there is no control lag. Adept Swiftwind controllers can operate three, four or even five craft simultaneously. The lack of pilots and the simplicity of producing more of them means Swiftwinds tend to be deployed in massive swarms, and are considered disposable.
Ashtar ground forces are significantly less effective than their space fleets. Their infantry is well equipped and trained, and has the unique advantage of psionic support, but they are severely lacking in armor support. This shortcoming has persisted for centuries, as the Ashtar usually rely on other Coalition members to provide the bulk of ground forces while the Ashtar attend to their fleets. When they do engage in surface warfare, they prefer mobility, and are heavily reliant on advanced gunships to quickly move them around the battlefield.
Ashtar Commando The basic infantry unit of the Ashtar forces. They’re equipped with mk. VII heavy power armor, which comes with built a built in graviton thumped and rapidfire DEL carbine. A variety of other wieldable weapons can be plugged into the armour’s power systems. Mk. VII power armour also comes equipped with tactical cloaking systems, fully functioning shield generators, wrist mounted energy sabres, and limited capability thrusters, permitting soldiers brief periods of flight. The majority of Ashtar commandos are extremely skilled warriors, having lived multiple lives and perfected their skills over hundreds of years. Death is a learning experience.
Psintegrat support commando Psintegrat (plural psintegrae) is a general term the Ashtar use to identify all users of psionic talents, either telepathic or telekinetic. There are two common varieties: psykers and psions. Psykers are telekinetic specialists; they use their skills to throw debris at the enemy, or generate protective bubble shields for their squads, or any number of other useful things. They excel at disrupting enemy formations. Psions are dedicated telepaths; they are absolutely essential in fighting the highly telepathic Sakturi, where they use their abilities to defend their comrades from telepathic attacks. Any squad without an attached psion quickly find themselves going insane as Sakturi psintegrae tear into their minds. Psions are used as a form of biological electronic warfare; they spy on enemy soldiers, stealing critical information and tactics from their thoughts, anticipating their moves, and keeping friendly soldiers safe from ambushes. They can also distract enemy soldiers with illusions and other minor distractions; extremely strong psions can sometimes even take control of an enemy soldier after crushing their mind. Be they psyker or psion, Ashtar psintegrae are arguably their greatest advantage on the battlefield.
Terrestrial Vehicle support
Ether-type anti-personel walker The Ether is a small walker that fulfils a very simple role. It has two pilots, minimal shielding, the snakelike flexible limbs characteristic of Ashtar walkers, and two dual rapid fire DEL pulse cannons, which can mow down enemy infantry like blades of grass. The Ether is unfortunately not very well protected, and can be brought down with as little as well aimed small arms fire. Recognizing these flaws, they are attempting to design a new vehicle to fill this role, but until that design is complete, the Ether remains on the frontlines.
Almas-type heavy walker In complete contrast to the Ether, the Almas is a very large, heavily armoured, heavily shielded, and heavily armed heavy walker. It is armed with a number of high-yield DEL beam weapons, ideal for slicing through enemy tanks, graviton thumpers, and a single pulsed omega cannon for use against fortified positions. The Almas, though expensive and time consuming to build, is a solid heavy armour design. However, in engagements between armour units, the lack of support available to Almas walkers is their downfall. They are usually supported by a number of Ether-type walkers, but those are easily destroyed, and then the Almas is highly vulnerable to swarm tactics, as its weapon systems are designed to engage other heavy tanks, not multiple medium tanks or platoons of infantry with rocket launchers. This is another shortcoming the Ashtar are attempting to address, and relatively few Almas walkers are currently in service.
Weapons Tech
Directed Energy Lances (DEL): These simple energy weapons fire a beam of energy drawn directly from the power reserves of a ship. DEL are used against smaller, less powerful targets, such as frigates or light cruisers, so they are also used as point defense weapons. Appear as a thin sky blue beam. Obviously has a variable yield, making it a versatile weapon. Used by all ships.
Pulse DEL: similar to standard DELs, these ones fire pulses instead of continuous beams. They are slightly more compact, making them suitable for small craft, such as Swiftwing type interceptors. They can also be mounted on turrets for use as point defense weapons. Used by all ships.
Heavy Ship-to-Ship Omega Beam Cannons: The mainstay of Ashtar weaponry. These weapons fire a stream of omega particles which de-stabilize on impact, causing immense damage. Appear as a thick, dark blue beam. Variable yield, though still only really suitable for heavy ship combat. Mounted on large dual-barreled turrets; usually multiple turrets are placed together in batteries. The hardware necessary to generate and sustain a stable beam of Omega particles is prohibitively bulky; while extremely powerful, these weapons are only used by Ashtar capital ships and some cruiser configurations.
