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Thread: Galactic Void (Apps/OOC)

  1. #1
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    Default Galactic Void (Apps/OOC)

    When an empire falls, a power vacuum is left in its wake. This vacuum, like the void of Space, is soon filled by the interstellar traffic of massive space armadas, merchant fleets, and explorers. The first to rise to the challenge fill the lion's share of this power vacuum, but eventually, stellar empires compete over what remains.

    The disappearance of the ancient Prometheans left the Galaxy devoid of all interstellar power, until the rise of several smaller spacefaring nations such as the Achenarans and Surians. Dozens of other nations quickly followed, and before long hundreds of factions spread across millions of star systems all wanted their share of the power. Increasing demand for resources quickly lead to expansion, and conflicts over these resources lead to war, politics, and conquest.

    It has been 1012 Galactic Standard Years since the Prometheans disappeared from the galaxy. New nations have risen to power, filling much of the power vacuum left in their wake, but more nations still were rising, and conflict was inevitable. In addition, weapons of war left behind by the Sufficiently Advanced Race, and ancient enemies still existed beyond the boundaries of known space...

    ______________

    Posts are to be written from the perspective of characters, so make sure you focus on character development primarily. Character applications are required in order to participate.

    Empire applications are allowable as well, but make sure you adapt your empire to the existing universe rather than directly copying the works of something else. I encourage development of empires into realistic entities over a period of time, and don't expect fully developed, complex states from the beginning.

    Do not attempt to start off as a super-powerful state, as all empires must start at some point. Focus more on your empire's rise to power and expansion, and wait until you are ready to take down the galactic superpowers before attempting to battle them.

    Empire applications consist of a multi-phase process, but you needn't attempt to try and fill out all phases at once.

    I recommend player vs player conflicts to be resolved by a consensus between the two writers before the battle ever takes place, but if no consensus can be reaches, GM authority can be used to specify the results of the battle.
    Quote Originally Posted by Sigilstone17 View Post
    Holeypaladin is a pretty cool guy.
    I like swords.

  2. #2
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    Galactic SITREP:
    Year: Galactic Standard year 1012 Post-Promethean Era (approximately 1012 galactic standard years since the disappearance of the Prometheans). Galactic standard year is measured at 1/1000 the time it takes for light to cross from the top of the galactic arm to the bottom (approximately 1 Earth year).

    "Galactic Law:" While there are no laws in an anarchy, these guidelines are considered "law" and justification for wide scale retaliation:
    1. Genocide. Wiping out a sentient race is likely to invoke the wrath of every single armed nation in the known galaxy. The only exceptions are races deemed "Galactic Nemesis", generally genocidal nations themselves who cannot be stopped unless they are permanently destroyed. Rather than wars of genocide, interstellar wars tend to involve conquering and subduing the local populace.
    2. Interference in the affairs of undeveloped nations. Nations who indiscriminately attack an enslave pre-FTL worlds tend to invoke the wrath of the normally peaceful Surian Empire, who view themselves as the chaperones of undeveloped life forms. The Achenaran Imperium as well has strict non-interference laws.
    3. Usage of biological weapons. Biological weapons are considered foul-play by most nations, and those who do are likely to have several factions allying against them out of disgust. Nations such as the Chemdat must conceal the true extent of their bio-weapons.
    4. Needless destruction of nonmilitary targets. This includes killing civilians for no reason. In war, the objective is to overcome the enemy military and subdue the noncombatants, not kill them.
    5. Space Piracy. Though frowned upon, piracy is the easiest war crime to pull off, because space pirates are known to prey on less-advanced nations in all corners of the galaxy.

    Diplomatic Guidelines: While not specifically written laws, these are basic guidelines to dealing with foreign countries.
    1. Never break a treaty. Nations who break treaties are never trusted by other nations to make further treaties, and soon find themselves without allies.
    2. Don't attack people for no reason. Conquering nations without providing some sort of excuse or reason for doing so is likely to cause other nations to frown on you.
    3. Don't harass diplomatic vessels. When a force approaches in peace, it's a good guideline to let them come in peace rather than irritating them by demanding to search and seize their ships.
    4. Anti-piracy pacts. Nations who harbor or are friendly with pirates soon find themselves at war with the nations who are plagued by said pirates.
    5. Extradition of criminals. Extradition is more a courtesy than a law, and nations who desire good diplomatic relations will detain and extradite individuals who have violated the laws of other nations.

    Achenaran Imperium: Just completed massive expansion of frontier. Consolidating and assimilating conquered colonies. Expansion of Achenaran Imperial Armada to allow control of vast new reaches of space. Recovering from a conflict against the Galactic Nemesis.
    Last edited by Holeypaladin; 09-19-2012 at 12:31 PM.
    Quote Originally Posted by Sigilstone17 View Post
    Holeypaladin is a pretty cool guy.
    I like swords.

  3. #3
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    Character application (Required):

    Name:
    Age / Apparent age: (Unless otherwise stated, will assume all ages are measured in galactic-standard years.)
    Race:
    Gender:
    Faction:
    Occupation:
    Position:
    Rank (if applicable):
    Description / Picture:
    Skills / Proficiencies:
    History:

    Empire Application, Phase 1 (Required to run a nation, but not required to play a character in an existing nation):
    Empire Name:
    Capital System:
    Empire Description:
    Dominant Race(s):
    General military information (Ground forces and space fleet):

    Phase 2 (Not required)
    Government type:Empire Power rating: (I through V recommended for most nations) I = System-state, II = Fledgling State III = Small State IV = Local power V = Regional power (over 100 star systems)
    Head of State:
    Head of Government:
    Description of government:
    Economic system:
    Economic prosperity:
    Description of economy:

