Stellar Empires 5; An Age Anew. (NATION RP)

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So I was going to finish my post up today but I got blind sided by a speech that I must have completed by tomorrow morning for graduation .-.

So tomorrow I will finish up my post!
 
Okay, I will get together a post as soon as possible. I got blind sided by a sudden sore throat and I missed a ton of easy government classwork and homework.
 
Anyone who wants to collab their first encounters is free to PM me. It makes for a more dynamic approach :p
 
Okay so it's been an extremely long week.

Had to write a speech for my graduation.
Then we had graduation practice.
Then graduation.
Then I spent most of the weekend with my family because I leave for Japan soon (Thanks Navy).
Then I had a party to attend with some of my classmates.
Now I'm packing.
Tomorrow I move out of this barracks into a holding barracks.
Then I do jack shit for two to three weeks as I wait for my orders to post and my plane ticket.

So later tomorrow or Tuesday I will have my post up, just been a busy week for me, sorry for the lack of my post.
 
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Oh yea, I had a post half written a week ago.... then hot happened and the real estate told me I had an inspection today and I totally forgot about it >.>
 
Is this still open for newcomers?

I saw this and just wanted to try and recreate one fo my favorite aliens species, though i have this nagging feeling that they will get utterly destroyed due to their shittiness. ^^
 
Is this still open for newcomers?

I saw this and just wanted to try and recreate one fo my favorite aliens species, though i have this nagging feeling that they will get utterly destroyed due to their shittiness. ^^
If I've learned anything from being here, it's that Kadaeux never closes his RPs. So get to making that civilization, I look forward to devouring them!
 
Oh no, the bugs will eat them. Welp there is only one way to solve this problem, ram the ships into the bugs.
 
My first attempt at a rp of this type, as well as doing this coding thing. Criticism is as always good to get so i have a idea of what i need to improve. ^^


The Rak

Nation Name: The Rak

Flag: Well, if you count the stick covered in the trophy skulls of the ships masters "Honored" foes a flag. The Nation as a whole does not have something that they belive symbolises them as a whole, but attempts have been made though they all ended in failure as some warlord started making it's own designs.

VIP:

Warmaster Zorum, the gluttonous: As a Warmaster Zorum posseses one of the few true positons of power inside of Rak society, and out of all other Warmasters is the only one who has a true problem with their species and nations technology. With Zorum's genetical code granting him higher intelligence and a sence of self compared to general population he has come to understand that sooner rather than later they will find something that is beyond them technology wise and thus supports any new inventions that are made with glee. Though like most new "Technology" made by the Rak it often ends up exploading in some way, either close to them or their foes.
latest

Warmaster Oxian, The Pure: Oxian takes a much different approach than his fellow Warmaster Zorum. He belives that their species need to abandon the machines and find strenght in flesh, they are a species who seems to be able to never have any difficulities in moddifying themselves geneticaly but here is something that he shares Zorum's worries. They are just not good at operating at themselves, and somewhere inside he wonders. Is there something out there who can replace their old masters of legend and guide them all to true purity.
latest

Techlord Volstram: Those who work within technology and science within the Rak rarerly if ever attain any true postion of power, and while there is positions and titles for it they are as mentioned rare. If one had to describe Volstram hastily it would be crazy, he seems to pump out inventions and tools at a terribly quick rate though many of these are simple variations of one another. Not being able to see the genetical flaws within their species the Techlord simply continues to experiment and he is more than happy to field test his weapons and creations on the battlefield as tools for his soldiers. But as earlier stated about Rak science, the chance of things going terribly wrong is always there. But when it works, then it works splendidly.
Volstram has exhanged large parts of his body for cybernetics, most of his lower body is infact machine. And more than half of his own commanders wonder if he is going to blow up whenever they see the scientist.