Pulsed Omega Cannon: Pulsed version of the heavy beam cannons. Generating a single pulse of Omega particles contained in a polaron field is much simpler than a sustained beam, making this weapon much more compact and widely used, though it packs less of a punch than the beam version. Used by all classes of starships, some ground and air force elements.
Energized Flak System: A polaron field holds a burst of energy in suspension until the field dissipates, at which point the energy explodes outwards, destroying projectiles and attenuating energy weapons. Adjusting the strength of the polaron field adjusts the range of the round. These weapons are the mainstay of Ashtar point defence.
Variable Configuration Missiles: One of the staples of Ashtar offensive power. These missiles are assembled in segments: warhead, fuselage, and drive system. There are multiple types of each segment; armour piercing warheads, anti-shield warheads, extra fuel containers, high speed drive system, enhanced tracking systems, miniaturized jump drives, etc. The segments are all interchangeable and can be assembled in any configuration, making them extremely versatile weapons.
Omega torpedo: uses a small harmonics chamber, similar to Ashtar power generators, containing large numbers of omega particles. Particles de-stabilize on impact, causing immense damage. Though vastly more potent than missiles, torpedoes are quite a bit larger and slower. This means they are more or less useless against strike craft, and can be more easily shot down by point defense. Used by all ships
Thumper Cannons: An old-but-new development deployed on Coralis gunships and as a ground weapon. The Ashtar’s previous experiments with graviton weapons were lacking the kind of finesse Ashtar prefer in their weapons, but recent conflicts have brought the weapons back into action. A gravity field generator creates pulsed gravitic distortions that are fired like bullets. The great value of thumpers is their versatility; they can fire weak shots rapidly for anti-infantry purposes, or charge a stronger shot for hardened targets. They also don’t plasmatize the atmosphere around them (an annoying habit of Omega weapons that makes them more or less fatal to ground operators as well as targets).
Infantry weapons
Ashtar infantry have a variety of weapons systems available to them. None of them have extended designations or individualized names due to mass standardization. As soon as a new DEL carbine is developed, all older models are matter recycled and new ones are synthesized. No version number is necessary; it is simply the DEL carbine.
DEL carbine: A tribute to the age old adage “keep it simple, stupid” the Directed Energy Lance carbine is about as simple as energy weapons tech gets. The carbine simply draws power from a micro fusion core and shapes it into a coherent destructive beam. While simple, the DEL carbine is by no means weak. Unprotected targets are neatly sliced apart, and the beam can deal heavy damage to armor and shields as well. Highly modular additions can be made to the rifle in the field, increasing range at the expense of fire rate and the like. Good range, excellent accuracy, available continuous fire, no recoil and virtually no ammunition limits mean the simple DEL carbine is used by all Ashtar soldiers to great effect.
Anti-materiel omega sniper rifle: The one exception to the “Omega particles are bad news for infantry” rule, this rifle fires a single Omega particle caught up in a stabilizing polaron field. While the rifle’s purpose is indeed to destroy enemy vehicles, ‘anti-materiel’ might be something of a misnomer, since the destabilization of a single Omega particle results in an explosion akin to a tactical nuclear weapon being detonated. Great for when you really, really, REALLY want something dead. The ammunition for this weapon is kept in micro-harmonics chambers in its inert form. When the round is chambered, the weapon activates and stabilizes the Omega particle, and establishes its polaron field. The destructive power, potential for abuse, and overall extreme danger of this weapon means that it sees very limited deployment.
Plasmacaster beam weapon: Firing a continuous stream of superheated plasma, this weapon is the pinnacle of anti-infantry technology.
Personal thumper cannon: Moderate anti-infantry capabilities in rapid fire mode, good anti-vehicle capabilities with charged shots, personal thumper cannons are a nice midway point in portable heavy weapons systems.
Plasma grenades Pretty standard general purpose grenade.
Psytech weapons
An army of psintegrae may seem unstoppable, but the reality is that throwing things around with the mind is extremely tiring. To that end, the Ashtar use a number of psytech based infantry weapons to maximize the efficiency of their psionic power.
Der Lancen: An Ashtar innovation adored by psintegrae from all over Coalition space, the Der Lancen warp is an extremely effective anti-armor tool. Talented psintegrae may favour using the warp directly, but the Ashtar have developed a psytech tool that any old psintegrat can use with minimal effort. The Der Lancen warp itself involves superheating a bit of metal until it reaches a plasma state, then firing it at near-relativistic speeds at an oncoming target. A powerful psintegrat can use any bit of metal lying around, or may even choose to generate the metal himself. For everyone else, there is the Der Lancen psytech charge. The charge is a cigar sized cylinder containing a carbon-isotope crystal matrix with the Der Lancen warp imprinted in it, and a small ‘warhead’ of metal. Knowledge of the warp is not required to activate the charge, only a correctly attuned nudge of psionic power. Der Lancen psytech charges are widely used by Ashtar forces, and present a more convenient anti-material option than the Omega particle sniper rifle.