    Phase 3: Descriptions of technology (not required)
    Technological overview:
    Power: (Talk about the most advanced technology in each category. No numbers, please.)
    Transportation:
    Offensive:
    Defensive:
    Cybertronics:
    Utility:
    Biotech:

    Phase 4. Ground forces. Complete applications for all ground vehicles and troops. (Not required, may be quite detailed)

    Troop type:
    Size: (P1 is human, P2-P5 cover powered armor, V1-V5 are light mecha and vehicles, V6-V10 are heavy mecha and vehicles the size as F1-F5. Note that sizes are measured quadratically, meaning each size is roughly twice the size of the next smaller.)
    Role:
    Armaments:
    Defenses:
    Power plant:
    Engine (if any):
    Crew:
    Miscellaneous:
    (QD) cost per unit:

    Phase 5: Ship information. Complete a ship application for all spaceships. (Not required, and extremely detailed most likely)

    Ship application
    Ship class:
    Size: F1 (light fighter) through F5 (Large shuttle) for fighter-sized ships, S1 (small corvette or fast attack craft) and higher for starships. A starship larger than S10 is considered a flagship and fairly rare (most flagships are S11, with a few exceptions for particularly huge fleets). Note that sizes are measured quadratically, meaning each size is roughly twice the size of the next smaller. B1 and B2 fill the gaps between F5 and S1.
    Ship role:
    Main armaments:
    Point defense armaments: (Usually only starships will have these)
    Defenses:
    Power plant:
    Engine:
    Crew:
    Miscellaneous:
    (QD) Ship cost:

    Final Phase: Quantitative Data (Recommended to seek GM assistance before calculating any sort of quantitative data, including the cost of units in phase 4 and 5 applications)
    Population:
    GDP, PPP:
    GDP, PPP per capita:
    Tax rate:
    Tax revenue:
    Military budget:

    Racial data: (optional way to describe races in detail)
    Race name:
    Race category:
    Allegiance(s):
    Natural lifespan:
    Physical description:
    Cultural information:
    Last edited by Holeypaladin; 10-02-2012 at 02:02 AM.
    Quote Originally Posted by Sigilstone17 View Post
    Holeypaladin is a pretty cool guy.
    I like swords.

  4. #4
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    Alright, so the current map will be here, from this point on.

    I'll try to keep it as up-to-date as I can. Any ideas for NPC nations/empires are welcome, although NPC's are generally requested to be small enough to accomodate new players.




    Just note that my own app got moved to post #20, where the old map was. My other app is still at post #15, for reference purposes.
    Last edited by Cosmic Fury; 10-11-2012 at 12:57 AM. Reason: updated map

  5. #5
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    Name:Charles Jennings
    Age / Apparent age: 30
    Race: Lyran (Trueborn)
    Gender:Male
    Faction: Clan Wolf
    Occupation:warrior/ Lyran affair Minister
    Position: Leader of Lyrans
    Rank (if applicable):Khan
    Description / Picture:6 foot 7 249 lbs of mostly muscle, dark brown hair, with a warriors battlesuit and exoskeleton underneath so he can lift more and run farther. Has a scraggly beard and is always ready for a fight
    Skills / Proficiencies:Warrior he fights and is extremely battle smart as well as technologically smart
    History:Trueborn of the clan wolf he has become the Khan and head person of the Lyrans, extremely good in battle especially in his battlemechs he has been known as one of the most rutheless fighters of the lyrans.

    Empire Application, Phase 1 (Required to run a nation, but not required to play a character in an existing nation):
    Empire Name: Clan Wolf
    Capital System: Tamar is the capital, closest to archenean and a little farther out on the left.
    Empire Description:The Lyrans are Known as Clan wolf, with very spirited and honorable people who would fight for a cause, They have just recently started a revolution against the Raekir and are now looking forward to what the future has in store for them
    Dominant Race(s):Trueborns are the highest of what they call race while freebirths are treated as lesser beings
    General military information (Ground forces and space fleet):

    Mechs: Ranging from light-assault mechs are gigantic killing machines with major firepower, that is not all they use but it is a big part of their warfare

    Elementals: Also known as toads by some for their ability to hop with jump jets elementals are huge humans in battlearmor in which they have different weapons and such

    Ground units :Trueborns and Freebirths that fight without mechs or much else with weapons like a needle pistol or an assault rifle or a ppc rifle ect..

    Vehicle units: Lyrans vehicles range from tanks and other land vehicles to helicopters and planes

    Space mechs: usually a medium or light mech that can turn into an aerospace fighter at the cost of some weapons

    Space ships: Jumpships dropships and warships all apply usually pretty high tech and either well armored or well armed sometimes both

    Phase 2 (Not required)
    Government type:V
    Head of State:Charles Jennings
    Head of Government:Charles Jennings
    Description of government: It is more like a Warlord type of government without the mass killings and any clan can refuse orders by doing a trial of refusal
    Economic system:Capatalism
    Economic prosperity: Developing
    Description of economy:trade goods for goods and salvage materials

    Phase 3: Descriptions of technology (not required)
    Technological overview:Very high tech with their mechs and their engineers are always trying to find something better and stronger and faster.
    Power: Mechs are generally the most advanced weapon they have as for civil life and communications the mechs use nuclear power to operate as well as have a multiple amount of weapons and arrangements depending on the mech and the pilot's likings
    Transportation: Warp power in their jumpships and in which can go extremely fast even for the size of the jumpship however it will take a week at least to recharge sometimes if gone to far.
    Offensive:Weapons such as needler guns, particle guns, gyroslug weapons, Gauss rifles, ppcs, mechs
    Defensive:Battlearmor for the elementals which injects them with painkillers and adrenaline shot if shot, if a limb is torn the suit fires steam from where the limb was to cauterize it from bleeding
    Cybertronics:they have an advanced hyper pulse generator which can relay messages pretty quicky (not super fast) to others,
    Utility: has multiple utilities such as shields for ships, enhanced armor for mechs and battlesuits that wiegh less but can take more of a hit, has graviton beams as well as a large array of weaponry
    Biotech: The Trueborns are born in an iron womb from the dna of warriors, or engineers depending on who's dna was given in their cast society


