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    1. Legion X51 11 yrs ago
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Bio

24 years old. British/Scottish. Bachelor of Arts (Honours) in Fighty Studies. Studying MA in Second World War Studies. Wargamer. Submariner in another life.

Most Recent Posts

Because missiles totally can't do things like evade targeters with countermeasures, not at all.
Work In Progress, currently.




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:


Technological Overview:

Power Generation:
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.

Offensive Technology:
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 Carloman which was hit by a single missile from the Drow cruiser Black Sun, vaporising the Carloman almost instantly, throwing the Zarterri centre into disorganisation - the Carloman was the admiral's ship in defence of Zarterrus Prime, and with the Carloman's destruction, command and control collapsed and the Imperial State was victorious.

Defensive Technology:
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 Dominate 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 Dominate'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:
... *sneaks into thread*

*looks around*

*starts making CS*
ASTA said
So, I finally finished my sheet:I left his history out (besides a few tidbits laced about the sub-sections) and personality; I'd rather explore these in the IC.


Oh hey, it's a mostly-finished ClawCS. Might we be able to get round to actually doing stuff now? ;)

Maybe a collab between Shien, ASTA and I could do the trick. Who's up for that?
Work has me a bit bogged down, but post is progressing. Slowly.
I'm sorry for your loss, cthulu...
Well, at least the time-skip solves one issue, and I'll see about getting a post up soon. I promise.

EDIT: Sure, Henrik could use something to do whilst he recovers from his injuries.
Sutternalt said
Watson's probably interested in hiring you to guard his bunker complex. Or at the very least, it will be. Also, I was eyeing Triton to set up a backup data center site; with an established force there, it's even more attractive if I can rent space. Especially if we'd have had good relations in the past.


GenSec armed response units are available for protection of any valuable asset that you deem necessary. Protection from cyberattack is also provided by GenSec CyberWall security, should it be required. Furthermore, rental of space on Triton is a good idea if you want to protect your most valuable databanks, backup facilities, headquarters or whatever you need - GenSec's precincts on Triton are available.

For a price, but you'll find their costs most reasonable.
Major Work in Progress alert.

General Security Solutions, also known as GenSec




///////Subject: Faction/Organisation

//////Location: Triton, Neptune.

/////Government: General Security Solutions is run by the Board of Executives, a group of powerful businessmen and women who are entrusted with the running of both the company and also its base of operations on Triton. The Board of Executives is led by the Chief Operating Executive of General Security Solutions, Michael Kramer, with his secretary of operations, Nicholas Holt, being his main representative on the Board when Kramer is unable to attend. The Board of Executives is also partly comprised of one elected representative per Precinct on Triton, which allows the common people a say in government. This has been able to placate them... mostly.

////History:
TBC

///Culture:
General Security Solutions has no real 'culture', although Tritonian culture is a mixed bag of different European and American cultures, ranging from English to German to Russian to American. General Security does not promote one culture over another, instead choosing to allow the different cultures to blend into one another, creating a melting pot of different societies coming together, albeit sometimes not harmoniously. Race rioting between black Americans and white Russians has been increasing over the past few years, requiring General Security to 'step in' and quell the rioting, often with force. General Security tries to maintain a fair and balanced opinion of the different cultures under their control, but when necessary, they will intervene to keep the peace and maintain order on Triton.

//Military:








/Technology:
TBC

/////Name: Michael Kramer
////Subject: Character
///Location: GenSec HQ, Triton

/Biography: Michael Kramer, current President and CEO of General Security Solutions, was born in Precinct Alpha-1 on Triton in 2648 to Henry and Jessica Kramer, both wealthy businesspeople working in the nascent General Security Solutions.
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In a crisis at the moment. Writer's block and a case of 'I hate this character'.
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