Truthliit Basically a psionic flashbang, Truthliit overwhelms its targets with psionic ‘white noise’; the futility of existence, the truth of life, fear, anger, hatred, love, basically an intense barrage of conflicting thoughts and emotions that will overwhelm all but the hardiest of minds. In psytech form, it is a simple grenade-like device with the warp imprinted in carbon isotope crystal. Unlike regular flashbangs, Truthliit cannot be screened out by helmet systems. On the downside, multiple exposures will have reduced and eventually no effect as targets become psionicly ‘hardened’. For this reason, the Ashtar generally try to kill everyone caught in the radius, unless prisoners are specifically desired.
Stihlpont A nasty little follow up to Truthliit, a Stihlpont grenade explodes into tiny, monofilament sharp spikes that can completely shred exposed flesh or seek out weak points in armour. Can be psionically controlled for extreme precision.
To be continued as needed
(General ideas only ATM)
DEL AA emplacements
Autonomous thumper cannons
Portable shield generators
Recon drones
Various psytech gizmos
(Still deciding) Northern Wastelands: big ole tower? underground bunker? partially submerged/covered cruiser jumped in from orbit?
(Names only for the moment, still need to rewrite their bios) Llyena, Supreme High Admiral of the Sacred Armadas, generally in charge of the whole war effort Arctus, Hierarch of War, Rage, Destruction Ichael, Hierarch of Life and Death, Depravity, Compassion
Edit: A bit iffy on the whole intergalactic thing. But as long as they not all powerful despite the size(I mean no doubt they'll have some advantages and such), I think I'm ok with this.
It's really just fluff. The idea is they're too committed to the *vague super conflict* to devote more resources to Anuria, so they're running on Quality over Quantity. If it really bugs people I can rescale them.
MSSC mostly employs humans. But other species are welcome too. -
Nation Name
Morelia Special Security Conglomerate
Nation Description
History It all began with the Crimson Claws. A united band of mercenaries, smugglers, assassins and bounty hunters. Why did they unit themselves? Because the empire/union/republic they used to operate within started a crackdown on the underworld there. Together the Crimson Claws bought a deep space station and made it their home. The station quickly turned into a space Tortuga. You could find all sorts of scum there, but you were never safe. After a few years some very lucrative contracts passed through the station. Mercenaries hired smugglers to obtain newer weapons. Assassins and bounty hunters teamed up. Soon a local mercenary group's boss, Victor Cheknov, saw that working together would yield more money.
He did have his troubles uniting the Crimson Claws. Some people had to "disappear", others executed, and others bribed. After 15 years of bloody unification, Crimson Claw Security Conglomerate spawned. At the same time, entire systems began to declare their independence. The CCSC were hired by both large factions to get these small planets back in line, and were hired by the smaller factions to protect them. Playing both sides was a lucrative business indeed. As Victor Cheknov's son, Yurio Cheknov, took over the Conglomerate was already bursting out of its seams. With the mass of wealth, Yurio bought the rights to a newly discovered system with a single, lush, terran planet. He transformed it into a high class, high freedom resort. Morelia was born and quickly reached the top 10 of galactic resort spots. On the barren moon of Aer however, the newly formed MSSC built an imperial scale base. Filled with subterranean simulator rooms, dry-docks the size of Archangel-class Invasion Carriers, system wide defenses and many other facilities.
Nation Involvement
50 years ago MSSC was approached by the Far Rim Banks & Industry Union (or FRBI). As they were a relative small faction (compared to the empires and unions everywhere in the galaxies), it merely wanted its name to get known. For some reason they thought starting a small campaign for Anuria would do that. However, the FRBI rapidly grew. Every 5 years the campaign contract was revised and every time they paid more and more. Recently the contract was once again revised and the FRBI paid up for an Archangel level invasion.
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Technology
WIP
Navy Description
The Seraphim-Class Invasion Carrier. The flagship of every MSSC invasion fleet. It houses the entire invasion force. Standard capable of orbital dropping, orbital barrage fire and housing 25 wings of drop ships, the Seraphim-Class Invasion Carrier is a force to be reckoned with. However, paying for an Archangel has bankrupted several independent planets before. The Seraphim-class orbiting Anuria currently is The Observor.