    Name: Tirrian (Freebirth)
    Age / Apparent age:25
    Race: Lyran (clan wolf)
    Gender: female
    Faction: Clan wolf
    Occupation:News caster
    Position:Reporter
    Rank (if applicable):none
    Description / Picture: very beautiful, white, blonde hair and green eyes
    Skills / Proficiencies: talking
    History:has reported Lyran news since she was 19
    Last edited by paingodsson; 09-30-2012 at 08:24 PM.
    may all who feel my blade know my pain
    http://bbs.evony.com/showthread.php?t=146907 read my story
    <15:37>[paingodsson]: well i usually save tjpse fpr of o, attled pr o, attlomg
    <15:37>[ThaCulprit]: wtf did you just say to me? lol

    Quote Originally Posted by Kemal Rondal View Post
    i support paingo-whatever.

  6. #6
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    Name: Ian Davion
    Age : 26
    Race: Federians
    Gender: Male
    Faction: Fed Stars
    Occupation: Mech Pilot, next in line for the title of Hegemon
    Position: Soldier
    Rank (if applicable): lieutenant
    Description / Picture: a bit on the tall side, muscular, brown eyes and hair
    Skills / Proficiencies: Mech Pilot training, political skills,
    History: The son of the current Hegemon Ian is currently fulfilling the requirement of every Hegemon, having to serve in the military as a standard soldier as part of the training for the position

    Empire Application, Phase 1 (Required to run a nation, but not required to play a character in an existing nation):
    Empire Name: Federated Commonwealth of Allied Stars (Fed Stars for short)
    Capital System: New Avalon
    Empire Description: A large federation that has over the millennia become a single entity. The Fed Stars are also more militaristic than most governments save that of the Clan
    Dominant Race(s): Federian
    General military information (Ground forces and space fleet):
    Space:
    Fighters- armed to the teeth the normal Fed Star fighter is quick and has Aerospace capabilities they also double as bombers if necessary
    Doreth Class- The frigates of the armadas the Doreth class encompasses all light Frigates up to the Line Frigates
    Garmir Class- The Garmir Class is the Cruisers, the mainline ships they are designed to take and deliver more punishment than would be expected of a cruiser
    Fafnir Class- The Battleships they are an imposing figure with the ability to create destruction on a large scale these ships are the main backbone of the Armada
    Beowulf Class- The Capital ships and carriers fall under the Tyr class nothing save for Sovereign itself is larger or more than these ships in the Fed Stars
    Sovereign & Tyr- Out classing, Out sizing, and Out gunning even the largest Beowullf class the twin ships Sovereign & Tyr are one of a kind in their size, armor and the sheer force they can bring to bare

    Ground:
    Infantry- the standard infantry, armed with a pulse rifle and heavy armor
    Cyclops Tank- the normal tank the Cyclops is armed with 2 light Anti vehicle rotary cannons
    Devastator Tank- Huge, Lumbering, and Heavily armed and armored these glorified weapon platforms on tracks carry two heavy Gauss cannons and a medium laser cannon
    Mechs- Much like the Clan The Fed Stars employ Mechs as one of their main land units


    Phase 2 (Not required)
    Government type:Hegemony ( III )
    Head of State: Federation Council
    Head of Government: Hegemon
    Description of government: Headed by the Hegemon a hereditary position, the Fed Stars also make use of a council made up of representatives from all of the Allied Star systems
    Economic system: Capitalistic, with a small touch of a barter system
    Economic prosperity: Strong
    Description of economy: You would be just as likely to buy something with coin and note as you would to trade it for another good, this underline of fair give and take keeps the economy of the Fed Stars going strong even in times of upheaval
    Last edited by urukhai9; 09-28-2012 at 04:59 PM.

  7. #7
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    Name: Emperor Donald III of Achenar
    Age / Apparent age: 29 Achenaran years, appears ageless.
    Race: Achenaran (Type A humanoid)
    Gender: Male
    Faction: Achenaran Imperium
    Occupation: Emperor
    Position: Head of government, Chief of State
    Rank: Supreme Commander
    Description / Picture: Medium height, athletic build. Brown hair, eyes that shift between blue, green, and grey.
    Skills / Proficiencies: Achenaran Blade Legend, fighter pilot, varied knowledge of strategies, tactics, economics, politics, and combat skills.
    History: Mostly classified.

    Name: Ronald Burgundy
    Age / Apparent age: 54 / 45
    Race: Ekathian (Type A humanoid)
    Gender: Male
    Faction: Galactic News Network
    Occupation: Journalist
    Position: Anchorman
    Description / Picture: Middle aged, ginger hair, ginger mustache and beard, wears a suit
    Skills / Proficiencies: Reading words from a holographic teleprompter
    History: Ronald Burgundy grew up in Ekith, the center of Galactic News Network. He has served GNN since it was founded, and is currently an anchorman.

    Name: Lily Crystalyn Valentine
    Age / Apparent age: Appears about 16
    Race: Achenaran (Wiran, Type A humanoid)
    Gender: Female
    Faction: Achenaran Imperium
    Occupation: Princess of Wirus
    Position: Chief Diplomatic Advisor
    Rank: Princess of Purity
    Description: Short and slender, Lily has long golden hair usually worn with a tiara. Her attire usually resembles something a fairy tail princess would wear, favoring pinks and violets to match her eyes, which shift in color between violet and indigo.
    Skills / Proficiencies: Diplomacy, art, music.
    History: Lily has a distinguished career as ambassador, and was in fact the first ambassador sent to Suria when diplomatic negotiations with them began. She has a way of disarming other diplomats, who expect aggressive behavior from Achenarans and are greeted instead by kindness, courtesy, and well-wishes.