Races
The Rak: Though they call themselves the Rak it is not actualy the real name of their species, its simply the leftover letters of an ancient text which told of their creation. Culture isn't something that exists in the same way within their society, there are no traditional clothing or ways of doing things. One ship and its soldiers could have one way to prepare for battle while another has a compleatly different one. But there is one thing that all Rak belive. Long long ago they were made by the masters to fight the great foe. Strange beings that are described as ever changing and unatural, simply reading about these otherwordly beings make a Rak feel ready for combat. But the problem is, there is no great foe to fight, and their masters are no where in sight. Being a bio-enginered warrior race without any sort of direction they spent a astounding five hundred years fighting themselves on their "Home" planet, what makes the Rak stand out is that they reproduce Asexualy. When one dies they release spores into the air, one dead can release several dossens of spores. These find their way to ground and like seeds go into the earth where they slowly start to grow. This has created two kinds of Rak, those who are "Born" inside of their society and their feral counterparts. The only real difference is that the feral cousins are larger and bulkier having had to survive on their own.

The typical Rak possesses eight limbs. Normally, when not in pursuit of prey, they tend to walk upright on four limbs; using the other four to perform various other functions. However, when in pursuit of prey, they can easily shift into using up to all eight limbs for locomotion. A Raks upper four limbs possess adaptable grasping appendages, they can change the musculature to use these as hands, complete with opposable digits, instead of grasping feet. These appendages are strong enough that an adult Rak'Gol can actually climb and run completely upside down, attached to virtually any surface providing that there is something to grasp onto of course. The Rak also possess prehensile tails that assist in balance. In addition, the Rak'Gol have keen senses of smell and sight, and these are often enhanced through their use of cybernetics and bionics. standing at least 2.6 metres tall and weighing up to 175 kilograms. To humans, this alien species appears reptilian, however, their skin does not possess the tell-tale scales that many reptiloid species exhibit. Rather, their skin is a rough-hewn texture, almost stonelike -- very similar to ancient lizards. Non-modified Rak possess two eyes deeply recessed in their skulls, and a tympanic-like membrane for hearing.

The Rak are stuck scientificly for a certain reason, most of their scientists and mechanics simply don't understand what they build. What they know how to make is part of their very genetical code, how they fight, why some become leaders and some become simple warriors is within their genes. And quite frankly the more intelligent and wise of them understand that they weren't made to govern themselves, sure they can survive on their own and do things themselves but being left to fend for themselves without guidance? That's not why they are here, and there is a good chance that they just might destroy each other before they find the truth.

But the strangest things about this species is their inner body. Its less like flesh and more close to that of fungus, its this strange body structure that allows them to so easily addapt to most conditions. From getting new bodyparts through surgery to surviving on new planets without knowing of it's diseases to full on changing of their bodies through cybernetics or genetics.

Gol: The Gol are the Rak's "pets" they do almost anything with these lizard like beasts. From using them as cattle to training them into warbeasts. The more scientific of Rak's belive that they were made to exist with them, as the beasts seems to reproduce in the same way as themselves. And the longer they live the bigger they become. A fun tactic for the more explosive loving Rak commanders are to simply strap bombs to the lizards and send them of running towards their foes, but one or two always manage to run back towards their owner with a fiery pressent.

Race Traits: Combat Model.

Race Flaws: Destructive purpose[Totally Alien] , Fit for purpose only, The Quest.

Common Traits and Flaws

National Traits: 3

Fair Dinkum: Your nation is seen as a relatively straight player, and you are, you honour your deals and deal fairly with other nations.

Pyramid Rule: The nation is run like a pyramid scheme, at the top is a single body who commands a number of people who in turn command a number of people below them and so on down the chain.

Implausibly Efficient Government: Through trial and error the red tape has not only been cut but has been found to be redundant and counterproductive.When it comes to cutting the red tape your nation has none to cut!

Population Traits: 5
Not One Step Back!: You hold your ground no matter what, militarily OR politically.