These support carriers often house the full range of an invasion force’s none-dropship airforce. Ranging a good 1km, they are far smaller than the Seraphim-Class Invasion carrier. As it is often used as an anti-fighter carrier, housing all the intercepters and fighters themselves, the Cherubim houses 2 reloadable, 30 missile pod. However, it must count on the fleet for capital ship engagements.
The Throne-Class is the main anti-capital ship within the MSSC Fleet. It’s 1200 meters long and fairly slow moving. It makes up for that with its main, internal canon. A Rail Gun capable of accelerating a 500kg slug at 5% of lightspeed. To back it up, it has 6 reloadable, 30 missile pods. 4 anti-capital torpedo tubes and 10 accelerator canons on each side of the hull.
Faster than a Throne. The Dominion is an all-around good craft with a slight tip in balance towards strength. It has an internal rail gun so it must aim it’s entire body towards the target. But upon unleash its weapon, the damage can be substantial. Counting on that it has 2 reloadable missile pods and 30 point-defense turrets. Making it a fair match against smaller fighters. 600m.
Just like the Dominion, it houses a powerful, internal rail gun enabling formidable damage to most capital ships. Furthermore it has 10 point-defense turrets against fighters and an additional 4-cruise missile bays and 2 frontward torpedo tubes. The Virtue utilizes speed and heavy hitting power to quickly overcome dangerous capital ships. 350m long.
The Principle-class are entirely focused on speed to deliver the payload of 2 torpedo tubes (each capable of firing 4 torpedoes before depleted). Further they have 2 mass accelerators and 10 point-defense turrets. It’s about 350m long.
The Archangel-class is all about taking down pesky fighters or bombers who think they can reach the capital ships. The Archangel, despite its size, houses a grand total of 30 high-caliber anti-fighter turrets. More refined than standard point-defense turrets. The Archangel backs it up with a very accurate space detection system keeping track of the smaller, faster flying objects. It’s 300m long.
Air Force Description
The X-2 Manta Gunship is an SSTO-space plane. Both capable of space and atmospheric flight, and independent transition between them. It carries an ordinance of 4 A-class anti-matter missiles, 2 S-class anti-matter missiles and a hull designed for 30 A-class bombs or 5 S-class bombs. It doesn't have an onboard gun and must rely entirely on its fighter support. The Manta is often called into the entirely erase heavily fortified positions.
The CDS (Combat Drop Ship) MkII Lumina is mostly used to get ground troops from a carrier on the ground in hot combat zones. Lacking any real weapons (except for the rail gun mounted at the end of the ramp) the Lumina counts mostly on thick shield and speed. The Lumina is capable of VTOL and can carry up to 25 troops or 2 light terrain vehicles.
The Heron is a multi-purpose air superiority fighter. With its twin, variable engines the Heron is capable of both atmospheric and space flight. Holding several missiles and 2 boardcanons, the Heron is a formidable foe to most modern aircrafts. With integrated stealth systems and sensor arrays, Herons often see hostile crafts far over the horizon. Their prefered methode of dispatching hostiles is firing long range missiles. Though some aces prefer to engage in a dangerous dogfight.
Infantry Force Description
Unlike in most military, real ranks only start during the second tour you go on. Every guy or girl starts out as a Grunt during his/her first tour. Grunts have their own ranks (private, corporal, sergeant) but these people can only command grunts below them. For example, a grunt corporal cannot command a Private. But he can command a Grunt Private.
What brings a man to such madness? That he would willingly sign up to MSSC as a grunt? Fortune, Morelia and fleeing from authorities. When you join up with MSSC, your record, where it may be, is stripped clean. No empire, union, or republic can detain you on grounds of what you did before joining up with MSSC. Further, if you make it out of a tour alive, you'll be gratefully rewarded in cash. Aside from that you get 2 months of all-in living on Morelia.
But in combat, grunts are the lowest of the lowest. 50% never makes it out of the first 2 months alive. From the remaining, 25% dies within the first year. From that remainder, 50% die the second year. Their armor is outdated, and in fact only serves as visual recognition. It has no personal shielding what so ever. The gun that's dumped in their hands is an - often 20 years old - RM-5 rail gun. Surprisingly accurate and with a decent RPM. But it lacks in punch. So how do these grunts have a chance to survive? It's thanks to the Scavenger-act. Grunts are allowed to pick up any equipment they find that's not owned by some other MSSC personnel.
The actual ground troopers. From left to right here are the Privates, Corporals and Sergeants. These are the guys you'll see most often. They all wear a version of the Omega-II Combat Suit. The suit has its own oxygen supply, air filter, exo-skeleton, sensor arrays and Personal Shielding Device. The suits themselves cost more than a full campaign salary of 20 grunts combined.