    Name: Charmles Argon
    Age / Apparent age: 44/Ageless
    Race: Gorban (Type B humanoid)
    Gender: Male
    Faction: Achenaran Imperium
    Occupation: Prince of Argon
    Position: Ambassador
    Rank: Prince
    Description: Charmles is a Gorban, one of many races assimilated into the Achenaran Imperium. The Gorban are seven foot tall (on average) hairless cold-blooded bipeds with grey skin. They resemble the trolls from Promethean mythology.
    Skills / Proficiencies: Diplomacy, Gorban-style combat skills.
    History: A long-time loyal servant to the Achenaran Imperium, Charmles often lacts tact by Achenaran standards. Still, he serves with duty and honor.

    Name: Gortag Tyrslayer
    Age / Apparent age: Appears in his 30s
    Race: Garvel
    Gender: Male
    Faction: Tyrslayer Tribe, Forces of Darkness
    Occupation: Warrior Caste
    Position: Clan leader
    Rank: Warlord
    Description: Dark-skinned, muscular humanoid with pointed ears and horns
    Skills / Proficiencies: Battle skills, combat tactics, raiding tactics
    History: A warlord in the Dark Realm, Gortag Skullsmasher's history involves tribal and clan conflicts between the various other factions of the Dark Realm. As a Garvel, the Orocs obey his will, as the Gobkins obey the Orocs. History has long since been forgotten, and only legend remains of their ancient masters and their exile for violating the will of these masters.

    Name: Mitt Thraw
    Age / Apparent age: Appears ageless.
    Race: Chiss
    Gender: Male
    Faction: Achenaran Imperium
    Occupation: Imperial Armada
    Position: Commander, 2nd Regional Armada
    Rank: Lord Admiral
    Description / Picture:
    Skills / Proficiencies: Expert battle strategist and tactician. In-depth knowledge of logistics and supply. Aggressive counter-attack tactics.
    History: Born on Csilla III, Thraw immigrated to Achenar at a young age and enlisted in the Imperial Armada to obtain citizenship. His loyalty never wavered, even when he was assigned to the fleet that conquered his homeworld as a test. However, his temperament was never the same after this battle, and he is known to go to extremes to accomplish the mission objective.

    Name: William Motors
    Age / Apparent age: 50 Achenaran years, appears ageless.
    Race: Achenaran (Ferran, Type A humanoid)
    Gender: Male
    Faction: Achenaran Imperium
    Occupation: Imperial Armada
    Position: Co-Commander, 94th Achenaran Fleet
    Rank: General
    Description / Picture: Professional, with dark hair and eyes, and hardened expressions
    Skills / Proficiencies: Leadership, tactics, martial arts
    History: A man who has devoted his life to the Imperial Armada, William Motors has gradually risen through the ranks due to dilligent service rather than aptitude. Still, he is very well-versed in standard Achenaran battle tactics.

    Name: Prince Thomas of Komarr
    Age / Apparent age: 21 Achenaran years, appears ageless.
    Race: Achenaran (Type A humanoid)
    Gender: Male
    Faction: Achenaran Imperium
    Occupation: Aristocrat
    Position: Official Diplomat, Komarr system
    Rank: Secondborn Prince
    Description / Picture: Clean-cut and polished, Thomas puts on a professional look and rarely wears the crown of his rank.
    Skills / Proficiencies: Swordfighting (Ku heavy blade first class, medium blade second class), Negotiation.
    History: A second-born prince of the Achenaran aristocracy, Thomas has little political mobility and a great deal of responsibility to serve the Imperium. While not the best position, he conducts his affairs dutifully to the best of his abilities.
    Last edited by Holeypaladin; 10-09-2012 at 01:17 AM.
    Quote Originally Posted by Sigilstone17 View Post
    Holeypaladin is a pretty cool guy.
    I like swords.

  8. #8
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    Achenaran Imperium

    Phase 1:
    Empire Name: Achenar Imperium
    Capital System: Achenar
    Empire Description: The Achenaran Imperium has played the role of a central power in the Galactic Arm since its war with the Jasidian Federation several years ago, a war which they won with the assistance of the Surian Empire and the Zikaren Empire. Since that time, the Imperium has undergone expansion and colonization of its frontiers, including but not limited to conquest and assimilation of other nations. The only other nation they recognize as near-equals is the Surian Empire, with which they compete in a friendly rivalry for domination over the galaxy. The aggressive expansion of the Achenaran Imperium is constantly perceived as a threat by its neighbors, many of which appeal to the Surians for assistance in stopping the "Achenaran Aggression". However, Achenaran diplomats are highly skilled at delay tactics that give Suria an excuse to prolong decision making. This is fueled by the knowledge of both factions that a war between them is less than desirable and entirely too costly.

    Society in the Imperium is merit-driven and service-oriented, with full citizenship only granted to people who serve the Imperium in an official manner for several years. Military service is the most common way to obtain citizenship, but other forms of bureaucracy offer citizenship as well. Due to a constantly expanding frontier, the economy is always growing, with new job opportunities offered to all on frontier worlds. Because of this, poverty in core worlds, where it exists, is considered to be the fault of the poor, who choose not to seek out their fortune where fortune is to be had.