Crimeless: Your nation has abolished crime in its entirety, whether by simply making everything legal, some form of mental conditioning or other reasons. There is no crime, as such should there be any it would be noticed immediately as suspicious goings-on.

We Act as One: The people are not simply loyal. They are YOURS when a threat to the nation is felt on the outside the people unite as rarely seen before to act with a singular will and purpose against that thread.

Organised Chaos: Your society is so bizarre that most cannot comprehend what they are seeing when exposed to it. This makes any attempt to infiltrate it or target it much more difficult if there is anything other than the intent to simply kill them all.

Jackrabbits!: Your people breed far more often than other members of their race. Females may as well be baby-farms. Oh by the gods, at least go inside first!

Star Navy Traits: 3
Ironclad: You favour armour over speed. You sacrifice 10% of your weapons in favour of considerably thicker armour than is the norm. This is cumulative with any nation traits regarding armour. (Cannot take with Relativity is a Bitch)

A gift from the Stars: Nothing says "we hate you and hope your cat dies" more than an Orbital Bombardment. And you guys LOVE Orbital Bombardment. Nuking your enemies from orbit never felt quite so good.

RAMMING SPEED: There are few plans as expected as simply RAMMING the enemy when things look grim. It's not easy to score hits, but when you do, fuck it that will hurt.

Ground War Traits: 3
Strategic Response: You HATE losing. To the point that if you think you are you're quite likely to call orbital fire support or maybe a nuclear missile or ten in order to 'level the playing field' (Not to mention the engagement area.)

Hammer to Fall : Displays are all well and good but sometimes you just need to bring things to a close quickly, this in itself can be a hell of a display as your forces ruthlessly use every bit of heavy weaponry they have to crush their opponent to dust.

Blitzkrieg: Move hard, move fast and never ever stop. That is your motto, going slow equals going dead. Moving fast enough to keep your enemy off-balance is all you need. (Cannot take with Creeping War)

Technical Traits: 2
Accidental Awesome: Sometimes your engineers manage to design a system in just THAT way where it works well and above what is normally expected of any of the systems individually, this means there is a random chance certain types of ships will perform above average on a normal basis, but conversely, sometimes there is more accidental than awesome.

Industrial Autoprinting: Your nation employs massive additive printers to manufacture ships, parts, and equipment wholesale by simply printing them out by template, it also enables ships in transit to print spare parts on demand instead of hoping that they're carrying the replacement parts they will require. Production costs are less than normal, however undetected imperfections reduces the quality of such craft. Though most ships can conduct limited selfrepairs. (Cannot take with Master Shipwrights)

Psychic Traits: 0

Economic Traits: 1
Point Defender Gun: All your transports are fitted with a light gun with which to defend themselves against pirate attacks. Its not perfect and won't help against any considerable pirate efforts. But its better than nothing.

Espionage Traits: 0


Flaws: 5
Cone of Silence : Your spies are inept, obvious and hard to miss, indeed it would take an idiot to not spot these people, sometimes they get the job done though.

For Science! : For whatever reason your scientists will do whatever it takes to make the next big breakthrough. While the populace is not exactly a fan of their methods they do enjoy the results, this is probably the only reason your government endorses them. (Gat)

Delectable: Your species, while no Bovine, still taste really good. Want some Popplers?

Psychic Nulls: Your people have no psychics amongst the population, and more over no protection against psychic abilities. (Cannot be taken if ANY Psychic traits were taken. Provides 2 Trait Points.)


Custom Traits: 2

Genetical Coding: The Rak possess all the knowledge of their craft as they are born into the world, thus they simply don't need to train soldiers, scientists ,medics or any other kind of profession

Adaptability: The Rak where made to be able to adapt to most situations and actions towards their bodies, for now this means little at the moment as they simply don't posses great cybernetics or genetics. Instead it only helps them with making surgery a likely success for now. But who knows what the future will bring.