So how do you become a Soldier? Well first off, you need to have finished a tour as a Grunt. Preferable having risen to the rank of Grunt Sergeant. But then there is a catch. If you go home, you will return and be put in as a Grunt again. If you go to Morelia for your 2 months, the chances of you becoming part of the soldier force drastically increases. After returning, and being selected to train for the Soldier-force, you go through 6 months of both normal gravity, low gravity and zero gravity training on Morelia and Aer. Then you leave for your second tour. This means that there are far less soldiers than Grunts. Soldiers are only called in when the fight gets incredibly heated.
Their XR-2 Advanced Rail Rifle can be seen as the big brother of the old RM-5. With a lower RPM, but much faster slug velocity, accuracy and range, the XR-2 rifle punches easily through weak walls. Just like with the Herakles, the rounds are accelerated through magnets. With added perk that due to induction, the rounds are superheated in the barrel. Giving the illusion that they are firing energy pulses. Further, soldiers are trusted to use Antimatter Grenades. Highly dangerous but also incredibly effective. Lastly, all soldiers went through basic Bellerophon driver classes. Which means all of them can use the vehicle with ease.
Not all battles are fought on the ground. Some take place high in space. Between ships and marines. Grunts here are useless. Soldiers, while trained, are no experts. The Space Intervention Force is. These men and women are recruited from the Soldiers after their second tour. They undergo another 6 months of exstensive zero gravity training. Most of this training is down in outer space. With a focus on ship-to-ship jumps, boarding and boarding protection. They wear the very advanced Pegasus-suit. Allowing them increased control in a zero gravity area. Additionally, the Pegasus-suit has stronger radiation shielding, life support and exo-skeletal abilities.
The common armament is in fact an laser/rail rifle (SRT-8). In space, utulization of a rail gun would be devestating and dangerous thanks to Newton's Laws of motion. Instead of metal slugs, small amounts of xenon gas is ionized within the chamber and fired off. While there is still some force that pushes the opposite direction, the Pegasus-suit is built to compensate for it. The user can switch the rifle to its rail gun configuration.
Who do you send when you really want something done? Wraiths. Wraiths are the top of the top of the top. Selected from the Soldier and the Space Intervention Force. They are chosen not only by skill in combat but also resourcefulness, ability to follow orders without questions, ruthlessness, a little bit of self-destructive tendancies and pure loyalty to the MSSC. These men and women often have a dangerous love for battle and danger. To this day, only 7 Wraiths were ever confirmed KIA. (Though it is well known that many more perished after battle. But due to secrecy MSSC Command cannot release official statements of those who died of their wounds.) Wraiths commonly conduct their Black Ops in teams of 5.
For equipement, no official statements are ever release. The armor they wear seems to be a smaller, walking version of the Herakles. Wraiths have access to Experimental Combat Supplies.
Ground Mechanized Force Description
The Herakles is a state-of-the-art main battle tank. Its main canon uses an advanced rail gun accelerating shells far over what the grunts' their RM-5 is capable of. This has an added advantage that, due to induction, the shell is superheated. Often given the illusion that it fires an energy pulse instead of a solid metal shell. Aside from that the Herakles also wields a smaller rail machine gun against infantry. Finally, the Herakles has 3 anti-entrancement cluster missiles. These missiles are launched in a high arc over the entrenched position, bursts open in the air and small cluster bombs & firebombs fall out. Destroying and igniting the aimed position.
It has an active shield and its armor is made from depleted titanium-iridium. Meaning it can easily take a heavy punch. However, the real problem with the Herakles lays in availability. It cannot be dropped from orbit, nor is any Combat Drop Ship big enough to carry it. So if you want armor support from a Herakles, it has to come from an already established base on the ground where None-Combat Drop Ships can land. Second, the Herakles is extremely expensive to make. So the loss of it is felt pretty hard by High-Command. (In fact, most commanders prefer to keep sending Grunts as they are far cheaper than a Herakles.)
The Bellerophon is MSSC's most commonly used vehicle. Often used for scouting, troop support and patroling. It has a crew of 2 people: A gunner/navigator and a driver. Further it has 2 passenger seats at the back for VIP retrieval. The Dust Trailer mostly relies on speed, as its size allows for only limited shielding capabilities. At the front it has little armor to speak of and instead uses titanium-fiber acrylic glass. Capable of stopping a few shells from a machine gun but the glass will break if kept getting shot.