    Dominant Race(s): Achenarans are the dominant race, but virtually all form of sentient life is found in one manner or another. Dozens of conquered and assimilated races are prominently featured in the Imperium, as well as refugees from other nations who seek the security offered by the Achenaran Imperial Armada and are willing to swear allegiance to the Achenaran Emperor in order to be considered Achenaran Civilians.

    General military information (Ground forces and space fleet): The Achenaran Imperial Armada is considered a combined service of all Achenaran military personnel, to remove problems of inter-service communications. However, there are of course many aspects of the Imperial Armada that need to be considered.

    Achenaran warships are designed to be as effective as possible, supporting the most advanced armor, shielding, stealth, and weapons technology available. Because of this, they are also very expensive to make, but due to the powerful economy and high military budget of the Imperium, Achenaran warships are found all throughout Achenaran space as well as beyond. Achenaran fleets encompass ships designed for several roles, each meant to be as effective at a given role as possible.

    The smallest ships in an Achenaran fleet are fighters and bombers, designed for combat against other fighters as well as missile assaults against capital ships. Antimatter missiles carried by fighters and bombers are capable of annihilating the largest of warships, and the small fighters are designed to be able to maneuver into positions to deliver deadly assaults against the largest ships they can target.

    Escort ships are considered the counter against fighters, with a surface area to volume ratio allowing more point defense turrets for their size than any other warship. Their role is to protect cruisers and capital ships against fighter assaults by shooting down the fighters and missiles. Their secondary objective is to destroy other escort ships, but are considered too light to engage cruisers and larger vessels.

    Cruisers are considered the backbone of the Armada, serving as line warships that destroy other warships. Cruisers tend to have heavy weaponry capable of destroying escort vessels and other cruisers, but rely on their own escort ships to provide protection against fighters.

    Capital ships serve as command elements of fleets and armadas. They have unrivaled firepower capable of destroying all other ships on the battlefield, but their primary role is to command other ships, and thus rely heavily on the actions of the rest of their fleet, especially for protection against fighters.

    Conventional light infantry are considered obsolete in the Imperium, due to the fact that a sealed suit of combat armor is essential to provide protection from wide-scale damage and WMDs. Therefore, all of the Achenaran infantry soldiers are equipped with some form of powered battlesuit. Gravity drive allows a single vehicle to perform the same roles as slow-moving, fast-moving, and flying vehicles, so all of the Achenaran vehicles are equipped with a form of gravity drive, making all of their vehicles "skimmers".

    Phase 2:
    Government type: Aristocratic Imperium, with a heirarchy of nobility holding local authority over their regions.

    Empire Power rating: VIIIa, Expansionistic Superpower

    Head of State: Emperor Donald III

    Head of Government: There are dozens of different governments in Achenar

    Description of government: While the Achenaran Emperor possesses power as both head of state and head of government, his authority is primarily focused on foreign affairs and command of the military. Local executive powers are held by the Council of Kings, which serve as governors of their respective worlds. The Emperor is chosen by the Council of Kings, who in turn selects the kings. Legislation is determined by a republican Senate that focuses primarily on local regional laws. The Emperor and the Kings have veto rights, but no actual legislative authority. Conquered races are considered 'Aliens' until they swear an oath of allegiance to the Imperium and the Achenaran Emperor, after which they become Civilians. Civilians are not considered Achenaran Citizens until after they serve a period of public service, usually through military service. Achenaran Citizens have more rights and freedoms than Civilians, who have more rights and freedoms than Aliens, but greater freedom also comes with greater social responsibility.

    Economic system: Capitalism, mostly. In the past, large corporations threatened to control more power than governments, so the artificial corporate entity was outlawed, forcing all business owners to be liable for the actions of their companies. Because of this, private firms are abundant in the Imperium, providing a wide variety of competition. Government-owned companies also exist, primarily to provide necessary competition in industries where it is lacking.

    Economic prosperity: Developed, due to many unassimilated conquered systems.

    Description of economy: The Achenaran economy benefits from constant expanding horizons. Advanced technology allows manufacturing on scales that boggle the minds of most less-advanced nations. Resource acquisition from colonies scattered across the expanse of Achenaran-controlled space allows all manner of production to prosper. A constantly-expanding frontier provides new jobs as fast as the growing population can handle them. Poverty is low, as the poor are usually offered an option to move out to frontier worlds where employment opportunities are abundant. Retirement may occur whenever someone has collected a suitable retirement fund, but since Achenarans no longer age, they may continue working their entire lives. Trade routes connect the Imperium with many other nations, and tributes from vassal nations also serve to boost the economy. Tax rate is usually around 35%, with a sizeable portion of it funding the Achenaran Imperial Armada.
    Last edited by Holeypaladin; 12-01-2012 at 08:06 PM.
    Quote Originally Posted by Sigilstone17 View Post
    Holeypaladin is a pretty cool guy.
    I like swords.

  9. #9
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    Phase 3:
    Technological overview: Achenarans are obsessed with being the most powerful nation in the Galaxy, out of fear of what happens to weaker nations when a stronger nation imposes its will on them. Because of this, Achenarans are obsessed with having the most advanced military technology, as knowledge is power. They focused less on civil technologies until Suria introduced them to a Chrysalis machine, which the Achenarans almost immediately found military applications for, enhancing biotech research in order to more effectively utilize the full capacity of this device.

    Power: Antimatter power is the primary power source on warships. The advanced antimatter reactor is the most effective way of providing as much energy as possible with as small a reactor as possible. Power for weapons is stored in high-density plasma cells, which are charged over time by the power plant, as the power released in one shot requires hours of energy from the most advanced reactors. The other noteworthy power source is the cold fusion reactor, which allows for fusion at room temperatures and does not require a reactor core, making it the primary power source on small vehicles and battlesuits as well as in antimatter refineries.