The Cradle of Rak

There are only five planets within the Rak's "Cradle" and in all of their massive imagination they named the planets. 1,2,3,4,5. Indeed the Rak has proved once again a lack of progress and imagination. But here lies another problem, their cradle is not a beautifull place. Each planet had a good portion of Rak living their before their people united into the nomads. And each one of them had a several centuries long war on it, and what happened when the Rak realised there were other Rak's on the different planet? Well of course they started another war, this time planet against planet, though this war was just a good couple of decades before the first Warmaster united them. He had told them the reason why there were five planets was to represent the fingers on a hand, in a way making them belive they were or had been the fist of their masters.

As peace came and the five planets united to create a vast fleet so they could search for their long gone creators what little natural beauty was left disapeared as they turned the planets to giant factories producing food, weapons and transports for their great crusade. To bad that the first Warmaster died in a training match before they could begin this crusade. In his ashes several Warmasters were crowned and they took charge of their people. Now instead of waging a galaxy wide war to discover their purpose they would search yes, but who knows. Maybe some other life out there had clues?

And so, no one would ever really think about going as a turist to any of the cradles of the Rak what had once been a gathering of planets who could have been argued better suited for leisure worlds turned into something foul. Becuse c'mon, who would actualy want to go to a planet wide factory?

The Spear of Rak

18 Corvettes : 900
-Fighters
10 Frigates : 1000
-Fighters
15 Destroyers : 2250
-Bombers

14 Cruisers : 6300
Fighters
8 Escort Carriers : 4800
1 Gunships 1 Bombers

2 Battleships : 2000
Gunships
1 Carrier : 1250
1 Bomber 1 Gunship 1 Fighter

1 Dreadnought (The Seeker) : 1500
Bombers

The Hammer of Rak

40 Infantry Regiment : 4000

10 Armored Regiments : 4000

10 Artillery Regiments : 2000

10 Mobile Regiments : 3000

4 Fighters groups : 800

4 Bomber Groups: 1600

2 Gunship Groups : 600


1 Planetary Defence Fortress on planet 1 : 4000

 
Last edited by a moderator:
You can take a total of 5 points for flaws, at the moment you got 6 points due to Psychic Null being a 2 points flaw.

Ohright, Kad added the extra strikecrafts earlier. I should add those to mine...
 
Alright, will fix it.
.

Alpha is incorrect. If your extra flaws are "two-pointers" you may end up with extra points.



My first attempt at a rp of this type, as well as doing this coding thing. Criticism is as always good to get so i have a idea of what i need to improve. ^^


The Rak

Nation Name: The Rak

Flag: Well, if you count the stick covered in the trophy skulls of the ships masters "Honored" foes a flag. The Nation as a whole does not have something that they belive symbolises them as a whole, but attempts have been made though they all ended in failure as some warlord started making it's own designs.

VIP:

Warmaster Zorum, the gluttonous: As a Warmaster Zorum posseses one of the few true positons of power inside of Rak society, and out of all other Warmasters is the only one who has a true problem with their species and nations technology. With Zorum's genetical code granting him higher intelligence and a sence of self compared to general population he has come to understand that sooner rather than later they will find something that is beyond them technology wise and thus supports any new inventions that are made with glee. Though like most new "Technology" made by the Rak it often ends up exploading in some way, either close to them or their foes.
latest

Warmaster Oxian, The Pure: Oxian takes a much different approach than his fellow Warmaster Zorum. He belives that their species need to abandon the machines and find strenght in flesh, they are a species who seems to be able to never have any difficulities in moddifying themselves geneticaly but here is something that he shares Zorum's worries. They are just not good at operating at themselves, and somewhere inside he wonders. Is there something out there who can replace their old masters of legend and guide them all to true purity.
latest

Techlord Volstram: Those who work within technology and science within the Rak rarerly if ever attain any true postion of power, and while there is positions and titles for it they are as mentioned rare. If one had to describe Volstram hastily it would be crazy, he seems to pump out inventions and tools at a terribly quick rate though many of these are simple variations of one another. Not being able to see the genetical flaws within their species the Techlord simply continues to experiment and he is more than happy to field test his weapons and creations on the battlefield as tools for his soldiers. But as earlier stated about Rak science, the chance of things going terribly wrong is always there. But when it works, then it works splendidly.
Volstram has exhanged large parts of his body for cybernetics, most of his lower body is infact machine. And more than half of his own commanders wonder if he is going to blow up whenever they see the scientist.