A long range siege tank. The Mobile Support Artillery Tank's main cannon, just like the Heracles, fires off induction heated shells off into the air. But with a far greater powergenerator who does not need to power a shield too, the Odysseus can launch a larger shell much futher into the enemy terrain. But just like a Herakles, the use of an Odysseus comes with great investement.
Emplacements and Deployable
Give us an overview of the deployable hardware your nation employs. This can range from anti-infantry sentries to anti-aircraft turrets.
Headquarters
Right now, the Seraphim-Class Invasion Carrier serves as over-arching HQ. With several outposts and fortified positions down on the surface.
Persons of Importance
Yurio Cheknov. Old, powerful, dangerous. Mr. Cheknov may never seen a battlefield for real, unlike his father, but he is a fierce opponent at the negotiation table.
Species Description Compared to the normal human, the Vaegir are slightly larger and have more muscle mass on them. In addition they have geometric "lines" on their bodies that slightly glow and are more adapted to colder climates but are not discouraged from warmer climates (although they absolutely despise deserts for the most part). Perhaps the most interesting feature is their cat like ears which is more evident on females but can be spotted on males as well.
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Nation Size The USVI is spread out across roughly five different systems totaling up to around 61 billion citizens at the last census.
Nation Description The USVI is an interesting bunch as they have just come out of a communist dictatorship into a what can be seen as a blossoming monarchy. Once known as the People's Republic of Socialist Vaegir Systems (PRSVS), or simply the PRV.
After a short civil war, social reorganize and maybe a purge or two, the Holy Vaegir Empire arose from the ashes of the PRV. However, due to the lingering effects of generations of communist propaganda and pro-communist thinkers, the HVE fell into a state of chaos only solved when the heir to the throne assassinated his father and implemented a mix of socialism into the HVE, turning it into the USVI. Since then, the Imperium has enjoyed an era of peace and has been building up its military only to set it on the new Anuria campaign in an effort to continue their advancement.
Its military is large and its armor and ships intimidating, but soldier for soldier, they're actually weaker than other nation's troops. Most They just have more troops to compensate, assisted by the fact women serve in the military as well.
Nation Involvement The Vaegir's reason for being on Anuria is short and simple. They want the natural material of the planet to further their cause (as they have some pretty big fucking things) and use it as another way station/outpost.
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Technology Give us an overview of the kind of technology available to your nation. How advanced are they?
Naval Warships
Fighters
Speedy one-man quick reaction VTOLs meant for local air support, patrolling and covering fire, theses aircraft work wonders against ground troops but unlike the rest of the USVI'd fighters, do not work in space and can only operate in atmosphere. While most are armed with a variety of automatic cannons, newer models have railguns instead.
The Imperium's bomber craft, these things are slow and bulky but in turn are pretty tanky and can hold a lot of bang. Armed with an arsenal of missile, rockets, bombs and front-mounted rotary cannons, these can level areas with devastating efficiency even against other naval ships.
Actually a modified version of a MB4 prototype, the U-42i is an orbital troop transport capable of carrying an entire platoon and supplies and can also load up whatever "light" vehicles the Imperium has to offer. Its slow and tanky but its well protected and can provide local fire support for disembarking troops with his front guns.
Mainline fighter craft for the USVI, being speedy, nimble and frail. Armed with repeating cannons and sometimes rockets, these are the primary crafts used in space battles. Being destroyed in droves is counteracted by the ease of production and simplicity of operating it.
Ground Force Description
A hold over from the days of the PRV, they are the criminal scum, rebels and "free thinkers" considered dangerous to the state. The Vaegirs never had any true court of law, dividing up crimes between two tiers; the first tier was for things considered small or inconsequential which punishment was "light". Tier two was for the people considered a danger to the monarchy or the state as a whole and punished with death. However, given the new state of war on Anuria, they have been repurposed as conscripts for the army.
As one might expect from a Penal Battalion, they are given very little training (mostly in the form of running) and poor equipment. Few are ever equipped with more than blades and pistols with no armor to speak of. The lucky ones might scrounge up a battered old rifle but they are shot on sight it they attempt to either procure better weapons or attempt to desert. To say their life even when not in combat is harsh is an understatement, but their angry translates well in the art of war when they get in close to enemies. If they ever do.
Standard infantry of the USVI, they were the first military unit to receive upgrades after the Enlightenment. These men and women were once the worse equipped and trained people to be called soldiers, literally lacking enough guns to all be armed. One could even say that they used to be worse than then the Penal Conscripts! After the Enlightenment however, they are now a disciplined fighting force, capable of standing their ground and fighting back. They are the brave backbone of the USVI army and provide a solid firing line against the enemies of the Imperium.