    Transportation: Gravitonic physics allowed Achenarans to produce a Gravity Drive, which allows acceleration of dozens of gravities in a self-contained gravitic bubble which dampens the inertia of the vehicle within, allowing passengers not to be killed by the intense acceleration. Combination warp drive combines gravity drive for STL velocities, Advanced Warp Drive for FTL velocities, and anti-warp field generation technology in order to prevent enemies from escaping Achenaran warships. Contragravity and gravity drive redefine vehicular combat, allowing for hovering and high-speed maneuvering for every piece of equipment from a battlesuit to a capital ship.

    Offensive: Primary armament on most ships consists of high-energy graviton plasma cannons, a devastating weapon that only the Achenarans are capable of making. These weapons fire an intense beam of high-energy plasma, stabilized by a graviton beam so as to strike a small surface area in order to penetrate the most durable of armors. After penetrating the armor, the graviton beam is no longer required, so the high-energy plasma disperses within the target for maximum devastation. Explosive ordinance usually consists of antimatter warheads, including missiles on fighters with a hyperdense penetrator tip to pierce the armor of capital ships aided by the accelerative force of a gravity drive, and an antimatter warhead that detonates inside the enemy vessel, capable of vaporizing any vessel in the galaxy on a direct hit that pierces the armor. Close-range weapons are usually vibroblades made of hyperdense isometal composite, due to the fact that a solid weapon benefits from strength-enhancing battlesuits while an energy sword does not.

    Defensive: Achenaran armor is made of a hyperdense composite alloy called Isometal, which is incredibly durable and resistant to all forms of damage. A thermal-superconductive layer provides protection from energy weapons. Armor is reinforced through reinforcement fields, providing increased durability. Force fields and deflector fields protect all spacecraft, with "hard shield" technology allowing a force field increased resistance to kenetic attacks. Battlesuits provide personal armor to all infantry soldiers, equipped with isometal plating, and the option to power either a disk-shaped hard shield or a self-engulfing force field, one of the only nations with technology advanced enough to protect individual soldiers with force fields. Stealth technology is equipped onto virtually every vessel, consisting of a "cloaking field" which includes a chameleon field to blend in visually to all environments, an active stealth system to hide from all active scanners, and a passive stealth system to provide protection from all forms of passive sensors.

    Cybertronics: Neural induction technology that provides total immersion in simulated environments and total control over equipment is last century's news in the Imperium. All military controls are neural-operated, and virtual reality simulations that can replicate any environment are common. The latest advancements in cybertronics include a "Fast" FTL radio, providing communications at thousands of times the speed of the fastest ships, as opposed to the dozens offered by most "slow" FTL radios. A variety of sensors provide active and passive detection through new and improved means, largely in order to detect stealthy targets that are constantly improving in their ability to hide from sensors. Ultrascanners, gravitic sensors, and FTL scanners are all common forms of scanning, as well as bioscanners, multiscanners, and forms of every lower-tech scanner enhanced and improved over time.

    Utility: Nanotech and gravitonics are the most advanced of the utility technologies. Mundane matter is considered obsolete for military purposes, and instead all military equipment is constructed by nanobots with graviton beams, which are capable of restructuring matter on a molecular level. This "exotic matter" is refined into different forms, including the collapsium isometal composite used for armor and many other types of exotic matter. Nanotech manufacturing is the greatest asset of Achenaran production, allowing intense manufacturing of goods at faster rates than ever before in history.

    Biotech: Achenarans were behind the power curve in biotech for a number of years before their alliance with Suria provided a device called a "chrysalis machine." The short years since the introduction of chrysalis technology has provided a revolution in Achenaran biotech, as the device is capable of altering a person's body on a cellular level at remarkable speeds. Originally meant for medical purposes, it sustains a body in a life-support field and can stimulate all forms of cellular growth and modification, healing any injury and even restoring a dead body, provided the brain is alive with memories intact. Within months, the Achenarans adapted chrysalis technology for military use, using it to "weaponize" the Achenaran anatomy, providing biotech and genetic "upgrades" to make soldiers stronger, faster, and overall "better" at fighting. These days, all Achenaran hospitals and warships are equipped with chrysalis machines.

    Phase 4

    Troop type: Antipersonnel drone
    Size: P1
    Role: Light combat drone
    Armaments: Two antipersonnel graviton plasma guns.
    Defenses: Isometal TSA, personal force field, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 50 kW cold fusion reactor
    Engine (if any): Grav drive, 50G acceleration
    Crew: 0
    Miscellaneous: Usually controlled by drone riggers, but capable of independent action
    Cost per unit: 750,000 IC

    Troop type: Light Rifleman
    Size: P2
    Role: Planetary Garrison infantry, law enforcement
    Armaments: Mark IV light graviton plasma assault rifle, gravitic grenade launcher, isometal vibrosword, two Mark II light graviton plasma pistols.
    Defenses: Mark III Light Powered Combat Armor, Isometal TSA, Personal force field, Standard wrist-mounted force shield, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 55 kW cold fusion reactor
    Engine (if any): Grav drive, 25G acceleration
    Crew: 1
    Miscellaneous: Not generally used offensively
    Cost per unit: 300,000 IC

    Troop type: Heavy Rifleman
    Size: P3
    Role: Heavy mobile infantry
    Armaments: Mark VI Graviton plasma assault rifle, gravitic grenade launcher, two heavy plasma pistols, wrist-mounted force shield, isometal vibrosword
    Defenses: Mark VI Powered Combat Armor, Isometal TSA, Personal force field, Standard wrist-mounted force shield, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 80 kW cold fusion reactor
    Engine (if any): Grav drive, 20G acceleration
    Crew: 1
    Miscellaneous: Occasionally armed with heavy armaments or APAM micromissile launcher.
    Cost per unit: 400,000 IC