Races
The Rak: Though they call themselves the Rak it is not actualy the real name of their species, its simply the leftover letters of an ancient text which told of their creation. Culture isn't something that exists in the same way within their society, there are no traditional clothing or ways of doing things. One ship and its soldiers could have one way to prepare for battle while another has a compleatly different one. But there is one thing that all Rak belive. Long long ago they were made by the masters to fight the great foe. Strange beings that are described as ever changing and unatural, simply reading about these otherwordly beings make a Rak feel ready for combat. But the problem is, there is no great foe to fight, and their masters are no where in sight. Being a bio-enginered warrior race without any sort of direction they spent a astounding five hundred years fighting themselves on their "Home" planet, what makes the Rak stand out is that they reproduce Asexualy. When one dies they release spores into the air, one dead can release several dossens of spores. These find their way to ground and like seeds go into the earth where they slowly start to grow. This has created two kinds of Rak, those who are "Born" inside of their society and their feral counterparts. The only real difference is that the feral cousins are larger and bulkier having had to survive on their own.

The typical Rak possesses eight limbs. Normally, when not in pursuit of prey, they tend to walk upright on four limbs; using the other four to perform various other functions. However, when in pursuit of prey, they can easily shift into using up to all eight limbs for locomotion. A Raks upper four limbs possess adaptable grasping appendages, they can change the musculature to use these as hands, complete with opposable digits, instead of grasping feet. These appendages are strong enough that an adult Rak'Gol can actually climb and run completely upside down, attached to virtually any surface providing that there is something to grasp onto of course. The Rak also possess prehensile tails that assist in balance. In addition, the Rak'Gol have keen senses of smell and sight, and these are often enhanced through their use of cybernetics and bionics. standing at least 2.6 metres tall and weighing up to 175 kilograms. To humans, this alien species appears reptilian, however, their skin does not possess the tell-tale scales that many reptiloid species exhibit. Rather, their skin is a rough-hewn texture, almost stonelike -- very similar to ancient lizards. Non-modified Rak possess two eyes deeply recessed in their skulls, and a tympanic-like membrane for hearing.

The Rak are stuck scientificly for a certain reason, most of their scientists and mechanics simply don't understand what they build. What they know how to make is part of their very genetical code, how they fight, why some become leaders and some become simple warriors is within their genes. And quite frankly the more intelligent and wise of them understand that they weren't made to govern themselves, sure they can survive on their own and do things themselves but being left to fend for themselves without guidance? That's not why they are here, and there is a good chance that they just might destroy each other before they find the truth.

But the strangest things about this species is their inner body. Its less like flesh and more close to that of fungus, its this strange body structure that allows them to so easily addapt to most conditions. From getting new bodyparts through surgery to surviving on new planets without knowing of it's diseases to full on changing of their bodies through cybernetics or genetics.

Gol: The Gol are the Rak's "pets" they do almost anything with these lizard like beasts. From using them as cattle to training them into warbeasts. The more scientific of Rak's belive that they were made to exist with them, as the beasts seems to reproduce in the same way as themselves. And the longer they live the bigger they become. A fun tactic for the more explosive loving Rak commanders are to simply strap bombs to the lizards and send them of running towards their foes, but one or two always manage to run back towards their owner with a fiery pressent.

Race Traits: Combat Model.

Race Flaws: Destructive purpose[Totally Alien] , Fit for purpose only, The Quest.