Guardsmen clad in heavy armor with a heavy tri-barreled auto cannon, they aren't very mobile but they are more than capible of holding points and act like living sentry turrets. Their armor has a "lock down" ability which grounds them on one place but lets them fire with less worry of recoil. Many also use a DIBS shield in their free hand to protect themselves. Comically enough, some troops are more willing to advance along side Sentinels than armored vehicles.
Specialized Marines with a penchant for adrenaline rushes and being jackasses. These soldiers are more specialized and trained to be a quick reaction force to any situation that might suddenly develop. Due to jetpacks and jump jets, they are a highly mobile unit which also serves the various roles of which light infantry did in the generations past. They are very rarely ever deployed by land, and almost always go in via sky or space. They also serve as the Imperium's primary ship-to-ship combat infantry for boarding and counter-boarding.
Another hold over from the days of the PRV the Red Guards are an elite unit of shock troopers a cut above everything else. They serve as an models for the "ideal soldier", loyal, unwavering and deadly. They're actually something akin to their own military branch due to a special charter signed by the King with their own air force and specialized armor. However, they are few in numbers as they have strict entry requirements and harsh lifestyles. It doesn't help that most of them still hold some lingering longing for the PRV but they remain loyal to the new monarchy even as their numbers continue to dwindle. They mostly use older models of weapons out of tradition since they know exactly how those weapons function.
Armored Units
The smallest of Imperial armor, its has a comparably tiny crew of three. Armed with a 56mm main gun and a coaxial machine gun, its purpose is to provide advancing forces with precious armor support which most other Imperial armor cannot provide in such a quick notice. Can also be fitted with dual auto cannons for AA or to seriously fuck up someone's day.
A massive 130mm gun on a rugged chassis meant for direct fire support. With a skilled crew, a small battery of these can rain hell from range with ease. Of course, its otherwise very vulnerable and only has a forward facing MG to protect it and its crew.
The only dedicated transport of the Imperium's military armor divisions, it can hold a squad of troops or hold a great deal of supplies and tow stuff. Its armed with a top mounted rotary cannon and a flamethrower affectionately called the "crotch flamer" or "flaming balls of justice" depending on the person driving.
In case there wasn't enough "fuck" in "fuck you". The GT RKT-M8 is perhaps the pinnacle of what the Imperium thinks armor should be; big fucking things with enough guns to level a small city. This monstrosity of tank is about 3 stories high and can put out enough bullets and ordinance to replace the air in a local area with bullets. Needless to say, even if these beasts are slow, its best you do not get anywhere close to the wrong end of it.
In case there wasn't enough "fuck you" in "fuck all your shit", the GT RKT-M8 is the next not-so-logical step for the Imperium as it now boasts a massive 500mm main cannon instead of two massive miniguns. Still the almost-moving base, its still a bad thing to get on the wrong side of this thing.
The Imperium is unsure of what its engineers were smoking at the time of creating both the GT RKT-M8 and the Mk.II version of it.
Common Armaments
The old 30-round assault rifle of the PRV, still in use due to its numbers and ease of production. Mainly used by the Red Guards, some of the newer recruits will use these until they are considered experienced enough to use the newer AKV. It has a very strong round which hits very hard against infantry but lacks a recoil compensation method strong enough to counteract it which means that its users aren't too accurate, barring the elite Red Guards who are used to it of course.
The new main infantry weapon of the Imperium meant to replace the old AKM models. It has a slightly smaller clip coming in at 20 rounds but has a much more comfortable grip and stock with better recoil compensation making it a more accurate weapon. Unlike the AKM however, it lacks any rail mounts meaning that in general most of these weapons will be in "virgin" form meaning they lack scopes and grenade launchers as they are both harder to obtain due to cost and attach.
The new DMR/sniper in use by the Imperium, uses magic magnets to propel a ferric-tungsten shell over long distances. On paper its meant to take out small groups of units or individuals but in the field soldiers find it much more useful against structures and light armor, using them like mobile light artillery.
An ancient weapon that was already a good 100 years old when the PRV used it, the Khorlorne rifle takes its name from the giant beasts it was meant to kill. For a time it was used as an anti-tank rifle until it fell out of favor due to more modern weapons. However, it was reintroduced as its superior accuracy and large round meant that it was a more than capable sniper in the hands of a Red Guard.
Standard issue handgun of the Imperium. Although being called the evolution of the TT-05 handgun, its more of a mass produced prototype in practice, relying on relatively new gyro-jet bullets. So far reports have given it a mixed bag of results.
The Imperium's portable automatic weapon, its high rate of fire lays down an impressive about of bullets even thought they are the same caliber as the assault rifles. Can be put on a light alloy mount for defensive purposes which ironically weighs less than the gun itself. Ideally has a two man crew.