    Troop type: Support Battledroid
    Size: P4
    Role: Heavy combat drone
    Armaments: Two heavy support graviton plasma autocannons
    Defenses: Isometal TSA, Personal force field, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 450 kW Cold Fusion Reactor
    Engine (if any): Grav drive, 50G Acceleration
    Crew: 0
    Miscellaneous: Often controlled by drone riggers, but capable of independent action
    Cost per unit: 1,800,000 IC

    Troop type: Heavy Battlesuit
    Size: P4
    Role: Heavy battlesuit powered infantry, Space Marine
    Armaments: Graviton plasma autocannon, gravitic grenade launcher, isometal vibrosword
    Defenses: Mark IX Heavy Battlesuit, Isometal TSA, Personal force field, Standard wrist-mounted force shield, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 160 kW cold fusion reactor
    Engine (if any): Grav drive, 20G acceleration
    Crew: 1
    Miscellaneous: Occasionally armed with anti-vehicular ordinance
    Cost per unit: 700,000 IC

    Troop type: Dreadnought Battlesuit
    Size: P5
    Role: Extra-heavy battlesuit powered infantry, demolitions
    Armaments: Two Ultra-light graviton plasma cannons
    Defenses: Mark X Extra-heavy Battlesuit, Isometal TSA, Personal force field, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 500 kW cold fusion reactor
    Engine (if any): Grav drive, 19G acceleration
    Crew: 1
    Miscellaneous: Occasionally armed with melee weapons and/or anti-vehicular ordinance
    Cost per unit: 1,900,000 IC
    Last edited by Holeypaladin; 09-30-2012 at 11:22 PM.
    Quote Originally Posted by Sigilstone17 View Post
    Holeypaladin is a pretty cool guy.
    I like swords.

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    Achenaran Phase 5 application
    Quantitative note: Costs listed exclude the costs of personnel, auxiliary craft and missile ordinance

    Part 1: Fighters
    Ship class: Dart class Light Drone Fighter
    Size: V5
    Role: Light fighter, superiority support, ground support
    Main armaments: 2 extra-light graviton plasma cannons
    Point defense armaments: Antipersonnel PD turret (quad antipersonnel graviton plasma cannons)
    Defenses: Isometal TSA, Advanced Force field, Deflector field, Improved Cloaking field (with combined stealth, emission cloak, and chameleon systems)
    Power plant: 15 MW Cold Fusion reactor
    Engine: Grav drive, 100G acceleration
    Crew: 0
    Miscellaneous: Not equipped with missiles.
    Cost per unit: 19 MIC

    Ship class: Barb class Medium Drone Fighter
    Size: F1
    Role: Medium fighter, superiority support, strike support
    Main armaments: 2 extra-light graviton plasma cannons, 2 missile launchers
    Point defense armaments: Antipersonnel PD turret (quad antipersonnel graviton plasma cannons)
    Defenses: Isometal TSA, Advanced Force field, Deflector field, Improved Cloaking field (with combined stealth, emission cloak, and chameleon systems)
    Power plant: 30 MW Pocket Antimatter reactor
    Engine: Grav drive, 100G acceleration
    Crew: 0
    Miscellaneous: Usually armed with antimatter missiles.
    Cost per unit: 25 MIC

    Ship class: Bodkin class Heavy Fighter
    Size: F2
    Role: Heavy fighter, space and atmospheric superiority, support ground operations
    Main armaments: 6 extra-light graviton plasma cannons, 2 missile launchers
    Point defense armaments: Antipersonnel PD turret (quad antipersonnel graviton plasma cannons)
    Defenses: Isometal TSA, Advanced Force field, Deflector field, Improved Cloaking field (with combined stealth, emission cloak, and chameleon systems)
    Power plant: 50 MW Pocket Antimatter reactor
    Engine: Grav drive, 100G acceleration
    Crew: 1
    Miscellaneous: Usually armed with antimatter missiles.
    Cost per unit: 48 MIC

    Ship class: Broadhead class Assault Fighter
    Size: F2
    Role: Anti-capital ship strike fighter
    Main armaments: 4 extra-light graviton plasma cannons, 4 missile launchers
    Point defense armaments: Antipersonnel PD turret (quad antipersonnel graviton plasma cannons)
    Defenses: Isometal TSA, Advanced Force Field, Deflector Field, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 50 MW Pocket Antimatter reactor
    Engine: Grav drive, 100G acceleration
    Crew: 1
    Miscellaneous: Armed with antimatter missiles and specialized missiles designed for destroying capital ships.
    Cost per unit: 42 MIC

    Ship class: Javelin class Long-range Fighter
    Size: F3
    Role: Long range fighter, superiority and anti-capital
    Main armaments: 8 extra-light graviton plasma cannons, 8 missile launchers
    Point defense armaments: Antipersonnel PD turret (quad antipersonnel graviton plasma cannons)
    Defenses: Isometal TSA, Advanced Force Field, Deflector Field, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 200 MW Pocket Antimatter reactor
    Engine: Grav Drive and Multipurpose Warp Drive, 100G Acceleration, Warp Velocity 10
    Crew: 2
    Miscellaneous: Usually armed with antimatter missiles.
    Cost per unit: 100 MIC

    Ship class: Locus class Landing Craft
    Size: F4
    Role: Planetary dropship
    Main armaments: 2 light graviton plasma cannon, 2 missile launchers
    Point defense armaments: Two antipersonnel PD turrets (quad antipersonnel graviton plasma cannons)
    Defenses: Isometal TSA, Advanced Force Field, Deflector Field, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 160 MW Pocket Antimatter reactor
    Engine: Grav Drive, 88.6G Acceleration
    Crew: 2 pilots, 100 marines
    Miscellaneous: Usually armed with antimatter missiles. Carries 100 Achenaran marines.
    Cost per unit: 165 MIC