Common Traits and Flaws

National Traits: 3

Fair Dinkum: Your nation is seen as a relatively straight player, and you are, you honour your deals and deal fairly with other nations.

Pyramid Rule: The nation is run like a pyramid scheme, at the top is a single body who commands a number of people who in turn command a number of people below them and so on down the chain.

Implausibly Efficient Government: Through trial and error the red tape has not only been cut but has been found to be redundant and counterproductive.When it comes to cutting the red tape your nation has none to cut!

Population Traits: 5
Not One Step Back!: You hold your ground no matter what, militarily OR politically.

Crimeless: Your nation has abolished crime in its entirety, whether by simply making everything legal, some form of mental conditioning or other reasons. There is no crime, as such should there be any it would be noticed immediately as suspicious goings-on.

We Act as One: The people are not simply loyal. They are YOURS when a threat to the nation is felt on the outside the people unite as rarely seen before to act with a singular will and purpose against that thread.

Organised Chaos: Your society is so bizarre that most cannot comprehend what they are seeing when exposed to it. This makes any attempt to infiltrate it or target it much more difficult if there is anything other than the intent to simply kill them all.

Jackrabbits!: Your people breed far more often than other members of their race. Females may as well be baby-farms. Oh by the gods, at least go inside first!

Star Navy Traits: 3
Ironclad: You favour armour over speed. You sacrifice 10% of your weapons in favour of considerably thicker armour than is the norm. This is cumulative with any nation traits regarding armour. (Cannot take with Relativity is a Bitch)

A gift from the Stars: Nothing says "we hate you and hope your cat dies" more than an Orbital Bombardment. And you guys LOVE Orbital Bombardment. Nuking your enemies from orbit never felt quite so good.

RAMMING SPEED: There are few plans as expected as simply RAMMING the enemy when things look grim. It's not easy to score hits, but when you do, fuck it that will hurt.

Ground War Traits: 3
Strategic Response: You HATE losing. To the point that if you think you are you're quite likely to call orbital fire support or maybe a nuclear missile or ten in order to 'level the playing field' (Not to mention the engagement area.)

Hammer to Fall : Displays are all well and good but sometimes you just need to bring things to a close quickly, this in itself can be a hell of a display as your forces ruthlessly use every bit of heavy weaponry they have to crush their opponent to dust.

Blitzkrieg: Move hard, move fast and never ever stop. That is your motto, going slow equals going dead. Moving fast enough to keep your enemy off-balance is all you need. (Cannot take with Creeping War)

Technical Traits: 2
Accidental Awesome: Sometimes your engineers manage to design a system in just THAT way where it works well and above what is normally expected of any of the systems individually, this means there is a random chance certain types of ships will perform above average on a normal basis, but conversely, sometimes there is more accidental than awesome.

Industrial Autoprinting: Your nation employs massive additive printers to manufacture ships, parts, and equipment wholesale by simply printing them out by template, it also enables ships in transit to print spare parts on demand instead of hoping that they're carrying the replacement parts they will require. Production costs are less than normal, however undetected imperfections reduces the quality of such craft. Though most ships can conduct limited selfrepairs. (Cannot take with Master Shipwrights)

Psychic Traits: 0

Economic Traits: 1
Point Defender Gun: All your transports are fitted with a light gun with which to defend themselves against pirate attacks. Its not perfect and won't help against any considerable pirate efforts. But its better than nothing.

Espionage Traits: 0


Flaws: 5
Cone of Silence : Your spies are inept, obvious and hard to miss, indeed it would take an idiot to not spot these people, sometimes they get the job done though.

For Science! : For whatever reason your scientists will do whatever it takes to make the next big breakthrough. While the populace is not exactly a fan of their methods they do enjoy the results, this is probably the only reason your government endorses them. (Gat)

Delectable: Your species, while no Bovine, still taste really good. Want some Popplers?