The true antitank weapon of the Imperium, the Brear is a free-fire rocket launcher with no built in homing abilities. However, it can use many different types of rockets ranging from AP, shaped warhead, shredder, napalm, etc. Through the use of heat seeking missiles however, it can lock on to targets to some degree.
Standard grenade that combines HE and frag, able to send deadly shrapnel in a wide "cloud". Often tied together for use of an impromptu AT grenade or fired from mortars. Most soldiers will take two with them, some of the luckier ones able to procure more on occasion. Also can be used for fishing depending on who you ask.
Stock standard issue tactical grenade that combines a disorienting flashbang/concussion grenade with a small EMP unit. While not enough to take out vehicle electronics, at least without a lot of them, they are more than able of causing a great deal of pain and confusion to infantry.
At least one carried by each soldier, signal flares are all purpose smoke and light produces used to signal others or light up an area. However, due to the chemicals used to make it, its recommended that people try not to stay too close to it.
Standard issue army knife that comes with a sharpener and is balanced to be used as a throwing knife. Soldiers will often customize and decorate their knives as a sign of individuality. Some say that identifying a soldier by their knife is a more reliable way of IDing them than their dog tags.
A foldable pickaxe-shovel hybrid, nothing too special. Makes for a good bludgeoning device in a pinch with some sharpening the blade insisting it makes a better melee weapon than the knife.
A handbook given to all military personnel detailing protocols, basic wound treatment, survival tips, maintenance guides and uplifting bits of patriotic literature as well as a few pages for notes and blank requisition forms. Or spare toilet paper depending on who you ask.
Consisting of bandages and medical syringes filled with pain killers and sedatives, these are the basic medical supplies given to each soldier to hold over injury and pain until proper medical attention can be given.
Emplacements and Deployables
Dual heavy autocannons fit for going against light armor and infantry although they can hit aircraft with enough luck. Remote controlled or manually operated, these turrets are effective at keeping enemies at bay.
Known as the DIBS, these light weight alloy barricades start out as shields which some soldiers wear on their back before being planted into the ground for portable cover.
A large stationary mortar most often used in base defense and such as its size and cumbersome nature do not allow it to be effective at being mobile.
Basically the massive cannon of the Ta-12 Sterlot SPG in "normal" artillery form, just a bit bigger. Fires slower but has a much longer range and explosions, also mounted on platforms for defense.
Missile artillery for all the needs of swarming an area with missiles you may ever need! Can use a wide variety of missiles and makes for good AA when using heat seeking rockets pointed upwards.
The Imperium's go to heavy machine gun for defense. High rate of fire and a large caliber round makes its a good choice for anything machine gun related minus mobility. Its also commonly mounted on vehicles for that reason.
Treated as more of an automatic mini-mortar, the MxG is a new model light artillery emplacement used to support advancing troops. Most variations require a crew to operate but some more innovative or creative units have attempted AI or remote controlled versions with varying amounts of success.
Headquarters Ground-based modular base with a small bunker system. Walled off and well protected with turrets, patrols and cameras, its a fortress that can be expanded upon by adding additional modules from home via transports. A well developed fortress by all standards.
The Kiev-Class armored carrier, Imperator Kirov can be seen as the "secondary" base that's in orbit around Anuria which generally provides air support and orbital artillery to ground forces.
Persons of Importance Imperator Kirov Doroshov - The young, ever so brash king of the USVI who took power after killing his father and reforming the government. He's a good man who wants the best for his people. Of course his ways of showing it are... roundabout to say the least.
Grand Marshall Borosovsky - An aged man who wields the military might of the Imperium as its high command. He's taken something to a surrogate father to Imperator Kirov. Currently not on Anuria as he's left his other commanders in charge of the Anuria Campaign. He's a man known for his extremely cold-blooded and pragmatic attitude, most likely due to the PRV influences as he was alive during its last days.
High Minster Krestia Murmunsk - Wife of Imperator Kirov and minister of all other ministries of the Imperium, she's revered as a symbol of strength and dedication everyone and was the one who first proposed the Anuria Campaign. She's actually a lot warmer than her husband and is more direct with her emotions.
Everyone, I like to note that the IC will be up very soon. I'm hopeful it'll begin sometime tomorrow or earlier. And on that note, who'd like to volunteer to be my opposition in the opening post?
@SigmaThe USVI is willing to do the task as long as you don't blow up a GT RKT-M8 in the process xD
I might actually ship some more armor over so that it won't be so polarizing later on. Its literally either an armored car or a small house on tread with more guns than the even NRA would be comfortable with.