    Ship class: Intruder class Long-range Landing Craft
    Size: F5
    Role: Interstellar dropship
    Main armaments: 4 light graviton plasma cannon, 4 missile launchers
    Point defense armaments: Three antipersonnel PD turret (quad antipersonnel graviton plasma cannons)
    Defenses: Isometal TSA, Advanced Force Field, Deflector Field, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 700 MW Pocket Antimatter reactor
    Engine: Grav Drive, 85.6G Acceleration. Multipurpose Warp Drive (Warp velocity 8.76)
    Crew: 2 pilots, 200 marines
    Miscellaneous: Usually armed with antimatter missiles. Carries 200 Achenaran marines.
    Cost per unit: 341 MIC

    Interlude: Gunboats
    Ship class: Shuriken class Missile Boat
    Size: B1
    Role: Special missile boat, anti-fighter interceptor
    Main armaments: 6 light graviton plasma cannons, 3 supermissile launchers
    Point defense armaments: 5 PD plasma turrets (quad extra-light graviton plasma PD cannon)
    Defenses: Isometal TSA, Advanced Force Field, Deflector Field, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 2 GW Pocket Antimatter reactor
    Engine: Multipurpose Warp Drive (75G acceleration, Warp velocity 10)
    Crew: 3 crew
    Miscellaneous: Sick bay equipped with chrysalis machine. Armed with special warp drive missiles.
    Cost per unit: 800 MIC

    Ship class: Chakram class Gunboat
    Size: B2
    Role: Special gunboat, anti-fighter interceptor
    Main armaments: 12 light graviton plasma cannons, 6 supermissile launchers
    Point defense armaments: 7 PD plasma turrets (quad extra-light graviton plasma PD cannon)
    Defenses: Isometal TSA, Advanced Force Field, Deflector Field, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 4 GW Pocket Antimatter reactor
    Engine: Multipurpose Warp Drive (75G acceleration, Warp velocity 10)
    Crew: 5 crew
    Miscellaneous: Sick bay equipped with chrysalis machine. Armed with special warp drive missiles.
    Cost per unit: 1.5 BIC

    Part 2: Escort ships
    Ship class: Stiletto class Fast Attack Craft
    Size: S1
    Role: Escort, scout, fast attack
    Main armaments: 4 medium graviton plasma cannons
    Point defense armaments: 10 PD plasma turrets (quad extra-light graviton plasma PD cannon)
    Defenses: Isometal TSA, Advanced Force Field, Deflector Field, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 6.5 GW Pocket Antimatter reactor
    Engine: Multipurpose Warp Drive (50G acceleration, Warp velocity 10)
    Crew: 10 crew, 5 marines
    Miscellaneous: Sick bay equipped with chrysalis machine.
    Cost per unit: 3.4 BIC

    Ship class: Rapier class Corvette
    Size: S2
    Role: Escort, scout, pursuit
    Main armaments: 8 medium graviton plasma cannons
    Point defense armaments: 15 PD plasma turrets (quad extra-light graviton plasma PD cannon)
    Defenses: Isometal TSA, Advanced Force Field, Deflector Field, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 11 GW Pocket Antimatter reactor
    Engine: Multipurpose Warp Drive (50G acceleration, Warp velocity 10)
    Crew: 20 crew, 10 marines
    Miscellaneous: Sick bay equipped with chrysalis machine.
    Cost per unit: 6.2 BIC

    Ship class: Saber class Frigate
    Size: S3
    Role: Escort, scout command
    Main armaments: 12 medium graviton plasma cannons
    Point defense armaments: 20 PD plasma turrets (quad extra-light graviton plasma PD gun)
    Defenses: Isometal TSA, Advanced Force Field, Deflector Field, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 24 GW Pocket Antimatter reactor
    Engine: Multipurpose Warp Drive (43G acceleration, Warp velocity 8.6)
    Crew: 40 crew, 20 marines
    Miscellaneous: Sick bay equipped with chrysalis machine.
    Cost per unit: 9.5 BIC

    Ship class: Gladius class Destroyer Escort
    Size: S4
    Role: Heavy escort
    Main armaments: 2 heavy graviton plasma cannons, 10 medium graviton plasma cannons
    Point defense armaments: 30 PD plasma turrets (quad extra-light graviton plasma PD gun)
    Defenses: Isometal TSA, Advanced Force Field, Deflector Field, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 32 GW Pocket Antimatter reactor
    Engine: Multipurpose Warp Drive (40G acceleration, Warp velocity 8)
    Crew: 60 crew, 30 marines
    Miscellaneous: Sick bay equipped with chrysalis machine.
    Cost per unit: 21 BIC

    Ship class: Broadsword class Destroyer
    Size: S5
    Role: Heavy escort
    Main armaments: 6 heavy graviton plasma cannons
    Point defense armaments: 55 PD plasma turrets (quad extra-light graviton plasma PD gun)
    Defenses: Isometal TSA, Advanced Force Field, Deflector Field, Improved Cloaking Field (with combined stealth, emission cloak, and chameleon system)
    Power plant: 75 GW Pocket Antimatter reactor
    Engine: Multipurpose Warp Drive (38.8G acceleration, Warp velocity 7.8)
    Crew: 120 crew, 60 marines
    Miscellaneous: Sick bay equipped with chrysalis machine.
    Cost per unit: 47 BIC
    Last edited by Holeypaladin; 10-05-2012 at 09:06 PM.
    Quote Originally Posted by Sigilstone17 View Post
    Holeypaladin is a pretty cool guy.
    I like swords.

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