Psychic Nulls: Your people have no psychics amongst the population, and more over no protection against psychic abilities. (Cannot be taken if ANY Psychic traits were taken. Provides 2 Trait Points.)


Custom Traits: 2

Genetical Coding: The Rak possess all the knowledge of their craft as they are born into the world, thus they simply don't need to train soldiers, scientists ,medics or any other kind of profession

Adaptability: The Rak where made to be able to adapt to most situations and actions towards their bodies, for now this means little at the moment as they simply don't posses great cybernetics or genetics. Instead it only helps them with making surgery a likely success for now. But who knows what the future will bring.

The Cradle of Rak

There are only five planets within the Rak's "Cradle" and in all of their massive imagination they named the planets. 1,2,3,4,5. Indeed the Rak has proved once again a lack of progress and imagination. But here lies another problem, their cradle is not a beautifull place. Each planet had a good portion of Rak living their before their people united into the nomads. And each one of them had a several centuries long war on it, and what happened when the Rak realised there were other Rak's on the different planet? Well of course they started another war, this time planet against planet, though this war was just a good couple of decades before the first Warmaster united them. He had told them the reason why there were five planets was to represent the fingers on a hand, in a way making them belive they were or had been the fist of their masters.

As peace came and the five planets united to create a vast fleet so they could search for their long gone creators what little natural beauty was left disapeared as they turned the planets to giant factories producing food, weapons and transports for their great crusade. To bad that the first Warmaster died in a training match before they could begin this crusade. In his ashes several Warmasters were crowned and they took charge of their people. Now instead of waging a galaxy wide war to discover their purpose they would search yes, but who knows. Maybe some other life out there had clues?

And so, no one would ever really think about going as a turist to any of the cradles of the Rak what had once been a gathering of planets who could have been argued better suited for leisure worlds turned into something foul. Becuse c'mon, who would actualy want to go to a planet wide factory?

The Spear of Rak

18 Corvettes : 900
-Fighters
10 Frigates : 1000
-Fighters
15 Destroyers : 2250
-Bombers

14 Cruisers : 6300
Fighters
8 Escort Carriers : 4800
1 Gunships 1 Bombers

2 Battleships : 2000
Gunships
1 Carrier : 1250
1 Bomber 1 Gunship 1 Fighter

1 Dreadnought (The Seeker) : 1500
Bombers

The Hammer of Rak

40 Infantry Regiment : 4000

10 Armored Regiments : 4000

10 Artillery Regiments : 2000

10 Mobile Regiments : 3000

4 Fighters groups : 800

4 Bomber Groups: 1600

2 Gunship Groups : 600


1 Planetary Defence Fortress on planet 1 : 4000

.

1: 1st, as a Bio-Geneered, you need to pick two models :p
2: Adaptability special denied, it runs contrary to the race traits.

Otherwise, looks good mate.
 
Alpha is incorrect. If your extra flaws are "two-pointers" you may end up with extra points.
But you got 2 points for extra flaws? :I
 
You need 3 flaws as mandatory, these 3 do not offer additional trait points. you can pick two aditional flaws for a total of 5 flaws, if either of those extra 2 are two pointers you get 2 extra trait points for it, so if both the extra's were 2 pointers you could get a max of 4 extra trait points over the default number.
 
You need 3 flaws as mandatory, these 3 do not offer additional trait points. you can pick two aditional flaws for a total of 5 flaws, if either of those extra 2 are two pointers you get 2 extra trait points for it, so if both the extra's were 2 pointers you could get a max of 4 extra trait points over the default number.
Huh, I thought Kad shot those down. :I
 
Huh, I thought Kad shot those down. :I
.

Only if they were taken as mandatory flaws. If they're taken as extras, it's ok.

But as I carefully note. Taking five flaws, with two of them "two-pointers" is basically picking Ironman mode :p
 
...
We're still waiting for GM post, right?
:v
 
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